Cartofar Posted November 17, 2020 Share Posted November 17, 2020 Are cineva o lista completa cu toate functiile pe care le are SAMPFUNCS? nu am reusit sa gasesc nicaieri o lista completa iar fisierul .asi nu poate fi decompilat... Link to comment Share on other sites More sharing options...
TheTom Posted November 17, 2020 Share Posted November 17, 2020 (edited) La acestea te referi? 0000: NOP 0001: wait 0 ms 0002: jump @MAIN_177 0003: shake_camera 40 0004: $CUSTOM_TOURNAMENT_FLAG = 0 0005: $166 = 292.33 0006: 0@ = -1 0007: 7@ = 0.0 0008: $89 += 1 0009: $TEMPVAR_FLOAT_1 += 1.741 000A: 3@ += 3000 000B: 6@ += 0.1 000C: $1020 -= 1 000D: $TEMPVAR_Z_COORD -= 0.5 000E: 0@ -= 1 000F: 692@ -= 8.0 0010: $GS_GANG_CASH *= 100 0011: $HJ_TEMP_FLOAT *= 100.0 0012: 22@ *= -1 0013: 17@ *= 9.8 0014: $HJ_TWOWHEELS_TIME /= 1000 0015: $EXPORT_PRICE_HEALTH_MULTIPLIER /= 1000.0 0016: 4@ /= 2 0017: 14@ /= 1000.0 0018: $CATALINA_TOTAL_PASSED_MISSIONS > 2 0019: 0@ > 0 001A: 10 > $SYNDICATE_TOTAL_PASSED_MISSIONS 001B: 3 > 20@ 001C: $CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int) 001D: 27@ > 33@ // (int) 001E: $CURRENT_TIME_IN_MS2 > 3@ // (int) 001F: 9@ > $GIRL_PROGRESS[0] // (int) 0020: $HJ_TWOWHEELS_DISTANCE_FLOAT > 0.0 0021: 26@ > 64.0 0022: -180.0 > $1316 0023: 0.0 > 7@ 0024: $HJ_CAR_Z > $HJ_CAR_Z_MAX // (float) 0025: 3@ > 6@ // (float) 0026: $TEMPVAR_FLOAT_1 > 513@(227@,10f) // (float) 0027: 513@(227@,10f) > $TEMPVAR_FLOAT_2 // (float) 0028: $5283 >= 180000 0029: 17@ >= 4 002A: 0 >= $GIRL_PROGRESS[4] 002B: 3000 >= 8@ 002C: $SAVE_PICKUPS_INDEX >= $TOTAL_AVAILABLE_SAVE_PICKUPS // (int) 002D: 43@ >= 271@ // (int) 002E: $DIALOG_ARRAY_SIZE >= 131@ // (int) 002F: 1@ >= $1264($1288,2i) // (int) 0030: $STAT_PERCENTAGE_COMPLETED >= 100.0 0031: 42@ >= 0.05 0032: 8.0 >= $5925[0] 0033: -0.05 >= 42@ 0034: $8276 >= $8278 // (float) 0035: 98@ >= 50@ // (float) 0036: $TEMPVAR_FLOAT_1 >= 181@(217@,8f) // (float) 0037: 189@(217@,8f) >= $TEMPVAR_FLOAT_2 // (float) 0038: $672 == 1 0039: 1@ == 0 003A: $GIRL_DATED_NOW == $GIRLFRIEND // (int) 003B: 18@ == 21@ // (int) 003C: $CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int) 0042: $279 == 0.0 0043: 301@ == 0.2 0044: $3499 == $3507($8549,151f) // (float) 0045: 85@ == 69@ // (float) 0046: $var == 0@ // (float) 004D: jump_if_false @MAIN_4068 004E: end_thread 004F: create_thread @MS_BIKE_MISSIONS 0050: gosub @SUB_FADE_500MS 0051: return 0052: NOP 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3 0053: $PLAYER_CHAR = create_player #NULL at 2488.562 -1666.865 12.8757 0058: $1924 += $1929 // (int) 0059: $1316 += $1317 // (float) 005A: 3@ += 1@ // (int) 005B: 4@ += 17@ // (float) 005C: 17@ += $1029 // (int) 005D: 20@ += $TEMPVAR_FLOAT_1 // (float) 005E: $1923 += 25@ // (int) 005F: $TEMPVAR_FLOAT_3 += 18@ // (float) 0060: $5283 -= $5285 // (int) 0061: $HJ_TEMP_FLOAT -= $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT // (float) 0062: 13@ -= 11@ // (int) 0063: 18@ -= 6@ // (float) 0064: 3@ -= $GIRLRESPECT($GIRLFRIEND,6i) // (int) 0065: 20@ -= $TEMPVAR_FLOAT_1 // (float) 0066: $6681 -= 171@ // (int) 0067: $TEMPVAR_FLOAT_1 -= 593@(227@,10f) // (float) 0068: $HJ_STUNT_BONUS *= $HJ_STUNT_BONUS_MULT // (int) 0069: $TEMPVAR_FLOAT_3 *= $DISTANCE_BETWEEN_POINTS // (float) 006A: 25@ *= 29@ // (int) 006B: 18@ *= 28@ // (float) 006C: $var *= 22@ // $ *= @ (int) 006D: $TEMPVAR_FLOAT_1 *= 17@ // (float) 006E: 44@ *= $PARAMEDIC_MISSION_LEVEL // (int) 006F: 6@ *= $1040 // (float) 0070: $var /= $var2 // (int) 0071: $5941 /= $5942 // (float) 0072: 1@ /= 17@ // (int) 0073: 18@ /= 17@ // (float) 0074: $8200 /= 51@ // (int) 0075: $TEMPVAR_FLOAT_1 /= 620@ // (float) 0076: 44@ /= $var // (int) 0077: 50@ /= $TEMPVAR_FLOAT_3 // (float) 0078: $5576 += frame_delta_time * 6.0 // (float) 0079: 351@ += frame_delta_time * -1.325 // (float) 007A: $5575 += frame_delta_time * $5574 // (float) 007B: 290@(227@,60f) += frame_delta_time * 425@ // (float) 007C: 423@ += frame_delta_time * $var // (float) 007D: $TEMPVAR_FLOAT_1 += frame_delta_time * 2@ // (float) 007E: $5576 -= frame_delta_time * 6.0 // (float) 007F: 421@ -= frame_delta_time * 1.0 // (float) 0080: $5588 -= frame_delta_time * $5589 // (float) 0081: 549@ -= frame_delta_time * 551@ // (float) 0082: 18@ -= frame_delta_time * $8736 // (float) 0083: $2739 -= frame_delta_time * 8@ // (float) 0084: $5283 = $5284 // (int) 0085: 13@ = 12@ // (int) 0086: $TEMPVAR_FLOAT_1 = $1038 // (float) 0087: 17@ = 3@ // (float) 0088: $TEMPVAR_FLOAT_3 = 17@ // (float) 0089: 14@ = $TEMPVAR_FLOAT_1 // (float) 008A: $3396 = 0@ // (int) 008B: 3@ = $CURRENT_TIME_IN_MS2 // (int) 008C: $HJ_TWOWHEELS_DISTANCE_METERS_INT = float $HJ_TWOWHEELS_DISTANCE_FLOAT to_integer 008D: $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT = integer $HJ_TWOWHEELS_DISTANCE_METERS_INT to_float 008E: 25@ = float $DISTANCE_BETWEEN_POINTS to_integer 008F: 17@ = integer $1926 to_float 0090: $IMPORT_CAR_PRICE = float 12@ to_integer 0091: $EXPORT_PRICE_HEALTH_MULTIPLIER = integer 4@ to_float 0092: 22@ = float 17@ to_integer 0093: 14@ = integer 13@ to_float 0094: make $10937 absolute_integer 0095: make 9@ absolute_integer 0096: make $10755 absolute_float 0097: make 196@ absolute_float 0098: 0@ = random_float_in_ranges_0.0_to_1.0 0099: $8224 = random_int_in_ranges_0_to_32767 009A: 2@ = create_actor_pedtype 4 model #MALE01 at 0.0 0.0 0.0 009B: destroy_actor 18@ 00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 00A1: put_actor $PLAYER_ACTOR at 345.5621 306.2212 998.4484 00A3: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922 00A4: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2782.693 -1921.125 11.7984 cornerB 2746.098 -1993.905 16.9599 00A5: 0@ = create_car #PONY at 0.0 0.0 0.0 00A6: destroy_car 22@ 00A7: car 99@ drive_to 252@ 253@ 254@ 00A8: set_car 44@ to_psycho_driver 00A9: set_car 54@ to_normal_driver 00AA: store_car 0@ position_to 3@ 4@ 5@ 00AB: put_car 22@ at -1577.942 52.6333 40.0 00AD: set_car 36@ max_speed_to 10.0 00AE: set_car 71@ traffic_behaviour_to 3 00AF: set_car 62@ driver_behaviour_to 5 00B0: car 79@(163@,4i) sphere 0 in_rectangle_cornerA 1940.82 72.1365 cornerB 2145.438 140.5141 00B1: car 73@ sphere 0 in_cube_cornerA 855.6 -2067.9 5.0 cornerB 812.6 -2085.9 20.0 00BA: show_text_styled GXT "BEEFY" time 1000 style 2 // Beefy Baron 00BB: show_text_lowpriority GXT 'IE23' time 3000 flag 1 // ~s~This vehicle is not required for export. 00BC: show_text_highpriority GXT 'MTIME3' time 1000 flag 1 // ~s~Come back between 9:00 and 17:00. 00BE: text_clear_all 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 00C0: set_current_time 8 0 00C1: 3@ = get_minutes_left_to_time_hours 5@ time_minutes 6@ 00C2: sphere_onscreen 159@ 160@ 161@ radius 5.0 00D6: if 00D7: create_thread @NONAME_1 // without extra params 00D8: mission_cleanup 00D9: 68@ = actor $PLAYER_ACTOR car // add to mission cleanup 00DB: actor $PLAYER_ACTOR in_car 22@ 00DD: actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 00DF: actor $PLAYER_ACTOR driving 00E1: player 0 pressed_key 19 00E2: get_player 0 key 15 state_to 4@ 00EC: actor $PLAYER_ACTOR sphere 0 near_point 1812.369 -1929.922 radius 80.0 80.0 00ED: actor $PLAYER_ACTOR sphere 0 near_point 2043.68 -1635.73 radius 4.0 4.0 on_foot 00EE: actor $PLAYER_ACTOR sphere 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car 00EF: actor 72@ sphere 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped 00F0: actor 87@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot 00F1: actor $PLAYER_ACTOR sphere 0 near_point 540.0 2000.0 radius 20.0 20.0 stopped_in_car 00F2: actor 67@ near_actor $PLAYER_ACTOR radius 20.0 20.0 sphere 0 00F3: actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 sphere 0 on_foot 00F4: actor 34@ near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0 in_car 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 658.0068 -1866.313 4.4537 radius 15.0 15.0 15.0 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.0 1.0 2.0 on_foot 0100: actor $PLAYER_ACTOR in_sphere 1793.068 -1904.254 12.3989 radius 4.0 4.0 4.0 sphere 1 in_car 0101: actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.0 5.0 3.0 sphere 0 stopped 0102: actor $PLAYER_ACTOR in_sphere 2468.8 -1278.2 29.1 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 0103: actor $PLAYER_ACTOR in_sphere -1577.942 52.6333 16.3281 radius 4.0 4.0 6.0 sphere 0 stopped_in_car 0104: actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 0 0105: actor $PLAYER_ACTOR near_actor 102@(42@,9i) radius 5.0 5.0 2.0 sphere 0 on_foot 0106: actor $PLAYER_ACTOR near_actor 71@ radius 15.0 15.0 15.0 sphere 0 in_car 0107: $2706 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5 0108: destroy_object $WANTED_LIST_OBJECT 0109: player $PLAYER_CHAR money += 1000000 010A: player $PLAYER_CHAR money > 461@ 010B: 4@ = player $PLAYER_CHAR money 010C: NOP 010D: set_player $PLAYER_CHAR wanted_level_to 0 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 010F: player $PLAYER_CHAR wanted_level > 0 0110: clear_player $PLAYER_CHAR wanted_level 0111: set_wasted_busted_check 0 0112: wasted_or_busted // mission only 0114: set_actor $PLAYER_ACTOR weapon 38 add_ammo 200000 0117: player $PLAYER_CHAR wasted 0118: actor 0@ dead 0119: car 0@ wrecked 0122: player $PLAYER_CHAR pressing_horn 0129: 41@ = create_actor_pedtype 23 model #SPECIAL02 in_car 35@ driverseat 0137: car 0@ model == #REMINGTN 014B: $PARKED_RHINO = init_car_generator #RHINO color -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 2435.302 -1671.848 12.8007 angle 90.0 014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0 014E: start_timer_at $7234 count_in_direction 1 // global_variable 014F: stop_timer $1923 0151: remove_status_text $1924 0154: actor $PLAYER_ACTOR in_zone 'EASB' // Easter Basin 0158: camera_on_car 34@ mode 18 switchstyle 2 0159: camera_on_ped 215@ mode 15 switchstyle 2 015A: restore_camera 015B: shake_player_controller 0 time 200 intensity 255 015D: set_gamespeed 0.9 015F: set_camera_position 664.9277 -479.6112 16.1668 rotation 0.0 0.0 0.0 0160: set_camera_point_at 665.8948 -479.5685 16.4175 switchstyle 2 0161: 341@ = create_marker_above_car 340@ unused 0 visibility 1 0162: NOP 0164: disable_marker $MARKER_CATALINA 0165: set_marker 42@ color_to 1 0167: 149@(256@,33i) = create_marker_at 50@(256@,33f) 50@(256@,33f) 50@(256@,33f) color 0 flag 2 0168: set_marker 45@ size 2 0169: set_fade_color_RGB 0 0 0 016A: fade 0 time 0 016B: fading 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 016E: override_next_restart at -1605.792 716.8598 11.0241 angle 355.2978 016F: create_particle 2 rotation_factor 0.0 size 1.0 intensity 150 flags 0 0 0 at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f) 0172: $TEMPVAR_ANGLE = actor 215@ Z_angle 0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0 0174: $HJ_CAR_ANGLE = car $HJ_PLAYER_CAR Z_angle 0175: set_car 22@ Z_angle_to 315.0 0176: 13@ = object 0@ Z_angle 0177: set_object 27@ Z_angle_to 180.0 0179: actor $PLAYER_ACTOR colliding_with_object 73@ 017B: set_actor $PLAYER_ACTOR weapon 22 ammo_to 10 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here 0184: actor 35@ health >= 119 0185: car 73@ health >= 700 0186: $61 = create_marker_above_car $60 0187: 39@ = create_marker_above_actor 67@ 0188: 123@(214@,5i) = create_marker_above_object 109@(214@,5i) 018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 018B: set_marker $1629 radar_mode 2 018C: play_sound 1052 at 0.0 0.0 0.0 018D: NOP 76@ 65535 2181.127 -2251.999 14.036 018E: stop_sound 82@ 018F: car 244@ flipped_for_2_seconds 0190: add_car 244@ to_flipped_check // 6 max 0191: remove_car 244@ from_flipped_check 01A1: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1028.2 449.6 cornerB 2@ 3@ on_foot 01A2: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 82@ 83@ cornerB 84@ 85@ in_car 01A3: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2037.536 2365.373 cornerB 2117.177 2483.922 01A4: actor 38@ sphere 0 in_rectangle_cornerA 2400.0 2800.0 cornerB 1000.0 1200.0 stopped_on_foot 01A5: actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 2@ 3@ cornerB 4@ 5@ stopped_in_car 01A6: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 on_foot 01A7: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2042.943 167.5841 26.759 cornerB -2055.202 180.1328 32.3919 in_car 01A8: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.827 510.0 1369.0 cornerB -797.0 494.0 1373.0 stopped 01A9: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2300.0 2500.0 50.0 cornerB 2500.0 2700.0 -50.0 stopped_on_foot 01AA: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1@ 2@ 3@ cornerB 4@ 5@ 6@ stopped_in_car 01AB: car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 01AC: car 35@ sphere 1 in_cube_cornerA 288.0 45@ 16.0 cornerB 328.0 47@ 18.0 stopped 01AD: car 99@ sphere 0 near_point 252@ 253@ radius 6.0 6.0 01AE: car 61@ sphere 0 near_point 2195.84 -2251.522 radius 3.0 3.0 stopped 01AF: car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.2 0.2 1.0 01B0: car 71@ sphere 0 in_sphere 2644.462 -2017.282 12.5547 radius 4.0 4.0 4.0 stopped 01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this 01B4: set_player $PLAYER_CHAR can_move 1 01B5: force_weather 1 01B6: set_weather 1 01B7: release_weather 01B9: set_actor 2@ armed_weapon_to 0 01BB: store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 01BC: put_object 0@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 01BD: $5284 = current_time_in_ms 01C0: $PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level 01C1: car $TEMPVAR_ACTOR_CAR stopped 01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian 01C3: remove_references_to_car $IMPORT_CAR 01C4: remove_references_to_object 82@(39@,16i) // This object will now disappear when the player looks away 01C5: remove_actor_from_mission_cleanup_list 1@ 01C7: remove_object_from_mission_cleanup_list 27@ 01C8: 40@ = create_actor_pedtype 23 model #SPECIAL01 in_car 35@ passenger_seat 0 01E3: show_text_1number_styled GXT "BB_15" number $1922 time 5000 style 1 // NEW HIGH SCORE!!~n~~w~~1~ 01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $HJ_STUNT_BONUS time 2000 flag 1 // INSANE STUNT BONUS: $~1~ 01E5: show_text_1number_highpriority GXT 'LOW_38' number 271@ time 5000 flag 1 // ~s~You need $~1~ to compete. 01E7: remove_forbidden_for_cars_cube_cornerA 2272.922 -1649.556 14.3311 cornerB 2266.101 -1633.219 14.3505 01E8: create_forbidden_for_cars_cube_cornerA 2500.0 -1677.0 20.0 cornerB 2430.0 -1653.0 0.0 01E9: 43@ = car 71@ num_passengers 01EA: 60@ = car 59@ max_passengers 01EB: set_traffic_density_multiplier_to 0.0 01EC: make_car 34@ very_heavy 1 01F0: set_max_wanted_level_to 6 01F3: car $HJ_PLAYER_CAR in_air 01F4: car 108@ flipped 01F5: $PLAYER_ACTOR = get_player_actor $PLAYER_CHAR 01F6: cancel_override_restart 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 01F9: init_rampage_gxt 'RAMPAGE' weapon 22 time_limit 30000 targets 30 target_models #CABBIE #TAXI #CABBIE #TAXI completed_text 1 01FA: 17@ = rampage_status 01FB: 28@ = square_root 18@ 0202: actor $PLAYER_ACTOR near_car 40@ radius 45.0 45.0 sphere 0 0203: actor $PLAYER_ACTOR near_car 1@ radius 12.0 12.0 flag 0 on_foot 0204: actor 66@ near_car 34@ radius 15.0 15.0 sphere 0 in_car 0205: actor $PLAYER_ACTOR near_car 73@ radius 25.0 25.0 25.0 flag 0 0206: actor $PLAYER_ACTOR near_car 95@ radius 5.0 5.0 3.0 flag 0 on_foot 0207: actor $PLAYER_ACTOR near_car 62@ radius 20.0 20.0 10.0 flag 0 in_car 0208: 17@ = random_float_in_ranges -0.2 0.2 0209: 17@ = random_int_in_ranges 0 10 020A: set_car 0@ door_status_to 4 020B: explode_car 57@ 020C: create_explosion_with_radius 0 at 72@ 73@ 74@ 020D: car $HJ_PLAYER_CAR flipped 0213: $PICKUP_INFO_HOSPITAL = create_pickup #INFO type 3 at 2027.77 -1420.52 16.49 0214: pickup $BUY_ASSET_PICKUPS[0] picked_up 0215: destroy_pickup $BUY_ASSET_PICKUPS[0] 0216: enable_taxi 87@ light 0 0217: show_text_styled GXT "GXT" time 3000 style 1 // versionB 021B: set_garage 'BODLAWN' to_accept_only_car $PLAYER_CAR 0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 0223: set_actor 2@ health_to 500 0224: set_car 34@ health_to 1000 0226: $6459 = actor 164@ health 0227: 4@ = car 22@ health 0229: set_car $IMPORT_CAR primary_color_to 11 secondary_color_to 0 022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB 1788.273 -1236.15 20.0 022B: create_forbidden_for_peds_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 0235: NOP 1 #BALLAS1 #BALLAS2 0236: NOP 0 #GREENWOO 0237: set_gang 1 weapons_to 24 29 4 023B: actor 70@(43@,6i) colliding_with_object 105@ 023C: load_special_actor 'TENPEN' as 1 // models 290-299 023D: special_actor 1 loaded 0241: player $PLAYER_CHAR in_remote_mode 0244: set_cutscene_pos 4@ 7@ 10@ 0245: set_actor $ACTOR_SMOKE walk_style_to "FATMAN" 0247: load_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) 0248: model 15@ available 0249: release_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) 024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 255 0 0 at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0253: save_current_time 0254: restore_current_time 0256: player $PLAYER_CHAR defined 0293: 38@ = get_controller_mode 0294: set_car 37@ sprayable 0 0296: unload_special_actor 1 0297: reset_player $PLAYER_CHAR destroyed_model_counters 0298: get_player $PLAYER_CHAR destroyed_model #TOPFUN quantity_to $BEEFYBARON_SCORE 0299: activate_garage 'VECMOD' 029B: 27@ = init_object #NF_BLACKBOARD at 0.0 0.0 0.0 02A0: actor $PLAYER_ACTOR stopped 02A3: enable_widescreen 1 02A4: NOP 02A5: NOP 02A7: $439 = create_icon_marker_and_sphere $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 02A8: $439 = create_marker $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 02A9: set_actor 1@ immune_to_nonplayer 1 02AA: set_car 69@ immune_to_nonplayer 1 02AB: set_actor 2@ immunities BP 0 FP 0 EP 1 CP 1 MP 0 02AC: set_car 0@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 02B9: deactivate_garage 'BEACSV' 02BF: car 51@ sunk 02C0: store_to 137@ 138@ 139@ ped_path_coords_closest_to 141@ 142@ 143@ 02C1: store_to 119@ 120@ 121@ car_path_coords_closest_to 116@ 117@ 118@ 02C2: car 71@ drive_to 2644.462 -2016.282 12.5547 02CA: car 61@ bounding_sphere_visible 02CB: actor $ACTOR_SMOKE bounding_sphere_visible 02CC: object 0@ bounding_sphere_visible 02CE: 16@ = ground_z_at 2@ 3@ 4@ 02CF: 142@(213@,21i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1 02D0: fire 163@ extinguished 02D1: remove_fire 138@ 02D3: boat 290@($7257,2i) sail_to 343@(366@,6f) 349@(367@,4f) 0.0 02D4: car 290@($7257,2i) turn_off_engine 02D6: actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.03 -1572.78 cornerB -2837.13 -1468.24 02D8: actor $PLAYER_ACTOR current_weapon == 28 02DB: set_boat 379@(253@,16i) speed_to 50.0 02DD: 88@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 criminal/prostitute 1 02E0: actor $PLAYER_ACTOR firing_weapon 02E1: 136@(212@,2i) = create_cash_pickup 500 at 2338.551 -1186.939 1027.977 permanence_flag 1 02E2: set_actor 2@ weapon_accuracy_to 75 02E3: 188@ = car 59@ speed 02E4: load_cutscene_data 'PROLOG1' 02E5: NOP 02E7: start_cutscene 02E8: $129 = cutscenetime 02E9: cutscene_reached_end 02EA: end_cutscene 02EB: restore_camera_with_jumpcut 02ED: set_total_hidden_packages_to 75 02EE: projectile_in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 02F2: actor 164@ model == #BMYPOL1 02F6: 14@ = sine 45.0 // (float) 02F7: 13@ = cosine 45.0 // (float) 02F8: get_car 95@ Z_angle_sine_to 294@ 02F9: get_car 95@ Z_angle_cosine_to 295@ 02FA: set_garage 'MICHDR' type 5 02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $1926 $1927 time 5000 flag 1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m 02FF: show_text_3numbers GXT 'WHEEL02' numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_FEET $HJ_TWOWHEELS_TIME time 3000 flag 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds 0302: show_text_4numbers GXT "WHEEL01" numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_METERS_INT $HJ_TWOWHEELS_DISTANCE_METERS_REM $HJ_TWOWHEELS_TIME time 3000 flag 1 0303: show_text_4numbers_highpriority GXT 'QUAR_P6' numbers 208@ 209@ 210@ 211@ time 10000 flag 1 // ~s~You set a new best time - ~1~m ~1~s. The quarry missions have now been completed in ~1~m ~1~s. 0308: show_text_6numbers GXT 'HJSTAT' numbers $HJ_Stunt_Distance_Max_Int $HJ_Stunt_Distance_Max_Rem $HJ_Stunt_Height $HJ_Stunt_Height_Rem $HJ_Stunt_Flips $HJ_Stunt_Rotation_Int time 5000 flag 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~| 030C: progress_made += 1 030D: set_max_progress 187 0317: increment_mission_attempts 0318: set_latest_mission_passed 'INTRO_1' // Big Smoke 031A: remove_all_fires 031D: actor $ACTOR_RYDER hit_by_weapon 51 031E: car 35@(328@,10i) hit_by_weapon 38 0321: AS_actor $ACTOR_SMOKE die_headshotted 0323: enable_boat 290@ anchor 1 0325: 49@ = create_car 35@ fire 0326: 138@ = create_actor 94@ fire 0327: $TEMPVAR_ACTOR_CAR = get_random_car_with_model -1 in_rectangle_cornerA $111 $112 cornerB $114 $115 032A: set_behind_camera_mode_to 1 032B: $811 = create_weapon_pickup #M4 group 15 ammo 60 at 2021.879 1001.467 10.3203 0330: set_player $PLAYER_CHAR infinite_run 0 0331: set_player $PLAYER_CHAR fast_reload 1 0332: set_actor 66@ bleeding 1 0335: enable_free_respray 1 0337: set_actor 18@ visibility 0 0338: set_car 59@ visibility 0 0339: anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 car 0 actor 1 object 0 particle 0 033E: set_draw_text_position 320.0 180.333 GXT 'BJ_PUSH' // Push 033F: set_text_draw_letter_size 1.3 3.36 0340: set_text_draw_RGBA 180 180 180 255 0341: set_text_draw_align_justify 0 0342: set_text_draw_centered 1 0343: set_text_draw_linewidth 640.0 0344: set_text_draw_linewidth 580.0 for_centered_text 0345: enable_text_draw_background 0 0348: enable_text_draw_proportional 1 0349: set_text_draw_font 3 034D: rotate_object $2709 from_angle 0.0 to_angle 360.0 flag 0 034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ collision_check 1 034F: destroy_actor_with_fade 2@ 0350: set_actor 2@ maintain_position_when_attacked 1 0356: explosion_type -1 in_cube_cornerA 107@ 108@ 109@ cornerB 110@ 111@ 112@ 035C: place_object $201[7] relative_to_car $198 with_offset -7.0 74.0 -0.5 035D: set_object $1754[0] targetable 1 035F: actor 98@ armour += 100 0360: open_garage 'BURG_LK' 0361: close_garage 'MICHDR' 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239.367 -1261.939 22.9375 0363: create_object_at -2166.86 -236.5 40.86 radius 40.0 model #CRACKFACT_SFS visibility 1 0364: actor 102@(42@,9i) spotted_actor $PLAYER_ACTOR 0366: object $1754[0] damaged 036A: put_actor 93@ in_car 70@ 036D: show_text_2numbers_styled GXT "TX_SEQ" numbers $8198 115@ time 5000 style 5 // ~1~ IN A ROW bonus! $~1~ 0373: set_camera_directly_behind_player 0376: 18@ = create_random_actor_at -1576.88 55.26 8.57 0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@ 0382: set_object 0@ collision_detection 1 0384: show_text_1string GXT 98@s string 100@s time 15000 1 038A: any_car_in_cube_cornerA 176@ 177@ 177@ cornerB 25.0 25.0 10.0 038B: load_requested_models 038C: object 102@ scatter 0.0 0.0 -2.0 038D: draw_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 20@ 19@ RGBA 128 128 128 255 038E: draw_box_position 320.0 224.0 size 640.0 448.0 RGBA 0 0 0 255 038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first 0390: load_txd_dictionary 'LD_BEAT' 0391: release_textures 0392: make_object 0@ moveable 1 0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 0394: play_music 2 0395: clear_area 1 at 681.8004 -474.1063 15.5363 radius 3.0 0396: pause_timer 0 0397: enable_car 103@ siren 1 039C: set_car 379@(253@,16i) watertight 1 039E: set_actor 65@ locked 1 while_in_car 039F: set_car 51@ race_to 116@ 117@ 03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2 03A2: set_car 69@ action 3 03A3: actor 0@ male 03A4: name_thread 'MAIN' 03A7: save_int_to_debug_file $CURRENT_WANTED_LIST 03A8: save_float_to_debug_file 208@ 03A9: save_newline_to_debug_file 03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_3 // play_suspect_last_seen_at 03AB: set_car 95@ strong 1 03AD: NOP 0 // set_rubbish 03AF: enable_streaming 0 03B0: garage 'BODLAWN' door_open 03B1: garage 'HBGDSFS' door_closed 03B6: replace_model_at -2049.171 250.3193 34.477 radius 20.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE 03B7: process_cutscene_only 0 03BA: clear_cars_from_cube_cornerA 2288.28 -1648.13 14.0 cornerB 2274.92 -1641.33 14.31 03BC: 149@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0 03BD: destroy_sphere 149@ 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 03C0: $2197 = actor $PLAYER_ACTOR car 03C3: set_timer_to $1923 type 1 GXT 'BB_19' // global_variable // Time 03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' // global_variable // Score ~1~ 03C5: create_random_car_for_carpark 2077.872 2398.657 9.8203 z_angle 89.6383 03C7: set_sensitivity_to_crime 0.7 03C8: set_camera_directly_before_player 03C9: car 73@ damaged 03CA: object $2727 exists 03CB: set_rendering_origin_at 2488.562 -1666.865 13.3757 03CC: enable_car 79@ stuck_check_distance_to 2.0 time_to 2000 03CD: disable_car 73@ stuck_check 03CE: car 79@(163@,4i) stuck 03CF: load_wav 43205 as 1 03D0: wav 3@ loaded 03D1: play_wav 1 03D2: wav 3@ ended 03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_ANGLE 03D5: remove_text 'TTUTOR' // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi missions on or off. 03D6: remove_styled_text "BOXBURG" // Boxville 03D7: set_wav 3 location 884.9761 -1079.983 23.3133 03D8: show_save_screen 03D9: save_done 03DC: 167@ = create_marker_above_pickup 50@ 03DE: set_pedestrians_density_multiplier_to 0.0 03E0: draw_text_behind_textures 0 03E3: set_texture_to_be_drawn_antialiased 1 03E4: set_text_draw_align_right 0 03E5: show_text_box 'HELP101' // Respect can be earned be passing certain missions, killing rival gangs members, gaining territory and tagging. 03E6: remove_text_box 03E7: flash_hud_component 10 03EB: clear_small_messages_only 03ED: set_car 379@(253@,16i) disable_flipped_explosion_when_empty 1 03EE: player $PLAYER_CHAR controllable 03EF: player $PLAYER_CHAR make_safe 03F0: enable_text_draw 1 03F3: get_car $1867 primary_color_to 90@ secondary_color_to 91@ 03F4: set_all_cars_apply_damage_rules 0 03F5: set_car 41@ apply_damage_rules 1 03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 03FE: set_actor 1@ money 0 0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@ 0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.337 1.566 0.657 040C: is_german_game 040D: unload_wav 3@ 0414: set_player $PLAYER_CHAR free_treatment_once 1 0417: start_mission 0 // Initial 1 0418: set_object 238@ draw_last 1 041A: 41@ = actor $PLAYER_ACTOR weapon 22 ammo 041D: set_camera_near_clip 0.1 041E: set_radio_station 3 0423: set_car 96@ improved_handling_to 2.0 // (float) 0424: is_system_metric 0425: 17@ = meters 17@ to_feet 0428: set_car 35@ avoid_level_transitions 1 042B: clear_peds_from_cube_cornerA 1721.117 -1967.489 11.0 cornerB 1904.391 -1838.315 15.0 042C: set_total_missions_to 147 042D: $HJ_STUNT_DISTANCE_MAX_INT = metric $HJ_STUNT_DISTANCE_MAX_INT to_imperial 042E: downdate_integer_stat 212 to 448@ // same as 0582 0430: put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 0431: car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 0432: 18@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0 0433: set_actor 50@ criminal_flag 1 0434: show_credits 0435: end_credits 0436: credits_ended 043C: disable_sounds_after_fade 0 0441: 6@ = car $TEMPVAR_ACTOR_CAR model 0445: are_car_cheats_used 0446: set_actor 2@ dismemberment_possible 0 0448: actor $ACTOR_RYDER in_car $RYDER_CAR 0449: actor $PLAYER_ACTOR in_a_car 044B: actor $PLAYER_ACTOR on_foot 044D: NOP 0453: set_object $CRANE_MAGNET XY_rotation 15.0 0.0 angle $TEMPVAR_ANGLE 0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0457: player $PLAYER_CHAR aiming_at_actor 101@ 0458: player $PLAYER_CHAR aiming_at_object $1754[0] 0459: end_thread_named 'INT' 045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@ // ALL RACES WON!~n~~w~$~1~ 045B: draw_text_2numbers 320.0 390.0 GXT 'TIME' numbers $TIME_MINS $6228 // ~1~:~1~ 045C: abort_mission 0460: set_camera_transverse_delay 0.0 time 3000 0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.0 with_weapon 0 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0466: unknown_car 39@ flag 1 0467: clear_actor $ACTOR_RYDER last_weapon_damage 0468: clear_car 68@ last_weapon_damage 046C: 125@ = car 42@ driver 046D: 55@ = actor 36@ members_in_group 046E: put_player $PLAYER_CHAR in_RC_mode_at 40@ 41@ 42@ angle 40.09 RC_model #RCBARON 0470: 76@ = actor $PLAYER_ACTOR current_weapon 0471: actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 50.0 50.0 sphere 0 0472: actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0 on_foot 0473: actor 0@ near_object_in_rectangle 1@ radius 50.0 50.0 sphere 0 in_car 0474: actor $PLAYER_ACTOR near_object_in_cube 51@ radius 15.0 15.0 4.0 sphere 0 0475: actor $PLAYER_ACTOR near_object_in_cube 117@(34@,7i) radius 1.5 1.5 1.5 sphere 0 on_foot 0476: actor $PLAYER_ACTOR near_object_in_cube 0@ radius 8.0 8.0 4.0 sphere 0 in_car 0477: set_car 77@ action 3 time 6000 047A: actor $PLAYER_ACTOR driving_bike 0480: actor 131@(52@,6i) looking_at_death_of_actor_pedtype 25 0484: 34@ = player $PLAYER_CHAR RC_car 0485: return_true 0488: model #TAXI exists // versionA 0489: set_actor $PLAYER_ACTOR muted 1 048A: set_RC_car_detonation 0 // or opcode 04D6 048B: set_car 35@ route_seed $8224 048C: pickup_at -2182.652 -247.3813 36.4 available_to_be_picked_up 048F: actor $PLAYER_ACTOR remove_weapons 0491: actor $PLAYER_ACTOR has_weapon 46 0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 0495: car 78@ burning 0496: tire 2 on_car 34@ deflated 04A2: set_heli 379@(253@,16i) fly_to 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 04A3: $CURRENT_TOWN_NUMBER == 1 // $ == constant 04A4: 17@ == 3 // @ == constant 04A5: get_dead_actor_pickup_coords 72@(43@,4i) store_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000 $GS_GANG_CASH 04A7: actor $PLAYER_ACTOR driving_boat 04A9: actor 395@(253@,16i) driving_heli 04AB: actor 395@(253@,16i) driving_plane 04AD: actor $PLAYER_ACTOR in_water 04AE: $ICON_CJ = 15 // $ = constant 04AF: 157@ = 43200 // @ = constant 04B0: $var > 4 // $ > constant 04B1: 2@ > 4.0 // @ > constant 04B2: 6 > $var // constant > $ 04B3: 1243 > 44@ // constant > @ 04B4: $var >= 410.3 // $ >= constant 04B5: 2@ >= 180 // @ >= constant 04B6: 42.0 >= $var // constant >= $ 04B7: 3000 >= 34@ // constant >= @ 04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 380@ ammo 381@ model 381@ 04B9: unknown_get_at 153@ 154@ 145@ height 10.0 radius 500.0 store_to 153@ 154@ 155@ 157@ 158@ 159@ 160@ 04BA: set_car 34@ speed_to 0.0 04BB: select_interior 0 04BD: set_car 72@ is_part_of_convoy 1 04C0: create_roadblock_in_area_cornerA 2336.63 -1548.68 23.99 cornerB 2347.01 -1548.37 23.68 type 1 04C1: remove_references_to_roadblocks 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor 215@ with_offset 1.0 3.0 1.0 04C5: actor 284@ photographed 04C8: actor $PLAYER_ACTOR driving_flying_vehicle 04CE: $MARKER_EMMETS_GUN = create_icon_marker_without_sphere 18 at 2447.364 -1974.496 12.5469 04D0: force_heli 58@ looking_angle_to 270.0 04D1: reset_heli 4@ looking_angle 04D2: set_plane 379@(253@,16i) fly_autopilot_around_point 331@(253@,16f) 347@(253@,16f) 363@(253@,16f) altitude_between 0.0 and 363@(253@,16f) 04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD type 2 store_to 88@ 89@ 90@ 04D5: create_corona_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 110@ type 2 flare 2 RGB 0 255 0 04D6: enable_RC_car_detonation 0 04D7: set_actor $PLAYER_ACTOR locked 1 04D8: set_actor 395@(253@,16i) drowns_in_water 0 04D9: object 0@ set_scripted_collision_check 1 04DA: has_object 110@(176@,10i) collided 04DB: exit_RC_mode // on foot version 04DD: $9594 = actor $PLAYER_ACTOR armour 04DF: set_heli 71@ lean_and_thrust_limiter 0 04E0: car 76@ abandon_path_radius 30 04E1: open_and_freeze_car_trunk 524@ 04E2: NOP $PLAYER_CHAR 1 04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 04E4: refresh_game_renderer_at 2488.562 -1666.865 04E5: object 38@(119@,4i) near_point 90@ 91@ radius 20.0 7.0 sphere 0 04E6: object 0@ near_point 1@ 2@ 3@ radius 0.1 0.1 0.1 flag 0 04E7: object 117@(34@,7i) in_water 04E9: object 95@ in_rectangle_cornerA 400.0 500.0 cornerB 200.0 300.0 sphere 0 04EA: object 62@(42@,25i) in_cube_cornerA 2774.308 -2405.28 12.6803 cornerB 2801.607 -2430.073 15.3896 flag 0 04EB: AS_actor 65@ crouch 1 04ED: load_animation "LOWRIDER" 04EE: animation "LOWRIDER" loaded 04EF: release_animation "LOWRIDER" 04F0: is_actor_waiting_for_world_collision $PLAYER_ACTOR 04F1: is_car_waiting_for_world_collision $RYDER_CAR 04F4: put_actor 37@ into_turret_on_object 52@ offset_from_object_origin 2.85 -0.7 5.9 orientation 0 both_side_angle_limit 360.0 lock_weapon 0 04F7: status_text $1924 type 0 line 1 GXT 'BB_18' // global_variable // Score 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2435.2 -1741.0 2454.9 -1723.4 spawn_policeA_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 spawn_policeB_at 2481.0 -1707.0 headed_towards 2480.0 -1732.0 04F9: set_sky_color 1 fade 0 04FA: reset_sky_colors_with_fade 0 04FC: store_stunt_data $PLAYER_CHAR two_wheels: $HJ_TWOWHEELS_TIME $HJ_TWOWHEELS_DISTANCE_FLOAT wheelie: $HJ_WHEELIE_TIME $HJ_WHEELIE_DISTANCE_FLOAT stoppie: $HJ_STOPPIE_TIME $HJ_STOPPIE_DISTANCE_FLOAT 04FE: deflate_tire 2 on_car 280@ 0500: player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 0501: set_player $PLAYER_CHAR driveby_mode 0 0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2223.56 -1168.05 32.28 handle_as 47@ 0506: set_car_model #PICADOR next_variation 4 4 // first param is useless 0508: car 35@ close_all_doors 0509: 17@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 14@ 15@ 050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_XYZ 4@ 5@ 6@ 050E: set_object 281@ no_collision_with_car 95@ 050F: get_max_wanted_level_to 53@ 0512: show_permanent_text_box 'HOSP_1' // If your health reaches zero, you will pass out and you will be treated at the local medical center. 0513: show_text_box_1number 'SLOT_02' number 14@ // ~k~~VEHICLE_ENTER_EXIT~ Use Slot Machine $~1~ 0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup 'PROP_4' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] // You cannot buy this property yet. 0518: $BUY_ASSET_PICKUPS[0] = create_available_asset_pickup 'PROP_3' at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] price $1653 // Press ~k~~PED_ANSWER_PHONE~ to buy this property. 0519: set_car 22@ locked 1 051A: actor 1@ damaged_by_actor $PLAYER_ACTOR 051B: actor 4@ damaged_by_car 5@ 051C: car 69@(43@,7i) damaged_by_actor $PLAYER_ACTOR 051D: car 57@ damaged_by_car 40@ 051E: 196@ = get_current_radio_station 0526: set_actor 65@ stay_in_car_when_jacked 1 052C: set_player $PLAYER_CHAR drunk_visuals 100 053E: 38@ = get_random_car_with_model -1 in_rectangle_cornerA 120@ 121@ cornerB 122@ 123@ 053F: set_car 37@ tires_vulnerability 0 0541: car 35@ enable_guns_sound 0547: actor 234@ colliding_with_car $SWEET_CAR 054A: set_actor $ACTOR_SWEET can_be_shot_in_a_car 0 054C: use_GXT_table 'INTRO1' 054E: clear_actor 219@ damage 054F: clear_car 87@ damage 0550: keep_object 0@ in_memory 1 0555: remove_weapon 22 from_actor 65@ 055D: make_player $PLAYER_CHAR fireproof 1 055E: set_player $PLAYER_CHAR max_health += 100 055F: set_player $PLAYER_CHAR max_armour += 50 0560: create_random_actor_in_car 148@ handle_as 149@ 0561: 51@(129@,5i) = create_passenger_in_car 46@(129@,5i) seat 0 0563: give_player $PLAYER_CHAR ammo 78 0564: heli 34@ simulate_crash_landing 0565: create_soundless_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 7 0566: link_object $2703 to_interior 1 0568: set_actor 2@ untargetable 1 056A: cutscene_skipped 056C: actor $PLAYER_ACTOR driving_police_car 056D: actor 0@ defined 056E: car 0@ defined 0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 0572: enable_taxi_nitros 1 0574: set_car 51@ keep_position 1 0575: set_actor 67@ pinned_position 0 057E: set_radar_grey 1 0581: enable_radar 0 0582: downdate_integer_stat 175@($RACE_INDEX,30i) to 450@ // same as 042E 0583: player $PLAYER_CHAR in_zone 'GAN1' 0587: enable_car 35@ validate_position 0 0588: disable_actor 65@ validate_position 1 058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD 058C: $STAT_PERCENTAGE_COMPLETED = percentage_completed 0594: unknown_car 289@ flag 0 0595: mission_complete 0597: actor $PLAYER_ACTOR crouching 059A: return_false 059C: enable_status_text $6705 flashing 0 // global_variable 059D: shuffle_card_decks 1 059E: get_card_to 12@ 059F: get_object 82@(39@,16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 05A0: is_unused_camera_world_viewer_being_used 05A1: set_object 225@(224@,15i) rotation_velocity_about_an_axis 0.0 151@ 0.0 through_center_of_body 05A2: set_object 82@ rotation_velocity_about_an_axis $TEMPVAR_FLOAT_2 0.0 $TEMPVAR_FLOAT_1 through_center_of_mass 05A3: object 38@(119@,4i) stopped 05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.0 -1.0 store_to 26@ 05A5: is_area_center 489@(228@,10f) 499@(228@,10f) scale 12.0 12.0 overlaping_area_center 573@(227@,10f) 583@(227@,10f) scale 613@ 613@ 05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body 05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0.0 05A8: get_object 82@ speed_to 48@ 05A9: s$IMPORT_DAYS[0] = 'IE16' // s$ // Sunday 05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE // @s = 'short' 05AD: $5365(227@,10s) == 142@s // s$ == 'short' 05AE: 377@(40@,10s) == 108@s // @s == 'short' 05B0: unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 98@ 101@ store_to 505@ 506@ // IF and SET 05B6: 1 // CURRENT_WANTED_LIST = 05B9: AS_actor -1 stay_idle 1 ms 05BA: AS_actor 2@ move_mouth -1 ms 05BB: AS_actor -1 fall_down 0 time_on_ground 500 05BC: AS_actor -1 jump 1 05BD: AS_actor 71@ tired 60000 ms 05BE: AS_actor 54@ die 05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms 05C0: AS_actor 66@ look_at_car 51@ 4000 ms 05C1: AS_actor -1 speak_from_audio_table 230 05C2: AS_actor 98@ show_the_finger 05C3: AS_actor 35@ hands_cower 05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms 05C5: AS_actor 34@ cower -1 ms 05C7: AS_actor -1 use_atm 05C8: AS_actor -1 look_around 05C9: AS_actor -1 on_guard 2000 ms 05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 time 10000 05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms 05CD: AS_actor -1 exit_car 22@ 05CF: AS_actor 102@ exit_car 73@ in_direction 2316.4 -1519.2 24.3 05D1: AS_actor 149@ drive_car 148@ to 152@ 153@ 154@ speed 15.0 0 model #NULL 0 05D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.0 traffic_behavior 2 05D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 time 3000 ms // versionA 05D4: AS_actor -1 rotate_angle 77.0 05D6: clear_scmpath 05D7: add_point_to_scmpath 372.0 -120.1 1000.5 05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 05D9: AS_actor 87@(216@,5i) run_to_actor $PLAYER_ACTOR timelimit 5000 stop_within_radius 3.0 05DA: AS_actor 133@ run_away_in_panic_from 1646.332 -1053.721 23.385 away_radius 100.0 timelimit 15000 05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit -1 05DC: AS_actor 94@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius 30.0 timelimit 8000 05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0 timelimit 10000 05DE: AS_actor 54@ walk_around_ped_path 05E2: AS_actor 65@ kill_actor 50@ 05E5: NOP 05E9: NOP 35@ 152 05EB: assign_car 35@ to_path 706 05EC: release_car 51@ from_path 05ED: freeze_car 71@ while_on_path 05EE: unfreeze_car 71@ while_on_path 05F1: set_car 37@ follow_car 35@ keep_9o_clock 05F2: set_car 36@ follow_car 35@ keep_3o_clock 05F3: set_car 530@ follow_car 535@ keep_6o_clock 05F4: set_car 99@ follow_car 299@ keep_12o_clock 05F5: AS_actor 43@ goto_point_using_paths 2516.686 -1675.861 13.1227 mode 4 time 5500 05F6: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.686 -2180.832 lr_corner_at 2116.212 -2263.317 angle 82.0 sphere 0 05F7: actor $hActor in_rectangle_ll_corner_at 1030.105 2095.715 lr_corner_at 1054.818 2098.778 angle 16.0 sphere 0 on_foot 05F8: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 82@ angle 1.0 sphere 0 in_car 05F9: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 3@ 4@ lr_corner_at 5@ 6@ angle 45.0 flag 0 stopped 05FA: actor $hActor in_rectangle_ll_corner_at 0@ 1@ lr_corner_at 2@ 3@ angle 4.0 sphere 0 stopped_on_foot 05FB: actor $hActor in_rectangle_ll_corner_at 5@ 6@ lr_corner_at 3@ 4@ height 7@ flag 0 stopped_in_car 05FC: actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.48 -2266.78 28.0 fur_corner_at 2145.55 -2275.04 18.0 angle -20.0 sphere 0 05FD: actor $PLAYER_ACTOR in_cube_fll_corner_at -1611.833 1334.313 0.8012 fur_corner_at -1615.812 1329.394 -7.9862 angle 2.0 sphere 0 on_foot 05FE: actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 114@ 115@ 116@ depth 3.0 flag 0 in_car 05FF: actor 0@ in_cube_fll_corner_at 1@ 2@ 3@ fur_corner_at 4@ 5@ 6@ depth 7.0 flag 0 stopped 0600: actor 0@ in_cube_fll_corner_at 1@ 2@ 3@ fur_corner_at 4@ 5@ 6@ depth 7.0 flag 0 stopped_on_foot 0601: actor 0@ in_cube_fll_corner_at 1@ 2@ 3@ fur_corner_at 4@ 5@ 6@ depth 7.0 flag 0 stopped_in_car 0602: actor $PLAYER_ACTOR driving_taxi 0603: AS_actor 65@(48@,3i) goto_point_any_means 2493.82 -1669.91 12.8 mode 7 use_car -1 0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ANGLE 0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 0606: create_forbidden_for_scripted_cars_cornerA -1695.1 587.6 cornerB -1771.3 -1310.0 0607: remove_forbidden_for_scripted_cars 060A: create_decision_maker_type 0 store_to 207@ // decision\allowed\m_.ped files 060B: set_actor 1@ decision_maker_to 65543 060D: draw_text_shadow 0 rgba 0 0 0 255 060E: car 35@ assigned_to_path 060F: set_actor 102@(42@,9i) melee_accuracy_to 100.0 0611: actor 2@ performing_animation "LRGIRL_IDLE_TO_L0" 0612: set_actor 66@ animation "SHP_HANDSUP_SCR" paused 0 0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 0614: set_actor 215@ animation "POOL_SHORT_SHOT" progress_to 247@ // 0.0 to 1.0 0615: define_AS_pack_begin 15@ 0616: define_AS_pack_end 15@ 0618: assign_actor 2@ to_AS_pack 15@ 0619: enable_actor 164@ collision_detection 0 061A: get_actor $PLAYER_ACTOR animation "LAPDAN_P" total_time_to 23@ 061B: remove_references_to_AS_pack 15@ 061D: create_AS_origin_at 950.9462 2114.972 1011.5 Z_angle 180.0 unknown_angle 15.0 AS_pack 206@ handle_as 205@ 061E: remove_references_to_AS_origin 205@ 0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 5@ task 1466 handle_as 16@ 0622: AS_actor $PLAYER_ACTOR bail_car 35@ 0623: add 1 to_integer_stat 214 0624: add 40.0 to_float_stat 160 0625: decrease_integer_stat 184 by 1 0626: decrease_float_stat 21 by 8.0 0627: update_integer_stat 215 to $1922 0628: update_float_stat_to 17@ stat_id 2 0629: change_integer_stat 181 to 0 062A: change_float_stat 165 to 800.0 062E: get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found 062F: 192@ = create_group_type 0 0630: put_actor 423@ in_group 192@ as_leader 0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 0632: release_group $PLAYER_GROUP 0633: AS_actor 50@ exit_car 0634: AS_actor 67@ attack_using_weapon_actor 50@ flags 4 perform_actions_after_time 2000 chance_of_action 100 0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 0637: AS_actor -1 goto 2075.15 -1363.85 23.85 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR 0638: AS_actor 429@ stay_put 1 0639: AS_actor -1 rotate_to_actor 86@ 0642: actor 39@ at_AS_origin 205@ 0643: set_AS_pack 15@ loop 1 0646: unknown_get_actor $ACTOR_SWEET task_1560_status_store_to 64@ // similar to 062E 0647: AS_actor 164@ clear_look_task 0648: unknown_actor 109@ task_set 150.0 // float 064B: 62@ = create_particle "PUKE" at 90@ 91@ 92@ type 1 064C: make_particle 62@ visible 064E: stop_particle 55@ 064F: remove_references_to_particle 167@ 0650: destroy_particle 177@ 0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 0653: $STAT_FAT = float_stat 21 0654: make_object 114@(50@,7i) fireproof 1 0655: AS_actor 214@ look_at_object 82@ 10000 ms 0656: get_angle 351@ absolute_degrees_to 351@ 0657: car 35@ open_door 4 065B: store_pickup 95@(43@,3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 065C: release_decision_maker $1230 065D: NOP $6443 "M_STAGE" 065E: NOP $6451 "CUE_BALL_SPEED" 0661: NOP "string" 0662: printstring "AAAAAAAAA" 0663: printint "IGFIDX" $GIRLFRIEND 0664: printfloat "CHIP_SET_Z" $9387 0665: get_actor 88@ model_to 94@ 0667: AS_actor -1 aim_at 969.3931 -1098.341 22.877 120000 ms 0668: AS_actor 35@ rotate_and_shoot_at 374.2905 -125.681 1001.308 2000 ms 0669: 55@ = attach_particle "EXHALE" to_actor $ACTOR_RYDER with_offset 90@ 91@ 92@ type 1 066A: 137@ = attach_particle "PETROLCAN" to_actor 71@ with_offset 0.0 0.116 0.048 rotation 95@ 96@ 97@ type 1 066B: 280@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.69 3.607 -0.271 type 1 066C: 179@ = attach_particle "CEMENT" to_car 90@ with_offset 0.0 -4.4 0.0 rotation 0.0 -1.0 0.0 type 1 066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 0.0 0.1 type 1 066E: create_particle "COKE_TRAIL" attached_to_object 22@ with_offset 0.0 -0.2 -0.1 rotation 0.0 0.0 -1.0 flag 1 store_to 20@ 0672: AS_actor -1 attack_car 543@ 0673: AS_actor 66@ dive_to_offset 1.0 -3.0 time_on_ground 1000 ms 0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW,6i) numberplate "N13_LLF_" 0676: AS_actor -1 in_car 543@ move_from_passengerseat_to_driverseat 0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 0679: put_camera_on_car 161@ with_offset 0.0 -2.0 $Z_CAMERA rotation 0.0 0.0 204@ tilt 0.0 switchstyle 2 067A: put_camera_on_car 186@ with_offset 15.0 15.0 10.0 point_to_car 34@ tilt 15.0 switchstyle 2 067B: put_camera_on_car $1238 with_offset -1.5 1.5 1.5 point_to_actor $1237 tilt 6.0 2 067C: put_camera_on_actor $PLAYER_ACTOR offset 0.0 2.0 -2.0 rotation 0.0 0.0 0.0 tilt 0.0 switchstyle 2 067E: put_camera_on_actor 70@ offset 0.0 -5.0 4.0 target_actor 70@ tilt 0.0 switchstyle 2 067F: set_car 35@ lights 2 0680: unknown_assign_AS_origin 205@ to_actors_pedtype 24 0681: attach_object 71@ to_car 60@ with_offset 0.5 0.3 0.3 rotation 0.0 0.0 0.0 0682: detach_object 38@(119@,4i) 0.0 0.0 0.0 collision_detection 0 0683: attach_car 208@ to_car 188@ with_offset 0.0 -4.6 0.65 rotation 15.0 0.0 0.0 0684: detach_car 208@ 20.0 180.0 0.0 collision_detection 0 0685: object 62@(42@,25i) attached 0686: car 89@ attached 0687: clear_actor $PLAYER_ACTOR task 0688: AS_actor -1 unknown_toggle_ped_threat_scanner 0 0 0 0689: set_car 95@ remove_door 1 removed_door_visible 0 068A: set_car $RYDER_CAR repair_door 2 068B: set_car 150@ all_disembark 068C: is_player_autoaiming $PLAYER_CHAR 068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0697: set_car 543@ remove_component 4 visible_effect_flag 1 0698: set_car 543@ repair_componentB 4 0699: set_car 34@ repair_tire 2 069A: attach_object 39@ to_object 46@ with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 069B: attach_object 88@ to_actor 38@ with_offset 0.0 0.5 -1.0 rotation 0.0 0.0 0.0 06A2: get_car 163@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 06A3: get_car 90@ mass_to 46@ 06A5: AS_actor 324@ jump_forward stay_on_ground 10000 ms and_stands_back 06A7: put_actor $PLAYER_ACTOR into_turret_on_car 386@ at_car_offset -0.2 0.5 0.0 position 1 shooting_angle 110.0 70.0 with_weapon 43 06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_distance 0.5 approach_angle 90.0 06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 999999 ms 06AA: NOP_false 244@ 06AB: set_actor 213@ all_weapons_hidden 1 06AC: $TEMPVAR_FLOAT_1 = actor $PLAYER_ACTOR movement_speed 06AD: set_group $PLAYER_GROUP group_decision_maker_to 42@ 06AE: create_group_decision_maker_type 0 store_to 42@ // decision\\allowed\\mission.grp 06AF: set_player $PLAYER_CHAR sprint_mode 0 06B0: AS_actor 41@ sit_down 400000 ms 06B1: 383@($7257,6i) = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 0.0 06B2: destroy_searchlight 58@ 06B3: searchlight 58@ active 06B4: set_searchlight 58@ path_between 2228.36 -1171.48 25.82 and 2215.41 -1142.51 25.5 speed 0.5 06B5: set_searchlight 4@ travel_to 0.0 0.0 0.0 speed 0.0 06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 06B7: searchlight 35@(165@,7i) spotted_actor $PLAYER_ACTOR 06B9: cutscene_data_loaded 06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.414 -1150.093 25.7997 06BB: set_actor -1 drive_car 64@ speed 10.0 along_SCM_path 06BC: create_M4_shoot_from 2193.268 -1165.441 1031.124 target $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 1 06BD: no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 06BE: 274@ = car 95@ y_angle 06BF: set_searchlight 4@ follow_car 1@ speed 1.0 06C0: searchlight 4@ spotted_car 1@ 06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 1.0 -0.5 radius 0.4 target 2228.36 -1171.48 25.82 radius 5.0 06C2: AS_actor -1 goto -1762.369 951.1278 23.7487 mode 4 turn_radius 1.0 stop_radius 1.0 actor 37@ with_offset 0.0 0.0 0.0 06C3: get_number_of_fires_within_sphere_at 282@ 283@ 284@ radius 1.2 store_to 215@ 06C4: create_marker_above_searchlight 383@ handle_as 407@ 06C5: release_car 62@ from_path 06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 timelimit 2000000 06C8: enable_riot 0 06C9: remove_actor $ACTOR_RYDER from_group 06CA: attach_searchlight 383@ to_tower 389@ to_housing 395@ to_bulb 401@ with_offset 0.0 1.181 0.768 06CF: NOP 0 06D0: enable_emergency_traffic 1 06D1: v$1225 = "NIL" // v$ = string 06D2: 28@v = "LAPDAN1" // @v = string 06D5: 449@ = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 205@ radius 6.0 06D6: disable_racing_checkpoint 449@ 06D7: enable_train_traffic 0 06D8: 36@ = create_train_at 2285.152 -1257.5 23.0 type 13 direction 1 06D9: destroy_defined_trains 06DA: reset_train_directions 06DB: destroy_all_trains 06DC: set_train 36@ acc 0.0 06DD: set_train 36@ speed 0.0 06DE: 163@ = get_train 129@ last_carriage_handle 06DF: destroy_player $SECOND_PLAYER 06E0: set_2_player_camera_mode_to 1 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.0 traffic_flag 2 06E2: AS_actor 54@(119@,4i) run_to_object 38@(119@,4i) timelimit -1 stop_within_radius 1.0 06E3: AS_actor -1 roll_sideways 1 06E4: AS_actor 55@(141@,9i) attempt_to_bust_actor $PLAYER_ACTOR 06E5: get_car $CARMOD_CAR possible_to_built_in_component_pool_index $10449($2515,16i) itemID_to $10465($2515,16i) 06E6: get_itemID $10188 destinated_component_slot_to $10189 06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@ 06E8: car 4@ destroy_component 2 06E9: load_car_component #WHEEL_OR1 06EA: car_component $10415 available 06EB: release_car_component #WHEEL_OR1 06EC: get_car $CARMOD_CAR number_of_color_indices_to $10446 06ED: set_car 34@ paintjob 0 06EE: actor 263@ in_group 260@ 06EF: actor 37@ leading_group 274@ 06F0: set_group $PLAYER_GROUP distance_limit_to 30.0 06F1: set_2_player_distance_limit_to 50.0 06F2: release_2_players_distance_limit 06F3: set_players_can_target_eachother 0 06F5: create_coordinate 290@ 292@ 294@ from_fire 142@(213@,21i) 06F8: get_nearest_route_for 62@ 63@ 64@ in_direction 1 store_to 342@ 343@ 344@ Z_angle_to 345@ 06FA: allow_players_to_use_separate_vehicles 0 06FC: car 125@ stuck_check_enabled 06FD: set_car 77@ speed_on_path_to 1.0 06FF: any_ped_near_actor 0@ in_range 20.0 0701: end_scene_skip 0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 0704: car 17@ drive_to $X_BCE2_CHECKPOINTS(26@,85f) $Y_BCE2_CHECKPOINTS(26@,85f) $Z_BCE2_CHECKPOINTS(26@,85f) 0705: car 54@ assign_to_path 342 and_drive_normal 0706: advance_car 108@ further_along_path 1.0 0707: start_scene_skip_to @INTRO_3132 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27 0709: set_decision_maker 0@ on_event 31 task 413 respect 0.0 hate 0.0 like 0.0 dislike 0.0 in_car 0 on_foot 1 070A: AS_actor 358@ attach_to_object 359@ offset 0.0 0.0 0.0 on_bone 6 16 perform_animation "NULL" IFP_file "NULL" time 1 070B: set_actor 164@ onbone_attached_object_operation 0 070C: explode_car_without_radius_damage 41@ 070D: rebuild_player $PLAYER_CHAR 070E: hydra 126@(48@,2i) attack_player_car $PLAYER_CHAR radius 10.0 070F: plane 38@ fly_direction 180.0 altitude_between 200.0 and 200.0 0710: plane 146@(50@,3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 0713: actor 52@ driveby_actor -1 car -1 point 952.92 -1102.99 22.85 radius 100.0 4 1 firing_rate 90 0714: unknown_car 38@ flag 1 0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 0716: object_model #GRASSPLANT in_object_group_at -1062.1 -1631.7 75.3 radius 1.0 destroyed 0 1 0717: assign_actor 55@ to_dialogue_mode 0719: enable_dialogue_mode 071A: actor 55@ current_dialogue_text == 287@s 071E: get_object 102@ health_to 103@ 071F: set_object 109@(214@,5i) health_to 1 0723: break_object $1754[0] intensity 1 0724: heli 114@ follow_and_attack_player $PLAYER_CHAR radius 50.0 0726: heli 40@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 0727: set_heli 377@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 072A: put_actor $ACTOR_SWEET into_car $SWEET_CAR driverseat 072B: put_actor $ACTOR_OG_LOC into_car 36@ passengerseat -1 072C: generate_police_bikes 0 072D: is_flamethrower_fired_in_angled_area_2d 0@ 1@ to 2@ 3@ angle 3.0 sphere 0 072E: is_flamethrower_fired_in_angled_area_3d 0@ 1@ 2@ to 3@ 4@ 5@ angle 3.0 sphere 0 072F: enable_car 96@ stuck_check_distance 1.0 time 2000 and_restore_if stuck 1 flipped 1 unk_place_on_road_properly 1 to_path -1 // extended 03CC 0730: car 280@ damage_door 1 0731: set_car 34@ y_angle_to 73@ 0732: random_car_generator_disable_model #SAVANNA 0733: random_car_generator_enable_model #SAVANNA 0734: reset_random_car_generator_models 0735: is_keyboard_key_pressed 49 0736: is_keyboard_key_just_pressed 32 0737: actor $PLAYER_ACTOR lifting_object 117@(34@,7i) 073B: unknown_car 62@ flag 1 073C: car 280@ damage_componentB 0 073E: get_car_in_sphere -1577.942 52.6333 16.3281 radius 4.0 model #INFO handle_as $TEMPVAR_ACTOR_CAR 073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as 27@ 0741: actor $PLAYER_ACTOR busted 0742: set_plane 35@(328@,10i) unknown_trajectory -0.8 0743: heli 37@ fly_to -2244.48 129.14 34.56 altitude 0.0 0.0 0745: set_hydra 35@(328@,10i) thrust_to_horizontal 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 0747: clear_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.dat 0749: reset_group_decision_maker 42@ event 54 074A: set_group_decision_maker 146@ on_event 54 taskID 1513 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 074B: draw_texture 20 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE color_RGBA 220 220 220 404@ 074C: AS_actor -1 goto_AS_origin 205@ 074D: AS_actor -1 turns_to_and_look_at_actor 37@ timelimit -2 074E: unknown_set_actor_threat_scanner_flags 40@ radius 5.0 peds_to_scan 1 074F: actor 55@ ped_event == 31 0750: set_object $GIRLDOORS[6] visibility 0 0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 50.0 0752: NOP 244@ 0754: define_new_animation_path 0755: add_animation_path_3D_coord 1289.988 -766.581 1084.063 animation "NONE" IFP_file "NONE" 075A: set_object 359@ animation "POOL_XLONG_SHOT_O" IFP "POOL" rate 10000.0 lockF 0 loop 1 // IF AND SET 075B: zoom_radar 0 075C: marker 1@ enabled 075D: load_shopping_data_SHOPS_subsection "CLOTHES" // "string" 075E: load_shopping_data_PRICES_subsection $9921($9872,12s) // "string" 075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS 0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON 0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEAPON_COST 0762: AS_actor 1@ dies 0763: add_car_reference 34@ // mission only 0767: set_zone 'MARKST' popcycle_group_for_peds_and_cars_to 14 // Market Station 076A: set_zone 'CHC1A' dealer_density_to 4 076B: get_zone 17@s dealer_density_to 16@ 076C: set_zone 'ELCO1' gang 2 density_to 40 076D: get_zone 'GAN1' gang 1 density_to 35@ 076F: text_priority_displayed 0770: set_actor 37@ target_priority 1 0771: set_model_numplate #BFINJECT town_texture 2 0772: AS_actor -1 run_to_car 79@(43@,4i) 60000 ms stop_at_distance 5.0 0776: create_objects_in_object_group "CRACK" 0777: delete_objects_in_object_group "BARRIERS1" 0778: recreate_objects_in_object_group "TRUTHSFARM" 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.dat 077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.dat 077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.dat 077D: $7513 = car 35@ x_angle 077E: get_active_interior_to $ACTIVE_INTERIOR 0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 170.0 0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MODEL 0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP 0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHOPPINGITEM_MODELCRC 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 0786: get_number_of_fires_within_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ store_to 214@ 0788: enable_heli 34@ magnet 1 0789: set_heli 34@ release_stuff_from_magnet 078A: 43@ = get_train 40@ carriage 1 handle 078B: 126@ = get_heli 34@ attached_car_handle actor_handle_to 127@ object_handle_to 128@ 078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_WEAPON_NAME // 8-byte string 078F: AS_actor -1 climb 1 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON 0792: disembark_instantly_actor $PLAYER_ACTOR 0793: save_player_clothes 0794: restore_player_clothes 0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to $CRANE_ROPE_LENGTH // float 0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.7 // float 0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_handle_to 18@ attached_object_handle_to 19@ 0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 079D: unknown_set_game_controller_to_steer_object_MagnoCrane_03 // originally SF docks magnocrane 079E: unknown_set_game_controller_to_steer_object_TWRCRANE_M_02 // originally SF site ballcrane 079F: unknown_set_game_controller_to_steer_no_crane_objects 07A0: unknown_actor 41@ unknown_assigned_to_AS 114@ unknown_set 0 unknown_set 3 07A1: set_walk_speed 4 07A3: AS_actor $10516(12@,8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 5.0 and 10.0 07A4: get_actor 41@ task_1560_flags_store_to 119@ 120@ 07A5: AS_actor -1 attack_actor $PLAYER_ACTOR time 1500 07A6: get_nearest_tag_location_near_point 2100.84 -1648.71 12.42 store_to 78@ 79@ 80@ 07A7: put_jetpack_on_actor $PLAYER_ACTOR 07A8: enable_area69_sam 0 07A9: get_searchlight_on_actor 0@ store_to 1@ // IF and SET 07AB: car 334@ has_attached_trailer 327@ 07AC: detach_trailer 37@ from_cab 34@ 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // s$ 07B1: unknown_get_dance_track_data -1 store_to 20@ 21@ 22@ 07B3: set_group 147@ give_command 2 07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 07BB: set_heli 75@ horizontal_thrust_power 10 07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version 07BD: destroy_train 41@ 07BE: remove_references_to_train 40@ 07BF: set_marker 443@($7257,8i) tracking_blip 1 07C0: load_path 706 07C1: path 201 available 07C3: get_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 07C4: set_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 07C5: get_car 0@ axis_angle_relation_to 1@ 2@ 3@ 4@ 07C6: set_car 90@ axis_angle_relation_to -0.0448 0.0178 1.003 -0.0611 07C7: put_train 40@ at 1880.06 -1953.67 12.44 07C9: AS_actor -1 walk_to_object 52@ then_lift_and_hold_in_hands 07CB: set_actor $ACTOR_RYDER supporting_fire 0 07CC: set_player $PLAYER_CHAR button_15 0 07CD: AS_actor 80@ walk_to 362.2674 -2035.844 6.836 stop_with_angle 270.0 within_radius 4.0 07D0: $WEEKDAY = weekday 07D3: 'HOUSE' = init_external_script_named_handle 23 (BURG_BRAINS) 07D5: set_car 0@ velocity_in_direction_XYZ 9@ 10@ 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 07D6: 8@ == $GIRLFRIEND // @ == $ (int) 07D7: 52@ == $var // @ == $ (float) 07DA: set_car 46@ rotation_velocity_XYZ 0.0 -0.35 0.2 through_center_of_body 07DB: set_car 189@ rotation_velocity_XYZ 3.5 7.3999 8.1003 through_center_of_mass 07DD: set_actor 50@ attack_rate 30 // previously known as temper_to 07DE: model 43@ exists // versionB 07DF: unknown_rectangle_cornerA -963.0789 1006.747 cornerB -1152.824 1105.155 07E0: set_marker $61 type_to 1 07E1: AS_actor $ACTOR_RYDER swim_to 191@ 192@ 193@ 07E4: get_model 4@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 dimensions_cornerB_to 7@ 8@ 9@ 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 07E6: copy_group_decision_maker -1 to 268@ 07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0 flags 1 0 1 07E8: acquaintance 4 of_actors_type 99@ to_actors_type 0 set 07EE: car 35@ enable_tire_marks 1 07EF: get_town_number_from_point 83@ 84@ 85@ store_to 58@ 07F0: in_sphere 2631.852 -1482.75 18.109 radius 10.0 damaged_object_with_model #STORM_DRAIN_COVER 07F1: player $PLAYER_CHAR performing_wheelie 07F2: player $PLAYER_CHAR performing_stoppie 07F3: move_racing_checkpoint 48@ to 59@ 60@ 61@ 07F5: car 1@ control_hydraulics $1023 $1024 $1025 $1026 07F6: get_group 260@ number_of_leaders_to 262@ number_of_members_to 261@ 07F7: set_object $GIRLDOORS[0] destructible 0 07F8: car 74@ follow_car 72@ radius 27.0 07F9: set_game_controller_to_steer_object_QUARRY_CRANEARM // originally DS quarry magnocrane 07FA: set_game_controller_to_steer_object_TWRCRANE_M_02 // originally LV site magnocrane 07FB: set_interior 'GYM1' access 1 // Ganton Gym 07FC: text_draw_box_position_XY 145.0 275.0 GXT_reference 'BOAT_7' value 241@ flag 2 // Finish Time: 07FD: group 274@ alive 07FE: set_actor 39@ fighting_style_to 5 moves 6 07FF: set_car 69@ hydraulics 1 0800: in_two_players_mode 0801: get_camera_zoom_factor_to 50.0 // float 0803: car 1@ have_hydraulics 0804: AS_actor 95@ walk_to 2351.97 -1170.26 27.013 angle 0.0 radius 0.2 animation "GRLFRD_KISS_03" IFP_file "BD_FIRE" rate 4.0 LA 0 LX 0 LY 0 LF 0 LT -1 0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 080E: get_actor 251@(97@,6i) ped_event_to 96@ 0810: store_random_parkplace_in_cube_cornerA -1760.178 972.2405 16.1633 cornerB -1679.605 1064.293 24.8629 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR used_car 0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 0814: define_unique_jump_start 1939.136 -1968.052 17.6649 radius 2.5 2.728 3.17 land 1989.958 -1971.951 28.7249 radius 11.134 5.398 7.23 camera 1960.545 -1963.571 25.3229 reward 500 0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation 0816: set_actor 37@(36@,6i) dont_chase_victim 1 0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 0818: actor $PLAYER_ACTOR in_air 0819: 162@ = actor $PLAYER_ACTOR distance_from_ground 081A: set_actor $ACTOR_SMOKE weapon_skill_to 1 081C: draw_text_outline 2 RGBA 0 0 0 255 081D: set_car $10934 engine_broken 1 081E: model 716@(253@,16i) boat 081F: model 716@(253@,16i) plane 0820: model 716@(253@,16i) heli 0822: enable_camera_bumper_view 0 0823: AS_actor $ACTOR_RYDER greet_actor 35@ 0.5 5 0825: set_helicopter 40@ instant_rotor_start 0826: enable_hud 1 0827: assign_object $2722 to_lod_object $2725 0828: set_max_fire_generations 1 0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" rate 4.0 time 0 and_dies 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 0830: create_pool_table_collision_cornerA 98@ 100@ $tempvar_Float_3 cornerB 99@ 101@ $tempvar_Float_3 0833: object 107@ photographed 0834: set_player_head_temporary_turn_rotation_Z -2.2 rotation_Y 1.7 0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 0836: set_object 359@ animation "POOL_XLONG_SHOT_O" at 0.0 times_normal_rate 0837: object 359@ animation == "POOL_XLONG_SHOT_O" 0839: get_object 119@(214@,3i) animation "BD_FIRE1" progress_to 295@ 083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@ 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 0.0 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 1@ while_in_air 083F: get_car 35@ vertical_deviation_to $7522 0840: link_car 379@(253@,16i) to_interior 221@ 0841: flying_vehicle 114@ use_secondary_gun 1 0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR town_number 0843: get_zone_at 146@ 147@ 148@ nameA_to s$8216 // 8-byte string 0844: string s$CURRENT_SHOP_GXT_NAME empty // s$ 0845: string 40@s empty // @s 0846: string v$1221 empty // v$ 0847: string 523@v empty // @v 084D: unknown_flag_house_occupants 0 084E: flying_vehicle 149@ use_primary_gun 1 0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 0851: set_actor $PLAYER_ACTOR decrease_health_by 10 affect_armour 1 0852: set_car $RYDER_CAR damages_visible 0 0853: unknown_heli 40@ flag 3 0855: get_actor -1 noise_level_at 160@ 161@ 162@ store_to 166@ 0856: set_actor 98@ enable_crouch 0 0858: set_player $PLAYER_CHAR scan_horizon_to_angle 225.0 rotation_speed 225.0 0859: AS_actor 0@ walk_alongisde_actor $PLAYER_ACTOR 085A: spawn_emergency_vehicle_model #FIRETRUK on_street_nearest_to 2340.637 -1152.722 25.9686 085B: AS_actor -1 set_kinda_stay_in_same_place 1 085E: assign_car 60@ to_looped_path 347 0860: link_actor $PLAYER_ACTOR to_interior 6 0861: unknown_player $PLAYER_CHAR scanning_horizon // param is useless 0864: set_interior_at 2165.72 -1673.14 radius 10.0 access 1 0866: get_object_in_sphere 63@ 64@ 65@ radius 5.0 handle_as 49@ 0867: unknown_in_burglary_interior 0 086A: NOP 0871: init_jump_table $VIDEO_GAME total_jumps 8 default_jump 0 @END_CASE_VIDEO_GAME jumps 0 @MS_GAME_THEYCRAWLEDFROMURANUS 1 @MS_GAME_DUALITY 2 @MS_GAME_GOGOSPACEMONKEY 3 @MS_GAME_LETSGETREADYTOBUMBLE 4 @MS_GAME_TRACKBETTING 5 @MS_GAME_POOL 6 @MS_GAME_LOWRIDER 0872: jump_table_jumps 7 @MS_GAME_BEEFYBARON -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME 0873: release_path 201 0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9 0875: set_object 51@ immune_to_nonplayer 1 0876: unknown_cube_cornera 2682.42 1420.237 28.0 cornerB -2630.365 1411.699 28.0 flag 3 flag 0 0878: set_car $IMPORT_CAR dirt_level 0.0 0879: enable_gang_wars 1 087A: gang_war_in_progress 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 087C: release_shopping_data 087D: assign_group $PLAYER_GROUP to_AS_pack 147@ 087E: set_actor 35@ weapon_droppable 0 087F: set_actor 263@ never_leave_group 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 0883: attach_particle 55@ to_actor $ACTOR_RYDER mode 5 0884: 'DANCER' = init_external_script_named_handle 52 (DANCER) 0887: set_actor $PLAYER_ACTOR turret_mode_orientation 0 both_side_angle_limit 60.0 0888: create_marker_above_actor 284@ handle_as 285@ // versionB 0889: store_actor 75@ center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 088A: actor 34@ perform_animation "RAIL_FALL" IFP "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 disable_force 0 disable_lockZ 1 088B: set_car 62@ form_drag_multiplier_to 0.1 088C: put_car 34@ at $TEMPVAR_FLOAT_1 75@ $TEMPVAR_FLOAT_3 // versionB 088D: set_objects_in_sphere 2312.578 -7.4347 25.75 radius 4.5 with_model #MAN_SAFENEW collision_detection 0 088E: set_next_day 0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 0893: put_trailer 37@ on_cab 34@ 0897: car 96@ collided_with_object 282@(42@,10i) 0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 089B: unknown_is_actor_in_dialogue_mode 0@ 089C: unknown_actor 0@ unknown_check 1 089E: get_actor_that_buys_drugs_in_sphere 3@ 4@ 5@ radius 5.0 handle_as 11@ 089F: get_actor 35@(37@,2i) pedtype_to 519@ 08A0: actor 0@ in_radius 100.0 near_model #NULL with_offset 0.0 0.0 0.0 end_script_named "PCUSTOM" // IF and SET 08A2: set_hydra 146@(48@,3i) attack_with_rockets_car_of_player $PLAYER_CHAR radius 30.0 08A3: update_respect_while_on_mission 1 08A4: set_car 90@ extra_parts_angle_to 46@ 08A5: set_car 122@ attractive_to_magnet 0 08A6: set_car 98@ door 0 rotation_to 0.0 08A7: car 34@ componentB 2 opened_or_not_present 08A8: set_markers_to_long_distance 1 08A9: load_external_script 66 (CARMOD1) 08AB: external_script 66 (CARMOD1) loaded 08AC: hide_gang_zones_on_map 1 08AD: link_actor $PLAYER_ACTOR to_enex_marker_at -2240.854 129.3346 radius 1.5 08AF: set_actor $ACTOR_RYDER max_health_to 500 08B1: enable_night_vision 0 08B2: enable_thermal_vision 0 08B3: set_gang_zone 'GLN1' as_only_one_available_for_gangwars 08B4: test $390 bit 1 08B5: test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 08B6: test $383($GIRLFRIEND,6i) bit 3@ 08B7: test 54@ bit 5 08B8: test $1044 bit 20 08B9: test 239@ bit 216@ 08BA: set $377[0] bit 1 08BB: set $1210 bit $GIRLFRIEND 08BC: set $390 bit 3@ 08BD: set 54@ bit 10 08BE: set $377[0] bit 1 08BF: set 54@ bit 49@ 08C0: clear $391 bit 31 08C1: clear $1210 bit $GIRLFRIEND 08C2: clear $391 bit 3@ 08C3: clear 54@ bit 11 08C4: clear $377[0] bit 31 08C5: clear 54@ bit 49@ 08C6: set_actor 65@ stay_on_bike 1 08C7: put_actor $PLAYER_ACTOR at 2469.7 -1657.0 12.3 dont_warp_gang 08C8: set_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to 0 08C9: reset_shopping_item $SELECTED_MENU_ITEM price 08CA: reset_zones_info 08CB: explode_car 99@ shake 0 effect 0 sound 0 08D0: should_skip_cutscene 08D1: store_cutscene_pos_to 0@ 1@ 2@ 08D2: object 347@(39@,10i) scale_model 0.3 08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 08D4: $1153 = create_panel_with_title 'IE09' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 0 // Imports 08D6: set_panel 144@ column 0 alignment 1 08D7: $1148 = panel $1153 active_row 08D8: $9637 = panel $2419 selected_row 08D9: set_panel 206@ row 34@ enable 0 08DA: remove_panel $1153 08DB: set_panel $1153 column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' 'IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday 08DC: create_interior_marker $582 at 2026.603 1007.735 radius 20.0 08DD: lose_stuff_after_wasted 0 08DE: lose_stuff_after_busted 0 08DF: override_restart_if_wasted_at -2570.511 1139.582 54.8547 within_radius 1500.0 angle 160.0 08E0: override_restart_if_busted_at -1379.843 2635.74 54.4315 within_radius 1500.0 angle 170.6194 08E1: $STAT_TAGS_SPRAYED = total_tags_sprayed 08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 08E3: object 38@(119@,4i) sphere 0 in_rectangle_ll_corner_at 104@ 105@ lr_corner_at 106@ 107@ radius 3.0 08E5: get_actor_in_sphere 27@ 28@ 29@ radius 50.0 handle_as 0@ 08E6: set_plane 35@ landing_gear 1 08E7: disable_entrance_markers 1 08E8: assign_external_script_handle 'DEALER' to_model #BMYDRUG 08E9: set_object 117@(34@,7i) liftable 1 08EA: enable_gangs_spawn 0 08EB: create_sparks_at 1580.85 -1752.32 12.91 velocity_direction 0.0 0.0 1.0 density 60 08EC: $TEMPVAR_CAR_TYPE = car $TEMPVAR_ACTOR_CAR class 08ED: remove_actor 55@ from_dialogue_mode 08EE: set_panel $IMPORT_CAR_PANEL column 1 row 4@ text_1number GXT 'DOLLAR' number $IMPORT_CAR_PRICE // $~1~ 08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49@ // ~1~:0~1~ 08F0: set_cutscene_model 'GANGRL3' texture 'GFRIEND' // 8-byte strings 08F1: get_zone_at 3@ 4@ 5@ nameB_to s$9451 // 8-byte string 08F2: set_car 36@ targettable_by_heatseeker 0 08F3: set_car $198 contains_goodies 0 08F4: set_max_group_members 0 08F5: save_player_group 08F6: restore_player_group 08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $9665 modelCRC_to $9666 08F8: display_stat_update_box 1 08F9: v$1225 == v$1221 08FB: set_checkpoint 48@ type_to 2 08FD: enable_heat_visuals 0 08FE: text_box_displayed 08FF: object 82@(39@,16i) received_damage_type 54 0900: clear_object 82@(39@,16i) last_weapon_damage 0901: enable_player $PLAYER_CHAR jump_key 0 0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $3400 0905: set_door 111@ lock 1 0906: set_object 62@(42@,25i) mass_to 1000.0 // float 0907: get_object 116@ mass_to 118@ // float 0908: set_object 82@(39@,16i) turn_mass_to 650@ // float 0909: get_object 82@(39@,16i) turn_mass_to 651@ // float 090C: highlight_inactive_gang_zone "GLN1" as_available_for_gangwars 090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 090E: set_panel $1153 active_row $1148 090F: end_external_script 66 (CARMOD1) 0910: release_external_script 1 0912: set_text_priority 1 leftmargin 355 maxwidth 370 0913: run_external_script 66 (CARMOD1) 0914: NOP 0 0915: sync_weather_with_time_and_location_instantly 0916: set_object 92@ attractive_to_magnet 0 0917: audio_zone "LOWRIDE" enable_sound 1 0918: set_car 34@ engine_operation 0 0919: enable_car 36@ parking_lights 1 091A: NOP v$1221 091B: NOP 091C: get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 1.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 091D: remove_forbidden_for_boats_cube_cornerA 2793.814 -1987.935 15.3045 cornerB 2754.324 -1900.369 9.8752 091E: create_forbidden_for_boats_cube_cornerA 2380.682 -1274.528 22.0 cornerB 2375.945 -1239.356 26.0 091F: get_plane 35@ landing_gear_status_to 151@ 0920: point_camera 2359.521 -1246.843 28.7047 transverse_to 2359.276 -1247.129 28.7047 time 7000 smooth_transition 1 0922: set_camera_zoom_from 70.0 to 100.0 timelimit 10000 smooth_transition 1 0923: enable_air_traffic 0 0924: enable_screen_darkness 1 with_value -1 0925: restore_camera_to_user_defined 0926: $SCRIPT_STATUS = external_script_status 66 (CARMOD1) 0928: init_external_script_trigger 19 (DEALER) with_actor_model #BMYDRUG priority 100 0929: init_external_script_trigger 4 (SLOT_MACHINE) with_object_model #KB_BANDIT_U priority 100 radius 6.0 type 1 092B: 8@ = group $PLAYER_GROUP member 6@ 092E: get_water_height_at 195@ 196@ ignore_waves 0 store_to 200@ 092F: lock_camera_target_point 1 0930: lock_camera_position 1 0931: lock_camera_zoom 1 0933: camera_position_manipulated 0934: camera_target_point_manipulated 0936: set_camera 2358.656 -1246.348 28.7884 position_to 2358.656 -1246.348 28.7884 time 7000 smooth_transition 1 0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 0939: attach_car 84@ to_object 106@ with_offset 0.0 0.0 -0.8 rotation 0.0 0.0 180.0 093A: set_paynspray 'MICHDR' type_to_girlfriend 1 093B: set_actor $ACTOR_SMOKE upper_body_damage_anims_only 1 093D: lock_camera_on_cinematic_view 1 093E: NOP $PLAYER_ACTOR 0.3 0940: set_group 260@ enters_leaders_vehicle 1 0941: unknown_searchlight 58@ flag 1 0942: item_with_textureCRC $SELECTED_MENU_ITEM is_clothing 0944: manipulate_weapon_camera $ACTOR_SMOKE 0945: get_player $PLAYER_CHAR max_armour_to $9595 0946: set_actor 101@ actions_uninterupted_by_weapon_fire 1 0947: actor $PLAYER_ACTOR speak_from_audio_table 353 store_spoken_phrase_id_to $2563 0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 11 camera_shake 5.0 0949: link_wav 3@ to_actor 0@ 094A: set_money_pickup $GS_GANG_MONEY_PICKUP cash_to $GS_GANG_CASH 094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 094C: get_actor $PLAYER_ACTOR currently_used_EnEx_3D_coord_to 69@ 70@ 71@ number_to 72@ 094D: actor $PLAYER_ACTOR mutally_active 094E: set_actor 0@ mute_pain_audio 1 094F: enable_actor 0@ pain_audio 0950: set_trip_skip 2263.378 -2226.33 12.4 angle 47.416 0951: disable_trip_skip 0952: load_soundtrack 10 0953: get_soundtrack_status_to 17@ 0954: start_playing_loaded_soundtrack 0955: end_playing_loaded_soundtrack 0956: get_respect_to $47 0957: set_car 95@ provides_cover_from_gunfire 0 0958: $2932 = create_photo_at -2511.28 -672.99 195.75 0959: $2882 = create_horseshoe_at 1224.0 2617.0 11.0 095A: $2982 = create_oyster_at 979.0 -2210.0 -3.0 095B: is_object_moveable 5@ 095C: create_smoke_at 144@ 145@ 146@ velocity 147@ 148@ 149@ RGBA 150@ 151@ 152@ 153@ size 154@ last_factor 155@ 095D: actor $1874(6@,3i) stuck_under_car 095E: set_car 47@ door 4 unlatch 1 angle -1.0 095F: get_car 152@ door 6 angle_to 161@ 0960: enable_player $PLAYER_CHAR stats_box 0 0961: set_actor 431@(252@,11i) keep_tasks_after_cleanup 1 0964: create_square_color_panel 'CARM1' position 29.0 145.0 width 25.7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS // Colors 0965: actor $PLAYER_ACTOR swimming 0966: get_actor $PLAYER_ACTOR swimming_status_to 285@ 0967: actor 0@ move_mouth 10000 ms 0968: actor 0@ stop_mouth 0969: car $CARMOD_CAR is_big 096A: enable_flying_helis 0 096B: set_present_mod_apply 096C: set_present_mod_remove 096D: get_car 0@ component_on_slot 7 model_to 17@ 096E: car $2197 lowrider 096F: car $CARMOD_CAR street_racing_car 0970: teleport_in_override_restart // 016Eh 0971: sync_water 0972: put_actor $PLAYER_ACTOR at 2509.892 -1672.469 13.5032 no_offset 0973: fire 163@(213@,4i) exists 0974: emulated_wasted_busted // +12 hours and clear weapons 0975: car $1882 emergency_vehicle 0976: destroy_particle 139@ // mission version 0977: player_in_radius_of_object 0@ external_script_trigger 0978: copy_decision_maker 65540 to $1230 097A: play_audio_at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] event 1149 097B: play_audio_at_object 0@ event 1011 097C: attach_wav 3 to_object 85@ 097D: get_car $CARMOD_CAR number_of_possible_paintjobs_to $10084 0980: extinguish_all_fires_at -973.759 1077.152 1350.399 radius 200.0 0981: train $TEMPVAR_ACTOR_CAR wrecked 0982: set_actor 102@ stay_in_car_when_dead 1 0983: unknown_disable_gang_wars 1 0984: 15@ = object 9@ model 0985: set_objects_in_sphere 2816.857 -1169.075 1028.172 radius 4.0 with_model -150 solid 0 for_actor 99@ 0986: remove_references_to_all_fires 0987: get_car_blocking_car $1867 store_to $VALET_CAR 0988: get_car $CARMOD_CAR paintjob $10085 0989: set_text_boxes_width 200 098A: set_gunshot_sense_range_for_riot2 15.0 098B: v$newstring = v$str1 + v$str2 // all string variables 098C: v$newstring = v$str1 + v$str2 // all string variables 098D: get_car 46@ extra_parts_angle $7936 098E: set_interior 'FDPIZA' bitmask 512 flag 1 // Pizza Stack 0991: set_soundtrack_paused 1 0992: set_player $PLAYER_CHAR weapons_scrollable 0 0994: unknown_create_escape_at 76.6 -1527.6 4.1 0995: unknown_remove_escapes 0996: set_racing_checkpoint 102@(56@,20i) Z_angle_to 60@(56@,20f) 0997: set_total_respect_points_to 1339 0998: add_respect 3 099A: set_car 35@ collision_detection 0 099B: unknown_enable_car 0@ collision_on_path 099C: jiggle_camera type 1 timelimit 20000.0 intensity 3.0 099D: night_vision_enabled 099E: enable_police_patrols 0 099F: AS_actor -1 ignore_weapon_range 1 09A0: actor $PLAYER_ACTOR attach_object 26@ with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 09A1: set_actor $PLAYER_ACTOR onbone_attached_objectB_operation 0 09A2: destroy_object_with_fade 17@ 09A3: show_siterocket_on_bumper_camera 1 09A4: set_dialogue_classB_question_GXT 'DEAL1' answer_Y_GXT 'DEAL2' answer_N_GXT 'DEAL3' question_WAV 192 answer_Y_WAV 77 answer_N_WAV 78 // You want some stuff? // Take it easy man. // Fuck you man! 09A6: enable_interior_radar_blips 1 09A7: set_actor 11@ drugged_up 1 09A8: actor 35@ headshoted 09A9: get_string "TSHIRTLOCGREY" CRC32_to $10031 // 16-byte strings 09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79 // Take it easy man. 09AB: set_passengers_in_car $HJ_PLAYER_CAR speak_from_audio_table 37 09AC: disable_map_icons 1 09AD: set_vehicle_camera_mode 3 09AE: actor $PLAYER_ACTOR driving_train 09AF: set_trip_skip_after_mission 2097.009 1728.285 9.8203 angle 169.1748 09B0: set_car 95@ accessible_for_player_using_controller 0 09B2: get_random_available_car_unk 1 model_to 150@ class_to 151@ 09B3: get_car $CARMOD_CAR door_status $10448 09B4: set_object_property_at 345.5621 306.2212 radius 10.0 bitmask 16384 flag 0 09B5: set_actor $ACTOR_RYDER signal_after_kill 0 09B6: set_actor 0@ wanted_by_police 0 09B7: set_zone "GAN1" disable_footcops 1 09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 with_offset 207@ 208@ 209@ density 20 on_actor $ACTOR_RYDER 09B9: show_entered_car_name 0 09BA: show_entered_zone_name 0 09BB: car 322@ has_visible_damage_on_component 0 09BC: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER no_offset_and_dont_warp_gang 09BD: allow_other_threads_to_display_text_boxes 1 09BE: are_text_boxes_locked_to_any_thread 09BF: set_random_traffic_spawn_to_model #TOPFUN // Load the vehicle model before using this 09C0: 37@ = get_random_car_in_area 79@ 81@ 80@ 82@ 1.0 with_actors -1 09C1: add_next_text_to_brief_history 0 09C2: cancel_rampage 09C3: police_car_in_rectangle_cornerA 1554.32 -1632.669 13.9475 cornerB 1535.271 -1620.762 11.8805 09C4: set_car 188@ gas_tank_explosion_enabled 0 09C5: unknown_actor 0@ 09C7: change_player $PLAYER_CHAR model_to #FAM1 09C8: menu_subtitles_switched_on 09C9: disembark_actor $ACTOR_CESAR from_car 36@ and_freeze_actor_position 09CA: set_object $GIRLDOORS[0] immunities BP 1 FP 1 EP 1 CP 1 MP 1 09CB: vehicle $SWEET_CAR colliding_with_vehicle 274@ 09CC: object 0@ model_is #CJ_COIN_OP_2 09CF: set_train 40@ stop_at_stations 0 09D0: car $TEMPVAR_ACTOR_CAR on_wheels 09D1: pickup 95@(43@,3i) created 09D2: set_cops_chase_criminals 0 09D4: suspend_wanted_level 09D5: unknown_get_actor 35@ unknown 345 flags 1 0 0 store_to 256@ // extended 0947 09D6: unknown_set_actor 26@ sound $3817($3400,3i) flags 1 1 0 09D7: set_player $PLAYER_CHAR force_interior_lighting 1 09D8: NOP 1 09D9: detonate_all_satchel_charges 09DA: cash_pickup_at 6@ 7@ 8@ 09DB: set_panel 144@ column 0 width 192 09DD: unknown_player_group 1 09DE: actor $PLAYER_ACTOR entering_car 09E0: trip_skip 1526.9 -1654.5 12.1 angle 180.0 when_in_car 37@ 09E1: get_car_model $IMPORT_CARS_MODEL(4@,6i) price_to $IMPORT_CAR_PRICE 09E2: $PARKED_IMPEXPM_CARS[0] = parked_car_generator_w_numberplate #EUROS colors -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 plate "IMPEXP__" at 0.0 0.0 0.0 angle 180.0 09E3: train $TEMPVAR_ACTOR_CAR traveling_clockwise 09E4: enable_aircraftcarrier_sam 0 09E5: create_flash_light_at 225@ 226@ 227@ RGB_mask 255 255 255 radius 200.0 09E6: set_burglary_houses_accessible 1 09E7: player $PLAYER_CHAR not_frozen 09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 09E9: car 34@ add_single_nitro 09EB: remove_player_goggles $PLAYER_CHAR use_anim 0 09EC: set_garages_leave_camera_alone 0 09ED: actor 71@ is_within_field_of_view_actor $PLAYER_ACTOR 09EE: set_status_text_stay_on_screen 1 09EF: set_behind_camera_autoposition_mode_for_car_model #SANCHEZ distance 1.0 altitude_multiplier 1.0 angle_X 0.12 09F0: restore_behind_camera_autoposition_mode_for_all_car_models 09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 09F2: decision_maker 1@ exists 09F4: set_actor $ACTOR_OG_LOC ignore_height_difference_following_nodes 1 09F5: disable_player_mutal_activities 1 09F6: set_actor $ACTOR_RYDER get_out_of_upside_down_car 0 09F7: play_audio_at_car $SWEET_CAR event 1147 09F8: give_player2_weapons_of_player1 09FA: is_menu_closed 09FB: $CURRENT_LANGUAGE = current_language 09FC: anything_entered_objects_position 77@(125@,10i) 09FD: get_gxt_string 'XSELECT' width_to 455@ // ~k~~PED_SPRINT~ Select 09FE: reset_hydraulics_on_car 68@ 09FF: set_restart_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0A01: model 42@ car 0A02: set_searchlight 35@(165@,7i) lights_through_obstacles 0 0A03: unknown_gang_war_in_progress 0A06: train $TRAINS_TRAIN_HANDLE next_station_unlocked 0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 0A08: get_gxt_string_1number 'COMMA' number 39@ width_to 41@ // ~1~, 0A09: set_actor 0@ muted 1 // versionB 0A0A: unknown_object 0@ flag 1 0A0B: set_rendering_origin_at_3D_coord 2493.362 -1734.295 12.3828 angle 258.7583 0A0C: player $PLAYER_CHAR on_jetpack 0A0E: disable_text_with_style 1 0A0F: new_language_set 0A10: increase_integer_stat 161 by 1 0A11: set_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 0A12: get_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 0A13: unknown_sync_player_camera 0A14: disable_respray_garages 1 0A15: is_car_affected_by_cheats 34@ 0A16: link_wav 3 to_car 59@ 0A17: set_parked_car_generator $2786 to_player_owned 1 0A18: set_dialogue_classA_question_GXT 281@s answer_yes_GXT 283@s answer_no_GXT 285@s question_WAV 291@ answer_yes_WAV 292@ answer_no_WAV 293@ 0A19: display_zone_text "MARKS" // Saint Mark's 0A1A: actor 88@ perform_walk_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC 0A1B: actor 62@ colliding_with_actor $PLAYER_ACTOR 0A1C: set_helicopter 77@ play_engine_sounds 1 0A1D: AS_actor 8@ rotate_to_and_look_at_actor $PLAYER_ACTOR 0A1E: dump_screen 1 0A1F: increase_float_stat 24 by 196@ 0A20: disable_player $PLAYER_CHAR group_control_back 1 0A21: set_car 72@ not_affected_by_cheats 0 0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR colorslot 1 active_row $10440 0A23: set_panel $2423 row $2515 shopping_item_bought 0 0A24: enable_military_zones_wanted_level 1 0A25: set_camera_on_players_X_angle 0.031 Z_angle -2.152 0A26: set_radio_to_favorite_station 0A27: set_actor 44@ death_pickups_persist 1 0A28: set_actor $ACTOR_RYDER swimming_speed_to 2.3 0A29: player $PLAYER_CHAR climbing 0A2A: text_box 'SGPUNT' displayed // ~h~Gambling Skill~w~ - Gambler level reached. Your maximum wager has increased to $1,000. You can now borrow up to $1,000 from the casino. 0A2B: widescreen_option_enabled 0A2C: hide_priority_text_while_fading 0 0A2D: hide_styled_text_while_fading 0 // works with 00BA 0A2E: AS_actor 914@(759@,12i) go_to 854@(759@,12f) 866@(759@,12f) 878@(759@,12f) mode 7 time -2 stop_radius 8.0 following_paths 0A2F: show_first_person_view 0 0A30: repair_car 316@ 0A31: set_player $PLAYER_CHAR group_to_follow_never 1 0A32: actor 2@ on_turret_of_car 0A33: get_car_ped_is_attached_to 0@ store_to 1@ 0A35: trip_skip 2453.8 -1305.0 22.5 angle 0.0 when_in_car 37@ finished_by_script 0A36: trip_skip_finished_by_script_is_ready_to_fade_in 0A37: disable_vehicle_lights 1 0A39: get_vehicle_camera_mode_to 60@ 0A3A: player $PLAYER_CHAR last_model_shot #CARGO_TEST 0A3B: clear_player $PLAYER_CHAR last_model_shot 0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@ 0A3D: enable_prostitutes_pay_you 1 0A3E: unknown_get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 0.6 0.6 1.0 handle_as 17@ 0A3F: set_unused_flag 0 0A40: $795 = create_entrance_marker_at 1685.7 -2238.9 14.0 color 14 0A41: destroy_entrance_marker $795 0A43: get_rid_of_player_prostitute 0A44: override_text_block 1 0A45: set_rail_tracks_friction_to 0.3 0A46: set_external_scripts_triggers_type 1 enabled 0 0A47: set_dialogue_mode_enabled_without_GXT 0A48: enable_menu_access_in_widescreen_mode 1 0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 0A4B: controls_set_to_joystick 0A4C: mouse_not_inverted_vertically 0A4E: increment_useless_flag 0A8C: write_memory 0xC0BC15 size 1 value 1 virtual_protect 0 0A8D: $result = read_memory 1@ size 4 virtual_protect 0 0A8E: 4@ = 5@ + 6@ // int 0A8F: $var = 0@(1@,2i) - 1 // int 0A90: $var(0@,10i) = 100 * 1@ // int 0A91: $div = 1 / 5 // int 0A92: create_custom_thread "ShowTextBox.s" 0A93: end_custom_thread 0A94: start_custom_mission "missions\CustomMission1" 0A95: enable_thread_saving 0A96: $ActorStruct = actor $PLAYER_ACTOR struct 0A97: $CarStruct = car $MyCar struct 0A98: $ObjectStruct = object 0@ struct 0A99: chdir 0 0A9A: $hFILE = openfile "settings.ini" mode 0x72 // IF and SET 0A9B: closefile $hFILE 0A9C: 0@ = file $hFILE size 0A9D: readfile $hFILE size 2 to $150 0A9E: writefile $hFILE size 128 from 0@ 0A9F: 0@ = current_thread_pointer 0AA0: gosub_if_false @CREATE_NEW_ACTOR 0AA1: return_if_false 0AA2: $hLIB = load_library "CLEO\version.dll" // IF and SET 0AA3: free_library $hLIB 0AA4: $hPROC = get_proc_address "GetVersion" library $hLIB // IF and SET 0AA5: call $hPROC num_params 1 pop 1 $param 0AA6: call_method $Destroy struct $CarStruct num_params 0 pop 0 0AA7: call_function 0x569660 num_params 2 pop 2 $COORD_Y $COORD_X $GROUND 0AA8: call_function_method 0x4048E0 struct 0xB74494 num_params 1 pop 0 $MyCar 0@ 0AA9: is_game_version_original 0AAA: 0@ = thread 'OTB' pointer 0AAB: file_exists "CLEO\version.dll" 0AAC: $hMP3 = load_audiostream "CLEO\playlist\1.mp3" 0AAD: set_mp3 $hMP3 perform_action 1 0AAE: release_mp3 $hMP3 0AAF: 0@ = get_mp3_length $hMP3 0AB0: key_pressed 0x73 0AB1: call_scm_func @GetSQR 1 10 $result 0AB2: ret 1 0@ 0AB3: var 0 = 10 0AB4: 0@ = var 0 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@ 0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET 0AB7: get_vehicle $CAR number_of_gears_to 10@ 0AB8: get_vehicle $CAR current_gear_to 11@ 0AB9: get_mp3 $hMP3 state_to 7@ 0ABA: end_custom_thread_named 'BENZIN' 0ABB: 0@ = audiostream $hMP3 volume 0ABC: set_audiostream $hMP3 volume 0@ 0ABD: vehicle 0@ siren_on 0ABE: vehicle 0@ engine_on 0ABF: set_vehicle 0@ engine_state_to 0 0AC0: audiostream $hMP3 loop 1 0AC1: $hMP3 = load_audiostream_with_3d_support "sample.mp3" //IF and SET 0AC2: set_3d_audiostream $hMP3 position 0@ 1@ 2@ 0AC3: link_3d_audiostream $hMP3 to_object $object 0AC4: link_3d_audiostream $hMP3 to_actor $actor 0AC5: link_3d_audiostream $hMP3 to_vehicle $car 0AC6: 0@ = label @label offset 0AC7: 0@ = var 0@ offset 0AC8: 0@ = allocate_memory_size 260 0AC9: free_allocated_memory 0@ 0ACA: show_text_box 0@v 0ACB: show_styled_text 0@v time 1000 style 1 0ACC: show_text_lowpriority 0x969110 time 100 0ACD: show_text_highpriority 0x969110 time 100 0ACE: show_formatted_text_box "This is %.4X opcode" 0x0ACE 0ACF: show_formatted_styled_text "This is %.4X opcode" time 2000 style 1 0x0ACF 0AD0: show_formatted_text_lowpriority "This is %.4X opcode" time 2000 0x0AD0 0AD1: show_formatted_text_highpriority "This is %.4X opcode" time 2000 0x0AD1 0AD2: $actor = player $PLAYER_CHAR targeted_actor //IF and SET 0AD3: 0@v = format "%d + %d = %d" 2 2 4 0AD4: 4@ = scan_string 0@v format "%d + %d = %d" 5@ 6@ 7@ //IF and SET 0AD5: file $hFile seek 0x10 from_origin 1 //IF and SET 0AD6: end_of_file $hFile reached 0AD7: read_string_from_file $hFile to 0@v size 15 // IF and SET 0AD8: write_string_to_file $hFile from 0@v //IF and SET 0AD9: write_formatted_text "CLEO version: %d.%d.%d.%d" in_file $hFile 4 0 0 1 0ADA: 0@ = scan_file $hFile format "CLEO version: %d.%d.%d.%d" 0@ 1@ 2@ 3@ //IF and SET 0ADB: 0@v = car_model #LANDSTAL name 0ADC: test_cheat "BLOWUP" 0ADD: spawn_car_with_model #RHINO like_a_cheat 0ADE: 0@ = text_by_GXT_entry 0@v 0ADF: add_dynamic_GXT_entry "_TEST" text "Test string" 0AE0: remove_dynamic_GXT_entry "_TEST" 0AE1: $actor = random_actor_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_deads 1 0AE2: $car = random_vehicle_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_wrecked 1 0AE3: $object = random_object_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 //IF and SET 0AE4: directory_exists "CLEO\CLEO_INI" 0AE5: create_directory "CLEO\CLEO_INI" //IF and SET 0AE6: 0@ = find_first_file "CLEO\*.cs" get_filename_to 1@v // IF and SET 0AE7: 1@v = find_next_file 0@ // IF and SET 0AE8: find_close 0@ 0AE9: pop_float 0@ 0AEA: $actor = actor_struct $ped_struct handle 0AEB: $car = car_struct $vehicle_struct handle 0AEC: $object = object_struct $object_struct handle 0AED: 0@v = float 0@ to_string_format "%.15g" 0AEE: 0@ = 2.0 exp 0.5 //all floats 0AEF: 0@ = log 10.0 base 2.718281828459045 //all floats 0AF0: 0@ = get_int_from_ini_file "cleo\config.ini" section "SectionName" key "intKey" 0AF1: write_int 16 to_ini_file "cleo\config.ini" section "SectionName" key "intKey" 0AF2: 0@ = get_float_from_ini_file "cleo\config.ini" section "SectionName" key "floatKey" 0AF3: write_float 0.0 to_ini_file "cleo\config.ini" section "SectionName" key "floatKey" 0AF4: 0@v = read_string_from_ini_file "cleo\config.ini" section "SectionName" key "stringKey" 0AF5: write_string "new string value" to_ini_file "cleo\config.ini" section "SectionName" key "stringKey" 0B00: delete_file "CLEO\log.txt" // IF and SET 0B01: delete_directory "CLEO\CLEO_SAVES" include_subdirs 0 0B02: move_file "CLEO\1.txt" to "CLEO\2.txt" //IF and SET 0B03: move_directory "CLEO\dir1" to "CLEO\dir2" //IF and SET 0B04: copy_file "CLEO\1.txt" to "CLEO\2.txt" //IF and SET 0B05: copy_directory "CLEO\dir1" to "CLEO\dir2" //IF and SET 0B10: 0@ = 0@ AND 0xFF 0B11: 0@ = 0@ OR 0x80 0B12: 0@ = 1@ XOR 1 0B13: 0@ = NOT 0@ 0B14: 0@ = 0@ MOD 5 0B15: 0@ = 0@ SHR 8 0B16: 0@ = 0@ SHL 8 Daca lucrezi cu sannybuilder ai niste functii "offline help" & "opcode search", cred ca te vor ajuta. De asemena sunt si unele site-uri special pentru asta. Edited November 17, 2020 by TheTom Link to comment Share on other sites More sharing options...
Tupi Posted November 17, 2020 Share Posted November 17, 2020 Salut, Nu înteleg la ce te referi mai exact prin "functii" însă poți trage un ochi mai jos poate îți este ceea ce cauți și îți este de ajutor. CLICK Link to comment Share on other sites More sharing options...
Cartofar Posted November 17, 2020 Author Share Posted November 17, 2020 Mersi dar nu este ceea ce caut. Ce ai pus tu in link sunt OPCodes. SAMPFUNCS a venit peste OPCODES cu niste functii proprii scrise in C++. Functiile astea se baga in SAMP folosind SAMPFUNCS.asi dar fisierele asi nu sunt decompilabile din pacate. 2 exemple de functii ar fi: SAMP.IsPlayerConnected(30@) sau SAMP.GetPlayerNickname(30@). Astea 2 sunt gasite de mine in alte scripturi dar as fi vrut sa am o lista completa. Daca nu ati inteles pot sa mai detaliez. Link to comment Share on other sites More sharing options...
TheTom Posted November 17, 2020 Share Posted November 17, 2020 Daca vei scrie SAMP. iti vor aparea toate (https://imgur.com/a/qZiFrXj) 1 Link to comment Share on other sites More sharing options...
Tupi Posted November 17, 2020 Share Posted November 17, 2020 (edited) 10 minutes ago, Cartofar said: Mersi dar nu este ceea ce caut. Ce ai pus tu in link sunt OPCodes. SAMPFUNCS a venit peste OPCODES cu niste functii proprii scrise in C++. Functiile astea se baga in SAMP folosind SAMPFUNCS.asi dar fisierele asi nu sunt decompilabile din pacate. 2 exemple de functii ar fi: SAMP.IsPlayerConnected(30@) sau SAMP.GetPlayerNickname(30@). Astea 2 sunt gasite de mine in alte scripturi dar as fi vrut sa am o lista completa. Daca nu ati inteles pot sa mai detaliez. Ce ai gasit tu SAMP.IsPlayerConnected & SAMP.GetPlayerNickname sunt functii din libraria CLEO. Clasa este SAMP, iar functiile sunt de mai multe feluri IF / SET / IF and SET. De exemplu SAMP.IsPlayerConnected este o functie de tip IF, deoarece o poti folosi doar folosind conditia IF in fata ei, functia SAMP.GetPlayerNickname este o functie de SET deoarece cu ea iei numele unui jucator. Daca vrei sa vezi toate functiile din clasa SAMP, instaleaza-ti Sunny Builder impreuna cu SDK-urile pentru SAMPFUNCS dupa care creezi un fisier nou, tastezi "SAMP." si iti vor fi afisata toate functiile disponibile din clasa SAMP. PS: Te poti folosi si de OPCODE-uri, nu neaparat de clase si functii. Ex: 0B23: samp is_player_connected 1@ <=> SAMP.IsPlayerConnected 0B36: samp 2@ = get_player_nickname 1@ <=> SAMP.GetPlayerNickname Edited November 17, 2020 by Tupi 2 Link to comment Share on other sites More sharing options...
CouldnoT Posted November 17, 2020 Share Posted November 17, 2020 (edited) 40 minutes ago, Tupi said: Ce ai gasit tu SAMP.IsPlayerConnected & SAMP.GetPlayerNickname sunt functii din libraria CLEO, nu din SAMPFUNCS. They are functions from SAMPFUNCS indeed, and won't work unless you have sampfuncs.asi plugin installed. @Cartofar As far as I'm acknowledged they have basically the same instructions but they are written in a better syntax. I think they are used as metadata to some sampfuncs.asi functions written in C++.They just simplify the work with graphics and dialogs ..memory and RakNet (the network part), I usually find them in scripting tools in Sanny builder, since I didn't script in SCM for a while I guess they should be somewhere here : https://blast.hk/wiki/sampfuncs:start I inform you that this question is related to programming, thus, I'll forward your topic to the programming Question and answers. Thank you for using our section ? Edited November 17, 2020 by CouldnoT 2 Link to comment Share on other sites More sharing options...
Cartofar Posted November 17, 2020 Author Share Posted November 17, 2020 @Tupi @CouldnoT Thank you both for your replies. Indeed everything that those sampfunctions do can be done using OPCODES but are written a little bit better and it also has already done scenarios. For example to do a task i might use 3 different opcodes but with sampfuncs i might use only one function. I just wanted to see everything it can do, to see all the functions but they have 0 documentation, or actually 0 documentation that i could find. All that i found is on their Russian website. My end goal is a little more complex, as a challenge i wanted to see if i can manage to build my own "sampfuncs" because in the end it's just C++. I want to build my it by own design to test the limits of what it can do. Using cleo with sampfunctions imposes limits. Using C++ on the other hand should get rid of all the limitations and the sky is the limit. I am still in the learning phase of samp coding let's call it. I know my way around coding and this Cleo seems a little bit obsolete and limited so i was thinking of switching to C++. 1 Link to comment Share on other sites More sharing options...
CouldnoT Posted November 17, 2020 Share Posted November 17, 2020 13 minutes ago, Cartofar said: My end goal is a little more complex, as a challenge i wanted to see if i can manage to build my own "sampfuncs" because in the end it's just C++. I want to build my it by own design to test the limits of what it can do. Using cleo with sampfunctions imposes limits. Using C++ on the other hand should get rid of all the limitations and the sky is the limit. I am still in the learning phase of samp coding let's call it. I know my way around coding and this Cleo seems a little bit obsolete and limited so i was thinking of switching to C++. You just need to work on a .dll plugin and rename it .asi and it will be loaded when starting the game if you have .asi loader. You don't have to deal with predefined opcodes from blasthack library. .dll can be compiled by every C++ compiler as the famous Microsoft Visual. I think that this video might be great for you : 3 Link to comment Share on other sites More sharing options...
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