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Functii SAMPFUNCS


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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...

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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 by TheTom
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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

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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.

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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 by Tupi
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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 by CouldnoT
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@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++.

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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 : 

 

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