Opcode Gta Sa Android
Opcode Gta Sa Android
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 80@ sphere 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped
00F0: actor 95@ 0 near_point 2175.29 -2259.22 radius 3.0 3.0 stopped_on_foot
00F2: actor 75@ near_actor $PLAYER_ACTOR radius 20.0 20.0 0
00F3: actor $PLAYER_ACTOR near_actor 15@ radius 2.0 2.0 sphere 0 on_foot
00F4: actor 42@ near_actor $PLAYER_ACTOR radius 6.0 6.0 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 $458 $459 $460 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 110@(50@,9i) radius 5.0 5.0 2.0 sphere 0
on_foot
0106: actor $PLAYER_ACTOR near_actor 79@ radius 15.0 15.0 15.0 0 in_car
0107: $4093 = create_object #AD_FLATDOOR at 1833.36 -1995.45 12.5
0108: destroy_object $1173
0109: player $PLAYER_CHAR money = 1000000
010A: player $PLAYER_CHAR money > 46@
010B: 5@ = player $PLAYER_CHAR money
010D: set_player $PLAYER_CHAR wanted_level_to 0
010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2
010F: player $PLAYER_CHAR wanted_level > 0
0110: clear_player $PLAYER_CHAR wanted_level
0111: set_wasted_busted_check 0
0112: wasted_or_busted // mission only
0114: set_actor $PLAYER_ACTOR weapon 38 add_ammo 200000
0118: actor 0@ dead
0119: car 0@ wrecked
0122: player $PLAYER_CHAR pressing_horn
0129: 49@ = create_actor_pedtype 23 model #SPECIAL02 in_car 43@ driverseat
0137: car 0@ model == #REMINGTN
014B: $4161 = 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 $4161 cars_to_generate_to 0
014F: stop_timer $3310
0151: remove_status_text $3311
0154: actor $PLAYER_ACTOR in_zone 'EASB' // Easter Basin
0158: camera_on_car 42@ mode 18 switchstyle 2
0159: camera_on_ped 223@ mode 15 switchstyle 2
015A: restore_camera
015B: shake_player_controller 0 time 200 intensity 255
015D: set_gamespeed 0.75
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: 349@ = create_marker_above_car 348@ unused 0 visibility 1
0164: disable_marker $482
0165: set_marker 50@ color_to 1
0167: 157@(264@,33i) = create_marker_at 58@(264@,33f) 58@(264@,33f) 58@(264@,33f)
color 0 flag 2
0168: set_marker 53@ 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
135@(64@,20f) 155@(64@,20f) 175@(64@,20f)
0172: $1517 = actor $PLAYER_ACTOR Z_angle
0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0
0174: $1339 = car $1314 Z_angle
0175: set_car 23@ Z_angle_to 315.0
0176: 13@ = object 0@ Z_angle
0177: set_object 28@ Z_angle_to 180.0
0179: actor $PLAYER_ACTOR colliding_with_object 81@
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 43@ health >= 119
0185: car 81@ health >= 700
0186: $60 = create_marker_above_car $59
0187: 47@ = create_marker_above_actor 75@
0188: 132@(223@,5i) = create_marker_above_object 118@(223@,5i)
018A: 1@ = create_checkpoint_at 14@ 15@ 16@
018B: set_marker $3015 radar_mode 2
018C: play_sound 1052 at 0.0 0.0 0.0
018D: NOP 84@ 65535 2181.127 -2251.999 14.036
018E: stop_sound 90@
018F: car 252@ flipped_for_2_seconds
0190: add_car 252@ to_flipped_check // 6 max
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
01AB: car 43@ sphere 0 in_rectangle_cornerA 52@ 53@ cornerB 54@ 55@ stopped
01AC: car 43@ sphere 1 in_cube_cornerA 288.0 53@ 16.0 cornerB 328.0 55@ 18.0
stopped
01AD: car 108@ sphere 0 near_point 261@ 262@ radius 6.0 6.0
01AE: car 69@ sphere 0 near_point 2195.84 -2251.522 radius 3.0 3.0 stopped
01AF: car 82@ sphere 0 in_sphere 151@ 158@ 165@ radius 0.2 0.2 1.0
01B0: car 79@ 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 $72 $73 $74
01BC: put_object 0@ at $72 $73 $74
01BD: $6668 = current_time_in_ms
01C0: $1283 = player $PLAYER_CHAR wanted_level
01C1: car $47 stopped
01C2: remove_references_to_actor 2@ // Like turning an actor into a random
pedestrian
01C3: remove_references_to_car $1144
01C4: remove_references_to_object 91@(48@,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 28@
01C8: 48@ = create_actor_pedtype 23 model #SPECIAL01 in_car 43@ passenger_seat 0
01E3: show_text_1number_styled GXT 'BB_15' number $3309 time 5000 style 1 // NEW
HIGH SCORE!!~n~~w~~1~
01E4: show_text_1number_lowpriority GXT 'HJ_IS' number $1326 time 2000 flag 1 //
INSANE STUNT BONUS: $~1~
01E5: show_text_1number_highpriority GXT 'LOW_38' number 279@ 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: 51@ = car 79@ num_passengers
01EA: 68@ = car 67@ max_passengers
01EB: set_traffic_density_multiplier_to 0.0
01EC: make_car 42@ very_heavy 1
01F0: set_max_wanted_level_to 6
01F3: car $1314 in_air
01F4: car 116@ 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 'DUMMY' weapon 29 time_limit 274@ targets 275@ target_models
-1 -1 -1 -1 completed_text 0
01FA: 291@ = rampage_status
01FB: 28@ = square_root 18@
0202: actor $PLAYER_ACTOR near_car 48@ 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 74@ near_car 42@ radius 15.0 15.0 sphere 0 in_car
0205: actor $PLAYER_ACTOR near_car 81@ radius 25.0 25.0 25.0 flag 0
0206: actor $PLAYER_ACTOR near_car 103@ radius 5.0 5.0 3.0 flag 0 on_foot
0207: actor $PLAYER_ACTOR near_car 70@ 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 65@
020C: create_explosion_with_radius 0 at 80@ 81@ 82@
020D: car $1314 flipped
0213: $668 = create_pickup #INFO type 3 at 2027.77 -1420.52 16.49
0214: pickup $3071[0] picked_up
0215: destroy_pickup $3071[0]
0216: enable_taxi 95@ light 0
021B: set_garage 'HBGDSFS' to_accept_only_car $3254
0221: set_player $PLAYER_CHAR apply_brakes_to_car 1
0223: set_actor 2@ health_to 500
0224: set_car $2868 health_to 1000
0226: $7826 = actor 173@ health
0227: 5@ = car 23@ health
0229: set_car $1144 primary_color_to 11 secondary_color_to 0
022A: remove_forbidden_for_peds_cube_cornerA 1782.802 -1203.497 0.0 cornerB
1788.273 -1236.15 20.0
022B: create_forbidden_for_peds_cube_cornerA 2380.682 -1274.528 22.0 cornerB
2375.945 -1239.356 26.0
0237: set_gang 1 weapons_to 24 29 4
023B: actor 78@(51@,6i) colliding_with_object 113@
023C: load_special_actor 'TENPEN' as 1 // models 290-299
023D: special_actor 1 loaded
0241: player $PLAYER_CHAR in_remote_mode
0242: arm_car_with_bomb 46@ 1
0244: set_cutscene_pos 370.0 -125.0 1001.52
0245: set_actor $129 walk_style_to "FATMAN"
0247: load_model $1096($1175,6i)
0248: model 15@ available
0249: release_model $1096($1175,6i)
024F: create_corona_with_radius 0.2 type 2 lensflares 0 with_color 255 0 0 at $72
$73 $74
0253: save_current_time
0254: restore_current_time
0256: player $PLAYER_CHAR defined
0294: set_car 45@ 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 $7841
0299: activate_garage 'DHANGAR'
029B: 28@ = init_object #NF_BLACKBOARD at 0.0 0.0 0.0
02A0: actor $PLAYER_ACTOR stopped
02A3: enable_widescreen 1
02A7: $438 = create_icon_marker_and_sphere $440 at $458 $459 $460
02A8: $438 = create_marker $440 at $458 $459 $460
02A9: set_actor 1@ immune_to_nonplayer 1
02AA: set_car 77@ 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 'BODLAWN'
02BF: car 59@ sunk
02C0: store_to 145@ 146@ 147@ ped_path_coords_closest_to 149@ 150@ 151@
02C1: store_to 127@ 128@ 129@ car_path_coords_closest_to 124@ 125@ 126@
02C2: car 79@ drive_to 2644.462 -2016.282 12.5547
02CA: car 69@ bounding_sphere_visible
02CB: actor $129 bounding_sphere_visible
02CC: object 0@ bounding_sphere_visible
02CE: 16@ = ground_z_at 2@ 3@ 4@
02CF: 151@(222@,21i) = create_fire_at 0.0 0.0 0.0 propagation 0 size 1
02D0: fire 172@ extinguished
02D1: remove_fire 147@
02D3: boat 314@($8624,2i) sail_to 367@(390@,6f) 373@(391@,4f) 0.0
02D4: car 314@($8624,2i) 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 391@(265@,16i) speed_to 42.0
02DD: 96@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0
criminal/prostitute 1
02E0: actor $PLAYER_ACTOR firing_weapon
02E1: 145@(221@,2i) = create_cash_pickup 500 at 2338.551 -1186.939 1027.977
permanence_flag 1
02E2: set_actor 2@ weapon_accuracy_to 75
02E3: 196@ = car 67@ speed
02E4: load_cutscene_data s$1620
02E7: start_cutscene
02E8: $128 = cutscenetime
02E9: cutscene_reached_end
02EA: end_cutscene
02EB: restore_camera_with_jumpcut
02EE: projectile_in_cube_cornerA 298@ 300@ 302@ cornerB 299@ 301@ 303@
02F2: actor 173@ model == #BMYPOL1
02F6: 15@ = sine 45.0 // (float)
02F7: 14@ = cosine 45.0 // (float)
02F8: get_car 103@ Z_angle_sine_to 302@
02F9: get_car 103@ Z_angle_cosine_to 303@
02FA: set_garage 'MICHDR' type 5
02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $3313 $3314 time 5000 flag
1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m
02FF: show_text_3numbers GXT 'WHEEL02' numbers $1313 $1346 $1343 time 3000 flag
1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds
0302: show_text_4numbers GXT 'WHEEL01' numbers $1313 $1344 $1345 $1343 time 3000
flag 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds
0303: show_text_4numbers_highpriority GXT 'QUAR_P6' numbers 216@ 217@ 218@ 219@
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 $1323 $1322 $1316 $1321 $1320 $1324
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 $131 hit_by_weapon 51
031E: car 43@(336@,10i) hit_by_weapon 38
0321: AS_actor $129 die_headshotted
0323: enable_boat 314@ anchor 1
0325: 57@ = create_car 43@ fire
0326: 147@ = create_actor 103@ fire
0327: $47 = get_random_car_with_model -1 in_rectangle_cornerA $110 $111 cornerB
$113 $114
032A: set_behind_camera_mode_to 1
032B: $810 = create_weapon_pickup #M4 type 15 ammo 60 at 2021.879 1001.467 10.3203
0330: set_player $PLAYER_CHAR infinite_run 0
0332: set_actor 74@ bleeding 1
0335: enable_free_respray 1
0337: set_actor 19@ visibility 0
0338: set_car 67@ visibility 0
0339: anything_in_cube_cornerA 235@ 236@ 237@ cornerB 238@ 239@ 240@ 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
0345: enable_text_draw_background 0
0348: enable_text_draw_proportional 1
0349: set_text_draw_font 3
034D: rotate_object $4096 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 115@ 116@ 117@ cornerB 118@ 119@ 120@
035C: place_object $200[7] relative_to_car $197 with_offset -7.0 74.0 -0.5
035D: set_object $3140[0] targetable 1
035F: actor $PLAYER_ACTOR armour += 100
0360: open_garage 'BURG_LK'
0361: close_garage 'MICHDR'
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at $1589 $1590 $1591
0363: create_static_object_at -2166.86 -236.5 40.86 radius 40.0 model
#CRACKFACT_SFS visibility 1
0364: actor 110@(50@,9i) spotted_actor $PLAYER_ACTOR
0366: object $3140[0] damaged
036A: put_actor $PLAYER_ACTOR in_car $2867
036D: show_text_2numbers_styled GXT 'TX_SEQ' numbers $9565 123@ time 5000 style
5 // ~1~ IN A ROW bonus! $~1~
0373: set_camera_directly_behind_player
0376: 19@ = 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 106@s string 108@s time 15000 1
038A: any_car_in_cube_cornerA 184@ 185@ 185@ cornerB 25.0 25.0 10.0
038B: load_requested_models
038C: object 110@ scatter 0.0 0.0 -2.0
038D: draw_texture 42 position $72 $1050 size 444.0 31@ RGBA 255 255 255 255
038E: draw_box_position -320.0 224.0 size 642.0 448.0 RGBA 0 0 0 255
038F: load_texture "UP" as 13 // Load dictionary with 0390 first
0390: load_txd_dictionary 'LD_BEAT'
0391: release_textures
0392: make_object 0@ moveable 1
0393: actor 223@ perform_animation "POOL_SHORT_SHOT" at 256@ 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 111@ siren 1
039C: set_car 391@(265@,16i) watertight 1
039E: set_actor 73@ locked 1 while_in_car
039F: set_car 59@ race_to 124@ 125@
03A1: show_sphere_at 2468.8 -1278.2 29.1 radius 1.2
03A2: set_car 77@ action 3
03A3: actor 0@ male
03A4: name_thread 'MAIN'
03A7: save_int_to_debug_file $1075
03A8: save_float_to_debug_file $1568
03A9: save_newline_to_debug_file
03AA: NOP 124@ 125@ $74 // play_suspect_last_seen_at
03AB: set_car 103@ 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: 157@ = create_sphere_at 2596.589 2758.158 22.862 radius 1.0
03BD: destroy_sphere 157@
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
03C0: $3584 = actor $PLAYER_ACTOR car
03C3: set_timer_to $3310 type 1 GXT 'BB_19' // global_variable // Time
03C4: set_status_text $7841 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 81@ damaged
03CA: object $4114 exists
03CB: set_rendering_origin_at 2488.562 -1666.865 13.3757
03CC: enable_car 87@ stuck_check_distance_to 2.0 time_to 2000
03CD: disable_car 81@ stuck_check
03CE: car 87@(171@,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 $72 $73 $74 store_to $72 $73 $74 Z_angle_to $71
03D5: remove_text 'TTUTOR' // Tap ~m~~widget_mission_start_vigilante~ to toggle
taxi missions on.
03D6: remove_styled_text 'NUMBER' // ~1~
03D7: set_wav 3 location 884.9761 -1079.983 23.3133
03D8: show_save_screen
03DC: 175@ = create_marker_above_pickup 58@
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 391@(265@,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 $3254 primary_color_to 99@ secondary_color_to 100@
03F4: set_all_cars_apply_damage_rules 0
03F5: set_car 49@ apply_damage_rules 1
03FD: set_player $PLAYER_CHAR handling_responsiveness 153@
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 128@ 138@ 148@ from_car 551@ with_offset -0.337 1.566 0.657
040D: unload_wav 3@
0414: set_player $PLAYER_CHAR free_treatment_once 1
0417: start_mission INITIAL // Initial 1
0418: set_object 246@ draw_last 1
041A: 49@ = actor $PLAYER_ACTOR weapon 22 ammo
041D: set_camera_near_clip 0.2
041E: set_radio_station 3
0423: set_car 104@ improved_handling_to 2.0 // (float)
0424: is_system_metric
0425: 17@ = meters 17@ to_feet
0428: set_car 43@ 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: $1323 = metric $1323 to_imperial
042E: downdate_integer_stat 212 to 460@ // same as 0582
0430: put_actor 19@ into_car $47 passenger_seat 0
0431: car $47 passenger_seat_free 0
0432: 19@ = get_actor_handle_from_car $47 passenger_seat 0
0433: set_actor 58@ criminal_flag 1
0434: show_credits
0435: end_credits
043C: disable_sounds_after_fadeout 0
0441: 7@ = car $47 model
0445: are_car_cheats_used
0446: set_actor 2@ dismemberment_possible 0
0448: actor $131 in_car $136
0449: actor $PLAYER_ACTOR in_a_car
044B: actor $PLAYER_ACTOR on_foot
0453: set_object $4116 XYZ_rotation 15.0 0.0 $71
0454: store_debug_camera_position_to $1513 $1514 $1515
0457: player $PLAYER_CHAR aiming_at_actor 109@
0458: player $PLAYER_CHAR aiming_at_object $3140[0]
0459: end_thread_named 'INT'
045A: draw_text_1number 320.0 155.333 GXT 'ALLRACE' number 0@ // ALL RACES WON!
~n~~w~$~1~
045B: draw_text_2numbers 320.0 40.0 GXT 'TIME' numbers $34 $7611 // ~1~:~1~
045C: abort_mission
0460: set_camera_transverse_delay 0.0 time 3000
0463: store_debug_camera_target_point_to $1513 $1514 $1515
0464: put_actor 107@ into_turret_on_car 76@ at_car_offset 274@ 275@ 276@ position 0
shooting_angle_limit 0.0 with_weapon 0
0465: remove_actor $PLAYER_ACTOR from_turret_mode
0466: unknown_car 47@ flag 1
0467: clear_actor $131 last_weapon_damage
0468: clear_car 76@ last_weapon_damage
046C: 133@ = car 50@ driver
046D: 63@ = actor 44@ members_in_group
046E: put_player $PLAYER_CHAR in_RC_mode_at 48@ 49@ 50@ angle 40.09 RC_model
#RCBARON
0470: 84@ = actor $PLAYER_ACTOR current_weapon
0471: actor $PLAYER_ACTOR near_object_in_rectangle $4114 radius 50.0 50.0 sphere
0
0472: actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.0 5.0 sphere 0
on_foot
0474: actor $PLAYER_ACTOR near_object_in_cube 59@ radius 15.0 15.0 4.0 sphere 0
0475: actor $PLAYER_ACTOR near_object_in_cube 125@(42@,7i) radius 1.5 1.5 1.5
sphere 0 on_foot
0477: set_car 85@ action 3 time 6000
047A: actor $PLAYER_ACTOR driving_bike
0480: actor 139@(60@,6i) looking_at_death_of_actor_pedtype 25
0484: 42@ = player $PLAYER_CHAR RC_car
0488: model 11@ exists // versionA
0489: set_actor $PLAYER_ACTOR muted 1
048A: set_RC_car_detonation 0 // or opcode 04D6
048B: set_car 43@ route_seed $9591
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 direction_offset_to $1015 $1016 $1017 $1018
0495: car 86@ burning
0496: tire 2 on_car 42@ deflated
04A2: set_heli 391@(265@,16i) fly_to 343@(265@,16f) 359@(265@,16f) 375@(265@,16f)
altitude_between 0.0 and 375@(265@,16f)
04A3: $3253 == 1 // == constant
04A4: 17@ == 3 // == constant
04A5: get_dead_actor_pickup_coords 80@(51@,4i) store_to $72 $73 $74
04A6: $709 = create_asset_money_pickup_at 2508.359 -1676.538 12.579 money 10000
$711
04A7: actor $PLAYER_ACTOR driving_boat
04A9: actor 407@(265@,16i) driving_heli
04AB: actor 407@(265@,16i) driving_plane
04AD: actor $PLAYER_ACTOR in_water
04AE: $440 = 15 // = constant
04AF: 165@ = 43200 // = constant
04B0: $1553 > 371 // $ > constant
04B2: 321 > $1553 // constant > $
04B5: 2@ >= 180 // @ >= constant
04B8: get_weapon_data_from_actor $PLAYER_ACTOR slot 2 weapon 404@ ammo 405@ model
405@
04B9: unknown_get_at 161@ 162@ 153@ height 10.0 radius 500.0 store_to 161@ 162@
163@ 165@ 166@ 167@ 168@
04BA: set_car 42@ speed_to 0.0
04BB: select_interior 0
04BD: set_car 80@ 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 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 1.0 2.0 0.0
04C5: actor 292@ photographed
04C8: actor $PLAYER_ACTOR driving_flying_vehicle
04CE: $30 = create_icon_marker 18 at 2447.364 -1974.496 12.5469
04D0: force_heli 66@ looking_angle_to 270.0
04D2: set_plane 391@(265@,16i) fly_autopilot_around_point 343@(265@,16f)
359@(265@,16f) 375@(265@,16f) altitude_between 0.0 and 375@(265@,16f)
04D3: get_nearest_car_path_coords_from $68 $69 $70 type 2 store_to 96@ 97@ 98@
04D5: create_corona_at $72 $73 $74 radius 118@ type 2 flare 2 RGB 0 255 0
04D6: enable_RC_car_detonation 0
04D7: set_actor $PLAYER_ACTOR locked 1
04D8: set_actor 407@(265@,16i) drowns_in_water 0
04D9: object 0@ set_scripted_collision_check 1
04DA: has_object 118@(184@,10i) collided
04DB: exit_RC_mode // on foot version
04DD: $10952 = actor $PLAYER_ACTOR armour
04DF: set_heli 79@ lean_and_thrust_limiter 0
04E0: car 84@ abandon_path_radius 30
04E1: open_and_freeze_car_trunk 532@
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 46@(127@,4i) near_point 98@ 99@ 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 125@(42@,7i) in_water
04EA: object 70@(50@,25i) in_cube_cornerA 2774.308 -2405.28 12.6803 cornerB
2801.607 -2430.073 15.3896 flag 0
04EB: AS_actor 73@ crouch 1
04ED: load_animation "LOWRIDER"
04EE: animation "GANGS" loaded
04EF: release_animation "LOWRIDER"
04F0: is_actor_waiting_for_world_collision $PLAYER_ACTOR
04F1: is_car_waiting_for_world_collision $136
04F4: put_actor 45@ into_turret_on_object 60@ offset_from_object_origin 2.85 -0.7
5.9 orientation 0 both_side_angle_limit 360.0 lock_weapon 0
04F7: status_text $3311 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 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_player_stunt_data $PLAYER_CHAR two_wheels: $1343 $1347 wheelie: $1350
$1354 stoppie: $1357 $1361
04FE: deflate_tire 2 on_car 288@
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 55@
0506: set_car_model #PICADOR next_variation 4 4 // first param is useless
0508: car 43@ close_all_doors
0509: 17@ = distance_between_XY $72 $73 and_XY 14@ 15@
050A: 17@ = distance_between_XYZ $72 $73 $74 and_XYZ 4@ 5@ 6@
050E: set_object 289@ no_collision_with_car 103@
050F: get_max_wanted_level_to 61@
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.
0517: $3071[0] = create_unavailable_asset_pickup 'PROP_4' at $2910[0] $2942[0]
$2974[0] // You cannot buy this property yet.
0518: $3071[0] = create_available_asset_pickup 'PROP_3' at $2910[0] $2942[0]
$2974[0] price $3039 // Tap ~m~~widget_purchase~ to buy this property.
0519: set_car 23@ locked 1
051A: actor 1@ damaged_by_actor $PLAYER_ACTOR
051C: car 77@(51@,7i) damaged_by_actor $PLAYER_ACTOR
051D: car 65@ damaged_by_car 48@
051E: 204@ = get_current_radio_station
0526: set_actor 73@ stay_in_car_when_jacked 1
052C: set_player $PLAYER_CHAR drunk_visuals 100
053E: 46@ = get_random_car_with_model -1 in_rectangle_cornerA 128@ 129@ cornerB
130@ 131@
053F: set_car 45@ tires_vulnerability 0
0541: car 43@ enable_guns_sound
0547: actor 242@ colliding_with_car $135
054A: set_actor $130 can_be_shot_in_a_car 0
054C: use_GXT_table s$1622
054E: clear_actor 227@ damage
054F: clear_car 95@ damage
0550: keep_object 0@ in_memory 1
0555: remove_weapon 22 from_actor 73@
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 156@ handle_as 157@
0561: 59@(137@,5i) = create_passenger_in_car 54@(137@,5i) seat 0
0563: give_player $PLAYER_CHAR ammo 78
0564: heli 42@ simulate_crash_landing
0565: create_soundless_explosion_at $72 $73 $74 type 7
0566: link_object $4090 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: $629 = create_asset_radar_marker_with_icon 36 at $3754 $3755 $3756
0572: toggle_taxi_nitros 1
0574: set_car 59@ keep_position 1
0575: set_actor 75@ keep_position 0
057E: set_radar_grey 1
0581: enable_radar 0
0582: downdate_integer_stat 188@($351,30i) to 60@ // same as 042E
0583: player $PLAYER_CHAR in_zone 'GAN1'
0587: enable_car 43@ validate_position 0
0588: disable_actor 73@ validate_position 1
058A: create_gun_flash_from 2193.268 -1165.441 1031.124 to $68 $69 $70
058C: $814 = percentage_completed
0594: unknown_car 297@ flag 0
0595: mission_complete
0597: actor $PLAYER_ACTOR crouching
059C: enable_status_text $8072 flashing 0 // global_variable
059D: shuffle_card_decks 1
059E: get_card_to 15@
059F: get_object 91@(48@,16i) velocity_in_direction $72 $73 $74
05A1: set_object 233@(232@,15i) rotation_velocity_about_an_axis 0.0 159@ 0.0
through_center_of_body
05A2: set_object 91@ rotation_velocity_about_an_axis $73 0.0 $72
through_center_of_mass
05A3: object 46@(127@,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 498@(240@,10f) 508@(240@,10f) scale 12.0 12.0
overlaping_area_center 582@(239@,10f) 592@(239@,10f) scale 622@ 622@
05A6: get_object 91@ rotation_velocity_about_an_axis_X 58@ axis_Y 59@ axis_Z 60@
through_center_of_body
05A7: set_object 91@ velocity_in_direction_X 263@ direction_Y 264@ direction_Z 0.0
05A8: get_object 91@ speed_to 57@
05A9: s$1191 = 'IE16' // s$ // Sunday
05AA: 5@s = s$1041 // @s = 'short'
05AD: s$1620 == 'DATE1A' // s$ == short
05AE: 384@(48@,10s) == 116@s // @s == 'short'
05B0: unknown_calculate 497@ 498@ 493@ and 494@ 107@ 109@ 107@ 110@ store_to 515@
516@ // 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 79@ tired 60000 ms
05BE: AS_actor 62@ die
05BF: AS_actor 74@ look_at_actor $PLAYER_ACTOR 30000 ms
05C0: AS_actor 74@ look_at_car 59@ 4000 ms
05C1: AS_actor -1 speak_from_audio_table 230
05C2: AS_actor 106@ show_the_finger
05C3: AS_actor 43@ hands_cower
05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms
05C5: AS_actor 42@ 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 $129 enter_car 49@ passenger_seat 0 time 10000
05CB: AS_actor $PLAYER_ACTOR enter_car 49@ as_driver 10000 ms
05CD: AS_actor -1 exit_car 23@
05CF: AS_actor 110@ exit_car 81@ in_direction 2316.4 -1519.2 24.3
05D1: AS_actor 157@ drive_car 156@ to 160@ 161@ 162@ speed 15.0 0 model #NULL 0
05D2: AS_actor 58@ run_to_and_hijack_car 59@ 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 96@(225@,5i) run_to_actor $PLAYER_ACTOR timelimit 5000
stop_within_radius 3.0
05DA: AS_actor 141@ 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 102@ run_away_from_point 2336.399 -18.3093 25.4766 stop_at_radius
30.0 timelimit 8000
05DD: AS_actor $129 flee_from_actor $PLAYER_ACTOR from_origin_radius 100.0
timelimit 10000
05DE: AS_actor 62@ walk_around_ped_path
05E2: AS_actor 73@ kill_actor 58@
05E9: NOP $1529 0
05EA: NOP
05EB: assign_car 43@ to_path 706
05EC: release_car 59@ from_path
05ED: freeze_car 79@ while_on_path
05EE: unfreeze_car 79@ while_on_path
05F1: set_car 45@ follow_car 43@ keep_9o_clock
05F2: set_car 44@ follow_car 43@ keep_3o_clock
05F5: AS_actor 51@ 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
05F8: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 87@ 89@ lr_corner_at 88@ 90@
angle 1.0 sphere 0 in_car
05FC: actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.48 -2266.78 28.0
fur_corner_at 2145.55 -2275.04 18.0 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 119@ 120@ 121@ fur_corner_at 122@
123@ 124@ depth 3.0 flag 0 in_car
0602: actor $PLAYER_ACTOR driving_taxi
0603: AS_actor 73@(56@,3i) goto_point_any_means 2493.82 -1669.91 12.8 mode 7
use_car -1
0604: get_Z_angle_for_point $72 $73 store_to $71
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 216@ // 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 43@ assigned_to_path
060F: set_actor 110@(50@,9i) melee_accuracy_to 100.0
0611: actor 2@ performing_animation "LRGIRL_IDLE_TO_L0"
0612: set_actor 74@ animation "SHP_HANDSUP_SCR" paused 0
0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time
0614: set_actor 223@ animation "POOL_SHORT_SHOT" progress_to 255@ // 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 173@ 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 214@ handle_as 213@
061E: remove_references_to_AS_origin 213@
0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 5@ task 1466 handle_as 16@