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Opcode

The document contains code for performing various operations on variables, actors, cars and objects including arithmetic operations, comparisons, movement, state changes and more. Conditionals and threads are used. Coordinates, models, states and other parameters are set and checked.

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yokoshiko8
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0% found this document useful (0 votes)
36 views

Opcode

The document contains code for performing various operations on variables, actors, cars and objects including arithmetic operations, comparisons, movement, state changes and more. Conditionals and threads are used. Coordinates, models, states and other parameters are set and checked.

Uploaded by

yokoshiko8
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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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_t

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