Opcode
Opcode
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