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every cleo mod doesn't work while doing mission?

5 replies to this topic
ha! ha! ha!
  • ha! ha! ha!

    Snitch

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  • Joined: 30 Jul 2007

#1

Posted 16 January 2013 - 03:30 PM

I'm curious if every cleo mod do not work while doing mission....
I'm using few cleo mods which is my favorite, but it looks like all of them doesn't work while on missions.....
I hope they work while doing mission as well.....

Dutchy3010
  • Dutchy3010

    Female SCM coder!

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  • Joined: 30 Jul 2006
  • Netherlands

#2

Posted 16 January 2013 - 03:33 PM

Some will work, others won't. Depends on the wishes of the creator of the cleo mod.

TheGodfather.
  • TheGodfather.

    Nobody likes me here...I think...

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  • Joined: 19 Jun 2012

#3

Posted 16 January 2013 - 03:38 PM Edited by arijitsen, 16 January 2013 - 03:40 PM.

No not all CLEO mods work in missions..you need to change the onmission trigger..

lol..Dutchy posted it first... tounge.gif

ha! ha! ha!
  • ha! ha! ha!

    Snitch

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  • Joined: 30 Jul 2007

#4

Posted 17 January 2013 - 04:18 AM

so, where can I upload my cleo file(.cs) to see if it works in mission?
I wish someone can see it and edit for me so it works in mission.....
please...help... the only thing I can do is just open the file with sunny builder....

Yezz007
  • Yezz007

    Name is Bond, James Bond

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  • Joined: 04 Feb 2012

#5

Posted 17 January 2013 - 01:25 PM

No need to upload it, just post the whole code here or pastebin.com with link, so peoples here may help you.
If a CLEO script does not work in the mission, the developer might be afraid that it will crash the game because of a conflict with the mission script OR just because it will be considered as a cheat tounge.gif

What kind of mod is it?

ha! ha! ha!
  • ha! ha! ha!

    Snitch

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  • Joined: 30 Jul 2007

#6

Posted 18 January 2013 - 03:32 PM

QUOTE (Yezz007 @ Thursday, Jan 17 2013, 13:25)
No need to upload it, just post the whole code here or pastebin.com with link, so peoples here may help you.
If a CLEO script does not work in the mission, the developer might be afraid that it will crash the game because of a conflict with the mission script OR just because it will be considered as a cheat tounge.gif

What kind of mod is it?

there are accually two .cs files one is engine, light on/off with door lock.
and the other is tow truck help.

1.tow truck
CODE

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0000: NOP
jump @NONAME_109
wait 2000
Model.Load(#ADMIRAL)
038B: load_requested_models

:NONAME_21
wait 0
if and
0AB0:   key_pressed 9
  Model.Available(#ADMIRAL)
jf @NONAME_21
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 6.0 0.0
1@ = Car.Create(#ADMIRAL, 21@, 22@, 23@)
Player.Money($PLAYER_CHAR) += 10000
wait 1000
Car.RemoveReferences(1@)

:NONAME_109
wait 0
if and
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle
84A7:   not actor $PLAYER_ACTOR driving_boat
  Actor.Driving($PLAYER_ACTOR)
  Player.Defined($PLAYER_CHAR)
 $ONMISSION == 0
0AB0:   key_pressed 9
jf @NONAME_109
if and
  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
  not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
jf @NONAME_109
$ONMISSION = 1
wait 2000
03C0: 0@ = actor $PLAYER_ACTOR car
Car.RemoveReferences(0@)
03C0: 0@ = actor $PLAYER_ACTOR car
gosub @NONAME_582
gosub @NONAME_4369
Player.Money($PLAYER_CHAR) += -256
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
wait 3000
03CF: load_wav 7006 as 1
09D6: set_actor $PLAYER_ACTOR sound 7006 flags 1 1 0
09F1: play_audio_at_actor $PLAYER_ACTOR event 1
054C: use_GXT_table 'CASINO1'
00BC: show_text_highpriority GXT 'CAS1_EL' time 5000 flag 1  // ~z~Somebody, anybody, HELP!
wait 5000
03CF: load_wav 7221 as 1
09D6: set_actor $PLAYER_ACTOR sound 7221 flags 1 1 0
09F1: play_audio_at_actor $PLAYER_ACTOR event 1
00BC: show_text_highpriority GXT 'TOWTRUK' time 5000 flag 1  // Towtruck
01E3: show_text_1number_styled GXT 'DOLLAR' number -256 time 3000 style 2  // $~1~
wait 2000
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
wait 100
0208: 11@ = random_float_in_ranges 50.0 50.0
0208: 12@ = random_float_in_ranges 50.0 50.0
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 11@ 12@ 0.0
02C1: store_to 24@ 25@ 26@ car_path_coords_closest_to 21@ 22@ 23@
0@ = Car.Create(#TOWTRUCK, 24@, 25@, 26@)
0129: 3@ = create_actor_pedtype 4 model #WMYMECH in_car 0@ driverseat
Actor.SetImmunities(3@, 1, 1, 1, 1, 1)
Car.DoorStatus(0@) = 0
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
Car.SetDriverBehaviour(0@, DriveToPlayer)
1@ = Marker.CreateAboveCar(0@)
07E0: set_marker 1@ type_to 1
Model.Destroy(#TOWTRUCK)
Model.Destroy(#CELLPHONE)
Model.Destroy(#WMYMECH)
jump @NONAME_678

:NONAME_582
wait 0
if
  Player.Money($PLAYER_CHAR) > 256
jf @NONAME_636
03C0: 5@ = actor $PLAYER_ACTOR car
05CD: AS_actor $PLAYER_ACTOR exit_car 5@
4@ = Marker.CreateAboveCar(5@)
wait 3000
return

:NONAME_636
00BC: show_text_highpriority GXT 'NOMONEY' time 3000 flag 1  // ~s~You need more cash!
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
01EB: set_traffic_density_multiplier_to 1.0
jump @NONAME_109

:NONAME_678
wait 0
if and
  not Actor.Driving($PLAYER_ACTOR)
0206:   actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 6.0 flag 0 on_foot
jf @NONAME_1472
Marker.Disable(1@)
Marker.Disable(4@)
4@ = Marker.CreateAboveCar(5@)
0633: AS_actor 3@ exit_car
wait 2000
00BC: show_text_highpriority GXT 'MWUZ05E' time 5000 flag 1  // ~z~What's the problem, friend?
0615: define_AS_pack_begin 25@
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.0 -0.8 0.0
05D3: AS_actor -1 goto_point 21@ 22@ 23@ mode 4 10000 ms // versionA
21@ = Car.Angle(0@)
21@ -= 90.0
05D4: AS_actor -1 rotate_angle 21@
0407: store_coords_to 21@ 22@ 23@ from_car 5@ with_offset 0.0 3.0 0.0
05D3: AS_actor -1 goto_point 21@ 22@ 23@ mode 4 10000 ms // versionA
21@ = Car.Angle(5@)
21@ -= 180.0
05D4: AS_actor -1 rotate_angle 21@
0605: actor -1 perform_animation_sequence "SC_LTOL" IFP_file "SCRATCHING" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "POOL_MED_START" IFP_file "POOL" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "SHP_SERVE_LOOP" IFP_file "SHOP" 4.0 loop 0 0 0 0 time -1 // versionA
0605: actor -1 perform_animation_sequence "BARSERVE_BOTTLE" IFP_file "BAR" 4.0 loop 1 0 0 1 time -1 // versionA
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.0 -0.5 0.0
05D3: AS_actor -1 goto_point 21@ 22@ 23@ mode 4 10000 ms // versionA
0616: define_AS_pack_end 25@
0618: assign_actor 3@ to_AS_pack 25@
wait 2000
04C4: store_coords_to 21@ 22@ 23@ from_actor 3@ with_offset 0.0 0.9 -5.0
6@ = Object.Create(3016, 21@, 22@, 23@)
070A: AS_actor 3@ attach_to_object 6@ offset 0.05 0.0 -0.25 on_bone 6 0 perform_animation "NULL" IFP_file "NULL" time -1
21@ = Actor.Angle($PLAYER_ACTOR)
21@ -= 90.0
Object.Angle(6@) = 21@
0657: car 0@ open_componentA 4
wait 10000
0657: car 5@ open_componentA 0
wait 10000
08A6: set_car 5@ componentA 0 rotation_to 0.0
0615: define_AS_pack_begin 25@
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.0 -0.5 0.0
05D3: AS_actor -1 goto_point 21@ 22@ 23@ mode 4 10000 ms // versionA
21@ = Car.Angle(0@)
21@ -= 90.0
05D4: AS_actor -1 rotate_angle 21@
0605: actor -1 perform_animation_sequence "SHP_TRAY_RETURN" IFP_file "FOOD" 4.0 loop 0 0 0 0 time -1 // versionA
0616: define_AS_pack_end 25@
0618: assign_actor 3@ to_AS_pack 25@
21@ = Car.Health(5@)
wait 10000
if
  not 21@ >= 300
jf @NONAME_1671
Car.Health(5@) = 500
jump @NONAME_1671

:NONAME_1472
wait 0
if or
8205:   not actor $PLAYER_ACTOR near_car 5@ radius 15.0 15.0 10.0 flag 0
  Actor.Dead(3@)
  Actor.Dead($PLAYER_ACTOR)
jf @NONAME_1614
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
01EB: set_traffic_density_multiplier_to 0.0
Marker.Disable(4@)
Marker.Disable(1@)
Actor.RemoveReferences(3@)
Car.RemoveReferences(0@)
Car.RemoveReferences(5@)
wait 1000
Model.Destroy(#CELLPHONE)
Model.Destroy(#TOWTRUCK)
Model.Destroy(#WMYMECH)
Model.Destroy(3016)
wait 2000
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
jump @NONAME_109

:NONAME_1614
wait 0
if
  Actor.Driving($PLAYER_ACTOR)
jf @NONAME_678
Marker.Disable(4@)
Car.RemoveReferences(5@)
wait 0
03C0: 5@ = actor $PLAYER_ACTOR car
4@ = Marker.CreateAboveCar(5@)
jump @NONAME_678

:NONAME_1671
wait 0
0407: store_coords_to 21@ 22@ 23@ from_car 0@ with_offset -2.0 -0.5 0.0
if
00EC:   actor 3@ 0 near_point 21@ 22@ radius 1.0 1.0
jf @NONAME_1671
Player.CanMove($PLAYER_CHAR) = False
wait 4000
Object.Destroy(6@)
05CB: AS_actor 3@ enter_car 0@ as_driver 10000 ms
08A6: set_car 0@ componentA 4 rotation_to 0.0

:NONAME_1778
wait 0
if
  Actor.Driving(3@)
jf @NONAME_1778
0893: put_trailer 5@ on_cab 0@
01EB: set_traffic_density_multiplier_to 0.0
05CA: AS_actor $PLAYER_ACTOR enter_car 0@ passenger_seat 0 1000 ms
wait 1000
gosub @NONAME_1857
wait 2000
Player.CanMove($PLAYER_CHAR) = True
jump @NONAME_3770

:NONAME_1857
wait 0
wait 0
if and
  Car.Model(5@) == #COPCARLA
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 0.0 300.0 cornerB 0.0 -3000.0 0.0
jf @NONAME_2004
04E4: unknown_refresh_game_renderer_at 1588.488 -1413.827
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to 1588.488 -1413.827 13.217
30@ = 1588.488
31@ = -1413.827
32@ = 13.217
return

:NONAME_2004
wait 0
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 -500.0 300.0 cornerB 1800.0 -3000.0 0.0
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1800.0 -1500.0 300.0 cornerB 1300.0 -3000.0 0.0
jf @NONAME_2164
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to 2077.554 -1837.201 13.1323
30@ = 2077.554
31@ = -1837.201
32@ = 13.1323
return

:NONAME_2164
wait 0
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1800.0 0.0 300.0 cornerB -1500.0 -1500.0 0.0
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1500.0 -800.0 300.0 cornerB 500.0 -1500.0 0.0
jf @NONAME_2324
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to 1020.005 -1037.32 31.2063
30@ = 1020.005
31@ = -1037.32
32@ = 31.2063
return

:NONAME_2324
wait 0
if or
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1800.0 -1500.0 300.0 cornerB -1000.0 -3000.0 0.0
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 500.0 -800.0 300.0 cornerB -1000.0 -1500.0 0.0
jf @NONAME_2484
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to 484.1112 -1729.139 10.7355
30@ = 484.1112
31@ = -1729.139
32@ = 10.7355
return

:NONAME_2484
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 1000.0 600.0 300.0 cornerB -1000.0 -800.0 0.0
jf @NONAME_2607
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to 712.5187 -480.7007 17.012
30@ = 722.1771
31@ = -469.8153
32@ = 16.0607
return

:NONAME_2607
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 600.0 300.0 cornerB 0.0 -800.0 0.0
jf @NONAME_2730
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to 1403.072 440.7102 19.7923
30@ = 1403.072
31@ = 440.7102
32@ = 19.7923
return

:NONAME_2730
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1000.0 -1500.0 300.0 cornerB -3000.0 -3000.0 0.0
jf @NONAME_2853
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to -2248.167 -2552.093 31.9079
30@ = -2248.167
31@ = -2552.093
32@ = 31.9079
return

:NONAME_2853
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1000.0 500.0 300.0 cornerB -3000.0 -1500.0 0.0
jf @NONAME_2976
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to -1996.488 227.1655 27.8263
30@ = -1996.488
31@ = 227.1655
32@ = 27.8263
return

:NONAME_2976
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1000.0 1500.0 300.0 cornerB -2000.0 500.0 0.0
jf @NONAME_3099
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to -1779.226 1204.332 24.8109
30@ = -1779.226
31@ = 1204.332
32@ = 24.8109
return

:NONAME_3099
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2000.0 2200.0 300.0 cornerB -3000.0 500.0 0.0
jf @NONAME_3222
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to -2437.275 1039.118 50.0718
30@ = -2437.275
31@ = 1039.118
32@ = 50.0718
return

:NONAME_3222
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -500.0 3000.0 300.0 cornerB -3000.0 1500.0 0.0
jf @NONAME_3345
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to -1413.666 2598.229 55.3693
30@ = -1413.666
31@ = 2598.229
32@ = 55.3693
return

:NONAME_3345
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 700.0 3000.0 300.0 cornerB -1000.0 300.0 0.0
jf @NONAME_3468
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to -107.9615 1105.027 19.4187
30@ = -107.9615
31@ = 1105.027
32@ = 19.4187
return

:NONAME_3468
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 3000.0 300.0 cornerB 700.0 1700.0 0.0
jf @NONAME_3591
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to 1930.83 2153.205 10.3571
30@ = 1930.83
31@ = 2153.205
32@ = 10.3571
return

:NONAME_3591
wait 0
if
00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 3000.0 1700.0 300.0 cornerB 700.0 600.0 0.0
jf @NONAME_3714
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 20.0)
00AE: set_car 0@ traffic_behaviour_to 2
02C2: car 0@ drive_to 2356.113 990.9146 10.405
30@ = 2356.113
31@ = 990.9146
32@ = 10.405
return

:NONAME_3714
wait 0
02C2: car 0@ drive_to 1020.005 -1037.32 31.2063
30@ = 1020.005
31@ = -1037.32
32@ = 31.2063
return

:NONAME_3770
wait 0
if or
80F2:   not actor $PLAYER_ACTOR near_actor 3@ radius 40.0 40.0 0
  Actor.Dead(3@)
  Actor.Dead($PLAYER_ACTOR)
jf @NONAME_3917
054C: use_GXT_table 'BCESAR4'
00BC: show_text_highpriority GXT 'BCE5W15' time 5000 flag 1  // ~z~GOODBYE!
Marker.Disable(4@)
Actor.RemoveReferences(3@)
Car.RemoveReferences(0@)
Car.RemoveReferences(5@)
wait 3000
Model.Destroy(#CELLPHONE)
Model.Destroy(#TOWTRUCK)
Model.Destroy(#WMYMECH)
Model.Destroy(3016)
01EB: set_traffic_density_multiplier_to 1.0
wait 2000
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
jump @NONAME_109

:NONAME_3917
wait 0
if
83C9:   not car 5@ damaged
jf @NONAME_4155
054C: use_GXT_table 'BCESAR4'
00BC: show_text_highpriority GXT 'BCE5W15' time 5000 flag 1  // ~z~GOODBYE!
01EB: set_traffic_density_multiplier_to 1.0
072A: put_actor 3@ into_car 0@ driverseat
05D6: clear_scmpath
Car.SetMaxSpeed(0@, 15.0)
00AE: set_car 0@ traffic_behaviour_to 2
0208: 14@ = random_float_in_ranges 660.0 660.0
0208: 15@ = random_float_in_ranges 660.0 660.0
04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 14@ 15@ 0.0
02C1: store_to 24@ 25@ 26@ car_path_coords_closest_to 21@ 22@ 23@
Car.DriveTo(0@, 24@, 25@, 26@)
wait 4000
Marker.Disable(4@)
Actor.RemoveReferences(3@)
Car.RemoveReferences(0@)
Car.RemoveReferences(5@)
Model.Destroy(#CELLPHONE)
Model.Destroy(#TOWTRUCK)
Model.Destroy(#WMYMECH)
Model.Destroy(3016)
wait 2000
$ONMISSION = 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
jump @NONAME_109

:NONAME_4155
wait 0
if and
87AB:   not trailer 5@ attached_to_cab 0@
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere 30@ 31@ 32@ radius 50.0 50.0 3.0
jf @NONAME_4229
0893: put_trailer 5@ on_cab 0@
wait 1000
jump @NONAME_3770

:NONAME_4229
wait 0
if and
  Actor.Driving($PLAYER_ACTOR)
0AB0:   key_pressed 9
jf @NONAME_3770
0430: put_actor 3@ into_car 0@ passenger_seat 0
072A: put_actor $PLAYER_ACTOR into_car 0@ driverseat
Car.SetSpeedInstantly(0@, 0.0)
05D6: clear_scmpath
wait 1000
if
0AB0:   key_pressed 9
jf @NONAME_3770
0430: put_actor $PLAYER_ACTOR into_car 0@ passenger_seat 0
072A: put_actor 3@ into_car 0@ driverseat
wait 1000
Car.SetMaxSpeed(0@, 15.0)
00AE: set_car 0@ traffic_behaviour_to 2
Car.DriveTo(0@, 30@, 31@, 32@)
wait 2000
jump @NONAME_4229

:NONAME_4369
wait 100
Model.Load(#CELLPHONE)
Model.Load(#TOWTRUCK)
Model.Load(#WMYMECH)
Model.Load(3016)
04ED: load_animation "COP_AMBIENT"
04ED: load_animation "FOOD"
04ED: load_animation "MISC"
04ED: load_animation "SCRATCHING"
04ED: load_animation "SHOP"
04ED: load_animation "POOL"
04ED: load_animation "GHANDS"
04ED: load_animation "BAR"
04ED: load_animation "CAR"
038B: load_requested_models

:NONAME_4479
wait 100
if and
  Model.Available(#CELLPHONE)
  Model.Available(#TOWTRUCK)
  Model.Available(#WMYMECH)
  Model.Available(3016)
04EE:   animation "PED" loaded
jf @NONAME_4479
if and
04EE:   animation "MISC" loaded
04EE:   animation "CAR" loaded
04EE:   animation "COP_AMBIENT" loaded
04EE:   animation "FOOD" loaded
04EE:   animation "SCRATCHING" loaded
04EE:   animation "SHOP" loaded
04EE:   animation "POOL" loaded
04EE:   animation "GHANDS" loaded
04EE:   animation "BAR" loaded
jf @NONAME_4479
return


2.engine
CODE

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
1@ = 0
0AB3: var 0 = 0

:NONAME_13
wait 250
if and
  Actor.Driving($PLAYER_ACTOR)
 $ONMISSION == 0
89AE:   not actor $PLAYER_ACTOR driving_train
  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BMX)
  not Actor.DrivingVehicleType($PLAYER_ACTOR, #BIKE)
  not Actor.DrivingVehicleType($PLAYER_ACTOR, #MTBIKE)
else_jump @NONAME_259
077E: get_active_interior_to $ACTIVE_INTERIOR
03C0: 0@ = actor $PLAYER_ACTOR car
046C: 26@ = car 0@ driver
if and
 $ACTIVE_INTERIOR == 0
003B:   26@ == $PLAYER_ACTOR // (int)
else_jump @NONAME_259
if
0AB0:   key_pressed 190
else_jump @NONAME_140
gosub @NONAME_332

:NONAME_140
if
0AB0:   key_pressed 76
else_jump @NONAME_162
gosub @NONAME_537

:NONAME_162
if
0AB0:   key_pressed 79
else_jump @NONAME_184
gosub @NONAME_602

:NONAME_184
if
0AB0:   key_pressed 70
else_jump @NONAME_206
gosub @NONAME_266

:NONAME_206
0A97: 8@ = car 0@ struct
8@ += 1064
0A8D: 9@ = read_memory 8@ size 1 virtual_protect 0
if
 9@ == 16
else_jump @NONAME_259
08C0: clear 1@ bit 1

:NONAME_259
jump @NONAME_13

:NONAME_266
if and
84A9:   not actor $PLAYER_ACTOR driving_heli
847A:   not actor $PLAYER_ACTOR driving_bike
84A7:   not actor $PLAYER_ACTOR driving_boat
else_jump @NONAME_312
Car.DoorStatus(0@) = 1
02D4: car 0@ turn_off_engine
0622: AS_actor $PLAYER_ACTOR bail_car 0@

:NONAME_312
wait 250
0AB3: var 0 = 0
1@ = 0
return

:NONAME_332
if
88B4:   not test 1@ bit 1
else_jump @NONAME_446
if and
84A9:   not actor $PLAYER_ACTOR driving_heli
84A7:   not actor $PLAYER_ACTOR driving_boat
847A:   not actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_412
051E: 19@ = get_current_radio_station
0918: unknown_car 0@ driver_flag 0
041E: set_radio_station 12
08BA: set 1@ bit 1
0AB3: var 0 = 1
jump @NONAME_530

:NONAME_412
02D4: car 0@ turn_off_engine
051E: 19@ = get_current_radio_station
041E: set_radio_station 12
08BA: set 1@ bit 1
0AB3: var 0 = 1
jump @NONAME_530

:NONAME_446
if and
84A9:   not actor $PLAYER_ACTOR driving_heli
84A7:   not actor $PLAYER_ACTOR driving_boat
847A:   not actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_504
0918: unknown_car 0@ driver_flag 1
041E: set_radio_station 19@
08C0: clear 1@ bit 1
0AB3: var 0 = 0
jump @NONAME_530

:NONAME_504
036A: put_actor $PLAYER_ACTOR in_car 0@
041E: set_radio_station 19@
08C0: clear 1@ bit 1
0AB3: var 0 = 0

:NONAME_530
wait 1000
return

:NONAME_537
if
88B4:   not test 1@ bit 2
else_jump @NONAME_581
067F: set_car 0@ lights 2
08BA: set 1@ bit 2
wait 1000
jump @NONAME_600

:NONAME_581
067F: set_car 0@ lights 1
08C0: clear 1@ bit 2
wait 1000

:NONAME_600
return

:NONAME_602
if and
847A:   not actor $PLAYER_ACTOR driving_bike
84A7:   not actor $PLAYER_ACTOR driving_boat
else_jump @NONAME_761
if
88B4:   not test 1@ bit 3
else_jump @NONAME_694
Car.DoorStatus(0@) = 4
054C: use_GXT_table 'WUZI1'
00BC: show_text_highpriority GXT 'WOO1@00' time 3000 flag 1  // ~z~We're closed! Pokgai!
08BA: set 1@ bit 3
wait 1000
jump @NONAME_761

:NONAME_694
if and
84A7:   not actor $PLAYER_ACTOR driving_boat
847A:   not actor $PLAYER_ACTOR driving_bike
else_jump @NONAME_761
Car.DoorStatus(0@) = 1
054C: use_GXT_table 'HEIST3'
00BC: show_text_highpriority GXT 'HE3_DA' time 3000 flag 1  // ~z~The door's open, Master!
08C0: clear 1@ bit 3
wait 1000

:NONAME_761
return





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