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I have amination parachute bug that is broken for both players when landing

3 replies to this topic
skatefilter5
  • skatefilter5

    Controlling Both Players

  • Members
  • Joined: 30 Apr 2016
  • Canada

#1

Posted 23 August 2017 - 03:42 PM

I was doing the parachute want any players starts parachuting the player reach to the ground and get stuck with that parachuting animation or die in mid-air. Since it won't let me when 2-player mode is on from the original scm, I copied from the scm script.

 

//Player 1

 

{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:PLCHUTEP2JUMP
wait 0
if
056D:   actor $PLAYER_ACTOR defined

//0818:  actor $PLAYER_ACTOR in_air
//02D8:   actor $PLAYER_ACTOR current_weapon == 46
//8491:   actor $PLAYER_ACTOR has_weapon 46
jf @PLCHUTEP2JUMP
jump @PLCHUTEP2

:PLCHUTEP2
//03A4: name_thread 'PLCHUTEP2P2'
0247: load_model #GUN_PARA

:PLCHUTEP2_16
wait 0
00D6: if
//056D:   actor $PLAYER_ACTOR defined
//0800:   in_two_players_mode

8248:   not model #GUN_PARA available
004D: jump_if_false @PLCHUTEP2_43
0001: wait 0 ms
0002: jump @PLCHUTEP2_16

:PLCHUTEP2_43
00D6: if
056D:   actor $PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
//0800:   in_two_players_mode
//8118:   not actor $PLAYER_ACTOR dead
004D: jump_if_false @PLCHUTEP2_59

:PLCHUTEP2_59
wait 0
if
056D:   actor $PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
jf @PLCHUTEP2_59
0004: $P2_FALLDETECTION5 = 0
0004: $FREEFALL_STAGEP1 = 0
0004: $PARACHUTE_CREATION_STAGEP2 = 0
00D6: if                 
0038:   $P2_FALLDETECTION5 == 999
004D: jump_if_false @PLCHUTEP2_118
0213: $PICKUP_PARACHUTEP1 = create_pickup #GUN_PARA type 3 at $TEMPVAR_X_COORD2 $TEMPVAR_Y_COORD2 $TEMPVAR_Z_COORD2

:PLCHUTEP2_118
0001: wait 0 ms
00D6: if
056D:   actor $PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
8118:   not actor $PLAYER_ACTOR dead
004D: jump_if_false @PLCHUTEP2_5455
00D6: if and
056D:   actor $PLAYER_ACTOR defined
8038:   not  $FREEFALL_STAGEP1 == 0
004D: jump_if_false @PLCHUTEP2_176
0992: set_player $SECOND_PLAYER weapons_scrollable 0

:PLCHUTEP2_176
00D6: if
0018:   $PARACHUTE_CREATION_STAGEP2 > 0
004D: jump_if_false @PLCHUTEP2_219
00D6: if
8491:   not actor $PLAYER_ACTOR has_weapon 46
004D: jump_if_false @PLCHUTEP2_219
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_219
wait 0
00D6: if and
056D:   actor $PLAYER_ACTOR defined
0038:   $PARACHUTE_CREATION_STAGEP2 == 0
004D: jump_if_false @PLCHUTEP2_274
00D6: if
0491:   actor $PLAYER_ACTOR has_weapon 46
004D: jump_if_false @PLCHUTEP2_274
0247: load_model #PARACHUTE
0004: $PARACHUTE_CREATION_STAGEP2 = 1
0004: $P2_FALLDETECTION5 = 0

:PLCHUTEP2_274
wait 0
00D6: if
056D:   actor $PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
if
0038:   $PARACHUTE_CREATION_STAGEP2 == 1
004D: jump_if_false @PLCHUTEP2_377
00D6: if
0248:   model #PARACHUTE available
004D: jump_if_false @PLCHUTEP2_377
0107: [email protected] = create_object #PARACHUTE at $TEMPVAR_X_COORD2 $TEMPVAR_Y_COORD2 $TEMPVAR_Z_COORD2
069B: attach_object [email protected] to_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
0750: set_object [email protected] visibility 0
0004: $PARACHUTE_CREATION_STAGEP2 = 2

:PLCHUTEP2_377
00D6: if and
0038:   $PARACHUTE_CREATION_STAGEP2 == 2
0038:   $FREEFALL_STAGEP1 == 1
004D: jump_if_false @PLCHUTEP2_409
0004: $PARACHUTE_CREATION_STAGEP2 = 3

:PLCHUTEP2_409
00D6: if
056D:   actor $PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
jf @PLCHUTEP2_409
if and
0038:   $FREEFALL_STAGEP1 == 0
0018:   $PARACHUTE_CREATION_STAGEP2 > 0
004D: jump_if_false @PLCHUTEP2_565
00D6: if
0818:   actor $PLAYER_ACTOR in_air
004D: jump_if_false @PLCHUTEP2_565
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X2 $FALLS_Y2 $FALLS_Z2
00D6: if
0022:   -10.0 > $FALLS_Z2
004D: jump_if_false @PLCHUTEP2_565
0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground
00D6: if
0021:   [email protected] > 20.0
004D: jump_if_false @PLCHUTEP2_565
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037
0004: $FREEFALL_STAGEP1 = 1
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 46
0006: [email protected] = 0
0005: $8268 = 0.0

:PLCHUTEP2_565
00D6: if and
056D:   actor $PLAYER_ACTOR defined
0038:   $FREEFALL_STAGEP1 == 1
004D: jump_if_false @PLCHUTEP2_2386
00D6: if
0039:   [email protected] == 0
004D: jump_if_false @PLCHUTEP2_608
0006: [email protected] = 2

:PLCHUTEP2_608
00D6: if and
056D:   actor $PLAYER_ACTOR defined
0039:   [email protected] == 2
004D: jump_if_false @PLCHUTEP2_729
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found
00D6: if
04A4:   [email protected] == 7 // == constant
004D: jump_if_false @PLCHUTEP2_729
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04ED: load_animation "PARACHUTE"
0006: [email protected] = 1
0172: [email protected] = actor $PLAYER_ACTOR Z_angle
0006: [email protected] = 3

:PLCHUTEP2_729
00D6: if
0039:   [email protected] == 3
004D: jump_if_false @PLCHUTEP2_2386
062E: get_actor $PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found
00D6: if
04A4:   [email protected] == 7 // == constant
004D: jump_if_false @PLCHUTEP2_815
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

:PLCHUTEP2_815
0819: [email protected] = actor $PLAYER_ACTOR distance_from_ground
00D6: if and
0023:   100.0 > [email protected]
0021:   [email protected] > 60.0
004D: jump_if_false @PLCHUTEP2_912
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_912
00D6: if
0038:   $ONMISSION == 0
004D: jump_if_false @PLCHUTEP2_912
00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!

:PLCHUTEP2_912
0494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected]
00D6: if
0038:   $1511 == 1
004D: jump_if_false @PLCHUTEP2_960
0006: [email protected] = 0
0006: [email protected] = 0

:PLCHUTEP2_960
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0063: [email protected] -= [email protected] // (float)
0017: [email protected] /= 20.0
005B: [email protected] += [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 5.0
0063: [email protected] -= [email protected] // (float)
00D6: if
0021:   [email protected] > 180.0
004D: jump_if_false @PLCHUTEP2_1061
000F: [email protected] -= 360.0

:PLCHUTEP2_1061
00D6: if
0023:   -180.0 > [email protected]
004D: jump_if_false @PLCHUTEP2_1092
000B: [email protected] += 360.0

:PLCHUTEP2_1092
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0063: [email protected] -= [email protected] // (float)
0017: [email protected] /= 20.0
005B: [email protected] += [email protected] // (float)
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] $FALLS_Z2
00D6: if
0024:   $1504 > $FALLS_Z2// (float)
004D: jump_if_false @PLCHUTEP2_1177
0086: $FALLS_Z2 = $1504 // (float)

:PLCHUTEP2_1177
00D6: if
0024:   $8268 > $FALLS_Z2// (float)
004D: jump_if_false @PLCHUTEP2_1204
0086: $8268 = $FALLS_Z2// (float)

:PLCHUTEP2_1204
00D6: if
0024:   $1504 > $8268 // (float)
004D: jump_if_false @PLCHUTEP2_1231
0086: $8268 = $1504 // (float)

:PLCHUTEP2_1231
00D6: if and
0024:   $FALLS_Z2 > $8268 // (float)
8038:   not  $1902 == 1
004D: jump_if_false @PLCHUTEP2_1407
00D6: if
84AD:   not actor $PLAYER_ACTOR in_water
004D: jump_if_false @PLCHUTEP2_1361
00D6: if
0022:   -20.0 > $8268
004D: jump_if_false @PLCHUTEP2_1308
0004: $FREEFALL_STAGEP1 = 2
0002: jump @PLCHUTEP2_1354

:PLCHUTEP2_1308
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
0004: $FREEFALL_STAGEP1 = 7

:PLCHUTEP2_1354
0002: jump @PLCHUTEP2_1407

:PLCHUTEP2_1361
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
0004: $FREEFALL_STAGEP1 = 7

:PLCHUTEP2_1407
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 30.0
006F: [email protected] *= $1505 // (float)
02F6: $FALLS_X2 = sine [email protected] // (float)
02F7: $FALLS_Y2 = cosine [email protected] // (float)
006D: $FALLS_X2 *= [email protected] // (float)
006D: $FALLS_Y2 *= [email protected] // (float)
0011: $FALLS_Y2 *= -1.0
0059: $FALLS_Y2 += $1506 // (float)
0087: [email protected] = [email protected] // (float)
0065: [email protected] -= $FALLS_X2 // (float)
0013: [email protected] *= 0.01
0088: $FALLS_X2 = [email protected] // (float)
0067: $FALLS_X2 -= [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0065: [email protected] -= $FALLS_Y2 // (float)
0013: [email protected] *= 0.01
0088: $FALLS_Y2 = [email protected] // (float)
0067: $FALLS_Y2 -= [email protected] // (float)
0085: [email protected] = [email protected] // (int)
0085: [email protected] = [email protected] // (int)
0095: make [email protected] absolute_integer
0095: make [email protected] absolute_integer
00D6: if or
0019:   [email protected] > 40
0019:   [email protected] > 40
004D: jump_if_false @PLCHUTEP2_2109
00D6: if
001D:   [email protected] > [email protected] // (int)
004D: jump_if_false @PLCHUTEP2_1872
00D6: if
0029:   [email protected] >= 0
004D: jump_if_false @PLCHUTEP2_1751
00D6: if
8039:   not  [email protected] == 2
004D: jump_if_false @PLCHUTEP2_1751
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_1744
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB

:PLCHUTEP2_1744
0006: [email protected] = 2

:PLCHUTEP2_1751
00D6: if
001B:   0 > [email protected]
004D: jump_if_false @PLCHUTEP2_1865
00D6: if
8039:   not  [email protected] == 3
004D: jump_if_false @PLCHUTEP2_1865
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_1858
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB

:PLCHUTEP2_1858
0006: [email protected] = 3

:PLCHUTEP2_1865
0002: jump @PLCHUTEP2_2102

:PLCHUTEP2_1872
00D6: if
0029:   [email protected] >= 0
004D: jump_if_false @PLCHUTEP2_1984
00D6: if
8039:   not  [email protected] == 4
004D: jump_if_false @PLCHUTEP2_1984
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_1977
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB

:PLCHUTEP2_1977
0006: [email protected] = 4

:PLCHUTEP2_1984
00D6: if
001B:   0 > [email protected]
004D: jump_if_false @PLCHUTEP2_2102
00D6: if
8039:   not  [email protected] == 5
004D: jump_if_false @PLCHUTEP2_2102
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_2095
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB

:PLCHUTEP2_2095
0006: [email protected] = 5

:PLCHUTEP2_2102
0002: jump @PLCHUTEP2_2203

:PLCHUTEP2_2109
00D6: if
8039:   not  [email protected] == 1
004D: jump_if_false @PLCHUTEP2_2203
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_2203
0812: AS_actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
0006: [email protected] = 1

:PLCHUTEP2_2203
00D6: if or
00E1:   player 1 pressed_key 17
0038:   $1512 == 1
004D: jump_if_false @PLCHUTEP2_2386
00D6: if
8038:   not  $1902 == 1
004D: jump_if_false @PLCHUTEP2_2386
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_2386
00D6: if and
0038:   $PARACHUTE_CREATION_STAGEP2 == 3
0038:   $1511 == 0
004D: jump_if_false @PLCHUTEP2_2386
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038
008A: $8270 = [email protected] // (int)
0008: $8270 += 1100
0004: $FREEFALL_STAGEP1 = 3
0006: [email protected] = 0

:PLCHUTEP2_2386
00D6: if
0038:   $FREEFALL_STAGEP1 == 2
004D: jump_if_false @PLCHUTEP2_2504
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_2492
0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected]
0829: actor $PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
09F1: play_audio_at_actor $PLAYER_ACTOR event 1189
0002: jump @PLCHUTEP2_2497

:PLCHUTEP2_2492
05BE: AS_actor $PLAYER_ACTOR die

:PLCHUTEP2_2497
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_2504
00D6: if
0038:   $FREEFALL_STAGEP1 == 3
004D: jump_if_false @PLCHUTEP2_4781
00D6: if
0018:   $8270 > 0
004D: jump_if_false @PLCHUTEP2_2586
00D6: if
001F:   [email protected] > $8270 // (int)
004D: jump_if_false @PLCHUTEP2_2586
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039
0004: $8270 = 0

:PLCHUTEP2_2586
00D6: if
0039:   [email protected] == 0
004D: jump_if_false @PLCHUTEP2_2689
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 500.0
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 500.0
0085: [email protected] = [email protected] // (int)
0085: [email protected] = [email protected] // (int)
0087: [email protected] = [email protected] // (float)
0013: [email protected] *= -1.0
0089: [email protected] = $FALLS_Z2// (float)
0006: [email protected] = 1

:PLCHUTEP2_2689
00D6: if
0039:   [email protected] == 1
004D: jump_if_false @PLCHUTEP2_2856
0085: [email protected] = [email protected] // (int)
0062: [email protected] -= [email protected] // (int)
00D6: if
001B:   500 > [email protected]
004D: jump_if_false @PLCHUTEP2_2829
0085: [email protected] = [email protected] // (int)
0062: [email protected] -= [email protected] // (int)
0085: [email protected] = [email protected] // (int)
0093: [email protected] = integer [email protected] to_float
0087: [email protected] = [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
0087: [email protected] = [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
0063: [email protected] -= [email protected] // (float)
0063: [email protected] -= [email protected] // (float)
0002: jump @PLCHUTEP2_2856

:PLCHUTEP2_2829
0007: [email protected] = 0.0
0007: [email protected] = 0.0
0006: [email protected] = 2

:PLCHUTEP2_2856
00D6: if
0039:   [email protected] == 2
004D: jump_if_false @PLCHUTEP2_2964
00D6: if
03CA:   object [email protected] exists
004D: jump_if_false @PLCHUTEP2_2964
0750: set_object [email protected] visibility 1
08D2: object [email protected] scale_model 0.0
0085: [email protected] = [email protected] // (int)
0001: wait 0 ms
075A: set_object [email protected] animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
0006: [email protected] = 3

:PLCHUTEP2_2964
00D6: if
0039:   [email protected] == 3
004D: jump_if_false @PLCHUTEP2_3067
0085: [email protected] = [email protected] // (int)
0062: [email protected] -= [email protected] // (int)
00D6: if
001B:   500 > [email protected]
004D: jump_if_false @PLCHUTEP2_3050
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 500.0
08D2: object [email protected] scale_model [email protected]
0002: jump @PLCHUTEP2_3067

:PLCHUTEP2_3050
08D2: object [email protected] scale_model 1.0
0006: [email protected] = 4

:PLCHUTEP2_3067
00D6: if
0039:   [email protected] == 5
004D: jump_if_false @PLCHUTEP2_3136
0107: [email protected] = create_object #PARA_COLLISION at 0.0 0.0 0.0
0750: set_object [email protected] visibility 0
0392: make_object [email protected] moveable 1
04D9: object [email protected] set_scripted_collision_check 1
0006: [email protected] = 6

:PLCHUTEP2_3136
00D6: if
0039:   [email protected] == 6
004D: jump_if_false @PLCHUTEP2_4354
0494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected]
00D6: if
0038:   $1511 == 1
004D: jump_if_false @PLCHUTEP2_3202
0006: [email protected] = 0
0006: [email protected] = 0

:PLCHUTEP2_3202
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0063: [email protected] -= [email protected] // (float)
0017: [email protected] /= 20.0
005B: [email protected] += [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 15.0
0063: [email protected] -= [email protected] // (float)
00D6: if
0021:   [email protected] > 180.0
004D: jump_if_false @PLCHUTEP2_3303
000F: [email protected] -= 360.0

:PLCHUTEP2_3303
00D6: if
0023:   -180.0 > [email protected]
004D: jump_if_false @PLCHUTEP2_3334
000B: [email protected] += 360.0

:PLCHUTEP2_3334
02F6: $FALLS_X2 = sine [email protected] // (float)
02F7: $FALLS_Y2 = cosine [email protected] // (float)
0069: $FALLS_X2 *= $1500 // (float)
0069: $FALLS_Y2 *= $1500 // (float)
0011: $FALLS_X2 *= -1.0
0085: [email protected] = [email protected] // (int)
0085: [email protected] = [email protected] // (int)
0095: make [email protected] absolute_integer
0095: make [email protected] absolute_integer
00D6: if or
0019:   [email protected] > 40
0019:   [email protected] > 40
004D: jump_if_false @PLCHUTEP2_4066
00D6: if
001D:   [email protected] > [email protected] // (int)
004D: jump_if_false @PLCHUTEP2_3741
0089: [email protected] = $1501 // (float)
0065: [email protected] -= $FALLS_Z2// (float)
0017: [email protected] /= 20.0
005F: $FALLS_Z2 += [email protected] // (float)
00D6: if
0029:   [email protected] >= 0
004D: jump_if_false @PLCHUTEP2_3607
00D6: if
8039:   not  [email protected] == 2
004D: jump_if_false @PLCHUTEP2_3607
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 2

:PLCHUTEP2_3607
00D6: if
001B:   0 > [email protected]
004D: jump_if_false @PLCHUTEP2_3734
00D6: if
8039:   not  [email protected] == 3
004D: jump_if_false @PLCHUTEP2_3734
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 3

:PLCHUTEP2_3734
0002: jump @PLCHUTEP2_4059

:PLCHUTEP2_3741
00D6: if
0029:   [email protected] >= 0
004D: jump_if_false @PLCHUTEP2_3900
0089: [email protected] = $1503 // (float)
0065: [email protected] -= $FALLS_Z2// (float)
0017: [email protected] /= 20.0
005F: $FALLS_Z2 += [email protected] // (float)
00D6: if
8039:   not  [email protected] == 4
004D: jump_if_false @PLCHUTEP2_3900
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 4

:PLCHUTEP2_3900
00D6: if
001B:   0 > [email protected]
004D: jump_if_false @PLCHUTEP2_4059
0089: [email protected] = $1501 // (float)
0065: [email protected] -= $FALLS_Z2// (float)
0017: [email protected] /= 20.0
005F: $FALLS_Z2 += [email protected] // (float)
00D6: if
8039:   not  [email protected] == 5
004D: jump_if_false @PLCHUTEP2_4059
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 5

:PLCHUTEP2_4059
0002: jump @PLCHUTEP2_4225

:PLCHUTEP2_4066
0089: [email protected] = $1501 // (float)
0065: [email protected] -= $FALLS_Z2// (float)
0017: [email protected] /= 20.0
005F: $FALLS_Z2 += [email protected] // (float)
00D6: if
8039:   not  [email protected] == 5
004D: jump_if_false @PLCHUTEP2_4225
00D6: if
8039:   not  [email protected] == 1
004D: jump_if_false @PLCHUTEP2_4225
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 1

:PLCHUTEP2_4225
01BB: store_object [email protected] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
0815: put_object [email protected] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation
00D6: if
04DA:   has_object [email protected] collided
004D: jump_if_false @PLCHUTEP2_4318
075A: set_object [email protected] animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 7

:PLCHUTEP2_4318
00D6: if
00E1:   player 1 pressed_key 15
004D: jump_if_false @PLCHUTEP2_4354
0792: disembark_instantly_actor $PLAYER_ACTOR
0004: $FREEFALL_STAGEP1 = 6
0004: $P2_FALLDETECTION5 = 3

:PLCHUTEP2_4354
00D6: if
03CA:   object [email protected] exists
004D: jump_if_false @PLCHUTEP2_4593
00D6: if
0837:   object [email protected] animation == "PARA_OPEN_O"
004D: jump_if_false @PLCHUTEP2_4593
0839: get_object [email protected] animation "PARA_OPEN_O" progress_to [email protected]
0087: [email protected] = [email protected] // (float)
0065: [email protected] -= $1501 // (float)
0087: [email protected] = [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
0088: $FALLS_Z2 = [email protected] // (float)
0067: $FALLS_Z2 -= [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0065: [email protected] -= $1500 // (float)
0087: [email protected] = [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0063: [email protected] -= [email protected] // (float)
02F6: $FALLS_X2 = sine [email protected] // (float)
02F7: $FALLS_Y2 = cosine [email protected] // (float)
006D: $FALLS_X2 *= [email protected] // (float)
006D: $FALLS_Y2 *= [email protected] // (float)
0011: $FALLS_X2 *= -1.0
00D6: if and
0043:   [email protected] == 1.0
0039:   [email protected] == 4
004D: jump_if_false @PLCHUTEP2_4593
0006: [email protected] = 5

:PLCHUTEP2_4593
00D6: if
8118:   not actor $PLAYER_ACTOR dead
004D: jump_if_false @PLCHUTEP2_4781
00D6: if
04AD:   actor $PLAYER_ACTOR in_water
004D: jump_if_false @PLCHUTEP2_4732
0812: AS_actor $PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB
075A: set_object [email protected] animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
0004: $FREEFALL_STAGEP1 = 5
0006: [email protected] = 0

:PLCHUTEP2_4732
083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected]
00D6: if
0021:   [email protected] > -0.1
004D: jump_if_false @PLCHUTEP2_4781
0004: $FREEFALL_STAGEP1 = 4
0006: [email protected] = 0

:PLCHUTEP2_4781
00D6: if
0038:   $FREEFALL_STAGEP1 == 4
004D: jump_if_false @PLCHUTEP2_5271
00D6: if
0039:   [email protected] == 0
004D: jump_if_false @PLCHUTEP2_5168
0004: $P2_FALLDETECTION5 = 1
00A0: store_actor $PLAYER_ACTOR position_to $TEMPVAR_X_COORD2 $TEMPVAR_Y_COORD2 $TEMPVAR_Z_COORD2
000D: $TEMPVAR_Z_COORD2 -= 1.0
00A1: put_actor $PLAYER_ACTOR at $TEMPVAR_X_COORD2 $TEMPVAR_Y_COORD2 $TEMPVAR_Z_COORD2
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air
00D6: if
0022:   -10.0 > $FALLS_Z2
004D: jump_if_false @PLCHUTEP2_4922
0004: $FREEFALL_STAGEP1 = 2
0006: [email protected] = 0
0002: jump @PLCHUTEP2_5092

:PLCHUTEP2_4922
00D6: if
0022:   -4.0 > $FALLS_Z2
004D: jump_if_false @PLCHUTEP2_5047
0615: define_AS_pack_begin [email protected]
0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB
0616: define_AS_pack_end [email protected]
0618: assign_actor $PLAYER_ACTOR to_AS_pack [email protected]
061B: remove_references_to_AS_pack [email protected]
0002: jump @PLCHUTEP2_5085

:PLCHUTEP2_5047
0812: AS_actor $PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB

:PLCHUTEP2_5085
0006: [email protected] = 1

:PLCHUTEP2_5092
075A: set_object [email protected] animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0
0085: [email protected] = [email protected] // (int)
000A: [email protected] += 1000

:PLCHUTEP2_5168
00D6: if
0039:   [email protected] == 1
004D: jump_if_false @PLCHUTEP2_5271
00D6: if
0837:   object [email protected] animation == "PARA_LAND_O"
004D: jump_if_false @PLCHUTEP2_5271
0839: get_object [email protected] animation "PARA_LAND_O" progress_to [email protected]
00D6: if
0043:   [email protected] == 1.0
004D: jump_if_false @PLCHUTEP2_5271
0004: $P2_FALLDETECTION5 = 2
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_5271
00D6: if
0038:   $FREEFALL_STAGEP1 == 5
004D: jump_if_false @PLCHUTEP2_5328
0004: $P2_FALLDETECTION5 = 1
00D6: if
0039:   [email protected] == 0
004D: jump_if_false @PLCHUTEP2_5328
0004: $P2_FALLDETECTION5 = 2
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_5328
00D6: if and
0018:   $FREEFALL_STAGEP1 > 0
001A:   4 > $FREEFALL_STAGEP1
004D: jump_if_false @PLCHUTEP2_5405
00D6: if
8118:   not actor $PLAYER_ACTOR dead
004D: jump_if_false @PLCHUTEP2_5405
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X2 $FALLS_Y2 $FALLS_Z2
0173: set_actor $PLAYER_ACTOR Z_angle_to [email protected]
083E: set_actor $PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air

:PLCHUTEP2_5405
00D6: if
0038:   $FREEFALL_STAGEP1 == 6
004D: jump_if_false @PLCHUTEP2_5430
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_5430
00D6: if
0038:   $FREEFALL_STAGEP1 == 7
004D: jump_if_false @PLCHUTEP2_5455
0050: gosub @PLCHUTEP2_5462

:PLCHUTEP2_5455
0002: jump @PLCHUTEP2_118

:PLCHUTEP2_5462
0004: $FREEFALL_STAGEP1 = 0
0006: [email protected] = 0
0249: release_model #PARACHUTE
04EF: release_animation "PARACHUTE"
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air
0992: set_player $SECOND_PLAYER weapons_scrollable 1
0051: return

:PLCHUTEP2_5521
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0
09A2: destroy_object_with_fade [email protected]
0108: destroy_object [email protected]
0555: remove_weapon 46 from_actor $PLAYER_ACTOR
0004: $FREEFALL_STAGEP1 = 0
0004: $PARACHUTE_CREATION_STAGEP2 = 0
0006: [email protected] = 0
0249: release_model #PARACHUTE
04EF: release_animation "PARACHUTE"
0249: release_model #GUN_PARA
083E: set_actor $PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air
0992: set_player $SECOND_PLAYER weapons_scrollable 1

jump @PLCHUTEP2JUMP

 

//Player 2

 

{$CLEO .cs}

//-------------MAIN---------------
0000: NOP

:PLCHUTEP2JUMP
wait 0
if
056D:   actor $SECOND_PLAYER_ACTOR defined

//0818:  actor $SECOND_PLAYER_ACTOR in_air
//02D8:   actor $SECOND_PLAYER_ACTOR current_weapon == 46
//8491:   actor $SECOND_PLAYER_ACTOR has_weapon 46
jf @PLCHUTEP2JUMP
jump @PLCHUTEP2

:PLCHUTEP2
//03A4: name_thread 'PLCHUTEP2P2'
0247: load_model #GUN_PARA

:PLCHUTEP2_16
wait 0
00D6: if
//056D:   actor $SECOND_PLAYER_ACTOR defined
//0800:   in_two_players_mode

8248:   not model #GUN_PARA available
004D: jump_if_false @PLCHUTEP2_43
0001: wait 0 ms
0002: jump @PLCHUTEP2_16

:PLCHUTEP2_43
00D6: if
056D:   actor $SECOND_PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
//0800:   in_two_players_mode
//8118:   not actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @PLCHUTEP2_59

:PLCHUTEP2_59
wait 0
if
056D:   actor $SECOND_PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
jf @PLCHUTEP2_59
0004: $P2_FALLDETECTION = 0
0004: $FREEFALL_STAGEP2 = 0
0004: $PARACHUTE_CREATION_STAGEP1 = 0
00D6: if                 
0038:   $P2_FALLDETECTION == 999
004D: jump_if_false @PLCHUTEP2_118
0213: $PICKUP_PARACHUTE = create_pickup #GUN_PARA type 3 at $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1

:PLCHUTEP2_118
0001: wait 0 ms
00D6: if
056D:   actor $SECOND_PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
8118:   not actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @PLCHUTEP2_5455
00D6: if and
056D:   actor $SECOND_PLAYER_ACTOR defined
8038:   not  $FREEFALL_STAGEP2 == 0
004D: jump_if_false @PLCHUTEP2_176
0992: set_player $SECOND_PLAYER weapons_scrollable 0

:PLCHUTEP2_176
00D6: if
0018:   $PARACHUTE_CREATION_STAGEP1 > 0
004D: jump_if_false @PLCHUTEP2_219
00D6: if
8491:   not actor $SECOND_PLAYER_ACTOR has_weapon 46
004D: jump_if_false @PLCHUTEP2_219
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_219
wait 0
00D6: if and
056D:   actor $SECOND_PLAYER_ACTOR defined
0038:   $PARACHUTE_CREATION_STAGEP1 == 0
004D: jump_if_false @PLCHUTEP2_274
00D6: if
0491:   actor $SECOND_PLAYER_ACTOR has_weapon 46
004D: jump_if_false @PLCHUTEP2_274
0247: load_model #PARACHUTE
0004: $PARACHUTE_CREATION_STAGEP1 = 1
0004: $P2_FALLDETECTION = 0

:PLCHUTEP2_274
wait 0
00D6: if
056D:   actor $SECOND_PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
if
0038:   $PARACHUTE_CREATION_STAGEP1 == 1
004D: jump_if_false @PLCHUTEP2_377
00D6: if
0248:   model #PARACHUTE available
004D: jump_if_false @PLCHUTEP2_377
0107: [email protected] = create_object #PARACHUTE at $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1
069B: attach_object [email protected] to_actor $SECOND_PLAYER_ACTOR with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0
0750: set_object [email protected] visibility 0
0004: $PARACHUTE_CREATION_STAGEP1 = 2

:PLCHUTEP2_377
00D6: if and
0038:   $PARACHUTE_CREATION_STAGEP1 == 2
0038:   $FREEFALL_STAGEP2 == 1
004D: jump_if_false @PLCHUTEP2_409
0004: $PARACHUTE_CREATION_STAGEP1 = 3

:PLCHUTEP2_409
00D6: if
056D:   actor $SECOND_PLAYER_ACTOR defined
else_jump @PLCHUTEP2JUMP
jf @PLCHUTEP2_409
if and
0038:   $FREEFALL_STAGEP2 == 0
0018:   $PARACHUTE_CREATION_STAGEP1 > 0
004D: jump_if_false @PLCHUTEP2_565
00D6: if
0818:   actor $SECOND_PLAYER_ACTOR in_air
004D: jump_if_false @PLCHUTEP2_565
083D: get_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X $FALLS_Y $FALLS_Z
00D6: if
0022:   -10.0 > $FALLS_Z
004D: jump_if_false @PLCHUTEP2_565
0819: [email protected] = actor $SECOND_PLAYER_ACTOR distance_from_ground
00D6: if
0021:   [email protected] > 20.0
004D: jump_if_false @PLCHUTEP2_565
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1037
0004: $FREEFALL_STAGEP2 = 1
01B9: set_actor $SECOND_PLAYER_ACTOR armed_weapon_to 46
0006: [email protected] = 0
0005: $8268 = 0.0

:PLCHUTEP2_565
00D6: if and
056D:   actor $SECOND_PLAYER_ACTOR defined
0038:   $FREEFALL_STAGEP2 == 1
004D: jump_if_false @PLCHUTEP2_2386
00D6: if
0039:   [email protected] == 0
004D: jump_if_false @PLCHUTEP2_608
0006: [email protected] = 2

:PLCHUTEP2_608
00D6: if and
056D:   actor $SECOND_PLAYER_ACTOR defined
0039:   [email protected] == 2
004D: jump_if_false @PLCHUTEP2_729
062E: get_actor $SECOND_PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found
00D6: if
04A4:   [email protected] == 7 // == constant
004D: jump_if_false @PLCHUTEP2_729
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
04ED: load_animation "PARACHUTE"
0006: [email protected] = 1
0172: [email protected] = actor $SECOND_PLAYER_ACTOR Z_angle
0006: [email protected] = 3

:PLCHUTEP2_729
00D6: if
0039:   [email protected] == 3
004D: jump_if_false @PLCHUTEP2_2386
062E: get_actor $SECOND_PLAYER_ACTOR task 2066 status_store_to [email protected] // ret 7 if not found
00D6: if
04A4:   [email protected] == 7 // == constant
004D: jump_if_false @PLCHUTEP2_815
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB

:PLCHUTEP2_815
0819: [email protected] = actor $SECOND_PLAYER_ACTOR distance_from_ground
00D6: if and
0023:   100.0 > [email protected]
0021:   [email protected] > 60.0
004D: jump_if_false @PLCHUTEP2_912
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_912
00D6: if
0038:   $ONMISSION == 0
004D: jump_if_false @PLCHUTEP2_912
00BC: show_text_highpriority GXT 'PARA_01' time 1000 flag 1  // ~s~Open your parachute!

:PLCHUTEP2_912
0494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected]
00D6: if
0038:   $1511 == 1
004D: jump_if_false @PLCHUTEP2_960
0006: [email protected] = 0
0006: [email protected] = 0

:PLCHUTEP2_960
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0063: [email protected] -= [email protected] // (float)
0017: [email protected] /= 20.0
005B: [email protected] += [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 5.0
0063: [email protected] -= [email protected] // (float)
00D6: if
0021:   [email protected] > 180.0
004D: jump_if_false @PLCHUTEP2_1061
000F: [email protected] -= 360.0

:PLCHUTEP2_1061
00D6: if
0023:   -180.0 > [email protected]
004D: jump_if_false @PLCHUTEP2_1092
000B: [email protected] += 360.0

:PLCHUTEP2_1092
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0063: [email protected] -= [email protected] // (float)
0017: [email protected] /= 20.0
005B: [email protected] += [email protected] // (float)
083D: get_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] $FALLS_Z
00D6: if
0024:   $1504 > $FALLS_Z// (float)
004D: jump_if_false @PLCHUTEP2_1177
0086: $FALLS_Z = $1504 // (float)

:PLCHUTEP2_1177
00D6: if
0024:   $8268 > $FALLS_Z// (float)
004D: jump_if_false @PLCHUTEP2_1204
0086: $8268 = $FALLS_Z// (float)

:PLCHUTEP2_1204
00D6: if
0024:   $1504 > $8268 // (float)
004D: jump_if_false @PLCHUTEP2_1231
0086: $8268 = $1504 // (float)

:PLCHUTEP2_1231
00D6: if and
0024:   $FALLS_Z > $8268 // (float)
8038:   not  $1902 == 1
004D: jump_if_false @PLCHUTEP2_1407
00D6: if
84AD:   not actor $SECOND_PLAYER_ACTOR in_water
004D: jump_if_false @PLCHUTEP2_1361
00D6: if
0022:   -20.0 > $8268
004D: jump_if_false @PLCHUTEP2_1308
0004: $FREEFALL_STAGEP2 = 2
0002: jump @PLCHUTEP2_1354

:PLCHUTEP2_1308
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
0004: $FREEFALL_STAGEP2 = 7

:PLCHUTEP2_1354
0002: jump @PLCHUTEP2_1407

:PLCHUTEP2_1361
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PED" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 100 // versionB
0004: $FREEFALL_STAGEP2 = 7

:PLCHUTEP2_1407
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 30.0
006F: [email protected] *= $1505 // (float)
02F6: $FALLS_X = sine [email protected] // (float)
02F7: $FALLS_Y = cosine [email protected] // (float)
006D: $FALLS_X *= [email protected] // (float)
006D: $FALLS_Y *= [email protected] // (float)
0011: $FALLS_Y *= -1.0
0059: $FALLS_Y += $1506 // (float)
0087: [email protected] = [email protected] // (float)
0065: [email protected] -= $FALLS_X // (float)
0013: [email protected] *= 0.01
0088: $FALLS_X = [email protected] // (float)
0067: $FALLS_X -= [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0065: [email protected] -= $FALLS_Y // (float)
0013: [email protected] *= 0.01
0088: $FALLS_Y = [email protected] // (float)
0067: $FALLS_Y -= [email protected] // (float)
0085: [email protected] = [email protected] // (int)
0085: [email protected] = [email protected] // (int)
0095: make [email protected] absolute_integer
0095: make [email protected] absolute_integer
00D6: if or
0019:   [email protected] > 40
0019:   [email protected] > 40
004D: jump_if_false @PLCHUTEP2_2109
00D6: if
001D:   [email protected] > [email protected] // (int)
004D: jump_if_false @PLCHUTEP2_1872
00D6: if
0029:   [email protected] >= 0
004D: jump_if_false @PLCHUTEP2_1751
00D6: if
8039:   not  [email protected] == 2
004D: jump_if_false @PLCHUTEP2_1751
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_1744
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_R" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB

:PLCHUTEP2_1744
0006: [email protected] = 2

:PLCHUTEP2_1751
00D6: if
001B:   0 > [email protected]
004D: jump_if_false @PLCHUTEP2_1865
00D6: if
8039:   not  [email protected] == 3
004D: jump_if_false @PLCHUTEP2_1865
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_1858
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_L" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB

:PLCHUTEP2_1858
0006: [email protected] = 3

:PLCHUTEP2_1865
0002: jump @PLCHUTEP2_2102

:PLCHUTEP2_1872
00D6: if
0029:   [email protected] >= 0
004D: jump_if_false @PLCHUTEP2_1984
00D6: if
8039:   not  [email protected] == 4
004D: jump_if_false @PLCHUTEP2_1984
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_1977
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB

:PLCHUTEP2_1977
0006: [email protected] = 4

:PLCHUTEP2_1984
00D6: if
001B:   0 > [email protected]
004D: jump_if_false @PLCHUTEP2_2102
00D6: if
8039:   not  [email protected] == 5
004D: jump_if_false @PLCHUTEP2_2102
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_2095
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB

:PLCHUTEP2_2095
0006: [email protected] = 5

:PLCHUTEP2_2102
0002: jump @PLCHUTEP2_2203

:PLCHUTEP2_2109
00D6: if
8039:   not  [email protected] == 1
004D: jump_if_false @PLCHUTEP2_2203
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_2203
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
0006: [email protected] = 1

:PLCHUTEP2_2203
00D6: if or
00E1:   player 1 pressed_key 17
0038:   $1512 == 1
004D: jump_if_false @PLCHUTEP2_2386
00D6: if
8038:   not  $1902 == 1
004D: jump_if_false @PLCHUTEP2_2386
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_2386
00D6: if and
0038:   $PARACHUTE_CREATION_STAGEP1 == 3
0038:   $1511 == 0
004D: jump_if_false @PLCHUTEP2_2386
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_OPEN" IFP "PARACHUTE" framedelta 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -2 // versionB
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1038
008A: $8270 = [email protected] // (int)
0008: $8270 += 1100
0004: $FREEFALL_STAGEP2 = 3
0006: [email protected] = 0

:PLCHUTEP2_2386
00D6: if
0038:   $FREEFALL_STAGEP2 == 2
004D: jump_if_false @PLCHUTEP2_2504
00D6: if
04EE:   animation "PARACHUTE" loaded
004D: jump_if_false @PLCHUTEP2_2492
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to [email protected]
0829: actor $SECOND_PLAYER_ACTOR perform_animation "FALL_SKYDIVE_DIE" IFP_file "PARACHUTE" 1000.0 time 0 and_dies
09F1: play_audio_at_actor $SECOND_PLAYER_ACTOR event 1189
0002: jump @PLCHUTEP2_2497

:PLCHUTEP2_2492
05BE: AS_actor $SECOND_PLAYER_ACTOR die

:PLCHUTEP2_2497
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_2504
00D6: if
0038:   $FREEFALL_STAGEP2 == 3
004D: jump_if_false @PLCHUTEP2_4781
00D6: if
0018:   $8270 > 0
004D: jump_if_false @PLCHUTEP2_2586
00D6: if
001F:   [email protected] > $8270 // (int)
004D: jump_if_false @PLCHUTEP2_2586
097A: play_audio_at -1000.0 -1000.0 -1000.0 event 1039
0004: $8270 = 0

:PLCHUTEP2_2586
00D6: if
0039:   [email protected] == 0
004D: jump_if_false @PLCHUTEP2_2689
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 500.0
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 500.0
0085: [email protected] = [email protected] // (int)
0085: [email protected] = [email protected] // (int)
0087: [email protected] = [email protected] // (float)
0013: [email protected] *= -1.0
0089: [email protected] = $FALLS_Z// (float)
0006: [email protected] = 1

:PLCHUTEP2_2689
00D6: if
0039:   [email protected] == 1
004D: jump_if_false @PLCHUTEP2_2856
0085: [email protected] = [email protected] // (int)
0062: [email protected] -= [email protected] // (int)
00D6: if
001B:   500 > [email protected]
004D: jump_if_false @PLCHUTEP2_2829
0085: [email protected] = [email protected] // (int)
0062: [email protected] -= [email protected] // (int)
0085: [email protected] = [email protected] // (int)
0093: [email protected] = integer [email protected] to_float
0087: [email protected] = [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
0087: [email protected] = [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
0063: [email protected] -= [email protected] // (float)
0063: [email protected] -= [email protected] // (float)
0002: jump @PLCHUTEP2_2856

:PLCHUTEP2_2829
0007: [email protected] = 0.0
0007: [email protected] = 0.0
0006: [email protected] = 2

:PLCHUTEP2_2856
00D6: if
0039:   [email protected] == 2
004D: jump_if_false @PLCHUTEP2_2964
00D6: if
03CA:   object [email protected] exists
004D: jump_if_false @PLCHUTEP2_2964
0750: set_object [email protected] visibility 1
08D2: object [email protected] scale_model 0.0
0085: [email protected] = [email protected] // (int)
0001: wait 0 ms
075A: set_object [email protected] animation "PARA_OPEN_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
0006: [email protected] = 3

:PLCHUTEP2_2964
00D6: if
0039:   [email protected] == 3
004D: jump_if_false @PLCHUTEP2_3067
0085: [email protected] = [email protected] // (int)
0062: [email protected] -= [email protected] // (int)
00D6: if
001B:   500 > [email protected]
004D: jump_if_false @PLCHUTEP2_3050
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 500.0
08D2: object [email protected] scale_model [email protected]
0002: jump @PLCHUTEP2_3067

:PLCHUTEP2_3050
08D2: object [email protected] scale_model 1.0
0006: [email protected] = 4

:PLCHUTEP2_3067
00D6: if
0039:   [email protected] == 5
004D: jump_if_false @PLCHUTEP2_3136
0107: [email protected] = create_object #PARA_COLLISION at 0.0 0.0 0.0
0750: set_object [email protected] visibility 0
0392: make_object [email protected] moveable 1
04D9: object [email protected] set_scripted_collision_check 1
0006: [email protected] = 6

:PLCHUTEP2_3136
00D6: if
0039:   [email protected] == 6
004D: jump_if_false @PLCHUTEP2_4354
0494: get_joystick 0 direction_offset_to [email protected] [email protected] [email protected] [email protected]
00D6: if
0038:   $1511 == 1
004D: jump_if_false @PLCHUTEP2_3202
0006: [email protected] = 0
0006: [email protected] = 0

:PLCHUTEP2_3202
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 4.267
0063: [email protected] -= [email protected] // (float)
0017: [email protected] /= 20.0
005B: [email protected] += [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0017: [email protected] /= 15.0
0063: [email protected] -= [email protected] // (float)
00D6: if
0021:   [email protected] > 180.0
004D: jump_if_false @PLCHUTEP2_3303
000F: [email protected] -= 360.0

:PLCHUTEP2_3303
00D6: if
0023:   -180.0 > [email protected]
004D: jump_if_false @PLCHUTEP2_3334
000B: [email protected] += 360.0

:PLCHUTEP2_3334
02F6: $FALLS_X = sine [email protected] // (float)
02F7: $FALLS_Y = cosine [email protected] // (float)
0069: $FALLS_X *= $1500 // (float)
0069: $FALLS_Y *= $1500 // (float)
0011: $FALLS_X *= -1.0
0085: [email protected] = [email protected] // (int)
0085: [email protected] = [email protected] // (int)
0095: make [email protected] absolute_integer
0095: make [email protected] absolute_integer
00D6: if or
0019:   [email protected] > 40
0019:   [email protected] > 40
004D: jump_if_false @PLCHUTEP2_4066
00D6: if
001D:   [email protected] > [email protected] // (int)
004D: jump_if_false @PLCHUTEP2_3741
0089: [email protected] = $1501 // (float)
0065: [email protected] -= $FALLS_Z// (float)
0017: [email protected] /= 20.0
005F: $FALLS_Z += [email protected] // (float)
00D6: if
0029:   [email protected] >= 0
004D: jump_if_false @PLCHUTEP2_3607
00D6: if
8039:   not  [email protected] == 2
004D: jump_if_false @PLCHUTEP2_3607
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_STEERR" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_STEERR_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 2

:PLCHUTEP2_3607
00D6: if
001B:   0 > [email protected]
004D: jump_if_false @PLCHUTEP2_3734
00D6: if
8039:   not  [email protected] == 3
004D: jump_if_false @PLCHUTEP2_3734
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_STEERL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_STEERL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 3

:PLCHUTEP2_3734
0002: jump @PLCHUTEP2_4059

:PLCHUTEP2_3741
00D6: if
0029:   [email protected] >= 0
004D: jump_if_false @PLCHUTEP2_3900
0089: [email protected] = $1503 // (float)
0065: [email protected] -= $FALLS_Z// (float)
0017: [email protected] /= 20.0
005F: $FALLS_Z += [email protected] // (float)
00D6: if
8039:   not  [email protected] == 4
004D: jump_if_false @PLCHUTEP2_3900
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_DECEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_DECEL_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 4

:PLCHUTEP2_3900
00D6: if
001B:   0 > [email protected]
004D: jump_if_false @PLCHUTEP2_4059
0089: [email protected] = $1501 // (float)
0065: [email protected] -= $FALLS_Z// (float)
0017: [email protected] /= 20.0
005F: $FALLS_Z += [email protected] // (float)
00D6: if
8039:   not  [email protected] == 5
004D: jump_if_false @PLCHUTEP2_4059
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 5

:PLCHUTEP2_4059
0002: jump @PLCHUTEP2_4225

:PLCHUTEP2_4066
0089: [email protected] = $1501 // (float)
0065: [email protected] -= $FALLS_Z// (float)
0017: [email protected] /= 20.0
005F: $FALLS_Z += [email protected] // (float)
00D6: if
8039:   not  [email protected] == 5
004D: jump_if_false @PLCHUTEP2_4225
00D6: if
8039:   not  [email protected] == 1
004D: jump_if_false @PLCHUTEP2_4225
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_FLOAT" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 1 time -2 // versionB
075A: set_object [email protected] animation "PARA_FLOAT_O" IFP_file "PARACHUTE" 1.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 1

:PLCHUTEP2_4225
01BB: store_object [email protected] position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3
0815: put_object [email protected] at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 and_keep_rotation
00D6: if
04DA:   has_object [email protected] collided
004D: jump_if_false @PLCHUTEP2_4318
075A: set_object [email protected] animation "PARA_RIP_LOOP_O" IFP_file "PARACHUTE" 8.0 lockF 1 loop 1 // IF AND SET
0006: [email protected] = 7

:PLCHUTEP2_4318
00D6: if
00E1:   player 1 pressed_key 15
004D: jump_if_false @PLCHUTEP2_4354
0792: disembark_instantly_actor $SECOND_PLAYER_ACTOR
0004: $FREEFALL_STAGEP2 = 6
0004: $P2_FALLDETECTION = 3

:PLCHUTEP2_4354
00D6: if
03CA:   object [email protected] exists
004D: jump_if_false @PLCHUTEP2_4593
00D6: if
0837:   object [email protected] animation == "PARA_OPEN_O"
004D: jump_if_false @PLCHUTEP2_4593
0839: get_object [email protected] animation "PARA_OPEN_O" progress_to [email protected]
0087: [email protected] = [email protected] // (float)
0065: [email protected] -= $1501 // (float)
0087: [email protected] = [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
0088: $FALLS_Z = [email protected] // (float)
0067: $FALLS_Z -= [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0065: [email protected] -= $1500 // (float)
0087: [email protected] = [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
0087: [email protected] = [email protected] // (float)
0063: [email protected] -= [email protected] // (float)
02F6: $FALLS_X = sine [email protected] // (float)
02F7: $FALLS_Y = cosine [email protected] // (float)
006D: $FALLS_X *= [email protected] // (float)
006D: $FALLS_Y *= [email protected] // (float)
0011: $FALLS_X *= -1.0
00D6: if and
0043:   [email protected] == 1.0
0039:   [email protected] == 4
004D: jump_if_false @PLCHUTEP2_4593
0006: [email protected] = 5

:PLCHUTEP2_4593
00D6: if
8118:   not actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @PLCHUTEP2_4781
00D6: if
04AD:   actor $SECOND_PLAYER_ACTOR in_water
004D: jump_if_false @PLCHUTEP2_4732
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "PARA_LAND_WATER" IFP "PARACHUTE" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB
075A: set_object [email protected] animation "PARA_LAND_WATER_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
0004: $FREEFALL_STAGEP2 = 5
0006: [email protected] = 0

:PLCHUTEP2_4732
083D: get_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ [email protected] [email protected] [email protected]
00D6: if
0021:   [email protected] > -0.1
004D: jump_if_false @PLCHUTEP2_4781
0004: $FREEFALL_STAGEP2 = 4
0006: [email protected] = 0

:PLCHUTEP2_4781
00D6: if
0038:   $FREEFALL_STAGEP2 == 4
004D: jump_if_false @PLCHUTEP2_5271
00D6: if
0039:   [email protected] == 0
004D: jump_if_false @PLCHUTEP2_5168
0004: $P2_FALLDETECTION = 1
00A0: store_actor $SECOND_PLAYER_ACTOR position_to $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1
000D: $TEMPVAR_Z_COORD1 -= 1.0
00A1: put_actor $SECOND_PLAYER_ACTOR at $TEMPVAR_X_COORD1 $TEMPVAR_Y_COORD1 $TEMPVAR_Z_COORD1
083E: set_actor $SECOND_PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air
00D6: if
0022:   -10.0 > $FALLS_Z
004D: jump_if_false @PLCHUTEP2_4922
0004: $FREEFALL_STAGEP2 = 2
0006: [email protected] = 0
0002: jump @PLCHUTEP2_5092

:PLCHUTEP2_4922
00D6: if
0022:   -4.0 > $FALLS_Z
004D: jump_if_false @PLCHUTEP2_5047
0615: define_AS_pack_begin [email protected]
0812: AS_actor -1 perform_animation "FALL_FRONT" IFP "PED" framedelta 20.0 loopA 0 lockX 0 lockY 0 lockF 1 time 700 // versionB
0812: AS_actor -1 perform_animation "GETUP_FRONT" IFP "PED" framedelta 8.0 loopA 0 lockX 1 lockY 0 lockF 0 time -2 // versionB
0616: define_AS_pack_end [email protected]
0618: assign_actor $SECOND_PLAYER_ACTOR to_AS_pack [email protected]
061B: remove_references_to_AS_pack [email protected]
0002: jump @PLCHUTEP2_5085

:PLCHUTEP2_5047
0812: AS_actor $SECOND_PLAYER_ACTOR perform_animation "RUN_PLAYER" IFP "PED" framedelta 8.0 loopA 1 lockX 1 lockY 0 lockF 0 time 1000 // versionB

:PLCHUTEP2_5085
0006: [email protected] = 1

:PLCHUTEP2_5092
075A: set_object [email protected] animation "PARA_LAND_O" IFP_file "PARACHUTE" 1000.0 lockF 0 loop 1 // IF AND SET
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0
0085: [email protected] = [email protected] // (int)
000A: [email protected] += 1000

:PLCHUTEP2_5168
00D6: if
0039:   [email protected] == 1
004D: jump_if_false @PLCHUTEP2_5271
00D6: if
0837:   object [email protected] animation == "PARA_LAND_O"
004D: jump_if_false @PLCHUTEP2_5271
0839: get_object [email protected] animation "PARA_LAND_O" progress_to [email protected]
00D6: if
0043:   [email protected] == 1.0
004D: jump_if_false @PLCHUTEP2_5271
0004: $P2_FALLDETECTION = 2
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_5271
00D6: if
0038:   $FREEFALL_STAGEP2 == 5
004D: jump_if_false @PLCHUTEP2_5328
0004: $P2_FALLDETECTION = 1
00D6: if
0039:   [email protected] == 0
004D: jump_if_false @PLCHUTEP2_5328
0004: $P2_FALLDETECTION = 2
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_5328
00D6: if and
0018:   $FREEFALL_STAGEP2 > 0
001A:   4 > $FREEFALL_STAGEP2
004D: jump_if_false @PLCHUTEP2_5405
00D6: if
8118:   not actor $SECOND_PLAYER_ACTOR dead
004D: jump_if_false @PLCHUTEP2_5405
083C: set_actor $SECOND_PLAYER_ACTOR velocity_in_direction_XYZ $FALLS_X $FALLS_Y $FALLS_Z
0173: set_actor $SECOND_PLAYER_ACTOR Z_angle_to [email protected]
083E: set_actor $SECOND_PLAYER_ACTOR rotation [email protected] [email protected] [email protected] while_in_air

:PLCHUTEP2_5405
00D6: if
0038:   $FREEFALL_STAGEP2 == 6
004D: jump_if_false @PLCHUTEP2_5430
0050: gosub @PLCHUTEP2_5521

:PLCHUTEP2_5430
00D6: if
0038:   $FREEFALL_STAGEP2 == 7
004D: jump_if_false @PLCHUTEP2_5455
0050: gosub @PLCHUTEP2_5462

:PLCHUTEP2_5455
0002: jump @PLCHUTEP2_118

:PLCHUTEP2_5462
0004: $FREEFALL_STAGEP2 = 0
0006: [email protected] = 0
0249: release_model #PARACHUTE
04EF: release_animation "PARACHUTE"
083E: set_actor $SECOND_PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air
0992: set_player $SECOND_PLAYER weapons_scrollable 1
0051: return

:PLCHUTEP2_5521
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0
09A2: destroy_object_with_fade [email protected]
0108: destroy_object [email protected]
0555: remove_weapon 46 from_actor $SECOND_PLAYER_ACTOR
0004: $FREEFALL_STAGEP2 = 0
0004: $PARACHUTE_CREATION_STAGEP1 = 0
0006: [email protected] = 0
0249: release_model #PARACHUTE
04EF: release_animation "PARACHUTE"
0249: release_model #GUN_PARA
083E: set_actor $SECOND_PLAYER_ACTOR rotation 0.0 0.0 [email protected] while_in_air
0992: set_player $SECOND_PLAYER weapons_scrollable 1

jump @PLCHUTEP2JUMP

 

 

 


deltaCJ
  • deltaCJ

    Davy Jones' Sock

  • Members
  • Joined: 27 Dec 2013
  • Unknown

#2

Posted 24 August 2017 - 11:12 PM

Next time just link this to a document or something, but to fix this just get a stripped SCM and remove all the scripts that you don't want.


skatefilter5
  • skatefilter5

    Controlling Both Players

  • Members
  • Joined: 30 Apr 2016
  • Canada

#3

Posted 25 August 2017 - 12:20 AM

I try it but sadly I can't load up 100% save game it crashes whenever it's a least one that's removed or edited, new games it will annoying with road blocks and 4 wanted levels , and how can I fine the opcode to unlock all the islands and remove road blocks and unlock recruiting homies.


deltaCJ
  • deltaCJ

    Davy Jones' Sock

  • Members
  • Joined: 27 Dec 2013
  • Unknown

#4

Posted 28 August 2017 - 08:16 PM

recruiting homies is unlocked from respect.

 

Also the opcode for that is in the main.scm





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