Op Codes | Quantity | Mathematics

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wait 0 ms
jump @MAIN_177
shake_camera 40
$CUSTOM_TOURNAMENT_FLAG = 0
$166 = 292.33
0@ = -1
7@ = 0.0
$89 += 1
$TEMPVAR_FLOAT_1 += 1.741
3@ += 3000
6@ += 0.1
$1020 -= 1
$TEMPVAR_Z_COORD -= 0.5
0@ -= 1
692@ -= 8.0
$GS_GANG_CASH *= 100
$HJ_TEMP_FLOAT *= 100.0
22@ *= -1
17@ *= 9.8
$HJ_TWOWHEELS_TIME /= 1000
$EXPORT_PRICE_HEALTH_MULTIPLIER /= 1000.0
4@ /= 2
14@ /= 1000.0
$CATALINA_TOTAL_PASSED_MISSIONS > 2
0@ > 0
10 > $SYNDICATE_TOTAL_PASSED_MISSIONS
3 > 20@
$CURRENT_MONTH_DAY > $GYM_MONTH_DAY_WHEN_LIMIT_REACHED // (int)
27@ > 33@ // (int)
$CURRENT_TIME_IN_MS2 > 3@ // (int)
9@ > $GIRL_PROGRESS[0] // (int)
$HJ_TWOWHEELS_DISTANCE_FLOAT > 0.0
26@ > 64.0
-180.0 > $1316
0.0 > 7@
$HJ_CAR_Z > $HJ_CAR_Z_MAX // (float)
3@ > 6@ // (float)
$TEMPVAR_FLOAT_1 > 513@(227@,10f) // (float)
513@(227@,10f) > $TEMPVAR_FLOAT_2 // (float)
$5283 >= 180000
17@ >= 4
0 >= $GIRL_PROGRESS[4]
3000 >= 8@
$SAVE_PICKUPS_INDEX >= $TOTAL_AVAILABLE_SAVE_PICKUPS // (int)
43@ >= 271@ // (int)
$DIALOG_ARRAY_SIZE >= 131@ // (int)
1@ >= $1264($1288,2i) // (int)
$STAT_PERCENTAGE_COMPLETED >= 100.0
42@ >= 0.05
8.0 >= $5925[0]
-0.05 >= 42@
$8276 >= $8278 // (float)
98@ >= 50@(119@,4f) // (float)
$TEMPVAR_FLOAT_1 >= 181@(217@,8f) // (float)
189@(217@,8f) >= $TEMPVAR_FLOAT_2 // (float)
$672 == 1
1@ == 0
$GIRL_DATED_NOW == $GIRLFRIEND // (int)
18@ == 21@ // (int)
$CAR_MODELS_TO_EXPORT(4@,10i) == 6@ // (int)

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$279 == 0.0
301@ == 0.2
$3499 == $3507($8549,151f) // (float)
85@ == 69@ // (float)
jump_if_false @MAIN_4068
end_thread
create_thread @MS_BIKE_MISSIONS
gosub @SUB_FADE_500MS
return
NOP 98@ 100@ $TEMPVAR_FLOAT_3 99@ 100@ $TEMPVAR_FLOAT_3
$PLAYER_CHAR = create_player #NULL at 2488.562 -1666.865 12.8757
$1924 += $1929 // (int)
$1316 += $1317 // (float)
3@ += 1@ // (int)
4@ += 17@ // (float)
17@ += $1029 // (int)
20@ += $TEMPVAR_FLOAT_1 // (float)
$1923 += 25@ // (int)
$TEMPVAR_FLOAT_3 += 18@ // (float)
$5283 -= $5285 // (int)
$HJ_TEMP_FLOAT -= $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT // (float)
13@ -= 11@ // (int)
18@ -= 6@ // (float)
3@ -= $GIRLRESPECT($GIRLFRIEND,6i) // (int)
20@ -= $TEMPVAR_FLOAT_1 // (float)
$6681 -= 171@ // (int)
$TEMPVAR_FLOAT_1 -= 593@(227@,10f) // (float)
$HJ_STUNT_BONUS *= $HJ_STUNT_BONUS_MULT // (int)
$TEMPVAR_FLOAT_3 *= $DISTANCE_BETWEEN_POINTS // (float)
25@ *= 29@ // (int)
18@ *= 28@ // (float)
$TEMPVAR_FLOAT_1 *= 17@ // (float)
44@ *= $PARAMEDIC_MISSION_LEVEL // (int)
6@ *= $1040 // (float)
$5941 /= $5942 // (float)
1@ /= 17@ // (int)
18@ /= 17@ // (float)
$8200 /= 51@ // (int)
$TEMPVAR_FLOAT_1 /= 620@ // (float)
50@ /= $TEMPVAR_FLOAT_3 // (float)
$5576 += unknown_float * 6.0 // (float)
351@ += unknown_float * -1.325 // (float)
$5575 += unknown_float * $5574 // (float)
290@(227@,60f) += unknown_float * 425@ // (float)
$TEMPVAR_FLOAT_1 += unknown_float * 2@ // (float)
$5576 -= unknown_float * 6.0 // (float)
421@ -= unknown_float * 1.0 // (float)
$5588 -= unknown_float * $5589 // (float)
549@ -= unknown_float * 551@ // (float)
18@ -= unknown_float * $8736 // (float)
$2739 -= unknown_float * 8@ // (float)
$5283 = $5284 // (int)
13@ = 12@ // (int)
$TEMPVAR_FLOAT_1 = $1038 // (float)
17@ = 3@ // (float)
$TEMPVAR_FLOAT_3 = 17@ // (float)
14@ = $TEMPVAR_FLOAT_1 // (float)
$3396 = 0@ // (int)
3@ = $CURRENT_TIME_IN_MS2 // (int)
$HJ_TWOWHEELS_DISTANCE_METERS_INT = float $HJ_TWOWHEELS_DISTANCE_FLOAT to_

integer
008D: $HJ_TWOWHEELS_DISTANCE_METERS_FLOAT = integer $HJ_TWOWHEELS_DISTANCE_METER
S_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
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 $T
EMPVAR_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 corn
erB 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 2
145.438 140.5141
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 n
ot required for export.
00BC: show_text_highpriority GXT 'MTIME3' time 1000 flag 1 // ~s~Come back betw
een 9:00 and 17:00.
00BE: text_clear_all
00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes
00C0: set_current_time_hours_to 8 minutes_to 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 // mission only
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
00EC: actor $PLAYER_ACTOR 0 near_point 1812.369 -1929.922 radius 80.0 80.0
00ED: actor $PLAYER_ACTOR 0 near_point 2043.68 -1635.73 radius 4.0 4.0 on_foot
00EE:
00EF:

actor $PLAYER_ACTOR 0 near_point 2067.4 -1831.2 radius 15.0 15.0 in_car
actor 72@ 0 near_point 2196.239 -1191.459 radius 2.0 2.0 stopped

0 15.2 3.0 2.0 5.0 15.0 sphere 0 0105: actor $PLAYER_ACTOR near_actor 102@(42@.6333 16.1 radius 1.4175 mode 2 0161: 341@ = create_marker_above_car 340@ unknown 0 radar_mode 1 0164: disable_marker $MARKER_CATALINA 0165: set_marker 42@ color_to 1 0167: 149@(256@.313 4.254 12.0 2.0 6 .0 3.942 52.9i) radius 5.33f) 50@(256@.45 12.1668 rotation 0.8007 angle 90.0 3.0 15.068 -1904.22 radius 3.0 0 00F3: actor $PLAYER_ACTOR near_actor 15@ radius 2.29 -2259.2 29.5685 16.3281 radius 4.0 sphere 1 in_car 0101: actor $PLAYER_ACTOR in_sphere 10@ 11@ 12@ radius 5.2 1.0 0 in_car 0107: $2706 = create_object #AD_FLATDOOR at 1833.0 15.4537 radius 15.0 4.0 6.00F0: actor 87@ 0 near_point 2175.0 sphere 0 stopped_in_car 0104: actor $PLAYER_ACTOR near_actor 1@ radius 15.6112 16.9277 -479.0 0 on_foot 00F4: actor 34@ near_actor $PLAYER_ACTOR radius 6.0 014C: set_parked_car_generator $PARKED_RHINO cars_to_generate_to 0 014E: set_timer_to $7234 type 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@ 18 2 0159: camera_on_ped 215@ 15 2 015A: restore_camera 015B: unknown_player 0 time 200 key 255 015D: set_gamespeed 0.9 015F: set_camera_position 664.0 0.36 -1995.0 15.0 4.33i) = create_marker_at 50@(256@.0 5.0 0 in_car 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 658.3989 radius 4.0 sphere 0 st opped 0102: actor $PLAYER_ACTOR in_sphere 2468.302 -1671.0 20.0 1.0 2.33f) 50@(256@.8 -1278.0 stopped_on_foot 00F2: actor 67@ near_actor $PLAYER_ACTOR radius 20.0 0160: set_camera_point_at 665.33f ) flags 0 2 0168: set_marker 45@ size 2 0169: set_fade_color_RGB 0 0 0 016A: fade 0 time 0 016B: fading .0 sph ere 1 stopped_on_foot 0103: actor $PLAYER_ACTOR in_sphere -1577.0 15.0 4.848 12.0 on_foot 0100: actor $PLAYER_ACTOR in_sphere 1793.0 0.5 0108: destroy_object $WANTED_LIST_OBJECT 0109: player $PLAYER_CHAR money += 1000000 010A: player $PLAYER_CHAR money > 461@ 010B: 4@ = player $PLAYER_CHAR money 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 ammo_to 200000 while_in_car 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_parked_car_generator #RHINO color -1 -1 1 alarm 0 doo r_lock 0 0 10000 at 2435.0 00FF: actor $PLAYER_ACTOR sphere 0 in_sphere $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE radius 1.0 sphere 0 on_foot 0106: actor $PLAYER_ACTOR near_actor 71@ radius 15.0068 -1866.8948 -479.

2 0.0 s topped 01AD: car 99@ sphere 0 near_point 252@ 253@ radius 6.51 angle 90.0 0174: $HJ_CAR_ANGLE = car $HJ_PLAYER_CAR Z_angle 0175: set_car 22@ Z_angle_to 315.0 0.16i) // This object will now disappear the player looks away remove_actor_from_mission_cleanup_list 1@ remove_object_from_mission_cleanup_list 27@ .943 167.1328 32.0 stopped 01AF: car 74@ sphere 0 in_sphere 143@ 150@ 157@ radius 0.0 3.827 510.0 47@ 18.20f) 167@(56@.016C: restart_if_wasted_at 2027.759 c ornerB -2055.0 cornerB 328.0 01B0: car 71@ sphere 0 in_sphere 2644.0 4.0 45@ 16.0 intensity 150 flags 0 0 0 a t 127@(56@.202 180.0 on_foot 01A7: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -2042.036 018E: stop_sound 82@ 018F: car 244@ flipped_for_2_seconds 0190: add_car 244@ to_flipped_check // 6 max 01A6: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -777.522 radius 3.5i) 018A: 1@ = create_checkpoint_at 14@ 15@ 16@ 018B: set_marker $1629 radar_mode 2 018C: play_sound 1052 at 0.5i) = create_marker_above_object 109@(214@.0 494.5841 26.20f) 0172: $TEMPVAR_ANGLE = actor 215@ Z_angle 0173: set_actor $PLAYER_ACTOR Z_angle_to 262.0 1369.0 size 1.49 14.0 0176: 13@ = object 0@ Z_angle 0177: set_object 27@ Z_angle_to 180.0 0.0 4.999 14.0 corne rB -797.462 -2017.68 -1675.127 -2251.0 town_number 0 016D: restart_if_busted_at 1550.0241 angle 355.792 716.0 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 v ariable 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@.84 -2251.0 stopped 01B2: give_actor 2@ weapon 28 ammo 60 // Load the weapon model before using this 01B4: 01B5: 01B6: 01B7: 01B9: 01BB: AT_3 01BC: 01BD: 01C0: 01C1: 01C2: trian 01C3: car 01C4: when 01C5: 01C7: set_player $PLAYER_CHAR can_move 1 force_weather 1 set_weather 1 release_weather set_actor 2@ armed_weapon_to 0 store_object 0@ position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLO put_object 0@ at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 $5284 = current_time_in_ms $PLAYER_WANTED_LEVEL = player $PLAYER_CHAR wanted_level car $TEMPVAR_ACTOR_CAR stopped remove_references_to_actor 2@ // Like turning an actor into a random pedes remove_references_to_car $IMPORT_CAR // Like turning a car into any random remove_references_to_object 82@(39@.0 018D: NOP 76@ 65535 2181.20f) 147@(56@.0 1373.0 town_number 0 016E: override_restart at -1605.0 01AE: car 61@ sphere 0 near_point 2195.5547 radius 4.77 -1420.0 6.8598 11.2 1.3919 in_car 01AB: car 35@ sphere 0 in_rectangle_cornerA 44@ 45@ cornerB 46@ 47@ stopped 01AC: car 35@ sphere 1 in_cube_cornerA 288.52 15.2978 016F: create_particle 2 rotation_factor 0.282 12.99 angle 137.

52 16.356 26.0 flag 0 0206: actor $PLAYER_ACTOR near_car 95@ radius 5.0 5.0 01E9: 43@ = car 71@ num_passengers 01EA: 60@ = car 59@ max_passengers 01EB: set_traffic_density_multiplier_to 0.77 -1420.0 cornerB 1788 .0 flag 0 in_car 0205: actor $PLAYER_ACTOR near_car 73@ radius 25.528 22.0 cornerB 2430.0 -1653.0 45.6i) 0248: model 15@ available .497 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 01FB: 28@ = square_root 18@ 0202: actor $PLAYER_ACTOR near_car 40@ radius 45.556 14.0 25.682 -1274.0 25.802 -1203.0 0. 01E7: remove_forbidden_for_cars_cube_cornerA 2272.0 10.0 15.6i) 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.0 flag 0 on_foot 0207: actor $PLAYER_ACTOR near_car 62@ radius 20.101 -1633. 49 0214: pickup $BUY_ASSET_PICKUPS[0] picked_up 0215: destroy_pickup $BUY_ASSET_PICKUPS[0] 0216: enable_taxi 87@ light 0 021B: set_garage 'HBGDSFS' to_accept_only_car $1867 0221: set_player $PLAYER_CHAR trapped_in_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 1782.0 flag 0 0203: actor $PLAYER_ACTOR near_car 1@ radius 12.273 -1236.0 3.15 20.0 -1677.3505 01E8: create_forbidden_for_cars_cube_cornerA 2500.0 12.219 14.0 cornerB 237 5.01C8: 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 // NE W 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.3311 cornerB 2266.945 -1239.0 flag 0 in_car 0208: 17@ = random_float_in_ranges -0.2 0.0 0237: set_gang 1 weapons_to 24 29 4 023B: actor 70@(43@.0 022B: create_forbidden_for_peds_cube_cornerA 2380.2 0209: 17@ = random_int_in_ranges 0 10 020A: set_car 0@ door_status_to 4 020B: explode_car 57@ // versionA 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 2027.0 20.922 -1649.0 20.0 flag 0 on_foot 0204: actor 66@ near_car 34@ radius 15.

0 02DD: 88@ = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 0 crim inal/prostitute 1 02E0: actor $PLAYER_ACTOR aggressive 02E1: 136@(212@.977 perm anence_flag 1 02E2: set_actor 2@ weapon_accuracy_to 75 02E3: 188@ = car 59@ speed 02E4: load_cutscene_data 'PROLOG1' 02E7: start_cutscene 02E8: $129 = cutscenetime 02E9: cutscene_reached_end 02EA: end_cutscene 02EB: restore_camera_with_jumpcut 02EE: projectile_in_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 294@ 02F2: actor 164@ model == #BMYPOL1 02F6: 14@ = sine 45.2i) turn_off_engine 02D6: actor $PLAYER_ACTOR fires_weapon 0 in_rectangle_cornerA -2774.0 0.282 12.4f) 0.0 0.24 02D8: actor $PLAYER_ACTOR current_weapon == 28 02DB: set_boat 379@(253@.939 1027.16i) speed_to 50.0 02A0: actor $PLAYER_ACTOR stopped 02A3: enable_widescreen 1 02A7: $439 = create_icon_marker_and_sphere $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNS ON_HOUSE $Z_JOHNSON_HOUSE 02A8: $439 = create_marker $ICON_CJ at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHN SON_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 2644.0 propagation 0 size 1 02D0: fire 163@ extinguished 02D1: remove_fire 138@ 02D3: boat 290@($7257.5547 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@.0 02D4: car 290@($7257.0249: release_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW.6i) 024F: create_corona_with_radius 0.21i) = create_fire_at 0.03 -1572.2i) = create_cash_pickup 500 at 2338.7 8 cornerB -2837.13 -1468.0 0.6f) 349@(367@.0 0.462 -2016.0 // (float) 02F8: get_car 95@ Z_angle_cosine_to 294@ .2 type 2 lensflares 0 with_color 255 0 0 at $T EMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0253: save_current_time 0254: restore_current_time 0256: player $PLAYER_CHAR defined 0293: 38@ = zero // get_current_controls 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_SC ORE 0299: activate_garage 'VECMOD' 029B: 27@ = init_object #NF_BLACKBOARD at 0.551 -1186.0 // (float) 02F7: 13@ = cosine 45.2i) sail_to 343@(366@.

~1~m Time: ~1~ seconds 0303: show_text_4numbers_highpriority GXT 'QUAR_P6' numbers 208@ 209@ 210@ 211@ time 10000 flag 1 // ~s~You set a new best time .~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~ Dist ance: ~1~ feet Time: ~1~ seconds 0302: show_text_4numbers GXT 'WHEEL01' numbers $HJ_BONUS $HJ_TWOWHEELS_DISTANCE_ METERS_INT $HJ_TWOWHEELS_DISTANCE_METERS_REM $HJ_TWOWHEELS_TIME time 3000 flag 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~. The quarry mission s have now been completed in ~1~m ~1~s.0 180.367 -1261.~1~m Flips: ~1~ Rotation: ~1~| 030C: progress_made += 1 030D: set_max_progress 187 0317: increment_mission_attempts 0318: set_latest_mission_passed 'INTRO_1' // Big Smoke 031A: remove_all_fires 031D: actor $ACTOR_RYDER hit_by_weapon 51 031E: car 35@(328@.0 -0.~1~m ~1~s.0 to_angle 360.0 74.937 .3 3.36 0340: set_text_draw_RGBA 180 180 180 255 0341: unknown_text_draw_flag 0 0342: enable_text_draw_centered 1 0343: set_text_draw_linewidth 640.333 GXT 'BJ_PUSH' // Push 033F: set_text_draw_letter_size 1.0 0345: enable_text_draw_background 0 0348: enable_text_draw_proportional 1 0349: set_text_draw_font 3 034D: rotate_object $2709 from_angle 0.5 035D: set_object $1754[0] targetable 1 035F: actor 98@ armour += 100 0360: open_garage 'BURG_LK' 0361: close_garage 'MICHDR' 0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 2239. 0308: show_text_6numbers GXT 'HJSTAT' numbers $HJ_STUNT_DISTANCE_MAX_INT $HJ_STU NT_DISTANCE_MAX_REM $HJ_STUNT_HEIGHT $HJ_STUNT_HEIGHT_REM $HJ_STUNT_FLIPS $HJ_ST UNT_ROTATION_INT time 5000 flag 5 // Distance: ~1~.0 flag 0 034E: move_object 0@ to 1@ 2@ 3@ speed 13@ 16@ 19@ flag 1 034F: destroy_actor_with_fade 2@ 0350: set_actor 2@ maintain_position_when_attacked 1 0356: explosion_type -1 in_cube_cornerA 107@ 108@ 109@ cornerB 110@ 111@ 112@ 035C: place_object $201[7] relative_to_car $198 with_offset -7.939 22.879 1001.10i) hit_by_weapon 38 0321: kill_actor $ACTOR_SMOKE 0323: unknown_boat 290@ flag 1 0325: 49@ = create_car 35@ fire 0326: 138@ = create_actor 94@ fire 0327: $TEMPVAR_ACTOR_CAR = get_random_car_with_model -1 in_rectangle_cornerA $11 1 $112 cornerB $114 $115 032A: set_behind_camera_mode_to 1 032B: $811 = create_weapon_pickup #M4 group 15 ammo 60 at 2021.467 10.3 203 0330: set_player $PLAYER_CHAR infinite_run 0 0332: set_actor 66@ bleeding 1 0335: enable_free_respray 1 0337: set_actor 18@ visibility 0 0338: set_car 59@ visibility 0 0339: anything_in_cube_cornerA 227@ 228@ 229@ cornerB 230@ 231@ 232@ solid 0 c ar 0 actor 1 object 0 particle 0 033E: set_draw_text_position 320.~1~m Height: ~1~.02F9: get_car 95@ Z_angle_sine_to 295@ 02FA: set_garage 'MICHDR' type 5 02FD: show_text_2numbers_lowpriority GXT 'BB_05' numbers $1926 $1927 time 5000 f lag 1 // ~b~1 Pointer!~s~ Distance ~1~.

0 038D: draw_texture 17 position $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 size 20@ 19@ RG BA 128 128 128 255 038E: draw_box_position 320.0 from #HUBHOLE1_SFSE to #HUBHOLE2_SFSE 03B7: process_cutscene_only 0 03BA: clear_cars_from_cube_cornerA 2288.862 radius 1.13 14.0 25.86 -236.31 03BC: 149@ = create_sphere_at 2596.5363 radius 3.2 29.88 55.0 cornerB 2274.86 radius 40.0 038B: load_requested_models 038C: object 102@ scatter 0.3 3 14.0 0396: pause_timer 0 0397: enable_car 103@ siren 1 039C: unknown_car 379@(253@.1 radius 1.3193 34.7 03C8: set_camera_directly_before_player 03C9: car 73@ damaged .0 448.6383 03C7: set_sensitivity_to_crime 0.171 250.28 -1648.0 RGBA 0 0 0 255 038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first 0390: load_txd_dictionary 'LD_BEAT' 0391: release_txd_dictionary 0392: make_object 0@ moveable 1 0393: actor 215@ perform_animation "POOL_SHORT_SHOT" at 248@ times_normal_rate 0394: play_music 2 0395: clear_area 1 at 681.0 model #CRACKFACT _SFS visibility 1 0364: actor 102@(42@.5 0363: create_static_object_at -2166.16i) flag 1 039E: set_actor 65@ locked 1 while_in_car 039F: set_car 51@ race_to 116@ 117@ 03A1: show_sphere_at 2468.0 size 640.8 -1278.57 0381: throw_object 0@ velocity_in_direction 23@ 24@ 25@ 0382: set_object 0@ collision_detection 1 0384: show_text_1string GXT 98@s string 100@s time 15000 1 038A: any_car_in_cube_cornerA 176@ 177@ 177@ cornerB 25.1063 15.26 8.0 03BD: destroy_sphere 149@ 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 03C0: $2197 = actor $PLAYER_ACTOR car 03C3: set_timer_to $1923 type 1 GXT 'BB_19' // global_variable // Time 03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' // global_variable // Score ~1~ 03C5: create_random_car_for_carpark 2077.5 40.477 radius 20.657 9.589 2758.8004 -474.158 22.872 2398.0 224.8203 z_angle 89.92 -1641.0 10.9i) spotted_actor $PLAYER_ACTOR 0366: object $1754[0] damaged 036A: put_actor 93@ in_car 70@ 036D: show_text_2numbers_styled GXT 'TX_SEQ' numbers $8198 115@ time 5000 style 5 // ~1~ IN A ROW bonus! $~1~ 0373: set_camera_directly_behind_player 0376: 18@ = create_random_actor_at -1576.0 0.2 03A2: set_car 69@ action 3 03A3: actor 0@ male 03A4: name_thread 'MAIN' 03A7: NOP $CURRENT_WANTED_LIST 03A8: NOP 208@ 03A9: NOP 03AA: NOP 116@ 117@ $TEMPVAR_FLOAT_3 03AB: unknown_car 95@ flag 1 03AD: NOP 0 03AF: enable_streaming 0 03B0: garage 'BODLAWN' door_open 03B1: garage 'HBGDSFS' door_closed 03B6: replace_model_at -2049.0 -2.

03D6: remove_styled_text 'BOXBURG' // Boxville 03D7: set_wav 3 location 884.3757 03CC: enable_car 79@ stuck_check_distance_to 2.03CA: object $2727 exists 03CB: set_rendering_origin_at 2488.983 23.1 041E: set_radio_station 3 0423: set_car 96@ improved_handling_to 2.16i) flag 1 03EE: player $PLAYER_CHAR controllable 03EF: player $PLAYER_CHAR make_safe 03F0: enable_text_draw 1 03F3: get_car $1867 primary_color_to 90@ secondary_color_to 91@ 03F4: set_all_cars_apply_damage_rules 0 03F5: set_car 41@ apply_damage_rules 1 03FD: set_player $PLAYER_CHAR handling_responsiveness 145@ 03FE: set_actor 1@ money 0 0400: store_coords_to 20@ 21@ 22@ from_object 9@ with_offset 17@ 18@ 19@ 0407: store_coords_to 120@ 130@ 140@ from_car 543@ with_offset -0.315 15.0 042C: set_total_missions_to 147 042D: $HJ_STUNT_DISTANCE_MAX_INT = metric $HJ_STUNT_DISTANCE_MAX_INT to_imperial 042E: 0430: 0431: 0432: 0433: downdate_integer_stat 212 to 448@ // same as 0582 put_actor 18@ into_car $TEMPVAR_ACTOR_CAR passenger_seat 0 car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 18@ = get_actor_handle_from_car $TEMPVAR_ACTOR_CAR passenger_seat 0 set_actor 50@ criminal_flag 1 . killing rival gangs members.4i) stuck 03CF: load_wav 43205 as 1 03D0: wav 3@ loaded 03D1: play_wav 1 03D2: wav 3@ ended 03D3: get_route_nearest_for $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 s tore_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 Z_angle_to $TEMPVAR_A NGLE 03D5: remove_text 'TTUTOR' // Press ~k~~TOGGLE_SUBMISSIONS~ to toggle taxi miss ions on or off.337 1.117 -1967.865 13.0 time_to 2000 03CD: disable_car 73@ stuck_check 03CE: car 79@(163@.3133 03D8: show_save_screen 03DC: 167@ = create_marker_above_pickup 50@ 03DE: set_pedestrians_density_multiplier_to 0.391 -183 8.0 cornerB 1904.0 // (float) 0424: is_system_metric 0425: 17@ = meters 17@ to_feet 0428: unknown_car 35@ flag 1 042B: clear_peds_from_cube_cornerA 1721.566 0. gaining territory and tagging. 03E6: remove_text_box 03E7: flash_hud_component 10 03EB: clear_small_messages_only 03ED: unknown_car 379@(253@.65 7 040D: unload_wav 3@ 0414: set_player $PLAYER_CHAR free_treatment_once 1 0417: start_mission 0 // Initial 1 0418: unknown_object 238@ flag 1 041A: 41@ = actor $PLAYER_ACTOR weapon 22 ammo 041D: set_camera_near_clip 0.562 -1666.9761 -1079.0 03E0: unknown_text_draw_flag 0 03E3: set_texture_to_be_drawn_antialiased 1 03E4: enable_text_draw_align_right 0 03E5: show_text_box 'HELP101' // Respect can be earned be passing certain missi ons.489 11.

0 5.4 available_to_be_picked_up 048F: actor $PLAYER_ACTOR remove_weapons 0491: actor $PLAYER_ACTOR has_weapon 46 0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_ AXIS_Y 0495: car 78@ burning 0496: tire 2 on_car 34@ deflated 04A2: set_heli 379@(253@.16f ) altitude_between 0.0 with_weapon 0 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0466: unknown_car 39@ flag 1 0467: clear_actor $ACTOR_RYDER last_weapon_damage 0468: clear_car 68@ last_weapon_damage 046C: 125@ = car 42@ driver 046D: 55@ = actor 36@ car_free_seats 046E: put_player $PLAYER_CHAR in_RC_mode_at 40@ 41@ 42@ angle 40.16f) 363@(253@.0 155.16i) fly_to 331@(253@.333 GXT 'ALLRACE' number 0@ // ALL RACES WON! ~n~~w~$~1~ 045B: draw_text_2numbers 320.0 flag 0 0475: actor $PLAYER_ACTOR near_object_in_cube 117@(34@.0 390.0 and 363@(253@.16f) 347@(253@.5 flag 0 on_foot 0477: set_car 77@ animation 3 time 6000 047A: actor $PLAYER_ACTOR driving_bike 0485: return_true 0480: actor 131@(52@.5 1.0 time 3000 0463: useless_store_debug_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT _2 $TEMPVAR_FLOAT_3 0464: put_actor 99@ into_turret_on_car 68@ at_car_offset 266@ 267@ 268@ position 0 shooting_angle_limit 0.7i) radius 1.09 RC_model #RC BARON 0470: 76@ = actor $PLAYER_ACTOR current_weapon 0471: actor $PLAYER_ACTOR near_object_in_rectangle $2727 radius 50.652 -247.4i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 .0 GXT 'TIME' numbers $TIME_MINS $6228 // ~1~ :~1~ 0460: set_camera_transverse_delay 0.16f) 04A3: $CURRENT_TOWN_NUMBER == 1 // $ == any 04A4: 17@ == 3 // @ == any 04A5: store_dead_actor 72@(43@.0 angle $TEMPVAR_ANGLE 0454: useless_store_debug_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $ TEMPVAR_FLOAT_3 0457: player $PLAYER_CHAR aiming_at_actor 101@ 0458: player $PLAYER_CHAR aiming_at_object $1754[0] 0459: end_thread_named 'INT' 045A: draw_text_1number 320.0434: show_credits 0435: end_credits 043C: disable_sounds_after_fade 0 0441: 6@ = car $TEMPVAR_ACTOR_CAR model 0445: improved_handling_cheat_used 0446: set_actor 2@ immune_to_headshots 0 0448: actor $ACTOR_RYDER in_car $RYDER_CAR 0449: actor $PLAYER_ACTOR in_a_car 044B: actor $PLAYER_ACTOR on_foot 0453: set_object $CRANE_MAGNET XY_rotation 15.3813 36.6i) looking_at_death_of_actor_pedtype 25 0484: 34@ = player $PLAYER_CHAR RC_car 0489: set_actor $PLAYER_ACTOR muted 1 048A: set_RC_car_detonation 0 // or opcode 04D6 048B: unknown_car 35@ flag $8224 048C: pickup_at -2182.0 flag 0 0472: actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 5.5 1.0 0.0 50.0 4.0 15.0 flag 0 on _foot 0474: actor $PLAYER_ACTOR near_object_in_cube 51@ radius 15.

0 and 363@(253@.607 -2430.0 1.16i) driving_plane 04AD: actor $PLAYER_ACTOR in_water 04AE: $ICON_CJ = 15 // $ = any 04AF: 157@ = 43200 // @ = any 04B5: 2@ >= 180 // @ >= any 04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group 2 weapon 380@ ammo 3 81@ model 381@ 04B9: unknown_get_at 153@ 154@ 145@ height 10.16f) 347@(25 3@.68 23.10i) collided 04DB: exit_RC_mode // on foot version 04DD: $9594 = actor $PLAYER_ACTOR armour 04DF: set_heli 71@ lean_and_thrust_limiter 0 04E0: car 76@ abandon_path_radius 30 04E1: open_and_freeze_car_trunk 524@ 04E2: NOP $PLAYER_CHAR 1 04E3: unknown_set_player $PLAYER_CHAR flag 7 time 360000 04E4: unknown_refresh_game_renderer_at 2488.308 -2405.0 04BB: select_interior 0 04BD: unknown_car 72@ flag 1 04C0: create_roadblock_in_area_cornerA 2336.28 12.865 04E5: object 38@(119@.0 flag 0 04E6: object 0@ near_point 1@ 2@ 3@ radius 0.0 3.364 -197 4.4i) near_point 90@ 91@ radius 20.562 -1666.16f) 363@(253@.0 04C5: actor 284@ photographed 04C8: actor $PLAYER_ACTOR driving_flying_vehicle 04CE: $MARKER_EMMETS_GUN = create_icon_marker_without_sphere 18 at 2447.16f) 04D3: get_nearest_car_path_coords_from $TEMPVAR_X_COORD $TEMPVAR_Y_COORD $TEMPVA R_Z_COORD type 2 store_to 88@ 89@ 90@ 04D5: create_corona_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 radius 110@ type 2 flare 2 RGB 0 255 0 04D6: enable_RC_car_detonation 0 // or opcode 048A 04D7: set_actor $PLAYER_ACTOR locked 1 04D8: set_actor 395@(253@.6803 cornerB 28 01.$TEMPVAR_FLOAT_3 04A6: $GS_GANG_MONEY_PICKUP = create_asset_money_pickup_at 2508.073 15.359 -1676.37 23.0 lock_weapon 0 04F7: status_text $1924 type 0 line 1 GXT 'BB_18' // global_variable // Score .16i) driving_heli 04AB: actor 395@(253@.0 04D2: set_plane 379@(253@.3896 flag 0 04EB: AS_actor 65@ crouch 1 04ED: load_animation "LOWRIDER" 04EE: animation "GANGS" loaded 04EF: release_animation "LOWRIDER" 04F0: unknown_actor_check $PLAYER_ACTOR 04F1: unknown_car_check $RYDER_CAR 04F4: put_actor 37@ into_turret_on_object 52@ offset_from_object_origin 2.1 0.25i) in_cube_cornerA 2774.16i) drowns_in_water 0 04D9: object 0@ set_scripted_collision_check 1 04DA: has_object 110@(176@.01 -1 548.68 type 1 04C1: remove_references_to_roadblocks 04C4: store_coords_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_ac tor 215@ with_offset 1.496 12.7i) in_water 04EA: object 62@(42@.1 0.0 radius 500.85 -0.5469 04D0: force_heli 58@ looking_angle_to 270.9 orientation 0 both_side_angle_limit 360.63 -1548.16f) altitude_between 0.579 money 10000 $GS_GANG_CASH 04A7: actor $PLAYER_ACTOR driving_boat 04A9: actor 395@(253@.1 flag 0 04E7: object 117@(34@.16i) fly_autopilot_around_point 331@(253@.0 store_to 153@ 154@ 155@ 157@ 158@ 159@ 160@ 04BA: set_car 34@ speed_to 0.538 12 .99 cornerB 2347.0 7. 7 5.

0519: set_car 22@ locked 1 051A: actor 1@ damaged_by_actor $PLAYER_ACTOR 051C: car 69@(43@.28 handle_as 47@ 0506: set_car_model #PICADOR next_variation 4 4 // first param is useless 0508: car 35@ close_all_doors 0509: 17@ = distance_between_XY $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 and_XY 14@ 15@ 050A: 17@ = distance_between_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOA T_3 and_XYZ 4@ 5@ 6@ 050E: unknown_object 281@ unknown_car 95@ 050F: get_max_wanted_level_to 53@ 0512: show_permanent_text_box 'HOSP_1' // If your health reaches zero.2 -1741.5i) = create_passenger_in_car 46@(129@.9 -1723. you will pass out and you will be treated at the local medical center.0 2454. 0518: $BUY_ASSET_PICKUPS[0] = create_available_asset_pickup 'PROP_3' at $X_PROPE RTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] price $1653 // Press ~k~~PED_ANSWER_PHONE~ to buy this property.0 -1707.04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 2435 .05 32.0 headed_towards 2480.0 04F9: set_interior 1 color_to 0 04FA: reset_interior 0 colors 04FC: store_stunt_data $PLAYER_CHAR two_wheels: $HJ_TWOWHEELS_TIME $HJ_TWOWHEELS _DISTANCE_FLOAT wheelie: $HJ_WHEELIE_TIME $HJ_WHEELIE_DISTANCE_FLOAT stoppie: $H J_STOPPIE_TIME $HJ_STOPPIE_DISTANCE_FLOAT 04FE: deflate_tire 2 on_car 280@ 0500: player $PLAYER_CHAR skin == "GIMPLEG" on_bodypart 17 0501: set_player $PLAYER_CHAR driveby_mode 0 0503: create_actor_on_rope_with_pedtype 27 model #SWAT at 2223. 0513: show_text_box_1number 'SLOT_02' number 14@ // ~k~~VEHICLE_ENTER_EXIT~ Use Slot Machine $~1~ 0517: $BUY_ASSET_PICKUPS[0] = create_unavailable_asset_pickup 'PROP_4' at $X_PRO PERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_BUY[0] // You cannot buy t his property yet.4 spawn_policeA_at 2481.0 -1707.56 -1168.0 -1732.0 -1732.0 spawn_policeB_at 2481.0 headed_towards 2480.7i) damaged_by_actor $PLAYER_ACTOR 051D: car 57@ damaged_by_car 40@ 051E: 196@ = get_current_radio_station 0526: set_actor 65@ stay_in_car 1 052C: set_player $PLAYER_CHAR drunk_visuals 100 053E: 38@ = get_random_car_with_model -1 in_rectangle_cornerA 120@ 121@ cornerB 122@ 123@ 053F: set_car 37@ tires_vulnerability 0 0541: car 35@ enable_guns_sound 0547: actor 234@ colliding_with_car $SWEET_CAR 054A: set_actor $ACTOR_SWEET immune_to_car_headshots 0 054C: use_GXT_table 'INTRO1' 054E: clear_actor 219@ damage 054F: clear_car 87@ damage 0550: keep_object 0@ in_memory 1 0555: remove_weapon 22 from_actor 65@ 055D: make_player $PLAYER_CHAR fireproof 1 055E: set_player $PLAYER_CHAR max_health += 100 055F: set_player $PLAYER_CHAR max_armour += 50 0560: create_random_actor_in_car 148@ handle_as 149@ 0561: 51@(129@.5i) seat 0 0563: set_player $PLAYER_CHAR driveby_ammo_to 78 0564: heli 34@ simulate_crash_landing 0565: create_soundless_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_F LOAT_3 type 7 0566: link_object $2703 to_interior 1 0568: set_actor 2@ targetable 1 .

0 12.056A: intro_skipped 056C: actor $PLAYER_ACTOR driving_police_car 056D: actor 0@ defined 056E: car 0@ defined 0570: $630 = create_asset_radar_marker_with_icon 36 at $2367 $2368 $2369 0572: enable_taxi_nitros 1 0574: set_car 51@ keep_position 1 0575: set_actor 67@ pinned_position 0 057E: set_radar_grey 1 0581: enable_radar 0 0582: downdate_integer_stat 175@($RACE_INDEX.10f) 583@(227@.0 store_to 26@ 05A5: is_area_center 489@(228@.16i) velocity_in_direction $TEMPVAR_FLOAT_1 $TEMPVAR_FL OAT_2 $TEMPVAR_FLOAT_3 05A1: set_object 225@(224@.10s) == 108@s 05B0: unknown_calculate 487@ 488@ 483@ 484@ 98@ 100@ 98@ 101@ store_to 505@ 50 6@ // IF and SET 05B6: 1 // CURRENT_WANTED_LIST = 05B9: AS_actor -1 stay_idle 1 ms 05BA: AS_actor 2@ move_mouth -1 ms 05BB: AS_actor -1 fall_down 0 time_on_ground 500 05BC: AS_actor -1 jump 1 05BD: AS_actor 71@ tired 60000 ms 05BE: AS_kill_actor 54@ 05BF: AS_actor 66@ look_at_actor $PLAYER_ACTOR 30000 ms 05C0: AS_actor 66@ look_at_car 51@ 4000 ms 05C1: AS_actor -1 speak_from_audio_table 230 05C2: AS_actor 98@ show_the_finger 05C3: AS_actor 35@ hands_cower 05C4: AS_actor $PLAYER_ACTOR hands_up 15000 ms 05C5: AS_actor 34@ cower -1 ms .124 to $TEMPVAR_X_COORD $TEM PVAR_Y_COORD $TEMPVAR_Z_COORD 058C: $STAT_PERCENTAGE_COMPLETED = percentage_completed 0594: unknown_car 289@ flag 0 0595: mission_complete 0597: actor $PLAYER_ACTOR crouching 059A: return_false 059C: enable_status_text $6705 flashing 0 // global_variable 059D: shuffle_card_decks 1 059E: get_card_to 12@ 059F: get_object 82@(39@.15i) rotation_velocity_about_an_axis 0.10s) == 142@s 05AE: 377@(40@.0 overlaping_ area_center 573@(227@.10f) 499@(228@.268 -1165.4i) stopped 05A4: get_angle_between_vectors_origin_to 9@ 10@ and_origin_to 0.441 1031.0 $TEMPV AR_FLOAT_1 through_center_of_mass 05A3: object 38@(119@.0 -1.0 thr ough_center_of_body 05A2: set_object 82@ rotation_velocity_about_an_axis $TEMPVAR_FLOAT_2 0.0 151@ 0.10f) scale 12.30i) to 450@ // same as 042E 0583: player $PLAYER_CHAR in_zone 'GAN1' 0587: enable_car 35@ validate_position 0 0588: unknown_actor 65@ flag 1 058A: create_gun_flash_from 2193.0 05A8: get_object 82@ speed_to 48@ 05A9: s$IMPORT_DAYS[0] = 'IE16' // Sunday 05AA: 5@s = s$ACTOR_SPEECH_GXT_REFERENCE 05AD: $5365(227@.10f) scale 613@ 613@ 05A6: get_object 82@ rotation_velocity_about_an_axis_X 49@ axis_Y 50@ axis_Z 51@ through_center_of_body 05A7: set_object 82@ velocity_in_direction_X 253@ direction_Y 254@ direction_Z 0 .

04 18.833 1334.1063 15.0 -120.0 loop 1 0 0 0 time -1 // versionA 0606: unknown_create_at_rectangle_cornerA -1695.3 -1310.8004 -474.0 timelimit 8000 05DD: AS_actor $ACTOR_SMOKE flee_from_actor $PLAYER_ACTOR from_origin_radius 100 .48 -2266.3 05D1: AS_actor 149@ drive_car 148@ to 152@ 153@ 154@ speed 15.317 height 82.5i) run_to_actor $PLAYER_ACTOR timelimit 5000 stop_withi n_radius 3.0 05DA: AS_actor 133@ run_away_in_panic_from 1646.3093 25.686 -2180.0 flag 0 in_car 0602: actor $PLAYER_ACTOR driving_taxi 0603: AS_actor 65@(48@.0 0 model #NULL 0 05D2: AS_actor 50@ run_to_and_hijack_car 51@ max_search_radius 20.2 24.4 -1519.1 1000.313 0.686 -1675.0 flag 0 05FD: actor $PLAYER_ACTOR in_cube_fll_corner_at -1611.0 timelimit 10000 05DE: AS_actor 54@ walk_around_ped_path 05E2: AS_actor 65@ kill_actor 50@ 05E9: NOP 35@ 152 05EB: assign_car 35@ to_path 706 05EC: release_car 51@ from_path 05ED: freeze_car 71@ while_on_path 05EE: unfreeze_car 71@ while_on_path 05F1: set_car 37@ follow_car 35@ keep_9o_clock 05F2: set_car 36@ follow_car 35@ keep_3o_clock 05F5: AS_actor 43@ goto_point 2516.861 13.0 timelimi t -1 05DC: AS_actor 94@ run_away_from_point 2336.78 28.1 587.812 1329.55 -2275.1227 mode 4 5500 ms // versi onB 05F6: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 2198.721 23.0 0607: unknown_remove_0606 060A: create_decision_maker_type 0 store_to 207@ // decision\allowed\m_.332 -1053.394 -7.832 lr_corn er_at 2116.0 timelimit 15000 05DB: AS_actor -1 flee_from_actor $PLAYER_ACTOR from_origin_radius 50.4766 stop_at_radius 30.91 12.5 05D8: AS_assign_scmpath to_actor $PLAYER_ACTOR flags 6 0 05D9: AS_actor 87@(216@.9862 depth 2.399 -18.8 mode 7 timelimit -1 // ver sionC 0604: get_Z_angle_for_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 store_to $TEMPVAR_ ANGLE 0605: actor -1 perform_animation_sequence "M_SMKLEAN_LOOP" IFP_file "LOWRIDER" 4 .0 fur_corn er_at 2145.82 -1669.6 cornerB -1771.0 traffic_beha vior 2 05D3: AS_actor $PLAYER_ACTOR goto_point 681.385 away_radius 100.0 depth -20.0 flag 0 05F8: actor $PLAYER_ACTOR in_rectangle_ll_corner_at 79@ 81@ lr_corner_at 80@ 8 2@ height 1.5363 mode 4 3000 m s // versionA 05D4: AS_actor -1 rotate_angle 77.3i) goto 2493.8012 fur_ corner_at -1615.0 flag 0 on_foot 05FE: actor $PLAYER_ACTOR in_cube_fll_corner_at 111@ 112@ 113@ fur_corner_at 1 14@ 115@ 116@ depth 3.0 flag 0 in_car 05FC: actor $PLAYER_ACTOR in_cube_fll_corner_at 2136.05C7: AS_actor -1 use_atm 05C8: AS_actor -1 look_around 05C9: AS_actor -1 on_guard 2000 ms 05CA: AS_actor $ACTOR_SMOKE enter_car 41@ passenger_seat 0 10000 ms 05CB: AS_actor $PLAYER_ACTOR enter_car 41@ as_driver 10000 ms 05CD: AS_actor -1 exit_car 22@ 05CF: AS_actor 102@ exit_car 73@ when_at 2316.212 -2263.ped file s 060B: set_actor 1@ decision_maker_to 65543 060D: draw_text_shadow 0 color_RGBA 0 0 0 255 .0 05D6: clear_scmpath 05D7: add_point_to_scmpath 372.

9462 2114.0 to 1.5 stop_radius 5.85 23.0 unknown_angle 1 5.5 Z_angle 180.0 0611: actor 2@ performing_animation "LRGIRL_IDLE_TO_L0" 0612: set_actor 66@ animation "SHP_HANDSUP_SCR" paused 0 0613: 26@ = actor 2@ animation "LRGIRL_IDLE_TO_L0" time 0614: set_actor 215@ animation "POOL_SHORT_SHOT" progress_to 247@ // 0.9i) melee_accuracy_to 100.0 0627: update_integer_stat 215 to $1922 0628: add 17@ to_float_stat 2 0629: change_integer_stat 181 to 0 062A: change_float_stat 165 to 800.0 // float 064B: 62@ = create_particle "PUKE" at 90@ 91@ 92@ type 1 064C: make_particle 62@ visible 064E: stop_particle 55@ 064F: remove_references_to_particle 167@ 0650: destroy_particle 177@ 0652: $STAT_UNLOCKED_CITIES_NUMBER = integer_stat 181 0653: $STAT_FAT = float_stat 21 0654: unknown_object 114@(50@.15 -1363.0 look_at_actor $PLAYER_ACTOR 0638: AS_actor 429@ stay_put 1 0639: AS_actor -1 rotate_to_actor 86@ 0642: actor 39@ at_AS_origin 205@ 0643: set_AS_pack 15@ loop 1 0646: unknown_get_actor $ACTOR_SWEET task_1560_status_store_to 64@ // similar to 062E 0647: unknown_actor 164@ look_task 0648: unknown_actor 109@ task_set 150.7i) flag 1 0655: AS_actor 214@ look_at_object 82@ 10000 ms 0656: get_angle 351@ absolute_degrees_to 351@ 0657: car 35@ open_componentA 4 065B: store_pickup 95@(43@.060E: car 35@ assigned_to_path 060F: set_actor 102@(42@.0 062E: unknown_get_actor 2@ task 1560 status_store_to 17@ // ret 7 if not found 062F: 192@ = create_group_type 0 0630: put_actor 423@ in_group 192@ as_leader 0631: put_actor $ACTOR_RYDER in_group $PLAYER_GROUP 0632: release_group $PLAYER_GROUP 0633: AS_actor 50@ exit_car 0634: AS_actor 67@ attack_using_weapon_actor 50@ unknown 4 unknown 2000 unknown 100 0635: AS_actor -1 aim_at_actor $PLAYER_ACTOR 2000 ms 0637: AS_actor -1 goto 2075.85 mode 6 turn_radius 0.972 1011.0 to_float_stat 160 0625: decrease_integer_stat 184 by 1 0626: decrease_float_stat 21 by 8.0 0615: define_AS_pack_begin 15@ 0616: define_AS_pack_end 15@ 0618: assign_actor 2@ to_AS_pack 15@ 0619: enable_actor 164@ collision_detection 0 061A: get_actor $PLAYER_ACTOR animation "LAPDAN_P" total_time_to 23@ 061B: remove_references_to_AS_pack 15@ 061D: create_AS_origin_at 950.3i) position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TE MPVAR_FLOAT_3 065C: release_decision_maker $1230 065D: NOP $6443 "M_STAGE" .0 AS_pack 206@ handle_as 205@ 061E: remove_references_to_AS_origin 205@ 0621: create_actor_pedtype 5 model #VWFYWA2 at_AS_origin 5@ task 1466 handle_as 16@ 0622: AS_actor $PLAYER_ACTOR bail_car 35@ 0623: add 1 to_integer_stat 214 0624: add 40.

0 0.0 0.0 -2.681 1001.0 point_to_car 34@ tilt 15 .1 flag 1 066E: create_particle "COKE_TRAIL" attached_to_object 22@ with_offset 0.3931 -1098.0 0.0 rotation 0.0 180.0 flag 1 handle_as 20@ 0672: AS_actor -1 attack_car 543@ 0673: AS_actor 66@ dive_to_offset 1.0 069B: attach_object 88@ to_actor 38@ with_offset 0.0 2 067E: put_camera_on_actor 70@ with_offset 0.25i) attached 0686: car 89@ attached 0687: clear_actor $PLAYER_ACTOR task 0688: unknown_actor -1 flags 0 0 0 0689: set_car 95@ remove_componentA 1 visible_effect_flag 0 068A: set_car $RYDER_CAR repair_componentA 2 068B: set_car 150@ all_disembark 068C: unknown_player_check $PLAYER_CHAR 068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 068E: get_camera_target_point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOA T_3 0697: set_car 543@ remove_componentB 4 visible_effect_flag 1 0698: set_car 543@ repair_componentB 4 0699: set_car 34@ repair_tire 2 069A: attach_object 39@ to_object 46@ with_offset 0.065E: NOP $6451 "CUE_BALL_SPEED" 0662: NOP "AAAAAAAAA" 0663: NOP "IGFIDX" $GIRLFRIEND 0664: NOP "CHIP_SET_Z" $9387 0665: get_actor 88@ model_to 94@ 0667: AS_actor -1 aim_at 969.2 0.0 rotati on 0.0 -1.0 rotation 0.0 0.1 rotation 0. 0 0.0 collision_detection 0 0683: attach_car 208@ to_car 188@ with_offset 0.0 0.69 3.0 0.0 -4.0 2 067C: put_camera_on_actor $PLAYER_ACTOR with_offset 0.607 -0. 271 flag 1 066C: 179@ = attach_particle "CEMENT" to_car 90@ with_offset 0.0 0.6 0.0 0.0 4.0 0 .5 1.0 $Z_CAMERA rotation 0.0 15.0 mo de 2 067F: set_car 35@ lights 2 0680: unknown_assign_AS_origin 205@ to_actors_pedtype 24 0681: attach_object 71@ to_car 60@ with_offset 0.0 0.0 0.4i) 0.65 rotation 15.04 8 rotation 95@ 96@ 97@ flag 1 066B: 280@ = attach_particle "PRT_SPARK" to_car 152@ with_offset -1.0 -2.0 0.5 0.0 0.0 0 . 0 0684: detach_car 208@ 20.341 22.0 -1.0 flag 1 066D: 100@ = attach_particle "SMOKE_FLARE" to_object 94@ with_offset 0.0 .3 0.0 2 067A: put_camera_on_car 186@ with_offset 15.877 120000 ms 0668: AS_actor 35@ rotate_and_shoot_at 374.0 point_to_actor 70@ 0.0 0.0 rotation 0.0 0.2905 -125.0 collision_detection 0 0685: object 62@(42@.5 point_to_actor $1237 tilt 6.0 0.3 rotation 0.0 10.0 0.0 -5.0 -3.0 0682: detach_object 38@(119@.5 1.0 -4.0 -0.0 2.0 0.0 204 @ 0.0 0.116 0.0 2 067B: put_camera_on_car $1238 with_offset -1.0 time_on_ground 1000 ms 0674: set_car_model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW.4 0.308 2000 ms 0669: 55@ = attach_particle "EXHALE" to_actor $ACTOR_RYDER with_offset 90@ 91@ 9 2@ flag 1 066A: 137@ = attach_particle "PETROLCAN" to_actor 71@ with_offset 0.0 0.5 -1.6i) numberplate "N13_LL F_" 0676: AS_actor -1 in_car 543@ move_from_passengerseat_to_driverseat 0677: AS_actor -1 chat_with_actor 80@ lead_speaker_flag 1 unknown_flag 1 0679: put_camera_on_car 161@ with_offset 0.0 0.

0 -0.0 type 13 direction 1 06D9: destroy_defined_trains 06DA: unknown_trains_flag .0 radius 0.82 radius 5.41 -1142.0 0 .4 targ et 2228.5 0.06A2: get_car 163@ velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $ TEMPVAR_FLOAT_3 06A3: get_car 90@ mass_to 46@ 06A5: AS_actor 324@ jump_forward stay_on_ground 10000 ms and_stands_back 06A7: put_actor $PLAYER_ACTOR into_turret_on_car 386@ at_car_offset -0.0 06A9: AS_actor -1 look_at_point $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT _3 999999 ms 06AA: NOP_false 244@ 06AB: set_actor 213@ all_weapons_hidden 1 06AC: $TEMPVAR_FLOAT_1 = actor $PLAYER_ACTOR movement_speed 06AD: set_group $PLAYER_GROUP group_decision_maker_to 42@ 06AE: create_group_decision_maker_type 0 store_to 42@ // decision\allowed\missio n.5 06B6: set_searchlight 58@ follow_actor $ACTOR_SWEET speed 0.2 0.0 06C3: get_number_of_fires_within_sphere_at 282@ 283@ 284@ radius 1. 51 25.48 25.5 speed 0.7i) spotted_actor $PLAYER_ACTOR 06B9: cutscene_data_loaded 06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.48 25.0 70.124 target $TEMPVAR_X_COORD $ TEMPVAR_Y_COORD $TEMPVAR_Z_COORD energy 1 06BD: no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0 06BE: 274@ = car 95@ y_angle 06C1: create_searchlight 58@ on_car 40@ with_offset 0.0 06B2: destroy_searchlight 58@ 06B3: searchlight 58@ active 06B4: set_searchlight 58@ path_between 2228.grp 06AF: set_player $PLAYER_CHAR sprint_mode 0 06B0: AS_actor 41@ sit_down 400000 ms 06B1: 383@($7257.0 0.414 -1150.0 0.0 position 1 shooting_angle 110.0 06C2: AS_actor -1 goto -1762.82 and 2215.0 1.152 -1257.0 0.0 06D6: disable_racing_checkpoint 449@ 06D7: enable_train_traffic 0 06D8: 36@ = create_train_at 2285.5 23.268 -1165.441 1031.1278 23.0 with_weapon 43 06A8: AS_actor -1 run_to_and_look_at_actor $PLAYER_ACTOR timelimit -1 approach_d istance 0.0 target 0.768 06CF: NOP 0 06D0: enable_emergency_traffic 1 06D1: v$1225 = "NIL" // v$ = string 06D2: 28@v = "LAPDAN1" // @v = string 06D5: 449@ = create_racing_checkpoint_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMP VAR_FLOAT_3 point_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 type 205 @ radius 6.0 0.5 approach_angle 90.7997 06BB: set_actor -1 drive_car 64@ speed 10.0 actor 37@ with_offset 0.0 1.0 0.5 radius 0.6i) = create_searchlight_at 0.093 25.36 -1171.36 -1171.181 0.2 06B7: searchlight 35@(165@.0 along_SCM_path 06BC: create_M4_shoot_from 2193.2 store_to 21 5@ 06C4: create_marker_above_searchlight 383@ handle_as 407@ 06C5: release_car 62@ from_path 06C7: AS_actor $PLAYER_ACTOR driver_of_car $TEMPVAR_ACTOR_CAR perform_action 6 t imelimit 2000000 06C8: enable_riot 0 06C9: remove_actor $ACTOR_RYDER from_group 06CA: attach_searchlight 383@ to_tower 389@ to_housing 395@ to_bulb 401@ with_of fset 0.369 951.0 radius 0.0 stop_ra dius 1.7487 mode 4 turn_radius 1.

5i) health_to 1 0723: break_object $1754[0] intensity 1 0724: heli 114@ follow_and_attack_player $PLAYER_CHAR radius 50.4i) timelimit -1 stop_within_ radius 1.0 altitude_between 200.1 -1631.0 0.4i) run_to_object 38@(119@.85f) $Y_BCE2_CHECKPOINTS(26@.0 .85 radius 100.2i) attack_player_car $PLAYER_CHAR radius 10.06DB: destroy_all_trains 06DC: set_train 36@ acc 0.0 on_bone 6 16 perfor m_animation "NULL" IFP_file "NULL" time 1 070B: set_actor 164@ onbone_attached_object_operation 0 070C: explode_car 41@ // versionB 070D: rebuild_player $PLAYER_CHAR 070E: hydra 126@(48@.3 radius 1.0 06DD: set_train 36@ speed 0.3i) follow_actor $PLAYER_ACTOR follow_car -1 radius 70.0 0.ped files 070A: AS_actor 358@ attach_to_object 359@ offset 0.92 -1102.0 4 1 firing_rate 90 0714: unknown_car 38@ flag 1 0715: put_player $PLAYER_CHAR in_RC_mode_in_car 70@ // on foot version 0716: object_model #GRASSPLANT in_object_group_at -1062.7 75.0 06E3: AS_actor -1 roll_sideways 1 06E4: AS_actor 55@(141@.0 unknown 0.16i) 06E6: get_itemID $10188 destinated_component_slot_to $10189 06E7: 276@ = add_car_component #WHEEL_OR1 to_car 47@ 06E9: load_car_component #WHEEL_OR1 06EA: car_component $10415 available 06EB: release_car_component #WHEEL_OR1 06EC: get_car 0@ number_of_possible_paintjobs_to 6@ 06ED: set_car 34@ paintjob 0 06EE: actor 263@ in_group 260@ 06EF: actor 37@ leading_group 274@ 06F0: set_group $PLAYER_GROUP distance_limit_to 30.16i) itemID_to $10465($2515.0 chance 0.85f) $Z_BCE2_CHECKPOINTS(26@.0 100.0 0713: actor 52@ driveby_actor -1 car -1 point 952.9i) attempt_to_bust_actor $PLAYER_ACTOR 06E5: get_car $CARMOD_CAR possible_to_built_in_component_pool_index $10449($2515 .0 destroyed 0 1 0717: assign_actor 55@ to_dialogue_mode 0719: enable_dialogue_mode 071A: actor 55@ current_dialogue_text == 287@s 071E: get_object 102@ health_to 103@ 071F: set_object 109@(214@.0 0707: start_scene_skip_to @INTRO_3132 0708: reset_decision_maker $INTERIOR_DECISION_MAKER_A event 27 0709: set_decision_maker $1230 on_event 36 taskID 1022 unknown 0.0 0701: end_scene_skip 0702: $TAGS_PAINTED_PERCENTAGE = get_tags_painted_percentage_at 89@ 90@ 91@ 88@ 0703: set_tags_painted_percentage_at 88@ 89@ 90@ 91@ value 0 0704: car 17@ drive_to $X_BCE2_CHECKPOINTS(26@.0 06F5: create_coordinate 290@ 292@ 294@ from_fire 142@(213@.0 1 0 // see *.0 06DE: 163@ = get_train 129@ last_carriage_handle 06E1: AS_actor 50@ using_car 51@ target_car 69@ with_order 29 max_speed 30.21i) 06F8: get_nearest_route_for 62@ 63@ 64@ in_direction 1 store_to 342@ 343@ 344@ Z _angle_to 345@ 06FC: car 125@ stuck_check_enabled 06FD: set_car 77@ speed_on_path_to 1.99 22.0 0710: plane 146@(50@.0 tra ffic_flag 2 06E2: AS_actor 54@(119@.0 and 200.0 06FF: any_ped_near_actor 0@ in_range 20.0 070F: plane 38@ fly_direction 180.85f) 0705: car 54@ assign_to_path 342 and_drive_normal 0706: advance_car 108@ further_along_path 1.

0 lock F 0 loop 1 // IF AND SET 075B: zoom_radar 0 075C: marker 1@ enabled 075D: load_shopping_data_SHOPS_subsection "CLOTHES" // v$ 075E: load_shopping_data_PRICES_subsection $9921($9872.48 129.581 1084.0 time 9999 99 unknown 1 3000 5000 away_radius 50.063 animation "NONE" IF P_file "NONE" 075A: set_object 359@ animation "POOL_XLONG_SHOT_O" IFP_file "POOL" 10000.0 1 1 // see *.0 chance 100.988 -766.ped files 074B: draw_texture 20 position 428@ 429@ scale 430@ 431@ angle $TEMPVAR_ANGLE co lor_RGBA 220 220 220 404@ 074C: AS_actor -1 goto_AS_origin 205@ 074D: AS_actor -1 turns_to_and_look_at_actor 37@ timelimit -2 074E: unknown_actor 40@ unknown_set 5.0 unknown_flag 1 074F: actor 55@ ped_event == 31 0750: set_object $GIRLDOORS[6] visibility 0 0751: AS_actor 71@ flee_from_actor $PLAYER_ACTOR run_distance 100000.0 0752: NOP 244@ 0754: define_new_animation_path 0755: add_animation_path_3D_coord 1289.6333 16.8 0743: heli 37@ fly_to -2244.0 0729: AS_actor $PLAYER_ACTOR hold_cellphone 1 072A: put_actor $ACTOR_SWEET into_car $SWEET_CAR driverseat 072B: put_actor $ACTOR_OG_LOC into_car 36@ passengerseat -1 072C: generate_police_bikes 0 072F: enable_car 96@ stuck_check_distance 1.942 52.0 model #INFO handle_ as $TEMPVAR_ACTOR_CAR 073F: get_actor_in_sphere 4@ 7@ 10@ radius 20.56 altitude 0.0 0745: set_hydra 35@(328@.0 unknown 100.0 time 2000 and_restore_if stuck 1 f lipped 1 unknown 1 to_path -1 // extended 03CC 0730: car 280@ damage_component 1 // versionA 0731: set_car 34@ y_angle_to 73@ 0732: random_car_generator_disable_model #SAVANNA 0733: random_car_generator_enable_model #SAVANNA 0734: reset_random_car_generator_models 0735: NOP_false 49 0736: NOP_false 32 0737: actor $PLAYER_ACTOR lifting_object 117@(34@.10i) thrust_to_horizontal 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 0 // see ped.0 with_pedtype_civilian 1 gang 1 c riminal/prostitute 1 handle_as 27@ 0741: actor $PLAYER_ACTOR busted 0742: unknown_plane 35@(328@.0726: heli 40@ follow_actor $PLAYER_ACTOR follow_car -1 radius 20.0 0727: set_heli 377@ behavior_to_police_heli_and_follow_actor $PLAYER_ACTOR follo w_car -1 radius 20.14 34.0 0.7i) 073B: unknown_car 62@ flag 1 073C: car 280@ damage_component 0 // versionB 073E: get_car_in_sphere -1577.12s) // v$ 075F: store_shopping_data_entries_number_to $AMMU_AVAILABLE_WEAPONS 0760: store_shopping_data_index $9597 textureCRC_to $AMMU_SELECTED_WEAPON 0761: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON price_to $AMMU_WEA PON_COST 0762: AS_actor 1@ dies 0763: add_car_reference 34@ // mission only 0767: set_zone 'MARKST' popcycle_group_for_peds_and_cars_to 14 // Market Statio n . dat 0749: reset_group_decision_maker 42@ event 54 074A: set_group_decision_maker 146@ on_event 54 taskID 1513 unknown 100.0 100.10i) unknown_set -0.3281 radius 4.dat 0747: clear_acquaintance 4 of_actors_pedtype 99@ to_actors_pedtype 0 // see ped.

71 12.0 and 10.8i) run_to_and_follow_actor $PLAYER_ACTOR wait_radius_ between 5.0 170.0 0781: get_weapon_with_ID $AMMU_SELECTED_WEAPON model_to $AMMU_SELECTED_WEAPON_MO DEL 0782: get_weapon_with_ID $AMMU_SELECTED_WEAPON weapon_group_to $AMMU_SELECTED_WE APON_WEAPON_GROUP 0783: get_shopping_item_with_textureCRC $SELECTED_MENU_ITEM flag 0 store_to $SHO PPINGITEM_MODELCRC 0784: set_player $PLAYER_CHAR textureCRC 0 modelCRC 0 bodypart 17 0786: get_number_of_fires_within_cube_cornerA 289@ 291@ 293@ cornerB 290@ 292@ 2 94@ store_to 214@ 0788: enable_heli 34@ magnet 1 0789: set_heli 34@ release_stuff_from_magnet 078A: 43@ = get_train 40@ carriage 1 handle 078B: 126@ = get_heli 34@ attached_car_handle actor_handle_to 127@ object_handle _to 128@ 078C: get_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON nametag_to s$AMMU_ WEAPON_NAME // 8-byte string 078F: unknown_actor -1 flag 1 0790: charge_money_for_shopping_item_with_textureCRC $AMMU_SELECTED_WEAPON 0792: disembark_instantly_actor $PLAYER_ACTOR 0793: save_player_clothes 0794: restore_player_clothes 0796: get_crane_magnet $CRANE_MAGNET magnet_lane_length_to $CRANE_ROPE_LENGTH // float 0797: set_crane_magnet $CRANE_MAGNET magnet_lane_length_to 0.dat 077B: clear_actor $PLAYER_ACTOR acquaintance 4 to_actors_pedtype 24 // see ped.42 store_to 78@ 79 @ 80@ 07A7: put_jetpack_on_actor $PLAYER_ACTOR 07A8: enable_area69_sam 0 .d at 077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.0 0776: create_objects_in_object_group "CRACK" 0777: delete_objects_in_object_group "BARRIERS1" 0778: recreate_objects_in_object_group "TRUTHSFARM" 077A: set_actor 1@ acquaintance 4 to_actors_pedtype 0 // see ped.84 -1648.7 // float 0798: get_crane_magnet $CRANE_MAGNET attached_car_handle_to 17@ attached_actor_h andle_to 18@ attached_object_handle_to 19@ 0799: set_crane_magnet $CRANE_MAGNET release_stuff_from_magnet 079D: unknown_set_game_controller_to_steer_object_MagnoCrane_03 // originally SF docks magnocrane 079E: unknown_set_game_controller_to_steer_object_TWRCRANE_M_02 // originally SF site ballcrane 079F: unknown_set_game_controller_to_steer_no_crane_objects 07A0: unknown_actor 41@ unknown_assigned_to_AS 114@ unknown_set 0 unknown_set 3 07A1: set_walk_speed 4 07A3: AS_actor $10516(12@.dat 077D: $7513 = car 35@ x_angle 077E: get_active_interior_to $ACTIVE_INTERIOR 0780: heli 75@ hover_above actor $PLAYER_ACTOR car -1 altitude 15.0 07A4: unknown_actor 41@ unknown_get 119@ unknown_get 120@ 07A5: AS_actor -1 attack_actor $PLAYER_ACTOR 1500 ms 07A6: get_nearest_tag_location_near_point 2100.076A: set_zone 'CHC1A' dealer_density_to 4 076B: get_zone 17@s dealer_density_to 16@ 076C: set_zone 'ELCO1' gang 2 density_to 40 076D: get_zone 'GAN1' gang 1 density_to 35@ 076F: text_priority_displayed 0770: unknown_actor 37@ flag 1 0771: unknown_model_numplate #BFINJECT flag 2 0772: AS_actor -1 run_to_car 79@(43@.4i) 60000 ms stop_at_distance 5.

109 radius 10.0 07F9: set_game_controller_to_steer_object_QUARRY_CRANEARM // originally DS quarr y magnocrane 07FA: set_game_controller_to_steer_object_TWRCRANE_M_02 // originally LV site ma gnocrane 07FB: set_interior 'GYM1' access 1 // Ganton Gym 07FC: text_draw_box_position_XY 145.0 GXT_reference 'BOAT_7' value 241@ fl ag 2 // Finish Time: 07FD: group 274@ alive 07FE: set_actor 39@ fighting_style_to 5 6 .2 through_center_of_body 07DB: set_car 189@ rotation_velocity_XYZ 3.0448 0.2674 -2035.06 -1953.67 12.0 flags 1 0 1 07E8: acquaintance 4 of_actors_type 99@ to_actors_type 0 set 07EE: car 35@ enable_tire_marks 1 07EF: get_town_number_from_point 83@ 84@ 85@ store_to 58@ 07F0: in_sphere 2631.75 18.07AB: trailer 334@ attached_to_cab 327@ 07AC: detach_trailer 37@ from_cab 34@ 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 07B0: get_active_shop_name_to s$CURRENT_SHOP_GXT_NAME // 8-byte string 07B1: unknown_get_audio -1 store_to 20@ 21@ 22@ 07B3: set_group 147@ give_command 2 07B4: set_player $PLAYER_CHAR gang_recruitment_enabled 0 07BB: set_heli 75@ horizontal_thrust_power 10 07BC: set_actor -1 decision_maker_to 236@ // AS_pack_version 07BD: destroy_train 41@ 07BE: remove_references_to_train 40@ 07BF: unknown_marker 443@($7257.836 stop_with_angle 270.844 6.0 damaged_object_with_model #STORM_DRAIN_COVER 07F1: player $PLAYER_CHAR performing_wheelie 07F3: move_racing_checkpoint 48@ to 59@ 60@ 61@ 07F5: car 1@ control_hydraulics $1023 $1024 $1025 $1026 07F6: get_group 260@ number_of_leaders_to 262@ number_of_members_to 261@ 07F7: set_object $GIRLDOORS[0] indestructible 0 07F8: car 74@ follow_car 72@ radius 27.003 -0.3999 8.824 1105.0 275.0 rotation_velocitiesXY 0.155 07E0: set_marker $61 type_to 1 07E1: AS_actor $ACTOR_RYDER swim_to 191@ 192@ 193@ 07E4: get_model 4@ dimensions_cornerA_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMP VAR_FLOAT_3 dimensions_cornerB_to 7@ 8@ 9@ 07E5: copy_decision_maker 65543 to $INTERIOR_DECISION_MAKER_A 07E6: copy_group_decision_maker -1 to 268@ 07E7: AS_assign_scmpath_to_actor -1 in_car 102@ speed 25.0789 1006.5 7.0 unk 0.0 -0.35 0.1003 through_center_of_mas s 07DD: set_actor 50@ temper_to 30 // see pedstats.852 -1482.0 07D6: 8@ == $GIRLFRIEND // integer vars 07DA: set_car 46@ rotation_velocity_XYZ 0.0 0.0 within _radius 4.8i) flag 1 07C0: load_path 706 07C1: path 201 available 07C3: get_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 07C4: set_object 281@ axis_angle_relation_to 332@ 333@ 334@ 335@ 07C6: set_car 90@ axis_angle_relation_to -0.747 cornerB -1152.dat 07DF: unknown_rectangle_cornerA -963.44 07C9: AS_actor -1 walk_to_object 52@ then_lift_and_hold_in_hands 07CB: set_actor $ACTOR_RYDER supporting_fire 0 07CC: set_player $PLAYER_CHAR button_15 0 07CD: AS_actor 80@ walk_to 362.0611 07C7: put_train 40@ at 1880.0 07D0: $WEEKDAY = weekday 07D3: 'HOUSE' = init_external_script_named_handle 23 (BURG_BRAINS) 07D5: set_car 0@ velocity_in_direction_XYZ 9@ 10@ 0.0178 1.

136 -1968.7249 radius 11.545 -1963.958 -1971.0 lo opA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB 0814: define_unique_jump_start 1939.0 radius 0.134 5.5 2.3i) animation "BD_FIRE1" progress_to 295@ 083A: set_object 359@ animation "POOL_XLONG_SHOT_O" progress_to 42@ 083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.16i) plane 0820: model 716@(253@.17 land 1989.5 5 0825: set_helicopter 40@ instant_rotor_start 0826: enable_hud 1 0827: assign_object $2722 to_lod_object $2725 0828: unknown_fires_stuff 1 0829: actor 49@ perform_animation "CRCKDETH3" IFP_file "CRACK" 4.8629 position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVA R_FLOAT_3 0811: $TEMPVAR_ACTOR_CAR = actor $PLAYER_ACTOR car // versionC 0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP_file "LOWRIDER" 4.0 0.2 animatio n "GRLFRD_KISS_03" IFP_file "BD_FIRE" 4.3229 reward 500 0815: put_object 0@ at 20@ 21@ 22@ and_keep_rotation 0816: unknown_actor 37@(36@.052 17.398 7.07FF: set_car 69@ hydraulics 1 0801: get_camera_zoom_factor_to 146@ // float 0803: car 1@ have_hydraulics 0804: AS_actor 95@ walk_to 2351.728 3.97 -1170.6i) flag 1 0817: assign_actor 38@ to_animation_path_with_walk_mode 4 route_mode 3 0818: actor $PLAYER_ACTOR in_air 0819: 162@ = actor $PLAYER_ACTOR distance_from_ground 081A: set_actor $ACTOR_SMOKE weapon_skill_to 1 081C: draw_text_outline 2 RGBA 0 0 0 255 081D: set_car $10934 engine_operation 1 081E: model 716@(253@.293 24.605 1064.013 angle 0.5 71 25.178 972.951 28.1633 cornerB -1679.2 rotation_Y 1.6649 radius 2.0 times_normal_rate 0837: object 359@ animation == "POOL_XLONG_SHOT_O" 0839: get_object 119@(214@.2405 16.0 083D: get_actor $PLAYER_ACTOR velocity_in_direction_XYZ $TEMPVAR_FLOAT_1 $TEMPVA R_FLOAT_2 $TEMPVAR_FLOAT_3 083E: set_actor $PLAYER_ACTOR rotation 0.6i) ped_event_to 96@ 0810: store_random_parkplace_in_cube_cornerA -1760.0 0.26 27.23 camera 1960.0 0.0 time 0 and_di es 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 0830: unknown_rectangle_cornerA 98@ 100@ $TEMPVAR_FLOAT_3 cornerB 99@ 101@ $TEMP VAR_FLOAT_3 0833: object 107@ photographed 0834: set_player_head_temporary_turn_rotation_Z -2.16i) heli 0822: enable_bumper_camera_view 0 0823: AS_actor $ACTOR_RYDER greet_actor 35@ 0.0 LA 0 LX 0 LY 0 LF 0 LT -1 0806: get_player $PLAYER_CHAR kills_from_last_checkpoint 0@ 080A: get_object 0@ spoot 2 store_to 2@ 3@ 4@ 080E: get_actor 251@(97@.7 0835: get_month_day_to $CURRENT_MONTH_DAY get_month_to $CURRENT_MONTH 0836: set_object 359@ animation "POOL_XLONG_SHOT_O" at 0.0 1@ while_in_air 083F: get_car 35@ vertical_deviation_to $7522 0840: link_car 379@(253@.16i) to_interior 221@ 0841: flying_vehicle 114@ use_secondary_gun 1 0842: $CURRENT_TOWN_NUMBER = player $PLAYER_CHAR town_number 0843: get_zone_at 146@ 147@ 148@ nameA_to s$8216 // 8-byte string 0844: string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 084D: unknown_flag 0 084E: flying_vehicle 149@ use_primary_gun 1 0850: AS_actor 95@ follow_actor $PLAYER_ACTOR 0851: set_actor $PLAYER_ACTOR decrease_health_by 10 flag 1 .16i) boat 081F: model 716@(253@.

10i) 0898: set_cranes_controls_enable_UP 0 enable_DOWN 0 enable_RELEASE 0 089B: unknown_actor_check 0@ 089C: unknown_actor 0@ unknown_check 1 089E: get_actor_in_sphere 3@ 4@ 5@ radius 5.2i) pedtype_to 519@ 08A0: actor 0@ in_radius 100.0 0888: create_marker_above_actor 284@ handle_as 285@ // versionB 0889: store_actor 75@ center_of_body_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT _2 $TEMPVAR_FLOAT_3 088A: actor 34@ perform_animation "RAIL_FALL" IFP_file "SWAT" 8.0 0.0 0.0852: set_car $RYDER_CAR damages_visible 0 0853: unknown_heli 40@ flag 3 0855: get_actor -1 noise_level_at 160@ 161@ 162@ store_to 166@ 0856: unknown_actor 98@ driving_flag 0 0858: set_player $PLAYER_CHAR scan_horizon_to_angle 225.14 radius 10.72 -1673.1 088C: put_car 34@ at $TEMPVAR_FLOAT_1 75@ $TEMPVAR_FLOAT_3 // versionB 088D: set_objects_in_sphere 2312.0 loopA 0 lockX 0 lockY 0 lockF 1 limT -1 unknown 0 unknown 1 088B: set_car 62@ form_drag_multiplier_to 0.0 0859: AS_unknown_actor 0@ unknown_actor $PLAYER_ACTOR 085A: spawn_emergency_vehicle_model #FIRETRUK on_street_nearest_to 2340.4347 25.42 1420.699 28.0 cornerB -2630.0 rotation_speed 225.5 with_model #MAN_SA FENEW collision_detection 0 088E: set_next_day 0890: enable_sound_when_timer $253 reach 3 seconds // global_variable 0893: put_trailer 37@ on_cab 34@ 0897: car 96@ collided_with_object 282@(42@.237 28.75 radius 4.637 -115 2.0 handle_as 11@ // versionB 089F: get_actor 35@(37@.0 access 1 0866: get_object_in_sphere 63@ 64@ 65@ radius 5.365 1411.0 near_model #NULL with_offset 0.0 flag 3 flag 0 0878: unknown_car $IMPORT_CAR unknown_set 0.0 0879: enable_gang_wars 1 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 087C: release_shopping_data 087D: assign_group $PLAYER_GROUP to_AS_pack 147@ 087E: set_actor 35@ weapon_droppable 0 087F: unknown_actor 263@ flag 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 0883: attach_particle 55@ to_actor $ACTOR_RYDER mode 5 0884: 'DANCER' = init_external_script_named_handle 52 (DANCER) 0887: set_actor $PLAYER_ACTOR turret_mode_orientation 0 both_side_angle_limit 60 .722 25.578 -7.0 handle_as 49@ 0867: unknown_check 0 086A: NOP 0871: init_jump_table $VIDEO_GAME total_jumps 8 default_jump 0 @END_CASE_VIDEO_G AME jumps 0 @MS_GAME_THEYCRAWLEDFROMURANUS 1 @MS_GAME_DUALITY 2 @MS_GAME_GOGOSPA CEMONKEY 3 @MS_GAME_LETSGETREADYTOBUMBLE 4 @MS_GAME_TRACKBETTING 5 @MS_GAME_POOL 6 @MS_GAME_LOWRIDER 0872: jump_table_jumps 7 @MS_GAME_BEEFYBARON -1 @END_CASE_VIDEO_GAME -1 @END_CAS E_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_ GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME -1 @END_CASE_VIDEO_GAME 0873: release_path 201 0874: set_zone 'CHC1A' popcycle_group_for_peds_to 9 0875: unknown_object 51@ flag 1 0876: unknown_cube_cornera 2682.0 end_scri pt_named "PCUSTOM" // IF and SET .9686 085B: unknown_actor -1 flag 1 085E: assign_car 60@ to_looped_path 347 0860: link_actor $PLAYER_ACTOR to_interior 6 0861: unknown_player $PLAYER_CHAR scanning_horizon // param is useless 0864: set_interior_at 2165.

854 129.08A2: set_hydra 146@(48@.0 08A8: unknown_radar_flag 1 08A9: load_external_script 66 (CARMOD1) 08AB: external_script 66 (CARMOD1) loaded 08AC: hide_gang_zones_on_map 1 08AD: put_actor $PLAYER_ACTOR at -2240.0 width 180.3346 radius 1.8547 within_radius 150 0.843 2635.3 // versionB 08C8: set_shopping_item_with_textureCRC $SELECTED_MENU_ITEM price_to 0 08C9: reset_shopping_item $SELECTED_MENU_ITEM price 08CA: reset_zones_info 08CB: explode_car 99@ shake 0 effect 0 sound 0 08D0: cutscene_skipped 08D2: object 347@(39@.6194 08E1: $STAT_TAGS_SPRAYED = total_tags_sprayed 08E2: $GS_GANG_TURF_CONTROLLED = territories_controlled_percentage 08E3: object 38@(119@.0 angle 170.4i) sphere 0 in_rectangle_ll_corner_at 104@ 105@ lr_corn er_at 106@ 107@ radius 3.582 54.5 // interior versi on 08AF: set_actor $ACTOR_RYDER max_health_to 500 08B1: enable_night_vision 0 08B2: enable_thermal_vision 0 08B3: set_gang_zone 'GLN1' as_only_one_available_for_gangwars 08B4: test $390 bit 1 08B5: test $GIRLS_GIFTS_BITMASK bit $GIRLFRIEND 08B6: test $383($GIRLFRIEND.0 col umns 1 interactive 1 background 1 alignment 0 // Imports 08D6: set_panel 144@ column 0 alignment 1 08D7: $1148 = panel $1153 active_row 08D8: $9637 = panel $2419 selected_row 08D9: set_panel 206@ row 34@ enable 0 08DA: remove_panel $1153 08DB: set_panel $1153 column 0 header 'DUMMY' data 'IE16' 'IE10' 'IE11' 'IE12' ' IE13' 'IE14' 'IE15' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // Sunday // Monday // Tuesday // Wednesday // Thursday // Friday // Saturday 08DC: create_interior_marker $582 at 2026.0 08E0: override_restart_if_busted_at -1379.603 1007.0 170.511 1139.0 angle 160.0 .6i) bit 3@ 08B7: test 54@ bit 5 08B9: test 239@ bit 216@ 08BA: set $377[0] bit 1 08BB: set $1210 bit $GIRLFRIEND 08BC: set $390 bit 3@ 08BD: set 54@ bit 10 08BF: set 54@ bit 49@ 08C0: clear $391 bit 31 08C1: clear $1210 bit $GIRLFRIEND 08C2: clear $391 bit 3@ 08C3: clear 54@ bit 11 08C6: set_actor 65@ stay_on_bike 1 08C7: put_actor $PLAYER_ACTOR at 2469.0 08DD: lose_stuff_after_wasted 0 08DE: lose_stuff_after_busted 0 08DF: override_restart_if_wasted_at -2570.74 54.3i) attack_with_rockets_car_of_player $PLAYER_CHAR radi us 30.0 12.7 -1657.735 radius 20.3 08D3: get_present_zone_popcycle_group_for_peds_and_cars_to 26@ 08D4: $1153 = create_panel_with_title 'IE09' position 29.4315 within_radius 1500 .0 08A3: update_respect_while_on_mission 1 08A4: set_car 90@ extra_parts_angle_to 46@ 08A5: set_car 122@ attractive_to_magnet 0 08A6: set_car 98@ componentA 0 rotation_to 0.10i) scale_model 0.

7i) liftable 1 08EA: enable_gangs_spawn 0 08EB: create_sparks_at 1580.5 model #KB_BANDIT_U external_script_named "PEDSLOT" handle_as 16@ 091D: remove_forbidden_for_boats_cube_cornerA 2793.324 -1900.814 -1987.0 den sity 60 08EC: $TEMPVAR_CAR_TYPE = car $TEMPVAR_ACTOR_CAR type 08ED: remove_actor 55@ from_dialogue_mode 08EE: set_panel $IMPORT_CAR_PANEL column 1 row 4@ text_1number GXT 'DOLLAR' numb er $IMPORT_CAR_PRICE // $~1~ 08EF: set_panel 206@ column 2 row 34@ text_2numbers GXT 'DES1_66' numbers 48@ 49 @ // ~1~:0~1~ 08F0: set_cutscene_model 'GANGRL3' texture 'GFRIEND' // 8-byte strings 08F1: get_zone_at 3@ 4@ 5@ nameB_to s$9451 // 8-byte string 08F2: unknown_car 36@ flag 0 08F3: unknown_car $198 flag 0 08F4: set_max_group_members 0 08F5: save_player_group 08F6: restore_player_group 08F7: get_player $PLAYER_CHAR bodypart 0 textureCRC_to $9665 modelCRC_to $9666 08F8: display_stat_update_box 1 08F9: v$1225 == v$1221 08FB: set_checkpoint 48@ type_to 2 08FD: enable_heat_visuals 0 08FE: text_box_displayed 08FF: object 82@(39@.85 -1752.0 0.32 12.129 2 8.0 out_factor 100.682 -1274.528 22.7047 transverse_to 2359.16i) 0901: enable_player $PLAYER_CHAR jump_key 0 0904: get_interface 6 color_RGBA_to $COLOR_RED $COLOR_GREEN $GAMBLES_CASHWIN $34 00 0905: set_door 111@ openable 1 0906: set_object 62@(42@.8752 091E: create_forbidden_for_boats_cube_cornerA 2380.16i) turn_mass_to 650@ // float 090C: highlight_inactive_gang_zone 'GLN1' as_available_for_gangwars 090D: highlight_all_inactive_gang_zones_as_available_for_gangwars 090E: set_panel $1153 active_row $1148 090F: end_external_script 66 (CARMOD1) 0912: set_text_priority 1 leftmargin 355 maxwidth 370 0913: run_external_script 66 (CARMOD1) 0914: NOP 0 0915: unknown_release_weather 0916: set_object 92@ attractive_to_magnet 0 0917: audio_zone 'LOWRIDE' enable_sound 1 0918: enable_car 34@ engine_sound 0 0919: enable_car 36@ parking_lights 1 091A: NOP v$1221 091B: NOP 091C: get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 rad ius 1.356 26.91 velocity_direction 0.935 15.25i) mass_to 1000.369 9.521 -1246.843 28.945 -1239.0 091F: get_plane 35@ landing_gear_status_to 151@ 0920: point_camera 2359.276 -1247.08E5: get_actor_in_sphere 27@ 28@ 29@ radius 50.3045 cornerB 2754.0 cornerB 23 75.0 timelimit 10000 mode 1 .16i) received_damage_type 54 0900: unknown_set_object 82@(39@.0 // float 0907: get_object 116@ mass_to 118@ // float 0908: set_object 82@(39@.7047 time 7000 mode 1 0922: set_camera_zoom_in_factor 70.0 handle_as 0@ 08E6: set_plane 35@ landing_gear 1 08E7: disable_entrance_markers 1 08E8: assign_external_script_handle 'DEALER' to_model #BMYDRUG 08E9: set_object 117@(34@.0 1.

0 095F: get_car 152@ componentA 6 rotation_to 161@ 0960: enable_player $PLAYER_CHAR stats_box 0 0961: unknown_actor 42@ flag 1 .416 // versionA 0951: disable_trip_skip 0952: load_soundtrack 10 0953: get_soundtrack_status_to 17@ 0954: start_playing_loaded_soundtrack 0955: end_playing_loaded_soundtrack 0956: get_respect_to $47 0957: unknown_car 95@ flag 0 0958: $2932 = create_photo_at -2511.348 28.78 84 time 7000 drop_mode 1 0937: text_draw_box_cornerA 62@ 74@ cornerB 86@ 98@ GXT_reference 'DUMMY' style 0 0939: attach_car 84@ to_object 106@ with_offset 0.3 0940: unknown_group 260@ flag 1 0941: unknown_searchlight 58@ flag 1 0942: unknown_shopping_itemID $SELECTED_MENU_ITEM 0944: unknown_camera_lock_unknown_actor $ACTOR_SMOKE 0945: get_player $PLAYER_CHAR max_armour_to $9595 0946: set_actor 101@ actions_uninterupted_by_weapon_fire 1 0947: unknown_actor $PLAYER_ACTOR play_audio_event 353 store_to $2563 0948: create_explosion_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 typ e 11 camera_shake 5.4 angle 47.28 -672.7884 position_to 2358.99 195.0 11.0 -0.0 093A: set_paynspray 'MICHDR' type_to_girlfriend 1 093B: unknown_actor $ACTOR_SMOKE flag 1 093D: lock_camera_on_cinematic_view 1 093E: NOP $PLAYER_ACTOR 0.0 095A: $2982 = create_oyster_at 979.0 type 1 092B: 8@ = group $PLAYER_GROUP member 6@ 092E: get_water_height_at 195@ 196@ flag 0 store_to 200@ 092F: lock_camera_target_point 1 0930: lock_camera_position 1 0931: lock_camera_zoom 1 0933: camera_position_manipulated 0934: camera_target_point_manipulated 0936: set_camera 2358.0 -2210.656 -1246.33 12.348 28.8 rotation 0.3i) 095E: set_car 47@ componentA 4 manipulation 1 value -1.0 2617.0 -3.378 -2226.0923: enable_air_traffic 0 0924: enable_screen_darkness 1 with_value -1 0925: restore_camera_to_user_defined 0926: $SCRIPT_STATUS = external_script_status 66 (CARMOD1) 0928: init_external_script_trigger 19 (DEALER) with_actor_model #BMYDRUG priorit y 100 0929: init_external_script_trigger 4 (SLOT_MACHINE) with_object_model #KB_BANDIT _U priority 100 radius 6.656 -1246.75 0959: $2882 = create_horseshoe_at 1224.0 0.0 0949: link_wav 3@ to_actor 0@ 094A: set_money_pickup $GS_GANG_MONEY_PICKUP cash_to $GS_GANG_CASH 094B: v$ACTIVE_INTERIOR_NAME = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string 094C: get_actor $PLAYER_ACTOR currently_used_EnEx_3D_coord_to 69@ 70@ 71@ number _to 72@ 094E: set_actor 0@ unknown_flag 1 094F: unknown_actor 0@ 0950: set_trip_skip 2263.0 0.0 095C: create_smoke_at 144@ 145@ 146@ velocity 147@ 148@ 149@ RGBA 150@ 151@ 152@ 153@ size 154@ last_factor 155@ 095D: unknown_actor_check $1874(6@.0 18 0.

7 columns 8 interactive 1 background 1 alignment 1 panelID $CARMOD_MENU_COLORS // Colors 0965: actor $PLAYER_ACTOR swimming 0966: get_actor $PLAYER_ACTOR swimming_status_to 285@ 0967: actor 0@ move_mouth 10000 ms 0968: actor 0@ stop_mouth 096A: enable_flying_helis 0 096B: set_present_mod_apply 096C: set_present_mod_remove 096D: get_car 0@ car_component 7 on_slot 17@ 096E: car $2197 lowrider 096F: car $CARMOD_CAR street_racing_car 0970: teleport_in_override_restart // 016Eh 0971: unknown_set_to_current_time 0972: put_actor $PLAYER_ACTOR at 2509.5032 // versionC 0973: fire 163@(213@.0 0.0 width 25.20i) Z_angle_to 60@(56@.892 -1672.152 1350.0 0.1 0995: unknown_remove_escapes 0996: set_racing_checkpoint 102@(56@.172 radius 4.399 radius 200.0 099E: enable_police_patrols 0 099F: unknown_actor -1 flag 1 09A0: actor $PLAYER_ACTOR attach_object 26@ with_offset 0.0 098D: get_car 46@ extra_parts_angle $7936 098E: unknown_set_interior 'FDPIZA' bitmask 512 flag 1 // Pizza Stack 0991: unknown_sounds_flag 1 0992: set_player $PLAYER_CHAR weapons_scrollable 0 0994: unknown_create_escape_at 76.4i) exists 0974: unknown_emulate_wasted // +12 hours and clear weapons 0975: car $1882 emergency_vehicle 0976: destroy_particle 139@ 0977: player_in_radius_of_object 0@ external_script_trigger 0978: copy_decision_maker 65540 to $1230 097A: play_audio_at $X_PROPERTY_TO_BUY[0] $Y_PROPERTY_TO_BUY[0] $Z_PROPERTY_TO_B UY[0] event 1149 097B: play_audio_at_object 0@ event 1011 097C: attach_wav 3 to_object 85@ 097D: get_car 0@ number_of_color_indices_to 6@ 0980: extinguish_all_fires_at -973.0 with_model -1 50 solid 0 for_actor 99@ 0986: unknown_fires_stuff 0987: unknown_car $1867 unknown_store_car_handle_to $VALET_CAR 0988: get_car $CARMOD_CAR paintjob $10085 0989: set_text_boxes_width 200 098A: unknown_set_float 15.0 145.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1 09A1: set_actor $PLAYER_ACTOR onbone_attached_objectB_operation 0 09A2: destroy_object_with_fade 17@ 09A3: unknown_camera_flag 1 09A4: set_dialogue_classB_question_GXT 'DEAL1' answer_Y_GXT 'DEAL2' answer_N_GXT 'DEAL3' question_WAV 192 answer_Y_WAV 77 answer_N_WAV 78 // You want some stuf f? // Take it easy man.857 -1169.075 1028. // Fuck you man! 09A6: unknown_radar_flag 1 .6 4.0 intensity 3.759 1077.0964: create_square_color_panel 'CARM1' position 29.6 -1527.20f) 0997: set_total_respect_points_to 1339 0998: add_respect 3 099A: set_car 35@ collision_detection 0 099C: jiggle_camera type 1 timelimit 20000.0 0981: train $TEMPVAR_ACTOR_CAR wrecked 0982: unknown_actor 102@ flag 1 0983: unknown_disable_gang_wars 1 0984: 15@ = object 9@ model 0985: set_objects_in_sphere 2816.469 13.

0 0.6i) price_to $IMPORT_CAR_PRICE 09E2: $PARKED_IMPEXPM_CARS[0] = parked_car_generator_w_numberplate #EUROS -1 -1 0 alarm 50 door_lock 0 0 10000 plate "IMPEXP__" at 0.0 angle 180.3i) created 09D2: unknown_flag 0 09D4: suspend_wanted_level 09D5: play_sound_of_actor $PLAYER_ACTOR soundslot 342 flags 1 1 1 as 2@ 09D6: set_actor 26@ sound $3817($3400.0 0.009 1728.32 -1632.8203 angle 169.0 when_in_car 37@ 09E1: get_car_model $IMPORT_CARS_MODEL(4@. 09AB: unknown_set_car $HJ_PLAYER_CAR unknown 37 // similar to 0947 09AC: disable_map_icons 1 09AD: set_vehicle_camera_mode 3 09AE: actor $PLAYER_ACTOR driving_train 09AF: set_trip_skip 2097.285 9.5 12.8805 09C4: set_car 188@ gas_tank_explosion_enabled 0 09C5: unknown_actor 0@ 09C7: change_player $PLAYER_CHAR model_to #SPECIAL01 09C8: menu_subtitles_switched_on 09C9: disembark_actor $ACTOR_CESAR from_car 36@ and_freeze_actor_position 09CA: set_object $GIRLDOORS[0] immunities BP 1 FP 1 EP 1 CP 1 MP 1 09CB: vehicle $SWEET_CAR colliding_with_vehicle 274@ 09CC: object 0@ model_is #CJ_COIN_OP_2 09CF: set_train 40@ finish_at_next_station 0 09D0: car $TEMPVAR_ACTOR_CAR on_wheels 09D1: pickup 95@(43@.2212 radius 10.9 -1654.5621 306.1748 // versionB 09B0: set_car 95@ accessible_for_player_using_controller 0 09B2: get_random_available_car_type 1 model_to 150@ doorlock_to 151@ 09B3: get_car $CARMOD_CAR door_status $10448 09B4: set_object_property_at 345.0 09E3: train $TEMPVAR_ACTOR_CAR traveling_clockwise 09E4: enable_aircraftcarrier_sam 0 09E5: create_flash_light_at 225@ 226@ 227@ RGB_mask 255 255 255 radius 200.3i) flags 1 1 0 09D7: unknown_player $PLAYER_CHAR flag 1 09D8: NOP 1 09D9: unknown_set_car_bomb_armed 09DA: cash_pickup_at 6@ 7@ 8@ 09DB: set_panel 144@ column 0 width 192 09DD: unknown_player_group 1 09E0: trip_skip 1526.669 13.0 with_actors -1 09C1: add_next_text_to_brief_history 0 09C3: police_car_in_rectangle_cornerA 1554.1 angle 180.0 bitmask 16384 flag 0 09B5: unknown_actor $ACTOR_RYDER flag 0 09B6: unknown_actor 0@ flag 0 09B7: set_zone 'GAN1' disable_footcops 1 09B8: create_blood_gush_at $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 wi th_offset 207@ 208@ 209@ density 20 on_actor $ACTOR_RYDER 09B9: show_entered_car_name 0 09BA: show_entered_zone_name 0 09BB: car 322@ recieved_heavy_damage 0 09BC: put_actor $PLAYER_ACTOR at $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MARKER // ve rsionD 09BD: unknown_flag 1 09BE: unknown_check_09BD 09BF: set_random_traffic_spawn_to_model #TOPFUN // Load the vehicle model before using this 09C0: 37@ = get_random_car_in_area 79@ 81@ 80@ 82@ 1.0 09E6: set_burglary_houses_accessible 1 .09A7: unknown_actor 11@ flag 1 09A8: actor 35@ headshoted 09A9: get_string "TSHIRTLOCGREY" CRC32_to $10031 // 16-byte strings 09AA: set_dialogue_classB_end_GXT 'DEAL2' WAV 79 // Take it easy man.9475 cornerB 1535.2 71 -1620.762 11.

7583 0A0C: player $PLAYER_CHAR on_jetpack 0A0E: unknown_text_stuff 1 0A0F: new_language_set 0A10: increase_integer_stat 161 by 1 0A11: set_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 0A12: get_car 316@ tertiary_color_to 237@ quaternary_color_to 238@ 0A13: unknown_player_task 0A14: disable_respray_garages 1 0A15: unknown_car_check 34@ //flag_0A21 0A16: link_wav 3 to_car 59@ 0A17: set_parked_car_generator $2786 to_player_owned 1 0A18: set_dialogue_classA_question_GXT 281@s answer_yes_GXT 283@s answer_no_GXT 285@s question_WAV 291@ answer_yes_WAV 292@ answer_no_WAV 293@ 0A19: display_zone_text 'MARKS' // Saint Mark's 0A1A: actor 88@ perform_animation "HIKER_POSE_L" IFP_file "MISC" 4.295 12.362 -1734.10i) 09FD: get_gxt_string 'XSELECT' width_to 455@ // ~k~~PED_SPRINT~ Select 09FE: unknown_car 68@ 09FF: set_restart_closest_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 0A01: model 42@ minimum_4wheels_vehicle 0A02: set_searchlight 35@(165@.7i) lights_through_obstacles 0 0A03: unknown_gang_war_in_progress 0A06: train $TRAINS_TRAIN_HANDLE next_station_unlocked 0A07: put_train $TRAINS_TRAIN_HANDLE at_next_station 0A08: get_gxt_string_1number 'COMMA' number 39@ width_to 41@ // ~1~.12 09F0: restore_behind_camera_autoposition_mode_for_all_car_models 09F1: play_audio_at_actor $PLAYER_ACTOR event 1169 09F4: unknown_actor $ACTOR_OG_LOC flag 1 09F5: disable_player_mutal_activities 1 09F6: set_actor $ACTOR_RYDER unjackable_through_driver_seat 0 09F7: play_audio_at_car $SWEET_CAR event 1147 09FA: is_menu_closed 09FB: $CURRENT_LANGUAGE = current_language 09FC: unknown_object_check 77@(125@.031 Z_angle -2.3828 angle 258.0 al titude_multiplier 1.09E7: player $PLAYER_CHAR not_frozen 09E8: $GYMFIGHT_INTERIOR = actor $PLAYER_ACTOR active_interior 09E9: car 34@ add_single_nitro 09EB: unknown_player $PLAYER_CHAR flag 0 09EC: unknown_flag 0 09ED: actor 71@ is_within_field_of_view_actor $PLAYER_ACTOR 09EE: set_status_text_stay_on_screen 1 09EF: set_behind_camera_autoposition_mode_for_car_model #SANCHEZ distance 1.0 loopA 0 loc kX 0 lockY 0 lockF 1 -1 ms // versionC 0A1B: actor 62@ colliding_with_actor $PLAYER_ACTOR 0A1C: set_helicopter 77@ play_engine_sounds 1 0A1D: AS_actor 8@ rotate_to_and_look_at_actor $PLAYER_ACTOR 0A1E: dump_screen 1 0A1F: increase_float_stat 24 by 196@ 0A20: unknown_player $PLAYER_CHAR flag 1 0A21: unknown_car 72@ flag 0 0A22: set_car_color_to_panel_color_panelID $CARMOD_MENU_COLORS car $CARMOD_CAR c olorslot 1 active_row $10440 0A23: unknown_panel $2423 unknown_row $2515 flag 0 0A24: enable_military_zones_wanted_level 1 0A25: set_camera_on_players_X_angle 0. 0A09: set_actor 0@ muted 1 // versionB 0A0A: unknown_object 0@ flag 1 0A0B: set_rendering_origin_at_3D_coord 2493.0 angle_X 0.152 0A26: set_radio_to_favorite_station .

20i) >= 8 802B: not 99 >= 194@ 802D: not 927@(759@. Your maximum wager has increased to $1.4 8022: not 10.12i) go_to 854@(759@. 0A2B: widescreen_option_enabled 0A2C: hide_priority_text_while_fading 0 0A2D: hide_styled_text_while_fading 0 // works with 00BA 0A2E: AS_actor 914@(759@.101f) 8024: not $6440 > $6202 // (float) 8028: not $STAT_GAMBLING_SKILL >= 1 8029: not 415@(414@.1 > 471@(678@.3 0A2A: text_box 'SGPUNT' displayed // ~h~Gambling Skill~w~ .0 color 14 0A41: destroy_entrance_marker $795 0A43: unknown 0A44: unknown_flag 1 0A45: set_rail_tracks_friction_to 0.12i) >= 828@ // (int) 8031: not 40@ >= 260.12f) mode 7 -2 ms stop_radius 8.031 >= $TEMPVAR_FLOAT_3 8033: not 280.00 0 from the casino.8 -1305.0 0A2F: show_first_person_view 0 0A30: repair_car 316@ 0A31: unknown_set_player $PLAYER_CHAR group_flag 1 0A32: unknown_actor 2@ in_car 0A33: unknown_get_actor 0@ car_handle_to 1@ 0A35: trip_skip 2453.0 handle_as 17@ 0A3F: unknown_flag 0 0A40: $795 = create_entrance_marker_at 1685.12f) 878@(759@. You can now borrow up to $1.0 8044: not $2755 == $AMMU_X_SELLER // (float) .3 0A46: set_external_scripts_triggers_type 1 enabled 0 0A47: set_dialogue_mode_enabled_without_GXT 0A48: enable_menu_access_in_widescreen_mode 1 0A4A: store_joystick_X_offset_to 201@ Y_offset_to 202@ 0A4B: controls_set_to_joystick 8018: not $FREEFALL_STAGE > 0 8019: not 32@ > 1000 801A: not 0 > $1285[0] 801B: not 17 > 389@ 801D: not 45@ > 208@ // (int) 8020: not $7937 > 1005.9 14.0 >= 40@ 8038: not $ACTIVE_INTERIOR == 0 8039: not 26@ == 0 803A: not $1021 == $1020 // (int) 803B: not 22@ == 25@ // (int) 803C: not $TEMPVAR_ACTOR_CAR == 17@ // (int) 8042: not $3500 == 2.Gambler level rea ched.0 > $10755 8023: not 0.6 0.0 when_in_car 37@ 0A36: unknown_trip_skip_check 0A37: unknown_flag 1 0A39: get_vehicle_camera_mode_to 60@ 0A3A: player $PLAYER_CHAR last_model_shot #CARGO_TEST 0A3B: clear_player $PLAYER_CHAR last_model_shot 0A3C: set_dialogue_classA_end_GXT 285@s WAV 297@ 0A3D: enable_prostitutes_pay_you 1 0A3E: unknown_get_actor_in_sphere $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLO AT_3 radius 0.5 angle 0.0 8032: not 1010.7 -2238.0 8043: not 10@ == 0.000.0 22.0A27: unknown_actor 44@ flag 1 0A28: set_actor $ACTOR_RYDER swimming_speed_to 2.12f) 866@(759@.6 1.

0 81AF: not car $IMPORT_CAR sphere 0 in_sphere -1572.0 cornerB 267 6.0 stopped 81AD: not car 0@ sphere 0 near_point 3@ 4@ radius 3.68 co rnerB 1698.80A3: not actor $PLAYER_ACTOR sphere 0 in_rectangle_cornerA 1744.0 10.5 on_foot 80EE: not actor 54@(119@.4 80A4: not actor $PLAYER_ACTOR sphere 0 in_cube_cornerA -1790.018 8.0 500 .0 10.5 1.0 sphere 0 on_foot 8106: not actor $PLAYER_ACTOR near_actor 72@ radius 10.31 26.5 s topped 80F2: not actor $ACTOR_SWEET near_actor 98@ radius 40.0 cor nerB -1784.0 3.626 -1640.2853 16.0 80B1: not car $7931 sphere 0 in_cube_cornerA 2497.0 400.34 -1616.0 1221.2853 16.0 cornerB -2058.922 radius 500.0 in_car 80EF: not actor $PLAYER_ACTOR 0 near_point 1724.5 27.0 80DB: not actor $PLAYER_ACTOR in_car $60 80DD: not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN 80DF: not actor $PLAYER_ACTOR driving 80E1: not player 0 pressed_key 19 80EC: not actor $PLAYER_ACTOR 0 near_point 1812.5i) radius 500.5 2.0 150.0 3.2 -1686.0 10.0 8.0 0 80F4: not actor $PLAYER_ACTOR near_actor 77@ radius 20.168 63. 0 -220.8 12.693 radius 1.168 63.0 sphere 0 in_c ar 8101: not actor $PLAYER_ACTOR in_sphere 88@ 89@ 90@ radius 10.0 45@ 16.413 2683.5 80B0: not car $198 sphere 0 in_rectangle_cornerA -2042.0 10.0 flag 0 8203: not actor 394@ near_car 543@ radius 8.0 sphere 0 stopped_on_foot 8104: not actor $PLAYER_ACTOR near_actor 1@ radius 67.0 30.3281 radius 30.0 sphere 0 8105: not actor 93@ near_actor $PLAYER_ACTOR radius 150.0 1.0 0 in_car 80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere $2343 $2344 $2345 radius 3.0 3.0 81B0: not car 35@ sphere 1 in_sphere 56@ 57@ 58@ radius 26.31 stop ped 81C1: not car 543@ stopped 81F3: not car $TEMPVAR_ACTOR_CAR in_air 81F4: not car 63@ flipped 8202: not actor $PLAYER_ACTOR near_car $IMPORT_CAR_HANDLES(4@.0 150.0 40.0 500.3281 radius 5.56 radius 10.0 20.0 5.0 20.0 23.10i) 8184: not actor $FOOD_SELLER health >= 99 8185: not car $SWEET_CAR health >= 250 81AC: not car 35@ sphere 0 in_cube_cornerA 288.387 2858.0 3.0 67.0 -126.31 26.0 flag 0 on_foot .0 20.0 80FF: not actor $PLAYER_ACTOR sphere 0 in_sphere 2072.0 5.0 47@ 18 .0 10.7 1209.11 -1793.4i) 0 near_point 75@ 76@ radius 400.0 on_foot 8100: not actor 123@ in_sphere 53@ 54@ 55@ radius 20.0 0 in_car 810A: not player $PLAYER_CHAR money > -499 810F: not player $PLAYER_CHAR wanted_level > 0 8112: not wasted_or_busted // mission only 8117: not player $PLAYER_CHAR defined 8118: not actor 2@ dead 8119: not car 0@ wrecked 8137: not car 90@ model == #DOZER 8154: not actor $PLAYER_ACTOR in_zone 'SF' // San Fierro 816B: not fading 8179: not actor $ACTOR_RYDER colliding_with_object 110@(176@.0 3.0 80C2: not sphere_onscreen -1572.661 60.369 -1929.0 cornerB 328.0 80ED: not actor $PLAYER_ACTOR 0 near_point 370@ 371@ radius 2.0 sphe re 0 stopped 8102: not actor $PLAYER_ACTOR in_sphere $X_BUY_MARKER $Y_BUY_MARKER $Z_BUY_MAR KER radius 1.

0 5.6i) available 8256: not player $PLAYER_CHAR defined 82BF: not car $63 sunk 82CA: not car 22@ bounding_sphere_visible 82CB: not actor 101@ bounding_sphere_visible 82CC: not object 53@ bounding_sphere_visible 82D0: not fire 142@(213@.0 5.0 fla g 0 8474: not actor $PLAYER_ACTOR near_object_in_cube 51@ radius 5.72 8366: not object 106@ damaged 838A: not any_car_in_cube_cornerA 207@ 208@ 209@ cornerB 5.0 20.8204: 8205: not actor $PLAYER_ACTOR near_car 72@ radius 15.487 1622.98 1005.0 flag 0 in_car not actor $PLAYER_ACTOR near_car $SWEET_CAR radius 30.05 flag 0 8356: not explosion_type 0 in_cube_cornerA 819.0 0.0 10.0 4.10i) 8471: not actor $PLAYER_ACTOR near_object_in_rectangle 0@ radius 20.0 flag 0 820D: not car $HJ_PLAYER_CAR flipped 8214: not pickup 135@ picked_up 823D: not special_actor 1 loaded 8247: not load_model #WBDYG2 8248: not model $IMPORT_CARS_MODEL($IMPORT_PANEL_ROW.21i) extinguished 82D8: not actor $PLAYER_ACTOR current_weapon == 56 82E0: not actor $PLAYER_ACTOR aggressive 82E9: not cutscene_reached_end 82F2: not actor 5@ model == #GANGRL3 8339: not anything_in_cube_cornerA $3404 $3405 $3406 cornerB $3401 $3402 $3403 solid 0 car 0 actor 1 object 0 particle 0 834E: not move_object $2658 to 1903.0 available_to_be_picked_up 8491: not actor $PLAYER_ACTOR has_weapon 41 8495: not car 543@ burning 8496: not tire 2 on_car 38@ deflated 84A3: not $CURRENT_LANGUAGE == 0 // $ == any 84A4: not 39@ == 7 // @ == any 84A7: not actor $PLAYER_ACTOR driving_boat 84A9: not actor $PLAYER_ACTOR driving_heli 84AB: not actor $PLAYER_ACTOR driving_plane 84AD: not actor $PLAYER_ACTOR in_water 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle 84DA: not has_object 0@ collided 84E7: not object 62@(42@.4 cornerB 822.0 83A3: not actor 35@(37@.62 15.27 1 0.0 15.805 993.2i) male 83B0: not garage 'BURG_LK' door_open 83B1: not garage 'BURG_LK' door_closed 83C9: not car 73@ damaged 83CA: not object 27@ exists 83D0: not wav 1 loaded 83D2: not wav 1 ended 83D9: not save_done 840C: not is_german_game 8424: not is_system_metric 8431: not car $TEMPVAR_ACTOR_CAR passenger_seat_free 0 8436: not reached_end_of_credits 8448: not actor $PLAYER_ACTOR in_car $RYDER_CAR 8449: not actor 101@ in_a_car 844B: not actor $PLAYER_ACTOR on_foot 8457: not player $PLAYER_CHAR aiming_at_actor 80@(91@.0 0.55 8.0 30.09 1003.0 flag 0 847A: not actor $PLAYER_ACTOR driving_bike 848C: not pickup_at 2146.383 967.0 5.25i) in_water .438 speed 0.

0 fu r_corner_at -1563.0 flag 0 on_foot 8602: not actor $PLAYER_ACTOR driving_taxi 860E: not car 35@ assigned_to_path 8611: not actor 2@ performing_animation "LRGIRL_BDBNCE" 8685: not object 62@(42@.285 -5. 872D: not unknown_check 16@ 17@ 19@ 20@ 7.0 85AD: not s$8218 == s$8216 85AE: not 5@s == 'DUMMY' 85F8: not actor $PLAYER_ACTOR in_rectangle_ll_corner_at 198@ 199@ lr_corner_at 195@ 196@ height -30.0 flag 0 in_car 85FD: not actor $PLAYER_ACTOR in_cube_fll_corner_at -1558.29 5.6i) enabled 876F: not text_priority_displayed 87A9: not unknown_check_actor $PLAYER_ACTOR store_to 424@ // IF and SET 87AB: not trailer 334@ attached_to_cab 327@ 87C1: not path 706 available 87D6: not 0@ == $1012 // integer vars 87DE: not model 271@ exists // versionB 87F1: not player $PLAYER_CHAR performing_wheelie 87F2: not player $PLAYER_CHAR performing_stoppie 87FD: not group 239@ alive 8800: not in_two_players_mode 8818: not actor $PLAYER_ACTOR in_air 881E: not model 716@(253@.16i) plane 8820: not model 716@(253@.0 8.12i) damaged_by_car 902@(941@.078 1329.16i) heli 8844: not string s$CURRENT_SHOP_GXT_NAME empty // same as 0846 8846: not string v$1221 empty // same as 0844 887A: not gang_war_in_progress 889B: not unknown_actor_check 0@ 88A7: not car 34@ componentA 2 opened_or_not_present 88AB: not external_script 35 (DANCE) loaded .25i) attached 8686: not car 84@ attached 86AA: not NOP_false 188@ 86B9: not cutscene_data_loaded 86BD: not no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 ac tor 0 object 0 particle 0 86EA: not car_component #WHEEL_OR1 available 86EE: not actor 75@ in_group $PLAYER_GROUP 871A: not actor 0@ current_dialogue_text == 'DEAL2' // Take it easy man.10f) scale 8.932 1338.0 depth 10.84EA: not object 1@ in_cube_cornerA 2@ 3@ 4@ cornerB 5@ 6@ 7@ flag 0 84ED: not load_animation "FINALE" 84EE: not animation "LOWRIDER" loaded 84F1: not unknown_car_check 161@ 8500: not player $PLAYER_CHAR skin == "BALACLAVA" on_bodypart 17 851A: not actor 83@ damaged_by_actor $PLAYER_ACTOR 851B: not actor 914@(759@.10f) 678@(227@.16i) boat 881F: not model 716@(253@.0 scale 640.0 448.0 overlapin g_area_center 320.0 0 8735: not NOP_false 81 8736: not NOP_false 74 8737: not actor 358@ lifting_object 359@ 874F: not actor 1@ ped_event == 36 875C: not marker $GIRLMARKER($GIRLFRIEND.0 224.12i) 856A: not intro_skipped 856C: not actor $PLAYER_ACTOR driving_police_car 856D: not actor 284@ defined 856E: not car 0@ defined 8583: not player $PLAYER_CHAR in_zone 'GLN1' 8596: not NOP_false $PLAYER_CHAR 85A3: not object 105@ stopped 85A5: not is_area_center 668@(227@.

dll" // IF and SET 0AA3: free_library $hLIB 0AA4: $hPROC = get_proc_address "GetVersion" library $hLIB // IF and SET 0AA5: call $hPROC num_params 1 pop 1 $param 0AA6: call_method $Destroy struct $CarStruct num_params 0 pop 0 0AA7: call_function 0x569660 num_params 2 pop 2 $COORD_Y $COORD_X $GROUND 0AA8: call_function_method 0x4048E0 struct 0xB74494 num_params 1 pop 0 $MyCar 0@ .ini" mode "rb" // IF and SET 0A9B: closefile $hFILE 0A9C: 0@ = file $hFILE size 0A9D: readfile $hFILE size 2 to $150 0A9E: writefile $hFILE size 128 from 0@ 0A9F: 0@ = current_thread_pointer 0AA0: gosub_if_false @CREATE_NEW_ACTOR 0AA1: return_if_false 0AA2: $hLIB = load_library "CLEO\version.88B4: not test $390 bit 1 88B5: not test $GIRLS_GIFTS_BITMASK bit $GIRL_DATED_NOW 88B6: not test $GIRLS_GIFTS_BITMASK bit 0@ 88B7: not test 54@ bit 3 88FE: not text_box_displayed 8934: not camera_target_point_manipulated 894D: not actor 0@ mutally_active 895B: not unknown_object_check 0@ 895D: not unknown_actor_check $PLAYER_ACTOR 8969: not car $CARMOD_CAR is_noncivilian_vehicle 896E: not car $CARMOD_CAR lowrider 896F: not car $CARMOD_CAR street_racing_car 8973: not fire 153@(51@.18i) exists 8975: not car $CARMOD_CAR emergency_vehicle 8977: not player_in_radius_of_object 0@ external_script_trigger 8981: not train $63 wrecked 899D: not night_vision_enabled 89A8: not actor 56@ headshoted 89BE: not unknown_check_09BD 89D0: not car $RYDER_CAR on_wheels 89D1: not pickup 214@ created 89DE: not actor $PLAYER_ACTOR entering_car 89E7: not player $PLAYER_CHAR not_frozen 89F2: not decision_maker $INTERIOR_DECISION_MAKER_A exists 89FC: not unknown_object_check 142@ 8A03: not unknown_gang_war_in_progress 8A0C: not player $PLAYER_CHAR on_jetpack 8A29: not player $PLAYER_CHAR climbing 8A2A: not text_box 'AP_0003' displayed // You need a higher Flying Skill stat to access the airport. 8A32: not unknown_actor 2@ in_car 0A8C: write_memory 0xC0BC15 size 1 value 1 virtual_protect 0 0A8D: $result = read_memory 1@ size 4 virtual_protect 0 0A8E: 4@ = 5@ + 6@ // int 0A8F: $var = 0@(1@.s" 0A93: end_custom_thread 0A94: start_custom_mission "missions\CustomMission1" 0A95: enable_thread_saving 0A96: $ActorStruct = actor $PLAYER_ACTOR struct 0A97: $CarStruct = car $MyCar struct 0A98: $ObjectStruct = object 0@ struct 0A99: chdir 0 0A9A: $hFILE = openfile "settings.10i) = 100 * 1@ // int 0A91: $div = 1 / 5 // int 0A92: create_custom_thread "ShowTextBox.1 // int 0A90: $var(0@.2i) . The Pilot School can help you get better.

%d" 0@ 1@ 2@ 3@ //IF and SET 0ADB: 0@v = car_model #LANDSTAL name 0ADC: test_cheat "BLOWUP" 0ADD: spawn_car_with_model #RHINO at_player_location 0ADE: 0@ = text_by_GXT_entry 0@v 0ADF: add_dynamic_GXT_entry "_TEST" text "Test string" 0AE0: remove_dynamic_GXT_entry "_TEST" 0AE1: $actor = random_actor_near_point 0@ 1@ 2@ in_radius 10.4X opcode" 0x0ACE 0ACF: show_formatted_styled_text "This is %.4X opcode" time 2000 0x0AD0 0AD1: show_formatted_text_highpriority "This is %.%d.%d.4X opcode" time 2000 0x0AD1 0AD2: $actor = player $PLAYER_CHAR targeted_actor //IF and SET 0AD3: string 0@v format "%d + %d = %d" 2 2 4 0AD4: 4@ = scan_string 0@v format "%d + %d = %d" 5@ 6@ 7@ //IF and SET 0AD5: file $hFile seek 0x10 from_origin 1 //IF and SET 0AD6: end_of_file $hFile reached 0AD7: read_string_from_file $hFile to 0@v size 15 //IF and SET 0AD8: write_string_in_file $hFile from 0@v //IF and SET 0AD9: write_formatted_text "CLEO version: %d.dll" 0AAC: $hMP3 = load_audiostream "CLEO\playlist\01.%d" in_file $hFile 4 0 0 1 0ADA: 0@ = scan_file $hFile format "CLEO version: %d.%d.0AA9: is_game_version_original 0AAA: 0@ = thread 'OTB' pointer 0AAB: file_exists "CLEO\version.mp3" //IF and SET 0AAD: set_audiostream $hMP3 perform_action 1 0AAE: release_audiostream $hMP3 0AAF: 0@ = get_audiostream $hMP3 length 0AB0: key_pressed 0x73 0AB1: call_scm_func @GetSQR 1 10 $result 0AB2: ret 1 0@ 0AB3: var 0 = 10 0AB4: 0@ = var 0 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 0@ closest_ped_to 1@ 0AB6: store_target_marker_coords_to 0@ 1@ 2@ // IF and SET 0AB7: get_vehicle $CAR number_of_gears_to 10@ 0AB8: get_vehicle $CAR current_gear_to 11@ 0AB9: get_audiostream $hMP3 state_to 7@ 0ABA: end_custom_thread_named 'BENZIN' 0ABB: 0@ = audiostream $hMP3 volume 0ABC: set_audiostream $hMP3 volume 1.mp3" //IF and SET 0AC2: set_3d_audiostream $hMP3 position 0@ 1@ 2@ 0AC3: link_3d_audiostream $hMP3 to_object $object 0AC4: link_3d_audiostream $hMP3 to_actor $actor 0AC5: link_3d_audiostream $hMP3 to_vehicle $car 0AC6: 0@ = label @label offset 0AC7: 0@ = var 0@ offset 0AC8: 0@ = allocate_memory_size 260 0AC9: free_allocated_memory 0@ 0ACA: show_text_box 0@v 0ACB: show_styled_text 0@v time 1000 style 1 0ACC: show_text_lowpriority 0x969110 time 100 0ACD: show_text_highpriority 0x969110 time 100 0ACE: show_formatted_text_box "This is %.0 find_next 1 pass_ .%d.0 find_next 1 pass_ deads 1 //IF and SET 0AE2: $car = random_vehicle_near_point 0@ 1@ 2@ in_radius 10.0 0ABD: vehicle 0@ siren_on 0ABE: vehicle 0@ engine_on 0ABF: set_vehicle 0@ engine_state_to 0 0AC0: loop_audiostream $hMP3 flag 1 0AC1: $hMP3 = load_audiostream_with_3d_support "sample.4X opcode" time 2000 style 1 0x0ACF 0AD0: show_formatted_text_lowpriority "This is %.

0 find_next 1 //I F and SET 0AE4: directory_exist "CLEO\CLEO_INI" 0AE5: create_directory "CLEO\CLEO_INI" //IF and SET 0AE6: 0@ = find_first_file "CLEO\*.txt" //IF and SET 0B01: delete_directory "CLEO\CLEO_SAVES" with_all_files_and_subdirectories 1 //I F and SET 0B02: move_file "CLEO\1.txt" to "CLEO\2.ini" section "SectionName" key "in tKey" 0AF1: write_int 16 to_ini_file "cleo\config.txt" //IF and SET 0B03: move_directory "CLEO\dir1" to "CLEO\dir2" //IF and SET 0B04: copy_file "CLEO\1.0 to_ini_file "cleo\config.ini" section "Sec tionName" key "stringKey" 0B00: delete_file "CLEO\log.ini" section "SectionName" key "f loatKey" 0AF4: 0@v = read_string_from_ini_file "cleo\config.txt" //IF and SET 0B05: copy_directory "CLEO\dir1" to "CLEO\dir2" //IF and SET 0B10: 0@ = 0@ AND 0xFF 0B11: 0@ = 0@ OR 0x80 0B12: 0@ = 1@ XOR 1 0B13: 0@ = NOT 0@ 0B14: 0@ = 0@ MOD 60 0B15: 0@ = 0@ SHR 8 0B16: 0@ = 0@ SHL 1 .0 base 2.718281828459045 //all floats 0AF0: 0@ = get_int_from_ini_file "cleo\config.cs" get_filename_to 1@v //IF and SET 0AE7: 1@v = find_next_file 0@ //IF and SET 0AE8: find_close 0@ 0AE9: pop_float 0@ 0AEA: $actor = actor_struct $ped_struct handle 0AEB: $car = car_struct $vehicle_struct handle 0AEÑ: $object = object_struct $object_struct handle 0AED: 0@v = float 0@ to_string_format "%.ini" section "SectionName" key "intK ey" 0AF2: 0@ = get_float_from_ini_file "cleo\config.ini" section "SectionName" key " floatKey" 0AF3: write_float 0.5 //all floats 0AEF: 0@ = log 10.ini" section "SectionName" ke y "stringKey" 0AF5: write_string "new string value" to_ini_file "cleo\config.0 exp 0.txt" to "CLEO\2.wrecked 1 //IF and SET 0AE3: $object = random_object_near_point 0@ 1@ 2@ in_radius 10.15g" 0AEE: 0@ = 2.

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