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{$CLEO .

csa}

thread 'CARSPWN'
wait 1000
5@ = 400

:CARSPWN_2
wait 0
40@ = 0
while 40@ < 1500
wait 100
0DDD: 0@ = get_mutex_var 0
if and
0@ == 0
Player.Defined($PLAYER_CHAR)
Player.Controllable($PLAYER_CHAR)
not Actor.Driving($PLAYER_ACTOR)
jf @CARSPWN_2
if and
80E1: not key_pressed 3 4
00E1: key_pressed 3 5
00E1: key_pressed 3 6
jf @CARSPWN_2
end
0DDC: set_mutex_var 0 to 1

:CARSPWN_69
wait 0
03E5: text_box 'CSPWN_1'
player.CanMove($PLAYER_CHAR) = false
0575: set_actor $PLAYER_ACTOR pinned_position 1
camera.SetBehindPlayer()
wait 500
jump @CARSPWN_95

:CARSPWN_83
wait 0
5@ = 400 // integer values

:CARSPWN_95
01E5: text_1number_highpriority 'NUMBER' 5@ flag 2000 time 1
Model.Load(5@)
038B: load_requested_models

:CARSPWN_120
wait 0
if
Model.Available(5@)
else_jump @CARSPWN_120
07E4: get_model 5@ dimensions_cornerA_to 0@ 1@ 2@ dimensions_cornerB_to 10@ 11@ 12@
if
081F: model 5@ plane
then
10@ *= 1.2
else
10@ *= 2.2
10@ += 1.0
end
04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.2 10@ 0.0
3@ = Actor.Angle($PLAYER_ACTOR)
if
3@ > 180.0 // floating-point values
else_jump @CARSPWN_215
3@ -= 180.0 // floating-point values
jump @CARSPWN_225

:CARSPWN_215
3@ += 180.0 // floating-point values

:CARSPWN_225
4@ = Car.Create(5@, 0@, 1@, 2@)
3@ -= 90.0
Car.Angle(4@) = 3@
020A: set_car 4@ door_status_to 2
Model.Destroy(5@)
wait 50

:CARSPWN_262
wait 0
if
Actor.InCar($PLAYER_ACTOR, 4@)
then
jump @END_TRUE
end

if and
00E1: key_pressed 3 5
80E1: not key_pressed 3 4
80E1: not key_pressed 3 6
jf @CARSPWN_315

:END_TRUE
020A: set_car 4@ door_status_to 0
car.RemoveReferences(4@)
03D5: remove_text 'NUMBER'
03E5: text_box 'CSPWN_2'
player.CanMove($PLAYER_CHAR) = true
0575: set_actor $PLAYER_ACTOR pinned_position 0
0DDC: set_mutex_var 0 to 0
jump @CARSPWN_2

:CARSPWN_315
wait 0
if or
player.Wasted($PLAYER_CHAR)
0741: actor $PLAYER_ACTOR busted
then
jump @END_FALSE
end

if and
80E1: not key_pressed 3 5
00E1: key_pressed 3 4
00E1: key_pressed 3 6
jf @CARSPWN_364

:END_FALSE
car.Destroy(4@)
car.RemoveReferences(4@)
03D5: remove_text 'NUMBER'
player.CanMove($PLAYER_CHAR) = true
0575: set_actor $PLAYER_ACTOR pinned_position 0
0DDC: set_mutex_var 0 to 0
03E5: text_box 'CSPWN_3'
wait 1000
jump @CARSPWN_2

:CARSPWN_364
wait 0
if

//05EE: key_pressed 57 //VK_...


00E1: key_pressed 3 8

else_jump @CARSPWN_474
Car.Destroy(4@)
03D5: remove_text 'NUMBER'
if
not 5@ == 611 // integer values
else_jump @CARSPWN_83
5@ += 1 // integer values
if or
5@ == 441
5@ == 464
5@ == 465
5@ == 501
5@ == 564
5@ == 577
5@ == 592
5@ == 594
then
jump @CARSPWN_603
end
if or
5@ == 449
5@ == 537
5@ == 538
5@ == 569
5@ == 570
5@ == 590
then
jump @CARSPWN_603
end
jump @CARSPWN_95

:CARSPWN_474
wait 0
if

//05EE: key_pressed 48 //VK_...


00E1: key_pressed 3 2

else_jump @CARSPWN_262
Car.Destroy(4@)
03D5: remove_text 'NUMBER'
if
not 5@ == 400 // integer values
else_jump @CARSPWN_584
5@ -= 1 // integer values
if or
5@ == 441
5@ == 464
5@ == 465
5@ == 501
5@ == 564
5@ == 577
5@ == 592
5@ == 594
then
jump @CARSPWN_664
end
if or
5@ == 449
5@ == 537
5@ == 538
5@ == 569
5@ == 570
5@ == 590
then
jump @CARSPWN_664
end
jump @CARSPWN_95

:CARSPWN_584
wait 0
5@ = 611 // integer values
jump @CARSPWN_95

:CARSPWN_603
wait 0
if or
5@ == 441
5@ == 464
5@ == 465
5@ == 501
5@ == 564
5@ == 577
5@ == 592
5@ == 594
then
5@ += 1
jump @CARSPWN_603
end
if or
5@ == 449
5@ == 537
5@ == 538
5@ == 569
5@ == 570
5@ == 590
then
5@ += 1
jump @CARSPWN_603
end
jump @CARSPWN_95
:CARSPWN_664
wait 0
if or
5@ == 441
5@ == 464
5@ == 465
5@ == 501
5@ == 564
5@ == 577
5@ == 592
5@ == 594
then
5@ -= 1
jump @CARSPWN_664
end
if or
5@ == 449
5@ == 537
5@ == 538
5@ == 569
5@ == 570
5@ == 590
then
5@ -= 1
jump @CARSPWN_664
end
jump @CARSPWN_95

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