Kiva Rider Kick
Kiva Rider Kick
//-------------MAIN---------------
03A4: name_thread 'RRRIDERTVDCD'
:RRRIDERTVDCD_19
0001: wait 0 ms
00D6: if
0A51: is_widget_pressed 71
004D: jump_if_false @END
004D: jump_if_false @RRRIDERTVDCD_59
0247: load_model 3913
038B: load_requested_models
0002: jump @RRRIDERTVDCD_78
:RRRIDERTVDCD_59
0006: 29@ = 0
0164: disable_marker 30@
0002: jump @RRRIDERTVDCD_19
:RRRIDERTVDCD_78
0006: 31@ = 0
0006: 1@ = 0
:RRRIDERTVDCD_92
0085: 0@ = 1@ // (int)
0006: 2@ = 0
:RRRIDERTVDCD_107
00D6: if
056D: actor 0@ defined
004D: jump_if_false @RRRIDERTVDCD_159
00D6: if and
803C: not $PLAYER_ACTOR == 0@ // (int)
80DF: not actor 0@ driving
8118: not actor 0@ dead
004D: jump_if_false @RRRIDERTVDCD_159
0050: gosub @RRRIDERTVDCD_1465
:RRRIDERTVDCD_159
000A: 0@ += 1
000A: 2@ += 1
0019: 2@ > 127
004D: jump_if_false @RRRIDERTVDCD_107
000A: 1@ += 256
0019: 1@ > 35584
004D: jump_if_false @RRRIDERTVDCD_92
00D6: if
056D: actor 31@ defined
004D: jump_if_false @RRRIDERTVDCD_345
00D6: if
803B: not 29@ == 31@ // (int)
004D: jump_if_false @RRRIDERTVDCD_268
0164: disable_marker 30@
0187: 30@ = create_marker_above_actor 31@
0085: 29@ = 31@ // (int)
:RRRIDERTVDCD_268
00D6: if
00E1: player 3 pressed_key 8
004D: jump_if_false @RRRIDERTVDCD_345
04ED: load_animation "DECADEKICK"
004D: jump_if_false @RRRIDERTVDCD_345
:RRRIDERTVDCD_306
84EE: not animation "DECADEKICK" loaded
004D: jump_if_false @RRRIDERTVDCD_338
0001: wait 0 ms
0002: jump @RRRIDERTVDCD_306
:RRRIDERTVDCD_338
0002: jump @RRRIDERTVDCD_352
:RRRIDERTVDCD_345
0002: jump @RRRIDERTVDCD_19
:RRRIDERTVDCD_352
0248: model 3913 available
0001: wait 100 ms
0107: 22@ = create_object 3913 at 1@ 2@ 3@
0750: set_object 22@ visibility 0
0177: set_object 22@ Z_angle_to 180.0
0550: keep_object 22@ in_memory 0
0566: link_object 22@ to_interior 0
08D2: object 22@ scale_model 2.0
069B: attach_object 22@ to_actor $PLAYER_ACTOR with_offset 0.0 -250.0 150.0
rotation -70.0 0.0 0.0
0750: set_object 22@ visibility 1
0006: 29@ = 0
0164: disable_marker 30@
02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1
0635: AS_actor $PLAYER_ACTOR aim_at_actor 31@ 30 ms
04D7: set_actor 31@ locked 0
0001: wait 180 ms
04C4: store_coords_to $C99 $C98 $C97 from_actor $PLAYER_ACTOR with_offset 0.3 0.6
-0.1
0001: wait 500 ms
04C4: store_coords_to 13@ 14@ 15@ from_actor $PLAYER_ACTOR with_offset 0.0 9.9 -1.0
:RRRIDERTVDCD_1465
00D6: if
056D: actor 31@ defined
004D: jump_if_false @RRRIDERTVDCD_1775
068E: get_camera_target_point_to 3@ 4@ 5@
068D: get_camera_position_to 6@ 7@ 8@
000F: 8@ -= 0.1
0063: 3@ -= 6@ // (float)
0063: 4@ -= 7@ // (float)
0063: 5@ -= 8@ // (float)
0013: 3@ *= 150.0
0013: 4@ *= 150.0
0013: 5@ *= 150.0
00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@
005B: 3@ += 6@ // (float)
005B: 4@ += 7@ // (float)
005B: 5@ += 8@ // (float)
00A0: store_actor 31@ position_to 9@ 10@ 11@
050A: 14@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 9@ 10@ 11@
050A: 15@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 9@ 10@ 11@
005B: 14@ += 15@ // (float)
00A0: store_actor 0@ position_to 9@ 10@ 11@
050A: 15@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 9@ 10@ 11@
050A: 13@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 9@ 10@ 11@
005B: 15@ += 13@ // (float)
00D6: if
0025: 14@ > 15@ // (float)
004D: jump_if_false @RRRIDERTVDCD_1768
0085: 31@ = 0@ // (int)
:RRRIDERTVDCD_1768
0002: jump @RRRIDERTVDCD_1783
:RRRIDERTVDCD_1775
0085: 31@ = 0@ // (int)
:RRRIDERTVDCD_1783
0051: return
:END
03A4: name_thread "END"
00D6: if
00E1: player 3 pressed_key 7
004D: jump_if_false @RRRIDERTVDCD_19
004E: end_thread