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Side PR15

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qureshisezan38
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0% found this document useful (0 votes)
32 views7 pages

Side PR15

Uploaded by

qureshisezan38
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 7

// This file was decompiled using VCSCM.

ini published on 2021-01-30


{$CLEO .cs}

0000: NOP
0001: wait 2050 ms

:Noname_7
0001: wait 50 ms

0006: 10@ = 0 // @ = int

00D6: if and
0038: $9115 == 3 // $ == int
0038: $onmission == 1 // $ == int
004D: jump_if_false @Noname_7

//0055: put_player $player_char at 465.3786 -6.8612 12.2

0004: $onmission = 1 // $ = int

00BC: text_highpriority 'sidp134' time 1700000 1 // rafael

0247: request_model 48
0247: request_model 1
0247: request_model 104
0247: request_model 47
0247: request_model 46
0247: request_model 30
0247: request_model 73
0247: request_model 6567

0247: request_model 275


0247: request_model 282
0247: request_model 277

0001: wait 750 ms

0167: 0@ = create_marker_at 460.159 -37.5615 9.88019 color 1 display 3


03BC: 12@ = create_sphere 460.159 -37.5615 9.68019 1.0
00BC: text_highpriority 'sidp134' time 3000300 1 // rafael

:checkLoc1

0001: wait 0 ms

00D6: if and
0039: 10@ == 0 // @ == int
00F6: player $player_char 0 460.159 -37.5615 9.88019 radius 2.5 2.0 2.0
then
0164: disable_marker 0@
00BC: text_highpriority 'sidp135' time 300000000 1 // rafael
03BD: destroy_sphere 12@
0167: 0@ = create_marker_at -115.288 -1343.95 9.74188 color 1 display 3
0006: 10@ = 1 // @ = int
end

0054: store_player $player_char position_to 1@ 2@ 3@


0509: 3@ = distance_between_point -115.288 -1343.95 and_point 1@ 2@
00D6: if and
0039: 10@ == 1 // @ == int
0023: 80.0 > 3@ // float > @
then
0164: disable_marker 0@

009A: 4@ = create_actor_pedtype 4 model 48 at -125.288 -1343.95 9.74188


01B2: give_actor 4@ weapon 23 ammo 50 // Load the weapon model before using
this

009A: 5@ = create_actor_pedtype 4 model 47 at -112.688 -1333.85 9.74188


01B2: give_actor 5@ weapon 18 ammo 15 // Load the weapon model before using
this

009A: 6@ = create_actor_pedtype 4 model 46 at -112.688 -1342.45 9.74188


01B2: give_actor 6@ weapon 19 ammo 15 // Load the weapon model before using
this

009A: 7@ = create_actor_pedtype 4 model 30 at -110.688 -1341.95 9.74188


01B2: give_actor 7@ weapon 23 ammo 50 // Load the weapon model before using
this

009A: 8@ = create_actor_pedtype 4 model 73 at -110.388 -1344.65 9.74188


01B2: give_actor 8@ weapon 23 ammo 50 // Load the weapon model before using
this

009A: 11@ = create_actor_pedtype 4 model 6567 at -115.288 -1343.95 9.74188

0162: 0@ = create_marker_above_actor 11@ color 4 display 2


0001: wait 700 ms
0173: set_actor 11@ z_angle_to 4.0

0350: set_actor 4@ maintain_position_when_attacked 1


0350: set_actor 5@ maintain_position_when_attacked 1
0350: set_actor 6@ maintain_position_when_attacked 1
0350: set_actor 7@ maintain_position_when_attacked 1
0350: set_actor 8@ maintain_position_when_attacked 1
0350: set_actor 11@ maintain_position_when_attacked 1
0332: set_actor 11@ bleeding_to 1

0223: set_actor 5@ health_to 150


0223: set_actor 4@ health_to 150
0223: set_actor 6@ health_to 150
0223: set_actor 7@ health_to 150
0223: set_actor 8@ health_to 150
0223: set_actor 11@ health_to 150
0001: wait 500 ms
0006: 10@ = 2 // @ = int

end

00D6: if
0039: 10@ == 2 // @ == int
then

00D6: if or
00F6: player $player_char 0 -115.288 -1343.95 9.74188 radius 25.0 25.0 25.0
00F7: player $player_char sphere 0 near_point_in_car -115.288 -1343.95 9.74188
radius 25.0 25.0 25.0
then
0350: set_actor 4@ maintain_position_when_attacked 0
0350: set_actor 5@ maintain_position_when_attacked 0
0350: set_actor 6@ maintain_position_when_attacked 0
0350: set_actor 7@ maintain_position_when_attacked 0
0350: set_actor 8@ maintain_position_when_attacked 0
01CA: actor 4@ kill_player $PLAYER_CHAR
01CA: actor 5@ kill_player $PLAYER_CHAR
01CA: actor 6@ kill_player $PLAYER_CHAR
01CA: actor 7@ kill_player $PLAYER_CHAR
01CA: actor 8@ kill_player $PLAYER_CHAR

00BC: text_highpriority 'sidp136' time 300000000 1 // rafael

0006: 10@ = 3 // @ = int


end
end

00D6: if
0039: 10@ == 3 // @ == int
then
00D6: if
0118: actor 11@ dead
then
0002: jump @fail
end
00D6: if and
0118: actor 4@ dead
0118: actor 5@ dead
0118: actor 6@ dead
0118: actor 7@ dead
0118: actor 8@ dead
then
0164: disable_marker 0@
00BC: text_highpriority 'sidp137' time 300000000 1 // rafael
0006: 10@ = 4 // @ = int

end
end

00D6: if and
0039: 10@ == 4 // @ == int
0023: 5.0 > 3@ // float > @
then

// todo talk
01B4: set_player $PLAYER_CHAR can_move 0
016A: fade 0 300 ms

0001: wait 400 ms


01B8: set_player $PLAYER_CHAR armed_weapon_to 0

0332: set_actor 11@ bleeding_to 0


015F: set_camera_position -110.6075 -1347.604 10.4 rotation 0.0 0.0 0.0
0001: wait 150 ms
0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2
02A3: enable_widescreen 1
0001: wait 15 ms

0055: put_player $PLAYER_CHAR at -115.2995 -1342.3497 9.7


0171: set_player $PLAYER_CHAR z_angle_to 182.0
0001: wait 350 ms
016A: fade 1 300 ms

0001: wait 350 ms

03CF: load_wav 'cok212b' as 1


:TELKA_80611
0001: wait 0 ms
00D6: if
03D0: wav 1 loaded
004D: jump_if_false @TELKA_80611
03D1: play_wav 1

00BC: text_highpriority 'sidp140' time 2300 1 // rafael


0001: wait 2200 ms

040D: unload_wav 1

016A: fade 0 300 ms

0001: wait 400 ms


02A3: enable_widescreen 0
0001: wait 50 ms
016A: fade 1 300 ms
015A: restore_camera
01B4: set_player $PLAYER_CHAR can_move 1

0350: set_actor 11@ maintain_position_when_attacked 0


01DF: tie_actor 11@ to_player $PLAYER_CHAR
0006: 10@ = 5 // @ = int
00BC: text_highpriority 'sidp138' time 300000000 1 // rafael
0167: 0@ = create_marker_at -132.393 -982.119 9.64188 color 1 display 3
0167: 9@ = create_marker_at 235.707 -722.119 9.74188 color 1 display 3
03BC: 13@ = create_sphere -132.393 -982.119 9.64188 2.75
03BC: 12@ = create_sphere 235.707 -722.119 9.74188 2.75
end

00D6: if
056D: actor 11@ defined
then
00D6: if
0118: actor 11@ dead
then
0002: jump @fail
end
end

00D6: if
0039: 10@ == 5 // @ == in
then

00D6: if or
0100: actor 11@ near_point_in_car -132.393 -982.119 9.64188 radius 4.0 4.0
4.0 sphere 0
00FF: actor 11@ 0 -132.393 -982.119 9.64188 radius 4.0 4.0 4.0
then

01B4: set_player $PLAYER_CHAR can_move 0


010D: set_player $PLAYER_CHAR wanted_level_to 0
016A: fade 0 300 ms
0001: wait 450 ms

01C2: mark_actor_as_no_longer_needed 4@
01C2: mark_actor_as_no_longer_needed 5@

009A: 4@ = create_actor_pedtype 4 model 1 at -131.861 -968.6975 9.74188


009A: 5@ = create_actor_pedtype 4 model 104 at -134.8328 -968.2457 9.74188

00D6: if
00DF: actor 11@ in_any_car
then
0362: put_actor 11@ at -133.21 -966.7082 10.7 and_remove_from_car
else
00A1: put_actor 11@ at -133.21 -966.7082 10.7
end

01E0: clear_leader 11@


0350: set_actor 4@ maintain_position_when_attacked 1
0350: set_actor 5@ maintain_position_when_attacked 1
0350: set_actor 11@ maintain_position_when_attacked 1

0001: wait 600 ms


015F: set_camera_position -132.5619 -956.6967 11.0 rotation 0.0 0.0 0.0
0159: camera_on_ped 11@ mode 15 switchstyle 2
0173: set_actor 11@ z_angle_to 360.0
0173: set_actor 4@ z_angle_to 360.0
0173: set_actor 5@ z_angle_to 360.0

/* 0372: set_actor 4@ anim 2 wait_state_time 60000000 ms


0372: set_actor 5@ anim 2 wait_state_time 60000000 ms*/
016A: fade 1 300 ms
0001: wait 450 ms
0372: set_actor 11@ anim 17 wait_state_time 60000000 ms

00BC: text_highpriority 'sidp139' time 10000 1 // rafael


0001: wait 3050 ms

015A: restore_camera
01B4: set_player $PLAYER_CHAR can_move 1
0002: jump @passed
end

end

00D6: if
0039: 10@ == 5 // @ == in
then
00D6: if or
0100: actor 11@ near_point_in_car 235.707 -722.119 9.74188 radius 4.0 4.0 4.0
sphere 0
00FF: actor 11@ 0 235.707 -722.119 9.74188 radius 4.0 4.0 4.0
then
:passed
010D: set_player $PLAYER_CHAR wanted_level_to 0
0109: player $PLAYER_CHAR money += 500
00BC: text_highpriority 'empty' time 1 1 // rafael
00BA: text_styled 'sidps1' 7000 ms 1 // An Old Friend
0394: play_music 1

010D: set_player $player_char wanted_level_to 0


0247: request_model 337
:CHOLOS_16811
0001: wait 20 ms
00D6: if
0248: model 337 available
004D: jump_if_false @CHOLOS_16811
038B: load_requested_models
0107: 15@ = create_object 337 at 42.8882 -936.843 18.2419 //todo position
mission
0249: release_model 337

016A: fade 0 300 ms


0001: wait 350 ms
0002: jump @clean
end
end

00D6: if or
8256: not player $PLAYER_CHAR defined
0117: player $PLAYER_CHAR wasted
then
:fail

00BC: text_highpriority 'sidpr15' time 7000 1 // rafael


0002: jump @clean
end

0002: jump @checkLoc1

:clean

0001: wait 0 ms

0249: release_model 48
0249: release_model 1
0249: release_model 104
0249: release_model 47
0249: release_model 46
0249: release_model 30
0249: release_model 73
0249: release_model 6567
0249: release_model 275
0249: release_model 282
0249: release_model 277

0164: disable_marker 0@
0164: disable_marker 9@
03BD: destroy_sphere 12@
03BD: destroy_sphere 13@

009B: destroy_actor_instantly 4@
009B: destroy_actor_instantly 5@
009B: destroy_actor_instantly 6@
009B: destroy_actor_instantly 7@
009B: destroy_actor_instantly 8@
009B: destroy_actor_instantly 11@

0001: wait 50 ms
0004: $onmission = 0 // $ = int
0004: $9115 = 0 // $ = int

016A: fade 1 300 ms


0002: jump @Noname_7

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