| CODE |
| 004F: create_thread ££stargate |
| CODE |
:stargate 03A4: name_thread 'STG'
:stgat2 0001: wait $DEFAULT_WAIT_TIME ms 00D6: if 0 0038: $ON_MISSION == 0;; integer values 004D: jump_if_false ££stgat2 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat2
:stgat3 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2491.151 -1699.903 1014.743 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat4
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 295.0136 -1766.581 03CB: set_camera 295.0136 -1766.581 4.84 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 295.0136 -1766.581 4.84 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat4 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2375.256 -1125.487 1050.875 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat5
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 1544.216 -1370.331 03CB: set_camera 1544.216 -1370.331 329.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat5 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2360.256 -1134.987 1050.875 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat6
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at -2041.516 204.331 03CB: set_camera -2041.516 204.331 36.653 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -2041.516 204.331 36.653 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat6 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1533.256 -1364.487 329.475 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat7
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 2534.516 -1703.331 03CB: set_camera 2534.516 -1703.331 13.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 2534.516 -1703.331 13.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat7 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1556.256 -1365.487 329.45 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat8
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 795.216 -492.33 03CB: set_camera 795.216 -492.331 18.053 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 795.216 -492.331 18.053 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat8 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1544.256 -1343.487 329.45 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat9
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 878.216 -14.33 03CB: set_camera 878.216 -14.331 229.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 878.216 -14.331 229.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat9 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2331.956 -1062.487 1049.075 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat10
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 1544.216 -1370.331 03CB: set_camera 1544.216 -1370.331 329.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat10 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1530.256 -1353.987 329.475 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat11
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 295.0136 -1766.58 03CB: set_camera 295.0136 -1766.581 4.84 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 295.0136 -1766.581 4.84 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat11 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1558.256 -1353.487 329.475 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat12
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at -1445.516 -398.33 03CB: set_camera -1445.516 -398.331 6.953 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -1445.516 -398.331 6.953 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat12 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1543.256 -1362.487 329.45 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat13
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 1327.996 1251.33 03CB: set_camera 1327.996 1251.331 14.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1327.996 1251.331 14.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat13 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1409.256 -429.487 6.45 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat14
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 1544.216 -1370.331 03CB: set_camera 1544.216 -1370.331 329.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat14 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1426.956 -445.487 6.175 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat15
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 1327.996 1251.33 03CB: set_camera 1327.996 1251.331 14.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1327.996 1251.331 14.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat15 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1449.956 -464.487 6.175 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat16
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at -2116.996 925.33 03CB: set_camera -2116.996 925.331 86.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -2116.996 925.331 86.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat16 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1475.956 -474.487 6.175 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat17
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at -1063.996 1554.331 03CB: set_camera -1063.996 1554.331 33.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -1063.996 1554.331 33.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat17 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1306.956 1253.487 10.875 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat18
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at -1445.516 -398.33 03CB: set_camera -1445.516 -398.331 6.953 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -1445.516 -398.331 6.953 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat18 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1306.956 1256.487 10.875 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat19
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 1544.216 -1370.33 03CB: set_camera 1544.216 -1370.331 329.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat19 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2364.156 -1119.487 1050.875 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat20
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 412.416 2530.93 03CB: set_camera 412.416 2530.931 19.17 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 412.416 2530.931 19.17 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat20 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 415.456 2528.487 16.675 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat21
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at -786.216 2418.33 03CB: set_camera -786.216 2418.331 157.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -786.216 2418.331 157.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat21 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -764.956 2435.487 157.875 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat22
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 295.0136 -1766.58 03CB: set_camera 295.0136 -1766.581 4.84 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 295.0136 -1766.581 4.84 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat22 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -768.956 2440.487 157.075 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat23
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at -2116.996 925.331 03CB: set_camera -2116.996 925.331 586.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -2116.996 925.331 586.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat23 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot -760.956 2428.487 157.075 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat24
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 415.456 2528.48 03CB: set_camera 415.456 2528.487 316.675 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 415.456 2528.487 316.675 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat24 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2193.656 -1226.487 1049.075 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat25
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 1544.216 -1370.33 03CB: set_camera 1544.216 -1370.331 329.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1544.216 -1370.331 329.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat25 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2185.956 -1216.487 1049.075 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat26
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at -1063.996 1554.33 03CB: set_camera -1063.996 1554.331 33.453 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at -1063.996 1554.331 33.453 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat26 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 1287.956 -775.487 1091.975 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat27
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 295.0136 -1766.58 03CB: set_camera 295.0136 -1766.581 4.84 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 295.0136 -1766.581 4.84 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat27 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2201.656 -1216.687 1049.075 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat28
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 412.416 2530.96 03CB: set_camera 412.416 2530.931 19.17 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 412.416 2530.931 19.17 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat28 00D6: if 0 00FF: actor $PLAYER_ACTOR 0 ()near_point_on_foot 2185.456 -1212.787 1049.075 radius 0.8 0.8 1.5 004D: jump_if_false ££stgat2
01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen) 0050: gosub ££LITCAS_34 04BB: select_interior 0;; select render area 04E4: unknown_refresh_game_renderer_at 1877.996 -2370.33 03CB: set_camera 1877.996 -2370.331 13.56 04FA: reset_interior_colors 0 057E: make_radar_grey 0 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat01 0860: link_actor $PLAYER_ACTOR to_interior 0 00A1: put_actor $PLAYER_ACTOR at 1877.996 -2370.331 13.56 0173: set_actor $PLAYER_ACTOR z_angle_to 180.0 0373: set_camera_directly_behind_player 02EB: restore_camera_with_jumpcut 0002: jump ££stgat01
:stgat01 0001: wait 1000 ms 016A: fade 1 (back) 500 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false ££stgat2 01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)
0223: set_actor $PLAYER_ACTOR health_to 200 0002: jump ££stgat2 |
Attention, I used the gosub ££LITCAS_34
You must check, if this is in your main script| CODE |
:LITCAS_34 0169: set_fade_color 0 0 0 016A: fade 0 () 500 ms
:LITCAS_36 00D6: if 0 016B: fading 004D: jump_if_false ££LITCAS_41 0001: wait 0 ms 0002: jump ££LITCAS_36
:LITCAS_41 0051: return |
and the following to mission 0
| CODE |
0213: $bm1h = create_pickup #INFO type 15 at 2491.151 -1699.903 1014.743 0213: $bm2s = create_pickup #INFO type 15 at 2375.256 -1125.487 1050.875 0213: $bm3s = create_pickup #INFO type 15 at 2360.256 -1134.987 1050.875 0213: $bm4t = create_pickup #INFO type 15 at 1533.256 -1364.487 329.475 0213: $bm5t = create_pickup #INFO type 15 at 1556.256 -1365.487 329.45 0213: $bm6t = create_pickup #INFO type 15 at 1544.256 -1343.487 329.45 0213: $bm7d = create_pickup #INFO type 15 at 2331.956 -1062.487 1049.075 0213: $bm1x = create_pickup #INFO type 15 at 1530.256 -1353.987 329.475 0213: $bm2x = create_pickup #INFO type 15 at 1558.256 -1353.487 329.475 0213: $bm3x = create_pickup #INFO type 15 at 1543.256 -1362.487 329.45 0213: $bm4x = create_pickup #INFO type 15 at -1409.256 -429.487 6.45 0213: $bm5x = create_pickup #INFO type 15 at -1426.956 -445.487 6.175 0213: $bm6x = create_pickup #INFO type 15 at -1449.956 -464.487 6.175 0213: $bm7x = create_pickup #INFO type 15 at -1475.956 -474.487 6.175 0213: $bm8x = create_pickup #INFO type 15 at 1306.956 1253.487 10.875 0213: $bm9x = create_pickup #INFO type 15 at 1306.956 1256.487 10.875
0213: $bm1y = create_pickup #INFO type 15 at 2364.156 -1119.487 1050.875 0213: $bm2y = create_pickup #INFO type 15 at 415.456 2528.487 16.675 0213: $bm3y = create_pickup #INFO type 15 at -764.956 2435.487 157.875 0213: $bm4y = create_pickup #INFO type 15 at -768.956 2440.487 157.075 0213: $bm5y = create_pickup #INFO type 15 at -760.956 2428.487 157.075 0213: $bm6y = create_pickup #INFO type 15 at 2193.656 -1226.487 1049.075 0213: $bm7y = create_pickup #INFO type 15 at 2185.956 -1216.487 1049.075 0213: $bm8y = create_pickup #INFO type 15 at 2201.656 -1216.687 1049.075 0213: $bm9y = create_pickup #INFO type 15 at 2185.456 -1212.787 1049.075
0213: $bm1z = create_pickup #INFO type 15 at 1287.956 -775.487 1091.975 014B: $a1str = init_parked_car_generator #BLADE -1 -1 1 alarm 0 door_lock 0 0 10000 at 356.659 -1759.387 5.093 angle 91.0 014C: set_parked_car_generator $a1str cars_to_generate_to 101 014B: $a2str = init_parked_car_generator #FCR900 -1 -1 1 alarm 0 door_lock 0 0 10000 at 356.7582 -1752.42 5.372 angle 91.0 014C: set_parked_car_generator $a2str cars_to_generate_to 101 014B: $a3str = init_parked_car_generator #SAVANNA -1 -1 1 alarm 0 door_lock 0 0 10000 at 355.8104 -1741.295 5.649 angle 91.0 014C: set_parked_car_generator $a3str cars_to_generate_to 101 014B: $a4str = init_parked_car_generator #VORTEX -1 -1 1 alarm 0 door_lock 0 0 10000 at 350.392 -1809.295 4.52 angle 1.0 014C: set_parked_car_generator $a4str cars_to_generate_to 101 014B: $a5str = init_parked_car_generator #VOODOO -1 -1 1 alarm 0 door_lock 0 0 10000 at 356.093 -1809.581 4.52 angle 1.0 014C: set_parked_car_generator $a5str cars_to_generate_to 101
014B: $h2str = init_parked_car_generator #STUNT -1 -1 1 alarm 0 door_lock 0 0 10000 at 235.8876 -1808.378 4.430 angle 341.0 014C: set_parked_car_generator $h2str cars_to_generate_to 101 014B: $h3str = init_parked_car_generator #SHAMAL -1 -1 1 alarm 0 door_lock 0 0 10000 at 328.8876 -1840.378 4.030 angle 91.0 014C: set_parked_car_generator $h3str cars_to_generate_to 101
014B: $at4la = init_parked_car_generator #AT400 -1 -1 1 alarm 0 door_lock 0 0 10000 at 2002.8876 -2549.378 13.630 angle 13.6 014C: set_parked_car_generator $at4la cars_to_generate_to 101 014B: $fc9la = init_parked_car_generator #FCR900 -1 -1 1 alarm 0 door_lock 0 0 10000 at 1842.8876 -2384.378 13.630 angle 13.6 014C: set_parked_car_generator $fc9la cars_to_generate_to 101
014B: $a1cat = init_parked_car_generator #SANCHEZ -1 -1 1 alarm 0 door_lock 0 0 10000 at 895.659 -29.387 63.493 angle 191.0 014C: set_parked_car_generator $a1cat cars_to_generate_to 101
014B: $a1hom = init_parked_car_generator #BLADE -1 -1 1 alarm 0 door_lock 0 0 10000 at 2456.659 -1671.387 13.493 angle 91.0 014C: set_parked_car_generator $a1hom cars_to_generate_to 101
014B: $a1tow = init_parked_car_generator #FCR900 -1 -1 1 alarm 0 door_lock 0 0 10000 at 1553.659 -1365.387 329.493 angle 1.0 014C: set_parked_car_generator $a1tow cars_to_generate_to 101
014B: $a1sfa = init_parked_car_generator #FCR900 -1 -1 1 alarm 0 door_lock 0 0 10000 at -1428.659 -429.387 6.34 angle 91.0 014C: set_parked_car_generator $a1sfa cars_to_generate_to 101 014B: $a2sfa = init_parked_car_generator #TURISMO -1 -1 1 alarm 0 door_lock 0 0 10000 at -1433.659 -392.387 6.94 angle 91.0 014C: set_parked_car_generator $a2sfa cars_to_generate_to 101 032B: $w1hom = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 2515.773 -1710.674 13.641 032B: $w2hom = create_weapon_pickup #GRENADE 15 ammo 50 at 2526.053 -1719.2 13.641 0213: $w1tow = create_pickup #GUN_PARA type 15 at 1544.255 -1345.793 329.641 032B: $w2tow = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 1549.741 -1361.239 329.641
032B: $w1dil = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 792.741 -485.239 17.641 032B: $w2dil = create_weapon_pickup #GRENADE 15 ammo 50 at 797.0533 -485.2 17.641 0213: $w3dil = create_pickup #BODYARMOUR type 15 at 791.373 -496.674 17.641
032B: $w1cat = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 867.741 -16.239 63.141 0213: $w2cat = create_pickup #BODYARMOUR type 15 at 878.373 -14.674 63.141
0213: $w1str = create_pickup #BODYARMOUR type 15 at 305.773 -1771.674 4.641 0213: $w2str = create_pickup #GUN_PARA type 15 at 302.255 -1771.793 4.641 032B: $w3str = create_weapon_pickup #CAMERA 15 ammo 50 at 297.6533 -1771.7 4.641 032B: $w4str = create_weapon_pickup #SNIPER 15 ammo 200 at 300.741 -1767.239 4.641 032B: $w5str = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 300.8294 -1764.375 4.641 032B: $w6str = create_weapon_pickup #MP5LNG 15 ammo 3000 at 293.6533 -1771.7 4.641 032B: $w7str = create_weapon_pickup #HEATSEEK 15 ammo 50 at 300.807 -1761.161 4.641
032B: $w8str = create_weapon_pickup #AK47 15 ammo 6000 at 300.791 -1757.782 4.641 032B: $w9str = create_weapon_pickup #MOLOTOV 15 ammo 50 at 300.809 -1754.556 4.641 032B: $w1stj = create_weapon_pickup #JETPACK 15 ammo 0 at 280.334 -1798.089 4.430
032B: $w1des = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at 414.741 2533.239 16.541
032B: $w1sfa = create_weapon_pickup #SHOTGSPA 15 ammo 3000 at -1423.741 -391.239 6.14 0213: $w2sfa = create_pickup #GUN_PARA type 15 at -1416.5 -389.793 5.74
0213: $w1lva = create_pickup #GUN_PARA type 15 at 1326.255 1255.793 10.641 0213: $w2des = create_pickup #GUN_PARA type 15 at 405.255 2531.793 16.241
|
In the most apartements, at SF Airport,LV Aiport and up to the highest tower in LS are teleportpoints to beam to a other important lokation,
marked with INFO - icons.
In addition weapons and cars at St.Maria Beach
I paste it in Patriks HCmod and played the game as well.
my aktually state is at " A HOME IN THE HILLS "
This post has been edited by ZAZ on Friday, Aug 12 2005, 00:17