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GTA Modification Forums
Help with changing
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Your_Girlfriend  |
Posted: Thursday, Aug 16 2012, 20:48
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Player Hater

Group: Members
Joined: Jul 30, 2012


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OK. So... I have an portal mod you all heard about and maybe you have it on your PC. So do I... Well lets get to the problem: I have found an downloaded a portal gun mod. No it's not a CLEO it's a real portal gun from Portal game. The problem is that portal gun and portal CLEO don't really match. Portal gun replaces shotgspa but portal CLEO spawns tec9. I've been doing some modifications to the CLEO so it can use shotgspa but that didn't went really well. It spawns it but it doesn't shoot portals. I would be happy if someone looks trough the code and finds a problem and a solution. MINE | CODE |
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027} {$CLEO .cs}
//-------------MAIN--------------- thread 'PORTAL'
:PORTAL_11 wait 0 30@ = -229907 008B: 30@ = &0(30@,1i) // (int) 0085: 31@ = 30@ // (int) 31@ /= 65536 31@ *= 65536 0062: 30@ -= 31@ // (int) if 30@ == 20559 else_jump @PORTAL_11 30@ = -229908 if &0(30@,1i) == 1381253452 else_jump @PORTAL_11 &0(30@,1i) = 1381253376 03E5: show_text_box 'CHEAT1' // Cheat activated 9@ = 0 Model.Load(#SHOTGSPA) 038B: load_requested_models
:PORTAL_166 wait 0 if Model.Available(#SHOTGSPA) else_jump @PORTAL_166 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 01B2: give_actor $PLAYER_ACTOR weapon 27 ammo 999999 // Load the weapon model before using this 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 27 0652: 26@ = integer_stat 75 0629: change_integer_stat 75 to 0 Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 1, 1, 0)
:PORTAL_247 32@ = 0 wait 0 if or 00E1: player 0 pressed_key 5 00E1: player 0 pressed_key 7 else_jump @PORTAL_334 if 02D8: actor $PLAYER_ACTOR current_weapon == 32 else_jump @PORTAL_320 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 jump @PORTAL_334
:PORTAL_320 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
:PORTAL_334 if and 02D8: actor $PLAYER_ACTOR current_weapon == 32 33@ > 500 00E1: player 0 pressed_key 6 else_jump @PORTAL_373 gosub @PORTAL_951
:PORTAL_373 if and Actor.Driving($PLAYER_ACTOR) 33@ > 500 else_jump @PORTAL_411 0563: set_player $PLAYER_CHAR driveby_ammo_to 0 gosub @PORTAL_951
:PORTAL_411 if not 9@ == 0 else_jump @PORTAL_436 gosub @PORTAL_1922
:PORTAL_436 31@ = 1 if and Object.Exists(10@) Object.Exists(11@) else_jump @PORTAL_471 gosub @PORTAL_4966
:PORTAL_471 32@ = 0 wait 0 if or 00E1: player 0 pressed_key 5 00E1: player 0 pressed_key 7 else_jump @PORTAL_558 if 02D8: actor $PLAYER_ACTOR current_weapon == 32 else_jump @PORTAL_544 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 jump @PORTAL_558
:PORTAL_544 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
:PORTAL_558 if and 02D8: actor $PLAYER_ACTOR current_weapon == 32 33@ > 500 00E1: player 0 pressed_key 6 else_jump @PORTAL_597 gosub @PORTAL_951
:PORTAL_597 if and Actor.Driving($PLAYER_ACTOR) 33@ > 500 else_jump @PORTAL_635 0563: set_player $PLAYER_CHAR driveby_ammo_to 0 gosub @PORTAL_951
:PORTAL_635 if not 9@ == 0 else_jump @PORTAL_660 gosub @PORTAL_1922
:PORTAL_660 31@ = 2 if and Object.Exists(10@) Object.Exists(11@) else_jump @PORTAL_695 gosub @PORTAL_4966
:PORTAL_695 30@ = -229907 008B: 30@ = &0(30@,1i) // (int) 0085: 31@ = 30@ // (int) 31@ /= 65536 31@ *= 65536 0062: 30@ -= 31@ // (int) if 30@ == 20559 else_jump @PORTAL_247 30@ = -229908 if &0(30@,1i) == 1381253452 else_jump @PORTAL_247 &0(30@,1i) = 1381253376 03E5: show_text_box 'CHEAT8' // Cheat deactivated if Object.Exists(10@) else_jump @PORTAL_863 Object.Destroy(10@) Object.Destroy(12@) 06D6: disable_racing_checkpoint 14@
:PORTAL_863 if Object.Exists(11@) else_jump @PORTAL_894 Object.Destroy(11@) Object.Destroy(13@) 06D6: disable_racing_checkpoint 15@
:PORTAL_894 Model.Destroy(#SHOTGSPA) 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 0555: remove_weapon 32 from_actor $PLAYER_ACTOR 0629: change_integer_stat 75 to 26@ Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0) jump @PORTAL_11 end_thread
:PORTAL_951 0A96: 30@ = actor $PLAYER_ACTOR struct 30@ += 1148 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 if not 30@ == 0 else_jump @PORTAL_1016 30@ += 44 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0
:PORTAL_1016 if not 30@ == 0 else_jump @PORTAL_1053 30@ += 8 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0
:PORTAL_1053 if not 30@ == 0 else_jump @PORTAL_1139 if 00E1: player 0 pressed_key 17 else_jump @PORTAL_1102 9@ = 1 gosub @PORTAL_1252
:PORTAL_1102 if or 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 19 else_jump @PORTAL_1139 9@ = 2 gosub @PORTAL_1252
:PORTAL_1139 if and Actor.Driving($PLAYER_ACTOR) 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle else_jump @PORTAL_1250 if or 00E1: player 0 pressed_key 5 00E1: player 0 pressed_key 7 047A: actor $PLAYER_ACTOR driving_bike else_jump @PORTAL_1250 if 00E1: player 0 pressed_key 17 else_jump @PORTAL_1219 9@ = 1 gosub @PORTAL_1252
:PORTAL_1219 if 00E1: player 0 pressed_key 4 else_jump @PORTAL_1250 9@ = 2 gosub @PORTAL_1252
:PORTAL_1250 return
:PORTAL_1252 if Actor.Driving($PLAYER_ACTOR) else_jump @PORTAL_1536 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and 80E1: not player 0 pressed_key 5 80E1: not player 0 pressed_key 7 else_jump @PORTAL_1349 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
:PORTAL_1349 if and 00E1: player 0 pressed_key 5 00E1: player 0 pressed_key 7 else_jump @PORTAL_1401 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
:PORTAL_1401 if and 00E1: player 0 pressed_key 5 80E1: not player 0 pressed_key 7 else_jump @PORTAL_1453 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.0
:PORTAL_1453 if and 80E1: not player 0 pressed_key 5 00E1: player 0 pressed_key 7 else_jump @PORTAL_1505 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.0 0.0 0.0
:PORTAL_1505 0063: 0@ -= 6@ // (float) 0063: 1@ -= 7@ // (float) 0063: 2@ -= 8@ // (float) jump @PORTAL_1913
:PORTAL_1536 068D: get_camera_position_to 3@ 4@ 5@ 0A96: 30@ = actor $PLAYER_ACTOR struct 30@ += 1148 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 30@ += 44 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 if not 30@ == 0 else_jump @PORTAL_1706 30@ += 8 if not 30@ == 0 else_jump @PORTAL_1706 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 30@ += 48 0A8D: 0@ = read_memory 30@ size 4 virtual_protect 0 30@ += 4 0A8D: 1@ = read_memory 30@ size 4 virtual_protect 0 30@ += 4 0A8D: 2@ = read_memory 30@ size 4 virtual_protect 0
:PORTAL_1706 0063: 0@ -= 3@ // (float) 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 050A: 30@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0 0073: 0@ /= 30@ // (float) 0073: 1@ /= 30@ // (float) 0073: 2@ /= 30@ // (float) 068D: get_camera_position_to 6@ 7@ 8@ Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@) 050A: 30@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 3@ 4@ 5@ 30@ += 0.5 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 6@ += 3@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float)
:PORTAL_1913 33@ = 0 return
:PORTAL_1922 0093: 30@ = integer 32@ to_float 30@ *= 0.25 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_2620 31@ = 0
:PORTAL_2060 002D: 32@ >= 31@ // (int) else_jump @PORTAL_2611 0093: 30@ = integer 31@ to_float 30@ *= 0.25 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_2597 31@ += -1 0093: 30@ = integer 31@ to_float 30@ *= 0.25 0087: 31@ = 30@ // (float) 31@ += 0.25 9@ *= -1 9@ += 3
:PORTAL_2263 0035: 31@ >= 30@ // (float) else_jump @PORTAL_2588 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_2571 if Object.Exists(9@(9@,1i)) else_jump @PORTAL_2466 if 04E6: object 9@(9@,1i) near_point 6@ 7@ 8@ radius 2.0 2.0 2.0 flag 0 else_jump @PORTAL_2466 9@ = 0 return
:PORTAL_2466 9@ *= -1 9@ += 3 30@ += -0.0001 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 6@ += 3@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) gosub @PORTAL_2738 return
:PORTAL_2571 30@ += 0.0001 jump @PORTAL_2263
:PORTAL_2588 9@ = 0 return
:PORTAL_2597 31@ += 1 jump @PORTAL_2060
:PORTAL_2611 9@ = 0 return
:PORTAL_2620 if 9@ == 1 else_jump @PORTAL_2666 04D5: create_corona_at 3@ 4@ 5@ radius 0.2 type 0 flare 0 RGB 0 128 255
:PORTAL_2666 if 9@ == 2 else_jump @PORTAL_2712 04D5: create_corona_at 3@ 4@ 5@ radius 0.2 type 0 flare 0 RGB 255 128 0
:PORTAL_2712 0087: 6@ = 3@ // (float) 0087: 7@ = 4@ // (float) 0087: 8@ = 5@ // (float) return
:PORTAL_2738 0087: 4@ = 0@ // (float) 0087: 5@ = 1@ // (float) gosub @PORTAL_11167 3@ *= -1.0 0087: 17@ = 3@ // (float) 0087: 18@ = 3@ // (float) 0087: 31@ = 3@ // (float) 0087: 4@ = 2@ // (float) 0509: 5@ = distance_between_XY 0@ 1@ and_XY 0.0 0.0 gosub @PORTAL_11167 3@ *= -1.0 0087: 16@ = 3@ // (float) 18@ += -182.5 31@ += 182.5 02F6: 0@ = sine 18@ // (float) 0@ *= 0.025 02F7: 1@ = cosine 18@ // (float) 1@ *= 0.025 2@ = 0.0 005B: 0@ += 6@ // (float) 005B: 1@ += 7@ // (float) 005B: 2@ += 8@ // (float)
:PORTAL_2939 0025: 31@ > 18@ // (float) else_jump @PORTAL_3298 02F6: 3@ = sine 18@ // (float) 3@ *= 0.025 02F7: 4@ = cosine 18@ // (float) 4@ *= 0.025 5@ = 0.0 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 0@ 1@ 2@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_3257 0087: 31@ = 18@ // (float) 18@ += -1.0
:PORTAL_3083 0025: 31@ > 18@ // (float) else_jump @PORTAL_3257 02F6: 3@ = sine 18@ // (float) 3@ *= 0.025 02F7: 4@ = cosine 18@ // (float) 4@ *= 0.025 5@ = 0.0 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 0@ 1@ 2@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_3216 jump @PORTAL_3257
:PORTAL_3216 18@ += 0.1 0087: 0@ = 3@ // (float) 0087: 1@ = 4@ // (float) 0087: 2@ = 5@ // (float) jump @PORTAL_3083
:PORTAL_3257 18@ += 1.0 0087: 0@ = 3@ // (float) 0087: 1@ = 4@ // (float) 0087: 2@ = 5@ // (float) jump @PORTAL_2939
:PORTAL_3298 18@ += 90.0 16@ *= -1.0 0087: 31@ = 16@ // (float) 16@ += -92.5 31@ += 272.5 02F6: 0@ = sine 18@ // (float) 0@ *= 0.025 02F7: 1@ = cosine 18@ // (float) 1@ *= 0.025 02F6: 2@ = sine 16@ // (float) 006B: 0@ *= 2@ // (float) 006B: 1@ *= 2@ // (float) 02F7: 2@ = cosine 16@ // (float) 2@ *= 0.025 005B: 0@ += 6@ // (float) 005B: 1@ += 7@ // (float) 005B: 2@ += 8@ // (float)
:PORTAL_3448 0025: 31@ > 16@ // (float) else_jump @PORTAL_3871 02F6: 3@ = sine 18@ // (float) 3@ *= 0.025 02F7: 4@ = cosine 18@ // (float) 4@ *= 0.025 02F6: 5@ = sine 16@ // (float) 006B: 3@ *= 5@ // (float) 006B: 4@ *= 5@ // (float) 02F7: 5@ = cosine 16@ // (float) 5@ *= 0.025 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 0@ 1@ 2@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_3830 0087: 31@ = 16@ // (float) 16@ += -1.0
:PORTAL_3624 0025: 31@ > 16@ // (float) else_jump @PORTAL_3830 02F6: 3@ = sine 18@ // (float) 3@ *= 0.025 02F7: 4@ = cosine 18@ // (float) 4@ *= 0.025 02F6: 5@ = sine 16@ // (float) 006B: 3@ *= 5@ // (float) 006B: 4@ *= 5@ // (float) 02F7: 5@ = cosine 16@ // (float) 5@ *= 0.025 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 0@ 1@ 2@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_3789 jump @PORTAL_3830
:PORTAL_3789 16@ += 0.1 0087: 0@ = 3@ // (float) 0087: 1@ = 4@ // (float) 0087: 2@ = 5@ // (float) jump @PORTAL_3624
:PORTAL_3830 16@ += 1.0 0087: 0@ = 3@ // (float) 0087: 1@ = 4@ // (float) 0087: 2@ = 5@ // (float) jump @PORTAL_3448
:PORTAL_3871 18@ *= -1.0 16@ *= -1.0 16@ += -270.0 02F7: 30@ = cosine 16@ // (float) if 0.0 > 30@ else_jump @PORTAL_3950 16@ *= -1.0 18@ += -180.0
:PORTAL_3950 if and 16@ >= -362.5 -357.5 >= 16@ else_jump @PORTAL_4009 16@ = 0.0 0087: 18@ = 17@ // (float) 18@ *= -1.0
:PORTAL_4009 if and 16@ >= -182.5 -172.5 >= 16@ else_jump @PORTAL_4078 16@ = 180.0 0087: 18@ = 17@ // (float) 18@ *= -1.0 18@ += 180.0
:PORTAL_4078 if and 16@ >= -2.5 2.5 >= 16@ else_jump @PORTAL_4137 16@ = 0.0 0087: 18@ = 17@ // (float) 18@ *= -1.0
:PORTAL_4137 if and 16@ >= 172.5 182.5 >= 16@ else_jump @PORTAL_4206 16@ = 180.0 0087: 18@ = 17@ // (float) 18@ *= -1.0 18@ += 180.0
:PORTAL_4206 if and 16@ >= 357.5 362.5 >= 16@ else_jump @PORTAL_4265 16@ = 0.0 0087: 18@ = 17@ // (float) 18@ *= -1.0
:PORTAL_4265 if Object.Exists(9@(9@,1i)) else_jump @PORTAL_4312 Object.Destroy(9@(9@,1i)) Object.Destroy(11@(9@,1i)) 06D6: disable_racing_checkpoint 13@(9@,1i)
:PORTAL_4312 16@ += 90.0 17@ += 180.0 9@(9@,1i) = Object.Create(#SHOTGSPA, 6@, 7@, 8@) 11@(9@,1i) = Object.Create(#SHOTGSPA, 0.0, 0.0, 0.0) 0453: set_object 9@(9@,1i) XY_rotation 16@ 180.0 angle 18@ 0453: set_object 11@(9@,1i) XY_rotation 16@ 18@ angle 180.0 0750: set_object 9@(9@,1i) visibility 0 0750: set_object 11@(9@,1i) visibility 0 Object.CollisionDetection(9@(9@,1i)) = False Object.CollisionDetection(11@(9@,1i)) = False Object.SetImmunities(9@(9@,1i), 1, 1, 1, 1, 1) Object.SetImmunities(11@(9@,1i), 1, 1, 1, 1, 1) Object.KeepInMemory(9@(9@,1i)) = True Object.KeepInMemory(11@(9@,1i)) = True 0400: store_coords_to 0@ 1@ 2@ from_object 9@(9@,1i) with_offset 0.0 100.0 0.0 06D5: 13@(9@,1i) = create_racing_checkpoint_at 6@ 7@ 8@ point_to 0@ 1@ 2@ type 3 radius 1.0 0A8D: 0@ = read_memory 13103464 size 4 virtual_protect 0 0A8D: 1@ = read_memory 13103468 size 4 virtual_protect 0 0A8D: 2@ = read_memory 13103472 size 4 virtual_protect 0 if and 0045: 0@ == 6@ // (float) 0045: 1@ == 7@ // (float) 0045: 2@ == 8@ // (float) else_jump @PORTAL_4736 if 9@ == 1 else_jump @PORTAL_4702 0A8C: write_memory 13103456 size 4 value -1056997376 virtual_protect 0
:PORTAL_4702 if 9@ == 2 else_jump @PORTAL_4736 0A8C: write_memory 13103456 size 4 value -1073708801 virtual_protect 0
:PORTAL_4736 0A8D: 0@ = read_memory 13103520 size 4 virtual_protect 0 0A8D: 1@ = read_memory 13103524 size 4 virtual_protect 0 0A8D: 2@ = read_memory 13103528 size 4 virtual_protect 0 if and 0045: 0@ == 6@ // (float) 0045: 1@ == 7@ // (float) 0045: 2@ == 8@ // (float) else_jump @PORTAL_4881 if 9@ == 1 else_jump @PORTAL_4847 0A8C: write_memory 13103512 size 4 value -1056997376 virtual_protect 0
:PORTAL_4847 if 9@ == 2 else_jump @PORTAL_4881 0A8C: write_memory 13103512 size 4 value -1073708801 virtual_protect 0
:PORTAL_4881 if 9@ == 1 else_jump @PORTAL_4919 018C: play_sound 1052 at 0.0 0.0 0.0
:PORTAL_4919 if 9@ == 2 else_jump @PORTAL_4957 018C: play_sound 1054 at 0.0 0.0 0.0
:PORTAL_4957 9@ = 0 return
:PORTAL_4966 30@ = 1 27@ = 0
:PORTAL_4980 0085: 25@ = 27@ // (int) 28@ = 0
:PORTAL_4995 if Actor.Defined(25@) else_jump @PORTAL_5041 if not Actor.Driving(25@) else_jump @PORTAL_5041 gosub @PORTAL_5350 jump @PORTAL_5069
:PORTAL_5041 25@ += 1 28@ += 1 28@ > 127 else_jump @PORTAL_4995
:PORTAL_5069 27@ += 256 27@ > 35584 else_jump @PORTAL_4980 30@ = 2 27@ = 0
:PORTAL_5108 0085: 25@ = 27@ // (int) 28@ = 0
:PORTAL_5123 if Car.Defined(25@) else_jump @PORTAL_5153 gosub @PORTAL_5350 jump @PORTAL_5181
:PORTAL_5153 25@ += 1 28@ += 1 28@ > 127 else_jump @PORTAL_5123
:PORTAL_5181 27@ += 256 27@ > 27904 else_jump @PORTAL_5108 30@ = 3 27@ = 0
:PORTAL_5218 0085: 25@ = 27@ // (int) 28@ = 0
:PORTAL_5233 if and Object.Exists(25@) 803B: not 10@ == 25@ // (int) 803B: not 11@ == 25@ // (int) 803B: not 12@ == 25@ // (int) 803B: not 13@ == 25@ // (int) else_jump @PORTAL_5295 gosub @PORTAL_5350 jump @PORTAL_5323
:PORTAL_5295 25@ += 1 28@ += 1 28@ > 127 else_jump @PORTAL_5233
:PORTAL_5323 27@ += 256 27@ > 89344 else_jump @PORTAL_5218 return
:PORTAL_5350 if 30@ == 1 else_jump @PORTAL_5397 04C4: store_coords_to 19@ 20@ 21@ from_actor 25@ with_offset 0.0 0.0 0.0
:PORTAL_5397 if 30@ == 2 else_jump @PORTAL_5444 0407: store_coords_to 19@ 20@ 21@ from_car 25@ with_offset 0.0 0.0 0.0
:PORTAL_5444 if 30@ == 3 else_jump @PORTAL_5491 0400: store_coords_to 19@ 20@ 21@ from_object 25@ with_offset 0.0 0.0 0.0
:PORTAL_5491 Object.StorePos(9@(31@,1i), 19@, 20@, 21@) if 04E6: object 9@(31@,1i) near_point 19@ 20@ 21@ radius 10.0 10.0 10.0 flag 0 0AA1: return_if_false if 30@ == 1 else_jump @PORTAL_5582 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@
:PORTAL_5582 if 30@ == 2 else_jump @PORTAL_5614 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@
:PORTAL_5614 if 30@ == 3 else_jump @PORTAL_5646 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@
:PORTAL_5646 18@ += -1.0 0400: store_coords_to 16@ 18@ 17@ from_object 11@(31@,1i) with_offset 16@ 18@ 17@ if 0.0 > 17@ 0AA1: return_if_false if 30@ == 1 else_jump @PORTAL_5753 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 0.0 0.0 0.0 gosub @PORTAL_7995
:PORTAL_5753 if 30@ == 2 else_jump @PORTAL_5807 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 0.0 0.0 0.0 gosub @PORTAL_7995
:PORTAL_5807 if 30@ == 3 else_jump @PORTAL_5861 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 0.0 0.0 0.0 gosub @PORTAL_7995
:PORTAL_5861 0509: 17@ = distance_between_XY 16@ 18@ and_XY 0.0 0.0 if not 30@ == 2 else_jump @PORTAL_5923 if 2.0 > 17@ 0AA1: return_if_false jump @PORTAL_5939
:PORTAL_5923 if 1.0 > 17@ 0AA1: return_if_false
:PORTAL_5939 if 30@ == 1 else_jump @PORTAL_6588 0665: get_actor 25@ model_to 5@ 07E4: get_model 5@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 19@ 20@ 21@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 19@ 20@ 24@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 19@ 23@ 21@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 19@ 23@ 24@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 22@ 20@ 21@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 22@ 20@ 24@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 22@ 23@ 21@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 22@ 23@ 24@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888
:PORTAL_6588 if 30@ == 2 else_jump @PORTAL_7237 5@ = Car.Model(25@) 07E4: get_model 5@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 19@ 20@ 21@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -1.0 not 4.0 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 19@ 20@ 24@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 19@ 23@ 21@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -1.0 not 4.0 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 19@ 23@ 24@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 22@ 20@ 21@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -1.0 not 4.0 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 22@ 20@ 24@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 22@ 23@ 21@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -1.0 not 4.0 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 22@ 23@ 24@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888
:PORTAL_7237 if 30@ == 3 else_jump @PORTAL_7886 5@ = Object.Model(25@) 07E4: get_model 5@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 19@ 20@ 21@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 19@ 20@ 24@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 19@ 23@ 21@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 19@ 23@ 24@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 22@ 20@ 21@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 22@ 20@ 24@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 22@ 23@ 21@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 22@ 23@ 24@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888
:PORTAL_7886 return
:PORTAL_7888 if 30@ == 2 else_jump @PORTAL_7920 04FE: deflate_tire 5 on_car 25@ 0699: set_car 25@ repair_tire 5
:PORTAL_7920 gosub @PORTAL_8081 return
:PORTAL_7929 0093: 29@ = integer 32@ to_float 29@ *= 0.0035 006B: 16@ *= 29@ // (float) 006B: 17@ *= 29@ // (float) 006B: 18@ *= 29@ // (float) 005B: 3@ += 16@ // (float) 005B: 4@ += 17@ // (float) 005B: 5@ += 18@ // (float)
:PORTAL_7995 0400: store_coords_to 16@ 17@ 18@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 0063: 16@ -= 3@ // (float) 0063: 17@ -= 4@ // (float) 0063: 18@ -= 5@ // (float) 0400: store_coords_to 16@ 18@ 17@ from_object 11@(31@,1i) with_offset 16@ 18@ 17@ return
:PORTAL_8081 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 if 30@ == 1 else_jump @PORTAL_8161 04C4: store_coords_to 16@ 17@ 18@ from_actor 25@ with_offset 0.0 0.0 0.0
:PORTAL_8161 if 30@ == 2 else_jump @PORTAL_8208 0407: store_coords_to 16@ 17@ 18@ from_car 25@ with_offset 0.0 0.0 0.0
:PORTAL_8208 if 30@ == 3 else_jump @PORTAL_8255 0400: store_coords_to 16@ 17@ 18@ from_object 25@ with_offset 0.0 0.0 0.0
:PORTAL_8255 0063: 19@ -= 16@ // (float) 0063: 20@ -= 17@ // (float) 0063: 21@ -= 18@ // (float) 0400: store_coords_to 0@ 2@ 1@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 0@ *= -1.0 1@ *= -1.0 2@ *= -1.0 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 if 30@ == 1 else_jump @PORTAL_8416 04C4: store_coords_to 16@ 17@ 18@ from_actor 25@ with_offset 0.0 1.0 0.0
:PORTAL_8416 if 30@ == 2 else_jump @PORTAL_8463 0407: store_coords_to 16@ 17@ 18@ from_car 25@ with_offset 0.0 1.0 0.0
:PORTAL_8463 if 30@ == 3 else_jump @PORTAL_8510 0400: store_coords_to 16@ 17@ 18@ from_object 25@ with_offset 0.0 1.0 0.0
:PORTAL_8510 0063: 19@ -= 16@ // (float) 0063: 20@ -= 17@ // (float) 0063: 21@ -= 18@ // (float) 0400: store_coords_to 19@ 21@ 20@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 19@ *= -1.0 20@ *= 1.0 21@ *= -1.0 0063: 19@ -= 0@ // (float) 0063: 20@ -= 1@ // (float) 0063: 21@ -= 2@ // (float) 0087: 4@ = 19@ // (float) 0087: 5@ = 20@ // (float) gosub @PORTAL_11167 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 if 30@ == 1 else_jump @PORTAL_8718 04C4: store_coords_to 16@ 17@ 18@ from_actor 25@ with_offset 0.0 0.0 1.0
:PORTAL_8718 if 30@ == 2 else_jump @PORTAL_8765 0407: store_coords_to 16@ 17@ 18@ from_car 25@ with_offset 0.0 0.0 1.0
:PORTAL_8765 if 30@ == 3 else_jump @PORTAL_8812 0400: store_coords_to 16@ 17@ 18@ from_object 25@ with_offset 0.0 0.0 1.0
:PORTAL_8812 0063: 19@ -= 16@ // (float) 0063: 20@ -= 17@ // (float) 0063: 21@ -= 18@ // (float) 0400: store_coords_to 19@ 21@ 20@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 19@ *= -1.0 20@ *= -1.0 21@ *= -1.0 0063: 19@ -= 0@ // (float) 0063: 20@ -= 1@ // (float) 0063: 21@ -= 2@ // (float) 0087: 18@ = 3@ // (float) 18@ += -90.0 0087: 16@ = 19@ // (float) 0087: 17@ = 20@ // (float) 02F6: 4@ = sine 18@ // (float) 02F7: 5@ = cosine 18@ // (float) 006B: 16@ *= 5@ // (float) 006B: 17@ *= 5@ // (float) 006B: 19@ *= 4@ // (float) 006B: 20@ *= 4@ // (float) 17@ *= -1.0 005B: 19@ += 17@ // (float) 005B: 20@ += 16@ // (float) 0087: 18@ = 3@ // (float) 0087: 4@ = 20@ // (float) 0087: 5@ = 21@ // (float) gosub @PORTAL_11167 0087: 16@ = 3@ // (float) 16@ *= -1.0 16@ += 360.0 0087: 4@ = 19@ // (float) 0509: 5@ = distance_between_XY 20@ 21@ and_XY 0.0 0.0 gosub @PORTAL_11167 0087: 17@ = 3@ // (float) 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 if 30@ == 1 else_jump @PORTAL_9208 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 0.0 0.0 0.0
:PORTAL_9208 if 30@ == 2 else_jump @PORTAL_9255 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 0.0 0.0 0.0
:PORTAL_9255 if 30@ == 3 else_jump @PORTAL_9302 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 0.0 0.0 0.0
:PORTAL_9302 0063: 19@ -= 3@ // (float) 0063: 20@ -= 4@ // (float) 0063: 21@ -= 5@ // (float) 0400: store_coords_to 3@ 5@ 4@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 3@ *= -1.0 4@ *= -1.0 5@ *= -1.0 18@ += 180.0 if 30@ == 1 else_jump @PORTAL_9497 18@ = Actor.Angle(25@) 16@ = Object.Angle(9@(31@,1i)) 31@ *= -1 31@ += 3 17@ = Object.Angle(9@(31@,1i)) 31@ *= -1 31@ += 3 0063: 18@ -= 16@ // (float) 005B: 18@ += 17@ // (float) 18@ += 180.0
:PORTAL_9497 if 30@ == 1 else_jump @PORTAL_9556 083D: get_actor 25@ velocity_in_direction_XYZ 19@ 20@ 21@ 0619: enable_actor 25@ collision_detection 0 083C: set_actor 25@ velocity_in_direction_XYZ 0.0 0.0 0.0
:PORTAL_9556 if 30@ == 2 else_jump @PORTAL_9650 06A2: get_car 25@ velocity_in_direction_XYZ 19@ 20@ 21@ 099A: set_car 25@ collision_detection 0 07D5: set_car 25@ velocity_in_direction_XYZ 0.0 0.0 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 07DB: set_car 25@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass
:PORTAL_9650 if 30@ == 3 else_jump @PORTAL_9729 059F: get_object 25@ velocity_in_direction 19@ 20@ 21@ Object.CollisionDetection(25@) = False Object.Throw(25@, 0.0, 0.0, 0.0) 05A2: set_object 25@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass
:PORTAL_9729 0400: store_coords_to 19@ 21@ 20@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 19@ *= -1.0 20@ *= -1.0 20@ += 2.5 31@ *= -1 31@ += 3 if 30@ == 1 else_jump @PORTAL_10370 if 003C: $PLAYER_ACTOR == 25@ // (int) else_jump @PORTAL_10018 31@ *= -1 31@ += 3 0400: store_coords_to 6@ 7@ 8@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 068D: get_camera_position_to 0@ 1@ 2@ 0063: 6@ -= 0@ // (float) 0063: 7@ -= 1@ // (float) 0063: 8@ -= 2@ // (float) 0400: store_coords_to 0@ 2@ 1@ from_object 11@(31@,1i) with_offset 6@ 8@ 7@ 2@ *= -1.0 31@ *= -1 31@ += 3 005B: 0@ += 3@ // (float) 005B: 1@ += 4@ // (float) 005B: 2@ += 5@ // (float) 005B: 0@ += 3@ // (float) 005B: 1@ += 4@ // (float) 005B: 2@ += 5@ // (float)
:PORTAL_10018 0470: 24@ = actor 25@ current_weapon 0400: store_coords_to 3@ 4@ 5@ from_object 9@(31@,1i) with_offset 3@ 4@ 5@ 0A96: 0@ = actor 25@ struct 0@ += 20 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 0@ += 48 0A8C: write_memory 0@ size 4 value 3@ virtual_protect 0 0@ += 4 0A8C: write_memory 0@ size 4 value 4@ virtual_protect 0 0@ += 4 0A8C: write_memory 0@ size 4 value 5@ virtual_protect 0 Actor.Angle(25@) = 18@ 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 19@ 20@ 21@ 0400: store_coords_to 3@ 4@ 5@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 0063: 19@ -= 3@ // (float) 0063: 20@ -= 4@ // (float) 0063: 21@ -= 5@ // (float) 0619: enable_actor 25@ collision_detection 1 083C: set_actor 25@ velocity_in_direction_XYZ 19@ 20@ 21@ if 003C: $PLAYER_ACTOR == 25@ // (int) else_jump @PORTAL_10370 0400: store_coords_to 0@ 1@ 2@ from_object 9@(31@,1i) with_offset 0@ 1@ 2@ Camera.SetPosition(0@, 1@, 2@, 0.0, 0.0, 0.0) 04C4: store_coords_to 0@ 1@ 2@ from_actor 25@ with_offset 0.0 0.0 0.5 Camera.PointAt(0@, 1@, 2@, 2) wait 0 Camera.Restore
:PORTAL_10370 if 30@ == 2 else_jump @PORTAL_10926 if Actor.InCar($PLAYER_ACTOR, 25@) else_jump @PORTAL_10584 31@ *= -1 31@ += 3 0407: store_coords_to 6@ 7@ 8@ from_car 25@ with_offset 0.0 0.0 0.0 068D: get_camera_position_to 0@ 1@ 2@ 0063: 6@ -= 0@ // (float) 0063: 7@ -= 1@ // (float) 0063: 8@ -= 2@ // (float) 0400: store_coords_to 0@ 2@ 1@ from_object 11@(31@,1i) with_offset 6@ 8@ 7@ 2@ *= -1.0 31@ *= -1 31@ += 3 005B: 0@ += 3@ // (float) 005B: 1@ += 4@ // (float) 005B: 2@ += 5@ // (float) 005B: 0@ += 3@ // (float) 005B: 1@ += 4@ // (float) 005B: 2@ += 5@ // (float)
:PORTAL_10584 0939: attach_car 25@ to_object 9@(31@,1i) with_offset 3@ 4@ 5@ rotation 16@ 17@ 18@ 0684: detach_car 25@ 0.0 0.0 0.0 collision_detection 1 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 19@ 20@ 21@ 0400: store_coords_to 3@ 4@ 5@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 0063: 19@ -= 3@ // (float) 0063: 20@ -= 4@ // (float) 0063: 21@ -= 5@ // (float) 19@ *= 0.015 20@ *= 0.015 21@ *= 0.015 099A: set_car 25@ collision_detection 1 07D5: set_car 25@ velocity_in_direction_XYZ 19@ 20@ 21@ rotation_velocitiesXY 0.0 0.0 unk 0.0 07DB: set_car 25@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass if Actor.InCar($PLAYER_ACTOR, 25@) else_jump @PORTAL_10926 0400: store_coords_to 0@ 1@ 2@ from_object 9@(31@,1i) with_offset 0@ 1@ 2@ Camera.SetPosition(0@, 1@, 2@, 0.0, 0.0, 0.0) 0407: store_coords_to 0@ 1@ 2@ from_car 25@ with_offset 0.0 0.0 1.0 Camera.PointAt(0@, 1@, 2@, 2) wait 0 Camera.Restore
:PORTAL_10926 if 30@ == 3 else_jump @PORTAL_11131 16@ += 180.0 069A: attach_object 25@ to_object 9@(31@,1i) with_offset 3@ 4@ 5@ rotation 16@ 17@ 18@ 0682: detach_object 25@ 0.0 0.0 0.0 collision_detection 1 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 19@ 20@ 21@ 0400: store_coords_to 3@ 4@ 5@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 0063: 19@ -= 3@ // (float) 0063: 20@ -= 4@ // (float) 0063: 21@ -= 5@ // (float) Object.CollisionDetection(25@) = True Object.Throw(25@, 19@, 20@, 21@) 05A2: set_object 25@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass
:PORTAL_11131 31@ *= -1 31@ += 3 018C: play_sound 1150 at 0.0 0.0 0.0 return
:PORTAL_11167 0509: 3@ = distance_between_XY 4@ 5@ and_XY 0.0 0.0 0073: 4@ /= 3@ // (float) 0073: 5@ /= 3@ // (float) 0509: 3@ = distance_between_XY 4@ 5@ and_XY 0.0 1.0 24@ = 0
:PORTAL_11232 3@ /= 2.0 006B: 3@ *= 3@ // (float) 0087: 5@ = 3@ // (float) 3@ *= -1.0 3@ += 1.0 01FB: 3@ = square_root 3@ 3@ *= -1.0 3@ += 1.0 006B: 3@ *= 3@ // (float) 005B: 3@ += 5@ // (float) 01FB: 3@ = square_root 3@ 24@ += 1 24@ > 15 else_jump @PORTAL_11232 3@ *= 65536.0 3@ *= 180.0 3@ /= 3.141593 if 4@ > 0.0 else_jump @PORTAL_11422 3@ *= -1.0 3@ += 360.0
:PORTAL_11422 return
|
ORIGINAL | CODE |
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007
{$VERSION 3.1.0027} {$CLEO .cs}
//-------------MAIN--------------- thread 'PORTAL'
:PORTAL_11 wait 0 30@ = -229907 008B: 30@ = &0(30@,1i) // (int) 0085: 31@ = 30@ // (int) 31@ /= 65536 31@ *= 65536 0062: 30@ -= 31@ // (int) if 30@ == 20559 else_jump @PORTAL_11 30@ = -229908 if &0(30@,1i) == 1381253452 else_jump @PORTAL_11 &0(30@,1i) = 1381253376 03E5: show_text_box 'CHEAT1' // Cheat activated 9@ = 0 Model.Load(#TEC9) 038B: load_requested_models
:PORTAL_166 wait 0 if Model.Available(#TEC9) else_jump @PORTAL_166 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 01B2: give_actor $PLAYER_ACTOR weapon 32 ammo 999999 // Load the weapon model before using this 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 32 0652: 26@ = integer_stat 75 0629: change_integer_stat 75 to 0 Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 1, 1, 0)
:PORTAL_247 32@ = 0 wait 0 if or 00E1: player 0 pressed_key 5 00E1: player 0 pressed_key 7 else_jump @PORTAL_334 if 02D8: actor $PLAYER_ACTOR current_weapon == 32 else_jump @PORTAL_320 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 jump @PORTAL_334
:PORTAL_320 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
:PORTAL_334 if and 02D8: actor $PLAYER_ACTOR current_weapon == 32 33@ > 500 00E1: player 0 pressed_key 6 else_jump @PORTAL_373 gosub @PORTAL_951
:PORTAL_373 if and Actor.Driving($PLAYER_ACTOR) 33@ > 500 else_jump @PORTAL_411 0563: set_player $PLAYER_CHAR driveby_ammo_to 0 gosub @PORTAL_951
:PORTAL_411 if not 9@ == 0 else_jump @PORTAL_436 gosub @PORTAL_1922
:PORTAL_436 31@ = 1 if and Object.Exists(10@) Object.Exists(11@) else_jump @PORTAL_471 gosub @PORTAL_4966
:PORTAL_471 32@ = 0 wait 0 if or 00E1: player 0 pressed_key 5 00E1: player 0 pressed_key 7 else_jump @PORTAL_558 if 02D8: actor $PLAYER_ACTOR current_weapon == 32 else_jump @PORTAL_544 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 0 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 jump @PORTAL_558
:PORTAL_544 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1
:PORTAL_558 if and 02D8: actor $PLAYER_ACTOR current_weapon == 32 33@ > 500 00E1: player 0 pressed_key 6 else_jump @PORTAL_597 gosub @PORTAL_951
:PORTAL_597 if and Actor.Driving($PLAYER_ACTOR) 33@ > 500 else_jump @PORTAL_635 0563: set_player $PLAYER_CHAR driveby_ammo_to 0 gosub @PORTAL_951
:PORTAL_635 if not 9@ == 0 else_jump @PORTAL_660 gosub @PORTAL_1922
:PORTAL_660 31@ = 2 if and Object.Exists(10@) Object.Exists(11@) else_jump @PORTAL_695 gosub @PORTAL_4966
:PORTAL_695 30@ = -229907 008B: 30@ = &0(30@,1i) // (int) 0085: 31@ = 30@ // (int) 31@ /= 65536 31@ *= 65536 0062: 30@ -= 31@ // (int) if 30@ == 20559 else_jump @PORTAL_247 30@ = -229908 if &0(30@,1i) == 1381253452 else_jump @PORTAL_247 &0(30@,1i) = 1381253376 03E5: show_text_box 'CHEAT8' // Cheat deactivated if Object.Exists(10@) else_jump @PORTAL_863 Object.Destroy(10@) Object.Destroy(12@) 06D6: disable_racing_checkpoint 14@
:PORTAL_863 if Object.Exists(11@) else_jump @PORTAL_894 Object.Destroy(11@) Object.Destroy(13@) 06D6: disable_racing_checkpoint 15@
:PORTAL_894 Model.Destroy(#TEC9) 082A: set_player $PLAYER_CHAR able_to_use_crouch_button 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 0555: remove_weapon 32 from_actor $PLAYER_ACTOR 0629: change_integer_stat 75 to 26@ Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0) jump @PORTAL_11 end_thread
:PORTAL_951 0A96: 30@ = actor $PLAYER_ACTOR struct 30@ += 1148 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 if not 30@ == 0 else_jump @PORTAL_1016 30@ += 44 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0
:PORTAL_1016 if not 30@ == 0 else_jump @PORTAL_1053 30@ += 8 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0
:PORTAL_1053 if not 30@ == 0 else_jump @PORTAL_1139 if 00E1: player 0 pressed_key 17 else_jump @PORTAL_1102 9@ = 1 gosub @PORTAL_1252
:PORTAL_1102 if or 00E1: player 0 pressed_key 4 00E1: player 0 pressed_key 19 else_jump @PORTAL_1139 9@ = 2 gosub @PORTAL_1252
:PORTAL_1139 if and Actor.Driving($PLAYER_ACTOR) 84C8: not actor $PLAYER_ACTOR driving_flying_vehicle else_jump @PORTAL_1250 if or 00E1: player 0 pressed_key 5 00E1: player 0 pressed_key 7 047A: actor $PLAYER_ACTOR driving_bike else_jump @PORTAL_1250 if 00E1: player 0 pressed_key 17 else_jump @PORTAL_1219 9@ = 1 gosub @PORTAL_1252
:PORTAL_1219 if 00E1: player 0 pressed_key 4 else_jump @PORTAL_1250 9@ = 2 gosub @PORTAL_1252
:PORTAL_1250 return
:PORTAL_1252 if Actor.Driving($PLAYER_ACTOR) else_jump @PORTAL_1536 04C4: store_coords_to 6@ 7@ 8@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 if and 80E1: not player 0 pressed_key 5 80E1: not player 0 pressed_key 7 else_jump @PORTAL_1349 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
:PORTAL_1349 if and 00E1: player 0 pressed_key 5 00E1: player 0 pressed_key 7 else_jump @PORTAL_1401 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
:PORTAL_1401 if and 00E1: player 0 pressed_key 5 80E1: not player 0 pressed_key 7 else_jump @PORTAL_1453 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 1.0 0.0 0.0
:PORTAL_1453 if and 80E1: not player 0 pressed_key 5 00E1: player 0 pressed_key 7 else_jump @PORTAL_1505 04C4: store_coords_to 0@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset -1.0 0.0 0.0
:PORTAL_1505 0063: 0@ -= 6@ // (float) 0063: 1@ -= 7@ // (float) 0063: 2@ -= 8@ // (float) jump @PORTAL_1913
:PORTAL_1536 068D: get_camera_position_to 3@ 4@ 5@ 0A96: 30@ = actor $PLAYER_ACTOR struct 30@ += 1148 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 30@ += 44 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 if not 30@ == 0 else_jump @PORTAL_1706 30@ += 8 if not 30@ == 0 else_jump @PORTAL_1706 0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0 30@ += 48 0A8D: 0@ = read_memory 30@ size 4 virtual_protect 0 30@ += 4 0A8D: 1@ = read_memory 30@ size 4 virtual_protect 0 30@ += 4 0A8D: 2@ = read_memory 30@ size 4 virtual_protect 0
:PORTAL_1706 0063: 0@ -= 3@ // (float) 0063: 1@ -= 4@ // (float) 0063: 2@ -= 5@ // (float) 050A: 30@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 0.0 0.0 0.0 0073: 0@ /= 30@ // (float) 0073: 1@ /= 30@ // (float) 0073: 2@ /= 30@ // (float) 068D: get_camera_position_to 6@ 7@ 8@ Actor.StorePos($PLAYER_ACTOR, 3@, 4@, 5@) 050A: 30@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 3@ 4@ 5@ 30@ += 0.5 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 6@ += 3@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float)
:PORTAL_1913 33@ = 0 return
:PORTAL_1922 0093: 30@ = integer 32@ to_float 30@ *= 0.25 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_2620 31@ = 0
:PORTAL_2060 002D: 32@ >= 31@ // (int) else_jump @PORTAL_2611 0093: 30@ = integer 31@ to_float 30@ *= 0.25 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_2597 31@ += -1 0093: 30@ = integer 31@ to_float 30@ *= 0.25 0087: 31@ = 30@ // (float) 31@ += 0.25 9@ *= -1 9@ += 3
:PORTAL_2263 0035: 31@ >= 30@ // (float) else_jump @PORTAL_2588 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 3@ 4@ 5@ and 6@ 7@ 8@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_2571 if Object.Exists(9@(9@,1i)) else_jump @PORTAL_2466 if 04E6: object 9@(9@,1i) near_point 6@ 7@ 8@ radius 2.0 2.0 2.0 flag 0 else_jump @PORTAL_2466 9@ = 0 return
:PORTAL_2466 9@ *= -1 9@ += 3 30@ += -0.0001 0087: 3@ = 0@ // (float) 0087: 4@ = 1@ // (float) 0087: 5@ = 2@ // (float) 006B: 3@ *= 30@ // (float) 006B: 4@ *= 30@ // (float) 006B: 5@ *= 30@ // (float) 005B: 6@ += 3@ // (float) 005B: 7@ += 4@ // (float) 005B: 8@ += 5@ // (float) gosub @PORTAL_2738 return
:PORTAL_2571 30@ += 0.0001 jump @PORTAL_2263
:PORTAL_2588 9@ = 0 return
:PORTAL_2597 31@ += 1 jump @PORTAL_2060
:PORTAL_2611 9@ = 0 return
:PORTAL_2620 if 9@ == 1 else_jump @PORTAL_2666 04D5: create_corona_at 3@ 4@ 5@ radius 0.2 type 0 flare 0 RGB 0 128 255
:PORTAL_2666 if 9@ == 2 else_jump @PORTAL_2712 04D5: create_corona_at 3@ 4@ 5@ radius 0.2 type 0 flare 0 RGB 255 128 0
:PORTAL_2712 0087: 6@ = 3@ // (float) 0087: 7@ = 4@ // (float) 0087: 8@ = 5@ // (float) return
:PORTAL_2738 0087: 4@ = 0@ // (float) 0087: 5@ = 1@ // (float) gosub @PORTAL_11167 3@ *= -1.0 0087: 17@ = 3@ // (float) 0087: 18@ = 3@ // (float) 0087: 31@ = 3@ // (float) 0087: 4@ = 2@ // (float) 0509: 5@ = distance_between_XY 0@ 1@ and_XY 0.0 0.0 gosub @PORTAL_11167 3@ *= -1.0 0087: 16@ = 3@ // (float) 18@ += -182.5 31@ += 182.5 02F6: 0@ = sine 18@ // (float) 0@ *= 0.025 02F7: 1@ = cosine 18@ // (float) 1@ *= 0.025 2@ = 0.0 005B: 0@ += 6@ // (float) 005B: 1@ += 7@ // (float) 005B: 2@ += 8@ // (float)
:PORTAL_2939 0025: 31@ > 18@ // (float) else_jump @PORTAL_3298 02F6: 3@ = sine 18@ // (float) 3@ *= 0.025 02F7: 4@ = cosine 18@ // (float) 4@ *= 0.025 5@ = 0.0 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 0@ 1@ 2@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_3257 0087: 31@ = 18@ // (float) 18@ += -1.0
:PORTAL_3083 0025: 31@ > 18@ // (float) else_jump @PORTAL_3257 02F6: 3@ = sine 18@ // (float) 3@ *= 0.025 02F7: 4@ = cosine 18@ // (float) 4@ *= 0.025 5@ = 0.0 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 0@ 1@ 2@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_3216 jump @PORTAL_3257
:PORTAL_3216 18@ += 0.1 0087: 0@ = 3@ // (float) 0087: 1@ = 4@ // (float) 0087: 2@ = 5@ // (float) jump @PORTAL_3083
:PORTAL_3257 18@ += 1.0 0087: 0@ = 3@ // (float) 0087: 1@ = 4@ // (float) 0087: 2@ = 5@ // (float) jump @PORTAL_2939
:PORTAL_3298 18@ += 90.0 16@ *= -1.0 0087: 31@ = 16@ // (float) 16@ += -92.5 31@ += 272.5 02F6: 0@ = sine 18@ // (float) 0@ *= 0.025 02F7: 1@ = cosine 18@ // (float) 1@ *= 0.025 02F6: 2@ = sine 16@ // (float) 006B: 0@ *= 2@ // (float) 006B: 1@ *= 2@ // (float) 02F7: 2@ = cosine 16@ // (float) 2@ *= 0.025 005B: 0@ += 6@ // (float) 005B: 1@ += 7@ // (float) 005B: 2@ += 8@ // (float)
:PORTAL_3448 0025: 31@ > 16@ // (float) else_jump @PORTAL_3871 02F6: 3@ = sine 18@ // (float) 3@ *= 0.025 02F7: 4@ = cosine 18@ // (float) 4@ *= 0.025 02F6: 5@ = sine 16@ // (float) 006B: 3@ *= 5@ // (float) 006B: 4@ *= 5@ // (float) 02F7: 5@ = cosine 16@ // (float) 5@ *= 0.025 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 0@ 1@ 2@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_3830 0087: 31@ = 16@ // (float) 16@ += -1.0
:PORTAL_3624 0025: 31@ > 16@ // (float) else_jump @PORTAL_3830 02F6: 3@ = sine 18@ // (float) 3@ *= 0.025 02F7: 4@ = cosine 18@ // (float) 4@ *= 0.025 02F6: 5@ = sine 16@ // (float) 006B: 3@ *= 5@ // (float) 006B: 4@ *= 5@ // (float) 02F7: 5@ = cosine 16@ // (float) 5@ *= 0.025 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) if 86BD: not no_obstacles_between 0@ 1@ 2@ and 3@ 4@ 5@ solid 1 car 0 actor 0 object 0 particle 0 else_jump @PORTAL_3789 jump @PORTAL_3830
:PORTAL_3789 16@ += 0.1 0087: 0@ = 3@ // (float) 0087: 1@ = 4@ // (float) 0087: 2@ = 5@ // (float) jump @PORTAL_3624
:PORTAL_3830 16@ += 1.0 0087: 0@ = 3@ // (float) 0087: 1@ = 4@ // (float) 0087: 2@ = 5@ // (float) jump @PORTAL_3448
:PORTAL_3871 18@ *= -1.0 16@ *= -1.0 16@ += -270.0 02F7: 30@ = cosine 16@ // (float) if 0.0 > 30@ else_jump @PORTAL_3950 16@ *= -1.0 18@ += -180.0
:PORTAL_3950 if and 16@ >= -362.5 -357.5 >= 16@ else_jump @PORTAL_4009 16@ = 0.0 0087: 18@ = 17@ // (float) 18@ *= -1.0
:PORTAL_4009 if and 16@ >= -182.5 -172.5 >= 16@ else_jump @PORTAL_4078 16@ = 180.0 0087: 18@ = 17@ // (float) 18@ *= -1.0 18@ += 180.0
:PORTAL_4078 if and 16@ >= -2.5 2.5 >= 16@ else_jump @PORTAL_4137 16@ = 0.0 0087: 18@ = 17@ // (float) 18@ *= -1.0
:PORTAL_4137 if and 16@ >= 172.5 182.5 >= 16@ else_jump @PORTAL_4206 16@ = 180.0 0087: 18@ = 17@ // (float) 18@ *= -1.0 18@ += 180.0
:PORTAL_4206 if and 16@ >= 357.5 362.5 >= 16@ else_jump @PORTAL_4265 16@ = 0.0 0087: 18@ = 17@ // (float) 18@ *= -1.0
:PORTAL_4265 if Object.Exists(9@(9@,1i)) else_jump @PORTAL_4312 Object.Destroy(9@(9@,1i)) Object.Destroy(11@(9@,1i)) 06D6: disable_racing_checkpoint 13@(9@,1i)
:PORTAL_4312 16@ += 90.0 17@ += 180.0 9@(9@,1i) = Object.Create(#TEC9, 6@, 7@, 8@) 11@(9@,1i) = Object.Create(#TEC9, 0.0, 0.0, 0.0) 0453: set_object 9@(9@,1i) XY_rotation 16@ 180.0 angle 18@ 0453: set_object 11@(9@,1i) XY_rotation 16@ 18@ angle 180.0 0750: set_object 9@(9@,1i) visibility 0 0750: set_object 11@(9@,1i) visibility 0 Object.CollisionDetection(9@(9@,1i)) = False Object.CollisionDetection(11@(9@,1i)) = False Object.SetImmunities(9@(9@,1i), 1, 1, 1, 1, 1) Object.SetImmunities(11@(9@,1i), 1, 1, 1, 1, 1) Object.KeepInMemory(9@(9@,1i)) = True Object.KeepInMemory(11@(9@,1i)) = True 0400: store_coords_to 0@ 1@ 2@ from_object 9@(9@,1i) with_offset 0.0 100.0 0.0 06D5: 13@(9@,1i) = create_racing_checkpoint_at 6@ 7@ 8@ point_to 0@ 1@ 2@ type 3 radius 1.0 0A8D: 0@ = read_memory 13103464 size 4 virtual_protect 0 0A8D: 1@ = read_memory 13103468 size 4 virtual_protect 0 0A8D: 2@ = read_memory 13103472 size 4 virtual_protect 0 if and 0045: 0@ == 6@ // (float) 0045: 1@ == 7@ // (float) 0045: 2@ == 8@ // (float) else_jump @PORTAL_4736 if 9@ == 1 else_jump @PORTAL_4702 0A8C: write_memory 13103456 size 4 value -1056997376 virtual_protect 0
:PORTAL_4702 if 9@ == 2 else_jump @PORTAL_4736 0A8C: write_memory 13103456 size 4 value -1073708801 virtual_protect 0
:PORTAL_4736 0A8D: 0@ = read_memory 13103520 size 4 virtual_protect 0 0A8D: 1@ = read_memory 13103524 size 4 virtual_protect 0 0A8D: 2@ = read_memory 13103528 size 4 virtual_protect 0 if and 0045: 0@ == 6@ // (float) 0045: 1@ == 7@ // (float) 0045: 2@ == 8@ // (float) else_jump @PORTAL_4881 if 9@ == 1 else_jump @PORTAL_4847 0A8C: write_memory 13103512 size 4 value -1056997376 virtual_protect 0
:PORTAL_4847 if 9@ == 2 else_jump @PORTAL_4881 0A8C: write_memory 13103512 size 4 value -1073708801 virtual_protect 0
:PORTAL_4881 if 9@ == 1 else_jump @PORTAL_4919 018C: play_sound 1052 at 0.0 0.0 0.0
:PORTAL_4919 if 9@ == 2 else_jump @PORTAL_4957 018C: play_sound 1054 at 0.0 0.0 0.0
:PORTAL_4957 9@ = 0 return
:PORTAL_4966 30@ = 1 27@ = 0
:PORTAL_4980 0085: 25@ = 27@ // (int) 28@ = 0
:PORTAL_4995 if Actor.Defined(25@) else_jump @PORTAL_5041 if not Actor.Driving(25@) else_jump @PORTAL_5041 gosub @PORTAL_5350 jump @PORTAL_5069
:PORTAL_5041 25@ += 1 28@ += 1 28@ > 127 else_jump @PORTAL_4995
:PORTAL_5069 27@ += 256 27@ > 35584 else_jump @PORTAL_4980 30@ = 2 27@ = 0
:PORTAL_5108 0085: 25@ = 27@ // (int) 28@ = 0
:PORTAL_5123 if Car.Defined(25@) else_jump @PORTAL_5153 gosub @PORTAL_5350 jump @PORTAL_5181
:PORTAL_5153 25@ += 1 28@ += 1 28@ > 127 else_jump @PORTAL_5123
:PORTAL_5181 27@ += 256 27@ > 27904 else_jump @PORTAL_5108 30@ = 3 27@ = 0
:PORTAL_5218 0085: 25@ = 27@ // (int) 28@ = 0
:PORTAL_5233 if and Object.Exists(25@) 803B: not 10@ == 25@ // (int) 803B: not 11@ == 25@ // (int) 803B: not 12@ == 25@ // (int) 803B: not 13@ == 25@ // (int) else_jump @PORTAL_5295 gosub @PORTAL_5350 jump @PORTAL_5323
:PORTAL_5295 25@ += 1 28@ += 1 28@ > 127 else_jump @PORTAL_5233
:PORTAL_5323 27@ += 256 27@ > 89344 else_jump @PORTAL_5218 return
:PORTAL_5350 if 30@ == 1 else_jump @PORTAL_5397 04C4: store_coords_to 19@ 20@ 21@ from_actor 25@ with_offset 0.0 0.0 0.0
:PORTAL_5397 if 30@ == 2 else_jump @PORTAL_5444 0407: store_coords_to 19@ 20@ 21@ from_car 25@ with_offset 0.0 0.0 0.0
:PORTAL_5444 if 30@ == 3 else_jump @PORTAL_5491 0400: store_coords_to 19@ 20@ 21@ from_object 25@ with_offset 0.0 0.0 0.0
:PORTAL_5491 Object.StorePos(9@(31@,1i), 19@, 20@, 21@) if 04E6: object 9@(31@,1i) near_point 19@ 20@ 21@ radius 10.0 10.0 10.0 flag 0 0AA1: return_if_false if 30@ == 1 else_jump @PORTAL_5582 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@
:PORTAL_5582 if 30@ == 2 else_jump @PORTAL_5614 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@
:PORTAL_5614 if 30@ == 3 else_jump @PORTAL_5646 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@
:PORTAL_5646 18@ += -1.0 0400: store_coords_to 16@ 18@ 17@ from_object 11@(31@,1i) with_offset 16@ 18@ 17@ if 0.0 > 17@ 0AA1: return_if_false if 30@ == 1 else_jump @PORTAL_5753 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 0.0 0.0 0.0 gosub @PORTAL_7995
:PORTAL_5753 if 30@ == 2 else_jump @PORTAL_5807 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 0.0 0.0 0.0 gosub @PORTAL_7995
:PORTAL_5807 if 30@ == 3 else_jump @PORTAL_5861 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 0.0 0.0 0.0 gosub @PORTAL_7995
:PORTAL_5861 0509: 17@ = distance_between_XY 16@ 18@ and_XY 0.0 0.0 if not 30@ == 2 else_jump @PORTAL_5923 if 2.0 > 17@ 0AA1: return_if_false jump @PORTAL_5939
:PORTAL_5923 if 1.0 > 17@ 0AA1: return_if_false
:PORTAL_5939 if 30@ == 1 else_jump @PORTAL_6588 0665: get_actor 25@ model_to 5@ 07E4: get_model 5@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 19@ 20@ 21@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 19@ 20@ 24@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 19@ 23@ 21@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 19@ 23@ 24@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 22@ 20@ 21@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 22@ 20@ 24@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 22@ 23@ 21@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 22@ 23@ 24@ 083D: get_actor 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888
:PORTAL_6588 if 30@ == 2 else_jump @PORTAL_7237 5@ = Car.Model(25@) 07E4: get_model 5@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 19@ 20@ 21@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -1.0 not 4.0 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 19@ 20@ 24@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 19@ 23@ 21@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -1.0 not 4.0 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 19@ 23@ 24@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 22@ 20@ 21@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -1.0 not 4.0 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 22@ 20@ 24@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 22@ 23@ 21@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -1.0 not 4.0 > 17@ else_jump @PORTAL_7888 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 22@ 23@ 24@ 06A2: get_car 25@ velocity_in_direction_XYZ 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888
:PORTAL_7237 if 30@ == 3 else_jump @PORTAL_7886 5@ = Object.Model(25@) 07E4: get_model 5@ dimensions_cornerA_to 19@ 20@ 21@ dimensions_cornerB_to 22@ 23@ 24@ 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 19@ 20@ 21@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 19@ 20@ 24@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 19@ 23@ 21@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 19@ 23@ 24@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 22@ 20@ 21@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 22@ 20@ 24@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 22@ 23@ 21@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 22@ 23@ 24@ 059F: get_object 25@ velocity_in_direction 16@ 17@ 18@ gosub @PORTAL_7929 if or not 17@ > -0.5 not 0.5 > 17@ else_jump @PORTAL_7888
:PORTAL_7886 return
:PORTAL_7888 if 30@ == 2 else_jump @PORTAL_7920 04FE: deflate_tire 5 on_car 25@ 0699: set_car 25@ repair_tire 5
:PORTAL_7920 gosub @PORTAL_8081 return
:PORTAL_7929 0093: 29@ = integer 32@ to_float 29@ *= 0.0035 006B: 16@ *= 29@ // (float) 006B: 17@ *= 29@ // (float) 006B: 18@ *= 29@ // (float) 005B: 3@ += 16@ // (float) 005B: 4@ += 17@ // (float) 005B: 5@ += 18@ // (float)
:PORTAL_7995 0400: store_coords_to 16@ 17@ 18@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 0063: 16@ -= 3@ // (float) 0063: 17@ -= 4@ // (float) 0063: 18@ -= 5@ // (float) 0400: store_coords_to 16@ 18@ 17@ from_object 11@(31@,1i) with_offset 16@ 18@ 17@ return
:PORTAL_8081 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 if 30@ == 1 else_jump @PORTAL_8161 04C4: store_coords_to 16@ 17@ 18@ from_actor 25@ with_offset 0.0 0.0 0.0
:PORTAL_8161 if 30@ == 2 else_jump @PORTAL_8208 0407: store_coords_to 16@ 17@ 18@ from_car 25@ with_offset 0.0 0.0 0.0
:PORTAL_8208 if 30@ == 3 else_jump @PORTAL_8255 0400: store_coords_to 16@ 17@ 18@ from_object 25@ with_offset 0.0 0.0 0.0
:PORTAL_8255 0063: 19@ -= 16@ // (float) 0063: 20@ -= 17@ // (float) 0063: 21@ -= 18@ // (float) 0400: store_coords_to 0@ 2@ 1@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 0@ *= -1.0 1@ *= -1.0 2@ *= -1.0 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 if 30@ == 1 else_jump @PORTAL_8416 04C4: store_coords_to 16@ 17@ 18@ from_actor 25@ with_offset 0.0 1.0 0.0
:PORTAL_8416 if 30@ == 2 else_jump @PORTAL_8463 0407: store_coords_to 16@ 17@ 18@ from_car 25@ with_offset 0.0 1.0 0.0
:PORTAL_8463 if 30@ == 3 else_jump @PORTAL_8510 0400: store_coords_to 16@ 17@ 18@ from_object 25@ with_offset 0.0 1.0 0.0
:PORTAL_8510 0063: 19@ -= 16@ // (float) 0063: 20@ -= 17@ // (float) 0063: 21@ -= 18@ // (float) 0400: store_coords_to 19@ 21@ 20@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 19@ *= -1.0 20@ *= 1.0 21@ *= -1.0 0063: 19@ -= 0@ // (float) 0063: 20@ -= 1@ // (float) 0063: 21@ -= 2@ // (float) 0087: 4@ = 19@ // (float) 0087: 5@ = 20@ // (float) gosub @PORTAL_11167 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 if 30@ == 1 else_jump @PORTAL_8718 04C4: store_coords_to 16@ 17@ 18@ from_actor 25@ with_offset 0.0 0.0 1.0
:PORTAL_8718 if 30@ == 2 else_jump @PORTAL_8765 0407: store_coords_to 16@ 17@ 18@ from_car 25@ with_offset 0.0 0.0 1.0
:PORTAL_8765 if 30@ == 3 else_jump @PORTAL_8812 0400: store_coords_to 16@ 17@ 18@ from_object 25@ with_offset 0.0 0.0 1.0
:PORTAL_8812 0063: 19@ -= 16@ // (float) 0063: 20@ -= 17@ // (float) 0063: 21@ -= 18@ // (float) 0400: store_coords_to 19@ 21@ 20@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 19@ *= -1.0 20@ *= -1.0 21@ *= -1.0 0063: 19@ -= 0@ // (float) 0063: 20@ -= 1@ // (float) 0063: 21@ -= 2@ // (float) 0087: 18@ = 3@ // (float) 18@ += -90.0 0087: 16@ = 19@ // (float) 0087: 17@ = 20@ // (float) 02F6: 4@ = sine 18@ // (float) 02F7: 5@ = cosine 18@ // (float) 006B: 16@ *= 5@ // (float) 006B: 17@ *= 5@ // (float) 006B: 19@ *= 4@ // (float) 006B: 20@ *= 4@ // (float) 17@ *= -1.0 005B: 19@ += 17@ // (float) 005B: 20@ += 16@ // (float) 0087: 18@ = 3@ // (float) 0087: 4@ = 20@ // (float) 0087: 5@ = 21@ // (float) gosub @PORTAL_11167 0087: 16@ = 3@ // (float) 16@ *= -1.0 16@ += 360.0 0087: 4@ = 19@ // (float) 0509: 5@ = distance_between_XY 20@ 21@ and_XY 0.0 0.0 gosub @PORTAL_11167 0087: 17@ = 3@ // (float) 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 if 30@ == 1 else_jump @PORTAL_9208 04C4: store_coords_to 3@ 4@ 5@ from_actor 25@ with_offset 0.0 0.0 0.0
:PORTAL_9208 if 30@ == 2 else_jump @PORTAL_9255 0407: store_coords_to 3@ 4@ 5@ from_car 25@ with_offset 0.0 0.0 0.0
:PORTAL_9255 if 30@ == 3 else_jump @PORTAL_9302 0400: store_coords_to 3@ 4@ 5@ from_object 25@ with_offset 0.0 0.0 0.0
:PORTAL_9302 0063: 19@ -= 3@ // (float) 0063: 20@ -= 4@ // (float) 0063: 21@ -= 5@ // (float) 0400: store_coords_to 3@ 5@ 4@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 3@ *= -1.0 4@ *= -1.0 5@ *= -1.0 18@ += 180.0 if 30@ == 1 else_jump @PORTAL_9497 18@ = Actor.Angle(25@) 16@ = Object.Angle(9@(31@,1i)) 31@ *= -1 31@ += 3 17@ = Object.Angle(9@(31@,1i)) 31@ *= -1 31@ += 3 0063: 18@ -= 16@ // (float) 005B: 18@ += 17@ // (float) 18@ += 180.0
:PORTAL_9497 if 30@ == 1 else_jump @PORTAL_9556 083D: get_actor 25@ velocity_in_direction_XYZ 19@ 20@ 21@ 0619: enable_actor 25@ collision_detection 0 083C: set_actor 25@ velocity_in_direction_XYZ 0.0 0.0 0.0
:PORTAL_9556 if 30@ == 2 else_jump @PORTAL_9650 06A2: get_car 25@ velocity_in_direction_XYZ 19@ 20@ 21@ 099A: set_car 25@ collision_detection 0 07D5: set_car 25@ velocity_in_direction_XYZ 0.0 0.0 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 07DB: set_car 25@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass
:PORTAL_9650 if 30@ == 3 else_jump @PORTAL_9729 059F: get_object 25@ velocity_in_direction 19@ 20@ 21@ Object.CollisionDetection(25@) = False Object.Throw(25@, 0.0, 0.0, 0.0) 05A2: set_object 25@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass
:PORTAL_9729 0400: store_coords_to 19@ 21@ 20@ from_object 11@(31@,1i) with_offset 19@ 21@ 20@ 19@ *= -1.0 20@ *= -1.0 20@ += 2.5 31@ *= -1 31@ += 3 if 30@ == 1 else_jump @PORTAL_10370 if 003C: $PLAYER_ACTOR == 25@ // (int) else_jump @PORTAL_10018 31@ *= -1 31@ += 3 0400: store_coords_to 6@ 7@ 8@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 068D: get_camera_position_to 0@ 1@ 2@ 0063: 6@ -= 0@ // (float) 0063: 7@ -= 1@ // (float) 0063: 8@ -= 2@ // (float) 0400: store_coords_to 0@ 2@ 1@ from_object 11@(31@,1i) with_offset 6@ 8@ 7@ 2@ *= -1.0 31@ *= -1 31@ += 3 005B: 0@ += 3@ // (float) 005B: 1@ += 4@ // (float) 005B: 2@ += 5@ // (float) 005B: 0@ += 3@ // (float) 005B: 1@ += 4@ // (float) 005B: 2@ += 5@ // (float)
:PORTAL_10018 0470: 24@ = actor 25@ current_weapon 0400: store_coords_to 3@ 4@ 5@ from_object 9@(31@,1i) with_offset 3@ 4@ 5@ 0A96: 0@ = actor 25@ struct 0@ += 20 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 0@ += 48 0A8C: write_memory 0@ size 4 value 3@ virtual_protect 0 0@ += 4 0A8C: write_memory 0@ size 4 value 4@ virtual_protect 0 0@ += 4 0A8C: write_memory 0@ size 4 value 5@ virtual_protect 0 Actor.Angle(25@) = 18@ 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 19@ 20@ 21@ 0400: store_coords_to 3@ 4@ 5@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 0063: 19@ -= 3@ // (float) 0063: 20@ -= 4@ // (float) 0063: 21@ -= 5@ // (float) 0619: enable_actor 25@ collision_detection 1 083C: set_actor 25@ velocity_in_direction_XYZ 19@ 20@ 21@ if 003C: $PLAYER_ACTOR == 25@ // (int) else_jump @PORTAL_10370 0400: store_coords_to 0@ 1@ 2@ from_object 9@(31@,1i) with_offset 0@ 1@ 2@ Camera.SetPosition(0@, 1@, 2@, 0.0, 0.0, 0.0) 04C4: store_coords_to 0@ 1@ 2@ from_actor 25@ with_offset 0.0 0.0 0.5 Camera.PointAt(0@, 1@, 2@, 2) wait 0 Camera.Restore
:PORTAL_10370 if 30@ == 2 else_jump @PORTAL_10926 if Actor.InCar($PLAYER_ACTOR, 25@) else_jump @PORTAL_10584 31@ *= -1 31@ += 3 0407: store_coords_to 6@ 7@ 8@ from_car 25@ with_offset 0.0 0.0 0.0 068D: get_camera_position_to 0@ 1@ 2@ 0063: 6@ -= 0@ // (float) 0063: 7@ -= 1@ // (float) 0063: 8@ -= 2@ // (float) 0400: store_coords_to 0@ 2@ 1@ from_object 11@(31@,1i) with_offset 6@ 8@ 7@ 2@ *= -1.0 31@ *= -1 31@ += 3 005B: 0@ += 3@ // (float) 005B: 1@ += 4@ // (float) 005B: 2@ += 5@ // (float) 005B: 0@ += 3@ // (float) 005B: 1@ += 4@ // (float) 005B: 2@ += 5@ // (float)
:PORTAL_10584 0939: attach_car 25@ to_object 9@(31@,1i) with_offset 3@ 4@ 5@ rotation 16@ 17@ 18@ 0684: detach_car 25@ 0.0 0.0 0.0 collision_detection 1 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 19@ 20@ 21@ 0400: store_coords_to 3@ 4@ 5@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 0063: 19@ -= 3@ // (float) 0063: 20@ -= 4@ // (float) 0063: 21@ -= 5@ // (float) 19@ *= 0.015 20@ *= 0.015 21@ *= 0.015 099A: set_car 25@ collision_detection 1 07D5: set_car 25@ velocity_in_direction_XYZ 19@ 20@ 21@ rotation_velocitiesXY 0.0 0.0 unk 0.0 07DB: set_car 25@ rotation_velocity_XYZ 0.0 0.0 0.0 through_center_of_mass if Actor.InCar($PLAYER_ACTOR, 25@) else_jump @PORTAL_10926 0400: store_coords_to 0@ 1@ 2@ from_object 9@(31@,1i) with_offset 0@ 1@ 2@ Camera.SetPosition(0@, 1@, 2@, 0.0, 0.0, 0.0) 0407: store_coords_to 0@ 1@ 2@ from_car 25@ with_offset 0.0 0.0 1.0 Camera.PointAt(0@, 1@, 2@, 2) wait 0 Camera.Restore
:PORTAL_10926 if 30@ == 3 else_jump @PORTAL_11131 16@ += 180.0 069A: attach_object 25@ to_object 9@(31@,1i) with_offset 3@ 4@ 5@ rotation 16@ 17@ 18@ 0682: detach_object 25@ 0.0 0.0 0.0 collision_detection 1 0400: store_coords_to 19@ 20@ 21@ from_object 9@(31@,1i) with_offset 19@ 20@ 21@ 0400: store_coords_to 3@ 4@ 5@ from_object 9@(31@,1i) with_offset 0.0 0.0 0.0 0063: 19@ -= 3@ // (float) 0063: 20@ -= 4@ // (float) 0063: 21@ -= 5@ // (float) Object.CollisionDetection(25@) = True Object.Throw(25@, 19@, 20@, 21@) 05A2: set_object 25@ rotation_velocity_about_an_axis 0.0 0.0 0.0 through_center_of_mass
:PORTAL_11131 31@ *= -1 31@ += 3 018C: play_sound 1150 at 0.0 0.0 0.0 return
:PORTAL_11167 0509: 3@ = distance_between_XY 4@ 5@ and_XY 0.0 0.0 0073: 4@ /= 3@ // (float) 0073: 5@ /= 3@ // (float) 0509: 3@ = distance_between_XY 4@ 5@ and_XY 0.0 1.0 24@ = 0
:PORTAL_11232 3@ /= 2.0 006B: 3@ *= 3@ // (float) 0087: 5@ = 3@ // (float) 3@ *= -1.0 3@ += 1.0 01FB: 3@ = square_root 3@ 3@ *= -1.0 3@ += 1.0 006B: 3@ *= 3@ // (float) 005B: 3@ += 5@ // (float) 01FB: 3@ = square_root 3@ 24@ += 1 24@ > 15 else_jump @PORTAL_11232 3@ *= 65536.0 3@ *= 180.0 3@ /= 3.141593 if 4@ > 0.0 else_jump @PORTAL_11422 3@ *= -1.0 3@ += 360.0
:PORTAL_11422 return
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UNRATED69  |
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suck my hammer

Group: Leone Family Mafia
Joined: May 20, 2010


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UNRATED69  |
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suck my hammer

Group: Leone Family Mafia
Joined: May 20, 2010


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| QUOTE (Your_Girlfriend @ Friday, Aug 17 2012, 15:55) | So I should put everything to zero? Because as I said I'm a noob about modding. |
No, changing them all to zero would make it even more inaccurate. The first of the numbers, the 0.3, is the X offset from the player that portal is calculated from. Decreasing the number will move the portal to the left, while increasing it will move it to the right. The last number, 0.7, is the Z offset, and controls the up and down position of the portal. Increasing it will move it up, and decreasing it will move it down. I chose those numbers because that seemed to make it just as accurate as the original for me, but if it seems inaccurate to you then changing the first and last numbers according to what I said above will allow to to fix it. @SamJohnson- Changing weapon.dat/the weapon models would have no effect, as the original code checked for the animation of the Tec-9, and wouldn't work otherwise. So editing the code was required to do what was requested.
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