// 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 'GGA' wait 1000 25@ = 0 26@ = 0 :GGA_30 wait 0 if Player.Defined($PLAYER_CHAR) jf @GGA_30 077E: get_active_interior_to 20@ if and 09E7: player $PLAYER_CHAR not_frozen 20@ == 0 0AB0: key_pressed 107 26@ == 0 jf @GGA_30 if 25@ == 0 jf @GGA_1531 26@ = 1 Model.Load(#SANDKING) Model.Load(#CELLPHONE) Model.Load(#FAM1) Model.Load(#FAM2) Model.Load(#FAM3) Model.Load(#MICRO_UZI) Model.Load(#AK47) Model.Load(#MINIGUN) 06E9: load_car_component #NTO_B_S 023C: load_special_actor 'ogloc' as 1 // models 290-299 :GGA_174 if or 823D: not special_actor 1 loaded not Model.Available(#MICRO_UZI) not Model.Available(#AK47) not Model.Available(#MINIGUN) not Model.Available(#CELLPHONE) jf @GGA_233 023C: load_special_actor 'ogloc' as 1 // models 290-299 wait 0 jump @GGA_174 :GGA_233 wait 0 if and Model.Available(#FAM1) Model.Available(#FAM2) Model.Available(#FAM3) Model.Available(#SANDKING) 06EA: car_component #NTO_B_S available jf @GGA_233 24@ = 9000000000 33@ = 0 25@ = 1 :GGA_301 wait 0 if Player.Defined($PLAYER_CHAR) jf @GGA_301 24@ = 9000000000 0062: 24@ -= 33@ // (int) if 24@ > 0 jf @GGA_1446 24@ /= 1000 03F0: enable_text_draw 1 033F: set_text_draw_letter_size 0.6 2.5 045A: draw_text_1number 550.0 120.0 GXT 'NUMBER' number 24@ // ~1~ 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -800.0 -800.0 0.0 04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 800.0 800.0 0.0 053E: 0@ = get_random_car_with_model -1 in_rectangle_cornerA 11@ 12@ cornerB 14@ 15@ if not 0@ == -1 jf @GGA_301 0407: store_coords_to 17@ 18@ 19@ from_car 0@ with_offset 0.0 0.0 0.0 10@ = Car.Angle(0@) 1@ = Car.Create(#SANDKING, 17@, 18@, 19@) Car.Angle(1@) = 10@ 0229: set_car 1@ primary_color_to 1 secondary_color_to 6 06E7: 7@ = add_car_component #NTO_B_S to_car 1@ 0129: 2@ = create_actor_pedtype 8 model #SPECIAL01 in_car 1@ driverseat 01C8: 3@ = create_actor_pedtype 8 model #FAM1 in_car 1@ passenger_seat 0 01C8: 4@ = create_actor_pedtype 8 model #FAM2 in_car 1@ passenger_seat 1 01C8: 5@ = create_actor_pedtype 8 model #FAM3 in_car 1@ passenger_seat 2 0446: set_actor 2@ immune_to_headshots 1 0446: set_actor 3@ immune_to_headshots 1 0446: set_actor 4@ immune_to_headshots 1 0446: set_actor 5@ immune_to_headshots 1 Car.Destroy(0@) 26@ = 0 9@ = Marker.CreateAboveActor(2@) 01B2: give_actor 2@ weapon 34 ammo 99999 // Load the weapon model before using this 01B2: give_actor 3@ weapon 30 ammo 99999 // Load the weapon model before using this 01B2: give_actor 4@ weapon 26 ammo 99999 // Load the weapon model before using this 01B2: give_actor 5@ weapon 30 ammo 99999 // Load the weapon model before using this Actor.WeaponAccuracy(2@) = 100 Actor.WeaponAccuracy(3@) = 100 Actor.WeaponAccuracy(4@) = 100 Actor.WeaponAccuracy(5@) = 100 Actor.Health(2@) = 3000 Actor.Health(3@) = 1000 Actor.Health(4@) = 1000 Actor.Health(5@) = 1000 wait 1000 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) Car.SetSpeedInstantly(1@, 30.0) Car.SetDriverBehaviour(1@, FollowRoad) 00AE: set_car 1@ traffic_behaviour_to 2 Model.Destroy(#SANDKING) Model.Destroy(#CELLPHONE) Model.Destroy(#MINIGUN) Model.Destroy(#FAM1) Model.Destroy(#FAM2) Model.Destroy(#FAM3) Model.Destroy(#SAWNOFF) Model.Destroy(#MINIGUN) 06EB: release_car_component #NTO_B_S 0296: unload_special_actor 1 Car.SetImmunities(1@, 1, 1, 1, 1, 1) :GGA_912 wait 0 if Player.Defined($PLAYER_CHAR) jf @GGA_1362 077E: get_active_interior_to 20@ 24@ = 9000000000 0062: 24@ -= 33@ // (int) if and 09E7: player $PLAYER_CHAR not_frozen 20@ == 0 not Car.Wrecked(1@) 81F4: not car 1@ flipped 8AB0: not key_pressed 107 24@ > 0 jf @GGA_1362 24@ /= 1000 03F0: enable_text_draw 1 033F: set_text_draw_letter_size 0.6 2.5 045A: draw_text_1number 550.0 120.0 GXT 'NUMBER' number 24@ // ~1~ if 0202: actor $PLAYER_ACTOR near_car 1@ radius 10.0 10.0 flag 0 jf @GGA_1119 Car.SetMaxSpeed(1@, 250.0) wait 0 0633: AS_actor 2@ exit_car 0633: AS_actor 3@ exit_car 0633: AS_actor 4@ exit_car 0633: AS_actor 5@ exit_car jump @GGA_1362 :GGA_1119 if 0202: actor $PLAYER_ACTOR near_car 1@ radius 50.0 50.0 flag 0 jf @GGA_1200 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) jump @GGA_912 :GGA_1200 if 0202: actor $PLAYER_ACTOR near_car 1@ radius 100.0 100.0 flag 0 jf @GGA_1281 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) jump @GGA_912 :GGA_1281 if 0202: actor $PLAYER_ACTOR near_car 1@ radius 300.0 300.0 flag 0 jf @GGA_912 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) jump @GGA_912 :GGA_1362 03F0: enable_text_draw 0 33@ = 0 24@ = 0 6@ = 0 7@ = 0 Marker.Disable(9@) Actor.RemoveReferences(2@) Actor.RemoveReferences(3@) Actor.RemoveReferences(4@) Actor.RemoveReferences(5@) Car.SetImmunities(1@, 0, 0, 0, 0, 0) Car.RemoveReferences(1@) jump @GGA_30 :GGA_1446 03F0: enable_text_draw 0 33@ = 0 24@ = 0 Model.Destroy(#SANDKING) Model.Destroy(#CELLPHONE) Model.Destroy(#AK47) Model.Destroy(#FAM1) Model.Destroy(#FAM2) Model.Destroy(#FAM3) Model.Destroy(#SAWNOFF) Model.Destroy(#MINIGUN) 06EB: release_car_component #NTO_B_S 0296: unload_special_actor 1 26@ = 0 jump @GGA_30 :GGA_1531 wait 0 if Player.Defined($PLAYER_CHAR) jf @GGA_1531 077E: get_active_interior_to 20@ if and 09E7: player $PLAYER_CHAR not_frozen 20@ == 0 0AB0: key_pressed 107 jf @GGA_1531 if 25@ == 1 jf @GGA_2980 26@ = 1 Model.Load(#SANDKING) Model.Load(#CELLPHONE) Model.Load(#FAM1) Model.Load(#FAM2) Model.Load(#FAM3) Model.Load(#DESERT_EAGLE) Model.Load(#MINIGUN) Model.Load(#SAWNOFF) 023C: load_special_actor 'sweet' as 2 // models 290-299 :GGA_1663 if or 823D: not special_actor 2 loaded not Model.Available(#DESERT_EAGLE) not Model.Available(#MINIGUN) not Model.Available(#SAWNOFF) jf @GGA_1717 023C: load_special_actor 'sweet' as 2 // models 290-299 wait 0 jump @GGA_1663 :GGA_1717 wait 0 if and Model.Available(#FAM1) Model.Available(#FAM2) Model.Available(#FAM3) Model.Available(#SANDKING) Model.Available(#CELLPHONE) jf @GGA_1717 25@ = 3 27@ = 9000000000 33@ = 0 :GGA_1785 wait 0 if Player.Defined($PLAYER_CHAR) jf @GGA_1785 27@ = 9000000000 0062: 27@ -= 33@ // (int) if 27@ > 0 jf @GGA_2900 27@ /= 1000 03F0: enable_text_draw 1 033F: set_text_draw_letter_size 0.6 2.5 045A: draw_text_1number 550.0 120.0 GXT 'NUMBER' number 27@ // ~1~ 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -800.0 -800.0 0.0 04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 800.0 800.0 0.0 053E: 0@ = get_random_car_with_model -1 in_rectangle_cornerA 11@ 12@ cornerB 14@ 15@ if not 0@ == -1 jf @GGA_1785 0407: store_coords_to 17@ 18@ 19@ from_car 0@ with_offset 0.0 0.0 0.0 10@ = Car.Angle(0@) 1@ = Car.Create(#SANDKING, 17@, 18@, 19@) Car.Angle(1@) = 10@ 0229: set_car 1@ primary_color_to 0 secondary_color_to 17 0129: 2@ = create_actor_pedtype 8 model #SPECIAL02 in_car 1@ driverseat 01C8: 3@ = create_actor_pedtype 8 model #FAM1 in_car 1@ passenger_seat 0 01C8: 4@ = create_actor_pedtype 8 model #FAM2 in_car 1@ passenger_seat 1 01C8: 5@ = create_actor_pedtype 8 model #FAM3 in_car 1@ passenger_seat 2 0446: set_actor 2@ immune_to_headshots 1 0446: set_actor 3@ immune_to_headshots 1 0446: set_actor 4@ immune_to_headshots 1 0446: set_actor 5@ immune_to_headshots 1 Car.Destroy(0@) 26@ = 0 01B2: give_actor 2@ weapon 34 ammo 99999 // Load the weapon model before using this 01B2: give_actor 3@ weapon 30 ammo 99999 // Load the weapon model before using this 01B2: give_actor 4@ weapon 26 ammo 99999 // Load the weapon model before using this 01B2: give_actor 5@ weapon 30 ammo 99999 // Load the weapon model before using this Actor.WeaponAccuracy(2@) = 100 Actor.WeaponAccuracy(3@) = 100 Actor.WeaponAccuracy(4@) = 100 Actor.WeaponAccuracy(5@) = 100 Actor.Health(2@) = 1000 Actor.Health(3@) = 1000 Actor.Health(4@) = 1000 Actor.Health(5@) = 1000 081A: set_actor 2@ weapon_skill_to 2 9@ = Marker.CreateAboveActor(2@) wait 1000 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) Car.SetSpeedInstantly(1@, 20.0) Car.SetDriverBehaviour(1@, FollowRoad) 00AE: set_car 1@ traffic_behaviour_to 2 Model.Destroy(#SANDKING) Model.Destroy(#CELLPHONE) Model.Destroy(#MINIGUN) Model.Destroy(#FAM1) Model.Destroy(#FAM2) Model.Destroy(#FAM3) Model.Destroy(#SAWNOFF) Model.Destroy(#DESERT_EAGLE) 0296: unload_special_actor 2 Car.SetImmunities(1@, 1, 1, 1, 1, 1) :GGA_2380 wait 0 if Player.Defined($PLAYER_CHAR) jf @GGA_2830 077E: get_active_interior_to 20@ 27@ = 9000000000 0062: 27@ -= 33@ // (int) if and 09E7: player $PLAYER_CHAR not_frozen 20@ == 0 not Car.Wrecked(1@) 81F4: not car 1@ flipped 8AB0: not key_pressed 107 27@ > 0 jf @GGA_2830 27@ /= 1000 03F0: enable_text_draw 1 033F: set_text_draw_letter_size 0.6 2.5 045A: draw_text_1number 550.0 120.0 GXT 'NUMBER' number 27@ // ~1~ if 0202: actor $PLAYER_ACTOR near_car 1@ radius 10.0 10.0 flag 0 jf @GGA_2587 Car.SetMaxSpeed(1@, 250.0) wait 0 0633: AS_actor 2@ exit_car 0633: AS_actor 3@ exit_car 0633: AS_actor 4@ exit_car 0633: AS_actor 5@ exit_car jump @GGA_2830 :GGA_2587 if 0202: actor $PLAYER_ACTOR near_car 1@ radius 50.0 50.0 flag 0 jf @GGA_2668 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) jump @GGA_2380 :GGA_2668 if 0202: actor $PLAYER_ACTOR near_car 1@ radius 100.0 100.0 flag 0 jf @GGA_2749 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) jump @GGA_2380 :GGA_2749 if 0202: actor $PLAYER_ACTOR near_car 1@ radius 300.0 300.0 flag 0 jf @GGA_2380 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) jump @GGA_2380 :GGA_2830 03F0: enable_text_draw 0 33@ = 0 27@ = 0 Marker.Disable(9@) Actor.RemoveReferences(2@) Actor.RemoveReferences(3@) Actor.RemoveReferences(4@) Actor.RemoveReferences(5@) Car.SetImmunities(1@, 0, 0, 0, 0, 0) Car.RemoveReferences(1@) jump @GGA_1531 :GGA_2900 03F0: enable_text_draw 0 33@ = 0 27@ = 0 Model.Destroy(#SANDKING) Model.Destroy(#CELLPHONE) Model.Destroy(#MINIGUN) Model.Destroy(#FAM1) Model.Destroy(#FAM2) Model.Destroy(#FAM3) Model.Destroy(#SAWNOFF) Model.Destroy(#DESERT_EAGLE) 0296: unload_special_actor 2 26@ = 0 jump @GGA_1531 :GGA_2980 wait 0 if Player.Defined($PLAYER_CHAR) jf @GGA_2980 077E: get_active_interior_to 20@ if and 09E7: player $PLAYER_CHAR not_frozen 20@ == 0 0AB0: key_pressed 107 jf @GGA_2980 if 25@ == 3 jf @GGA_30 26@ = 1 Model.Load(#SLAMVAN) Model.Load(#CELLPHONE) Model.Load(#FAM2) Model.Load(#MP5LNG) Model.Load(#MINIGUN) Model.Load(#SAWNOFF) 06E9: load_car_component #NTO_B_S 023C: load_special_actor 'cesar' as 4 // models 290-299 :GGA_3109 if or 823D: not special_actor 4 loaded not Model.Available(#MP5LNG) not Model.Available(#AK47) not Model.Available(#SAWNOFF) jf @GGA_3163 wait 0 023C: load_special_actor 'cesar' as 4 // models 290-299 jump @GGA_3109 :GGA_3163 wait 0 if and Model.Available(#FAM2) Model.Available(#SLAMVAN) Model.Available(#CELLPHONE) 06EA: car_component #NTO_B_S available jf @GGA_3163 28@ = 9000000000 33@ = 0 25@ = 0 :GGA_3228 wait 0 if Player.Defined($PLAYER_CHAR) jf @GGA_3228 28@ = 9000000000 0062: 28@ -= 33@ // (int) if 28@ > 0 jf @GGA_4278 28@ /= 1000 03F0: enable_text_draw 1 033F: set_text_draw_letter_size 0.6 2.5 045A: draw_text_1number 550.0 120.0 GXT 'NUMBER' number 28@ // ~1~ 04C4: store_coords_to 11@ 12@ 13@ from_actor $PLAYER_ACTOR with_offset -800.0 -800.0 0.0 04C4: store_coords_to 14@ 15@ 16@ from_actor $PLAYER_ACTOR with_offset 800.0 800.0 0.0 053E: 0@ = get_random_car_with_model -1 in_rectangle_cornerA 11@ 12@ cornerB 14@ 15@ if not 0@ == -1 jf @GGA_3228 0407: store_coords_to 17@ 18@ 19@ from_car 0@ with_offset 0.0 0.0 0.0 10@ = Car.Angle(0@) 1@ = Car.Create(#SLAMVAN, 17@, 18@, 19@) Car.Angle(1@) = 10@ 0229: set_car 1@ primary_color_to 1 secondary_color_to 1 06ED: set_car 1@ paintjob 1 06E7: 6@ = add_car_component #NTO_B_S to_car 1@ 0129: 2@ = create_actor_pedtype 8 model #SPECIAL04 in_car 1@ driverseat 01C8: 3@ = create_actor_pedtype 8 model #FAM2 in_car 1@ passenger_seat 0 0446: set_actor 2@ immune_to_headshots 1 0446: set_actor 3@ immune_to_headshots 1 Car.Destroy(0@) 26@ = 0 9@ = Marker.CreateAboveActor(2@) 01B2: give_actor 2@ weapon 34 ammo 99999 // Load the weapon model before using this 01B2: give_actor 3@ weapon 29 ammo 99999 // Load the weapon model before using this Actor.WeaponAccuracy(2@) = 100 Actor.WeaponAccuracy(3@) = 100 Actor.Health(2@) = 1000 Actor.Health(3@) = 1000 wait 1000 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) Car.SetSpeedInstantly(1@, 20.0) Car.SetDriverBehaviour(1@, FollowRoad) 00AE: set_car 1@ traffic_behaviour_to 2 Model.Destroy(#SLAMVAN) Model.Destroy(#CELLPHONE) Model.Destroy(#MINIGUN) Model.Destroy(#FAM2) Model.Destroy(#BMYDRUG) Model.Destroy(#FAM3) Model.Destroy(#SAWNOFF) Model.Destroy(#MP5LNG) 06EB: release_car_component #NTO_B_S 0296: unload_special_actor 4 Car.SetImmunities(1@, 1, 1, 1, 1, 1) :GGA_3757 wait 0 if Player.Defined($PLAYER_CHAR) jf @GGA_4197 077E: get_active_interior_to 20@ 28@ = 9000000000 0062: 28@ -= 33@ // (int) if and 09E7: player $PLAYER_CHAR not_frozen 20@ == 0 not Car.Wrecked(1@) 81F4: not car 1@ flipped 8AB0: not key_pressed 107 28@ > 0 jf @GGA_4197 28@ /= 1000 03F0: enable_text_draw 1 033F: set_text_draw_letter_size 0.6 2.5 045A: draw_text_1number 550.0 120.0 GXT 'NUMBER' number 28@ // ~1~ if 0202: actor $PLAYER_ACTOR near_car 1@ radius 10.0 10.0 flag 0 jf @GGA_3954 Car.SetMaxSpeed(1@, 250.0) wait 0 0633: AS_actor 2@ exit_car 0633: AS_actor 3@ exit_car jump @GGA_4197 :GGA_3954 if 0202: actor $PLAYER_ACTOR near_car 1@ radius 50.0 50.0 flag 0 jf @GGA_4035 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) jump @GGA_3757 :GGA_4035 if 0202: actor $PLAYER_ACTOR near_car 1@ radius 100.0 100.0 flag 0 jf @GGA_4116 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) jump @GGA_3757 :GGA_4116 if 0202: actor $PLAYER_ACTOR near_car 1@ radius 300.0 300.0 flag 0 jf @GGA_3757 04C4: store_coords_to 21@ 22@ 23@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.0 Car.DriveTo(1@, 21@, 22@, 23@) jump @GGA_3757 :GGA_4197 03F0: enable_text_draw 0 33@ = 0 28@ = 0 6@ = 0 8@ = 0 Marker.Disable(9@) Actor.RemoveReferences(2@) Actor.RemoveReferences(3@) Car.SetImmunities(1@, 0, 0, 0, 0, 0) Car.RemoveReferences(1@) 25@ = 0 jump @GGA_2980 :GGA_4278 03F0: enable_text_draw 0 33@ = 0 28@ = 0 Model.Destroy(#SLAMVAN) Model.Destroy(#CELLPHONE) Model.Destroy(#MINIGUN) Model.Destroy(#FAM2) Model.Destroy(#BMYDRUG) Model.Destroy(#FAM3) Model.Destroy(#SAWNOFF) Model.Destroy(#MP5LNG) 06EB: release_car_component #NTO_B_S 0296: unload_special_actor 4 26@ = 0 jump @GGA_2980