thread 'BASS'
:BASS_11
29@ = 0
30@ = 0
31@ = 0
32@ = 0
33@ = 0
10@ = 0
11@ = 0
12@ = 0
13@ = 0
14@ = 0
15@ = 0
16@ = 0
17@ = 0
18@ = 0
19@ = 0
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 0
20@ = 0
21@ = 0
:BASS_193
wait 0
if and
03D9: save_done
not Actor.Dead($PLAYER_ACTOR)
not wasted_or_busted
8597: not actor $PLAYER_ACTOR crouching
not Actor.Driving($PLAYER_ACTOR)
Player.Controllable($PLAYER_CHAR)
Actor.Stopped($PLAYER_ACTOR)
else_jump @BASS_193
if
not fading
else_jump @BASS_193
if and
00E1: player 0 pressed_key 4
00E1: player 0 pressed_key 10
else_jump @BASS_302
gosub @BASS_2658
01B2: give_actor $PLAYER_ACTOR weapon 46 ammo 9999 // Load the weapon model before using this
wait 500
jump @BASS_193
:BASS_302
if and
00E1: player 0 pressed_key 4
00E1: player 0 pressed_key 11
else_jump @BASS_11
gosub @BASS_2658
0@ = Object.Create(3027, 0.0, 0.0, 0.0)
070A: AS_actor $PLAYER_ACTOR attach_to_object 0@ offset -0.1 0.2 0.0 on_bone 1 16 perform_animation "NULL" IFP_file "NULL" time -1
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
wait 1000
:BASS_416
wait 0
if
80E1: not player 0 pressed_key 16
else_jump @BASS_922
if and
not fading
80E1: not player 0 pressed_key 15
80E1: not player 0 pressed_key 9
03D9: save_done
not Actor.Dead($PLAYER_ACTOR)
not wasted_or_busted
not Actor.Driving($PLAYER_ACTOR)
else_jump @BASS_922
gosub @BASS_1066
gosub @BASS_2737
if and
8AB0: not key_pressed 49
8AB0: not key_pressed 50
8AB0: not key_pressed 51
8AB0: not key_pressed 52
8AB0: not key_pressed 53
8AB0: not key_pressed 54
8AB0: not key_pressed 55
else_jump @BASS_559
if and
8AB0: not key_pressed 56
8AB0: not key_pressed 57
8AB0: not key_pressed 48
else_jump @BASS_559
jump @BASS_416
:BASS_559
if
not Actor.Animation($PLAYER_ACTOR) == "CAR_HOOKERTALK"
else_jump @BASS_632
0812: AS_actor $PLAYER_ACTOR perform_animation "CAR_HOOKERTALK" IFP_file "PED" 2.0 loopA 1 lockX 0 lockY 0 lockF 0 time -1 // versionB
:BASS_632
if
0AB0: key_pressed 49
else_jump @BASS_661
30@ = 1
jump @BASS_416
:BASS_661
if
0AB0: key_pressed 50
else_jump @BASS_690
30@ = 2
jump @BASS_416
:BASS_690
if
0AB0: key_pressed 51
else_jump @BASS_719
30@ = 3
jump @BASS_416
:BASS_719
if
0AB0: key_pressed 52
else_jump @BASS_748
30@ = 4
jump @BASS_416
:BASS_748
if
0AB0: key_pressed 53
else_jump @BASS_777
30@ = 5
jump @BASS_416
:BASS_777
if
0AB0: key_pressed 54
else_jump @BASS_806
30@ = 6
jump @BASS_416
:BASS_806
if
0AB0: key_pressed 55
else_jump @BASS_835
30@ = 7
jump @BASS_416
:BASS_835
if
0AB0: key_pressed 56
else_jump @BASS_864
30@ = 8
jump @BASS_416
:BASS_864
if
0AB0: key_pressed 57
else_jump @BASS_893
30@ = 9
jump @BASS_416
:BASS_893
if
0AB0: key_pressed 48
else_jump @BASS_416
30@ = 10
jump @BASS_416
:BASS_922
30@ = 0
0AAD: set_audiostream 21@ perform_action 0
Object.Destroy(0@)
Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)
0812: AS_actor $PLAYER_ACTOR perform_animation "CAR_HOOKERTALK" IFP_file "PED" 1.0 loopA 0 lockX 0 lockY 0 lockF 0 time 1 // versionB
wait 2000
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
Actor.RemoveReferences(10@)
Actor.RemoveReferences(11@)
Actor.RemoveReferences(12@)
Actor.RemoveReferences(13@)
Actor.RemoveReferences (14@)
Actor.RemoveReferences(15@)
Actor.RemoveReferences(16@)
Actor.RemoveReferences(17@)
Actor.RemoveReferences(18@)
Actor.RemoveRefer ences(19@)
jump @BASS_11
:BASS_1066
if and
30@ == 1
1@ == 0
else_jump @BASS_1225
1@ = 1
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 0
20@ = 0
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC01.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_1225
if and
30@ == 2
2@ == 0
else_jump @BASS_1384
1@ = 0
2@ = 1
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 0
20@ = 0
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC02.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_1384
if and
30@ == 3
3@ == 0
else_jump @BASS_1543
1@ = 0
2@ = 0
3@ = 1
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 0
20@ = 0
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC03.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_1543
if and
30@ == 4
4@ == 0
else_jump @BASS_1702
1@ = 0
2@ = 0
3@ = 0
4@ = 1
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 0
20@ = 0
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC04.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_1702
if and
30@ == 5
5@ == 0
else_jump @BASS_1861
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 1
6@ = 0
7@ = 0
8@ = 0
9@ = 0
20@ = 0
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC05.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_1861
if and
30@ == 6
6@ == 0
else_jump @BASS_2020
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 1
7@ = 0
8@ = 0
9@ = 0
20@ = 0
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC06.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_2020
if and
30@ == 7
7@ == 0
else_jump @BASS_2179
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 1
8@ = 0
9@ = 0
20@ = 0
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC07.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_2179
if and
30@ == 8
8@ == 0
else_jump @BASS_2338
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 1
9@ = 0
20@ = 0
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC08.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_2338
if and
30@ == 9
9@ == 0
else_jump @BASS_2497
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 1
20@ = 0
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC09.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_2497
if and
30@ == 10
20@ == 0
else_jump @BASS_2656
1@ = 0
2@ = 0
3@ = 0
4@ = 0
5@ = 0
6@ = 0
7@ = 0
8@ = 0
9@ = 0
20@ = 1
0AAE: release_audiostream 21@
0AAC: 21@ = load_audiostream "CLEO\YOURMUSIC\MUSIC10.MP3"
wait 2000
0AAD: set_audiostream 21@ perform_action 1
Player.ClearWantedLevel($PLAYER_CHAR)
03BF: set_player $PLAYER_CHAR ignored_by_everyone 1
return
:BASS_2656
return
:BASS_2658
if and
Model.Available(#GUN_PARA)
Model.Available(3027)
else_jump @BASS_2681
return
:BASS_2681
if
not Model.Available(#GUN_PARA)
else_jump @BASS_2702
Model.Load(#GUN_PARA)
:BASS_2702
if
not Model.Available(3027)
else_jump @BASS_2723
Model.Load(3027)
:BASS_2723
038B: load_requested_models
wait 1000
jump @BASS_2658
:BASS_2737
04C4: store_coords_to 31@ 32@ 33@ from_actor $PLAYER_ACTOR with_offset 0.0 10.0 0.0
089E: get_actor_in_sphere 31@ 32@ 33@ radius 20.0 handle_as 29@ // versionB
if or
Actor.Dead(29@)
29@ == 0
else_jump @BASS_2810
return
:BASS_2810
if
10@ == 0
else_jump @BASS_2861
0085: 10@ = 29@ // (int)
07A3: AS_actor 10@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_2861
if
11@ == 0
else_jump @BASS_2912
0085: 11@ = 29@ // (int)
07A3: AS_actor 11@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_2912
if
12@ == 0
else_jump @BASS_2963
0085: 12@ = 29@ // (int)
07A3: AS_actor 12@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_2963
if
13@ == 0
else_jump @BASS_3014
0085: 13@ = 29@ // (int)
07A3: AS_actor 13@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_3014
if
14@ == 0
else_jump @BASS_3065
0085: 14@ = 29@ // (int)
07A3: AS_actor 14@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_3065
if
15@ == 0
else_jump @BASS_3116
0085: 15@ = 29@ // (int)
07A3: AS_actor 15@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_3116
if
16@ == 0
else_jump @BASS_3167
0085: 16@ = 29@ // (int)
07A3: AS_actor 16@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_3167
if
17@ == 0
else_jump @BASS_3218
0085: 17@ = 29@ // (int)
07A3: AS_actor 17@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_3218
if
18@ == 0
else_jump @BASS_3269
0085: 18@ = 29@ // (int)
07A3: AS_actor 18@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_3269
if
19@ == 0
else_jump @BASS_3320
0085: 19@ = 29@ // (int)
07A3: AS_actor 19@ run_to_and_follow_actor $PLAYER_ACTOR wait_radius_between 3.0 and 10.0
jump @BASS_3320
:BASS_3320
return