DEFINE OBJECTS 0 DEFINE MISSIONS 0 DEFINE EXTERNAL_SCRIPTS -1 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 2000 var $C0 : integer $C1 : integer $COLOR0: integer = 0 $COLOR1: integer = 0 $PAINT : integer = 0 $KEYP : integer = 0 end //-------------MAIN--------------- thread 'MAIN' fade 0 0 01F0: set_max_wanted_level_to 0 set_wb_check_to 0 00C0: set_current_time 8 0 04E4: unknown_refresh_game_renderer_at 2488.562 -1666.864 Camera.SetAtPos(2488.562, -1666.864, 13.3757) $PLAYER_CHAR = Player.Create(#NULL, 2488.562, -1666.864, 12.8757) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 01EB: set_car_density_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 Player.Build($PLAYER_CHAR) 0793: (unknown) 016C: restart_if_wasted at 2488.562 -1666.864 12.8757 angle 137.0 unknown 0 fade 1 100 //Model.Load(#SUPERGT) //038B: load_requested_models //04C4: create_coordinate $X_COORD $Y_COORD $Z_COORD from_actor $PLAYER_ACTOR offset 4.0 0.0 0.0 //$TESTCAR = Car.Create(#SUPERGT, $X_COORD, $Y_COORD, $Z_COORD ) :loop wait 10 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @loop 00D6: if 0 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @loop 03C0: $SELFCAR = actor $PLAYER_ACTOR car if and 00E1: key_pressed 0 6 // handbrake 00E1: key_pressed 0 11 // trip skip {y} jf @test0 jump @C1inc :test0 if and 00E1: key_pressed 0 6 // handbrake 00E1: key_pressed 0 18 // horn jf @test1 jump @C1dec :test1 if 00E1: key_pressed 0 11 // trip skip {y} jf @test2 jump @C0inc :test2 if 00E1: key_pressed 0 18 // horn jf @test3 jump @C0dec :test3 if 00E1: key_pressed 0 10 // n jf @loop jump @setall :C0inc $KEYP += 1 if $KEYP < 15 jf @loop $KEYP = 0 if $COLOR0 < 256 then $COLOR0 += 1 end 06ED: set_car $SELFCAR paintjob $PAINT 0229: set_car $SELFCAR color_to $COLOR0 $COLOR1 //03C4: set_status_text_to $COLOR0 0 'ZER2_43' // Score ~1~ 02FD: text_2numbers_lowpriority 'BB_05' $COLOR0 $COLOR1 200 ms 1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m wait 5 jump @loop :C0dec $KEYP += 1 if $KEYP < 15 jf @loop $KEYP = 0 if $COLOR0 > 0 then $COLOR0 -= 1 end 06ED: set_car $SELFCAR paintjob $PAINT 0229: set_car $SELFCAR color_to $COLOR0 $COLOR1 02FD: text_2numbers_lowpriority 'BB_05' $COLOR0 $COLOR1 200 ms 1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m wait 5 jump @loop :C1inc $KEYP += 1 if $KEYP < 15 jf @loop $KEYP = 0 if $COLOR1 < 256 then $COLOR1 += 1 end 06ED: set_car $SELFCAR paintjob $PAINT 0229: set_car $SELFCAR color_to $COLOR0 $COLOR1 02FD: text_2numbers_lowpriority 'BB_05' $COLOR0 $COLOR1 200 ms 1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m wait 5 jump @loop :C1dec $KEYP += 1 if $KEYP < 15 jf @loop $KEYP = 0 if $COLOR1 > 0 then $COLOR1 -= 1 end 06ED: set_car $SELFCAR paintjob $PAINT 0229: set_car $SELFCAR color_to $COLOR0 $COLOR1 02FD: text_2numbers_lowpriority 'BB_05' $COLOR0 $COLOR1 200 ms 1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m wait 5 jump @loop :setall $KEYP += 1 if $KEYP < 4000 jf @loop $KEYP = 0 0229: set_car $SELFCAR color_to 86 6 02FD: text_2numbers_lowpriority 'BB_05' $COLOR0 $COLOR1 200 ms 1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m wait 1 for $var = 0 to 65535 if 056E: carcass_of_car $var valid jf @NOT_CAR if not Car.Wrecked($var) jf @NOT_CAR 03F3: get_car $var color $C0 $C1 if not car.HasHydraulics($var) jf @hyden car.ToggleHydraulics($var,true) 09C6: 2 $var 1087 0 :hyden if or Car.Model($var) == #pizzaboy Car.Model($var) == #pcj600 Car.Model($var) == #faggio Car.Model($var) == #freeway Car.Model($var) == #sanchez Car.Model($var) == #bmx Car.Model($var) == #bike jf @t1b jump @isbike :t1b if or Car.Model($var) == #fcr900 Car.Model($var) == #nrg500 Car.Model($var) == #copbike Car.Model($var) == #bf400 Car.Model($var) == #wayfarer jf @next :isbike if or $C0 <> 126 $C1 <> 126 jf @next 0229: set_car $var color_to 126 126 09C6: 3 $var 126 126 // color jump @NOT_CAR :next if or Car.Model($var) == #COPCARLA Car.Model($var) == #COPCARSF Car.Model($var) == #COPCARVG Car.Model($var) == #COPCARRU jf @not_pol if or $C0 <> 1 $C1 <> 169 jf @not_pol 0229: set_car $var color_to 1 169 09C6: 3 $var 1 169 // color jump @NOT_CAR :not_pol if or $C0 <> $COLOR0 $C1 <> $COLOR1 jf @NOT_CAR //09C6: 1 $var $PAINT 0 // paintjob //09C6: 3 $var 44 44 // color // 09C6: 1 $var $PAINT 0 // paintjob // 06ED: set_car $var paintjob $PAINT //0229: set_car $var color_to $COLOR0 $COLOR1 wait 1 // 09C6: 3 $var $COLOR0 $COLOR1 // color // 09C6: 4 $var 1 0 $PAINT += 1 if $PAINT == 3 then $PAINT = 0 end :NOT_CAR end // for 0229: set_car $SELFCAR color_to $COLOR0 $COLOR1 02FD: text_2numbers_lowpriority 'BB_05' -1 -1 300 ms 1 // ~b~1 Pointer!~s~ Distance ~1~.~1~m wait 10 jump @loop