Hyperjump

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A Hyperjump, Insane Stunt, or Stunt Jump is a script that displays, records, and rewards "insane stunt bonuses." See create a thread on how to implement it into a script that do not have this implemented already.

GTA III

This code is based directly from GTA III's source code. This can be compiled using Sanny Builder.

var
$CAR_PLAYER_IS_IN_HJ : int
$FLAG_TAKEOFF_HJ : int
$HEIGHT_INT_HJ : int
$FLAG_WHEELS_HJ : int
$STUNT_FLAGS_HJ : int
$FLAG_CAR_UPSIDEDOWN_HJ : int
$COUNTER_STUNT_ROLLS_HJ : int
$HEIGHT_DECIMALS_INT_HJ : int
$DISTANCE_DECIMALS_INT_HJ : int
$JUMPDISTANCE_INT_HJ : int
$COUNTER_LAND_ON_WHEELS_HJ : int
$COUNTER_WHEELS_HJ : int
$TOTAL_ROTATION_INT : int
$LONGEST_FLIGHT_TIME : int
$GOT_FLIGHT_START : int
$FLIGHT_TIMER_START : int
$FLIGHT_TIMER_END : int
$FLIGHT_TIME : int
$FLAG_FLIGHT_HJ : int
$COLLISION_COUNTER : int
$CASH_REWARD : int
$CASH_REWARD_TEMP : int
$HEIGHT_FLOAT_HJ : float
$X_FLOAT_HJ : float
$Y_FLOAT_HJ : float
$Z_FLOAT_HJ : float
$TAKEOFF_X_FLOAT_HJ : float
$TAKEOFF_Y_FLOAT_HJ : float
$TAKEOFF_Z_FLOAT_HJ : float
$JUMPEND_X_FLOAT_HJ : float
$JUMPEND_Y_FLOAT_HJ : float
$DIFFERENCE_X_FLOAT_HJ : float
$DIFFERENCE_Y_FLOAT_HJ : float
$SUM_DIFFERENCE_XY_HJ : float
$JUMPDISTANCE_FLOAT_HJ : float
$HEADING_HJ : float
$TEMP_FLOAT : float
$OLD_HEADING_HJ : float
$HEADING_DIFFERENCE : float
$HEADING_DIFFERENCE_TEMP : float
$TOTAL_ROTATION : float
end
:HJ
0111: set_wasted_busted_check_to 0
03A4: name_thread 'HJ'
$LONGEST_FLIGHT_TIME = 0

:MISSION_START_HJ
wait 0
if
    8256:   not player $PLAYER defined
then
    jump @MISSION_START_HJ
end
if
    0445:   are_car_cheats_used
then
    jump @MISSION_START_HJ
end
if
    00E0:   player $PLAYER in_any_car
then
    03C1: $CAR_PLAYER_IS_IN_HJ = player $PLAYER car
    if
        829C:   not is $CAR_PLAYER_IS_IN_HJ boat
    then
        if
            01F3:   car $CAR_PLAYER_IS_IN_HJ airborne
        then
            $TOTAL_ROTATION_INT = 0
            $HEADING_HJ = 0.0
            $FLAG_WHEELS_HJ = 0
            $COUNTER_LAND_ON_WHEELS_HJ = 0
            $COUNTER_STUNT_ROLLS_HJ = 0
            $FLAG_CAR_UPSIDEDOWN_HJ = 0
            $COUNTER_WHEELS_HJ = 0
            $STUNT_FLAGS_HJ = 0
            $FLAG_TAKEOFF_HJ = 0
            $HEIGHT_INT_HJ = 0
            $HEIGHT_FLOAT_HJ = -100.0
            $X_FLOAT_HJ = 0.0
            $Y_FLOAT_HJ = 0.0
            $Z_FLOAT_HJ = 0.0
            $TAKEOFF_X_FLOAT_HJ = 0.0
            $TAKEOFF_Y_FLOAT_HJ = 0.0
            $TAKEOFF_Z_FLOAT_HJ = 0.0
            $JUMPEND_X_FLOAT_HJ = 0.0
            $JUMPEND_Y_FLOAT_HJ = 0.0
            $DIFFERENCE_X_FLOAT_HJ = 0.0
            $DIFFERENCE_Y_FLOAT_HJ = 0.0
            $SUM_DIFFERENCE_XY_HJ = 0.0
            $JUMPDISTANCE_FLOAT_HJ = 0.0
            $JUMPDISTANCE_INT_HJ = 0
            $DISTANCE_DECIMALS_INT_HJ = 0
            $HEIGHT_DECIMALS_INT_HJ = 0
            $TEMP_FLOAT = 0.0
            $HEADING_DIFFERENCE = 0.0
            $TOTAL_ROTATION = 0.0
            $HEADING_DIFFERENCE_TEMP = 0.0
            $OLD_HEADING_HJ = 0.0
            $GOT_FLIGHT_START = 0
            $FLIGHT_TIMER_START = 0
            $FLIGHT_TIMER_END = 0
            $FLIGHT_TIME = 0
            $FLAG_FLIGHT_HJ = 0
            $COLLISION_COUNTER = 0
            if
                0137:   car $CAR_PLAYER_IS_IN_HJ id == #DODO
            then
                jump @DODO_FLIGHT_TIME
            end
            while true
                if or
                    01F3:   car $CAR_PLAYER_IS_IN_HJ airborne
                    10 > $COLLISION_COUNTER
                then
                    $COLLISION_COUNTER += 1
                    00AA: store_car $CAR_PLAYER_IS_IN_HJ position_to $X_FLOAT_HJ $Y_FLOAT_HJ $Z_FLOAT_HJ
                    $OLD_HEADING_HJ = $HEADING_HJ
                    /**
                     * Measure distance airbourne
                     */
                    if
                        $FLAG_TAKEOFF_HJ == 0
                    then
                        0174: $OLD_HEADING_HJ = car $CAR_PLAYER_IS_IN_HJ z_angle
                        $TAKEOFF_X_FLOAT_HJ = $X_FLOAT_HJ
                        $TAKEOFF_Y_FLOAT_HJ = $Y_FLOAT_HJ
                        $TAKEOFF_Z_FLOAT_HJ = $Z_FLOAT_HJ
                        $FLAG_TAKEOFF_HJ = 1
                    end
                    wait 0
                    if
                        0119:   car $CAR_PLAYER_IS_IN_HJ wrecked
                    then
                        jump @MISSION_START_HJ
                    end
                    if
                        8256:   not player $PLAYER defined
                    then
                        jump @MISSION_START_HJ
                    end
                    if
                        80E0:   not player $PLAYER in_any_car
                    then
                        jump @MISSION_START_HJ
                    end
                    /**
                     * Count the number of flips
                     */
                    if and
                        820D:   not car $CAR_PLAYER_IS_IN_HJ flipped
                        $FLAG_CAR_UPSIDEDOWN_HJ == 0
                    then
                        $FLAG_CAR_UPSIDEDOWN_HJ = 1
                    end
                    if and
                        020D:   car $CAR_PLAYER_IS_IN_HJ flipped
                        $FLAG_CAR_UPSIDEDOWN_HJ == 1
                    then
                        $COUNTER_STUNT_ROLLS_HJ += 1
                        $FLAG_CAR_UPSIDEDOWN_HJ = 0
                    end
                    /**
                     * Count the number of degrees of rotation
                     */
                    0174: $HEADING_HJ = car $CAR_PLAYER_IS_IN_HJ z_angle
                    $HEADING_DIFFERENCE = $HEADING_HJ
                    $HEADING_DIFFERENCE -= $OLD_HEADING_HJ
                    if
                        $HEADING_DIFFERENCE > 180.0
                    then
                        $HEADING_DIFFERENCE_TEMP = $HEADING_DIFFERENCE
                        $HEADING_DIFFERENCE = 360.0
                        $HEADING_DIFFERENCE -= $HEADING_DIFFERENCE_TEMP
                    else
                        if
                            -180.0 > $HEADING_DIFFERENCE
                        then
                            $HEADING_DIFFERENCE_TEMP = $HEADING_DIFFERENCE
                            $HEADING_DIFFERENCE = 360.0
                            $HEADING_DIFFERENCE += $HEADING_DIFFERENCE_TEMP
                        end
                    end
                    if
                        0.0 > $HEADING_DIFFERENCE
                    then
                        $HEADING_DIFFERENCE_TEMP = $HEADING_DIFFERENCE
                        $HEADING_DIFFERENCE = 0.0
                        $HEADING_DIFFERENCE -= $HEADING_DIFFERENCE_TEMP
                    end
                    $TOTAL_ROTATION += $HEADING_DIFFERENCE
                    008C: $TOTAL_ROTATION_INT = float_to_integer $TOTAL_ROTATION
                    /**
                     * Measure height
                     */
                    if
                        $Z_FLOAT_HJ > $HEIGHT_FLOAT_HJ
                    then
                        $HEIGHT_FLOAT_HJ = $Z_FLOAT_HJ
                    end
                    $Z_FLOAT_HJ = 0.0
                else
                    break
                end
            end
        else
            jump @MISSION_START_HJ
        end
    else
        jump @MISSION_START_HJ
    end
else
    jump @MISSION_START_HJ
end
if
    $FLAG_TAKEOFF_HJ == 1
then
    00AA: store_car $CAR_PLAYER_IS_IN_HJ position_to $JUMPEND_X_FLOAT_HJ $JUMPEND_Y_FLOAT_HJ $TEMP_FLOAT
    /**
     * Measure airbourne time when landing
     */
    while 90 > $COUNTER_LAND_ON_WHEELS_HJ
        if
            0119:   car $CAR_PLAYER_IS_IN_HJ wrecked
        then
            jump @MISSION_START_HJ
        else
            if
                815E:   not car $CAR_PLAYER_IS_IN_HJ in_air
            then
                $COUNTER_WHEELS_HJ += 1
            end
        end
        wait 0
        if
            8256:   not player $PLAYER defined
        then
            jump @MISSION_START_HJ
        end
        $COUNTER_LAND_ON_WHEELS_HJ += 1
    end
    $COUNTER_LAND_ON_WHEELS_HJ = 0
    $DIFFERENCE_X_FLOAT_HJ = $TAKEOFF_X_FLOAT_HJ
    $DIFFERENCE_X_FLOAT_HJ -= $JUMPEND_X_FLOAT_HJ
    $DIFFERENCE_Y_FLOAT_HJ = $TAKEOFF_Y_FLOAT_HJ
    $DIFFERENCE_Y_FLOAT_HJ -= $JUMPEND_Y_FLOAT_HJ
    $DIFFERENCE_X_FLOAT_HJ *= $DIFFERENCE_X_FLOAT_HJ
    $DIFFERENCE_Y_FLOAT_HJ *= $DIFFERENCE_Y_FLOAT_HJ
    $SUM_DIFFERENCE_XY_HJ = $DIFFERENCE_X_FLOAT_HJ
    $SUM_DIFFERENCE_XY_HJ += $DIFFERENCE_Y_FLOAT_HJ
    01FB: $JUMPDISTANCE_FLOAT_HJ = square_root $SUM_DIFFERENCE_XY_HJ
    030E: save_jump_distance $JUMPDISTANCE_FLOAT_HJ
    008C: $JUMPDISTANCE_INT_HJ = float_to_integer $JUMPDISTANCE_FLOAT_HJ
    $HEIGHT_FLOAT_HJ -= $TAKEOFF_Z_FLOAT_HJ
    030F: save_jump_height $HEIGHT_FLOAT_HJ
    008C: $HEIGHT_INT_HJ = float_to_integer $HEIGHT_FLOAT_HJ
    008D: $TEMP_FLOAT = integer_to_float $JUMPDISTANCE_INT_HJ
    $JUMPDISTANCE_FLOAT_HJ -= $TEMP_FLOAT
    $TEMP_FLOAT = $JUMPDISTANCE_FLOAT_HJ
    $TEMP_FLOAT *= 100.0
    008C: $DISTANCE_DECIMALS_INT_HJ = float_to_integer $TEMP_FLOAT
    008D: $TEMP_FLOAT = integer_to_float $HEIGHT_INT_HJ
    $HEIGHT_FLOAT_HJ -= $TEMP_FLOAT
    $TEMP_FLOAT = $HEIGHT_FLOAT_HJ
    $TEMP_FLOAT *= 100.0
    008C: $HEIGHT_DECIMALS_INT_HJ = float_to_integer $TEMP_FLOAT
    0310: save_jump_flips $COUNTER_STUNT_ROLLS_HJ
    0311: save_jump_rotation $TOTAL_ROTATION_INT
end
/**
 * 4 meters high
 */
if
    // $HEIGHT_FLOAT_HJ > 4.0  // Original code erroneous
    $HEIGHT_INT_HJ > 4  // Enables quadruple insane stunt bonuses
then
    $STUNT_FLAGS_HJ += 1
end
/**
 * 30 meters long
 */
if
    0018:   $JUMPDISTANCE_INT_HJ > 30
then
    $STUNT_FLAGS_HJ += 1
end
/**
 * 1 rolls/flips in mid air
 */
if
    0018:   $COUNTER_STUNT_ROLLS_HJ > 0
then
    $STUNT_FLAGS_HJ += 1
end
/**
 * 360 spin in mid air
 */
if
    0018:   $TOTAL_ROTATION_INT > 360
then
    $STUNT_FLAGS_HJ += 1
end
/**
 * Land on wheels
 */
if
    0018:   $COUNTER_WHEELS_HJ > 60
then
    $FLAG_WHEELS_HJ = 1
end
if
    0018:   $STUNT_FLAGS_HJ > 0
then
    /**
     * Cash reward
     */
    $CASH_REWARD = $COUNTER_STUNT_ROLLS_HJ
    $CASH_REWARD *= 180
    $CASH_REWARD += $TOTAL_ROTATION_INT
    $CASH_REWARD_TEMP = $JUMPDISTANCE_INT_HJ
    $CASH_REWARD_TEMP *= 6
    $CASH_REWARD += $CASH_REWARD_TEMP
    $CASH_REWARD_TEMP = $HEIGHT_INT_HJ
    $CASH_REWARD_TEMP *= 45
    $CASH_REWARD += $CASH_REWARD_TEMP
    /**
     * Double the reward if landed on wheels
     */
    if
        $FLAG_WHEELS_HJ == 1
    then
        $CASH_REWARD *= 2
    end
    $CASH_REWARD *= $STUNT_FLAGS_HJ
    $CASH_REWARD /= 3
    0109: player $PLAYER money += $CASH_REWARD
    /**
     * Display text
     */
    if and
        $STUNT_FLAGS_HJ == 1
        $FLAG_WHEELS_HJ == 0
    then
        01E4: text_1number_lowpriority 'HJ_IS' $CASH_REWARD 2000 ms 1  // INSANE STUNT BONUS: $~1~
        0312: save_jump_type 1
    end
    if and
        $STUNT_FLAGS_HJ == 1
        $FLAG_WHEELS_HJ == 1
    then
        01E4: text_1number_lowpriority 'HJ_PIS' $CASH_REWARD 2000 ms 1  // PERFECT INSANE STUNT BONUS: $~1~
        0312: save_jump_type 2
    end
    if and
        $STUNT_FLAGS_HJ == 2
        $FLAG_WHEELS_HJ == 0
    then
        01E4: text_1number_lowpriority 'HJ_DIS' $CASH_REWARD 2000 ms 1  // DOUBLE INSANE STUNT BONUS: $~1~
        0312: save_jump_type 3
    end
    if and
        $STUNT_FLAGS_HJ == 2
        $FLAG_WHEELS_HJ == 1
    then
        01E4: text_1number_lowpriority 'HJ_PDIS' $CASH_REWARD 2000 ms 1  // PERFECT DOUBLE INSANE STUNT BONUS: $~1~
        0312: save_jump_type 4
    end
    if and
        $STUNT_FLAGS_HJ == 3
        $FLAG_WHEELS_HJ == 0
    then
        01E4: text_1number_lowpriority 'HJ_TIS' $CASH_REWARD 2000 ms 1  // TRIPLE INSANE STUNT BONUS: $~1~
        0312: save_jump_type 5
    end
    if and
        $STUNT_FLAGS_HJ == 3
        $FLAG_WHEELS_HJ == 1
    then
        01E4: text_1number_lowpriority 'HJ_PTIS' $CASH_REWARD 2000 ms 1  // PERFECT TRIPLE INSANE STUNT BONUS: $~1~
        0312: save_jump_type 6
    end
    if and
        $STUNT_FLAGS_HJ == 4
        $FLAG_WHEELS_HJ == 0
    then
        01E4: text_1number_lowpriority 'HJ_QIS' $CASH_REWARD 2000 ms 1  // QUADRUPLE INSANE STUNT BONUS: $~1~
        0312: save_jump_type 7
    end
    if and
        $STUNT_FLAGS_HJ == 4
        $FLAG_WHEELS_HJ == 1
    then
        01E4: text_1number_lowpriority 'HJ_PQIS' $CASH_REWARD 3000 ms 1  // PERFECT QUADRUPLE INSANE STUNT BONUS: $~1~
        0312: save_jump_type 8
    end
    if
        0424:   metric
    then
        if
            $FLAG_WHEELS_HJ == 1
        then
            0308: text_6numbers 'HJSTATW' $JUMPDISTANCE_INT_HJ $DISTANCE_DECIMALS_INT_HJ $HEIGHT_INT_HJ $HEIGHT_DECIMALS_INT_HJ $COUNTER_STUNT_ROLLS_HJ $TOTAL_ROTATION_INT 5000 ms 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing!
        else
            0308: text_6numbers 'HJSTAT' $JUMPDISTANCE_INT_HJ $DISTANCE_DECIMALS_INT_HJ $HEIGHT_INT_HJ $HEIGHT_DECIMALS_INT_HJ $COUNTER_STUNT_ROLLS_HJ $TOTAL_ROTATION_INT 5000 ms 5  // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_
        end
    else
        042D: $JUMPDISTANCE_INT_HJ = metric_to_imperial $JUMPDISTANCE_INT_HJ
        042D: $HEIGHT_INT_HJ = metric_to_imperial $HEIGHT_INT_HJ
        if
            $FLAG_WHEELS_HJ == 1
        then
            0302: text_4numbers 'HJSTAWF' $JUMPDISTANCE_INT_HJ $HEIGHT_INT_HJ $COUNTER_STUNT_ROLLS_HJ $TOTAL_ROTATION_INT 5000 ms 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing!
        else
            0302: text_4numbers 'HJSTATF' $JUMPDISTANCE_INT_HJ $HEIGHT_INT_HJ $COUNTER_STUNT_ROLLS_HJ $TOTAL_ROTATION_INT 5000 ms 5  // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_
        end
    end
end
jump @MISSION_START_HJ
/**
 * Measure flight time in Dodo
 */
:DODO_FLIGHT_TIME
while 01F3:   car $CAR_PLAYER_IS_IN_HJ airborne
    if
        $GOT_FLIGHT_START == 0
    then
        01BD: $FLIGHT_TIMER_START = current_time_in_ms
        $FLAG_FLIGHT_HJ = 1
        $GOT_FLIGHT_START = 1
    end
    if
        02BF:   car $CAR_PLAYER_IS_IN_HJ sunk
    then
        jump @CESSNA_FIGHT_BIT
    end
    wait 0
    if
        0119:   car $CAR_PLAYER_IS_IN_HJ wrecked
    then
        jump @MISSION_START_HJ
    end
    if
        8256:   not player $PLAYER defined
    then
        jump @MISSION_START_HJ
    end
    if
        80E0:   not player $PLAYER in_any_car
    then
        jump @MISSION_START_HJ
    end
end
/**
 * Record Dodo flight time
 */
:CESSNA_FIGHT_BIT
if
    $FLAG_FLIGHT_HJ == 1
then
    01BD: $FLIGHT_TIMER_END = current_time_in_ms
    $FLIGHT_TIME = $FLIGHT_TIMER_END
    $FLIGHT_TIME -= $FLIGHT_TIMER_START
    $FLIGHT_TIME /= 1000
    if
        $FLIGHT_TIME > 1
    then
        if
            $FLIGHT_TIME > $LONGEST_FLIGHT_TIME
        then
            $LONGEST_FLIGHT_TIME = $FLIGHT_TIME
        end
        01E5: text_1number_highpriority 'DODO_FT' $FLIGHT_TIME 5000 ms 1  // You flew for ~1~ seconds!
        0406: save_dodo_flight_time $FLIGHT_TIME
    end
end
jump @MISSION_START_HJ

San Andreas

Sanny Builder 2.99

  1  :HJ_1
  2  0111: set_wasted_busted_check_to  0 (disabled)
  3  03A4: name_thread 'HJ'
  4  
  5  :HJ_2
  6  0001: wait  0 ms
  7  00D6: if  0
  8  8256:   NOT   player $PLAYER_CHAR defined
  9  004D: jump_if_false @HJ_7
 10  0002: jump @HJ_2
 11  
 12  :HJ_7
 13  00D6: if  0
 14  0445:   improved_handling_cheat_used
 15  004D: jump_if_false @HJ_11
 16  0002: jump @HJ_2
 17  
 18  :HJ_11
 19  00D6: if  0
 20  09AE: $PLAYER_ACTOR 
 21  004D: jump_if_false @HJ_15
 22  0002: jump @HJ_2
 23  
 24  :HJ_15
 25  00D6: if  0
 26  04C8: $PLAYER_ACTOR 
 27  004D: jump_if_false @HJ_19
 28  0002: jump @HJ_2
 29  
 30  :HJ_19
 31  00D6: if  0
 32  04A7: $PLAYER_ACTOR 
 33  004D: jump_if_false @HJ_23
 34  0002: jump @HJ_2
 35  
 36  :HJ_23
 37  00D6: if  0
 38  00DD:   actor $PLAYER_ACTOR driving_vehicle_type #VORTEX
 39  004D: jump_if_false @HJ_27
 40  0002: jump @HJ_2
 41  
 42  :HJ_27
 43  00D6: if  0
 44  89E7:   NOT $PLAYER_CHAR 
 45  004D: jump_if_false @HJ_31
 46  0002: jump @HJ_2
 47  
 48  :HJ_31
 49  00D6: if  0
 50  00DF:   actor $PLAYER_ACTOR driving
 51  004D: jump_if_false @HJ_215
 52  03C0: $1290 = actor $PLAYER_ACTOR car
 53  04FC: store_stunt_data $PLAYER_CHAR two_wheels: $1319 $1323 wheelie: $1326 $1330 stoppie: $1333 $1337
 54  00D6: if  0
 55  0020:   $1323 >  0.0  // floating-point values
 56  004D: jump_if_false @HJ_58
 57  0014: $1319 /=  1000  // integer values
 58  008C: $1320 = float_to_integer $1323
 59  008D: $1324 = integer_to_float $1320
 60  0086: $1341 = $1323  // floating-point values only
 61  0061: $1341 -= $1324  // floating-point values
 62  0011: $1341 *=  100.0  // floating-point values
 63  008C: $1321 = float_to_integer $1341
 64  0084: $1289 = $1319  // integer values and handles
 65  0058: $1289 += $1320  // integer values
 66  0014: $1289 /=  2  // integer values
 67  0109: player $PLAYER_CHAR money += $1289
 68  00D6: if  0
 69  0424:   metric
 70  004D: jump_if_false @HJ_55
 71  0302: text_4numbers 'WHEEL01' $1289 $1320 $1321 $1319  3000 ms  1
 72  0002: jump @HJ_58
 73  
 74  :HJ_55
 75  0425: unknown_metric_stuff $1325 = $1323
 76  008C: $1322 = float_to_integer $1325
 77  02FF: text_3numbers 'WHEEL02' $1289 $1322 $1319 time  3000 ms  1
 78  
 79  :HJ_58
 80  00D6: if  0
 81  0020:   $1330 >  0.0  // floating-point values
 82  004D: jump_if_false @HJ_81
 83  0014: $1326 /=  1000  // integer values
 84  008C: $1327 = float_to_integer $1330
 85  008D: $1331 = integer_to_float $1327
 86  0086: $1341 = $1330  // floating-point values only
 87  0061: $1341 -= $1331  // floating-point values
 88  0011: $1341 *=  100.0  // floating-point values
 89  008C: $1328 = float_to_integer $1341
 90  0084: $1289 = $1327  // integer values and handles
 91  0010: $1289 *=  2  // integer values
 92  0014: $1289 /=  5  // integer values
 93  0014: $1289 /=  2  // integer values
 94  0109: player $PLAYER_CHAR money += $1289
 95  00D6: if  0
 96  0424:   metric
 97  004D: jump_if_false @HJ_78
 98  0302: text_4numbers 'WHEEL06' $1289 $1327 $1328 $1326  3000 ms  1
 99  0002: jump @HJ_81
100  
101  :HJ_78
102  0425: unknown_metric_stuff $1332 = $1330
103  008C: $1329 = float_to_integer $1332
104  02FF: text_3numbers 'WHEEL07' $1289 $1329 $1326 time  3000 ms  1
105  
106  :HJ_81
107  00D6: if  0
108  0020:   $1337 >  0.0  // floating-point values
109  004D: jump_if_false @HJ_102
110  0014: $1333 /=  1000  // integer values
111  008C: $1334 = float_to_integer $1337
112  008D: $1338 = integer_to_float $1334
113  0086: $1341 = $1337  // floating-point values only
114  0061: $1341 -= $1338  // floating-point values
115  0011: $1341 *=  100.0  // floating-point values
116  008C: $1335 = float_to_integer $1341
117  0084: $1289 = $1334  // integer values and handles
118  0014: $1289 /=  2  // integer values
119  0109: player $PLAYER_CHAR money += $1289
120  00D6: if  0
121  0424:   metric
122  004D: jump_if_false @HJ_99
123  0302: text_4numbers 'WHEEL11' $1289 $1334 $1335 $1333  3000 ms  1
124  0002: jump @HJ_102
125  
126  :HJ_99
127  0425: unknown_metric_stuff $1339 = $1337
128  008C: $1336 = float_to_integer $1339
129  02FF: text_3numbers 'WHEEL12' $1289 $1336 $1333 time  3000 ms  1
130  
131  :HJ_102
132  00D6: if  0
133  01F3:   car $1290 airborne
134  004D: jump_if_false @HJ_213
135  0004: $1300 =  0  // integer values
136  0005: $1314 =  0.0  // floating-point values
137  0004: $1293 =  0  // integer values
138  0004: $1296 =  0  // integer values
139  0004: $1295 =  0  // integer values
140  0004: $1294 =  0  // integer values
141  0004: $1291 =  0  // integer values
142  0004: $1292 =  0  // integer values
143  0005: $1304 = -100.0  // floating-point values
144  0005: $1305 =  0.0  // floating-point values
145  0005: $1306 =  0.0  // floating-point values
146  0005: $1307 =  0.0  // floating-point values
147  0005: $1308 =  0.0  // floating-point values
148  0005: $1309 =  0.0  // floating-point values
149  0005: $1310 =  0.0  // floating-point values
150  0005: $1311 =  0.0  // floating-point values
151  0005: $1312 =  0.0  // floating-point values
152  0005: $1313 =  0.0  // floating-point values
153  0004: $1299 =  0  // integer values
154  0004: $1298 =  0  // integer values
155  0004: $1297 =  0  // integer values
156  0005: $1341 =  0.0  // floating-point values
157  0005: $1316 =  0.0  // floating-point values
158  0005: $1318 =  0.0  // floating-point values
159  0005: $1317 =  0.0  // floating-point values
160  0005: $1315 =  0.0  // floating-point values
161  0004: $1301 =  0  // integer values
162  0004: $1340 =  0  // integer values
163  
164  :HJ_133
165  00D6: if  21
166  01F3:   car $1290 airborne
167  001A:    10 > $1301  // integer values
168  004D: jump_if_false @HJ_212
169  0008: $1301 +=  1  // integer values
170  00AA: store_car $1290 position_to $1305 $1306 $1307
171  0086: $1315 = $1314  // floating-point values only
172  00D6: if  0
173  0038:   $1291 ==  0  // integer values
174  004D: jump_if_false @HJ_148
175  0174: $1315 = car $1290 z_angle
176  0086: $1308 = $1305  // floating-point values only
177  0086: $1309 = $1306  // floating-point values only
178  0086: $1310 = $1307  // floating-point values only
179  0004: $1291 =  1  // integer values
180  
181  :HJ_148
182  0001: wait  0 ms
183  00D6: if  0
184  0119:   car $1290 wrecked
185  004D: jump_if_false @HJ_153
186  0002: jump @HJ_2
187  
188  :HJ_153
189  00D6: if  0
190  8256:   NOT   player $PLAYER_CHAR defined
191  004D: jump_if_false @HJ_157
192  0002: jump @HJ_2
193  
194  :HJ_157
195  00D6: if  0
196  80DF:   NOT   actor $PLAYER_ACTOR driving
197  004D: jump_if_false @HJ_161
198  0002: jump @HJ_2
199  
200  :HJ_161
201  00D6: if  1
202  820D:   NOT   car $1290 flipped
203  0038:   $1295 ==  0  // integer values
204  004D: jump_if_false @HJ_166
205  0004: $1295 =  1  // integer values
206  
207  :HJ_166
208  00D6: if  1
209  020D:   car $1290 flipped
210  0038:   $1295 ==  1  // integer values
211  004D: jump_if_false @HJ_172
212  0008: $1296 +=  1  // integer values
213  0004: $1295 =  0  // integer values
214  
215  :HJ_172
216  0174: $1314 = car $1290 z_angle
217  0086: $1316 = $1314  // floating-point values only
218  0061: $1316 -= $1315  // floating-point values
219  00D6: if  0
220  0020:   $1316 >  180.0  // floating-point values
221  004D: jump_if_false @HJ_182
222  0086: $1317 = $1316  // floating-point values only
223  0005: $1316 =  360.0  // floating-point values
224  0061: $1316 -= $1317  // floating-point values
225  0002: jump @HJ_188
226  
227  :HJ_182
228  00D6: if  0
229  0022:   -180.0 > $1316  // floating-point values
230  004D: jump_if_false @HJ_188
231  0086: $1317 = $1316  // floating-point values only
232  0005: $1316 =  360.0  // floating-point values
233  0059: $1316 += $1317  // floating-point values
234  
235  :HJ_188
236  00D6: if  0
237  0022:    0.0 > $1316  // floating-point values
238  004D: jump_if_false @HJ_194
239  0086: $1317 = $1316  // floating-point values only
240  0005: $1316 =  0.0  // floating-point values
241  0061: $1316 -= $1317  // floating-point values
242  
243  :HJ_194
244  0059: $1318 += $1316  // floating-point values
245  008C: $1300 = float_to_integer $1318
246  00D6: if  0
247  0024:   $1307 > $1304  // floating-point values only
248  004D: jump_if_false @HJ_200
249  0086: $1304 = $1307  // floating-point values only
250  
251  :HJ_200
252  0005: $1307 =  0.0  // floating-point values
253  00D6: if  0
254  0038:   $1340 ==  0  // integer values
255  004D: jump_if_false @HJ_211
256  00AA: store_car $1290 position_to $1311 $1312 $1341
257  0509: $1341 = distance between point $1308 $1309 and point $1311 $1312
258  00D6: if  0
259  0020:   $1341 >  20.0  // floating-point values
260  004D: jump_if_false @HJ_211
261  09AB: $1290  37 
262  0004: $1340 =  1  // integer values
263  
264  :HJ_211
265  0002: jump @HJ_133
266  
267  :HJ_212
268  0002: jump @HJ_214
269  
270  :HJ_213
271  0002: jump @HJ_2
272  
273  :HJ_214
274  0002: jump @HJ_216
275  
276  :HJ_215
277  0002: jump @HJ_2
278  
279  :HJ_216
280  00D6: if  0
281  0038:   $1291 ==  1  // integer values
282  004D: jump_if_false @HJ_238
283  00AA: store_car $1290 position_to $1311 $1312 $1341
284  0509: $1313 = distance between point $1308 $1309 and point $1311 $1312
285  0628:  139 $1313 
286  008C: $1299 = float_to_integer $1313
287  0061: $1304 -= $1310  // floating-point values
288  0628:  140 $1304 
289  008C: $1292 = float_to_integer $1304
290  008D: $1341 = integer_to_float $1299
291  0061: $1313 -= $1341  // floating-point values
292  0086: $1341 = $1313  // floating-point values only
293  0011: $1341 *=  100.0  // floating-point values
294  008C: $1298 = float_to_integer $1341
295  008D: $1341 = integer_to_float $1292
296  0061: $1304 -= $1341  // floating-point values
297  0086: $1341 = $1304  // floating-point values only
298  0011: $1341 *=  100.0  // floating-point values
299  008C: $1297 = float_to_integer $1341
300  0627:  141 $1296 
301  0627:  142 $1300
302  
303  :HJ_238
304  00D6: if  0
305  0020:   $1304 >  4.0  // floating-point values
306  004D: jump_if_false @HJ_242
307  0008: $1294 +=  1  // integer values
308  
309  :HJ_242
310  00D6: if  0
311  
312  :End_Thread_A_CONT_and_A_ALAP
313  0018:   $1299 >  40  // integer values
314  004D: jump_if_false @HJ_246
315  0008: $1294 +=  1  // integer values
316  
317  :HJ_246
318  00D6: if  0
319  0018:   $1296 >  1  // integer values
320  004D: jump_if_false @HJ_250
321  0008: $1294 +=  1  // integer values
322  
323  :HJ_250
324  00D6: if  0
325  0018:   $1300 >  360  // integer values
326  004D: jump_if_false @HJ_254
327  0008: $1294 +=  1  // integer values
328  
329  :HJ_254
330  00D6: if  0
331  0018:   $1294 >  0  // integer values
332  004D: jump_if_false @HJ_302
333  0084: $1302 = $1296  // integer values and handles
334  0010: $1302 *=  180  // integer values
335  0058: $1302 += $1300  // integer values
336  0084: $1303 = $1299  // integer values and handles
337  0010: $1303 *=  6  // integer values
338  0058: $1302 += $1303  // integer values
339  0084: $1303 = $1292  // integer values and handles
340  0010: $1303 *=  45  // integer values
341  0058: $1302 += $1303  // integer values
342  00D6: if  0
343  0038:   $1293 ==  1  // integer values
344  004D: jump_if_false @HJ_270
345  0010: $1302 *=  2  // integer values
346  
347  :HJ_270
348  0068: $1302 *= $1294  // integer values
349  0014: $1302 /=  3  // integer values
350  0014: $1302 /=  5  // integer values
351  0109: player $PLAYER_CHAR money += $1302
352  00D6: if  0
353  0038:   $1294 ==  1  // integer values
354  004D: jump_if_false @HJ_279
355  01E4: text_1number_lowpriority 'HJ_IS' $1302  2000 ms  1
356  0627:  143  1 
357  
358  :HJ_279
359  00D6: if  0
360  0038:   $1294 ==  2  // integer values
361  004D: jump_if_false @HJ_284
362  01E4: text_1number_lowpriority 'HJ_DIS' $1302  2000 ms  1
363  0627:  143  3 
364  
365  :HJ_284
366  00D6: if  0
367  0038:   $1294 ==  3  // integer values
368  004D: jump_if_false @HJ_289
369  01E4: text_1number_lowpriority 'HJ_TIS' $1302  2000 ms  1
370  0627:  143  5 
371  
372  :HJ_289
373  00D6: if  0
374  0038:   $1294 ==  4  // integer values
375  004D: jump_if_false @HJ_294
376  01E4: text_1number_lowpriority 'HJ_QIS' $1302  2000 ms  1
377  0627:  143  7 
378  
379  :HJ_294
380  00D6: if  0
381  0424:   metric
382  004D: jump_if_false @HJ_299
383  0308: text_6numbers 'HJSTAT' $1299 $1298 $1292 $1297 $1296 $1300  5000 ms  5
384  0002: jump @HJ_302
385  
386  :HJ_299
387  042D: $1299 = metric_to_imperial $1299
388  042D: $1292 = metric_to_imperial $1292
389  0302: text_4numbers 'HJSTATF' $1299 $1292 $1296 $1300  5000 ms  5
390  
391  :HJ_302
392  0002: jump @HJ_2

BW's Mission Builder 0.33

  1  :HJ_1
  2  0111: set_wasted_busted_check_to  0 (disabled)
  3  03A4: name_thread 'HJ'
  4  
  5  :HJ_2
  6  0001: wait  0 ms
  7  00D6: if  0
  8  8256:   NOT   player $PLAYER_CHAR defined
  9  004D: jump_if_false ££HJ_7
 10  0002: jump ££HJ_2
 11  
 12  :HJ_7
 13  00D6: if  0
 14  0445:   improved_handling_cheat_used
 15  004D: jump_if_false ££HJ_11
 16  0002: jump ££HJ_2
 17  
 18  :HJ_11
 19  00D6: if  0
 20  09AE: $PLAYER_ACTOR 
 21  004D: jump_if_false ££HJ_15
 22  0002: jump ££HJ_2
 23  
 24  :HJ_15
 25  00D6: if  0
 26  04C8: $PLAYER_ACTOR 
 27  004D: jump_if_false ££HJ_19
 28  0002: jump ££HJ_2
 29  
 30  :HJ_19
 31  00D6: if  0
 32  04A7: $PLAYER_ACTOR 
 33  004D: jump_if_false ££HJ_23
 34  0002: jump ££HJ_2
 35  
 36  :HJ_23
 37  00D6: if  0
 38  00DD:   actor $PLAYER_ACTOR driving_vehicle_type #VORTEX
 39  004D: jump_if_false ££HJ_27
 40  0002: jump ££HJ_2
 41  
 42  :HJ_27
 43  00D6: if  0
 44  89E7:   NOT $PLAYER_CHAR 
 45  004D: jump_if_false ££HJ_31
 46  0002: jump ££HJ_2
 47  
 48  :HJ_31
 49  00D6: if  0
 50  00DF:   actor $PLAYER_ACTOR driving
 51  004D: jump_if_false ££HJ_215
 52  03C0: $1290 = actor $PLAYER_ACTOR car
 53  04FC: store_stunt_data $PLAYER_CHAR two_wheels: $1319 $1323 wheelie: $1326 $1330 stoppie: $1333 $1337
 54  00D6: if  0
 55  0020:   $1323 >  0.0  ;; floating-point values
 56  004D: jump_if_false ££HJ_58
 57  0014: $1319 /=  1000  ;; integer values
 58  008C: $1320 = float_to_integer $1323
 59  008D: $1324 = integer_to_float $1320
 60  0086: $1341 = $1323  ;; floating-point values only
 61  0061: $1341 -= $1324  ;; floating-point values
 62  0011: $1341 *=  100.0  ;; floating-point values
 63  008C: $1321 = float_to_integer $1341
 64  0084: $1289 = $1319  ;; integer values and handles
 65  0058: $1289 += $1320  ;; integer values
 66  0014: $1289 /=  2  ;; integer values
 67  0109: player $PLAYER_CHAR money += $1289
 68  00D6: if  0
 69  0424:   metric
 70  004D: jump_if_false ££HJ_55
 71  0302: text_4numbers 'WHEEL01' $1289 $1320 $1321 $1319  3000 ms  1
 72  0002: jump ££HJ_58
 73  
 74  :HJ_55
 75  0425: unknown_metric_stuff $1325 = $1323
 76  008C: $1322 = float_to_integer $1325
 77  02FF: text_3numbers 'WHEEL02' $1289 $1322 $1319 time  3000 ms  1
 78  
 79  :HJ_58
 80  00D6: if  0
 81  0020:   $1330 >  0.0  ;; floating-point values
 82  004D: jump_if_false ££HJ_81
 83  0014: $1326 /=  1000  ;; integer values
 84  008C: $1327 = float_to_integer $1330
 85  008D: $1331 = integer_to_float $1327
 86  0086: $1341 = $1330  ;; floating-point values only
 87  0061: $1341 -= $1331  ;; floating-point values
 88  0011: $1341 *=  100.0  ;; floating-point values
 89  008C: $1328 = float_to_integer $1341
 90  0084: $1289 = $1327  ;; integer values and handles
 91  0010: $1289 *=  2  ;; integer values
 92  0014: $1289 /=  5  ;; integer values
 93  0014: $1289 /=  2  ;; integer values
 94  0109: player $PLAYER_CHAR money += $1289
 95  00D6: if  0
 96  0424:   metric
 97  004D: jump_if_false ££HJ_78
 98  0302: text_4numbers 'WHEEL06' $1289 $1327 $1328 $1326  3000 ms  1
 99  0002: jump ££HJ_81 
100  
101  :HJ_78
102  0425: unknown_metric_stuff $1332 = $1330
103  008C: $1329 = float_to_integer $1332
104  02FF: text_3numbers 'WHEEL07' $1289 $1329 $1326 time  3000 ms  1
105  
106  :HJ_81
107  00D6: if  0
108  0020:   $1337 >  0.0  ;; floating-point values
109  004D: jump_if_false ££HJ_102
110  0014: $1333 /=  1000  ;; integer values
111  008C: $1334 = float_to_integer $1337
112  008D: $1338 = integer_to_float $1334
113  0086: $1341 = $1337  ;; floating-point values only
114  0061: $1341 -= $1338  ;; floating-point values
115  0011: $1341 *=  100.0  ;; floating-point values
116  008C: $1335 = float_to_integer $1341
117  0084: $1289 = $1334  ;; integer values and handles
118  0014: $1289 /=  2  ;; integer values
119  0109: player $PLAYER_CHAR money += $1289
120  00D6: if  0
121  0424:   metric
122  004D: jump_if_false ££HJ_99
123  0302: text_4numbers 'WHEEL11' $1289 $1334 $1335 $1333  3000 ms  1
124  0002: jump ££HJ_102
125  
126  :HJ_99
127  0425: unknown_metric_stuff $1339 = $1337
128  008C: $1336 = float_to_integer $1339
129  02FF: text_3numbers 'WHEEL12' $1289 $1336 $1333 time  3000 ms  1
130  
131  :HJ_102
132  00D6: if  0
133  01F3:   car $1290 airborne
134  004D: jump_if_false ££HJ_213
135  0004: $1300 =  0  ;; integer values
136  0005: $1314 =  0.0  ;; floating-point values
137  0004: $1293 =  0  ;; integer values
138  0004: $1296 =  0  ;; integer values
139  0004: $1295 =  0  ;; integer values
140  0004: $1294 =  0  ;; integer values
141  0004: $1291 =  0  ;; integer values
142  0004: $1292 =  0  ;; integer values
143  0005: $1304 = -100.0  ;; floating-point values
144  0005: $1305 =  0.0  ;; floating-point values
145  0005: $1306 =  0.0  ;; floating-point values
146  0005: $1307 =  0.0  ;; floating-point values
147  0005: $1308 =  0.0  ;; floating-point values
148  0005: $1309 =  0.0  ;; floating-point values
149  0005: $1310 =  0.0  ;; floating-point values
150  0005: $1311 =  0.0  ;; floating-point values
151  0005: $1312 =  0.0  ;; floating-point values
152  0005: $1313 =  0.0  ;; floating-point values
153  0004: $1299 =  0  ;; integer values
154  0004: $1298 =  0  ;; integer values
155  0004: $1297 =  0  ;; integer values
156  0005: $1341 =  0.0  ;; floating-point values
157  0005: $1316 =  0.0  ;; floating-point values
158  0005: $1318 =  0.0  ;; floating-point values
159  0005: $1317 =  0.0  ;; floating-point values
160  0005: $1315 =  0.0  ;; floating-point values
161  0004: $1301 =  0  ;; integer values
162  0004: $1340 =  0  ;; integer values
163  
164  :HJ_133
165  00D6: if  21
166  01F3:   car $1290 airborne
167  001A:    10 > $1301  ;; integer values
168  004D: jump_if_false ££HJ_212
169  0008: $1301 +=  1  ;; integer values
170  00AA: store_car $1290 position_to $1305 $1306 $1307
171  0086: $1315 = $1314  ;; floating-point values only
172  00D6: if  0
173  0038:   $1291 ==  0  ;; integer values
174  004D: jump_if_false ££HJ_148
175  0174: $1315 = car $1290 z_angle
176  0086: $1308 = $1305  ;; floating-point values only
177  0086: $1309 = $1306  ;; floating-point values only
178  0086: $1310 = $1307  ;; floating-point values only
179  0004: $1291 =  1  ;; integer values
180  
181  :HJ_148
182  0001: wait  0 ms
183  00D6: if  0
184  0119:   car $1290 wrecked
185  004D: jump_if_false ££HJ_153
186  0002: jump ££HJ_2
187  
188  :HJ_153
189  00D6: if  0
190  8256:   NOT   player $PLAYER_CHAR defined
191  004D: jump_if_false ££HJ_157
192  0002: jump ££HJ_2
193  
194  :HJ_157
195  00D6: if  0
196  80DF:   NOT   actor $PLAYER_ACTOR driving
197  004D: jump_if_false ££HJ_161
198  0002: jump ££HJ_2
199  
200  :HJ_161
201  00D6: if  1
202  820D:   NOT   car $1290 flipped
203  0038:   $1295 ==  0  ;; integer values
204  004D: jump_if_false ££HJ_166
205  0004: $1295 =  1  ;; integer values
206  
207  :HJ_166
208  00D6: if  1
209  020D:   car $1290 flipped
210  0038:   $1295 ==  1  ;; integer values
211  004D: jump_if_false ££HJ_172
212  0008: $1296 +=  1  ;; integer values
213  0004: $1295 =  0  ;; integer values
214  
215  :HJ_172
216  0174: $1314 = car $1290 z_angle
217  0086: $1316 = $1314  ;; floating-point values only
218  0061: $1316 -= $1315  ;; floating-point values
219  00D6: if  0
220  0020:   $1316 >  180.0  ;; floating-point values
221  004D: jump_if_false ££HJ_182
222  0086: $1317 = $1316  ;; floating-point values only
223  0005: $1316 =  360.0  ;; floating-point values
224  0061: $1316 -= $1317  ;; floating-point values
225  0002: jump ££HJ_188
226  
227  :HJ_182
228  00D6: if  0
229  0022:   -180.0 > $1316  ;; floating-point values
230  004D: jump_if_false ££HJ_188
231  0086: $1317 = $1316  ;; floating-point values only
232  0005: $1316 =  360.0  ;; floating-point values
233  0059: $1316 += $1317  ;; floating-point values
234  
235  :HJ_188
236  00D6: if  0
237  0022:    0.0 > $1316  ;; floating-point values
238  004D: jump_if_false ££HJ_194
239  0086: $1317 = $1316  ;; floating-point values only
240  0005: $1316 =  0.0  ;; floating-point values
241  0061: $1316 -= $1317  ;; floating-point values
242  
243  :HJ_194
244  0059: $1318 += $1316  ;; floating-point values
245  008C: $1300 = float_to_integer $1318
246  00D6: if  0
247  0024:   $1307 > $1304  ;; floating-point values only
248  004D: jump_if_false ££HJ_200
249  0086: $1304 = $1307  ;; floating-point values only
250  
251  :HJ_200
252  0005: $1307 =  0.0  ;; floating-point values
253  00D6: if  0
254  0038:   $1340 ==  0  ;; integer values
255  004D: jump_if_false ££HJ_211
256  00AA: store_car $1290 position_to $1311 $1312 $1341
257  0509: $1341 = distance between point $1308 $1309 and point $1311 $1312
258  00D6: if  0
259  0020:   $1341 >  20.0  ;; floating-point values
260  004D: jump_if_false ££HJ_211
261  09AB: $1290  37 
262  0004: $1340 =  1  ;; integer values
263  
264  :HJ_211
265  0002: jump ££HJ_133
266  
267  :HJ_212
268  0002: jump ££HJ_214
269  
270  :HJ_213
271  0002: jump ££HJ_2
272  
273  :HJ_214
274  0002: jump ££HJ_216
275  
276  :HJ_215
277  0002: jump ££HJ_2
278  
279  :HJ_216
280  00D6: if  0
281  0038:   $1291 ==  1  ;; integer values
282  004D: jump_if_false ££HJ_238
283  00AA: store_car $1290 position_to $1311 $1312 $1341
284  0509: $1313 = distance between point $1308 $1309 and point $1311 $1312
285  0628:  139 $1313 
286  008C: $1299 = float_to_integer $1313
287  0061: $1304 -= $1310  ;; floating-point values
288  0628:  140 $1304 
289  008C: $1292 = float_to_integer $1304
290  008D: $1341 = integer_to_float $1299
291  0061: $1313 -= $1341  ;; floating-point values
292  0086: $1341 = $1313  ;; floating-point values only
293  0011: $1341 *=  100.0  ;; floating-point values
294  008C: $1298 = float_to_integer $1341
295  008D: $1341 = integer_to_float $1292
296  0061: $1304 -= $1341  ;; floating-point values
297  0086: $1341 = $1304  ;; floating-point values only
298  0011: $1341 *=  100.0  ;; floating-point values
299  008C: $1297 = float_to_integer $1341
300  0627:  141 $1296 
301  0627:  142 $1300 
302  
303  :HJ_238
304  00D6: if  0
305  0020:   $1304 >  4.0  ;; floating-point values
306  004D: jump_if_false ££HJ_242
307  0008: $1294 +=  1  ;; integer values
308  
309  :HJ_242
310  00D6: if  0
311  
312  :End_Thread_A_CONT_and_A_ALAP
313  0018:   $1299 >  40  ;; integer values
314  004D: jump_if_false ££HJ_246
315  0008: $1294 +=  1  ;; integer values
316  
317  :HJ_246
318  00D6: if  0
319  0018:   $1296 >  1  ;; integer values
320  004D: jump_if_false ££HJ_250
321  0008: $1294 +=  1  ;; integer values
322  
323  :HJ_250
324  00D6: if  0
325  0018:   $1300 >  360  ;; integer values
326  004D: jump_if_false ££HJ_254
327  0008: $1294 +=  1  ;; integer values
328  
329  :HJ_254
330  00D6: if  0
331  0018:   $1294 >  0  ;; integer values
332  004D: jump_if_false ££HJ_302
333  0084: $1302 = $1296  ;; integer values and handles
334  0010: $1302 *=  180  ;; integer values
335  0058: $1302 += $1300  ;; integer values
336  0084: $1303 = $1299  ;; integer values and handles
337  0010: $1303 *=  6  ;; integer values
338  0058: $1302 += $1303  ;; integer values
339  0084: $1303 = $1292  ;; integer values and handles
340  0010: $1303 *=  45  ;; integer values
341  0058: $1302 += $1303  ;; integer values
342  00D6: if  0
343  0038:   $1293 ==  1  ;; integer values
344  004D: jump_if_false ££HJ_270
345  0010: $1302 *=  2  ;; integer values
346  
347  :HJ_270
348  0068: $1302 *= $1294  ;; integer values
349  0014: $1302 /=  3  ;; integer values
350  0014: $1302 /=  5  ;; integer values
351  0109: player $PLAYER_CHAR money += $1302
352  00D6: if  0
353  0038:   $1294 ==  1  ;; integer values
354  004D: jump_if_false ££HJ_279
355  01E4: text_1number_lowpriority 'HJ_IS' $1302  2000 ms  1
356  0627:  143  1 
357  
358  :HJ_279
359  00D6: if  0
360  0038:   $1294 ==  2  ;; integer values
361  004D: jump_if_false ££HJ_284
362  01E4: text_1number_lowpriority 'HJ_DIS' $1302  2000 ms  1
363  0627:  143  3 
364  
365  :HJ_284
366  00D6: if  0
367  0038:   $1294 ==  3  ;; integer values
368  004D: jump_if_false ££HJ_289
369  01E4: text_1number_lowpriority 'HJ_TIS' $1302  2000 ms  1
370  0627:  143  5 
371  
372  :HJ_289
373  00D6: if  0
374  0038:   $1294 ==  4  ;; integer values
375  004D: jump_if_false ££HJ_294
376  01E4: text_1number_lowpriority 'HJ_QIS' $1302  2000 ms  1
377  0627:  143  7 
378  
379  :HJ_294
380  00D6: if  0
381  0424:   metric
382  004D: jump_if_false ££HJ_299
383  0308: text_6numbers 'HJSTAT' $1299 $1298 $1292 $1297 $1296 $1300  5000 ms  5
384  0002: jump ££HJ_302
385  
386  :HJ_299
387  042D: $1299 = metric_to_imperial $1299
388  042D: $1292 = metric_to_imperial $1292
389  0302: text_4numbers 'HJSTATF' $1299 $1292 $1296 $1300  5000 ms  5
390  
391  :HJ_302
392  0002: jump ££HJ_2

See also