:NONAME_1 wait 0 if Player.Defined($PLAYER_CHAR) jump @NONAME_1 02D7: player $PLAYER_CHAR currentweapon == 0 00E1: key_pressed 0 17 jump @NONAME_1_309 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 13.0 -1.0 020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 26.0 -1.0 020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 39.0 -1.0 020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 52.0 -1.0 020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 65.0 -1.0 020C: create_explosion_with_radius 8 at 1@ 2@ 3@ 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 78.0 -1.0 020C: create_explosion_with_radius 8 at 1@ 2@ 3@ wait 250 :NONAME_1_309 if and 00E1: key_pressed 0 4 80E0: not player $PLAYER_CHAR driving jump @NONAME_1_600 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 0.0 -1.0 04C4: create_coordinate 10@ 11@ 12@ from_actor $PLAYER_ACTOR offset 0.0 0.0 20.0 020C: create_explosion_with_radius 1 at 1@ 2@ 3@ Camera.SetPosition(10@, 11@, 12@, 0.0, 0.0, 0.0) Camera.PointAt(1@, 2@, 3@, 2) 4@ = 0.0 // floating-point values :NONAME_1_451 wait 0 02F6: 5@ = cosine 4@ // sinus swapped with cosine 5@ *= 10.0 // floating-point values (never used in VC or GTA 3) 02F7: 6@ = sinus 4@ // cosine swapped with sinus 6@ *= 10.0 // floating-point values (never used in VC or GTA 3) 04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 5@ 6@ -1.0 020C: create_explosion_with_radius 1 at 1@ 2@ 3@ 4@ += 20.0 // floating-point values if 4@ > 340.0 // floating-point values jump @NONAME_1_451 16@ = 0 // integer values :NONAME_1_567 wait 0 0222: set_player $PLAYER_CHAR health_to 200 if 16@ > 2000 // integer values jump @NONAME_1_567 Camera.Restore_WithJumpCut :NONAME_1_600 if and 80E0: not player $PLAYER_CHAR driving 00E1: key_pressed 0 14 jump @NONAME_1_841 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :NONAME_1_629 wait 0 if Player.Defined($PLAYER_CHAR) jump @NONAME_1 0222: set_player $PLAYER_CHAR health_to 200 if 00E1: key_pressed 0 14 jump @NONAME_1_811 0054: store_player $PLAYER_CHAR position_to 0@ 1@ 2@ if or 0@ > 1480.0 // floating-point values -2280.0 > 0@ // floating-point values 1@ > 1880.0 // floating-point values -1880.0 > 1@ // floating-point values jump @NONAME_1_759 0055: put_player $PLAYER_CHAR at 0.0 0.0 -100.0 :NONAME_1_759 04C4: create_coordinate 5@ 6@ 7@ from_actor $PLAYER_ACTOR offset 0.0 10.0 -1.0 0055: put_player $PLAYER_CHAR at 5@ 6@ 90.0 jump @NONAME_1_629 :NONAME_1_811 0055: put_player $PLAYER_CHAR at 5@ 6@ -100.0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False jump @NONAME_1 :NONAME_1_841 if and 80E0: not player $PLAYER_CHAR driving 00E1: key_pressed 0 18 jump @NONAME_1_1082 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :NONAME_1_870 wait 0 if Player.Defined($PLAYER_CHAR) jump @NONAME_1 0222: set_player $PLAYER_CHAR health_to 200 if 00E1: key_pressed 0 18 jump @NONAME_1_1052 0054: store_player $PLAYER_CHAR position_to 0@ 1@ 2@ if or 0@ > 1480.0 // floating-point values -2280.0 > 0@ // floating-point values 1@ > 1880.0 // floating-point values -1880.0 > 1@ // floating-point values jump @NONAME_1_1000 0055: put_player $PLAYER_CHAR at 0.0 0.0 -100.0 :NONAME_1_1000 04C4: create_coordinate 5@ 6@ 7@ from_actor $PLAYER_ACTOR offset 0.0 10.0 -1.0 0055: put_player $PLAYER_CHAR at 5@ 6@ -40.0 jump @NONAME_1_870 :NONAME_1_1052 0055: put_player $PLAYER_CHAR at 5@ 6@ -100.0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False jump @NONAME_1 :NONAME_1_1082 jump @NONAME_1