Hyperjump
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Hyperjumps or Insane Stunts are a short script. You can add it to your main.scm using the following snippet. When you did this the game will show you the Insane stunt bonuses and give you money for it. Make sure you use the original GXT tables, or only GXT tables where stuff is added!
Contents
Creating the Thread
Add a new thread to your Main-Thread, called HJ_1:
004F: create_thread @HJ_1
Normaly this line is added where all other generic threads are startet. So if you dont use a strippet SCM search the other threadstarts!
Adding the Code
Then copy the following code-snippet and add it under you main thread:
Sanny Builder 2.99
:HJ_1
0111: set_wasted_busted_check_to 0 (disabled)
03A4: name_thread 'HJ'
:HJ_2
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false @HJ_7
0002: jump @HJ_2
:HJ_7
00D6: if 0
0445: improved_handling_cheat_used
004D: jump_if_false @HJ_11
0002: jump @HJ_2
:HJ_11
00D6: if 0
09AE: $PLAYER_ACTOR
004D: jump_if_false @HJ_15
0002: jump @HJ_2
:HJ_15
00D6: if 0
04C8: $PLAYER_ACTOR
004D: jump_if_false @HJ_19
0002: jump @HJ_2
:HJ_19
00D6: if 0
04A7: $PLAYER_ACTOR
004D: jump_if_false @HJ_23
0002: jump @HJ_2
:HJ_23
00D6: if 0
00DD: actor $PLAYER_ACTOR driving_vehicle_type #VORTEX
004D: jump_if_false @HJ_27
0002: jump @HJ_2
:HJ_27
00D6: if 0
89E7: NOT $PLAYER_CHAR
004D: jump_if_false @HJ_31
0002: jump @HJ_2
:HJ_31
00D6: if 0
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false @HJ_215
03C0: $1290 = actor $PLAYER_ACTOR car
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $1319 $1323 wheelie: $1326 $1330 stoppie: $1333 $1337
00D6: if 0
0020: $1323 > 0.0 // floating-point values
004D: jump_if_false @HJ_58
0014: $1319 /= 1000 // integer values
008C: $1320 = float_to_integer $1323
008D: $1324 = integer_to_float $1320
0086: $1341 = $1323 // floating-point values only
0061: $1341 -= $1324 // floating-point values
0011: $1341 *= 100.0 // floating-point values
008C: $1321 = float_to_integer $1341
0084: $1289 = $1319 // integer values and handles
0058: $1289 += $1320 // integer values
0014: $1289 /= 2 // integer values
0109: player $PLAYER_CHAR money += $1289
00D6: if 0
0424: metric
004D: jump_if_false @HJ_55
0302: text_4numbers 'WHEEL01' $1289 $1320 $1321 $1319 3000 ms 1
0002: jump @HJ_58
:HJ_55
0425: unknown_metric_stuff $1325 = $1323
008C: $1322 = float_to_integer $1325
02FF: text_3numbers 'WHEEL02' $1289 $1322 $1319 time 3000 ms 1
:HJ_58
00D6: if 0
0020: $1330 > 0.0 // floating-point values
004D: jump_if_false @HJ_81
0014: $1326 /= 1000 // integer values
008C: $1327 = float_to_integer $1330
008D: $1331 = integer_to_float $1327
0086: $1341 = $1330 // floating-point values only
0061: $1341 -= $1331 // floating-point values
0011: $1341 *= 100.0 // floating-point values
008C: $1328 = float_to_integer $1341
0084: $1289 = $1327 // integer values and handles
0010: $1289 *= 2 // integer values
0014: $1289 /= 5 // integer values
0014: $1289 /= 2 // integer values
0109: player $PLAYER_CHAR money += $1289
00D6: if 0
0424: metric
004D: jump_if_false @HJ_78
0302: text_4numbers 'WHEEL06' $1289 $1327 $1328 $1326 3000 ms 1
0002: jump @HJ_81
:HJ_78
0425: unknown_metric_stuff $1332 = $1330
008C: $1329 = float_to_integer $1332
02FF: text_3numbers 'WHEEL07' $1289 $1329 $1326 time 3000 ms 1
:HJ_81
00D6: if 0
0020: $1337 > 0.0 // floating-point values
004D: jump_if_false @HJ_102
0014: $1333 /= 1000 // integer values
008C: $1334 = float_to_integer $1337
008D: $1338 = integer_to_float $1334
0086: $1341 = $1337 // floating-point values only
0061: $1341 -= $1338 // floating-point values
0011: $1341 *= 100.0 // floating-point values
008C: $1335 = float_to_integer $1341
0084: $1289 = $1334 // integer values and handles
0014: $1289 /= 2 // integer values
0109: player $PLAYER_CHAR money += $1289
00D6: if 0
0424: metric
004D: jump_if_false @HJ_99
0302: text_4numbers 'WHEEL11' $1289 $1334 $1335 $1333 3000 ms 1
0002: jump @HJ_102
:HJ_99
0425: unknown_metric_stuff $1339 = $1337
008C: $1336 = float_to_integer $1339
02FF: text_3numbers 'WHEEL12' $1289 $1336 $1333 time 3000 ms 1
:HJ_102
00D6: if 0
01F3: car $1290 airborne
004D: jump_if_false @HJ_213
0004: $1300 = 0 // integer values
0005: $1314 = 0.0 // floating-point values
0004: $1293 = 0 // integer values
0004: $1296 = 0 // integer values
0004: $1295 = 0 // integer values
0004: $1294 = 0 // integer values
0004: $1291 = 0 // integer values
0004: $1292 = 0 // integer values
0005: $1304 = -100.0 // floating-point values
0005: $1305 = 0.0 // floating-point values
0005: $1306 = 0.0 // floating-point values
0005: $1307 = 0.0 // floating-point values
0005: $1308 = 0.0 // floating-point values
0005: $1309 = 0.0 // floating-point values
0005: $1310 = 0.0 // floating-point values
0005: $1311 = 0.0 // floating-point values
0005: $1312 = 0.0 // floating-point values
0005: $1313 = 0.0 // floating-point values
0004: $1299 = 0 // integer values
0004: $1298 = 0 // integer values
0004: $1297 = 0 // integer values
0005: $1341 = 0.0 // floating-point values
0005: $1316 = 0.0 // floating-point values
0005: $1318 = 0.0 // floating-point values
0005: $1317 = 0.0 // floating-point values
0005: $1315 = 0.0 // floating-point values
0004: $1301 = 0 // integer values
0004: $1340 = 0 // integer values
:HJ_133
00D6: if 21
01F3: car $1290 airborne
001A: 10 > $1301 // integer values
004D: jump_if_false @HJ_212
0008: $1301 += 1 // integer values
00AA: store_car $1290 position_to $1305 $1306 $1307
0086: $1315 = $1314 // floating-point values only
00D6: if 0
0038: $1291 == 0 // integer values
004D: jump_if_false @HJ_148
0174: $1315 = car $1290 z_angle
0086: $1308 = $1305 // floating-point values only
0086: $1309 = $1306 // floating-point values only
0086: $1310 = $1307 // floating-point values only
0004: $1291 = 1 // integer values
:HJ_148
0001: wait 0 ms
00D6: if 0
0119: car $1290 wrecked
004D: jump_if_false @HJ_153
0002: jump @HJ_2
:HJ_153
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false @HJ_157
0002: jump @HJ_2
:HJ_157
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false @HJ_161
0002: jump @HJ_2
:HJ_161
00D6: if 1
820D: NOT car $1290 flipped
0038: $1295 == 0 // integer values
004D: jump_if_false @HJ_166
0004: $1295 = 1 // integer values
:HJ_166
00D6: if 1
020D: car $1290 flipped
0038: $1295 == 1 // integer values
004D: jump_if_false @HJ_172
0008: $1296 += 1 // integer values
0004: $1295 = 0 // integer values
:HJ_172
0174: $1314 = car $1290 z_angle
0086: $1316 = $1314 // floating-point values only
0061: $1316 -= $1315 // floating-point values
00D6: if 0
0020: $1316 > 180.0 // floating-point values
004D: jump_if_false @HJ_182
0086: $1317 = $1316 // floating-point values only
0005: $1316 = 360.0 // floating-point values
0061: $1316 -= $1317 // floating-point values
0002: jump @HJ_188
:HJ_182
00D6: if 0
0022: -180.0 > $1316 // floating-point values
004D: jump_if_false @HJ_188
0086: $1317 = $1316 // floating-point values only
0005: $1316 = 360.0 // floating-point values
0059: $1316 += $1317 // floating-point values
:HJ_188
00D6: if 0
0022: 0.0 > $1316 // floating-point values
004D: jump_if_false @HJ_194
0086: $1317 = $1316 // floating-point values only
0005: $1316 = 0.0 // floating-point values
0061: $1316 -= $1317 // floating-point values
:HJ_194
0059: $1318 += $1316 // floating-point values
008C: $1300 = float_to_integer $1318
00D6: if 0
0024: $1307 > $1304 // floating-point values only
004D: jump_if_false @HJ_200
0086: $1304 = $1307 // floating-point values only
:HJ_200
0005: $1307 = 0.0 // floating-point values
00D6: if 0
0038: $1340 == 0 // integer values
004D: jump_if_false @HJ_211
00AA: store_car $1290 position_to $1311 $1312 $1341
0509: $1341 = distance between point $1308 $1309 and point $1311 $1312
00D6: if 0
0020: $1341 > 20.0 // floating-point values
004D: jump_if_false @HJ_211
09AB: $1290 37
0004: $1340 = 1 // integer values
:HJ_211
0002: jump @HJ_133
:HJ_212
0002: jump @HJ_214
:HJ_213
0002: jump @HJ_2
:HJ_214
0002: jump @HJ_216
:HJ_215
0002: jump @HJ_2
:HJ_216
00D6: if 0
0038: $1291 == 1 // integer values
004D: jump_if_false @HJ_238
00AA: store_car $1290 position_to $1311 $1312 $1341
0509: $1313 = distance between point $1308 $1309 and point $1311 $1312
0628: 139 $1313
008C: $1299 = float_to_integer $1313
0061: $1304 -= $1310 // floating-point values
0628: 140 $1304
008C: $1292 = float_to_integer $1304
008D: $1341 = integer_to_float $1299
0061: $1313 -= $1341 // floating-point values
0086: $1341 = $1313 // floating-point values only
0011: $1341 *= 100.0 // floating-point values
008C: $1298 = float_to_integer $1341
008D: $1341 = integer_to_float $1292
0061: $1304 -= $1341 // floating-point values
0086: $1341 = $1304 // floating-point values only
0011: $1341 *= 100.0 // floating-point values
008C: $1297 = float_to_integer $1341
0627: 141 $1296
0627: 142 $1300
:HJ_238
00D6: if 0
0020: $1304 > 4.0 // floating-point values
004D: jump_if_false @HJ_242
0008: $1294 += 1 // integer values
:HJ_242
00D6: if 0
:End_Thread_A_CONT_and_A_ALAP
0018: $1299 > 40 // integer values
004D: jump_if_false @HJ_246
0008: $1294 += 1 // integer values
:HJ_246
00D6: if 0
0018: $1296 > 1 // integer values
004D: jump_if_false @HJ_250
0008: $1294 += 1 // integer values
:HJ_250
00D6: if 0
0018: $1300 > 360 // integer values
004D: jump_if_false @HJ_254
0008: $1294 += 1 // integer values
:HJ_254
00D6: if 0
0018: $1294 > 0 // integer values
004D: jump_if_false @HJ_302
0084: $1302 = $1296 // integer values and handles
0010: $1302 *= 180 // integer values
0058: $1302 += $1300 // integer values
0084: $1303 = $1299 // integer values and handles
0010: $1303 *= 6 // integer values
0058: $1302 += $1303 // integer values
0084: $1303 = $1292 // integer values and handles
0010: $1303 *= 45 // integer values
0058: $1302 += $1303 // integer values
00D6: if 0
0038: $1293 == 1 // integer values
004D: jump_if_false @HJ_270
0010: $1302 *= 2 // integer values
:HJ_270
0068: $1302 *= $1294 // integer values
0014: $1302 /= 3 // integer values
0014: $1302 /= 5 // integer values
0109: player $PLAYER_CHAR money += $1302
00D6: if 0
0038: $1294 == 1 // integer values
004D: jump_if_false @HJ_279
01E4: text_1number_lowpriority 'HJ_IS' $1302 2000 ms 1
0627: 143 1
:HJ_279
00D6: if 0
0038: $1294 == 2 // integer values
004D: jump_if_false @HJ_284
01E4: text_1number_lowpriority 'HJ_DIS' $1302 2000 ms 1
0627: 143 3
:HJ_284
00D6: if 0
0038: $1294 == 3 // integer values
004D: jump_if_false @HJ_289
01E4: text_1number_lowpriority 'HJ_TIS' $1302 2000 ms 1
0627: 143 5
:HJ_289
00D6: if 0
0038: $1294 == 4 // integer values
004D: jump_if_false @HJ_294
01E4: text_1number_lowpriority 'HJ_QIS' $1302 2000 ms 1
0627: 143 7
:HJ_294
00D6: if 0
0424: metric
004D: jump_if_false @HJ_299
0308: text_6numbers 'HJSTAT' $1299 $1298 $1292 $1297 $1296 $1300 5000 ms 5
0002: jump @HJ_302
:HJ_299
042D: $1299 = metric_to_imperial $1299
042D: $1292 = metric_to_imperial $1292
0302: text_4numbers 'HJSTATF' $1299 $1292 $1296 $1300 5000 ms 5
:HJ_302
0002: jump @HJ_2
BW's Mission Builder 0.33
:HJ_1
0111: set_wasted_busted_check_to 0 (disabled)
03A4: name_thread 'HJ'
:HJ_2
0001: wait 0 ms
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false ££HJ_7
0002: jump ££HJ_2
:HJ_7
00D6: if 0
0445: improved_handling_cheat_used
004D: jump_if_false ££HJ_11
0002: jump ££HJ_2
:HJ_11
00D6: if 0
09AE: $PLAYER_ACTOR
004D: jump_if_false ££HJ_15
0002: jump ££HJ_2
:HJ_15
00D6: if 0
04C8: $PLAYER_ACTOR
004D: jump_if_false ££HJ_19
0002: jump ££HJ_2
:HJ_19
00D6: if 0
04A7: $PLAYER_ACTOR
004D: jump_if_false ££HJ_23
0002: jump ££HJ_2
:HJ_23
00D6: if 0
00DD: actor $PLAYER_ACTOR driving_vehicle_type #VORTEX
004D: jump_if_false ££HJ_27
0002: jump ££HJ_2
:HJ_27
00D6: if 0
89E7: NOT $PLAYER_CHAR
004D: jump_if_false ££HJ_31
0002: jump ££HJ_2
:HJ_31
00D6: if 0
00DF: actor $PLAYER_ACTOR driving
004D: jump_if_false ££HJ_215
03C0: $1290 = actor $PLAYER_ACTOR car
04FC: store_stunt_data $PLAYER_CHAR two_wheels: $1319 $1323 wheelie: $1326 $1330 stoppie: $1333 $1337
00D6: if 0
0020: $1323 > 0.0 ;; floating-point values
004D: jump_if_false ££HJ_58
0014: $1319 /= 1000 ;; integer values
008C: $1320 = float_to_integer $1323
008D: $1324 = integer_to_float $1320
0086: $1341 = $1323 ;; floating-point values only
0061: $1341 -= $1324 ;; floating-point values
0011: $1341 *= 100.0 ;; floating-point values
008C: $1321 = float_to_integer $1341
0084: $1289 = $1319 ;; integer values and handles
0058: $1289 += $1320 ;; integer values
0014: $1289 /= 2 ;; integer values
0109: player $PLAYER_CHAR money += $1289
00D6: if 0
0424: metric
004D: jump_if_false ££HJ_55
0302: text_4numbers 'WHEEL01' $1289 $1320 $1321 $1319 3000 ms 1
0002: jump ££HJ_58
:HJ_55
0425: unknown_metric_stuff $1325 = $1323
008C: $1322 = float_to_integer $1325
02FF: text_3numbers 'WHEEL02' $1289 $1322 $1319 time 3000 ms 1
:HJ_58
00D6: if 0
0020: $1330 > 0.0 ;; floating-point values
004D: jump_if_false ££HJ_81
0014: $1326 /= 1000 ;; integer values
008C: $1327 = float_to_integer $1330
008D: $1331 = integer_to_float $1327
0086: $1341 = $1330 ;; floating-point values only
0061: $1341 -= $1331 ;; floating-point values
0011: $1341 *= 100.0 ;; floating-point values
008C: $1328 = float_to_integer $1341
0084: $1289 = $1327 ;; integer values and handles
0010: $1289 *= 2 ;; integer values
0014: $1289 /= 5 ;; integer values
0014: $1289 /= 2 ;; integer values
0109: player $PLAYER_CHAR money += $1289
00D6: if 0
0424: metric
004D: jump_if_false ££HJ_78
0302: text_4numbers 'WHEEL06' $1289 $1327 $1328 $1326 3000 ms 1
0002: jump ££HJ_81
:HJ_78
0425: unknown_metric_stuff $1332 = $1330
008C: $1329 = float_to_integer $1332
02FF: text_3numbers 'WHEEL07' $1289 $1329 $1326 time 3000 ms 1
:HJ_81
00D6: if 0
0020: $1337 > 0.0 ;; floating-point values
004D: jump_if_false ££HJ_102
0014: $1333 /= 1000 ;; integer values
008C: $1334 = float_to_integer $1337
008D: $1338 = integer_to_float $1334
0086: $1341 = $1337 ;; floating-point values only
0061: $1341 -= $1338 ;; floating-point values
0011: $1341 *= 100.0 ;; floating-point values
008C: $1335 = float_to_integer $1341
0084: $1289 = $1334 ;; integer values and handles
0014: $1289 /= 2 ;; integer values
0109: player $PLAYER_CHAR money += $1289
00D6: if 0
0424: metric
004D: jump_if_false ££HJ_99
0302: text_4numbers 'WHEEL11' $1289 $1334 $1335 $1333 3000 ms 1
0002: jump ££HJ_102
:HJ_99
0425: unknown_metric_stuff $1339 = $1337
008C: $1336 = float_to_integer $1339
02FF: text_3numbers 'WHEEL12' $1289 $1336 $1333 time 3000 ms 1
:HJ_102
00D6: if 0
01F3: car $1290 airborne
004D: jump_if_false ££HJ_213
0004: $1300 = 0 ;; integer values
0005: $1314 = 0.0 ;; floating-point values
0004: $1293 = 0 ;; integer values
0004: $1296 = 0 ;; integer values
0004: $1295 = 0 ;; integer values
0004: $1294 = 0 ;; integer values
0004: $1291 = 0 ;; integer values
0004: $1292 = 0 ;; integer values
0005: $1304 = -100.0 ;; floating-point values
0005: $1305 = 0.0 ;; floating-point values
0005: $1306 = 0.0 ;; floating-point values
0005: $1307 = 0.0 ;; floating-point values
0005: $1308 = 0.0 ;; floating-point values
0005: $1309 = 0.0 ;; floating-point values
0005: $1310 = 0.0 ;; floating-point values
0005: $1311 = 0.0 ;; floating-point values
0005: $1312 = 0.0 ;; floating-point values
0005: $1313 = 0.0 ;; floating-point values
0004: $1299 = 0 ;; integer values
0004: $1298 = 0 ;; integer values
0004: $1297 = 0 ;; integer values
0005: $1341 = 0.0 ;; floating-point values
0005: $1316 = 0.0 ;; floating-point values
0005: $1318 = 0.0 ;; floating-point values
0005: $1317 = 0.0 ;; floating-point values
0005: $1315 = 0.0 ;; floating-point values
0004: $1301 = 0 ;; integer values
0004: $1340 = 0 ;; integer values
:HJ_133
00D6: if 21
01F3: car $1290 airborne
001A: 10 > $1301 ;; integer values
004D: jump_if_false ££HJ_212
0008: $1301 += 1 ;; integer values
00AA: store_car $1290 position_to $1305 $1306 $1307
0086: $1315 = $1314 ;; floating-point values only
00D6: if 0
0038: $1291 == 0 ;; integer values
004D: jump_if_false ££HJ_148
0174: $1315 = car $1290 z_angle
0086: $1308 = $1305 ;; floating-point values only
0086: $1309 = $1306 ;; floating-point values only
0086: $1310 = $1307 ;; floating-point values only
0004: $1291 = 1 ;; integer values
:HJ_148
0001: wait 0 ms
00D6: if 0
0119: car $1290 wrecked
004D: jump_if_false ££HJ_153
0002: jump ££HJ_2
:HJ_153
00D6: if 0
8256: NOT player $PLAYER_CHAR defined
004D: jump_if_false ££HJ_157
0002: jump ££HJ_2
:HJ_157
00D6: if 0
80DF: NOT actor $PLAYER_ACTOR driving
004D: jump_if_false ££HJ_161
0002: jump ££HJ_2
:HJ_161
00D6: if 1
820D: NOT car $1290 flipped
0038: $1295 == 0 ;; integer values
004D: jump_if_false ££HJ_166
0004: $1295 = 1 ;; integer values
:HJ_166
00D6: if 1
020D: car $1290 flipped
0038: $1295 == 1 ;; integer values
004D: jump_if_false ££HJ_172
0008: $1296 += 1 ;; integer values
0004: $1295 = 0 ;; integer values
:HJ_172
0174: $1314 = car $1290 z_angle
0086: $1316 = $1314 ;; floating-point values only
0061: $1316 -= $1315 ;; floating-point values
00D6: if 0
0020: $1316 > 180.0 ;; floating-point values
004D: jump_if_false ££HJ_182
0086: $1317 = $1316 ;; floating-point values only
0005: $1316 = 360.0 ;; floating-point values
0061: $1316 -= $1317 ;; floating-point values
0002: jump ££HJ_188
:HJ_182
00D6: if 0
0022: -180.0 > $1316 ;; floating-point values
004D: jump_if_false ££HJ_188
0086: $1317 = $1316 ;; floating-point values only
0005: $1316 = 360.0 ;; floating-point values
0059: $1316 += $1317 ;; floating-point values
:HJ_188
00D6: if 0
0022: 0.0 > $1316 ;; floating-point values
004D: jump_if_false ££HJ_194
0086: $1317 = $1316 ;; floating-point values only
0005: $1316 = 0.0 ;; floating-point values
0061: $1316 -= $1317 ;; floating-point values
:HJ_194
0059: $1318 += $1316 ;; floating-point values
008C: $1300 = float_to_integer $1318
00D6: if 0
0024: $1307 > $1304 ;; floating-point values only
004D: jump_if_false ££HJ_200
0086: $1304 = $1307 ;; floating-point values only
:HJ_200
0005: $1307 = 0.0 ;; floating-point values
00D6: if 0
0038: $1340 == 0 ;; integer values
004D: jump_if_false ££HJ_211
00AA: store_car $1290 position_to $1311 $1312 $1341
0509: $1341 = distance between point $1308 $1309 and point $1311 $1312
00D6: if 0
0020: $1341 > 20.0 ;; floating-point values
004D: jump_if_false ££HJ_211
09AB: $1290 37
0004: $1340 = 1 ;; integer values
:HJ_211
0002: jump ££HJ_133
:HJ_212
0002: jump ££HJ_214
:HJ_213
0002: jump ££HJ_2
:HJ_214
0002: jump ££HJ_216
:HJ_215
0002: jump ££HJ_2
:HJ_216
00D6: if 0
0038: $1291 == 1 ;; integer values
004D: jump_if_false ££HJ_238
00AA: store_car $1290 position_to $1311 $1312 $1341
0509: $1313 = distance between point $1308 $1309 and point $1311 $1312
0628: 139 $1313
008C: $1299 = float_to_integer $1313
0061: $1304 -= $1310 ;; floating-point values
0628: 140 $1304
008C: $1292 = float_to_integer $1304
008D: $1341 = integer_to_float $1299
0061: $1313 -= $1341 ;; floating-point values
0086: $1341 = $1313 ;; floating-point values only
0011: $1341 *= 100.0 ;; floating-point values
008C: $1298 = float_to_integer $1341
008D: $1341 = integer_to_float $1292
0061: $1304 -= $1341 ;; floating-point values
0086: $1341 = $1304 ;; floating-point values only
0011: $1341 *= 100.0 ;; floating-point values
008C: $1297 = float_to_integer $1341
0627: 141 $1296
0627: 142 $1300
:HJ_238
00D6: if 0
0020: $1304 > 4.0 ;; floating-point values
004D: jump_if_false ££HJ_242
0008: $1294 += 1 ;; integer values
:HJ_242
00D6: if 0
:End_Thread_A_CONT_and_A_ALAP
0018: $1299 > 40 ;; integer values
004D: jump_if_false ££HJ_246
0008: $1294 += 1 ;; integer values
:HJ_246
00D6: if 0
0018: $1296 > 1 ;; integer values
004D: jump_if_false ££HJ_250
0008: $1294 += 1 ;; integer values
:HJ_250
00D6: if 0
0018: $1300 > 360 ;; integer values
004D: jump_if_false ££HJ_254
0008: $1294 += 1 ;; integer values
:HJ_254
00D6: if 0
0018: $1294 > 0 ;; integer values
004D: jump_if_false ££HJ_302
0084: $1302 = $1296 ;; integer values and handles
0010: $1302 *= 180 ;; integer values
0058: $1302 += $1300 ;; integer values
0084: $1303 = $1299 ;; integer values and handles
0010: $1303 *= 6 ;; integer values
0058: $1302 += $1303 ;; integer values
0084: $1303 = $1292 ;; integer values and handles
0010: $1303 *= 45 ;; integer values
0058: $1302 += $1303 ;; integer values
00D6: if 0
0038: $1293 == 1 ;; integer values
004D: jump_if_false ££HJ_270
0010: $1302 *= 2 ;; integer values
:HJ_270
0068: $1302 *= $1294 ;; integer values
0014: $1302 /= 3 ;; integer values
0014: $1302 /= 5 ;; integer values
0109: player $PLAYER_CHAR money += $1302
00D6: if 0
0038: $1294 == 1 ;; integer values
004D: jump_if_false ££HJ_279
01E4: text_1number_lowpriority 'HJ_IS' $1302 2000 ms 1
0627: 143 1
:HJ_279
00D6: if 0
0038: $1294 == 2 ;; integer values
004D: jump_if_false ££HJ_284
01E4: text_1number_lowpriority 'HJ_DIS' $1302 2000 ms 1
0627: 143 3
:HJ_284
00D6: if 0
0038: $1294 == 3 ;; integer values
004D: jump_if_false ££HJ_289
01E4: text_1number_lowpriority 'HJ_TIS' $1302 2000 ms 1
0627: 143 5
:HJ_289
00D6: if 0
0038: $1294 == 4 ;; integer values
004D: jump_if_false ££HJ_294
01E4: text_1number_lowpriority 'HJ_QIS' $1302 2000 ms 1
0627: 143 7
:HJ_294
00D6: if 0
0424: metric
004D: jump_if_false ££HJ_299
0308: text_6numbers 'HJSTAT' $1299 $1298 $1292 $1297 $1296 $1300 5000 ms 5
0002: jump ££HJ_302
:HJ_299
042D: $1299 = metric_to_imperial $1299
042D: $1292 = metric_to_imperial $1292
0302: text_4numbers 'HJSTATF' $1299 $1292 $1296 $1300 5000 ms 5
:HJ_302
0002: jump ££HJ_2