Difference between revisions of "Hyperjump"

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(Creating the Thread)
Line 6: Line 6:
 
Add a new [[thread]] to your Main-Thread, called '''HJ_1''':
 
Add a new [[thread]] to your Main-Thread, called '''HJ_1''':
  
004F: create_thread @HJ_1
+
<source lang="scm">004F: create_thread @HJ_1</source>
  
Normaly this line is added where all other generic threads are startet. So if you dont use a strippet SCM search the other threadstarts!
+
Normally this line is added to the section where all other generic threads are started. So if you don't use a stripped SCM, search for the other thread creators.
  
 
==Adding the Code==
 
==Adding the Code==

Revision as of 18:09, 2 February 2009

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!

Creating the Thread

Add a new thread to your Main-Thread, called HJ_1:

004F: create_thread @HJ_1

Normally this line is added to the section where all other generic threads are started. So if you don't use a stripped SCM, search for the other thread creators.

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

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