Hyperjump

From GTAMods Wiki
Revision as of 18:32, 25 May 2007 by Aschratt (talk | contribs)
Jump to navigation Jump to search

Template:Hyperjump

Hyperjumps or Insane Stunts are a short script. You can add it to your 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

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

Tools & Links