gtasa.carspawn

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Post on 16-Nov-2015

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spawn

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{$CLEO .csa}thread 'CARSPWN' wait 10005@ = 400 :CARSPWN_2wait 0 40@ = 0while 40@ < 1500 wait 100 0DDD: 0@ = get_mutex_var 0 if and 0@ == 0 Player.Defined($PLAYER_CHAR) Player.Controllable($PLAYER_CHAR) not Actor.Driving($PLAYER_ACTOR) jf @CARSPWN_2 if and 80E1: not key_pressed 3 4 00E1: key_pressed 3 5 00E1: key_pressed 3 6 jf @CARSPWN_2 end0DDC: set_mutex_var 0 to 1 :CARSPWN_69wait 003E5: text_box 'CSPWN_1' player.CanMove($PLAYER_CHAR) = false0575: set_actor $PLAYER_ACTOR pinned_position 1camera.SetBehindPlayer()wait 500jump @CARSPWN_95:CARSPWN_83wait 0 5@ = 400 // integer values :CARSPWN_9501E5: text_1number_highpriority 'NUMBER' 5@ flag 2000 time 1 Model.Load(5@)038B: load_requested_models :CARSPWN_120wait 0 if Model.Available(5@)else_jump @CARSPWN_12007E4: get_model 5@ dimensions_cornerA_to 0@ 1@ 2@ dimensions_cornerB_to 10@ 11@ 12@if 081F: model 5@ planethen 10@ *= 1.2else 10@ *= 2.2 10@ += 1.0end04C4: create_coordinate 0@ 1@ 2@ from_actor $PLAYER_ACTOR offset 0.2 10@ 0.0 3@ = Actor.Angle($PLAYER_ACTOR) if 3@ > 180.0 // floating-point values else_jump @CARSPWN_215 3@ -= 180.0 // floating-point values jump @CARSPWN_225 :CARSPWN_2153@ += 180.0 // floating-point values :CARSPWN_2254@ = Car.Create(5@, 0@, 1@, 2@)3@ -= 90.0Car.Angle(4@) = 3@020A: set_car 4@ door_status_to 2 Model.Destroy(5@)wait 50:CARSPWN_262wait 0 if Actor.InCar($PLAYER_ACTOR, 4@)then jump @END_TRUEend if and 00E1: key_pressed 3 5 80E1: not key_pressed 3 4 80E1: not key_pressed 3 6jf @CARSPWN_315:END_TRUE 020A: set_car 4@ door_status_to 0car.RemoveReferences(4@) 03D5: remove_text 'NUMBER' 03E5: text_box 'CSPWN_2'player.CanMove($PLAYER_CHAR) = true0575: set_actor $PLAYER_ACTOR pinned_position 00DDC: set_mutex_var 0 to 0jump @CARSPWN_2 :CARSPWN_315wait 0if or player.Wasted($PLAYER_CHAR) 0741: actor $PLAYER_ACTOR bustedthen jump @END_FALSEendif and 80E1: not key_pressed 3 5 00E1: key_pressed 3 4 00E1: key_pressed 3 6 jf @CARSPWN_364 :END_FALSEcar.Destroy(4@)car.RemoveReferences(4@)03D5: remove_text 'NUMBER' player.CanMove($PLAYER_CHAR) = true0575: set_actor $PLAYER_ACTOR pinned_position 00DDC: set_mutex_var 0 to 003E5: text_box 'CSPWN_3'wait 1000jump @CARSPWN_2 :CARSPWN_364wait 0if //05EE: key_pressed 57 //VK_...00E1: key_pressed 3 8 else_jump @CARSPWN_474 Car.Destroy(4@)03D5: remove_text 'NUMBER' if not 5@ == 611 // integer values else_jump @CARSPWN_83 5@ += 1 // integer values if or 5@ == 441 5@ == 464 5@ == 465 5@ == 501 5@ == 564 5@ == 577 5@ == 592 5@ == 594then jump @CARSPWN_603end if or 5@ == 449 5@ == 537 5@ == 538 5@ == 569 5@ == 570 5@ == 590 then jump @CARSPWN_603end jump @CARSPWN_95 :CARSPWN_474wait 0 if //05EE: key_pressed 48 //VK_...00E1: key_pressed 3 2 else_jump @CARSPWN_262 Car.Destroy(4@)03D5: remove_text 'NUMBER' if not 5@ == 400 // integer values else_jump @CARSPWN_584 5@ -= 1 // integer values if or 5@ == 441 5@ == 464 5@ == 465 5@ == 501 5@ == 564 5@ == 577 5@ == 592 5@ == 594then jump @CARSPWN_664end if or 5@ == 449 5@ == 537 5@ == 538 5@ == 569 5@ == 570 5@ == 590 then jump @CARSPWN_664end jump @CARSPWN_95 :CARSPWN_584wait 0 5@ = 611 // integer values jump @CARSPWN_95 :CARSPWN_603wait 0 if or 5@ == 441 5@ == 464 5@ == 465 5@ == 501 5@ == 564 5@ == 577 5@ == 592 5@ == 594then 5@ += 1 jump @CARSPWN_603end if or 5@ == 449 5@ == 537 5@ == 538 5@ == 569 5@ == 570 5@ == 590 then 5@ += 1 jump @CARSPWN_603 end jump @CARSPWN_95:CARSPWN_664wait 0 if or 5@ == 441 5@ == 464 5@ == 465 5@ == 501 5@ == 564 5@ == 577 5@ == 592 5@ == 594then 5@ -= 1 jump @CARSPWN_664end if or 5@ == 449 5@ == 537 5@ == 538 5@ == 569 5@ == 570 5@ == 590 then 5@ -= 1 jump @CARSPWN_664end jump @CARSPWN_95