// This file was decompiled using SASCM.
INI published by Seemann
(http://sannybuilder.com/files/SASCM.rar) on 23.02.2007
DEFINE OBJECTS 1
DEFINE OBJECT SANNY BUILDER v. 2.99F
DEFINE MISSIONS 0
DEFINE EXTERNAL_SCRIPTS 1 // Use -1 in order not to compile AAA script
DEFINE SCRIPT MILITIA AT @MILITIA // 0
DEFINE UNKNOWN_EMPTY_SEGMENT 0
DEFINE UNKNOWN_THREADS_MEMORY 0
{$VERSION 3.1.0020}
//-------------MAIN---------------
03A4: name_thread 'MAIN'
01F0: set_max_wanted_level_to 6
0111: toggle_wasted_busted_check 0
00C0: set_current_time_hours_to 8 minutes_to 0
04E4: unknown_refresh_game_renderer_at 2488.56 -1666.84
03CB: set_rendering_origin_at 2488.56 -1666.84 13.38
0053: $PLAYER_CHAR = create_player #NULL at 2488.56 -1666.84 13.38
01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR
07AF: $PLAYER_GROUP = player $PLAYER_CHAR group
0373: set_camera_directly_behind_player
01B6: set_weather 0
0001: wait 0 ms
087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part
1
087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part
2
087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER"
body_part 3
087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0
070D: rebuild_player $PLAYER_CHAR
01B4: toggle_player $PLAYER_CHAR can_move 1
016A: fade 1 time 0
04BB: select_interior 0
0629: change_integer_stat 181 to 4
016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0
016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0
0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the
variable defined here
03E6: remove_text_box
004F: create_thread @STARTEX
004E: end_thread
:STARTEX
03A4: name_thread 'STARTEX'
00D6: if and
0038: $ONMISSION == 0
0256: player $PLAYER_CHAR defined
004D: jump_if_false @STARTEX_159
0226: 0@ = actor $PLAYER_ACTOR health
00D6: if
8039: not 0@ == 0
004D: jump_if_false @STARTEX_170
0926: $Script_Status = external_script_status 0 (MILITIA)
00D6: if
0038: $Script_Status == 0
004D: jump_if_false @STARTEX_159
08A9: load_external_script 0 (MILITIA)
00D6: if
08AB: external_script 0 (MILITIA) loaded
004D: jump_if_false @STARTEX_159
04C4: store_coords_to 2@ 3@ 4@ from_actor $PLAYER_ACTOR with_offset 1.0 3.0 -0.9
009A: 1@ = create_actor_pedtype 4 model #MALE01 at 2@ 3@ 4@
0913: run_external_script 0 (MILITIA) 1@
:STARTEX_159
0001: wait 0 ms
0002: jump @STARTEX
:STARTEX_170
090F: end_external_script 0 (MILITIA)
0001: wait 0 ms
0002: jump @STARTEX
//-------------External script 0 (MILITIA)---------------
:MILITIA
03A4: name_thread 'MILITIA'
0006: 2@ = 0
:MILITIA_18
00D6: if
8248: not model #COLT45 available
004D: jump_if_false @MILITIA_46
0247: load_model #COLT45
0002: jump @MILITIA_18
:MILITIA_46
00D6: if
8118: not actor 0@ dead
004D: jump_if_false @MILITIA_145
01B2: give_actor 0@ weapon 22 ammo 99999999 // Load the weapon model before using
this
01B9: set_actor 0@ armed_weapon_to 0
00D6: if
0491: actor 0@ has_weapon 3
004D: jump_if_false @MILITIA_106
0555: remove_weapon 3 from_actor 0@
:MILITIA_106
02E2: set_actor 0@ weapon_accuracy_to 80
0978: copy_decision_maker 65537 to $9538
0708: add_decision_maker $9538 event 27
0708: add_decision_maker $9538 event 48
060B: set_actor 0@ decision_maker_to $9538
:MILITIA_145
0006: 4@ = 0
:MILITIA_152
0001: wait 0 ms
00D6: if and
8118: not actor 0@ dead
0256: player $PLAYER_CHAR defined
004D: jump_if_false @MILITIA_216
00D6: if
810F: not player $PLAYER_CHAR wanted_level > 0
004D: jump_if_false @MILITIA_551
0050: gosub @MILITIA_230
0002: jump @MILITIA_209
:MILITIA_209
0002: jump @MILITIA_223
:MILITIA_216
0002: jump @MILITIA_717
:MILITIA_223
0002: jump @MILITIA_152
:MILITIA_230
0871: init_jump_table 4@ total_jumps 3 default_jump 0 @MILITIA_549 jumps 0
@MILITIA_293 1 @MILITIA_356 2 @MILITIA_516 -1 @MILITIA_549 -1 @MILITIA_549 -1
@MILITIA_549 -1 @MILITIA_549
:MILITIA_293
062E: unknown_get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found
00D6: if
04A4: 2@ == 7 // @ == any
004D: jump_if_false @MILITIA_349
05DE: AS_actor 0@ walk_around_ped_path
0006: 33@ = 0
0006: 6@ = 5000
000A: 4@ += 1
:MILITIA_349
0002: jump @MILITIA_549
:MILITIA_356
00D6: if
002D: 33@ >= 6@ // (int)
004D: jump_if_false @MILITIA_509
0209: 2@ = random_int_in_ranges 1 10
00D6: if
0019: 2@ > 5
004D: jump_if_false @MILITIA_453
062E: unknown_get_actor 0@ task 1481 status_store_to 2@ // ret 7 if not found
00D6: if
04A4: 2@ == 7 // @ == any
004D: jump_if_false @MILITIA_446
05C9: AS_actor 0@ on_guard -1 ms
0006: 6@ = 5000
:MILITIA_446
0002: jump @MILITIA_495
:MILITIA_453
062E: unknown_get_actor 0@ task 1502 status_store_to 2@ // ret 7 if not found
00D6: if
04A4: 2@ == 7 // @ == any
004D: jump_if_false @MILITIA_495
05DE: AS_actor 0@ walk_around_ped_path
0006: 6@ = 5000
:MILITIA_495
0006: 33@ = 0
000A: 4@ += 1
:MILITIA_509
0002: jump @MILITIA_549
:MILITIA_516
00D6: if
002D: 33@ >= 6@ // (int)
004D: jump_if_false @MILITIA_542
0006: 4@ = 1
:MILITIA_542
0002: jump @MILITIA_549
:MILITIA_549
0051: return
:MILITIA_551
0001: wait 0 ms
00D6: if and
8118: not actor 0@ dead
0256: player $PLAYER_CHAR defined
004D: jump_if_false @MILITIA_703
00D6: if
02E0: actor $PLAYER_ACTOR aggressive
004D: jump_if_false @MILITIA_650
01B9: set_actor 0@ armed_weapon_to 22
062E: unknown_get_actor 0@ task 1588 status_store_to 5@ // ret 7 if not found
00D6: if
04A4: 5@ == 7 // @ == any
004D: jump_if_false @MILITIA_643
0634: AS_actor 0@ attack_using_weapon_actor $PLAYER_ACTOR unknown 1 unknown 4000
unknown 60
:MILITIA_643
0002: jump @MILITIA_696
:MILITIA_650
062E: unknown_get_actor 0@ task 1506 status_store_to 5@ // ret 7 if not found
00D6: if
04A4: 5@ == 7 // @ == any
004D: jump_if_false @MILITIA_696
07FE: set_actor 0@ fighting_style_to 7 6
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
:MILITIA_696
0002: jump @MILITIA_710
:MILITIA_703
0002: jump @MILITIA_717
:MILITIA_710
0002: jump @MILITIA_551
:MILITIA_717
065C: remove_references_to_decision_maker $9538
01C2: remove_references_to_actor 0@ // Like turning an actor into a random
pedestrian
004E: end_thread