// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007 {$VERSION 3.1.0027} {$CLEO .cs} //-------------MAIN--------------- 0A95: enable_thread_saving 0000: NOP 0004: $NASCHETU = 0 0004: $SHET_OTKR6IT = 0 0004: $SHET_STATUS = 0 0004: $ACTOR_CREATE_BARYGA = 0 0004: $DOLG = 0 :BANK_39 03A4: name_thread 'BANK' 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANK_39 0002: jump @BANK_2381 :BANK_77 0001: wait 100 ms 00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@ 00D6: if 0AB0: key_pressed 9 004D: jump_if_false @BANK_117 0002: jump @BANK_2304 :BANK_117 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANK_2630 00D6: if 0038: $SHET_OTKR6IT == 1 004D: jump_if_false @BANK_160 0008: $NASCHETU += 1 :BANK_160 0007: 3@ = 2.0 0050: gosub @BANK_1496 00D6: if 8039: not 9@ == -1 004D: jump_if_false @BANK_39 00D6: if or 09CC: object 9@ model_is 1302 09CC: object 9@ model_is 1209 09CC: object 9@ model_is 1977 09CC: object 9@ model_is 1775 09CC: object 9@ model_is 1776 09CC: object 9@ model_is 956 09CC: object 9@ model_is 955 004D: jump_if_false @BANK_269 0002: jump @BANK_332 :BANK_269 0001: wait 0 ms 00D6: if or 09CC: object 9@ model_is 2754 09CC: object 9@ model_is 2872 09CC: object 9@ model_is 2779 09CC: object 9@ model_is 2778 09CC: object 9@ model_is 2640 09CC: object 9@ model_is 2785 004D: jump_if_false @BANK_39 :BANK_332 00D6: if 0AB0: key_pressed 9 004D: jump_if_false @BANK_39 02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 03E6: remove_text_box 00BE: text_clear_all 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 1 01F7: set_player $PLAYER_CHAR ignored_by_cops 1 01B4: set_player $PLAYER_CHAR can_move 0 09B9: show_entered_car_name 0 09BA: show_entered_zone_name 0 0581: enable_radar 0 00D6: if 0038: $SHET_OTKR6IT == 0 004D: jump_if_false @BANK_589 0348: enable_text_draw_proportional 1 033F: set_text_draw_letter_size 0.3 1.0 0349: set_text_draw_font 1 0340: set_text_draw_RGBA 252 255 0 200 0343: set_text_draw_linewidth 640.0 033E: set_draw_text_position 300.0 260.333 GXT 'BANK' :BANK_485 0001: wait 0 ms 00D6: if 0AB0: key_pressed 89 004D: jump_if_false @BANK_550 03E6: remove_text_box 00BE: text_clear_all 03F0: enable_text_draw $NO 03E6: remove_text_box 00BE: text_clear_all 0004: $SHET_OTKR6IT = 1 0209: $RANDOM_MONEY_FOR_BANK = random_int_in_ranges -500 -2500 0109: player $PLAYER_CHAR money += $RANDOM_MONEY_FOR_BANK 0002: jump @BANK_589 :BANK_550 0001: wait 0 ms 00D6: if 0AB0: key_pressed 78 004D: jump_if_false @BANK_485 03E6: remove_text_box 00BE: text_clear_all 03F0: enable_text_draw $NO 03E6: remove_text_box 00BE: text_clear_all 0002: jump @BANK_39 :BANK_589 0001: wait 0 ms 08D4: $BANKOMAT_TAB = create_panel_with_title 'DUMMY' position 29.0 170.0 width 300.0 columns 2 interactive 1 background 1 alignment 1 08DB: set_panel $BANKOMAT_TAB column 0 header 'DUMMY' data 'BANK_7' 'BANK_6' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 08D6: set_panel $BANKOMAT_TAB column 1 alignment 1 08EE: set_panel $BANKOMAT_TAB column 1 row 1 text_1number GXT 'DOLLAR' number $DOLG // $~1~ :BANK_784 0001: wait 0 ms 00D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @BANK_820 08D7: $BANKOMAT_TAB_ACTIVE_ROW = panel $BANKOMAT_TAB active_row 0002: jump @BANK_851 :BANK_820 0001: wait 0 ms 00D6: if 0AB0: key_pressed 9 004D: jump_if_false @BANK_784 08DA: remove_panel $BANKOMAT_TAB 0002: jump @BANK_1232 :BANK_851 0001: wait 0 ms 00D6: if 0038: $BANKOMAT_TAB_ACTIVE_ROW == 0 004D: jump_if_false @BANK_1039 08DA: remove_panel $BANKOMAT_TAB 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 0 004D: jump_if_false @BANK_2214 00D6: if 0038: $DOLG == 0 004D: jump_if_false @BANK_2876 :BANK_914 0001: wait 0 ms 00D6: if 0AB0: key_pressed 87 004D: jump_if_false @BANK_973 00D6: if 0018: $NASCHETU > 5000 004D: jump_if_false @BANK_1175 0109: player $PLAYER_CHAR money += 5000 000C: $NASCHETU -= 5000 0001: wait 500 ms :BANK_973 0001: wait 0 ms 00D6: if 0AB0: key_pressed 83 004D: jump_if_false @BANK_1213 00D6: if 010A: player $PLAYER_CHAR money > 5000 004D: jump_if_false @BANK_1175 0109: player $PLAYER_CHAR money += -5000 0008: $NASCHETU += 5000 0001: wait 500 ms 0002: jump @BANK_914 :BANK_1039 0001: wait 0 ms 00D6: if 0038: $BANKOMAT_TAB_ACTIVE_ROW == 1 004D: jump_if_false @BANK_1039 08DA: remove_panel $BANKOMAT_TAB 00D6: if 8038: not $DOLG == 0 004D: jump_if_false @BANK_1146 0004: $ZERO = 0 0062: $ZERO -= $DOLG // (int) 0062: $NASCHETU -= $ZERO // (int) 010D: set_player $PLAYER_CHAR wanted_level_to 0 0004: $DOLG = 0 03E5: show_text_box 'BANK_9' 0001: wait 1000 ms 03E6: remove_text_box 0002: jump @BANK_589 :BANK_1146 0001: wait 0 ms 03E5: show_text_box 'BANK_8' 0001: wait 1000 ms 03E6: remove_text_box 0002: jump @BANK_589 :BANK_1175 0001: wait 0 ms 03D6: remove_styled_text 'NOMONEY' // ~s~e—e Žy›Žo —ožŠĨe šeŽe™! 00BC: show_text_highpriority GXT 'NOMONEY' time 1000 flag 1 // ~s~e—e Žy›Žo —ožŠĨe šeŽe™! 0002: jump @BANK_914 :BANK_1213 0001: wait 0 ms 00D6: if 0AB0: key_pressed 9 004D: jump_if_false @BANK_914 :BANK_1232 0001: wait 0 ms 08F8: display_stat_update_box 1 09B9: show_entered_car_name 1 09BA: show_entered_zone_name 1 0826: enable_hud 1 0581: enable_radar 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 01F7: set_player $PLAYER_CHAR ignored_by_cops 0 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 01B4: set_player $PLAYER_CHAR can_move 1 0002: jump @BANK_39 0662: NOP "ZDES'_B6IL_MYWALKMAN" 0662: NOP "A_ZDEC'_MOGLA_BST'_VASHA_REKLAMA" 0662: NOP "HA_HA" 0662: NOP "SHUCHU=)" 0006: 16@ = 305868 0006: 17@ = -1901 0006: 20@ = 1988 0002: jump @BANK_1524 0006: 16@ = 305869 0006: 17@ = -1858 0006: 18@ = -1 0006: 20@ = 2584 0256: player $PLAYER_CHAR defined 004D: jump_if_false @BANK_1524 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @BANK_1524 03C0: 18@ = actor $PLAYER_ACTOR car 0002: jump @BANK_1524 :BANK_1496 0006: 16@ = 305871 0006: 17@ = -1944 0006: 20@ = 412 :BANK_1524 0085: 4@ = 16@ // (int) 008B: 4@ = &0(4@,1i) // (int) 0085: 19@ = 4@ // (int) 000E: 19@ -= 10787160 0016: 19@ /= 4 008B: 19@ = &0(19@,1i) // (int) 000E: 4@ -= 10787168 0016: 4@ /= 4 008B: 4@ = &0(4@,1i) // (int) 0006: 9@ = -1 0085: 11@ = 4@ // (int) 0006: 10@ = 0 :BANK_1632 000A: 4@ += 20 0050: gosub @BANK_2167 0085: 4@ = 5@ // (int) 8039: not 4@ == 0 004D: jump_if_false @BANK_1978 000A: 4@ += 48 0050: gosub @BANK_2167 0085: 12@ = 5@ // (int) 000A: 4@ += 4 0050: gosub @BANK_2167 0085: 13@ = 5@ // (int) 000A: 4@ += 4 0050: gosub @BANK_2167 0085: 14@ = 5@ // (int) 050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@ 0025: 3@ > 15@ // (float) 004D: jump_if_false @BANK_1978 0085: 9@ = 10@ // (int) 0085: 4@ = 16@ // (int) 008B: 4@ = &0(4@,1i) // (int) 000A: 4@ += 4 0050: gosub @BANK_2167 0085: 4@ = 5@ // (int) 005A: 4@ += 9@ // (int) 0050: gosub @BANK_2018 0012: 9@ *= 256 005A: 9@ += 5@ // (int) 0002: jump 17@ 056E: car 9@ defined 004D: jump_if_false @BANK_1956 00D6: if or 003B: 18@ == 9@ // (int) 0119: car 9@ wrecked 004D: jump_if_false @BANK_1970 0002: jump @BANK_1956 056D: actor 9@ defined 004D: jump_if_false @BANK_1956 00D6: if or 003C: $PLAYER_ACTOR == 9@ // (int) 0118: actor 9@ dead 004D: jump_if_false @BANK_1970 0002: jump @BANK_1956 83CA: not object 9@ exists 004D: jump_if_false @BANK_1970 :BANK_1956 0006: 9@ = -1 0002: jump @BANK_1978 :BANK_1970 0085: 3@ = 15@ // (int) :BANK_1978 005A: 11@ += 20@ // (int) 0085: 4@ = 11@ // (int) 000A: 10@ += 1 002D: 10@ >= 19@ // (int) 004D: jump_if_false @BANK_1632 0051: return :BANK_2018 0085: 6@ = 4@ // (int) 0085: 8@ = 4@ // (int) 0016: 4@ /= 4 0012: 4@ *= 4 0062: 8@ -= 4@ // (int) 0012: 8@ *= 8 000E: 4@ -= 10787168 0016: 4@ /= 4 008B: 7@ = &0(4@,1i) // (int) 0085: 4@ = 6@ // (int) 0006: 5@ = 0 0006: 6@ = 0 :BANK_2114 08B9: test 7@ bit 8@ 004D: jump_if_false @BANK_2137 08BF: set 5@ bit 6@ :BANK_2137 000A: 6@ += 1 000A: 8@ += 1 0039: 6@ == 8 004D: jump_if_false @BANK_2114 0051: return :BANK_2167 0085: 6@ = 4@ // (int) 000E: 4@ -= 10787168 0016: 4@ /= 4 008B: 5@ = &0(4@,1i) // (int) 0085: 4@ = 6@ // (int) 0051: return :BANK_2214 0001: wait 0 ms 00BA: show_text_styled GXT 'BANK_2' time 1000 style 1 08F8: display_stat_update_box 1 09B9: show_entered_car_name 1 09BA: show_entered_zone_name 1 0826: enable_hud 1 0581: enable_radar 1 0881: set_player $PLAYER_CHAR able_to_shoot_weapons 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 01F7: set_player $PLAYER_CHAR ignored_by_cops 0 02AB: set_actor $PLAYER_ACTOR immunities BP 0 FP 0 EP 0 CP 0 MP 0 01B4: set_player $PLAYER_CHAR can_move 1 0002: jump @BANK_39 :BANK_2304 0001: wait 0 ms 00D6: if 0038: $SHET_STATUS == 0 004D: jump_if_false @BANK_2358 04F7: status_text $NASCHETU type 0 line 3 GXT 'BANK_3' // global_variable 0004: $SHET_STATUS = 1 0002: jump @BANK_117 :BANK_2358 0001: wait 0 ms 0151: remove_status_text $NASCHETU 0004: $SHET_STATUS = 0 0002: jump @BANK_117 :BANK_2381 0001: wait 0 ms 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @BANK_2549 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 1 004D: jump_if_false @BANK_77 080E: get_actor $PLAYER_ACTOR ped_event_to $PED_EVENT_FOR_BANK 00D6: if 0038: $PED_EVENT_FOR_BANK == 72 004D: jump_if_false @BANK_2542 03C0: $CAR_FOR_BANK = actor $PLAYER_ACTOR car 02E3: $CAR_FOR_BANK_SPEED = car $CAR_FOR_BANK speed 00D6: if 0020: $CAR_FOR_BANK_SPEED > 30.0 004D: jump_if_false @BANK_2542 00D6: if or 0154: actor $PLAYER_ACTOR in_zone 'SF' // CaŽ-œeppo 0154: actor $PLAYER_ACTOR in_zone 'LA' // ‡oc-CaŽĻoc 0154: actor $PLAYER_ACTOR in_zone 'VE' // ‡ac-‹eŽĻypac 004D: jump_if_false @BANK_2542 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 :BANK_2542 0002: jump @BANK_2618 :BANK_2549 0001: wait 0 ms 00D6: if 810F: not player $PLAYER_CHAR wanted_level > 1 004D: jump_if_false @BANK_2611 0470: $CURRENT_WEAPON_FOR_BANK = actor $PLAYER_ACTOR current_weapon 00D6: if and 0028: $CURRENT_WEAPON_FOR_BANK >= 16 8018: not $CURRENT_WEAPON_FOR_BANK > 40 004D: jump_if_false @BANK_2611 010E: set_player $PLAYER_CHAR minimum_wanted_level_to 2 :BANK_2611 0002: jump @BANK_77 :BANK_2618 01C3: remove_references_to_car $CAR_FOR_BANK // Like turning a car into any random car 0002: jump @BANK_77 :BANK_2630 0001: wait 0 ms 00D6: if 0038: $SHET_OTKR6IT == 1 004D: jump_if_false @BANK_2869 01C0: $PLAYER_WANTED_LEVEL_FOR_BANK = player $PLAYER_CHAR wanted_level 0001: wait 0 ms 00D6: if 0038: $PLAYER_WANTED_LEVEL_FOR_BANK == 1 004D: jump_if_false @BANK_2696 0008: $DOLG += -2 0002: jump @BANK_2869 :BANK_2696 0001: wait 0 ms 00D6: if 0038: $PLAYER_WANTED_LEVEL_FOR_BANK == 2 004D: jump_if_false @BANK_2732 0008: $DOLG += -3 0002: jump @BANK_2869 :BANK_2732 0001: wait 0 ms 00D6: if 0038: $PLAYER_WANTED_LEVEL_FOR_BANK == 3 004D: jump_if_false @BANK_2768 0008: $DOLG += -4 0002: jump @BANK_2869 :BANK_2768 0001: wait 0 ms 00D6: if 0038: $PLAYER_WANTED_LEVEL_FOR_BANK == 4 004D: jump_if_false @BANK_2804 0008: $DOLG += -5 0002: jump @BANK_2869 :BANK_2804 0001: wait 0 ms 00D6: if 0038: $PLAYER_WANTED_LEVEL_FOR_BANK == 5 004D: jump_if_false @BANK_2840 0008: $DOLG += -6 0002: jump @BANK_2869 :BANK_2840 0001: wait 0 ms 00D6: if 0038: $PLAYER_WANTED_LEVEL_FOR_BANK == 6 004D: jump_if_false @BANK_2869 0008: $DOLG += -7 :BANK_2869 0002: jump @BANK_160 :BANK_2876 0001: wait 0 ms 03E5: show_text_box 'BANK_10' 0001: wait 1000 ms 03E6: remove_text_box 0002: jump @BANK_589