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Łączna ilość opcodów:
1758
Opisane opcody:
463
0169:
set_fade_color_RGB 0 0 0
016A:
fade 0 time 0
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
016E:
override_restart at -1605.792 716.8598 11.0241 angle 355.2978
016F:
create_particle 2 rotation_factor 0.0 size 1.0 intensity 150 flags 0 0 0 at 127@(56@,20f) 147@(56@,20f) 167@(56@,20f)
0172:
$TEMPVAR_ANGLE = actor 215@ Z_angle
0173:
set_actor $PLAYER_ACTOR Z_angle_to 262.0
0174:
$HJ_CAR_ANGLE = car $HJ_PLAYER_CAR Z_angle
0175:
set_car 22@ Z_angle_to 315.0
0176:
13@ = object 0@ Z_angle
0177:
set_object 27@ Z_angle_to 180.0
017B:
set_actor $PLAYER_ACTOR weapon 22 ammo_to 10
0180:
set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here
0186:
$61 = create_marker_above_car $60
0187:
39@ = create_marker_above_actor 67@
0188:
123@(214@,5i) = create_marker_above_object 109@(214@,5i)
018A:
1@ = create_checkpoint_at 14@ 15@ 16@
018B:
set_marker $1629 radar_mode 2
018C:
play_sound 1052 at 0.0 0.0 0.0
018D:
NOP 76@ 65535 2181.127 -2251.999 14.036
018E:
stop_sound 82@
0190:
add_car 244@ to_flipped_check // 6 max
0191:
remove_car 244@ from_flipped_check
01A4:
actor 38@ sphere 0 in_rectangle_cornerA 2400.0 2800.0 cornerB 1000.0 1200.0 stopped_on_foot
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