{$CLEO .cs} 0000: const TEMP_VAR = 0@ POSX = 0@ PLAYER_CAR = 0@ RAMP_STATE = 0@ POSY = 1@ TEMP_VAR2 = 1@ GAME_VERS = 1@ POSZ = 2@ TEMP_VAR3 = 2@ SPAWN_CHAR = 3@ SPAWN_CAR = 4@ LINE = 5@ TEMP_VAR4 = 6@ SPAWN_OBJ = 7@ SPAWN_PICK = 8@ PAGE = 9@ FREEBOMB = 10@ // bit 0 SETTAXI = 10@ // bit 1 SWAT_REQ = 10@ // bit 2 FBI_REQ = 10@ // bit 3 ARMY_REQ = 10@ // bit 4 FORCERAIN = 10@ // bit 5 GANGTHREAT = 10@ // bit 6 GANGPREF = 10@ // bit 7 SEATS = 10@ // bits 8 to 11 TEXTBG = 10@ // bit 12 PASSENGER = 10@ // bit 13 TEXTFONT = 10@ // bit 14 BLIP = 11@ PHONE_A = 12@ PHONE_B = 13@ GARAGE = 14@ CARFIRE = 15@ PAGE_MAX = 1 end while true wait 0 if and 00E1: player 0 pressed_button 4 // action 80E0: not player 0 in_any_car $ONMISSION == 0 then $ONMISSION = 1 break end end while true wait 0 if 80E1: not player 0 pressed_button 4 then break end end 0109: player 0 money += 10000 0054: store_player 0 position_to POSX POSY POSZ 0247: request_model #COLT45 0247: request_model #MALE01 0247: request_model #DINGHY 038B: load_requested_models POSX += 4.0 009A: SPAWN_CHAR = create_actor_pedtype 4 model #MALE01 at POSX POSY POSZ POSX += 4.0 00A5: SPAWN_CAR = create_car #DINGHY at POSX POSY POSZ 0229: set_car SPAWN_CAR color_to 6 75 POSX += 4.0 0213: SPAWN_PICK = create_pickup #COLT45 type 2 at POSX POSY POSZ POSX += 4.0 029B: SPAWN_OBJ = init_object #ELECTRICGATE at POSX POSY POSZ 0249: release_model #COLT45 0249: release_model #DINGHY 01B1: give_player 0 weapon 17 ammo 10 024A: PHONE_A = get_phone_at -1482.8 -825.259 024C: set_phone PHONE_A message 'ADMIRAL' 024A: PHONE_B = get_phone_at -1483.32 -824.733 0219: GARAGE = create_garage_type 32 door -836.79 1307.78 10.04 to -838.88 1313.67 15.04 depth -833.59 1308.72 10@ = 0 021D: set_free_bomb_shop_to 0 021F: set_all_taxi_lights 0 02BC: set_swat_required 0 02BD: set_fbi_required 0 02BE: set_army_required 0 0421: force_rain 0 03F2: pedgroup 8 remove_threat 1 PAGE = 0 03F0: enable_text_draw 1 059D: shuffle_card_decks 2 while true wait 10 LINE = 0 gosub @IS_CHAR_STILL_ALIVE gosub @IS_CAR_STILL_ALIVE gosub @PRINT_SOON gosub @RETURN_TRUE gosub @RETURN_FALSE gosub @ADD_AMMO_TO_PLAYER gosub @IS_PLAYER_STILL_ALIVE gosub @HAS_PLAYER_BEEN_ARRESTED gosub @CHANGE_CAR_LOCK gosub @SHAKE_CAM_WITH_POINT gosub @IS_CAR_DEAD_IN_AREA_2D gosub @IS_CAR_DEAD_IN_AREA_3D gosub @IS_CAR_IN_AIR gosub @ADD_BLIP_FOR_OBJECT_OLD gosub @IS_PLAYER_TOUCHING_OBJECT gosub @IS_CHAR_TOUCHING_OBJECT gosub @SET_CHAR_AMMO gosub @ACTIVATE_CRANE gosub @DEACTIVATE_CRANE gosub @SET_FREE_BOMBS gosub @SET_ALL_TAXI_LIGHTS gosub @IS_CAR_ARMED_WITH_ANY_BOMB gosub @IS_CAR_ARMED_WITH_BOMB gosub @IS_PLAYER_TOUCHING_OBJECT_ON_FOOT gosub @IS_CHAR_TOUCHING_OBJECT_ON_FOOT gosub @ARM_CAR_WITH_BOMB gosub @SET_REPEATED_PHONE_MESSAGE gosub @SET_PHONE_MESSAGE gosub @HAS_PHONE_DISPLAYED_MESSAGE gosub @STORE_WEATHER gosub @RESTORE_WEATHER gosub @RESTART_CRITICAL_MISSION gosub @IS_TAXI gosub @ACTIVATE_GARAGE gosub @IS_BOAT gosub @IS_CHAR_STOPPED gosub @MESSAGE_WAIT gosub @ADD_PARTICLE_EFFECT gosub @ADD_SPRITE_BLIP_FOR_CAR gosub @ADD_SPRITE_BLIP_FOR_CHAR gosub @ADD_SPRITE_BLIP_FOR_OBJECT gosub @DEACTIVATE_GARAGE gosub @SET_SWAT_REQUIRED gosub @SET_FBI_REQUIRED gosub @SET_ARMY_REQUIRED gosub @START_PACMAN_RACE gosub @CLEAR_PACMAN gosub @START_PACMAN_SCRAMBLE gosub @CLEAR_NUMBER_OF_POWER_PILLS_CARRIED gosub @SET_COMEDY_CONTROLS gosub @IS_CHAR_SHOOTING_IN_AREA gosub @CLEAR_NUMBER_OF_POWER_PILLS_EATEN gosub @ADD_POWER_PILL gosub @IS_PROJECTILE_IN_AREA gosub @DROP_MINE gosub @DROP_NAUTICAL_MINE gosub @ACTIVATE_CRUSHER_CRANE gosub @PRINT_WITH_NUMBERS gosub @IS_FIRST_CAR_COLOUR gosub @IS_SECOND_CAR_COLOUR gosub @SET_CAR_VISIBLE gosub @SET_TEXT_BACKGROUND_COLOUR gosub @SET_TEXT_FONT gosub @IS_NASTY_GAME gosub @IS_EXPLOSION_IN_AREA gosub @IS_EXPLOSION_IN_ZONE gosub @START_KILL_FRENZY_HEADSHOT gosub @ACTIVATE_MILITARY_CRANE gosub @PRINT_WITH_NUMBERS_BIG gosub @SET_2_REPEATED_PHONE_MESSAGES gosub @SET_2_PHONE_MESSAGES gosub @SET_3_REPEATED_PHONE_MESSAGES gosub @SET_3_PHONE_MESSAGES gosub @SET_4_REPEATED_PHONE_MESSAGES gosub @SET_4_PHONE_MESSAGES gosub @GIVE_PLAYER_DETONATOR gosub @SET_5_REPEATED_PHONE_MESSAGES gosub @SET_5_PHONE_MESSAGES gosub @SET_6_REPEATED_PHONE_MESSAGES gosub @SET_6_PHONE_MESSAGES gosub @IS_CRANE_LIFTING_CAR gosub @IS_PHONE_DISPLAYING_MESSAGE gosub @IS_COLLISION_IN_MEMORY gosub @IS_CAR_VISIBLY_DAMAGED gosub @ADD_BLIP_FOR_PICKUP_OLD gosub @ADD_SPRITE_BLIP_FOR_PICKUP gosub @IS_CHAR_IN_CONTROL gosub @HAS_MILITARY_CRANE_COLLECTED_ALL_CARS gosub @SET_GANG_PED_MODEL_PREFERENCE gosub @SET_GET_OUT_OF_JAIL_FREE gosub @IS_CAR_DOOR_CLOSED gosub @REGISTER_KILL_FRENZY_PASSED gosub @SET_CHAR_SAY gosub @OVERRIDE_HOSPITAL_LEVEL gosub @OVERRIDE_POLICE_STATION_LEVEL gosub @FORCE_RAIN gosub @DOES_GARAGE_CONTAIN_CAR gosub @IS_THREAT_FOR_PED_TYPE gosub @GET_CHAR_IN_CAR_PASSENGER_SEAT gosub @IS_PLAYER_LIFTING_A_PHONE gosub @SET_SCRIPT_FIRE_AUDIO gosub @GET_NUMBER_OF_SEATS_IN_MODEL gosub @HAS_CHAR_GOT_WEAPON gosub @IS_CHAR_IN_ANY_BOAT gosub @IS_CHAR_IN_ANY_HELI gosub @IS_CHAR_IN_ANY_PLANE gosub @IS_CHAR_IN_FLYING_VEHICLE gosub @GET_MAX_WANTED_LEVEL gosub @PRINT_HELP gosub @ADD_MONEY_SPENT_ON_AUTO_PAINTING gosub @GET_PLAYER_DRUNKENNESS gosub @ADD_LOAN_SHARK_VISITS gosub @ADD_MOVIE_STUNTS gosub @ADD_GARBAGE_PICKUPS gosub @SET_TOP_SHOOTING_RANGE_SCORE gosub @ADD_SHOOTING_RANGE_RANK gosub @IS_CHAR_TOUCHING_VEHICLE gosub @REMOVE_WEAPON_FROM_CHAR if and 00E1: player 0 pressed_button 4 // action 80E0: not player 0 in_any_car then 01C2: mark_actor_as_no_longer_needed SPAWN_CHAR 01C3: mark_car_as_no_longer_needed SPAWN_CAR 0215: destroy_pickup SPAWN_PICK 01C4: mark_object_as_no_longer_needed SPAWN_OBJ 0164: disable_marker BLIP 02C6: clear_pacman $ONMISSION = 0 03F0: enable_text_draw 0 05DC: end_custom_thread end // next page if 05EE: key_pressed 0xBE // . then while true wait 0 if 85EE: not key_pressed 0xBE then break end end PAGE += 1 if PAGE > PAGE_MAX then PAGE = 0 end end // previous page if 05EE: key_pressed 0xBC // , then while true wait 0 if 85EE: not key_pressed 0xBC then break end end PAGE -= 1 if 0 > PAGE then PAGE = 1 end end if 8447: not player 0 lifting_a_phone then if PAGE == 0 then 05F9: TEMP_VAR = SEATS AND 0x00000F00 05FE: TEMP_VAR = TEMP_VAR SHR 8 050F: get_max_wanted_level_to TEMP_VAR2 052D: get_player 0 drunkenness_to TEMP_VAR3 00E2: get_player 0 key 6 state_to TEMP_VAR4 // aim_key, maxwanted, drunk, seats, var, page 0308: text_6numbers 'HJSTATW' TEMP_VAR4 TEMP_VAR2 TEMP_VAR3 TEMP_VAR 10@ PAGE time 10 flag 5 else 02C5: get_number_of_power_pills_eaten TEMP_VAR 02C8: get_number_of_power_pills_carried TEMP_VAR2 059E: fetch_next_card TEMP_VAR4 TEMP_VAR3 = 0 if and 8119: not car SPAWN_CAR wrecked 00DB: actor SPAWN_CHAR in_car SPAWN_CAR then 0432: get_actor_in_car SPAWN_CAR passenger_seat 0 store_to TEMP_VAR3 end // pm_eaten, pm_carried, passenger, card, var, page 0308: text_6numbers 'HJSTATW' TEMP_VAR TEMP_VAR2 TEMP_VAR3 TEMP_VAR4 10@ PAGE time 10 flag 5 end end // manipulate spawned car if 0ADC: test_cheat "PUTCAR" then 018C: play_sound 1 at 0.0 0.0 0.0 0054: store_player 0 position_to POSX POSY POSZ 00AB: put_car SPAWN_CAR at POSX POSY POSZ end if 0ADC: test_cheat "CADDY" then TEMP_VAR4 = #CADDY 0054: store_player 0 position_to POSX POSY POSZ gosub @SPAWN_VEHICLE 0055: put_player 0 at POSX POSY POSZ end if 0ADC: test_cheat "DINGHY" then TEMP_VAR4 = #DINGHY 0054: store_player 0 position_to POSX POSY POSZ gosub @SPAWN_VEHICLE 0055: put_player 0 at POSX POSY POSZ end if 0ADC: test_cheat "HUNTER" then TEMP_VAR4 = #HUNTER 0054: store_player 0 position_to POSX POSY POSZ gosub @SPAWN_VEHICLE POSZ += 3.0 0055: put_player 0 at POSX POSY POSZ end end :SPAWN_VEHICLE 018C: play_sound 1 at 0.0 0.0 0.0 if 00DC: player 0 in_car SPAWN_CAR then 012A: put_player 0 at POSX POSY POSZ and_remove_from_car end 01C3: mark_car_as_no_longer_needed SPAWN_CAR 00A6: destroy_car SPAWN_CAR 0247: request_model TEMP_VAR4 038B: load_requested_models 00A5: SPAWN_CAR = create_car TEMP_VAR4 at POSX POSY POSZ 0249: release_model TEMP_VAR4 return :TEXT_STYLE 05F9: TEMP_VAR = TEXTBG AND 0x1000 if not TEMP_VAR == 0 then 0345: set_text_draw_in_box 1 0346: set_text_draw_background_color 255 0 0 128 end 05F9: TEMP_VAR = TEXTFONT AND 0x4000 if not TEMP_VAR == 0 then 0349: set_text_draw_font 2 end 0343: set_text_linewidth 600.0 033F: set_text_draw_letter_width_height 0.3 1.2 LINE += 11.0 return :IS_CHAR_STILL_ALIVE if PAGE == 0 then gosub @TEXT_STYLE if 00A2: actor SPAWN_CHAR alive then 0608: show_text_position 10.0 LINE text "00A2: Spawned character is still alive" else 0608: show_text_position 10.0 LINE text "00A2: Spawned character is dead" end end return :IS_CAR_STILL_ALIVE if PAGE == 0 then gosub @TEXT_STYLE if 00AC: car SPAWN_CAR alive then 0608: show_text_position 10.0 LINE text "00AC: Spawned boat is still alive" else 0608: show_text_position 10.0 LINE text "00AC: Spawned boat is dead" end end return :PRINT_SOON if 0ADC: test_cheat "PRINTSOON" then 018C: play_sound 1 at 0.0 0.0 0.0 00BE: text_clear_all 00BD: text_mediumpriority 'ADMIRAL' time 500 1 01E6: text_1number_mediumpriority 'HJSTATW' 1 time 500 1 02FE: text_2numbers_mediumpriority 'HJSTATW' 1 2 time 500 1 0301: text_3numbers_mediumpriority 'HJSTATW' 1 2 3 time 500 1 0304: text_4numbers_mediumpriority 'HJSTATW' 1 2 3 4 time 500 1 0307: text_5numbers_mediumpriority 'HJSTATW' 1 2 3 4 5 time 500 1 030A: text_6numbers_mediumpriority 'HJSTATW' 1 2 3 4 5 6 time 500 1 end return :RETURN_TRUE if PAGE == 0 then gosub @TEXT_STYLE if 00C5: true then 0608: show_text_position 10.0 LINE text "00C5: Returned true" else 0608: show_text_position 10.0 LINE text "00C5: Returned false" end end return :RETURN_FALSE if PAGE == 0 then gosub @TEXT_STYLE if 00C6: false then 0608: show_text_position 10.0 LINE text "00C6: Returned true" else 0608: show_text_position 10.0 LINE text "00C6: Returned false" end end return :ADD_AMMO_TO_PLAYER if 0ADC: test_cheat "ADDAMMO" then 018C: play_sound 1 at 0.0 0.0 0.0 0113: add_ammo_to_player 0 weapon 17 ammo 10 end return :IS_PLAYER_STILL_ALIVE if PAGE == 0 then gosub @TEXT_STYLE if 0116: player 0 alive then 0608: show_text_position 10.0 LINE text "0116: Player is alive" else 0608: show_text_position 10.0 LINE text "0116: Player is dead" end end return :HAS_PLAYER_BEEN_ARRESTED if PAGE == 0 then gosub @TEXT_STYLE if 0130: player 0 busted then 0608: show_text_position 10.0 LINE text "0130: Player has been arrested" else 0608: show_text_position 10.0 LINE text "0130: Player has not been arrested" end end return :CHANGE_CAR_LOCK if 00E0: player 0 in_any_car then if 0ADC: test_cheat "LOCK" then 018C: play_sound 1 at 0.0 0.0 0.0 03C1: PLAYER_CAR = player 0 car_no_save 0135: change_car PLAYER_CAR lock 2 end end return :SHAKE_CAM_WITH_POINT if 0ADC: test_cheat "SHAKE" then 018C: play_sound 1 at 0.0 0.0 0.0 0054: store_player 0 position_to POSX POSY POSZ POSX += 100.0 0136: shake_camera 5000 with_point POSX POSY POSZ end return :IS_CAR_DEAD_IN_AREA_2D if PAGE == 0 then gosub @TEXT_STYLE 01BB: store_object SPAWN_OBJ position_to TEMP_VAR TEMP_VAR2 TEMP_VAR3 0087: TEMP_VAR3 = TEMP_VAR 0087: TEMP_VAR4 = TEMP_VAR2 TEMP_VAR += 8.0 TEMP_VAR2 -= 2.0 TEMP_VAR3 += 12.0 TEMP_VAR4 += 2.0 if 013B: car SPAWN_CAR dead_in_rectangle TEMP_VAR TEMP_VAR2 TEMP_VAR3 TEMP_VAR4 1 then 0608: show_text_position 10.0 LINE text "013B: Spawned vehicle is dead in marker" else 0608: show_text_position 10.0 LINE text "013B: Spawned vehicle is not dead in marker" end end return :IS_CAR_DEAD_IN_AREA_3D if PAGE == 0 then gosub @TEXT_STYLE if 013C: car SPAWN_CAR dead_in_cube -838.88 1307.78 10.04 -833.59 1313.67 15.04 0 then 0608: show_text_position 10.0 LINE text "013C: Spawned vehicle is dead in garage area" else 0608: show_text_position 10.0 LINE text "013C: Spawned vehicle is not dead in garage area" end end return :IS_CAR_IN_AIR if PAGE == 0 then gosub @TEXT_STYLE if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save if 015E: car PLAYER_CAR in_air then 0608: show_text_position 10.0 LINE text "015E: Car is in air" return end end 0608: show_text_position 10.0 LINE text "015E: Car is not in air" end return :ADD_BLIP_FOR_OBJECT_OLD if 0ADC: test_cheat "OBJBLIP" then 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker BLIP 0163: create_marker_above_object SPAWN_OBJ color 0 visibility 3 handle BLIP end return :IS_PLAYER_TOUCHING_OBJECT if PAGE == 0 then gosub @TEXT_STYLE if 0178: player 0 touching_object SPAWN_OBJ then 0608: show_text_position 10.0 LINE text "0178: Player is touching spawned object" else 0608: show_text_position 10.0 LINE text "0178: Player is not touching spawned object" end end return :IS_CHAR_TOUCHING_OBJECT if PAGE == 0 then gosub @TEXT_STYLE if 0179: actor $PLAYER_ACTOR touching_object SPAWN_OBJ then 0608: show_text_position 10.0 LINE text "0179: Player character is touching spawned object" else 0608: show_text_position 10.0 LINE text "0179: Player character is not touching spawned object" end end return :SET_CHAR_AMMO if 0ADC: test_cheat "SETAMMO" then 018C: play_sound 1 at 0.0 0.0 0.0 017B: set_actor $PLAYER_ACTOR weapon 17 ammo_to 100 end return :ACTIVATE_CRANE if 0ADC: test_cheat "CRANEA" then 018C: play_sound 1 at 0.0 0.0 0.0 01EF: deactivate_crane -964.0 -1490.0 01EE: activate_crane -964.0 -1490.0 -974.0 -1500.0 -954.0 -1480.0 -951.0 -1525.0 20.0 160.0 end return :DEACTIVATE_CRANE if 0ADC: test_cheat "CRANED" then 018C: play_sound 1 at 0.0 0.0 0.0 01EF: deactivate_crane -964.0 -1490.0 end return :SET_FREE_BOMBS if 0ADC: test_cheat "FREEBOMBS" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = FREEBOMB AND 1 if TEMP_VAR == 0 then 05FA: FREEBOMB = FREEBOMB OR 1 021D: set_free_bomb_shop_to 1 else 05F9: FREEBOMB = FREEBOMB AND 0xFFFFFFFE 021D: set_free_bomb_shop_to 0 end end return :SET_ALL_TAXI_LIGHTS if 0ADC: test_cheat "TAXI" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = SETTAXI AND 2 if TEMP_VAR == 0 then 05FA: SETTAXI = SETTAXI OR 2 021F: set_all_taxi_lights 1 else 05F9: SETTAXI = SETTAXI AND 0xFFFFFFFD 021F: set_all_taxi_lights 0 end end return :IS_CAR_ARMED_WITH_ANY_BOMB if PAGE == 0 then gosub @TEXT_STYLE if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save if 0220: car PLAYER_CAR has_car_bomb then 0608: show_text_position 10.0 LINE text "0220: Car is armed with any bomb" return end end 0608: show_text_position 10.0 LINE text "0220: Car is not armed with any bomb" end return :IS_CAR_ARMED_WITH_BOMB if PAGE == 0 then gosub @TEXT_STYLE if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save if 0228: car PLAYER_CAR bomb_status == 4 then 0608: show_text_position 10.0 LINE text "0228: Car is armed with bomb 4" return end end 0608: show_text_position 10.0 LINE text "0228: Car is not armed with bomb 4" end return :IS_PLAYER_TOUCHING_OBJECT_ON_FOOT if PAGE == 0 then gosub @TEXT_STYLE if 023A: player 0 touching_object SPAWN_OBJ on_foot then 0608: show_text_position 10.0 LINE text "023A: Player is touching spawned object on foot" else 0608: show_text_position 10.0 LINE text "023A: Player is not touching spawned object on foot" end end return :IS_CHAR_TOUCHING_OBJECT_ON_FOOT if PAGE == 0 then gosub @TEXT_STYLE if 023B: actor $PLAYER_ACTOR touching_object SPAWN_OBJ on_foot then 0608: show_text_position 10.0 LINE text "023B: Player character is touching spawned object on foot" else 0608: show_text_position 10.0 LINE text "023B: Player character is not touching spawned object on foot" end end return :ARM_CAR_WITH_BOMB if 00E0: player 0 in_any_car then if 0ADC: test_cheat "ARMBOMB" then 018C: play_sound 1 at 0.0 0.0 0.0 03C1: PLAYER_CAR = player 0 car_no_save 0242: set_car PLAYER_CAR bomb_status_to 1 end end return :SET_REPEATED_PHONE_MESSAGE if 0ADC: test_cheat "PHONEA1X" then 018C: play_sound 1 at 0.0 0.0 0.0 024B: set_phone PHONE_A message_repeated 'ADMIRAL' end if 0ADC: test_cheat "PHONEB1X" then 018C: play_sound 1 at 0.0 0.0 0.0 024B: set_phone PHONE_B message_repeated 'BENSON' end return :SET_PHONE_MESSAGE if 0ADC: test_cheat "PHONEA1Y" then 018C: play_sound 1 at 0.0 0.0 0.0 024C: set_phone PHONE_A message 'ADMIRAL' end if 0ADC: test_cheat "PHONEB1Y" then 018C: play_sound 1 at 0.0 0.0 0.0 024C: set_phone PHONE_B message 'BENSON' end return :HAS_PHONE_DISPLAYED_MESSAGE if PAGE == 0 then gosub @TEXT_STYLE if 024D: phone PHONE_A has_displayed_message then 0608: show_text_position 10.0 LINE text "024D: Phone-A has displayed message" else 0608: show_text_position 10.0 LINE text "024D: Phone-A has not displayed message" end end return :STORE_WEATHER if 0ADC: test_cheat "WEATHERSTORE" then 018C: play_sound 1 at 0.0 0.0 0.0 0251: store_weather end return :RESTORE_WEATHER if 0ADC: test_cheat "WEATHERRESTORE" then 018C: play_sound 1 at 0.0 0.0 0.0 0252: restore_weather end return :RESTART_CRITICAL_MISSION if 0ADC: test_cheat "RESTART" then 018C: play_sound 1 at 0.0 0.0 0.0 0255: set_critical_mission_restart_at -833.811 1304.07 10.5131 angle 200.4458 end return :IS_TAXI if PAGE == 0 then gosub @TEXT_STYLE if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save if 0295: is PLAYER_CAR taxi then 0608: show_text_position 10.0 LINE text "0295: Is a taxi" return end end 0608: show_text_position 10.0 LINE text "0295: Is not a taxi" end return :ACTIVATE_GARAGE if 0ADC: test_cheat "GARAGEA" then 018C: play_sound 1 at 0.0 0.0 0.0 0299: activate_garage GARAGE end return :IS_BOAT if PAGE == 0 then gosub @TEXT_STYLE if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save if 029C: is PLAYER_CAR boat then 0608: show_text_position 10.0 LINE text "029C: Is a boat" return end end 0608: show_text_position 10.0 LINE text "029C: Is not a boat" end return :IS_CHAR_STOPPED if PAGE == 0 then gosub @TEXT_STYLE if 02A0: actor $PLAYER_ACTOR stopped then 0608: show_text_position 10.0 LINE text "02A0: Player character is 'stopped'" else 0608: show_text_position 10.0 LINE text "02A0: Player character is not 'stopped'" end end return :MESSAGE_WAIT if 0ADC: test_cheat "MESSAGEWAIT" then 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'ADMIRAL' time 2500 1 02A1: message_wait 2500 1 00BC: text_highpriority 'BENSON' time 2500 1 02A1: message_wait 2500 1 end return :ADD_PARTICLE_EFFECT if 0ADC: test_cheat "PARTICLE" then 018C: play_sound 1 at 0.0 0.0 0.0 0054: store_player 0 position_to POSX POSY POSZ 02A2: create_particle 12 at POSX POSY POSZ 1 end return :ADD_SPRITE_BLIP_FOR_CAR if 0ADC: test_cheat "CARSPRITE" then 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker BLIP 02A4: create_marker_above_car SPAWN_CAR icon 36 handle BLIP end return :ADD_SPRITE_BLIP_FOR_CHAR if 0ADC: test_cheat "PEDSPRITE" then 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker BLIP 02A5: create_marker_above_actor SPAWN_CHAR icon 34 handle BLIP end return :ADD_SPRITE_BLIP_FOR_OBJECT if 0ADC: test_cheat "OBJSPRITE" then 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker BLIP 02A6: create_marker_above_object SPAWN_OBJ icon 38 handle BLIP end return :DEACTIVATE_GARAGE if 0ADC: test_cheat "GARAGED" then 018C: play_sound 1 at 0.0 0.0 0.0 02B9: deactivate_garage GARAGE end return :SET_SWAT_REQUIRED if 0ADC: test_cheat "SWATREQ" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = SWAT_REQ AND 4 if TEMP_VAR == 0 then 05FA: SWAT_REQ = SWAT_REQ OR 4 02BC: set_swat_required 1 else 05F9: SWAT_REQ = SWAT_REQ AND 0xFFFFFFFB 02BC: set_swat_required 0 end end return :SET_FBI_REQUIRED if 0ADC: test_cheat "FBIREQ" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = FBI_REQ AND 8 if TEMP_VAR == 0 then 05FA: FBI_REQ = FBI_REQ OR 8 02BD: set_fbi_required 1 else 05F9: FBI_REQ = FBI_REQ AND 0xFFFFFFF7 02BD: set_fbi_required 0 end end return :SET_ARMY_REQUIRED if 0ADC: test_cheat "ARMYREQ" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = ARMY_REQ AND 0x10 if TEMP_VAR == 0 then 05FA: ARMY_REQ = ARMY_REQ OR 0x10 02BE: set_army_required 1 else 05F9: ARMY_REQ = ARMY_REQ AND 0xFFFFFFEF 02BE: set_army_required 0 end end return :START_PACMAN_RACE if 0ADC: test_cheat "PMRACE" then 018C: play_sound 1 at 0.0 0.0 0.0 02C6: clear_pacman 02C3: start_pacman_race 0 end return :CLEAR_PACMAN if 0ADC: test_cheat "CLEARPM" then 018C: play_sound 1 at 0.0 0.0 0.0 02C6: clear_pacman end return :START_PACMAN_SCRAMBLE if 0ADC: test_cheat "PMSCRAM" then 018C: play_sound 1 at 0.0 0.0 0.0 02C6: clear_pacman 0054: store_player 0 position_to POSX POSY POSZ 02C7: start_pacman_scramble POSX POSY POSZ radius 10.0 count 10 end return :CLEAR_NUMBER_OF_POWER_PILLS_CARRIED if 0ADC: test_cheat "CLEARSCRAM" then 018C: play_sound 1 at 0.0 0.0 0.0 02C9: clear_number_of_power_pills_carried end return :SET_COMEDY_CONTROLS if 00E0: player 0 in_any_car then if 0ADC: test_cheat "COMEDY" then 018C: play_sound 1 at 0.0 0.0 0.0 03C1: PLAYER_CAR = player 0 car_no_save 02D2: set_car PLAYER_CAR comedy_controls 1 end end return :IS_CHAR_SHOOTING_IN_AREA if PAGE == 0 then gosub @TEXT_STYLE 01BB: store_object SPAWN_OBJ position_to TEMP_VAR TEMP_VAR2 TEMP_VAR3 0087: TEMP_VAR3 = TEMP_VAR 0087: TEMP_VAR4 = TEMP_VAR2 TEMP_VAR += 12.0 TEMP_VAR2 -= 2.0 TEMP_VAR3 += 16.0 TEMP_VAR4 += 2.0 if 02D6: actor $PLAYER_ACTOR shooting_in_area TEMP_VAR TEMP_VAR2 TEMP_VAR3 TEMP_VAR4 1 then 0608: show_text_position 10.0 LINE text "02D6: Player character is shooting in marker" else 0608: show_text_position 10.0 LINE text "02D6: Player character is not shooting in marker" end end return :CLEAR_NUMBER_OF_POWER_PILLS_EATEN if 0ADC: test_cheat "CLEARRACE" then 018C: play_sound 1 at 0.0 0.0 0.0 02D9: clear_number_of_power_pills_eaten end return :ADD_POWER_PILL if 0ADC: test_cheat "PMONE" then 018C: play_sound 1 at 0.0 0.0 0.0 02C6: clear_pacman 0054: store_player 0 position_to POSX POSY POSZ 02DA: add_power_pill POSX POSY POSZ end return :IS_PROJECTILE_IN_AREA if PAGE == 0 then gosub @TEXT_STYLE if 02EE: projectile_in_cube -838.88 1307.78 10.04 -833.59 1313.67 15.04 then 0608: show_text_position 10.0 LINE text "02EE: Projectile is in garage area" else 0608: show_text_position 10.0 LINE text "02EE: Projectile is not in garage area" end end return :DROP_MINE if 0ADC: test_cheat "MINEA" then 018C: play_sound 1 at 0.0 0.0 0.0 0054: store_player 0 position_to POSX POSY POSZ 02F0: create_explosive_barrel_at POSX POSY -100.0 end return :DROP_NAUTICAL_MINE if 0ADC: test_cheat "MINEB" then 018C: play_sound 1 at 0.0 0.0 0.0 0054: store_player 0 position_to POSX POSY POSZ 02F1: create_explosive_barrel_at POSX POSY -100.0 end return :ACTIVATE_CRUSHER_CRANE if 0ADC: test_cheat "CRANEC" then 018C: play_sound 1 at 0.0 0.0 0.0 01EF: deactivate_crane -964.0 -1490.0 02FB: create_crusher_crane -964.0 -1490.0 -974.0 -1500.0 -954.0 -1480.0 -951.0 -1525.0 20.0 160.0 end return :PRINT_WITH_NUMBERS if 0ADC: test_cheat "PRINTNUM" then 018C: play_sound 1 at 0.0 0.0 0.0 02FC: text_2numbers 'HJSTATW' 1 2 time 500 1 wait 500 018C: play_sound 1 at 0.0 0.0 0.0 0300: text_3numbers_highpriority 'HJSTATW' 1 2 3 time 500 1 wait 500 018C: play_sound 1 at 0.0 0.0 0.0 0303: text_4numbers_highpriority 'HJSTATW' 1 2 3 4 time 500 1 wait 500 018C: play_sound 1 at 0.0 0.0 0.0 0305: text_5numbers 'HJSTATW' 1 2 3 4 5 time 500 1 wait 500 018C: play_sound 1 at 0.0 0.0 0.0 0306: text_5numbers_highpriority 'HJSTATW' 1 2 3 4 5 time 500 1 wait 500 018C: play_sound 1 at 0.0 0.0 0.0 0309: text_6numbers_highpriority 'HJSTATW' 1 2 3 4 5 6 time 500 1 wait 500 end return :IS_FIRST_CAR_COLOUR if PAGE == 1 then gosub @TEXT_STYLE if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save if 031B: car PLAYER_CAR primary_color 6 then 0608: show_text_position 10.0 LINE text "031B: Car primary colour is 6" return end end 0608: show_text_position 10.0 LINE text "031B: Car primary colour is not 6" end return :IS_SECOND_CAR_COLOUR if PAGE == 1 then gosub @TEXT_STYLE if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save if 031C: car PLAYER_CAR secondary_color 75 then 0608: show_text_position 10.0 LINE text "031C: Car secondary colour is 75" return end end 0608: show_text_position 10.0 LINE text "031C: Car secondary colour is not 75" end return :SET_CAR_VISIBLE if 00E0: player 0 in_any_car then if 0ADC: test_cheat "INVISIBLE" then 018C: play_sound 1 at 0.0 0.0 0.0 03C1: PLAYER_CAR = player 0 car_no_save 0338: set_car PLAYER_CAR visible 0 end end return :SET_TEXT_BACKGROUND_COLOUR if 0ADC: test_cheat "BACKGROUND" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = TEXTBG AND 0x1000 if TEMP_VAR == 0 then 05FA: TEXTBG = TEXTBG OR 0x1000 else 05F9: TEXTBG = TEXTBG AND 0xFFFFEFFF end end return :SET_TEXT_FONT if 0ADC: test_cheat "FONT" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = TEXTFONT AND 0x4000 if TEMP_VAR == 0 then 05FA: TEXTFONT = TEXTFONT OR 0x4000 else 05F9: TEXTFONT = TEXTFONT AND 0xFFFFBFFF end end return :IS_NASTY_GAME if PAGE == 1 then gosub @TEXT_STYLE if 0351: gore_enabled then 0608: show_text_position 10.0 LINE text "0351: Gore is enabled" else 0608: show_text_position 10.0 LINE text "0351: Gore is disabled" end end return :IS_EXPLOSION_IN_AREA if PAGE == 1 then gosub @TEXT_STYLE if 0356: explosion_type 1 in_cube -838.88 1307.78 10.04 -833.59 1313.67 15.04 then 0608: show_text_position 10.0 LINE text "0356: Molotov explosion in garage area" else 0608: show_text_position 10.0 LINE text "0356: No Molotov explosion in garage area" end end return :IS_EXPLOSION_IN_ZONE if PAGE == 1 then gosub @TEXT_STYLE if 0357: explosion_type 1 in_zone 'DTOWN' then 0608: show_text_position 10.0 LINE text "0357: Molotov explosion in Downtown area" else 0608: show_text_position 10.0 LINE text "0357: No Molotov explosion in Downtown area" end end return :START_KILL_FRENZY_HEADSHOT 01FA: RAMP_STATE = rampage_status if and 0ADC: test_cheat "RAMPAGE" not RAMP_STATE == 1 then 018C: play_sound 1 at 0.0 0.0 0.0 0247: request_model #M4 038B: load_requested_models 0367: init_headshot_rampage 'RAMPAGE' weapon 26 time 120000 targets 10 -1 -1 -1 -1 0 0249: release_model #M4 end return :ACTIVATE_MILITARY_CRANE if 0ADC: test_cheat "CRANEM" then 018C: play_sound 1 at 0.0 0.0 0.0 01EF: deactivate_crane -964.0 -1490.0 0368: create_ev_crane -964.0 -1490.0 -974.0 -1500.0 -954.0 -1480.0 -951.0 -1525.0 20.0 160.0 end return :PRINT_WITH_NUMBERS_BIG if 0ADC: test_cheat "PRINTBIGNUM" then 018C: play_sound 1 at 0.0 0.0 0.0 0218: text_1number_styled 'HJSTATW' 1 time 500 style 6 wait 500 018C: play_sound 1 at 0.0 0.0 0.0 036E: text_3numbers_styled 'HJSTATW' numbers 1 2 3 time 500 style 6 wait 500 018C: play_sound 1 at 0.0 0.0 0.0 036F: text_4numbers_styled 'HJSTATW' numbers 1 2 3 4 time 500 style 6 wait 500 018C: play_sound 1 at 0.0 0.0 0.0 0370: text_5numbers_styled 'HJSTATW' numbers 1 2 3 4 5 time 500 style 6 wait 500 018C: play_sound 1 at 0.0 0.0 0.0 0371: text_6numbers_styled 'HJSTATW' numbers 1 2 3 4 5 6 time 500 style 6 wait 500 end return :SET_2_REPEATED_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA2X" then 018C: play_sound 1 at 0.0 0.0 0.0 0378: set_phone PHONE_A 2messages_repeated 'ADMIRAL' 'AMBULAN' end if 0ADC: test_cheat "PHONEB2X" then 018C: play_sound 1 at 0.0 0.0 0.0 0378: set_phone PHONE_B 2messages_repeated 'BENSON' 'BFINJC' end return :SET_2_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA2Y" then 018C: play_sound 1 at 0.0 0.0 0.0 0379: set_phone PHONE_A 2messages 'ADMIRAL' 'AMBULAN' end if 0ADC: test_cheat "PHONEB2Y" then 018C: play_sound 1 at 0.0 0.0 0.0 0379: set_phone PHONE_B 2messages 'BENSON' 'BFINJC' end return :SET_3_REPEATED_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA3X" then 018C: play_sound 1 at 0.0 0.0 0.0 037A: set_phone PHONE_A 3messages_repeated 'ADMIRAL' 'AMBULAN' 'ANGEL' end if 0ADC: test_cheat "PHONEB3X" then 018C: play_sound 1 at 0.0 0.0 0.0 037A: set_phone PHONE_B 3messages_repeated 'BENSON' 'BFINJC' 'BLISTAC' end return :SET_3_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA3Y" then 018C: play_sound 1 at 0.0 0.0 0.0 037B: set_phone PHONE_A 3messages 'ADMIRAL' 'AMBULAN' 'ANGEL' end if 0ADC: test_cheat "PHONEB3Y" then 018C: play_sound 1 at 0.0 0.0 0.0 037B: set_phone PHONE_B 3messages 'BENSON' 'BFINJC' 'BLISTAC' end return :SET_4_REPEATED_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA4X" then 018C: play_sound 1 at 0.0 0.0 0.0 037C: set_phone PHONE_A 4messages_repeated 'ADMIRAL' 'AMBULAN' 'ANGEL' 'BAGGAGE' end if 0ADC: test_cheat "PHONEB4X" then 018C: play_sound 1 at 0.0 0.0 0.0 037C: set_phone PHONE_B 4messages_repeated 'BENSON' 'BFINJC' 'BLISTAC' 'BLOODRA' end return :SET_4_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA4Y" then 018C: play_sound 1 at 0.0 0.0 0.0 037D: set_phone PHONE_A 4messages 'ADMIRAL' 'AMBULAN' 'ANGEL' 'BAGGAGE' end if 0ADC: test_cheat "PHONEB4Y" then 018C: play_sound 1 at 0.0 0.0 0.0 037D: set_phone PHONE_B 4messages 'BENSON' 'BFINJC' 'BLISTAC' 'BLOODRA' end return :GIVE_PLAYER_DETONATOR if 0ADC: test_cheat "DETONATE" then 018C: play_sound 1 at 0.0 0.0 0.0 037F: give_player_detonator end return :SET_5_REPEATED_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA5X" then 018C: play_sound 1 at 0.0 0.0 0.0 0386: set_phone PHONE_A 5messages_repeated 'ADMIRAL' 'AMBULAN' 'ANGEL' 'BAGGAGE' 'BANSHEE' end if 0ADC: test_cheat "PHONEB5X" then 018C: play_sound 1 at 0.0 0.0 0.0 0386: set_phone PHONE_B 5messages_repeated 'BENSON' 'BFINJC' 'BLISTAC' 'BLOODRA' 'BOBCAT' end return :SET_5_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA5Y" then 018C: play_sound 1 at 0.0 0.0 0.0 0387: set_phone PHONE_A 5messages 'ADMIRAL' 'AMBULAN' 'ANGEL' 'BAGGAGE' 'BANSHEE' end if 0ADC: test_cheat "PHONEB5Y" then 018C: play_sound 1 at 0.0 0.0 0.0 0387: set_phone PHONE_B 5messages 'BENSON' 'BFINJC' 'BLISTAC' 'BLOODRA' 'BOBCAT' end return :SET_6_REPEATED_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA6X" then 018C: play_sound 1 at 0.0 0.0 0.0 0388: set_phone PHONE_A 6messages_repeated 'ADMIRAL' 'AMBULAN' 'ANGEL' 'BAGGAGE' 'BANSHEE' 'BARRCKS' end if 0ADC: test_cheat "PHONEB6X" then 018C: play_sound 1 at 0.0 0.0 0.0 0388: set_phone PHONE_B 6messages_repeated 'BENSON' 'BFINJC' 'BLISTAC' 'BLOODRA' 'BOBCAT' 'BOXVILL' end return :SET_6_PHONE_MESSAGES if 0ADC: test_cheat "PHONEA6Y" then 018C: play_sound 1 at 0.0 0.0 0.0 0389: set_phone PHONE_A 6messages 'ADMIRAL' 'AMBULAN' 'ANGEL' 'BAGGAGE' 'BANSHEE' 'BARRCKS' end if 0ADC: test_cheat "PHONEB6Y" then 018C: play_sound 1 at 0.0 0.0 0.0 0389: set_phone PHONE_B 6messages 'BENSON' 'BFINJC' 'BLISTAC' 'BLOODRA' 'BOBCAT' 'BOXVILL' end return :IS_CRANE_LIFTING_CAR if PAGE == 1 then gosub @TEXT_STYLE if 03A0: crane -964.0 -1490.0 is_lifting_car SPAWN_CAR then 0608: show_text_position 10.0 LINE text "03A0: Crane is lifting spawned vehicle" else 0608: show_text_position 10.0 LINE text "03A0: Crane is not lifting spawned vehicle" end end return :IS_PHONE_DISPLAYING_MESSAGE if PAGE == 1 then gosub @TEXT_STYLE if 03C2: phone PHONE_A displaying_message then 0608: show_text_position 10.0 LINE text "03C2: Phone-A is displaying message" else 0608: show_text_position 10.0 LINE text "03C2: Phone-A is not displaying message" end end return :IS_COLLISION_IN_MEMORY if PAGE == 1 then gosub @TEXT_STYLE if 03C6: current_island == 1 then 0608: show_text_position 10.0 LINE text "03C6: Level 1 is in memory" else 0608: show_text_position 10.0 LINE text "03C6: Level 1 is not in memory" end end return :IS_CAR_VISIBLY_DAMAGED if PAGE == 1 then gosub @TEXT_STYLE if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save if 03C9: car PLAYER_CAR visibly_damaged then 0608: show_text_position 10.0 LINE text "03C9: Car is visibly damaged" return end end 0608: show_text_position 10.0 LINE text "03C9: Car is not visibly damaged" end return :ADD_BLIP_FOR_PICKUP_OLD if 0ADC: test_cheat "PICKBLIP" then 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker BLIP 03DB: create_marker_above_pickup SPAWN_PICK color 0 visibility 3 handle BLIP end return :ADD_SPRITE_BLIP_FOR_PICKUP if 0ADC: test_cheat "PICKSPRITE" then 018C: play_sound 1 at 0.0 0.0 0.0 0164: disable_marker BLIP 03DD: create_marker_above_pickup SPAWN_PICK icon 16 handle BLIP end return :IS_CHAR_IN_CONTROL if PAGE == 1 then gosub @TEXT_STYLE if 03E9: actor SPAWN_CHAR is_in_control then 0608: show_text_position 10.0 LINE text "03E9: Spawned character is in control" else 0608: show_text_position 10.0 LINE text "03E9: Spawned character is not in control" end end return :HAS_MILITARY_CRANE_COLLECTED_ALL_CARS if PAGE == 1 then gosub @TEXT_STYLE if 03EC: ev_crane_collected_all_cars then 0608: show_text_position 10.0 LINE text "03EC: Military crane has collected all cars" else 0608: show_text_position 10.0 LINE text "03EC: Military crane has not collected all cars" end end return :SET_GANG_PED_MODEL_PREFERENCE if 0ADC: test_cheat "PREFERENCE" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = GANGPREF AND 0x80 if TEMP_VAR == 0 then 05FA: GANGTHREAT = GANGPREF OR 0x80 0410: override_gang_model 1 0 else 05F9: GANGTHREAT = GANGPREF AND 0xFFFFFF7F 0410: override_gang_model 1 255 end end return :SET_GET_OUT_OF_JAIL_FREE if 0ADC: test_cheat "JAILFREE" then 018C: play_sound 1 at 0.0 0.0 0.0 0413: set_player 0 get_out_of_jail_free 1 end return :IS_CAR_DOOR_CLOSED if PAGE == 1 then gosub @TEXT_STYLE if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save if 0415: car PLAYER_CAR door 0 closed then 0608: show_text_position 10.0 LINE text "0415: Car bonnet is closed" return end end 0608: show_text_position 10.0 LINE text "0415: Car bonnet is not closed" end return :REGISTER_KILL_FRENZY_PASSED if 0ADC: test_cheat "FRENZY" then 018C: play_sound 1 at 0.0 0.0 0.0 041B: increment_rampages_passed end return :SET_CHAR_SAY if 0ADC: test_cheat "TALK" then 018C: play_sound 1 at 0.0 0.0 0.0 041C: make_actor $PLAYER_ACTOR say 0x7A // picked up money talk end return :OVERRIDE_HOSPITAL_LEVEL if 0ADC: test_cheat "HOSPITAL1" then 018C: play_sound 1 at 0.0 0.0 0.0 041F: override_hospital 1 end if 0ADC: test_cheat "HOSPITAL2" then 018C: play_sound 1 at 0.0 0.0 0.0 041F: override_hospital 2 end return :OVERRIDE_POLICE_STATION_LEVEL if 0ADC: test_cheat "POLICE1" then 018C: play_sound 1 at 0.0 0.0 0.0 0420: override_police_station 1 end if 0ADC: test_cheat "POLICE2" then 018C: play_sound 1 at 0.0 0.0 0.0 0420: override_police_station 2 end return :FORCE_RAIN if 0ADC: test_cheat "FORCERAIN" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = FORCERAIN AND 0x20 if TEMP_VAR == 0 then 05FA: FORCERAIN = FORCERAIN OR 0x20 0421: force_rain 1 else 05F9: FORCERAIN = FORCERAIN AND 0xFFFFFFDF 0421: force_rain 0 end end return :DOES_GARAGE_CONTAIN_CAR if PAGE == 1 then gosub @TEXT_STYLE if 0422: garage_contain_car GARAGE SPAWN_CAR then 0608: show_text_position 10.0 LINE text "0422: Garage contains spawned vehicle" else 0608: show_text_position 10.0 LINE text "0422: Garage does not contain spawned vehicle" end end return :IS_THREAT_FOR_PED_TYPE if PAGE == 1 then gosub @TEXT_STYLE if 042A: ped_threat_exists 8 1 then 0608: show_text_position 10.0 LINE text "042A: Ped type 8 is threat to player" else 0608: show_text_position 10.0 LINE text "042A: Ped type 8 is not threat to player" end end if 0ADC: test_cheat "GANGTHREAT" then 018C: play_sound 1 at 0.0 0.0 0.0 05F9: TEMP_VAR = GANGTHREAT AND 0x40 if TEMP_VAR == 0 then 05FA: GANGTHREAT = GANGTHREAT OR 0x40 03F1: pedtype 8 add_threat 1 else 05F9: GANGTHREAT = GANGTHREAT AND 0xFFFFFFBF 03F2: pedgroup 8 remove_threat 1 end end return :GET_CHAR_IN_CAR_PASSENGER_SEAT if 0ADC: test_cheat "PASSENGER" then 018C: play_sound 1 at 0.0 0.0 0.0 if and 8118: not actor SPAWN_CHAR dead 8119: not car SPAWN_CAR wrecked then 05F9: TEMP_VAR = PASSENGER AND 0x2000 if TEMP_VAR == 0 then 05FA: PASSENGER = PASSENGER OR 0x2000 01D4: actor SPAWN_CHAR go_to_car SPAWN_CAR and_enter_it_as_a_passenger else 05F9: PASSENGER = PASSENGER AND 0xFFFFDFFF 03E2: actor SPAWN_CHAR leave_any_car end end end return :IS_PLAYER_LIFTING_A_PHONE if PAGE == 1 then gosub @TEXT_STYLE if 0447: player 0 lifting_a_phone then 0608: show_text_position 10.0 LINE text "0447: Player is lifting phone" else 0608: show_text_position 10.0 LINE text "0447: Player is not lifting phone" end end return :SET_SCRIPT_FIRE_AUDIO if 0ADC: test_cheat "CARFIRE" then 018C: play_sound 1 at 0.0 0.0 0.0 02D1: destroy_fire CARFIRE 0325: CARFIRE = create_car SPAWN_CAR fire 0444: set_fire CARFIRE audio 0 end return :GET_NUMBER_OF_SEATS_IN_MODEL 05F9: SEATS = SEATS AND 0xFFFFF0FF if 00E0: player 0 in_any_car then 03C1: PLAYER_CAR = player 0 car_no_save 0441: PLAYER_CAR = car PLAYER_CAR model 047D: get_number_of_seats_in_model PLAYER_CAR store_to TEMP_VAR 05FF: TEMP_VAR = TEMP_VAR SHL 8 05FA: SEATS = SEATS OR TEMP_VAR end return :HAS_CHAR_GOT_WEAPON if PAGE == 1 then gosub @TEXT_STYLE if 0491: actor $PLAYER_ACTOR has_weapon 17 then 0608: show_text_position 10.0 LINE text "0491: Player character has weapon 17" else 0608: show_text_position 10.0 LINE text "0491: Player character does not have weapon 17" end end return :IS_CHAR_IN_ANY_BOAT if PAGE == 1 then gosub @TEXT_STYLE if 04A7: actor $PLAYER_ACTOR in_any_boat then 0608: show_text_position 10.0 LINE text "04A7: Player character is in any boat" else 0608: show_text_position 10.0 LINE text "04A7: Player character is not in any boat" end end return :IS_CHAR_IN_ANY_HELI if PAGE == 1 then gosub @TEXT_STYLE if 04A9: actor $PLAYER_ACTOR in_any_heli then 0608: show_text_position 10.0 LINE text "04A9: Player character is in any heli" else 0608: show_text_position 10.0 LINE text "04A9: Player character is not in any heli" end end return :IS_CHAR_IN_ANY_PLANE if PAGE == 1 then gosub @TEXT_STYLE if 04AB: actor $PLAYER_ACTOR in_any_plane then 0608: show_text_position 10.0 LINE text "04AB: Player character is in any plane" else 0608: show_text_position 10.0 LINE text "04AB: Player character is not in any plane" end end return :IS_CHAR_IN_FLYING_VEHICLE if PAGE == 1 then gosub @TEXT_STYLE if 04C8: actor $PLAYER_ACTOR in_flying_vehicle then 0608: show_text_position 10.0 LINE text "04C8: Player character is in flying vehicle" else 0608: show_text_position 10.0 LINE text "04C8: Player character is not in flying vehicle" end end return :GET_MAX_WANTED_LEVEL if 0ADC: test_cheat "WANTED0" then 018C: play_sound 1 at 0.0 0.0 0.0 01F0: set_max_wanted_level_to 0 end if 0ADC: test_cheat "WANTED4" then 018C: play_sound 1 at 0.0 0.0 0.0 01F0: set_max_wanted_level_to 4 end if 0ADC: test_cheat "WANTED6" then 018C: play_sound 1 at 0.0 0.0 0.0 01F0: set_max_wanted_level_to 6 end return :PRINT_HELP if 0ADC: test_cheat "PRINTHELP" then 018C: play_sound 1 at 0.0 0.0 0.0 0511: show_text_box_1number 'NUMBER' number 1 wait 5000 03E6: remove_text_box 018C: play_sound 1 at 0.0 0.0 0.0 0513: show_permanent_text_box_1number 'NUMBER' number 2 wait 5000 03E6: remove_text_box end return :ADD_MONEY_SPENT_ON_AUTO_PAINTING if 0ADC: test_cheat "PAINT" then 018C: play_sound 1 at 0.0 0.0 0.0 052A: add_money_spent_on_auto_painting 10 end return :GET_PLAYER_DRUNKENNESS 052D: get_player 0 drunkenness_to TEMP_VAR if 0ADC: test_cheat "DRUNK" then 018C: play_sound 1 at 0.0 0.0 0.0 if TEMP_VAR == 0 then 052C: set_player 0 drunk_visuals 255 else 052C: set_player 0 drunk_visuals 0 end end return :ADD_LOAN_SHARK_VISITS if 0ADC: test_cheat "LOAN" then 018C: play_sound 1 at 0.0 0.0 0.0 0530: add_loan_shark_visits 10 end return :ADD_MOVIE_STUNTS if 0ADC: test_cheat "MOVIE" then 018C: play_sound 1 at 0.0 0.0 0.0 0532: add_movie_stunts 10 end return :ADD_GARBAGE_PICKUPS if 0ADC: test_cheat "GARBAGE" then 018C: play_sound 1 at 0.0 0.0 0.0 0535: add_garbage_pickups 10 end return :SET_TOP_SHOOTING_RANGE_SCORE if 0ADC: test_cheat "RANGESCORE" then 018C: play_sound 1 at 0.0 0.0 0.0 0537: set_top_shooting_range_score 10 end return :ADD_SHOOTING_RANGE_RANK if 0ADC: test_cheat "RANGERANK" then 018C: play_sound 1 at 0.0 0.0 0.0 0538: add_shooting_range_rank 10 end return :IS_CHAR_TOUCHING_VEHICLE if PAGE == 1 then gosub @TEXT_STYLE if 0547: actor $PLAYER_ACTOR touching_car SPAWN_CAR then 0608: show_text_position 10.0 LINE text "0547: Player character is touching spawned boat" else 0608: show_text_position 10.0 LINE text "0547: Player character is not touching spawned boat" end end return :REMOVE_WEAPON_FROM_CHAR if 0ADC: test_cheat "REMOVEWEAPON" then 018C: play_sound 1 at 0.0 0.0 0.0 0555: remove_actor $PLAYER_ACTOR weapon 17 end return