// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 04.08.2007 {$VERSION 3.1.0023} {$CLEO .cs} //-------------MAIN--------------- thread 'KNIFE' :KNIFE_10 0001: wait 0 ms 00D6: if 02D8: actor $PLAYER_ACTOR current_weapon == 4 004D: jump_if_false @KNIFE_10 if 00E1: player 0 pressed_key 6 // aim then jump @KNIFE_20 end 0006: 29@ = 0 0164: disable_marker 30@ jump @KNIFE_10 :KNIFE_20 0006: 31@ = 0 for 1@ = 0 to 35584 step 256 0085: 0@ = 1@ // (int) for 2@ = 0 to 127 if 056D: actor 0@ defined then if and 803C: not $PLAYER_ACTOR == 0@ // (int) 80DF: not actor 0@ driving 8118: not actor 0@ dead then gosub @NEAR_ACTOR end end 000A: 0@ += 1 end end if 056D: actor 31@ defined then if 803B: not 29@ == 31@ // (int) then 0164: disable_marker 30@ 0187: 30@ = create_marker_above_actor 31@ 0085: 29@ = 31@ // (int) end if 00E1: player 0 pressed_key 17 // fire then 04ED: load_animation "KNIFE" while 84EE: not animation "KNIFE" loaded 0001: wait 0 ms end jump @KNIFE_30 end end jump @KNIFE_10 :KNIFE_30 0006: 29@ = 0 0164: disable_marker 30@ 068D: get_camera_position_to 0@ 1@ 2@ 015F: set_camera_position 0@ 1@ 2@ rotation 0.0 0.0 0.0 068E: get_camera_target_point_to 0@ 1@ 2@ 0160: set_camera_point_at 0@ 1@ 2@ mode 2 02AB: set_actor $PLAYER_ACTOR immunities BP 1 FP 1 EP 1 CP 1 MP 1 04D7: toggle_actor 31@ locked 1 04C4: store_coords_to 0@ 1@ 2@ from_actor 31@ with_offset 0.0 -1.0 0.0 0972: put_actor $PLAYER_ACTOR at 0@ 1@ 2@ // versionC 0172: 0@ = actor 31@ Z_angle 0173: set_actor $PLAYER_ACTOR Z_angle_to 0@ 04C4: store_coords_to 0@ 1@ 2@ from_actor 31@ with_offset 0.0 1.0 0.0 0668: AS_actor 31@ rotate_and_shoot_at 0@ 1@ 2@ 5000 ms 0812: AS_actor $PLAYER_ACTOR perform_animation "KILL_Partial" IFP_file "KNIFE" 4.0 loopA 1 lockX 0 lockY 0 lockF 0 time 500 // versionB 0001: wait 500 ms 02EB: restore_camera_with_jumpcut 0812: AS_actor $PLAYER_ACTOR perform_animation "KILL_Knife_Player" IFP_file "KNIFE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 2300 // versionB 0001: wait 350 ms 0812: AS_actor 31@ perform_animation "KILL_Knife_Ped_Damage" IFP_file "KNIFE" 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 2000 // versionB 00A0: store_actor 31@ position_to 0@ 1@ 2@ 0001: wait 1000 ms 09B8: create_blood_gush_at 0@ 1@ 2@ with_offset 0.0 0.0 3.0 density 500 on_actor 31@ 0001: wait 1000 ms 0829: actor 31@ perform_animation "KILL_Knife_Ped_Die" IFP_file "KNIFE" 4.0 time 0 and_dies 04D7: toggle_actor 31@ locked 0 01B4: toggle_player $PLAYER_CHAR can_move 1 jump @KNIFE_10 :NEAR_ACTOR if 056D: actor 31@ defined then 068E: get_camera_target_point_to 3@ 4@ 5@ 068D: get_camera_position_to 6@ 7@ 8@ 000F: 8@ -= 0.1 0063: 3@ -= 6@ // (float) 0063: 4@ -= 7@ // (float) 0063: 5@ -= 8@ // (float) 0013: 3@ *= 150.0 0013: 4@ *= 150.0 0013: 5@ *= 150.0 00A0: store_actor $PLAYER_ACTOR position_to 6@ 7@ 8@ 005B: 3@ += 6@ // (float) 005B: 4@ += 7@ // (float) 005B: 5@ += 8@ // (float) 00A0: store_actor 31@ position_to 9@ 10@ 11@ 050A: 12@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 9@ 10@ 11@ 050A: 13@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 9@ 10@ 11@ 005B: 12@ += 13@ // (float) 00A0: store_actor 0@ position_to 9@ 10@ 11@ 050A: 13@ = distance_between_XYZ 3@ 4@ 5@ and_XYZ 9@ 10@ 11@ 050A: 11@ = distance_between_XYZ 6@ 7@ 8@ and_XYZ 9@ 10@ 11@ 005B: 13@ += 11@ // (float) if 0025: 12@ > 13@ // (float) then 0085: 31@ = 0@ // (int) end else 0085: 31@ = 0@ // (int) end return