// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread "WALLRUN"
04ED: load_animation "WALLRUN"
Model.Load(978)
038B: load_requested_models
:WALLRUN_29
wait 0
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 2.0
if and
Model.Available(978)
04EE: animation "WALLRUN" loaded
86BD: not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 1 object 1 particle 1
00E1: player 0 pressed_key 14
00E1: player 0 pressed_key 1
else_jump @WALLRUN_29
wait 5
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
0812: AS_actor $PLAYER_ACTOR perform_animation "WALLRUN" IFP "WALLRUN" framedelta 10.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 2.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 2.0
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6.0
TIMERA = 0
jump @WALLRUN_326
:WALLRUN_326
wait 0
if and
not TIMERA >= 60000
04EE: animation "WALLRUN" loaded
Actor.Animation($PLAYER_ACTOR) == "WALLRUN"
00E1: player 0 pressed_key 1
else_jump @WALLRUN_737
wait 1
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
0812: AS_actor $PLAYER_ACTOR perform_animation "WALLRUN" IFP "WALLRUN" framedelta 10.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.5
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 1.5
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
if
06BD: no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 1
86BD: not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 1 object 1 particle 1
else_jump @WALLRUN_761
wait 0
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 6.0
jump @WALLRUN_326
jump @WALLRUN_761
:WALLRUN_737
if
80E1: not player 0 pressed_key 1
else_jump @WALLRUN_761
jump @WALLRUN_761
:WALLRUN_761
wait 0
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 1.5
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 1.5
04C4: store_coords_to 7@ 8@ 9@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 1.0 0.0
if and
06BD: no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 1 object 1 particle 1
86BD: not no_obstacles_between 7@ 8@ 9@ and 10@ 11@ 12@ solid 1 car 1 actor 1 object 1 particle 1
else_jump @WALLRUN_1310
04C4: store_coords_to 16@ 17@ 18@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -3.05
$MAT = Object.Create(978, 16@, 17@, 18@)
0400: store_coords_to 16@ 17@ 18@ from_object $MAT with_offset 0.0 -0.2 0.2
0750: set_object $MAT visibility 0
Actor.PutAt($PLAYER_ACTOR, 16@, 17@, 18@)
0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 10.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" at 10.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" at 10.0 times_normal_rate
05BC: AS_actor $PLAYER_ACTOR jump 0
wait 1000
Object.Destroy($MAT)
wait 250
if and
not Actor.Animation($PLAYER_ACTOR) == "FALL_FALL"
not Actor.Animation($PLAYER_ACTOR) == "FALL_GLIDE"
not Actor.Animation($PLAYER_ACTOR) == "JUMP_LAUNCH_R"
not Actor.Animation($PLAYER_ACTOR) == "JUMP_LAUNCH"
else_jump @WALLRUN_1310
0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH_R" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "FALL_COLLAPSE" at 1.0 times_normal_rate
0393: actor $PLAYER_ACTOR perform_animation "JUMP_LAUNCH" at 1.0 times_normal_rate
wait 1500
jump @WALLRUN_29
:WALLRUN_1310
wait 0
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 0.0 0.0 10.0
0812: AS_actor $PLAYER_ACTOR perform_animation "BLANSH" IFP "WALLRUN" framedelta 10.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
04C4: store_coords_to 4@ 5@ 6@ from_actor $PLAYER_ACTOR with_offset 0.0 -2.5 0.0
0063: 4@ -= 1@ // (float)
0063: 5@ -= 2@ // (float)
083C: set_actor $PLAYER_ACTOR velocity_in_direction_XYZ 4@ 5@ 8.0
wait 1500
jump @WALLRUN_29