Hello I wanted to make a remote control car script but not sure where to start. So yeah its kind a request and a question.
GTA: Modification Area
{$CLEO}
//---------------------------------------------
// These are the RC models ID's, do not change
// there vars because they used in a array
0006: 0@ = 0x1B9
0006: 1@ = 0x1D0
0006: 2@ = 0x1D1
0006: 3@ = 0x1F5
0006: 4@ = 0x234
0006: 5@ = 0x252
//---------------------------------------------
:RC_Mode1
while true
wait 250
if
Player.Defined($PLAYER_CHAR)
then
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #TOPFUN)
then
0006: 30@ = -229907
008B: 30@ = &0(30@,1i) // (int)
0085: 31@ = 30@ // (int)
0016: 31@ /= 65536
0012: 31@ *= 65536
0062: 30@ -= 31@ // (int)
if
0039: 30@ == 0x5243
then
0006: 30@ = -229908
if
0038: &0(30@,1i) == 0x4D4F4445
then
break
end
end
end
end
end // while
0004: &0(30@,1i) = 0x4D4F4400
03E5: show_text_box 'CHEAT1' // Cheat activated
03C0: 29@ = actor $PLAYER_ACTOR car
gosub @OPEN_DOORS
0247: load_model #RCBANDIT
0247: load_model #RCBARON
0247: load_model #RCRAIDER
0247: load_model #RCGOBLIN
0247: load_model #RCTIGER
0247: load_model #RCCAM
038B: load_requested_models
while true
wait 0
if and
0248: model #RCBANDIT available
0248: model #RCBARON available
0248: model #RCRAIDER available
0248: model #RCGOBLIN available
0248: model #RCTIGER available
0248: model #RCCAM available
then
break
end
wait 0
end // while
08D4: 28@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 28@ column 0 alignment 1
08DB: set_panel 28@ column 0 header 'DUMMY' data 'RCBANDT' 'RCBARON' 'RCRAIDE' 'RCGOBLI' 'RCTIGER' 'RCCAM' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' // RC Bandit // RC Baron // RC Raider // RC Goblin // RC Tiger // RC Cam
090E: set_panel 28@ active_row 23@
08D7: 27@ = panel 28@ active_row
0407: store_coords_to 24@ 25@ 26@ from_car 29@ with_offset 0.0 -4.1 -0.5
00A5: 22@ = create_car 0@(23@,1i) at 5@ 6@ 7@
0174: 21@ = car 22@ Z_angle
000B: 21@ += 360.0
0175: set_car 22@ Z_angle_to 21@
:RC_Mode2
wait 0
08D7: 27@ = panel 28@ active_row
if
803B: not 23@ == 27@ // (int)
then
0085: 23@ = 27@ // (int) row = 27@
00A6: destroy_car 22@
0407: store_coords_to 24@ 25@ 26@ from_car 29@ with_offset 0.0 -4.1 -0.5
00A5: 22@ = create_car 0@(23@,1i) at 24@ 25@ 26@
0174: 21@ = car 22@ Z_angle
000B: 21@ += 360.0
0175: set_car 22@ Z_angle_to 21@
end
if
80E1: not player 0 pressed_key 16
jf @RC_Mode4
if
00E1: player 0 pressed_key 15
jf @RC_Mode2
08DA: remove_panel 28@
03E6: remove_text_box
:RC_Mode3
wait 0
if
80E1: not player 0 pressed_key 15
jf @RC_Mode3
00A6: destroy_car 22@
gosub @CAN_MOVE
gosub @RESTORE_PARTS
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
jump @RC_Mode1
:RC_Mode4
wait 0
if
80E1: not player 0 pressed_key 16
004D: jump_if_false @RC_Mode4
08D8: 23@ = panel 28@ selected_row
08DA: remove_panel 28@
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 22@ // on foot version
01B4: set_player $PLAYER_CHAR can_move true
04D6: enable_RC_car_detonation 0 // or opcode 048A
//--048A: set_RC_car_detonation 0 // or opcode 04D6
:RC_Mode5
wait 250 ms
if
00E1: player 0 pressed_key 17
then
020B: explode_car 22@ // versionA
end
if or
0119: car 22@ wrecked
00E1: player 0 pressed_key 15
jf @RC_Mode5
04DB: exit_RC_mode // on foot version
gosub @CAN_MOVE
0249: release_model #RCBANDIT
0249: release_model #RCBARON
0249: release_model #RCRAIDER
0249: release_model #RCGOBLIN
0249: release_model #RCTIGER
0249: release_model #RCCAM
gosub @RESTORE_PARTS
wait 1000
jump @RC_Mode1
:OPEN_DOORS
0657: car 29@ open_componentA 0x4
0657: car 29@ open_componentA 0x5
0679: put_camera_on_car 29@ with_offset 2.1 -6.1 1.5 rotation 0.0 -4.2 -0.6 0.0 2
01B4: set_player $PLAYER_CHAR can_move false
01F7: set_player $PLAYER_CHAR ignored_by_cops true
03BF: set_player $PLAYER_CHAR ignored_by_everyone true
return
:CAN_MOVE
01B4: set_player $PLAYER_CHAR can_move true
01F7: set_player $PLAYER_CHAR ignored_by_cops false
03BF: set_player $PLAYER_CHAR ignored_by_everyone false
return
:RESTORE_PARTS
068A: set_car 29@ put_componentA 0x4 // reset to normal
068A: set_car 29@ put_componentA 0x5 // reset to normal
01C3: remove_references_to_car 29@ // Like turning a car into any random car
return
{$CLEO}
0000:
:Spawn_Van
while true
wait 250
if
Player.Defined($PLAYER_CHAR)
then
if
00E1: player 0 pressed_key 10 // "~Conversation no~" NO key
then
break
end
end
end
0AA5: call 0x0043A0B6 num_params 1 pop 1 #TOPFUN
wait 2000
jump @Spawn_Van
#RCBANDIT -> 0x1B9
#RCBARON -> 0x1D0
#RCRAIDER -> 0x1D1
#RCGOBLIN -> 0x1F5
#RCTIGER -> 0x234
#RCCAM -> 0x252
{$CLEO}
//---------------------------------------------
// These are the RC models ID's, do not change
// there vars because they used in a array
0006: 0@ = 0x1B9 // #RCBANDIT
0006: 1@ = 0x1D0 // #RCBARON
0006: 2@ = 0x1D1 // #RCRAIDER
0006: 3@ = 0x1F5 // #RCGOBLIN
0006: 4@ = 0x234 // #RCTIGER
0006: 5@ = 0x19B // #INFERNUS
//---------------------------------------------
:RC_Mode1
while true
wait 250
if
Player.Defined($PLAYER_CHAR)
then
if
Actor.DrivingVehicleType($PLAYER_ACTOR, #TOPFUN)
then
0006: 30@ = -229907
008B: 30@ = &0(30@,1i) // (int)
0085: 31@ = 30@ // (int)
0016: 31@ /= 65536
0012: 31@ *= 65536
0062: 30@ -= 31@ // (int)
if
0039: 30@ == 0x5243
then
0006: 30@ = -229908
if
0038: &0(30@,1i) == 0x4D4F4445
then
break
end
end
end
end
end // while
0004: &0(30@,1i) = 0x4D4F4400
03E5: show_text_box 'CHEAT1' // Cheat activated
03C0: 29@ = actor $PLAYER_ACTOR car
gosub @OPEN_DOORS
0247: load_model #RCBANDIT
0247: load_model #RCBARON
0247: load_model #RCRAIDER
0247: load_model #RCGOBLIN
0247: load_model #RCTIGER
0247: load_model #INFERNUS
038B: load_requested_models
while true
wait 0
if and
0248: model #RCBANDIT available
0248: model #RCBARON available
0248: model #RCRAIDER available
0248: model #RCGOBLIN available
0248: model #RCTIGER available
0248: model #INFERNUS available
then
break
end
wait 0
end // while
08D4: 28@ = create_panel_with_title 'DUMMY' position 29.0 170.0 width 180.0 columns 1 interactive 1 background 1 alignment 1
08D6: set_panel 28@ column 0 alignment 1
08DB: set_panel 28@ column 0 header 'DUMMY' data 'RCBANDT' 'RCBARON' 'RCRAIDE' 'RCGOBLI' 'RCTIGER' 'INFERNU' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'
090E: set_panel 28@ active_row 23@
08D7: 27@ = panel 28@ active_row
0407: store_coords_to 24@ 25@ 26@ from_car 29@ with_offset 0.0 -4.1 -0.5
00A5: 22@ = create_car 0@(23@,1i) at 5@ 6@ 7@
0174: 21@ = car 22@ Z_angle
000B: 21@ += 360.0
0175: set_car 22@ Z_angle_to 21@
:RC_Mode2
wait 0
08D7: 27@ = panel 28@ active_row
if
803B: not 23@ == 27@ // (int)
then
0085: 23@ = 27@ // (int) row = 27@
00A6: destroy_car 22@
0407: store_coords_to 24@ 25@ 26@ from_car 29@ with_offset 0.0 -4.1 -0.5
00A5: 22@ = create_car 0@(23@,1i) at 24@ 25@ 26@
0174: 21@ = car 22@ Z_angle
000B: 21@ += 360.0
0175: set_car 22@ Z_angle_to 21@
end
if
80E1: not player 0 pressed_key 16
jf @RC_Mode4
if
00E1: player 0 pressed_key 15
jf @RC_Mode2
08DA: remove_panel 28@
03E6: remove_text_box
:RC_Mode3
wait 0
if
80E1: not player 0 pressed_key 15
jf @RC_Mode3
00A6: destroy_car 22@
gosub @CAN_MOVE
gosub @RESTORE_PARTS
02EB: restore_camera_with_jumpcut
0373: set_camera_directly_behind_player
jump @RC_Mode1
:RC_Mode4
wait 0
if
80E1: not player 0 pressed_key 16
004D: jump_if_false @RC_Mode4
08D8: 23@ = panel 28@ selected_row
08DA: remove_panel 28@
0715: put_player $PLAYER_CHAR in_RC_mode_in_car 22@ // on foot version
01B4: set_player $PLAYER_CHAR can_move true
04D6: enable_RC_car_detonation 0 // or opcode 048A
//--048A: set_RC_car_detonation 0 // or opcode 04D6
:RC_Mode5
wait 250 ms
if
00E1: player 0 pressed_key 17
then
020B: explode_car 22@ // versionA
end
if or
0119: car 22@ wrecked
00E1: player 0 pressed_key 15
jf @RC_Mode5
04DB: exit_RC_mode // on foot version
gosub @CAN_MOVE
0249: release_model #RCBANDIT
0249: release_model #RCBARON
0249: release_model #RCRAIDER
0249: release_model #RCGOBLIN
0249: release_model #RCTIGER
0249: release_model #INFERNUS
gosub @RESTORE_PARTS
wait 1000
jump @RC_Mode1
:OPEN_DOORS
0657: car 29@ open_componentA 0x4
0657: car 29@ open_componentA 0x5
0679: put_camera_on_car 29@ with_offset 2.1 -6.1 1.5 rotation 0.0 -4.2 -0.6 0.0 2
01B4: set_player $PLAYER_CHAR can_move false
01F7: set_player $PLAYER_CHAR ignored_by_cops true
03BF: set_player $PLAYER_CHAR ignored_by_everyone true
return
:CAN_MOVE
01B4: set_player $PLAYER_CHAR can_move true
01F7: set_player $PLAYER_CHAR ignored_by_cops false
03BF: set_player $PLAYER_CHAR ignored_by_everyone false
return
:RESTORE_PARTS
068A: set_car 29@ put_componentA 0x4 // reset to normal
068A: set_car 29@ put_componentA 0x5 // reset to normal
01C3: remove_references_to_car 29@ // Like turning a car into any random car
return
{$CLEO .CS}
thread 'CALL'
32@ = 0
:CALL_18
if and
32@ > 5000
88B7: not test 31@ bit 1
jf @CALL_62
08BD: set 31@ bit 1
03E5: show_text_box 'BP_HLP3'
:CALL_62
if and
Player.Defined($PLAYER_CHAR)
Player.Controllable($PLAYER_CHAR)
09E7: player $PLAYER_CHAR not_frozen
jf @CALL_292
jump @CALL_100
:CALL_95
wait $DEFAULT_WAIT_TIME
:CALL_100
if and
not Player.Wasted($PLAYER_CHAR)
not Car.Wrecked($10949)
8741: not actor $PLAYER_ACTOR busted
jf @CALL_753
if
not Actor.Driving($PLAYER_ACTOR)
jf @CALL_734
if
88B7: not test 31@ bit 4
jf @CALL_464
if
88B7: not test 31@ bit 3
jf @CALL_564
if
88B7: not test 31@ bit 2
jf @CALL_415
wait 0
if or
1@ == 1
8AB0: not key_pressed 97
jf @CALL_304
if and
1@ == 1
8AB0: not key_pressed 97
jf @CALL_18
1@ = 0
jump @CALL_18
:CALL_258
018C: play_sound 1085 at 0.0 0.0 0.0
1@ = 1
jump @CALL_18
:CALL_292
wait $DEFAULT_WAIT_TIME
jump @CALL_18
:CALL_304
if
88B7: not test 31@ bit 1
jf @CALL_329
08BD: set 31@ bit 1
:CALL_329
if and
$ACTIVE_INTERIOR == 0
8202: not actor $PLAYER_ACTOR near_car $10949 radius 10.0 10.0 flag 0
jf @CALL_258
Model.Load(#CELLPHONE)
038B: load_requested_models
:CALL_374
wait 0
if
Model.Available(#CELLPHONE)
jf @CALL_374
08BD: set 31@ bit 2
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
33@ = 0
:CALL_415
if
33@ > 3000
jf @CALL_95
08BD: set 31@ bit 3
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
Model.Destroy(#CELLPHONE)
03E5: show_text_box 'BP_INF4'
:CALL_464
if
8431: not car $10949 passenger_seat_free -1
jf @CALL_527
if
88B7: not test 31@ bit 4
jf @CALL_95
08BD: set 31@ bit 4
046C: 1@ = car $10949 driver
05BE: AS_kill_actor 1@
jump @CALL_95
:CALL_527
if
08B7: test 31@ bit 4
jf @CALL_557
Actor.RemoveReferences(1@)
08C3: clear 31@ bit 4
:CALL_557
00AE: set_car $10949 traffic_behaviour_to 2
:CALL_564
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0407: store_coords_to 4@ 5@ 6@ from_car $10949 with_offset 0.0 0.0 0.0
Car.DriveTo($10949, 1@, 2@, 3@)
050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
Car.SetMaxSpeed($10949, 7@)
if and
01C1: car $10949 stopped
0202: actor $PLAYER_ACTOR near_car $10949 radius 10.0 10.0 flag 0
jf @CALL_95
Car.SetMaxSpeed($10949, 0.0)
08C3: clear 31@ bit 2
08C3: clear 31@ bit 3
jump @CALL_18
:CALL_734
if
Actor.InCar($PLAYER_ACTOR, $10949)
jf @CALL_95
:CALL_753
if
08B7: test 31@ bit 4
jf @CALL_776
Actor.RemoveReferences(1@)
:CALL_776
0A93: end_custom_thread
Last edited by gtasbigfoot on Tue Mar 24, 2009 8:17 am; edited 1 time in total
{$CLEO}
0000:
while true
wait 250
if
Player.Defined($PLAYER_CHAR)
then
if
00E1: player 0 pressed_key 10 // no key
then
break
end
end
end
0247: load_model #INFERNUS
038B: load_requested_models
while true
if
0248: model #INFERNUS available
then
break
end
wait 0
end
04C4: store_coords_to 29@ 30@ 31@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0
0395: clear_area 1 at 29@ 30@ 31@ radius 5.0
00A5: 0@ = create_car #INFERNUS at 29@ 30@ 31@
0249: release_model #INFERNUS
01C3: remove_references_to_car 0@
0A92: create_custom_thread "follow.s" 0@
0A93: end_custom_thread
{$CLEO .s}
03A4: name_thread 'BOND'
0006: 32@ = 0
:BOND_18
00D6: if and
0019: 32@ > 5000
88B7: not test 31@ bit 1
004D: jump_if_false @BOND_51
08BD: set 31@ bit 1
:BOND_51
00D6: if and
0256: player $PLAYER_CHAR defined
03EE: player $PLAYER_CHAR controllable
09E7: player $PLAYER_CHAR not_frozen
004D: jump_if_false @BOND_281
0002: jump @BOND_89
:BOND_84
0001: wait 250 ms
:BOND_89
00D6: if and
8117: not player $PLAYER_CHAR defined
8119: not car 0@ wrecked
8741: not actor $PLAYER_ACTOR busted
004D: jump_if_false @BOND_742
00D6: if
80DF: not actor $PLAYER_ACTOR driving
004D: jump_if_false @BOND_723
00D6: if
88B7: not test 31@ bit 4
004D: jump_if_false @BOND_453
00D6: if
88B7: not test 31@ bit 3
004D: jump_if_false @BOND_553
00D6: if
88B7: not test 31@ bit 2
004D: jump_if_false @BOND_404
0001: wait 0 ms
00D6: if or
0039: 1@ == 1
8AB0: not key_pressed 0x52
004D: jump_if_false @BOND_293
00D6: if and
0039: 1@ == 1
8AB0: not key_pressed 0x52
004D: jump_if_false @BOND_18
0006: 1@ = 0
0002: jump @BOND_18
:BOND_247
018C: play_sound 1085 at 0.0 0.0 0.0
0006: 1@ = 1
0002: jump @BOND_18
:BOND_281
0001: wait 250 ms
0002: jump @BOND_18
:BOND_293
00D6: if
88B7: not test 31@ bit 1
004D: jump_if_false @BOND_318
08BD: set 31@ bit 1
:BOND_318
00D6: if
8202: not actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 flag 0
004D: jump_if_false @BOND_247
0247: load_model #CELLPHONE
038B: load_requested_models
:BOND_363
0001: wait 0 ms
00D6: if
0248: model #CELLPHONE available
004D: jump_if_false @BOND_363
08BD: set 31@ bit 2
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
0006: 33@ = 0
:BOND_404
00D6: if
0019: 33@ > 3000
004D: jump_if_false @BOND_84
08BD: set 31@ bit 3
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
0249: release_model #CELLPHONE
:BOND_453
00D6: if
8431: not car 0@ passenger_seat_free 0xFFFFFFFF
004D: jump_if_false @BOND_516
00D6: if
88B7: not test 31@ bit 4
004D: jump_if_false @BOND_84
08BD: set 31@ bit 4
046C: 1@ = car 0@ driver
05BE: AS_kill_actor 1@
0002: jump @BOND_84
:BOND_516
00D6: if
08B7: test 31@ bit 4
004D: jump_if_false @BOND_546
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
08C3: clear 31@ bit 4
:BOND_546
00AE: set_car 0@ traffic_behaviour_to 2
:BOND_553
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0407: store_coords_to 4@ 5@ 6@ from_car 0@ with_offset 0.0 0.0 0.0
00A7: car 0@ drive_to 1@ 2@ 3@
050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
00AD: set_car 0@ max_speed_to 7@
00D6: if and
01C1: car 0@ stopped
0202: actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 flag 0
004D: jump_if_false @BOND_84
00AD: set_car 0@ max_speed_to 0.0
08C3: clear 31@ bit 2
08C3: clear 31@ bit 3
0002: jump @BOND_18
:BOND_723
00D6: if
00DB: actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @BOND_84
:BOND_742
00D6: if
08B7: test 31@ bit 4
004D: jump_if_false @BOND_765
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
:BOND_765
0A93: end_custom_thread
Last edited by gtasbigfoot on Wed Mar 25, 2009 12:13 am; edited 1 time in total
{$CLEO .s}
03A4: name_thread 'BOND'
:BOND_11
0001: wait 250 ms
0006: 32@ = 0
:BOND_18
00D6: if and
0019: 32@ > 5000
88B7: not test 31@ bit 1
004D: jump_if_false @BOND_51
08BD: set 31@ bit 1
:BOND_51
00D6: if and
0256: player $PLAYER_CHAR defined
03EE: player $PLAYER_CHAR controllable
09E7: player $PLAYER_CHAR not_frozen
004D: jump_if_false @BOND_281
0002: jump @BOND_89
:BOND_84
0001: wait 250 ms
:BOND_89
00D6: if and
8117: not player $PLAYER_CHAR defined
8119: not car 0@ wrecked
8741: not actor $PLAYER_ACTOR busted
004D: jump_if_false @BOND_742
00D6: if
80DF: not actor $PLAYER_ACTOR driving
004D: jump_if_false @BOND_723
00D6: if
88B7: not test 31@ bit 4
004D: jump_if_false @BOND_453
00D6: if
88B7: not test 31@ bit 3
004D: jump_if_false @BOND_553
00D6: if
88B7: not test 31@ bit 2
004D: jump_if_false @BOND_404
0001: wait 0 ms
00D6: if or
0039: 1@ == 1
8AB0: not key_pressed 0x52
004D: jump_if_false @BOND_293
00D6: if and
0039: 1@ == 1
8AB0: not key_pressed 0x52
004D: jump_if_false @BOND_18
0006: 1@ = 0
0002: jump @BOND_18
:BOND_247
018C: play_sound 1085 at 0.0 0.0 0.0
0006: 1@ = 1
0002: jump @BOND_18
:BOND_281
0001: wait 250 ms
0002: jump @BOND_18
:BOND_293
00D6: if
88B7: not test 31@ bit 1
004D: jump_if_false @BOND_318
08BD: set 31@ bit 1
:BOND_318
00D6: if
8202: not actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 flag 0
004D: jump_if_false @BOND_247
0247: load_model #CELLPHONE
038B: load_requested_models
:BOND_363
0001: wait 0 ms
00D6: if
0248: model #CELLPHONE available
004D: jump_if_false @BOND_363
08BD: set 31@ bit 2
0729: AS_actor $PLAYER_ACTOR hold_cellphone 1
0006: 33@ = 0
:BOND_404
00D6: if
0019: 33@ > 3000
004D: jump_if_false @BOND_84
08BD: set 31@ bit 3
0729: AS_actor $PLAYER_ACTOR hold_cellphone 0
0249: release_model #CELLPHONE
:BOND_453
00D6: if
8431: not car 0@ passenger_seat_free 0xFFFFFFFF
004D: jump_if_false @BOND_516
00D6: if
88B7: not test 31@ bit 4
004D: jump_if_false @BOND_84
08BD: set 31@ bit 4
046C: 1@ = car 0@ driver
05BE: AS_kill_actor 1@
0002: jump @BOND_84
:BOND_516
00D6: if
08B7: test 31@ bit 4
004D: jump_if_false @BOND_546
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
08C3: clear 31@ bit 4
:BOND_546
00AE: set_car 0@ traffic_behaviour_to 2
:BOND_553
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0407: store_coords_to 4@ 5@ 6@ from_car 0@ with_offset 0.0 0.0 0.0
00A7: car 0@ drive_to 1@ 2@ 3@
050A: 7@ = distance_between_XYZ 1@ 2@ 3@ and_XYZ 4@ 5@ 6@
00AD: set_car 0@ max_speed_to 7@
00D6: if and
01C1: car 0@ stopped
0202: actor $PLAYER_ACTOR near_car 0@ radius 10.0 10.0 flag 0
004D: jump_if_false @BOND_84
00AD: set_car 0@ max_speed_to 0.0
08C3: clear 31@ bit 2
08C3: clear 31@ bit 3
0002: jump @BOND_18
:BOND_723
00D6: if
00DB: actor $PLAYER_ACTOR in_car 0@
004D: jump_if_false @BOND_84
:BOND_742
00D6: if
08B7: test 31@ bit 4
004D: jump_if_false @BOND_765
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
:BOND_765
0002: jump @BOND_11
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