变量
G_N_Cam_X
G_N_Cam_Y
L_N_Object_ID [Roads]
G_N_Cam_X_Tile_Rounded(144)
G_N_Cam_Y_Tile_Rounded(144)
G_N_Object_Index
G_N_Object_Distance
L_B_Visible [Roads]
L_N_Position_X [Roads]
L_N_Position_Y [Roads]
L_N_Distance_To_Cam [Roads]
CLONE_COUNT
L_N_Object_ID [MiniMapRoads]
L_N_Position_Y [MiniMapRoads]
L_N_Position_X [MiniMapRoads]
L_B_Visible [MiniMapRoads]
L_N_Object_ID [TerrainType]
L_N_Position_X [TerrainType]
L_N_Position_Y [TerrainType]
G_N_Cam_Center_Point_X
G_N_Cam_Center_Point_Y
G_N_Player_Position_X
G_N_Player_Position_Y
EDITOR_G_N_ANGLE
G_N_Max_Car_Number
G_N_Car_Index
G_N_Car_Road_Spawn_ID
G_N_Car_Spawn_Rotation
G_N_Car_ID_Recycled
L_N_Object_ID [Car]
L_N_Distance_To_Cam [Car]
L_B_Visible [Car]
G_N_Random_Car
L_N_Max_Speed [Car]
L_N_Speed [Car]
L_N_Position_X_Rounded(144) [Car]
L_N_Position_Y_Rounded(144) [Car]
L_N_Position_X [Car]
L_N_Position_Y [Car]
L_N_Current_Road_ID [Car]
L_N_Previous_Road_ID [Car]
L_N_Turn_Position_Rounded(24)Vector2 [Car]
L_N_Turn_HitBox_X [Car]
L_N_Turn_HitHox_Y [Car]
L_N_Turn_Speed [Car]
L_N_After_Turn_Correction_X [Car]
L_N_After_Turn_Correction_Y [Car]
L_N_Turn_Angle [Car]
L_N_Turn_Choice [Car]
L_B_Ahead_Clear [Car]
G_N_Player_Animation_Count
G_S_Player_Current_Weapon
FPS_Counter
FPS
G_N_Max_Pedestrian_Number
G_N_Pedestrian_Index
G_N_Pedestrian_Spawn_Rotation
G_N_Pedestrian_Road_Spawn_ID
G_N_Pedestrian_ID_Recycled
L_N_Object_ID [Pedestrian]
L_N_Position_X [Pedestrian]
L_N_Position_Y [Pedestrian]
L_N_Position_X_Rounded(48) [Car]
L_N_Position_Y_Rounded(48) [Car]
L_N_Position_X_Rounded(24) [Car]
L_N_Position_Y_Rounded(24) [Car]
L_N_Animation_Count [Pedestrian]
G_N_Random_Pedestrian
L_S_Pedestrian_Action [Pedestrian]
L_N_Turn_Position_Rounded(24)Vector2 [Pedestrian]
L_N_Position_X_Rounded(144) [Pedestrian]
L_N_Position_Y_Rounded(144) [Pedestrian]
L_N_Current_Road_ID [Pedestrian]
L_N_Previous_Road_ID [Pedestrian]
L_N_Car_Index [Player]
L_N_Nearest_Car_ID [Player]
L_N_Car_Distance [Player]
L_N_Distance_Current_Car [Player]
G_S_Player_Status
L_B_Spawned_With_Car [Pedestrian]
G_N_Active_Car_Pedestrians
G_N_Car_Door_Position_X
G_N_Car_Door_Position_Y
L_N_Number_Of_Passengers [Car]
L_DistanceToCam [MiniMapRoads]
G_N_Current_Car_ID
G_N_Current_Car_Rotation
G_B_Car_Hitbox_Hit
G_N_Player_Car_Position(48)
G_B_Car_Hit_Box_Speed_Locked
G_B_Player_Car_On_Road
L_B_IsPoliceVehicle [Car]
G_N_WantedLevel
G_N_Previous_WantedLevel
G_N_Police_On_Screen
L_B_Police_Counted [Car]
G_N_Wanted_Level_Crimes
G_N_Current_Car_Speed
L_N_Speed [Pedestrian]
L_Car_HitBox_Count [Pedestrian]
G_N_Minimap_Player_Rotation
G_N_Current_cam_Aim_X
G_N_Current_cam_Aim_Y
MOBILE_CONTROL
MOBILE_ON
G_N_Car_Hit_Pedestrian
TESTVAR
L_B_IsPolice [Pedestrian]
L_B_Police_On_Screen_Counted [Pedestrian]
L_B_Car_Chasing_Player [Car]
L_N_Car_Distance_To_Player_Car [Car]
L_N_AI_Driving_Speed [Car]
G_N_Player_Position_X(144)
G_N_Player_Position_Y(144)
L_N_Target_Tile_X(144) [Car]
L_N_Target_Tile_Y(144) [Car]
L_N_PathFind_Count [Car]
L_N_PathFind_CountCheck [Car]
L_N_Pathfinding_Rotate_Speed [Car]
G_N_Number_Of_Cars
G_N_Car_Collision_Speed
G_B_Collision_Building
G_B_Car_Hit_Box_Speed_Locked_Building
L_N_Pedestrian_Type [Car]
G_N_Bullet_Count_Index
G_N_Player_Health
L_N_Police_Car_Stuck_Timer [Car]
G_B_Stop_Cars
G_B_Stop_Pedestrians
L_N_Police_Walk_Count [Pedestrian]
L_N_Distance_To_Cam [Pedestrian]
L_N_Car_Door_Position_X [Pedestrian]
L_N_Car_Door_Position_Y [Pedestrian]
G_B_GameOver
L_N_Logo_Speed [Intro]
L_N_Cam_move_X [MainMenuBackground]
L_N_Cam_move_Y [MainMenuBackground]
T_Minutes
T_Hours
G_N_Night_Darkness
TESTVAR2
G_N_Explosions_On_Screen
L_B_Bullet_Hit [Police_Bullet]
G_N_Fire_On_Screen
G_N_Weapon_Scroll_Number
G_B_Police_Siren_Playing
G_N_Gun_Accuracy
G_N_Player_Bullet_Count_Index
G_N_Grenade_Active_Count
G_N_Gun_Shot_Timer
G_B_MainMenu
G_N_Previous_Player_Position_X
G_N_Previous_Player_Position_Y
L_S_Dropped_Weapon [Pedestrian]
G_N_Dropped_Gun_On_Screen
G_B_Player_Collision_Lock
L_N_Random_Weapon [Pedestrian]
G_N_Player_Armor
G_N_Beach_Animation_Count
G_N_Night_Color
G_N_Object_Spawn_Cursor_X
G_N_Object_Spawn_Cursor_Y
G_B_BetterPerformanceRendering
G_N_Police_Car_Siren_Chasing_On_Screen
L_B_Has_Siren [Car]
L_B_Siren_Enabled [Car]
G_N_Real_Darkness
G_B_Thunder_Locked
G_B_Raining
G_N_CarHitDirection
L_N_Collision_Direction [Car]
L_B_AI_Hit_Lock [Car]
G_B_Car_Hit_Pedestrian_Slow
G_S_UI_Status
G_N_Player_Money
G_N_Shop_Price
L_B_Visible [MissionManager]
L_DistanceToCam [MissionManager]
L_B_Wanted_Level_6_MusicPlaying [WantedLevel]
L_N_ObjectID [Map]
G_B_Map_Open
G_N_Map_Spawn_Index
G_N_Car_Selection_Number
L_N_CarHandeling [Car]
L_S_Type [Turret]
L_B_TankBehaviour [Car]
L_N_ShootDecision [Turret]
M_G_N_Mission_Number
M_G_S_DialogText
M_G_S_DialogSpeaker
M_G_S_DialogTextStatus
M_G_N_DialogTextIndex
M_G_N_Text_Count
M_G_S_IconHitType
M_G_S_Mission_Icon_Type
M_G_B_WantedAllowed
M_G_B_InMission
M_G_N_Mission_Icon_Count
M_DUMPVAR_B_N_S
G_B_LockRain
L_N_Object_ID [CutSceneItems]
M_G_B_Clear_Cutscene
M_L_S_DialogAddedCode [Dialog]
G_N_Police_Car_Count
G_N_Tank_Count
L_S_PreviousPlayerStatus [Map]
G_N_Map_Zoom
G_N_Map_position_X
G_N_Map_Position_Y
G_B_Pause
列表
G_N_Road_Position_X
G_N_Road_Position_Y
G_B_Road_Active
G_B_Road_Visible
G_N_Road_Spawn_Queue
G_S_Road_Type
G_N_Road_Rotation
G_S_Terrain_Type
G_N_Terrain_Spawn_Queue
G_N_Terrain_Position_X
G_N_Terrain_Position_Y
G_B_Terrain_Active
G_N_Car_Position_X
G_N_Car_Position_Y
G_S_Car_Type
G_S_Car_Status
G_N_Car_Spawn_Queue
G_N_Car_Health
G_N_Car_ID_Recycled
G_N_Car_Spawneble_Roads
G_N_Car_Rotation
G_N_Road_Position_Vector2
G_N_Car_Position_Vector2(48x48)
G_N_Pedestrian_Position_X
G_N_Pedestrian_Position_Y
G_N_Pedestrian_Health
G_S_Pedestrian_Type
G_N_Pedestrian_Spawn_Queue
G_N_Pedestrian_ID_Recycled
G_N_Pedestrian_Rotation
G_N_CarPedestrian_ID_Recycled
G_N_Pedestrian_Position_Vector2(24x24)
G_N_Pedestrian_Spawneble_Road
G_N_Building_Position_X
G_N_Building_Position_Y
G_S_Building_Type
G_B_Building_Active
G_N_Building_Spawn_Queue
G_N_Building_Rotation
G_N_Terrain_Rotation
G_N_Building_Position_Vector2(144x144)
G_S_Pedestrian_Spawned_With_Car
G_N_Bullet_ID_Recycled
G_N_Bullet_Position_X
G_N_Bullet_Position_Y
G_N_Bullet_Rotation
G_S_Bullet_Type
G_N_Road_Car_Amount
G_B_Car_Chasing_Player
G_N_Explosion_Position_X
G_N_Explosion_Position_Y
G_N_Fire_Position_X
G_N_Fire_Position_Y
G_N_Fire_Spawn_Queu
G_N_Explosion_Spawn_Queue
G_N_Explosion_Hit_Box_Spawn_Queue
G_S_Weapons
G_N_Player_Bullet_ID_Recycled
G_N_Player_Bullet_Position_X
G_N_Player_Bullet_Position_Y
G_N_Player_Bullet_Rotation
G_N_Player_Bullet_Type
G_N_Ammo_Count
G_N_Dropped_Gun_Position_X
G_N_Dropped_Gun_Position_Y
G_N_Dropped_Gun_Type
G_N_Dropped_Gun_Spawn_Queue
G_N_Icon_Position_X
G_N_Icon_Position_Y
G_S_Icon_Type
G_B_Icon_Active
G_N_Icon_Spawn_Queue
G_N_Terrain_Position_Vector2(144x144)
G_N_Shop_Car_Type/Price
M_G_N_Mission_Item_Position_X
M_G_N_Mission_Item_Position_Y
M_G_S_Mission_Item_Type
M_G_N_Mission_Item_Spawn_Queue
M_G_S_Mission_Item_Rotation
角色
Stage
造型
背景1
Water
achtergrond1
GTA
GTAV2
GTATITLESCREEnBeta
GTATITLESCREEn
Logo
LogoV1
LogoV2
LogoV3
KPLogo
声音
啵
urban-ambient-sound
代码
当 绿旗 被点击
换成 GTATITLESCREEnBeta 背景
将 {G_B_Pause} 设为 false
等待 1 秒
广播 Choose_Device
当 绿旗 被点击
重复执行
将 {FPS_Counter} 增加 1
等待 0 秒
如果 (计时器 > 1) 那么
计时器归零
将 {FPS} 设为 {FPS_Counter}
将 {FPS_Counter} 设为 0
当接收到 Start_Object_Spawner
将 {CLONE_COUNT} 设为 0
执行 Reset_Object_Status
执行 Round_Cam_144
重复执行
如果 (((四舍五入(({G_N_Cam_X} / 144)) * 144) = {G_N_Cam_X_Tile_Rounded(144)}) 与 ((四舍五入(({G_N_Cam_Y} / 144)) * 144) = {G_N_Cam_Y_Tile_Rounded(144)})) 不成立 那么
执行 Round_Cam_144
如果 ({G_B_BetterPerformanceRendering} = true) 那么
执行 Object_Spawn_Check_Performance
执行 CheckIcons
否则
执行 Object_Spawn_Check
当接收到 Start_Cam_Center_Point
重复执行
将 {G_N_Cam_X} 增加 (({G_N_Cam_Center_Point_X} - {G_N_Cam_X}) / 8)
将 {G_N_Cam_Y} 增加 (({G_N_Cam_Center_Point_Y} - {G_N_Cam_Y}) / 8)
等待 ({G_B_Pause} = false)
当接收到 Start_Game
重复执行
播放声音 urban-ambient-sound 等待播完
当接收到 Start_Mission_Manager
将 {G_N_Object_Index} 设为 {G_S_Icon_Type} 中第一个 Mission_Icon 的编号
如果 ({G_B_Icon_Active} 的第 {G_N_Object_Index} 项 = false) 那么
将 {G_N_Object_Index} 加入 {G_N_Icon_Spawn_Queue}
克隆 Icon
定义 Reset_Object_Status
删除 {G_B_Road_Active} 的全部项目
删除 {G_B_Road_Visible} 的全部项目
删除 {G_N_Road_Spawn_Queue} 的全部项目
删除 {G_N_Road_Car_Amount} 的全部项目
重复执行 {G_N_Road_Position_X} 的项目数 次
将 false 加入 {G_B_Road_Active}
将 false 加入 {G_B_Road_Visible}
将 0 加入 {G_N_Road_Car_Amount}
删除 {G_B_Terrain_Active} 的全部项目
删除 {G_N_Terrain_Spawn_Queue} 的全部项目
重复执行 {G_N_Terrain_Position_X} 的项目数 次
将 false 加入 {G_B_Terrain_Active}
删除 {G_B_Building_Active} 的全部项目
删除 {G_N_Building_Spawn_Queue} 的全部项目
重复执行 {G_N_Building_Position_X} 的项目数 次
将 false 加入 {G_B_Building_Active}
删除 {G_B_Icon_Active} 的全部项目
删除 {G_N_Icon_Spawn_Queue} 的全部项目
重复执行 {G_N_Icon_Position_X} 的项目数 次
将 false 加入 {G_B_Icon_Active}
定义 Object_Spawn_Check
将 {G_N_Object_Index} 设为 1
重复执行 {G_N_Road_Position_X} 的项目数 次
执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Road_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Road_Position_Y} 的第 {G_N_Object_Index} 项
如果 (({G_N_Object_Distance} < 576) 与 ({G_B_Road_Active} 的第 {G_N_Object_Index} 项 = false)) 那么
将 {G_N_Object_Index} 加入 {G_N_Road_Spawn_Queue}
克隆 Roads
如果 ({G_S_Road_Type} 的第 {G_N_Object_Index} 项 = Road_2W_Straight) 那么
克隆 StreetLantern
克隆 StreetLanternLight
克隆 MiniMapRoads
将 {G_N_Object_Index} 增加 1
将 {G_N_Object_Index} 设为 1
重复执行 {G_N_Terrain_Position_X} 的项目数 次
执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Terrain_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Terrain_Position_Y} 的第 {G_N_Object_Index} 项
如果 (({G_N_Object_Distance} < 432) 与 ({G_B_Terrain_Active} 的第 {G_N_Object_Index} 项 = false)) 那么
将 {G_N_Object_Index} 加入 {G_N_Terrain_Spawn_Queue}
克隆 TerrainType
将 {G_N_Object_Index} 增加 1
将 {G_N_Object_Index} 设为 1
重复执行 {G_N_Building_Position_X} 的项目数 次
执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Building_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Building_Position_Y} 的第 {G_N_Object_Index} 项
如果 (({G_N_Object_Distance} < 432) 与 ({G_B_Building_Active} 的第 {G_N_Object_Index} 项 = false)) 那么
将 {G_N_Object_Index} 加入 {G_N_Building_Spawn_Queue}
克隆 BuildingType
将 {G_N_Object_Index} 增加 1
将 {G_N_Object_Index} 设为 1
重复执行 {G_N_Icon_Position_X} 的项目数 次
执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Icon_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Icon_Position_Y} 的第 {G_N_Object_Index} 项
如果 (({G_N_Object_Distance} < 432) 与 ({G_B_Icon_Active} 的第 {G_N_Object_Index} 项 = false)) 那么
将 {G_N_Object_Index} 加入 {G_N_Icon_Spawn_Queue}
克隆 Icon
将 {G_N_Object_Index} 增加 1
定义 CheckIcons
将 {G_N_Object_Index} 设为 1
重复执行 {G_N_Icon_Position_X} 的项目数 次
执行 Get_Distance {G_N_Cam_X_Tile_Rounded(144)} {G_N_Icon_Position_X} 的第 {G_N_Object_Index} 项 {G_N_Cam_Y_Tile_Rounded(144)} {G_N_Icon_Position_Y} 的第 {G_N_Object_Index} 项
如果 (({G_N_Object_Distance} < 432) 与 ({G_B_Icon_Active} 的第 {G_N_Object_Index} 项 = false)) 那么
将 {G_N_Object_Index} 加入 {G_N_Icon_Spawn_Queue}
克隆 Icon
将 {G_N_Object_Index} 增加 1
定义 Round_Cam_144
将 {G_N_Cam_X_Tile_Rounded(144)} 设为 (四舍五入(({G_N_Cam_X} / 144)) * 144)
将 {G_N_Cam_Y_Tile_Rounded(144)} 设为 (四舍五入(({G_N_Cam_Y} / 144)) * 144)
定义 Get_Distance {FromX} {ToX} {FromY} {ToY}
将 {G_N_Object_Distance} 设为 平方根(((({FromX} - {ToX}) * ({FromX} - {ToX})) + (({FromY} - {ToY}) * ({FromY} - {ToY}))))
定义 Object_Spawner_Test
定义 Object_Spawn_Check_Performance
将 {G_N_Object_Index} 设为 0
将 {G_N_Object_Spawn_Cursor_X} 设为 {G_N_Cam_X_Tile_Rounded(144)}
将 {G_N_Object_Spawn_Cursor_Y} 设为 {G_N_Cam_Y_Tile_Rounded(144)}
将 {G_N_Object_Spawn_Cursor_X} 增加 (144 * 4)
将 {G_N_Object_Spawn_Cursor_Y} 增加 (144 * 4)
重复执行 9 次
重复执行 9 次
将 {G_N_Object_Spawn_Cursor_Y} 增加 -144
将 {G_N_Object_Index} 设为 {G_N_Road_Position_Vector2} 中第一个 连接 {G_N_Object_Spawn_Cursor_X} 和 连接 , 和 {G_N_Object_Spawn_Cursor_Y} 的编号
如果 ({G_B_Road_Active} 的第 {G_N_Object_Index} 项 = false) 那么
将 {G_N_Object_Index} 加入 {G_N_Road_Spawn_Queue}
克隆 Roads
如果 ({G_S_Road_Type} 的第 {G_N_Object_Index} 项 = Road_2W_Straight) 那么
克隆 StreetLantern
克隆 StreetLanternLight
克隆 MiniMapRoads
将 {G_N_Object_Index} 设为 {G_N_Building_Position_Vector2(144x144)} 中第一个 连接 {G_N_Object_Spawn_Cursor_X} 和 连接 , 和 {G_N_Object_Spawn_Cursor_Y} 的编号
如果 ({G_B_Building_Active} 的第 {G_N_Object_Index} 项 = false) 那么
将 {G_N_Object_Index} 加入 {G_N_Building_Spawn_Queue}
克隆 BuildingType
将 {G_N_Object_Index} 设为 {G_N_Terrain_Position_Vector2(144x144)} 中第一个 连接 {G_N_Object_Spawn_Cursor_X} 和 连接 , 和 {G_N_Object_Spawn_Cursor_Y} 的编号
如果 ({G_B_Terrain_Active} 的第 {G_N_Object_Index} 项 = false) 那么
将 {G_N_Object_Index} 加入 {G_N_Terrain_Spawn_Queue}
克隆 TerrainType
将 {G_N_Object_Spawn_Cursor_Y} 增加 (144 * 9)
将 {G_N_Object_Spawn_Cursor_X} 增加 -144
角色1
TerrainType
BuildingType
Roads
StreetLantern
StreetLanternLight
Border
MinimapPlayer
MiniMapRoads
PoliceCarRadar
PoliceOfficerRadar
MinimapBorder
MiniMapBackground
WeaponUI
Health
WantedLevel
Armor
Player
Car
Pedestrian
CarHitbox
Mobile_Up
Mobile_Right
Mobile_Left
Mobile_Down
Sprite1
Mobile_Down2
Police_Bullet
Player_Bullet
Wasted/Busted
CloneCountWarning
Turret
Intro
MainMenuBackground
Map
PauseMenu
Time
Rain
PoliceCarSiren
Headlights
Explosion
ExplosionHitbox
Fire
GunCursor
DroppedGun
Icon
IconsRadar
WeaponShop
CarShop
NotificationText
Cheat
MissionManager
Dialog
CutSceneItems
作者的话