DEFINE OBJECTS 204 DEFINE OBJECT (noname) DEFINE OBJECT DTN_STADDOORA // Object number -1 DEFINE OBJECT DTN_STADDOORB // Object number -2 DEFINE OBJECT DTHOTRING_A // Object number -3 DEFINE OBJECT BRIBE // Object number -4 DEFINE OBJECT CI_GATESCLOSED // Object number -5 DEFINE OBJECT CI_BACKGATECLOSE // Object number -6 DEFINE OBJECT INFO // Object number -7 DEFINE OBJECT YT_MAIN_BODY // Object number -8 DEFINE OBJECT YT_MAIN_BODY2 // Object number -9 DEFINE OBJECT YT_DOORS14 // Object number -10 DEFINE OBJECT YT_TMP_BOAT // Object number -11 DEFINE OBJECT LODMAIN_BODY // Object number -12 DEFINE OBJECT YACHT_CHUNK_KB // Object number -13 DEFINE OBJECT YT_GANGPLNK_TMP // Object number -14 DEFINE OBJECT DTBLOODRING_A // Object number -15 DEFINE OBJECT DTDIRTRING_A // Object number -16 DEFINE OBJECT PICKUPSAVE // Object number -17 DEFINE OBJECT BODYARMOUR // Object number -18 DEFINE OBJECT STRIPCLBDROPEN // Object number -19 DEFINE OBJECT OD_CLBDR_OPEN // Object number -20 DEFINE OBJECT COP_DR_CLOSED // Object number -21 DEFINE OBJECT STRPBCKDRCLSD // Object number -22 DEFINE OBJECT STRIPCLBDRCLSD // Object number -23 DEFINE OBJECT COP_DR_OPEN // Object number -24 DEFINE OBJECT OD_CLBDR_CLOSE // Object number -25 DEFINE OBJECT LH_IMP_EXP01 // Object number -26 DEFINE OBJECT LH_IMP_EXP02 // Object number -27 DEFINE OBJECT LH_IMP_EXP03 // Object number -28 DEFINE OBJECT LH_IMP_EXP04 // Object number -29 DEFINE OBJECT LH_STRIKETHROUGH // Object number -30 DEFINE OBJECT COMGATE1OPEN // Object number -31 DEFINE OBJECT COMGATE2OPEN // Object number -32 DEFINE OBJECT ELECTRICGATE // Object number -33 DEFINE OBJECT MONEYBAG // Object number -34 DEFINE OBJECT BOOMSHINE // Object number -35 DEFINE OBJECT MASK // Object number -36 DEFINE OBJECT COKE_VOODOO // Object number -37 DEFINE OBJECT TROPHY1 // Object number -38 DEFINE OBJECT SUTIBAG // Object number -39 DEFINE OBJECT PORNPOSTERS // Object number -40 DEFINE OBJECT FRAME1 // Object number -41 DEFINE OBJECT FRAME1DAMAGED // Object number -42 DEFINE OBJECT FLAME_TINS // Object number -43 DEFINE OBJECT TROPHIES // Object number -44 DEFINE OBJECT HELI_BOX // Object number -45 DEFINE OBJECT PIZZA_BOX1 // Object number -46 DEFINE OBJECT PIZZA_MESS // Object number -47 DEFINE OBJECT PIZZA_MESS2 // Object number -48 DEFINE OBJECT MAN_RUBBISH03 // Object number -49 DEFINE OBJECT GASH_BAGS1 // Object number -50 DEFINE OBJECT GASHBAGS2 // Object number -51 DEFINE OBJECT POLOROIDS // Object number -52 DEFINE OBJECT GUN_DOCS // Object number -53 DEFINE OBJECT SHOVEL // Object number -54 DEFINE OBJECT KILLFRENZY // Object number -55 DEFINE OBJECT COMGATE1CLOSED // Object number -56 DEFINE OBJECT COMGATE2CLOSED // Object number -57 DEFINE OBJECT NT_ROADBLOCKCI // Object number -58 DEFINE OBJECT NT_ROADBLOCKGF // Object number -59 DEFINE OBJECT WSH_ROADBLOCK // Object number -60 DEFINE OBJECT MANSION_NEW_DOORS // Object number -61 DEFINE OBJECT MAN_DOORCLOSED // Object number -62 DEFINE OBJECT WSHPERDRCLSD // Object number -63 DEFINE OBJECT HAITAXIDR // Object number -64 DEFINE OBJECT B_HSE_DOORS // Object number -65 DEFINE OBJECT DK_CAMJONESDOOR // Object number -66 DEFINE OBJECT DTS_GS_LIFTDOORL // Object number -67 DEFINE OBJECT DTS_GS_LIFTDOORR // Object number -68 DEFINE OBJECT DTS_SPOT_A // Object number -69 DEFINE OBJECT DTS_SOAPYTITWANK_A // Object number -70 DEFINE OBJECT DT_GSPOT_STAIRS // Object number -71 DEFINE OBJECT OD_CELLDOOR02 // Object number -72 DEFINE OBJECT CI_JETYGATESCLOSED // Object number -73 DEFINE OBJECT NHAITPLATDR // Object number -74 DEFINE OBJECT NHAITPLATDRR // Object number -75 DEFINE OBJECT SPAD_DR_CLOSED1 // Object number -76 DEFINE OBJECT SPAD_DR_CLOSED2 // Object number -77 DEFINE OBJECT SPAD_DR_CLOSED3 // Object number -78 DEFINE OBJECT PH_BUILD_DR_CLOSED // Object number -79 DEFINE OBJECT ICEDOOR // Object number -80 DEFINE OBJECT DTS_BBDOOR // Object number -81 DEFINE OBJECT GOLF_GATESCLOSED // Object number -82 DEFINE OBJECT PRINTDOOOR // Object number -83 DEFINE OBJECT UNROCKETED_WIN1 // Object number -84 DEFINE OBJECT BNK_GRILL01 // Object number -85 DEFINE OBJECT HEALTH // Object number -86 DEFINE OBJECT ADRENALINE // Object number -87 DEFINE OBJECT MOB_MOBROOM2 // Object number -88 DEFINE OBJECT MOB_DETAILSB // Object number -89 DEFINE OBJECT AP_RADAR1_01 // Object number -90 DEFINE OBJECT VEG_PALM04 // Object number -91 DEFINE OBJECT DOC_CRANEEGGS04 // Object number -92 DEFINE OBJECT DOC_CRANE_CAB04 // Object number -93 DEFINE OBJECT DOCKFUEL07 // Object number -94 DEFINE OBJECT LODCARGOSHP03 // Object number -95 DEFINE OBJECT LODCARGOSHP04 // Object number -96 DEFINE OBJECT LODCARGOSHP05 // Object number -97 DEFINE OBJECT LODCARGOSHP24 // Object number -98 DEFINE OBJECT LODCARGOSHP25 // Object number -99 DEFINE OBJECT LODCARGOSHP28 // Object number -100 DEFINE OBJECT LODCARGOSHP32 // Object number -101 DEFINE OBJECT LODCARGOSHP35 // Object number -102 DEFINE OBJECT LODCARGOSHP41 // Object number -103 DEFINE OBJECT LODCARGOSHP47 // Object number -104 DEFINE OBJECT LODCARGOSHP50 // Object number -105 DEFINE OBJECT LODCARGOSHP51 // Object number -106 DEFINE OBJECT LODCARGOSHP64 // Object number -107 DEFINE OBJECT LODCARGOSHP70 // Object number -108 DEFINE OBJECT LODCARGOSHP71 // Object number -109 DEFINE OBJECT LODCARGOSHP72 // Object number -110 DEFINE OBJECT LODCARGOSHP73 // Object number -111 DEFINE OBJECT LODARGOHULL2 // Object number -112 DEFINE OBJECT BIG_POLY_TINGS_B // Object number -113 DEFINE OBJECT BARREL4 // Object number -114 DEFINE OBJECT BIG_POLY_TINGS // Object number -115 DEFINE OBJECT SPAD_DR_OPEN3 // Object number -116 DEFINE OBJECT SPAD_DR_OPEN2 // Object number -117 DEFINE OBJECT SPAD_DR_OPEN1 // Object number -118 DEFINE OBJECT SEXYPOOLCOVER // Object number -119 DEFINE OBJECT BRIEFCASE // Object number -120 DEFINE OBJECT FAKETARGET // Object number -121 DEFINE OBJECT MAN_DOOROPEN // Object number -122 DEFINE OBJECT GOLF_GATESOPEN // Object number -123 DEFINE OBJECT DYNAMITE // Object number -124 DEFINE OBJECT BARREL2 // Object number -125 DEFINE OBJECT BLDNGST2MESHDAM // Object number -126 DEFINE OBJECT BLDNGST2MESH // Object number -127 DEFINE OBJECT JW_COFFIN // Object number -128 DEFINE OBJECT KEYCARD // Object number -129 DEFINE OBJECT TAR_GUN1 // Object number -130 DEFINE OBJECT TAR_GUN2 // Object number -131 DEFINE OBJECT TAR_FRAME // Object number -132 DEFINE OBJECT TAR_DOWNLEFT // Object number -133 DEFINE OBJECT TAR_DOWNRIGHT // Object number -134 DEFINE OBJECT TAR_TOP // Object number -135 DEFINE OBJECT TAR_UPLEFT // Object number -136 DEFINE OBJECT TAR_UPRIGHT // Object number -137 DEFINE OBJECT BNK_LFT_DOOR1 // Object number -138 DEFINE OBJECT BNK_LFT_DOOR2 // Object number -139 DEFINE OBJECT GASGRENADE // Object number -140 DEFINE OBJECT ROCKETED_WIN1 // Object number -141 DEFINE OBJECT OD_CLUBOUT_DY // Object number -142 DEFINE OBJECT OD_CLUBOUT_NT // Object number -143 DEFINE OBJECT OD_CLUBNEON // Object number -144 DEFINE OBJECT OD_CLUBDOORS // Object number -145 DEFINE OBJECT VEG_PALMKBB11 // Object number -146 DEFINE OBJECT ODNROAD01_NT // Object number -147 DEFINE OBJECT ODNROAD01_DY // Object number -148 DEFINE OBJECT OD_CLUBBACK // Object number -149 DEFINE OBJECT MIAMIODNROADXA // Object number -150 DEFINE OBJECT LODD_BUILD2 // Object number -151 DEFINE OBJECT SPAD_BUILDNEW // Object number -152 DEFINE OBJECT VEG_PALMBIG14 // Object number -153 DEFINE OBJECT GUNBOX // Object number -154 DEFINE OBJECT OD_WTSIGN // Object number -155 DEFINE OBJECT OD_CHARIOT // Object number -156 DEFINE OBJECT LODD_BUILDNEW // Object number -157 DEFINE OBJECT LODCHARIOT // Object number -158 DEFINE OBJECT PH_BUILD_DR_OPEN // Object number -159 DEFINE OBJECT DTS_SOAPYTITWANK_B // Object number -160 DEFINE OBJECT ML_TARBRUSH // Object number -161 DEFINE OBJECT ML_TARBRUSHDAMAGE // Object number -162 DEFINE OBJECT CI_GATESOPEN // Object number -163 DEFINE OBJECT CI_BACKGATEOPEN // Object number -164 DEFINE OBJECT CI_JETYGATESOPEN // Object number -165 DEFINE OBJECT DK_REEF // Object number -166 DEFINE OBJECT DOONTOON50 // Object number -167 DEFINE OBJECT ROAD_DOWNTOWN_NEW2 // Object number -168 DEFINE OBJECT ROAD_DOWNTOWN02 // Object number -169 DEFINE OBJECT AMMUNATION_DT // Object number -170 DEFINE OBJECT DOONTOON19 // Object number -171 DEFINE OBJECT DT_COMPOUND_ROOF // Object number -172 DEFINE OBJECT DOONTOON51 // Object number -173 DEFINE OBJECT LODNTOON28 // Object number -174 DEFINE OBJECT AMMU_WINDOWS1 // Object number -175 DEFINE OBJECT WATERJUMPX2 // Object number -176 DEFINE OBJECT WATERJUMP1 // Object number -177 DEFINE OBJECT BUILD1 // Object number -178 DEFINE OBJECT BUILDBLOWN // Object number -179 DEFINE OBJECT HDRUGFACTORYINT // Object number -180 DEFINE OBJECT HDRUGFACTORYPOL // Object number -181 DEFINE OBJECT LODLD1 // Object number -182 DEFINE OBJECT LODLDBLOWN // Object number -183 DEFINE OBJECT RCBOMB // Object number -184 DEFINE OBJECT LF_MEDIASTAGE // Object number -185 DEFINE OBJECT PIZZABOX // Object number -186 DEFINE OBJECT LH_RACE01 // Object number -187 DEFINE OBJECT LH_RACE02 // Object number -188 DEFINE OBJECT LH_RACE03 // Object number -189 DEFINE OBJECT LH_RACE04 // Object number -190 DEFINE OBJECT LH_RACE05 // Object number -191 DEFINE OBJECT LH_RACE06 // Object number -192 DEFINE OBJECT TRAFFICCONE // Object number -193 DEFINE OBJECT CRAIGPACKAGE // Object number -194 DEFINE OBJECT B_HSE_PIER // Object number -195 DEFINE OBJECT B_HSE_EXT // Object number -196 DEFINE OBJECT DOCKS28 // Object number -197 DEFINE OBJECT DOCKSPROPS12 // Object number -198 DEFINE OBJECT DOCKS85 // Object number -199 DEFINE OBJECT DK_DOCKROADS04 // Object number -200 DEFINE OBJECT B_HSE_PIERFENCE // Object number -201 DEFINE OBJECT B_HSE_INTERIOR // Object number -202 DEFINE OBJECT BOAT_KB2 // Object number -203 DEFINE MISSIONS 97 DEFINE MISSION 0 AT @INITIAL // Initial DEFINE MISSION 1 AT @INTRO // Intro DEFINE MISSION 2 AT @HOTEL // An Old Friend DEFINE MISSION 3 AT @LAWYER1 // The Party DEFINE MISSION 4 AT @LAWYER2 // Back Alley Brawl DEFINE MISSION 5 AT @LAWYER3 // Jury Fury DEFINE MISSION 6 AT @LAWYER4 // Riot DEFINE MISSION 7 AT @GENERL1 // Treacherous Swine DEFINE MISSION 8 AT @COL2 // Mall Shootout DEFINE MISSION 9 AT @GENERL3 // Guardian Angels DEFINE MISSION 10 AT @COL_4 // Sir, Yes Sir! DEFINE MISSION 11 AT @COL_5 // All Hands On Deck! DEFINE MISSION 12 AT @BARON1 // The Chase DEFINE MISSION 13 AT @BARON2 // Phnom Penh '86 DEFINE MISSION 14 AT @BARON3 // The Fastest Boat DEFINE MISSION 15 AT @BARON4 // Supply & Demand DEFINE MISSION 16 AT @BARON5 // Rub Out DEFINE MISSION 17 AT @KENT1 // Death Row DEFINE MISSION 18 AT @SERG1 // Four Iron DEFINE MISSION 19 AT @SERG3 // Demolition Man DEFINE MISSION 20 AT @SERG2 // Two Bit Hit DEFINE MISSION 21 AT @BANKJO1 // No Escape? DEFINE MISSION 22 AT @BANKJO2 // The Shootist DEFINE MISSION 23 AT @BANKJO3 // The Driver DEFINE MISSION 24 AT @BANKJO4 // The Job DEFINE MISSION 25 AT @PHIL1 // Gun Runner DEFINE MISSION 26 AT @PHIL2 // Boomshine Saigon DEFINE MISSION 27 AT @PORNO1 // Recruitment Drive DEFINE MISSION 28 AT @PORNO2 // Dildo Dodo DEFINE MISSION 29 AT @PORNO3 // Martha's Mug Shot DEFINE MISSION 30 AT @PORNO4 // G-spotlight DEFINE MISSION 31 AT @PROTEC1 // Shakedown DEFINE MISSION 32 AT @PROTEC2 // Bar Brawl DEFINE MISSION 33 AT @PROTEC3 // Cop Land DEFINE MISSION 34 AT @COUNT1 // Spilling the Beans DEFINE MISSION 35 AT @COUNT2 // Hit the Courier DEFINE MISSION 36 AT @BUYPRO1 // Printworks Buy DEFINE MISSION 37 AT @CARBUY1 // Sunshine Autos DEFINE MISSION 38 AT @BUYPRO2 // Interglobal Films Buy DEFINE MISSION 39 AT @ICECUT // Cherry Popper Icecreams Buy DEFINE MISSION 40 AT @TAXCUT // Kaufman Cabs Buy DEFINE MISSION 41 AT @BUYPRO3 // Malibu Club Buy DEFINE MISSION 42 AT @BOATBY // The Boatyard Buy DEFINE MISSION 43 AT @BUYPRO4 // Pole Position Club Buy DEFINE MISSION 44 AT @BUYPRO5 // El Swanko Casa Buy DEFINE MISSION 45 AT @LNKVBUY // Links View Apartment Buy DEFINE MISSION 46 AT @HYCOBUY // Hyman Condo Buy DEFINE MISSION 47 AT @OCHEBUY // Ocean Heighs Aprt. Buy DEFINE MISSION 48 AT @WASHBUY // 1102 Washington Street Buy DEFINE MISSION 49 AT @VCPTBUY // Vice Point Buy DEFINE MISSION 50 AT @SKUMBUY // Skumole Shack Buy DEFINE MISSION 51 AT @CAP_1 // Cap the Collector DEFINE MISSION 52 AT @FIN_1 // Keep your Friends Close... DEFINE MISSION 53 AT @BIKE1 // Alloy Wheels of Steel DEFINE MISSION 54 AT @BIKE2 // Messing with the Man DEFINE MISSION 55 AT @BIKE3 // Hog Tied DEFINE MISSION 56 AT @CUBAN1 // Stunt Boat Challenge DEFINE MISSION 57 AT @CUBAN2 // Cannon Fodder DEFINE MISSION 58 AT @CUBAN3 // Naval Engagement DEFINE MISSION 59 AT @CUBAN4 // Trojan Voodoo DEFINE MISSION 60 AT @HAIT1 // Juju Scramble DEFINE MISSION 61 AT @HAIT2 // Bombs Away! DEFINE MISSION 62 AT @HAIT3 // Dirty Lickin's DEFINE MISSION 63 AT @ROCKB1 // Love Juice DEFINE MISSION 64 AT @ROCKB2 // Psycho Killer DEFINE MISSION 65 AT @ROCKB3 // Publicity Tour DEFINE MISSION 66 AT @RANGE // Weapon Range DEFINE MISSION 67 AT @ASSIN1 // Road Kill DEFINE MISSION 68 AT @ASSIN2 // Waste the Wife DEFINE MISSION 69 AT @ASSIN3 // Autocide DEFINE MISSION 70 AT @ASSIN4 // Check Out at the Check In DEFINE MISSION 71 AT @ASSIN5 // Loose Ends DEFINE MISSION 72 AT @TAXWAR1 // V.I.P. DEFINE MISSION 73 AT @TAXWAR2 // Friendly Rivalry DEFINE MISSION 74 AT @TAXWAR3 // Cabmaggedon DEFINE MISSION 75 AT @TAXI // TAXI DRIVER DEFINE MISSION 76 AT @AMBULAN // PARAMEDIC DEFINE MISSION 77 AT @FIRETRU // FIREFIGHTER DEFINE MISSION 78 AT @COPCAR // VIGILANTE DEFINE MISSION 79 AT @OVALRNG // HOTRING DEFINE MISSION 80 AT @MM // BLOODRING DEFINE MISSION 81 AT @KICKST // DIRTRING DEFINE MISSION 82 AT @RACE // Sunshine Autos Races DEFINE MISSION 83 AT @ICECRE1 // Distribution DEFINE MISSION 84 AT @HELI1SC // Downtown Chopper Checkpoint DEFINE MISSION 85 AT @HELI2SC // Ocean Beach Chopper Checkpoint DEFINE MISSION 86 AT @HELI3SC // Vice Point Chopper Checkpoint DEFINE MISSION 87 AT @HELI4SC // Little Haiti Chopper Checkpoint DEFINE MISSION 88 AT @BMX_1 // Trial by Dirt DEFINE MISSION 89 AT @BMX_2 // Test Track DEFINE MISSION 90 AT @T4X4_1 // PCJ Playground DEFINE MISSION 91 AT @CARPRK1 // Cone Crazy DEFINE MISSION 92 AT @PIZZA // PIZZA BOY DEFINE MISSION 93 AT @RCHELI // RC Raider Pickup DEFINE MISSION 94 AT @RCRACE1 // RC Bandit Race DEFINE MISSION 95 AT @RCPLNE1 // RC Baron Race DEFINE MISSION 96 AT @COKERUN // Checkpoint Charlie //-------------MAIN--------------- thread 'MAIN' fade 0 0 042C: set_total_missions_to 88 030D: set_total_mission_points_to 154 01F0: set_max_wanted_level_to 4 02ED: set_total_hidden_packages_to 100 set_wb_check_to 0 00C0: set_current_time 22 0 04E4: unknown_refresh_game_renderer_at 83.0 -849.8 Camera.SetAtPos(83.0, -849.8, 9.3) $PLAYER_CHAR = Player.Create(#NULL, 83.0, -849.8, 9.3) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) start_mission 0 // Initial $ARENA_DOOR_1 = Object.Init(#DTN_STADDOORA, -1109.615, 1330.097, 20.372) Object.RemoveFromMissionCleanupList($ARENA_DOOR_1) $ARENA_DOOR_2 = Object.Init(#DTN_STADDOORB, -1109.615, 1331.932, 20.372) Object.RemoveFromMissionCleanupList($ARENA_DOOR_2) $6 = Object.Init(#DTHOTRING_A, -1037.08, 1340.258, 36.552) Object.RemoveFromMissionCleanupList($6) $67 = 0 // integer values $110 = Pickup.Create(#BRIBE, 15, 393.9, -60.2, 11.5) $111 = Pickup.Create(#BRIBE, 15, 116.0, -1313.1, 4.4) $112 = Pickup.Create(#BRIBE, 15, 393.7, -660.6, 10.7) $113 = Pickup.Create(#BRIBE, 15, 470.7, 70.1, 10.8) $114 = Pickup.Create(#BRIBE, 15, 382.7, 364.1, 10.8) $115 = Pickup.Create(#BRIBE, 15, 422.4, 971.2, 12.1) $116 = Pickup.Create(#BRIBE, 15, 89.1, 887.4, 10.5) $117 = Pickup.Create(#BRIBE, 15, -822.7, 1304.5, 11.7) $118 = Pickup.Create(#BRIBE, 15, -900.69, 251.4, 17.1) $119 = Pickup.Create(#BRIBE, 15, -973.7, 61.0, 10.4) $120 = Pickup.Create(#BRIBE, 15, -937.9, -114.1, 17.0) $121 = Pickup.Create(#BRIBE, 15, -1015.9, -627.9, 11.2) $122 = Pickup.Create(#BRIBE, 15, -906.3, -834.0, 15.7) 014B: $87 = init_car_generator #DELUXO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1022.6 -868.6 12.2 angle 175.0 014C: set_parked_car_generator $87 cars_to_generate_to 0 014B: $88 = init_car_generator #SABRETUR -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.1 -869.4 12.2 angle 188.0 014C: set_parked_car_generator $88 cars_to_generate_to 0 014B: $89 = init_car_generator #SANDKING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1014.3 -868.8 17.9 angle 195.0 014C: set_parked_car_generator $89 cars_to_generate_to 0 014B: $90 = init_car_generator #HOTRING -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1023.2 -868.1 17.9 angle 172.0 014C: set_parked_car_generator $90 cars_to_generate_to 0 014B: $1977 = init_car_generator #SEASPAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -379.0 -632.1 10.2 angle 187.2 014C: set_parked_car_generator $1977 cars_to_generate_to 0 014B: $1978 = init_car_generator #RHINO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1720.3 -239.6 14.8 angle 92.0 014C: set_parked_car_generator $1978 cars_to_generate_to 0 014B: $1979 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1681.2 -103.7 14.7 angle 180.0 014C: set_parked_car_generator $1979 cars_to_generate_to 0 014B: $2098 = init_car_generator #HUNTER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -72.4 -1607.9 12.7 angle 0.0 014C: set_parked_car_generator $2098 cars_to_generate_to 0 $FILM_STUDIO_FRONT_GATE_CLOSED = Object.Init(#CI_GATESCLOSED, 11.697, 963.176, 12.258) Object.RemoveFromMissionCleanupList($FILM_STUDIO_FRONT_GATE_CLOSED) $FILM_STUDIO_BACK_GATE_CLOSED = Object.Init(#CI_BACKGATECLOSE, -11.853, 884.06, 13.542) Object.RemoveFromMissionCleanupList($FILM_STUDIO_BACK_GATE_CLOSED) 024A: $292 = get_phone_at 36.90385 -1023.3 024A: $293 = get_phone_at 482.453 244.221 024A: $294 = get_phone_at 38.341 -1023.3 024A: $295 = get_phone_at -1482.801 -825.2587 024A: $296 = get_phone_at -976.7705 -530.5467 0180: set_on_mission_flag_to $ONMISSION $585 = 304.5 // floating-point values $586 = 376.3 // floating-point values $587 = 12.7 // floating-point values $588 = -834.8 // floating-point values $589 = 1306.9 // floating-point values $590 = 11.0 // floating-point values $591 = 14.0 // floating-point values $592 = -1500.7 // floating-point values $593 = 12.7 // floating-point values $594 = 88.5 // floating-point values $595 = -804.7 // floating-point values $596 = 11.2 // floating-point values $597 = 531.4 // floating-point values $598 = 1273.7 // floating-point values $599 = 17.6 // floating-point values $600 = -560.1 // floating-point values $601 = 703.6 // floating-point values $602 = 20.5 // floating-point values $453 = 209.5 // floating-point values $454 = -1288.9 // floating-point values $455 = 12.4 // floating-point values $465 = 257.1 // floating-point values $466 = -231.7 // floating-point values $467 = 10.0 // floating-point values $549 = -1059.6 // floating-point values $550 = -274.5 // floating-point values $551 = 11.4 // floating-point values $552 = -1007.3 // floating-point values $553 = -869.9 // floating-point values $554 = 12.8 // floating-point values $555 = 15.2 // floating-point values $556 = 962.6 // floating-point values $557 = 10.9 // floating-point values $558 = -864.3 // floating-point values $559 = -576.6 // floating-point values $560 = 11.0 // floating-point values $561 = -1011.7 // floating-point values $562 = 203.9 // floating-point values $563 = 11.2 // floating-point values $564 = 487.2 // floating-point values $565 = -81.5 // floating-point values $566 = 11.4 // floating-point values $567 = -685.8 // floating-point values $568 = -1495.6 // floating-point values $569 = 12.5 // floating-point values $489 = -1003.1 // floating-point values $490 = 207.0 // floating-point values $491 = 10.0 // floating-point values $459 = -246.6 // floating-point values $460 = -1360.5 // floating-point values $461 = 7.3 // floating-point values $462 = -378.5 // floating-point values $463 = -551.3 // floating-point values $464 = 18.2 // floating-point values $468 = 463.9 // floating-point values $469 = -58.5 // floating-point values $470 = 10.5 // floating-point values $492 = -1101.1 // floating-point values $493 = 343.2 // floating-point values $494 = 10.2 // floating-point values $471 = -69.4 // floating-point values $472 = 932.7 // floating-point values $473 = 9.9 // floating-point values $474 = -1062.6 // floating-point values $475 = -278.8 // floating-point values $476 = 11.0 // floating-point values $456 = 119.2 // floating-point values $457 = -826.9 // floating-point values $458 = 9.7 // floating-point values $513 = 488.6 // floating-point values $514 = -75.4 // floating-point values $515 = 10.4 // floating-point values $477 = -597.3 // floating-point values $478 = 652.9 // floating-point values $479 = 10.0 // floating-point values $486 = -875.5 // floating-point values $487 = 1159.3 // floating-point values $488 = 10.2 // floating-point values $480 = -1170.0 // floating-point values $481 = -606.9 // floating-point values $482 = 10.6 // floating-point values $483 = -962.4 // floating-point values $484 = 143.0 // floating-point values $485 = 8.2 // floating-point values $570 = 99.5 // floating-point values $571 = -1468.5 // floating-point values $572 = 9.9 // floating-point values $573 = 428.4 // floating-point values $574 = 605.9 // floating-point values $575 = 12.2 // floating-point values $495 = -865.9 // floating-point values $496 = -571.9 // floating-point values $497 = 11.0 // floating-point values $576 = -1.9 // floating-point values $577 = 959.9 // floating-point values $578 = 10.9 // floating-point values $579 = -640.8 // floating-point values $580 = -1491.8 // floating-point values $581 = 13.7 // floating-point values $582 = -997.1 // floating-point values $583 = 189.8 // floating-point values $584 = 11.4 // floating-point values 04AE: $421 = 4 // = constant 04AE: $432 = 22 // = constant 04AE: $417 = 9 // = constant 04AE: $418 = 8 // = constant 04AE: $419 = 6 // = constant 04AE: $420 = 7 // = constant 04AE: $422 = 13 // = constant 04AE: $423 = 10 // = constant 04AE: $424 = 15 // = constant 04AE: $425 = 29 // = constant 04AE: $426 = 24 // = constant 04AE: $427 = 11 // = constant 04AE: $428 = 23 // = constant 04AE: $429 = 14 // = constant 04AE: $430 = 17 // = constant 04AE: $431 = 30 // = constant 02A7: $223 = create_icon_marker_and_sphere $417 at $456 $457 $458 Marker.Disable($223) 02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4 Marker.Disable($241) 02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479 Marker.Disable($274) 02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488 Marker.Disable($287) 02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482 Marker.Disable($278) 02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485 Marker.Disable($283) 02A7: $297 = create_icon_marker_and_sphere $431 at -853.0 -302.0 10.0 Marker.Disable($297) 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 Marker.Disable($247) 02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 Marker.Disable($253) 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 Marker.Disable($256) 02A7: $265 = create_icon_marker_and_sphere $425 at $462 $463 $464 Marker.Disable($265) 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 Marker.Disable($271) 02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464 Marker.Disable($234) 02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 Marker.Disable($243) 02A7: $306 = create_icon_marker_and_sphere $432 at $489 $490 $491 Marker.Disable($306) 02A7: $228 = create_icon_marker_and_sphere $419 at $459 $460 $461 Marker.Disable($228) $604 = 10000 // integer values $605 = 2000 // integer values $607 = 0 // integer values $609 = 20000 // integer values $610 = 3000 // integer values $612 = 0 // integer values $614 = 30000 // integer values $617 = 4000 // integer values $618 = 0 // integer values $620 = 40000 // integer values $621 = 5000 // integer values $623 = 0 // integer values $625 = 50000 // integer values $626 = 1500 // integer values $628 = 0 // integer values $630 = 60000 // integer values $631 = 7000 // integer values $633 = 0 // integer values $635 = 70000 // integer values $636 = 8000 // integer values $639 = 120000 // integer values $640 = 10000 // integer values $642 = 0 // integer values $644 = 1000 // integer values $647 = 2500 // integer values $650 = 3000 // integer values $653 = 6000 // integer values $657 = 7000 // integer values $661 = 8000 // integer values $665 = 14000 // integer values $670 = Pickup.Create(#INFO, 3, 493.5, 703.1, 12.1) $671 = Pickup.Create(#INFO, 3, -108.3, -974.4, 10.4) $672 = Pickup.Create(#INFO, 3, 508.9, 506.8, 11.3) $673 = Pickup.Create(#INFO, 3, 398.8, -469.7, 11.7) 0517: $PRINT_WORKS_ASSET = create_unavailable_asset_pickup 'PRNT_NO' at $549 $550 $551 // You cannot buy the Print Works at this time, come back later. 0517: $CAR_SHOWROOM_ASSET = create_unavailable_asset_pickup 'CAR_NO' at $552 $553 $554 // You cannot buy the Car Showroom at this time, come back later. 0517: $FILM_STUDIO_ASSET = create_unavailable_asset_pickup 'PORN_NO' at $555 $556 $557 // You cannot buy the Film Studio at this time, come back later. 0517: $ICE_CREAM_FACTORY_ASSET = create_unavailable_asset_pickup 'ICE_NO' at $558 $559 $560 // You cannot buy the Ice Cream Factory at this time, come back later. 0517: $678 = create_unavailable_asset_pickup 'TAXI_NO' at $561 $562 $563 // You cannot buy the Taxi Company at this time, come back later. 0517: $679 = create_unavailable_asset_pickup 'BANK_NO' at $564 $565 $566 // You cannot buy The Malibu at this time, come back later. 0517: $680 = create_unavailable_asset_pickup 'BOAT_NO' at $567 $568 $569 // You cannot buy the Boatyard at this time, come back later. 0517: $615 = create_unavailable_asset_pickup 'STRP_NO' at $570 $571 $572 // You cannot buy the Stripclub at this time, come back later. 0518: $662 = create_available_asset_pickup 'NBMN_L' at $573 $574 $575 price $661 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase El Swanko Casa for $~1~ 0570: $660 = create_asset_radar_marker_with_icon 25 at $573 $574 $575 Marker.Disable($660) 0518: $654 = create_available_asset_pickup 'LNKV_L' at $585 $586 $587 price $653 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Links View Apartment for $~1~ 0570: $652 = create_asset_radar_marker_with_icon 25 at $585 $586 $587 Marker.Disable($652) 0518: $666 = create_available_asset_pickup 'HYCO_L' at $588 $589 $590 price $665 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Hyman Condo for $~1~ 0570: $664 = create_asset_radar_marker_with_icon 25 at $588 $589 $590 Marker.Disable($664) 0518: $658 = create_available_asset_pickup 'OCHE_L' at $591 $592 $593 price $657 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Ocean Heights Apartment for $~1~ 0570: $656 = create_asset_radar_marker_with_icon 25 at $591 $592 $593 Marker.Disable($656) 0518: $651 = create_available_asset_pickup 'WASH_L' at $594 $595 $596 price $650 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 1102 Washington Street for $~1~ 0570: $649 = create_asset_radar_marker_with_icon 25 at $594 $595 $596 Marker.Disable($649) 0518: $648 = create_available_asset_pickup 'VCPT_L' at $597 $598 $599 price $647 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase 3321 Vice Point for $~1~ 0570: $646 = create_asset_radar_marker_with_icon 25 at $597 $598 $599 Marker.Disable($646) 0518: $645 = create_available_asset_pickup 'SKUM_L' at $600 $601 $602 price $644 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase Skumole Shack for $~1~ 0570: $643 = create_asset_radar_marker_with_icon 25 at $600 $601 $602 Marker.Disable($643) 0219: $681 = create_garage_type 5 door -914.129 -1263.54 10.706 to -906.3 -1266.9 14.421 depth -907.137 -1246.626 0219: $682 = create_garage_type 5 door -1014.341 -857.732 6.325 to -1014.341 -841.532 10.885 depth -1001.315 -857.732 03BB: set_garage $682 door_type_to_swing_open 0219: $683 = create_garage_type 5 door -886.157 -115.158 9.992 to -876.7 -119.83 15.58 depth -882.699 -108.312 0219: $684 = create_garage_type 5 door 323.9 427.4 10.0 to 313.9 430.53 15.7 depth 326.3 434.5 0219: $685 = create_garage_type 5 door -7.55 -1253.77 9.322 to 2.64 -1253.7 14.4 depth -7.55 -1261.2 0219: $688 = create_garage_type 1 door -1056.05 -469.668 10.053 to -1038.966 -467.675 14.753 depth -1054.074 -486.611 03BB: set_garage $688 door_type_to_swing_open 0219: $689 = create_garage_type 23 door -823.448 -1488.083 10.852 to -842.0 -1481.0 16.165 depth -834.686 -1515.899 03DA: set_garage $689 camera_follows_player 03BB: set_garage $689 door_type_to_swing_open 0219: $687 = create_garage_type 1 door -966.016 -861.529 5.761 to -966.016 -841.683 11.273 depth -978.454 -861.529 03DA: set_garage $687 camera_follows_player 03BB: set_garage $687 door_type_to_swing_open 0219: $690 = create_garage_type 19 door 449.137 340.002 10.794 to 465.43 326.187 14.7 depth 465.42 340.002 03BB: set_garage $690 door_type_to_swing_open 0219: $691 = create_garage_type 4 door -1163.248 -1407.282 10.157 to -1159.338 -1397.813 16.989 depth -1178.292 -1400.939 0219: $655 = create_garage_type 1 door 303.998 400.718 12.025 to 301.281 410.584 16.044 depth 298.697 402.389 03DA: set_garage $655 camera_follows_player 03BB: set_garage $655 door_type_to_swing_open 057A: set_garage $655 max_cars_to 1 0219: $667 = create_garage_type 1 door -848.225 1303.119 10.421 to -836.832 1307.033 15.816 depth -853.657 1318.901 03DA: set_garage $667 camera_follows_player 057A: set_garage $667 max_cars_to 4 0219: $668 = create_garage_type 1 door -825.466 1311.499 10.537 to -817.159 1314.355 15.061 depth -828.66 1320.791 03DA: set_garage $668 camera_follows_player 057A: set_garage $668 max_cars_to 2 0219: $669 = create_garage_type 1 door -816.37 1314.69 10.582 to -819.54 1324.01 15.061 depth -808.09 1317.46 03DA: set_garage $669 camera_follows_player 057A: set_garage $669 max_cars_to 2 0219: $659 = create_garage_type 1 door 27.143 -1483.954 9.423 to 21.365 -1490.59 12.994 depth 22.611 -1483.384 03BB: set_garage $659 door_type_to_swing_open 03DA: set_garage $659 camera_follows_player 057A: set_garage $659 max_cars_to 1 0219: $663 = create_garage_type 1 door 450.136 641.029 10.112 to 457.977 641.029 13.092 depth 450.136 635.726 03BB: set_garage $663 door_type_to_swing_open 03DA: set_garage $663 camera_follows_player 057A: set_garage $663 max_cars_to 1 0219: $692 = create_garage_type 1 door -981.654 -802.265 6.325 to -981.654 -821.865 10.73 depth -991.127 -802.265 03BB: set_garage $692 door_type_to_swing_open 03DA: set_garage $692 camera_follows_player 057A: set_garage $692 max_cars_to 2 0219: $693 = create_garage_type 1 door -992.416 -802.265 6.325 to -992.416 -821.865 10.73 depth -1001.889 -802.265 03BB: set_garage $693 door_type_to_swing_open 03DA: set_garage $693 camera_follows_player 057A: set_garage $693 max_cars_to 2 0219: $694 = create_garage_type 1 door -1003.771 -802.265 6.325 to -1003.771 -821.865 10.73 depth -1013.244 -802.265 03BB: set_garage $694 door_type_to_swing_open 03DA: set_garage $694 camera_follows_player 057A: set_garage $694 max_cars_to 2 0219: $695 = create_garage_type 1 door -1015.436 -802.265 6.325 to -1015.436 -821.865 10.73 depth -1024.909 -802.265 03BB: set_garage $695 door_type_to_swing_open 03DA: set_garage $695 camera_follows_player 057A: set_garage $695 max_cars_to 2 0219: $686 = create_garage_type 1 door -362.12 -550.214 11.722 to -353.12 -550.214 15.16 depth -362.12 -539.484 03BB: set_garage $686 door_type_to_swing_open 03DA: set_garage $686 camera_follows_player 057A: set_garage $686 max_cars_to 2 02A8: $374 = create_marker 27 at $705 $706 $707 Marker.Disable($374) 049C: $722 = scripted_path_file 0 width 90.0 $714 = Object.Init(#YT_MAIN_BODY, -375.499, -1322.31, 9.81124) $715 = Object.Init(#YT_MAIN_BODY2, -375.499, -1322.31, 9.81124) $717 = Object.Init(#YT_DOORS14, -375.499, -1322.31, 9.81124) $718 = Object.Init(#YT_TMP_BOAT, -375.499, -1322.31, 9.81124) $719 = Object.Init(#LODMAIN_BODY, -375.499, -1322.31, 9.81124) Object.RemoveFromMissionCleanupList($714) Object.RemoveFromMissionCleanupList($715) Object.RemoveFromMissionCleanupList($717) Object.RemoveFromMissionCleanupList($718) Object.RemoveFromMissionCleanupList($719) 049D: attach_scripted_file $722 with_object $714 049D: attach_scripted_file $722 with_object $715 049D: attach_scripted_file $722 with_object $717 049D: attach_scripted_file $722 with_object $718 049D: attach_scripted_file $722 with_object $719 049E: set_scripted_file $722 speed_to 0.0 wait 0 wait 0 $721 = Object.Init(#YACHT_CHUNK_KB, $448, $449, $450) Object.RemoveFromMissionCleanupList($721) $720 = Object.Init(#YT_GANGPLNK_TMP, $448, $449, $450) Object.RemoveFromMissionCleanupList($720) start_mission 1 // Intro create_thread @O4X4_1 create_thread @TAXI_L create_thread @FIRE create_thread @AMBULA create_thread @COP create_thread @PIZZ create_thread @BMXLOOP create_thread @RCHELY1 create_thread @RC_RACE create_thread @RC_PLNE create_thread @MULTI create_thread @PSAVE1 create_thread @HELP create_thread @HELI1 create_thread @HELI2 create_thread @HELI3 create_thread @HELI4 create_thread @STADIUM create_thread @ARMYBAS create_thread @NBMNBUY create_thread @LNKVBY create_thread @HYCOBY create_thread @OCHEBY create_thread @WASHBY create_thread @SKUMBY create_thread @VCPTBY create_thread_wb @HJ create_thread_wb @USJ create_thread_wb @AMMU create_thread_wb @SECURE create_thread_wb @INTERIO create_thread_wb @IMPORT create_thread_wb @CELLFON create_thread_wb @BUS create_thread_wb @CARGEN create_thread_wb @PICKUPS create_thread_wb @JUNKFUD create_thread_wb @RAMPAGE create_thread_wb @SHOPS create_thread_wb @AUDIO wait 0 if Player.Defined($PLAYER_CHAR) jf @MAIN_5272 set_weather 0 if not Actor.Dead($PLAYER_ACTOR) jf @MAIN_5221 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @MAIN_5221 0353: refresh_actor $PLAYER_ACTOR :MAIN_5221 fade 1 1000 create_thread @HOT if Player.Defined($PLAYER_CHAR) jf @MAIN_5263 select_interior 0 Player.CanMove($PLAYER_CHAR) = True :MAIN_5263 01B7: release_weather jump @MAIN_5272 :MAIN_5272 wait 1000 if Player.Defined($PLAYER_CHAR) jf @MAIN_5555 if $ONMISSION == 0 // integer values jf @MAIN_5391 if $62 == 0 // integer values jf @MAIN_5391 if and $245 == 1 // integer values $PASSED_COK2_PHNOM_PENH_86 == 1 // integer values jf @MAIN_5391 create_thread @SER3 Marker.Disable($243) 02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 $62 = 1 // integer values :MAIN_5391 if 100.0 > $102 // floating-point values jf @MAIN_5424 058C: $102 = percentage_completed jump @MAIN_5526 :MAIN_5424 if $91 == 0 // integer values jf @MAIN_5526 055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3 03E5: text_box 'CUNTY' // New clothes delivered to the Vercetti Estate! 055E: set_player $PLAYER_CHAR max_health += 50 055F: set_player $PLAYER_CHAR max_armour += 50 035E: set_player $PLAYER_CHAR armour_to 200 0222: set_player $PLAYER_CHAR health_to 200 wait 5000 03E5: text_box 'HELP61' // You now have limitless ammo and double health on all vehicles. $91 = 1 // integer values :MAIN_5526 if $1531 == 15 // integer values jf @MAIN_5555 030C: progress_made += 1 $1531 = -1 // integer values :MAIN_5555 jump @MAIN_5272 :HOT thread 'HOT' :HOT_10 wait 0 if $222 == 1 // integer values jf @HOT_34 end_thread :HOT_34 if Player.Defined($PLAYER_CHAR) jf @HOT_355 if 00F6: player $PLAYER_CHAR 0 $453 $454 $455 radius 1.4 1.8 1.5 jf @HOT_355 if $ONMISSION == 0 // integer values jf @HOT_355 if Player.Controllable($PLAYER_CHAR) jf @HOT_355 02A3: enable_widescreen 1 Camera.SetPosition(219.726, -1282.485, 12.53, 0.0, 0.0, 0.0) Camera.PointAt(218.872, -1282.988, 12.392, 2) 0171: set_player $PLAYER_CHAR z_angle_to 100.0 0211: actor $PLAYER_ACTOR walk_to 204.3 -1288.7 16@ = 0 // integer values :HOT_213 if not 16@ > 1000 // integer values jf @HOT_322 wait 0 if Player.Defined($PLAYER_CHAR) jf @HOT_315 if 00F6: player $PLAYER_CHAR 0 204.2 -1287.8 14.4 radius 2.0 2.0 2.0 jf @HOT_315 0211: actor $PLAYER_ACTOR walk_to 203.0 -1294.5 :HOT_315 jump @HOT_213 :HOT_322 gosub @HELP_2883 00BA: text_styled 'INT_B' 15000 ms 2 // An Old Friend gosub @HELP_2932 start_mission 2 // An Old Friend :HOT_355 jump @HOT_10 :LAW1 thread 'LAW1' :LAW1_10 wait $DEFAULT_WAIT_TIME if $PASSED_LAW1_THE_PARTY == 1 // integer values jf @LAW1_35 end_thread :LAW1_35 if Player.Defined($PLAYER_CHAR) jf @LAW1_167 if 00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 jf @LAW1_167 if $ONMISSION == 0 // integer values jf @LAW1_167 if Player.Controllable($PLAYER_CHAR) jf @LAW1_167 gosub @HELP_2979 gosub @HELP_2883 00BA: text_styled 'LAW_1' 15000 ms 2 // The Party gosub @HELP_2932 start_mission 3 // The Party :LAW1_167 jump @LAW1_10 :LAW2 thread 'LAW2' :LAW2_10 wait $DEFAULT_WAIT_TIME if $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // integer values jf @LAW2_35 end_thread :LAW2_35 if Player.Defined($PLAYER_CHAR) jf @LAW2_179 if 00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 jf @LAW2_179 if $ONMISSION == 0 // integer values jf @LAW2_179 if Player.Controllable($PLAYER_CHAR) jf @LAW2_179 $ONMISSION = 1 // integer values Player.MakeSafe($PLAYER_CHAR) gosub @HELP_2979 gosub @HELP_2883 00BA: text_styled 'LAW_2' 15000 ms 2 // Back Alley Brawl gosub @HELP_2932 start_mission 4 // Back Alley Brawl :LAW2_179 jump @LAW2_10 :LAW3 thread 'LAW3' :LAW3_10 wait $DEFAULT_WAIT_TIME if $PASSED_LAW3_JURY_FURY == 1 // integer values jf @LAW3_35 end_thread :LAW3_35 if Player.Defined($PLAYER_CHAR) jf @LAW3_179 if 00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 jf @LAW3_179 if $ONMISSION == 0 // integer values jf @LAW3_179 if Player.Controllable($PLAYER_CHAR) jf @LAW3_179 $ONMISSION = 1 // integer values Player.MakeSafe($PLAYER_CHAR) gosub @HELP_2979 gosub @HELP_2883 00BA: text_styled 'LAW_3' 15000 ms 2 // Jury Fury gosub @HELP_2932 start_mission 5 // Jury Fury :LAW3_179 jump @LAW3_10 :LAW4 thread 'LAW4' :LAW4_10 wait $DEFAULT_WAIT_TIME if $PASSED_LAW4_RIOT == 1 // integer values jf @LAW4_35 end_thread :LAW4_35 if Player.Defined($PLAYER_CHAR) jf @LAW4_179 if 00F6: player $PLAYER_CHAR 0 $456 $457 $458 radius 1.2 1.2 2.0 jf @LAW4_179 if $ONMISSION == 0 // integer values jf @LAW4_179 if Player.Controllable($PLAYER_CHAR) jf @LAW4_179 $ONMISSION = 1 // integer values Player.MakeSafe($PLAYER_CHAR) gosub @HELP_2979 gosub @HELP_2883 00BA: text_styled 'LAW_4' 15000 ms 2 // Riot gosub @HELP_2932 start_mission 6 // Riot :LAW4_179 jump @LAW4_10 :GEN1 thread 'GEN1' :GEN1_10 wait $DEFAULT_WAIT_TIME if $PASSED_COL1_TREACHEROUS_SWINE == 1 // integer values jf @GEN1_35 end_thread :GEN1_35 if Player.Defined($PLAYER_CHAR) jf @GEN1_167 if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 jf @GEN1_167 if $ONMISSION == 0 // integer values jf @GEN1_167 if Player.Controllable($PLAYER_CHAR) jf @GEN1_167 gosub @HELP_3202 gosub @HELP_2883 00BA: text_styled 'COL_1' 15000 ms 2 // Treacherous Swine gosub @HELP_2932 start_mission 7 // Treacherous Swine :GEN1_167 jump @GEN1_10 :GEN2 thread 'GEN2' :GEN2_10 wait $DEFAULT_WAIT_TIME if $PASSED_COL2_MALL_SHOOTOUT == 1 // integer values jf @GEN2_35 end_thread :GEN2_35 if Player.Defined($PLAYER_CHAR) jf @GEN2_167 if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 jf @GEN2_167 if $ONMISSION == 0 // integer values jf @GEN2_167 if Player.Controllable($PLAYER_CHAR) jf @GEN2_167 gosub @HELP_3202 gosub @HELP_2883 00BA: text_styled 'COL_2' 15000 ms 2 // Mall Shootout gosub @HELP_2932 start_mission 8 // Mall Shootout :GEN2_167 jump @GEN2_10 :GEN3 thread 'GEN3' :GEN3_10 wait $DEFAULT_WAIT_TIME if $PASSED_COL3_GUARDIAN_ANGELS == 1 // integer values jf @GEN3_35 end_thread :GEN3_35 if Player.Defined($PLAYER_CHAR) jf @GEN3_167 if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 jf @GEN3_167 if $ONMISSION == 0 // integer values jf @GEN3_167 if Player.Controllable($PLAYER_CHAR) jf @GEN3_167 gosub @HELP_3202 gosub @HELP_2883 00BA: text_styled 'COL_3' 15000 ms 2 // Guardian Angels gosub @HELP_2932 start_mission 9 // Guardian Angels :GEN3_167 jump @GEN3_10 :GEN4 thread 'GEN4' :GEN4_10 wait $DEFAULT_WAIT_TIME if $PASSED_COL4_SIR_YES_SIR == 1 // integer values jf @GEN4_35 end_thread :GEN4_35 if Player.Defined($PLAYER_CHAR) jf @GEN4_167 if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 jf @GEN4_167 if $ONMISSION == 0 // integer values jf @GEN4_167 if Player.Controllable($PLAYER_CHAR) jf @GEN4_167 gosub @HELP_3202 gosub @HELP_2883 00BA: text_styled 'COL_4' 15000 ms 2 // Sir, Yes Sir! gosub @HELP_2932 start_mission 10 // Sir, Yes Sir! :GEN4_167 jump @GEN4_10 :GEN5 thread 'GEN5' :GEN5_10 wait $DEFAULT_WAIT_TIME if $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // integer values jf @GEN5_35 end_thread :GEN5_35 if Player.Defined($PLAYER_CHAR) jf @GEN5_167 if 00F6: player $PLAYER_CHAR 0 $459 $460 $461 radius 1.5 2.0 2.0 jf @GEN5_167 if $ONMISSION == 0 // integer values jf @GEN5_167 if Player.Controllable($PLAYER_CHAR) jf @GEN5_167 gosub @HELP_3202 gosub @HELP_2883 00BA: text_styled 'COL_5' 15000 ms 2 // All Hands On Deck! gosub @HELP_2932 start_mission 11 // All Hands On Deck! :GEN5_167 jump @GEN5_10 :BAR1 thread 'BAR1' :BAR1_10 wait $DEFAULT_WAIT_TIME if $PASSED_COK1_THE_CHASE == 1 // integer values jf @BAR1_35 end_thread :BAR1_35 if Player.Defined($PLAYER_CHAR) jf @BAR1_167 if 00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 jf @BAR1_167 if $ONMISSION == 0 // integer values jf @BAR1_167 if Player.Controllable($PLAYER_CHAR) jf @BAR1_167 gosub @HELP_3133 gosub @HELP_2883 00BA: text_styled 'COK_1' 15000 ms 2 // The Chase gosub @HELP_2932 start_mission 12 // The Chase :BAR1_167 jump @BAR1_10 :BAR2 thread 'BAR2' :BAR2_10 wait $DEFAULT_WAIT_TIME if $PASSED_COK2_PHNOM_PENH_86 == 1 // integer values jf @BAR2_35 end_thread :BAR2_35 if Player.Defined($PLAYER_CHAR) jf @BAR2_167 if 00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 jf @BAR2_167 if $ONMISSION == 0 // integer values jf @BAR2_167 if Player.Controllable($PLAYER_CHAR) jf @BAR2_167 gosub @HELP_3133 gosub @HELP_2883 00BA: text_styled 'COK_2' 15000 ms 2 // Phnom Penh '86 gosub @HELP_2932 start_mission 13 // Phnom Penh '86 :BAR2_167 jump @BAR2_10 :BAR3 thread 'BAR3' :BAR3_10 wait $DEFAULT_WAIT_TIME if $PASSED_COK3_THE_FASTEST_BOAT == 1 // integer values jf @BAR3_35 end_thread :BAR3_35 if Player.Defined($PLAYER_CHAR) jf @BAR3_167 if 00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 jf @BAR3_167 if $ONMISSION == 0 // integer values jf @BAR3_167 if Player.Controllable($PLAYER_CHAR) jf @BAR3_167 gosub @HELP_3133 gosub @HELP_2883 00BA: text_styled 'COK_3' 15000 ms 2 // The Fastest Boat gosub @HELP_2932 start_mission 14 // The Fastest Boat :BAR3_167 jump @BAR3_10 :BAR4 thread 'BAR4' :BAR4_10 wait $DEFAULT_WAIT_TIME if $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values jf @BAR4_35 end_thread :BAR4_35 if Player.Defined($PLAYER_CHAR) jf @BAR4_167 if 00F6: player $PLAYER_CHAR 0 $462 $463 $464 radius 2.0 2.0 2.0 jf @BAR4_167 if $ONMISSION == 0 // integer values jf @BAR4_167 if Player.Controllable($PLAYER_CHAR) jf @BAR4_167 gosub @HELP_3133 gosub @HELP_2883 00BA: text_styled 'COK_4' 15000 ms 2 // Supply & Demand gosub @HELP_2932 start_mission 15 // Supply & Demand :BAR4_167 jump @BAR4_10 :BAR5 thread 'BAR5' :BAR5_10 wait $DEFAULT_WAIT_TIME if $PASSED_ASS1_RUB_OUT == 1 // integer values jf @BAR5_35 end_thread :BAR5_35 if Player.Defined($PLAYER_CHAR) jf @BAR5_180 if 00F6: player $PLAYER_CHAR 0 $510 $511 $512 radius 2.0 2.0 2.0 jf @BAR5_180 if $ONMISSION == 0 // integer values jf @BAR5_180 if Player.Controllable($PLAYER_CHAR) jf @BAR5_180 $ONMISSION = 1 // integer values Player.MakeSafe($PLAYER_CHAR) 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'ASS_1' 15000 ms 2 // Rub Out gosub @HELP_2932 start_mission 16 // Rub Out :BAR5_180 jump @BAR5_10 :KEN1 thread 'KEN1' :KEN1_10 wait $DEFAULT_WAIT_TIME if $PASSED_KENT1_DEATH_ROW == 1 // integer values jf @KEN1_35 end_thread :KEN1_35 if Player.Defined($PLAYER_CHAR) jf @KEN1_173 if 00F6: player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 2.5 2.5 2.5 jf @KEN1_173 if $ONMISSION == 0 // integer values jf @KEN1_173 if Player.Controllable($PLAYER_CHAR) jf @KEN1_173 gosub @HELP_3370 gosub @HELP_2883 00BA: text_styled 'KENT_1' 15000 ms 2 // Death Row gosub @HELP_2932 start_mission 17 // Death Row :KEN1_173 jump @KEN1_10 :SER1 thread 'SER1' :SER1_10 wait $DEFAULT_WAIT_TIME if $PASSED_TEX1_FOUR_IRON == 1 // integer values jf @SER1_35 end_thread :SER1_35 if Player.Defined($PLAYER_CHAR) jf @SER1_160 if 00F6: player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 jf @SER1_160 if $ONMISSION == 0 // integer values jf @SER1_160 if Player.Controllable($PLAYER_CHAR) jf @SER1_160 gosub @HELP_2883 00BA: text_styled 'TEX_1' 15000 ms 2 // Four Iron gosub @HELP_2932 start_mission 18 // Four Iron :SER1_160 jump @SER1_10 :SER2 thread 'SER2' :SER2_10 wait $DEFAULT_WAIT_TIME if $245 == 1 // integer values jf @SER2_35 end_thread :SER2_35 if Player.Defined($PLAYER_CHAR) jf @SER2_160 if 00F6: player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 jf @SER2_160 if $ONMISSION == 0 // integer values jf @SER2_160 if Player.Controllable($PLAYER_CHAR) jf @SER2_160 gosub @HELP_2883 00BA: text_styled 'TEX_3' 15000 ms 2 // Demolition Man gosub @HELP_2932 start_mission 19 // Demolition Man :SER2_160 jump @SER2_10 :SER3 thread 'SER3' :SER3_10 wait $DEFAULT_WAIT_TIME if $246 == 1 // integer values jf @SER3_35 end_thread :SER3_35 if Player.Defined($PLAYER_CHAR) jf @SER3_160 if 00F6: player $PLAYER_CHAR 0 $465 $466 $467 radius 1.5 2.0 2.0 jf @SER3_160 if $ONMISSION == 0 // integer values jf @SER3_160 if Player.Controllable($PLAYER_CHAR) jf @SER3_160 gosub @HELP_2883 00BA: text_styled 'TEX_2' 15000 ms 2 // Two Bit Hit gosub @HELP_2932 start_mission 20 // Two Bit Hit :SER3_160 jump @SER3_10 :BANK1 thread 'BANK1' :BANK1_10 wait $DEFAULT_WAIT_TIME if $248 == 1 // integer values jf @BANK1_35 end_thread :BANK1_35 if Player.Defined($PLAYER_CHAR) jf @BANK1_167 if 00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 jf @BANK1_167 if $ONMISSION == 0 // integer values jf @BANK1_167 if Player.Controllable($PLAYER_CHAR) jf @BANK1_167 gosub @HELP_3459 gosub @HELP_2883 00BA: text_styled 'BANK_1' 15000 ms 2 // No Escape? gosub @HELP_2932 start_mission 21 // No Escape? :BANK1_167 jump @BANK1_10 :BANK2 thread 'BANK2' :BANK2_10 wait $DEFAULT_WAIT_TIME if $249 == 1 // integer values jf @BANK2_35 end_thread :BANK2_35 if Player.Defined($PLAYER_CHAR) jf @BANK2_167 if 00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 jf @BANK2_167 if $ONMISSION == 0 // integer values jf @BANK2_167 if Player.Controllable($PLAYER_CHAR) jf @BANK2_167 gosub @HELP_3459 gosub @HELP_2883 00BA: text_styled 'BANK_2' 15000 ms 2 // The Shootist gosub @HELP_2932 start_mission 22 // The Shootist :BANK2_167 jump @BANK2_10 :BANK3 thread 'BANK3' :BANK3_10 wait $DEFAULT_WAIT_TIME if $250 == 1 // integer values jf @BANK3_35 end_thread :BANK3_35 if Player.Defined($PLAYER_CHAR) jf @BANK3_167 if 00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 jf @BANK3_167 if $ONMISSION == 0 // integer values jf @BANK3_167 if Player.Controllable($PLAYER_CHAR) jf @BANK3_167 gosub @HELP_3459 gosub @HELP_2883 00BA: text_styled 'BANK_3' 15000 ms 2 // The Driver gosub @HELP_2932 start_mission 23 // The Driver :BANK3_167 jump @BANK3_10 :BANK4 thread 'BANK4' :BANK4_10 wait $DEFAULT_WAIT_TIME if $251 == 1 // integer values jf @BANK4_35 end_thread :BANK4_35 if Player.Defined($PLAYER_CHAR) jf @BANK4_167 if 00F6: player $PLAYER_CHAR 0 $468 $469 $470 radius 1.5 2.0 2.0 jf @BANK4_167 if $ONMISSION == 0 // integer values jf @BANK4_167 if Player.Controllable($PLAYER_CHAR) jf @BANK4_167 gosub @HELP_3459 gosub @HELP_2883 00BA: text_styled 'BANK_4' 15000 ms 2 // The Job gosub @HELP_2932 start_mission 24 // The Job :BANK4_167 jump @BANK4_10 :AMBBANK thread 'AMBBANK' 0@ = 0 // integer values :AMBBANK_17 wait $DEFAULT_WAIT_TIME if $985 == 1 // integer values jf @AMBBANK_280 if Player.Defined($PLAYER_CHAR) jf @AMBBANK_273 if 0@ == 0 // integer values jf @AMBBANK_273 if 00F5: player $PLAYER_CHAR 0 -926.8099 -327.8378 13.3894 radius 4.0 4.0 4.0 jf @AMBBANK_273 Player.SetMinWantedLevel($PLAYER_CHAR, 4) 02E1: 1@ = create_cash_pickup 500 at -965.2795 -334.6384 15.0 02E1: 2@ = create_cash_pickup 500 at -965.3696 -333.3853 15.0 02E1: 3@ = create_cash_pickup 500 at -927.4954 -339.4821 17.2 02E1: 4@ = create_cash_pickup 500 at -930.0884 -339.5698 17.2 02E1: 5@ = create_cash_pickup 500 at -932.9709 -339.4713 17.2 018D: 6@ = create_sound 0 at -923.4324 -333.2397 14.3816 0@ = 1 // integer values :AMBBANK_273 jump @AMBBANK_335 :AMBBANK_280 if 0@ == 1 // integer values jf @AMBBANK_335 018E: stop_sound 6@ Pickup.Destroy(1@) Pickup.Destroy(2@) Pickup.Destroy(3@) Pickup.Destroy(4@) Pickup.Destroy(5@) 0@ = 0 // integer values :AMBBANK_335 jump @AMBBANK_17 :PHI1 thread 'PHI1' :PHI1_10 wait $DEFAULT_WAIT_TIME if $254 == 1 // integer values jf @PHI1_35 end_thread :PHI1_35 if Player.Defined($PLAYER_CHAR) jf @PHI1_167 if 00F6: player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0 jf @PHI1_167 if $ONMISSION == 0 // integer values jf @PHI1_167 if Player.Controllable($PLAYER_CHAR) jf @PHI1_167 gosub @HELP_3538 gosub @HELP_2883 00BA: text_styled 'PHIL_1' 15000 ms 2 // Gun Runner gosub @HELP_2932 start_mission 25 // Gun Runner :PHI1_167 jump @PHI1_10 :PHI2 thread 'PHI2' :PHI2_10 wait $DEFAULT_WAIT_TIME if $255 == 1 // integer values jf @PHI2_35 end_thread :PHI2_35 if Player.Defined($PLAYER_CHAR) jf @PHI2_167 if 00F6: player $PLAYER_CHAR 0 $492 $493 $494 radius 1.5 1.0 2.0 jf @PHI2_167 if $ONMISSION == 0 // integer values jf @PHI2_167 if Player.Controllable($PLAYER_CHAR) jf @PHI2_167 gosub @HELP_3538 gosub @HELP_2883 00BA: text_styled 'PHIL_2' 15000 ms 2 // Boomshine Saigon gosub @HELP_2932 start_mission 26 // Boomshine Saigon :PHI2_167 jump @PHI2_10 :PORN1 thread 'PORN1' :PORN1_10 wait $DEFAULT_WAIT_TIME if $257 == 1 // integer values jf @PORN1_35 end_thread :PORN1_35 if Player.Defined($PLAYER_CHAR) jf @PORN1_167 if 00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 jf @PORN1_167 if $ONMISSION == 0 // integer values jf @PORN1_167 if Player.Controllable($PLAYER_CHAR) jf @PORN1_167 gosub @HELP_3286 gosub @HELP_2883 00BA: text_styled 'PORN_1' 15000 ms 2 // Recruitment Drive gosub @HELP_2932 start_mission 27 // Recruitment Drive :PORN1_167 jump @PORN1_10 :PORN2 thread 'PORN2' :PORN2_10 wait $DEFAULT_WAIT_TIME if $258 == 1 // integer values jf @PORN2_35 end_thread :PORN2_35 if Player.Defined($PLAYER_CHAR) jf @PORN2_167 if 00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 jf @PORN2_167 if $ONMISSION == 0 // integer values jf @PORN2_167 if Player.Controllable($PLAYER_CHAR) jf @PORN2_167 gosub @HELP_3286 gosub @HELP_2883 00BA: text_styled 'PORN_2' 15000 ms 2 // Dildo Dodo gosub @HELP_2932 start_mission 28 // Dildo Dodo :PORN2_167 jump @PORN2_10 :PORN3 thread 'PORN3' :PORN3_10 wait $DEFAULT_WAIT_TIME if $259 == 1 // integer values jf @PORN3_35 end_thread :PORN3_35 if Player.Defined($PLAYER_CHAR) jf @PORN3_167 if 00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 jf @PORN3_167 if $ONMISSION == 0 // integer values jf @PORN3_167 if Player.Controllable($PLAYER_CHAR) jf @PORN3_167 gosub @HELP_3286 gosub @HELP_2883 00BA: text_styled 'PORN_3' 15000 ms 2 // Martha's Mug Shot gosub @HELP_2932 start_mission 29 // Martha's Mug Shot :PORN3_167 jump @PORN3_10 :PORN4 thread 'PORN4' :PORN4_10 wait $DEFAULT_WAIT_TIME if $260 == 1 // integer values jf @PORN4_35 end_thread :PORN4_35 if Player.Defined($PLAYER_CHAR) jf @PORN4_167 if 00F6: player $PLAYER_CHAR 0 $471 $472 $473 radius 1.5 2.0 2.0 jf @PORN4_167 if $ONMISSION == 0 // integer values jf @PORN4_167 if Player.Controllable($PLAYER_CHAR) jf @PORN4_167 gosub @HELP_3286 gosub @HELP_2883 00BA: text_styled 'PORN_4' 15000 ms 2 // G-spotlight gosub @HELP_2932 start_mission 30 // G-spotlight :PORN4_167 jump @PORN4_10 :PRO1 thread 'PRO1' :PRO1_10 wait $DEFAULT_WAIT_TIME if $266 == 1 // integer values jf @PRO1_35 end_thread :PRO1_35 if Player.Defined($PLAYER_CHAR) jf @PRO1_166 if 00F6: player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 jf @PRO1_166 if $ONMISSION == 0 // integer values jf @PRO1_166 if Player.Controllable($PLAYER_CHAR) jf @PRO1_166 gosub @HELP_2883 00BA: text_styled 'BUD_1' 15000 ms 2 // Shakedown gosub @HELP_2932 start_mission 31 // Shakedown :PRO1_166 jump @PRO1_10 :PRO2 thread 'PRO2' :PRO2_10 wait $DEFAULT_WAIT_TIME if $267 == 1 // integer values jf @PRO2_35 end_thread :PRO2_35 if Player.Defined($PLAYER_CHAR) jf @PRO2_166 if 00F6: player $PLAYER_CHAR 0 -397.4 -561.3 18.7 radius 1.5 2.0 2.0 jf @PRO2_166 if $ONMISSION == 0 // integer values jf @PRO2_166 if Player.Controllable($PLAYER_CHAR) jf @PRO2_166 gosub @HELP_2883 00BA: text_styled 'BUD_2' 15000 ms 2 // Bar Brawl gosub @HELP_2932 start_mission 32 // Bar Brawl :PRO2_166 jump @PRO2_10 :PRO3 thread 'PRO3' :PRO3_10 wait $DEFAULT_WAIT_TIME if $268 == 1 // integer values jf @PRO3_35 end_thread :PRO3_35 if Player.Defined($PLAYER_CHAR) jf @PRO3_166 if 00F6: player $PLAYER_CHAR 0 -348.5 -541.8 16.4 radius 1.5 2.0 2.0 jf @PRO3_166 if $ONMISSION == 0 // integer values jf @PRO3_166 if Player.Controllable($PLAYER_CHAR) jf @PRO3_166 gosub @HELP_2883 00BA: text_styled 'BUD_3' 15000 ms 2 // Cop Land gosub @HELP_2932 start_mission 33 // Cop Land :PRO3_166 jump @PRO3_10 :COU1 thread 'COU1' :COU1_10 wait $DEFAULT_WAIT_TIME if $272 == 1 // integer values jf @COU1_35 end_thread :COU1_35 if Player.Defined($PLAYER_CHAR) jf @COU1_167 if 00F6: player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 jf @COU1_167 if $ONMISSION == 0 // integer values jf @COU1_167 if Player.Controllable($PLAYER_CHAR) jf @COU1_167 gosub @HELP_3622 gosub @HELP_2883 00BA: text_styled 'CNT_1' 15000 ms 2 // Spilling the Beans gosub @HELP_2932 start_mission 34 // Spilling the Beans :COU1_167 jump @COU1_10 :COU2 thread 'COU2' :COU2_10 wait $DEFAULT_WAIT_TIME if $273 == 1 // integer values jf @COU2_35 end_thread :COU2_35 if Player.Defined($PLAYER_CHAR) jf @COU2_167 if 00F6: player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 jf @COU2_167 if $ONMISSION == 0 // integer values jf @COU2_167 if Player.Controllable($PLAYER_CHAR) jf @COU2_167 gosub @HELP_3622 gosub @HELP_2883 00BA: text_styled 'CNT_2' 15000 ms 2 // Hit the Courier gosub @HELP_2932 start_mission 35 // Hit the Courier :COU2_167 jump @COU2_10 :COUBUY thread 'COUBUY' :COUBUY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @COUBUY_87 if $ONMISSION == 0 // integer values jf @COUBUY_87 if Player.Controllable($PLAYER_CHAR) jf @COUBUY_87 if Pickup.Picked_up($PRINT_WORKS_ASSET) jf @COUBUY_87 start_mission 36 // Printworks Buy end_thread :COUBUY_87 jump @COUBUY_10 :CARBUY thread 'CARBUY' :CARBUY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @CARBUY_133 if $ONMISSION == 0 // integer values jf @CARBUY_133 if Player.Controllable($PLAYER_CHAR) jf @CARBUY_133 if Pickup.Picked_up($CAR_SHOWROOM_ASSET) jf @CARBUY_133 Player.MakeSafe($PLAYER_CHAR) 0169: set_fade_color 0 0 0 fade 0 1500 03AF: set_streaming 0 00BA: text_styled 'SUNSHIN' 6000 ms 2 // Sunshine Autos gosub @HELP_2932 start_mission 37 // Sunshine Autos end_thread :CARBUY_133 jump @CARBUY_10 :PORNBUY thread 'PORNBUY' :PORNBUY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @PORNBUY_87 if $ONMISSION == 0 // integer values jf @PORNBUY_87 if Player.Controllable($PLAYER_CHAR) jf @PORNBUY_87 if Pickup.Picked_up($FILM_STUDIO_ASSET) jf @PORNBUY_87 start_mission 38 // Interglobal Films Buy end_thread :PORNBUY_87 jump @PORNBUY_10 :ICEBUY thread 'ICEBUY' :ICEBUY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @ICEBUY_141 if $ONMISSION == 0 // integer values jf @ICEBUY_141 if Player.Controllable($PLAYER_CHAR) jf @ICEBUY_141 if Pickup.Picked_up($ICE_CREAM_FACTORY_ASSET) jf @ICEBUY_141 Player.MakeSafe($PLAYER_CHAR) 0169: set_fade_color 0 0 0 fade 0 1500 03AF: set_streaming 0 00BA: text_styled 'CHERRYP' 6000 ms 2 // Cherry Popper Icecreams gosub @HELP_2932 create_thread @ICE1 start_mission 39 // Cherry Popper Icecreams Buy end_thread :ICEBUY_141 jump @ICEBUY_10 :TAXIBUY thread 'TAXIBUY' :TAXIBUY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @TAXIBUY_141 if $ONMISSION == 0 // integer values jf @TAXIBUY_141 if Player.Controllable($PLAYER_CHAR) jf @TAXIBUY_141 if Pickup.Picked_up($678) jf @TAXIBUY_141 Player.MakeSafe($PLAYER_CHAR) 0169: set_fade_color 0 0 0 fade 0 1500 03AF: set_streaming 0 00BA: text_styled 'KAUFCAB' 6000 ms 2 // Kaufman Cabs gosub @HELP_2932 create_thread @TWAR1 start_mission 40 // Kaufman Cabs Buy end_thread :TAXIBUY_141 jump @TAXIBUY_10 :BANKBUY thread 'BANKBUY' :BANKBUY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @BANKBUY_87 if $ONMISSION == 0 // integer values jf @BANKBUY_87 if Player.Controllable($PLAYER_CHAR) jf @BANKBUY_87 if Pickup.Picked_up($679) jf @BANKBUY_87 start_mission 41 // Malibu Club Buy end_thread :BANKBUY_87 jump @BANKBUY_10 :BOATBUY thread 'BOATBUY' :BOATBUY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @BOATBUY_133 if $ONMISSION == 0 // integer values jf @BOATBUY_133 if Player.Controllable($PLAYER_CHAR) jf @BOATBUY_133 if Pickup.Picked_up($680) jf @BOATBUY_133 Player.MakeSafe($PLAYER_CHAR) 0169: set_fade_color 0 0 0 fade 0 1500 03AF: set_streaming 0 00BA: text_styled 'BOATYAR' 6000 ms 2 // The Boatyard gosub @HELP_2932 start_mission 42 // The Boatyard Buy end_thread :BOATBUY_133 jump @BOATBUY_10 :STRPBUY thread 'STRPBUY' :STRPBUY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @STRPBUY_87 if $ONMISSION == 0 // integer values jf @STRPBUY_87 if Player.Controllable($PLAYER_CHAR) jf @STRPBUY_87 if Pickup.Picked_up($615) jf @STRPBUY_87 start_mission 43 // Pole Position Club Buy end_thread :STRPBUY_87 jump @STRPBUY_10 :NBMNBUY thread 'NBMNBUY' :NBMNBUY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @NBMNBUY_87 if $ONMISSION == 0 // integer values jf @NBMNBUY_87 if Player.Controllable($PLAYER_CHAR) jf @NBMNBUY_87 if Pickup.Picked_up($662) jf @NBMNBUY_87 start_mission 44 // El Swanko Casa Buy end_thread :NBMNBUY_87 jump @NBMNBUY_10 :LNKVBY thread 'LNKVBY' :LNKVBY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @LNKVBY_87 if $ONMISSION == 0 // integer values jf @LNKVBY_87 if Player.Controllable($PLAYER_CHAR) jf @LNKVBY_87 if Pickup.Picked_up($654) jf @LNKVBY_87 start_mission 45 // Links View Apartment Buy end_thread :LNKVBY_87 jump @LNKVBY_10 :HYCOBY thread 'HYCOBY' :HYCOBY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @HYCOBY_87 if $ONMISSION == 0 // integer values jf @HYCOBY_87 if Player.Controllable($PLAYER_CHAR) jf @HYCOBY_87 if Pickup.Picked_up($666) jf @HYCOBY_87 start_mission 46 // Hyman Condo Buy end_thread :HYCOBY_87 jump @HYCOBY_10 :OCHEBY thread 'OCHEBY' :OCHEBY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @OCHEBY_87 if $ONMISSION == 0 // integer values jf @OCHEBY_87 if Player.Controllable($PLAYER_CHAR) jf @OCHEBY_87 if Pickup.Picked_up($658) jf @OCHEBY_87 start_mission 47 // Ocean Heighs Aprt. Buy end_thread :OCHEBY_87 jump @OCHEBY_10 :WASHBY thread 'WASHBY' :WASHBY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @WASHBY_87 if $ONMISSION == 0 // integer values jf @WASHBY_87 if Player.Controllable($PLAYER_CHAR) jf @WASHBY_87 if Pickup.Picked_up($651) jf @WASHBY_87 start_mission 48 // 1102 Washington Street Buy end_thread :WASHBY_87 jump @WASHBY_10 :VCPTBY thread 'VCPTBY' :VCPTBY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @VCPTBY_87 if $ONMISSION == 0 // integer values jf @VCPTBY_87 if Player.Controllable($PLAYER_CHAR) jf @VCPTBY_87 if Pickup.Picked_up($648) jf @VCPTBY_87 start_mission 49 // Vice Point Buy end_thread :VCPTBY_87 jump @VCPTBY_10 :SKUMBY thread 'SKUMBY' :SKUMBY_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @SKUMBY_87 if $ONMISSION == 0 // integer values jf @SKUMBY_87 if Player.Controllable($PLAYER_CHAR) jf @SKUMBY_87 if Pickup.Picked_up($645) jf @SKUMBY_87 start_mission 50 // Skumole Shack Buy end_thread :SKUMBY_87 jump @SKUMBY_10 :FIN1 thread 'FIN1' :FIN1_10 wait $DEFAULT_WAIT_TIME if $269 == 1 // integer values jf @FIN1_35 end_thread :FIN1_35 if Player.Defined($PLAYER_CHAR) jf @FIN1_167 if 00F6: player $PLAYER_CHAR 0 $474 $475 $476 radius 1.5 2.0 2.0 jf @FIN1_167 if $ONMISSION == 0 // integer values jf @FIN1_167 if Player.Controllable($PLAYER_CHAR) jf @FIN1_167 gosub @HELP_3622 gosub @HELP_2883 00BA: text_styled 'CAP_1' 15000 ms 2 // Cap the Collector gosub @HELP_2932 start_mission 51 // Cap the Collector :FIN1_167 jump @FIN1_10 :FIN2 thread 'FIN2' :FIN2_10 wait $DEFAULT_WAIT_TIME if $270 == 1 // integer values jf @FIN2_35 end_thread :FIN2_35 if Player.Defined($PLAYER_CHAR) jf @FIN2_241 if 00F6: player $PLAYER_CHAR 0 -378.3 -579.8 24.5 radius 1.5 2.0 2.0 jf @FIN2_234 if $ONMISSION == 0 // integer values jf @FIN2_227 if Player.Controllable($PLAYER_CHAR) jf @FIN2_227 if Player.Money($PLAYER_CHAR) > 1000 jf @FIN2_192 gosub @HELP_2883 00BA: text_styled 'FIN_1' 15000 ms 2 // Keep your Friends Close... gosub @HELP_2932 start_mission 52 // Keep your Friends Close... jump @FIN2_227 :FIN2_192 if $452 == 0 // integer values jf @FIN2_227 03E5: text_box 'FIN_B6' // You do not have enough money to start this mission. $452 = 1 // integer values :FIN2_227 jump @FIN2_241 :FIN2_234 $452 = 0 // integer values :FIN2_241 jump @FIN2_10 :GANGMEM thread 'GANGMEM' $724 = -1 // integer values 0@ = -1 // integer values 1@ = -1 // integer values 7@ = 0 // integer values 8@ = 0 // integer values 9@ = 0 // integer values 3@ = 0 // integer values 4@ = 0 // integer values 5@ = 0 // integer values $725 = 0.0 // floating-point values :GANGMEM_83 wait $DEFAULT_WAIT_TIME 058C: $725 = percentage_completed :GANGMEM_93 if $725 == 100.0 // floating-point values jf @GANGMEM_478 wait 100 0084: $723 = $724 // integer values and handles 0085: 2@ = 3@ // integer values and handles 0085: 6@ = 7@ // integer values and handles 10@ = -403.7998 // floating-point values 11@ = -558.5297 // floating-point values 12@ = 17.9388 // floating-point values 13@ = 170.5255 // floating-point values 14@ = -403.7675 // floating-point values 15@ = -559.4329 // floating-point values gosub @GANGMEM_485 0084: $724 = $723 // integer values and handles 0085: 3@ = 2@ // integer values and handles 0085: 7@ = 6@ // integer values and handles wait 100 008A: $723 = 0@ // integer values and handles 0085: 2@ = 4@ // integer values and handles 0085: 6@ = 8@ // integer values and handles 10@ = -401.1314 // floating-point values 11@ = -565.7331 // floating-point values 12@ = 18.5404 // floating-point values 13@ = 100.8949 // floating-point values 14@ = -402.1638 // floating-point values 15@ = -565.7678 // floating-point values gosub @GANGMEM_485 008B: 0@ = $723 // integer values and handles 0085: 4@ = 2@ // integer values and handles 0085: 8@ = 6@ // integer values and handles wait 100 008A: $723 = 1@ // integer values and handles 0085: 2@ = 5@ // integer values and handles 0085: 6@ = 9@ // integer values and handles 10@ = -404.3082 // floating-point values 11@ = -561.7204 // floating-point values 12@ = 17.9388 // floating-point values 13@ = 7.0257 // floating-point values 14@ = -404.3812 // floating-point values 15@ = -561.1186 // floating-point values gosub @GANGMEM_485 008B: 1@ = $723 // integer values and handles 0085: 5@ = 2@ // integer values and handles 0085: 9@ = 6@ // integer values and handles jump @GANGMEM_93 :GANGMEM_478 jump @GANGMEM_83 :GANGMEM_485 if $ONMISSION == 0 // integer values jf @GANGMEM_1107 if Player.Defined($PLAYER_CHAR) jf @GANGMEM_1093 if Player.InZone($PLAYER_CHAR, 'GANG1') jf @GANGMEM_789 if Player.Money($PLAYER_CHAR) > 6000 jf @GANGMEM_782 if 2@ == 0 // integer values jf @GANGMEM_782 if Model.Available(#PGA) jf @GANGMEM_782 if Model.Available(#UZI) jf @GANGMEM_782 if 80C2: not sphere_onscreen 10@ 11@ 12@ 1.0 jf @GANGMEM_782 $723 = Actor.Create(CivMale, #PGA, 10@, 11@, 12@) Actor.Angle($723) = 13@ 04F5: unknown_actor $723 kiss_player $PLAYER_CHAR on 1 0243: set_actor $723 ped_stats_to 16 01ED: clear_actor $723 threat_search 0568: set_actor $723 untargetable 1 01B2: give_actor $723 weapon 23 ammo 9999 // Load the weapon model before using this 0372: set_actor $723 anim 24 wait_state_time 60000000 ms 01C5: remove_actor_from_mission_cleanup_list $723 0319: set_actor $723 running 1 Actor.Health($723) = 250 02E2: set_actor $723 weapon_accuracy_to 80 054A: set_actor $723 can_be_shot_in_a_car 0 0446: set_actor $723 dismemberment_possible 0 03BC: 6@ = create_sphere 14@ 15@ 12@ 0.75 2@ = 1 // integer values :GANGMEM_782 jump @GANGMEM_824 :GANGMEM_789 if 2 > 2@ // integer values jf @GANGMEM_824 Actor.RemoveReferences($723) 2@ = 0 // integer values 03BD: destroy_sphere 6@ :GANGMEM_824 if 2@ == 1 // integer values jf @GANGMEM_966 if not Actor.Dead($723) jf @GANGMEM_959 if 00F5: player $PLAYER_CHAR 0 14@ 15@ 12@ radius 1.0 1.0 2.0 jf @GANGMEM_952 if Player.Money($PLAYER_CHAR) > 2000 jf @GANGMEM_927 Player.Money($PLAYER_CHAR) += -2000 :GANGMEM_927 01DF: tie_actor $723 to_player $PLAYER_CHAR 053D: $723 03BD: destroy_sphere 6@ 2@ = 2 // integer values :GANGMEM_952 jump @GANGMEM_966 :GANGMEM_959 gosub @GANGMEM_1116 :GANGMEM_966 if 2@ == 2 // integer values jf @GANGMEM_1086 if not Actor.Dead($723) jf @GANGMEM_1079 if 00E9: player $PLAYER_CHAR 0 $723 radius 100.0 100.0 jf @GANGMEM_1065 if 8320: not actor $723 in_range_of_player $PLAYER_CHAR jf @GANGMEM_1058 01DF: tie_actor $723 to_player $PLAYER_CHAR :GANGMEM_1058 jump @GANGMEM_1072 :GANGMEM_1065 gosub @GANGMEM_1116 :GANGMEM_1072 jump @GANGMEM_1086 :GANGMEM_1079 gosub @GANGMEM_1116 :GANGMEM_1086 jump @GANGMEM_1100 :GANGMEM_1093 gosub @GANGMEM_1116 :GANGMEM_1100 jump @GANGMEM_1114 :GANGMEM_1107 gosub @GANGMEM_1116 :GANGMEM_1114 return :GANGMEM_1116 if not 2@ == 0 // integer values jf @GANGMEM_1205 Actor.RemoveReferences($723) if Player.Defined($PLAYER_CHAR) jf @GANGMEM_1193 if not Player.InZone($PLAYER_CHAR, 'GANG1') jf @GANGMEM_1186 2@ = 0 // integer values :GANGMEM_1186 jump @GANGMEM_1200 :GANGMEM_1193 2@ = 0 // integer values :GANGMEM_1200 03BD: destroy_sphere 6@ :GANGMEM_1205 return :ARMYBAS thread 'ARMYBAS' 0@ = 0 // integer values :ARMYBAS_17 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @ARMYBAS_322 if or Player.InZone($PLAYER_CHAR, 'AIRPORT') Player.InZone($PLAYER_CHAR, 'ARMYBAS') jf @ARMYBAS_235 if 0@ == 0 // integer values jf @ARMYBAS_132 0235: set_gang 2 models_to #ARMY #ARMY 03F1: pedtype 9 add_threat 1 0237: set_gang 2 primary_weapon_to 26 secondary_weapon_to 26 0592: unknown_gang 2 flag 1 Model.Load(#ARMY) 0@ = 1 // integer values :ARMYBAS_132 if 0@ == 1 // integer values jf @ARMYBAS_228 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 0500: player $PLAYER_CHAR skin == 'PLAYER6' 0056: player $PLAYER_CHAR 0 -1682.24 -179.9125 -1600.448 -150.8878 jf @ARMYBAS_222 03F2: pedtype 9 remove_threat 1 jump @ARMYBAS_228 :ARMYBAS_222 03F1: pedtype 9 add_threat 1 :ARMYBAS_228 jump @ARMYBAS_322 :ARMYBAS_235 if 0@ == 1 // integer values jf @ARMYBAS_322 0235: set_gang 2 models_to #SGA #SGB 03F2: pedtype 9 remove_threat 1 0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 0592: unknown_gang 2 flag 0 wait 0 wait 0 wait 0 if $1603 == 0 // integer values jf @ARMYBAS_315 Model.Destroy(#ARMY) :ARMYBAS_315 0@ = 0 // integer values :ARMYBAS_322 jump @ARMYBAS_17 :BIK1 thread 'BIK1' :BIK1_10 wait $DEFAULT_WAIT_TIME if $275 == 1 // integer values jf @BIK1_35 end_thread :BIK1_35 if Player.Defined($PLAYER_CHAR) jf @BIK1_167 if 00F6: player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 jf @BIK1_167 if $ONMISSION == 0 // integer values jf @BIK1_167 if Player.Controllable($PLAYER_CHAR) jf @BIK1_167 gosub @HELP_3706 gosub @HELP_2883 00BA: text_styled 'BIKE_1' 15000 ms 2 // Alloy Wheels of Steel gosub @HELP_2932 start_mission 53 // Alloy Wheels of Steel :BIK1_167 jump @BIK1_10 :BIK2 thread 'BIK2' :BIK2_10 wait $DEFAULT_WAIT_TIME if $276 == 1 // integer values jf @BIK2_35 end_thread :BIK2_35 if Player.Defined($PLAYER_CHAR) jf @BIK2_167 if 00F6: player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 jf @BIK2_167 if $ONMISSION == 0 // integer values jf @BIK2_167 if Player.Controllable($PLAYER_CHAR) jf @BIK2_167 gosub @HELP_3706 gosub @HELP_2883 00BA: text_styled 'BIKE_2' 15000 ms 2 // Messing with the Man gosub @HELP_2932 start_mission 54 // Messing with the Man :BIK2_167 jump @BIK2_10 :BIK3 thread 'BIK3' :BIK3_10 wait $DEFAULT_WAIT_TIME if $277 == 1 // integer values jf @BIK3_35 end_thread :BIK3_35 if Player.Defined($PLAYER_CHAR) jf @BIK3_167 if 00F6: player $PLAYER_CHAR 0 $477 $478 $479 radius 1.5 2.0 2.0 jf @BIK3_167 if $ONMISSION == 0 // integer values jf @BIK3_167 if Player.Controllable($PLAYER_CHAR) jf @BIK3_167 gosub @HELP_3706 gosub @HELP_2883 00BA: text_styled 'BIKE_3' 15000 ms 2 // Hog Tied gosub @HELP_2932 start_mission 55 // Hog Tied :BIK3_167 jump @BIK3_10 :CUB1 thread 'CUB1' :CUB1_10 wait 0 if $279 == 1 // integer values jf @CUB1_34 end_thread :CUB1_34 if Player.Defined($PLAYER_CHAR) jf @CUB1_166 if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 jf @CUB1_166 if $ONMISSION == 0 // integer values jf @CUB1_166 if Player.Controllable($PLAYER_CHAR) jf @CUB1_166 gosub @HELP_3874 gosub @HELP_2883 00BA: text_styled 'CUB_1' 15000 ms 2 // Stunt Boat Challenge gosub @HELP_2932 start_mission 56 // Stunt Boat Challenge :CUB1_166 jump @CUB1_10 :CUB2 thread 'CUB2' :CUB2_10 wait 0 if $280 == 1 // integer values jf @CUB2_34 end_thread :CUB2_34 if Player.Defined($PLAYER_CHAR) jf @CUB2_166 if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 jf @CUB2_166 if $ONMISSION == 0 // integer values jf @CUB2_166 if Player.Controllable($PLAYER_CHAR) jf @CUB2_166 gosub @HELP_3874 gosub @HELP_2883 00BA: text_styled 'CUB_2' 15000 ms 2 // Cannon Fodder gosub @HELP_2932 start_mission 57 // Cannon Fodder :CUB2_166 jump @CUB2_10 :CUB3 thread 'CUB3' :CUB3_10 wait 0 if $281 == 1 // integer values jf @CUB3_34 end_thread :CUB3_34 if Player.Defined($PLAYER_CHAR) jf @CUB3_166 if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 jf @CUB3_166 if $ONMISSION == 0 // integer values jf @CUB3_166 if Player.Controllable($PLAYER_CHAR) jf @CUB3_166 gosub @HELP_3874 gosub @HELP_2883 00BA: text_styled 'CUB_3' 15000 ms 2 // Naval Engagement gosub @HELP_2932 start_mission 58 // Naval Engagement :CUB3_166 jump @CUB3_10 :CUB4 thread 'CUB4' :CUB4_10 wait 0 if $282 == 1 // integer values jf @CUB4_34 end_thread :CUB4_34 if Player.Defined($PLAYER_CHAR) jf @CUB4_492 if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 jf @CUB4_492 if 040C: german_game jf @CUB4_302 if $PASSED_HAT2_BOMBS_AWAY == 1 // integer values jf @CUB4_204 if $ONMISSION == 0 // integer values jf @CUB4_197 if Player.Controllable($PLAYER_CHAR) jf @CUB4_197 gosub @HELP_3874 gosub @HELP_2883 00BA: text_styled 'CUB_4' 15000 ms 2 // Trojan Voodoo gosub @HELP_2932 start_mission 59 // Trojan Voodoo :CUB4_197 jump @CUB4_295 :CUB4_204 00BC: text_highpriority 'GOAWAY1' 5000 ms 1 // ~g~Come back when you have finished the Haitian gang missions. :CUB4_219 if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 jf @CUB4_295 wait 0 if not Player.Defined($PLAYER_CHAR) jf @CUB4_288 jump @CUB4_10 :CUB4_288 jump @CUB4_219 :CUB4_295 jump @CUB4_492 :CUB4_302 if $PASSED_HAT3_DIRTY_LICKINS == 1 // integer values jf @CUB4_401 if $ONMISSION == 0 // integer values jf @CUB4_394 if Player.Controllable($PLAYER_CHAR) jf @CUB4_394 gosub @HELP_3874 gosub @HELP_2883 00BA: text_styled 'CUB_4' 15000 ms 2 // Trojan Voodoo gosub @HELP_2932 start_mission 59 // Trojan Voodoo :CUB4_394 jump @CUB4_492 :CUB4_401 00BC: text_highpriority 'GOAWAY1' 5000 ms 1 // ~g~Come back when you have finished the Haitian gang missions. :CUB4_416 if 00F6: player $PLAYER_CHAR 0 $480 $481 $482 radius 2.0 2.2 3.0 jf @CUB4_492 wait 0 if not Player.Defined($PLAYER_CHAR) jf @CUB4_485 jump @CUB4_10 :CUB4_485 jump @CUB4_416 :CUB4_492 jump @CUB4_10 :HAT1 thread 'HAT1' :HAT1_10 wait $DEFAULT_WAIT_TIME if $PASSED_HAT1_JUJU_SCRAMBLE == 1 // integer values jf @HAT1_35 end_thread :HAT1_35 if Player.Defined($PLAYER_CHAR) jf @HAT1_167 if 00F6: player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 jf @HAT1_167 if $ONMISSION == 0 // integer values jf @HAT1_167 if Player.Controllable($PLAYER_CHAR) jf @HAT1_167 gosub @HELP_3963 gosub @HELP_2883 00BA: text_styled 'HAT_1' 15000 ms 2 // Juju Scramble gosub @HELP_2932 start_mission 60 // Juju Scramble :HAT1_167 jump @HAT1_10 :HAT2 thread 'HAT2' :HAT2_10 wait $DEFAULT_WAIT_TIME if $PASSED_HAT2_BOMBS_AWAY == 1 // integer values jf @HAT2_35 end_thread :HAT2_35 if Player.Defined($PLAYER_CHAR) jf @HAT2_167 if 00F6: player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 jf @HAT2_167 if $ONMISSION == 0 // integer values jf @HAT2_167 if Player.Controllable($PLAYER_CHAR) jf @HAT2_167 gosub @HELP_3963 gosub @HELP_2883 00BA: text_styled 'HAT_2' 15000 ms 2 // Bombs Away! gosub @HELP_2932 start_mission 61 // Bombs Away! :HAT2_167 jump @HAT2_10 :HAT3 thread 'HAT3' :HAT3_10 wait $DEFAULT_WAIT_TIME if $PASSED_HAT3_DIRTY_LICKINS == 1 // integer values jf @HAT3_35 end_thread :HAT3_35 if Player.Defined($PLAYER_CHAR) jf @HAT3_167 if 00F6: player $PLAYER_CHAR 0 $483 $484 $485 radius 1.5 2.0 2.0 jf @HAT3_167 if $ONMISSION == 0 // integer values jf @HAT3_167 if Player.Controllable($PLAYER_CHAR) jf @HAT3_167 gosub @HELP_3963 gosub @HELP_2883 00BA: text_styled 'HAT_3' 15000 ms 2 // Dirty Lickin's gosub @HELP_2932 start_mission 62 // Dirty Lickin's :HAT3_167 jump @HAT3_10 :ROC1 thread 'ROC1' :ROC1_10 wait $DEFAULT_WAIT_TIME if $PASSED_ROCK1_LOVE_JUICE == 1 // integer values jf @ROC1_35 end_thread :ROC1_35 if Player.Defined($PLAYER_CHAR) jf @ROC1_167 if 00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 jf @ROC1_167 if $ONMISSION == 0 // integer values jf @ROC1_167 if Player.Controllable($PLAYER_CHAR) jf @ROC1_167 gosub @HELP_3790 gosub @HELP_2883 00BA: text_styled 'ROCK_1' 15000 ms 2 // Love Juice gosub @HELP_2932 start_mission 63 // Love Juice :ROC1_167 jump @ROC1_10 :ROC2 thread 'ROC2' :ROC2_10 wait $DEFAULT_WAIT_TIME if $PASSED_ROCK2_PSYCHO_KILLER == 1 // integer values jf @ROC2_35 end_thread :ROC2_35 if Player.Defined($PLAYER_CHAR) jf @ROC2_167 if 00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 jf @ROC2_167 if $ONMISSION == 0 // integer values jf @ROC2_167 if Player.Controllable($PLAYER_CHAR) jf @ROC2_167 gosub @HELP_3790 gosub @HELP_2883 00BA: text_styled 'ROCK_2' 15000 ms 2 // Psycho Killer gosub @HELP_2932 start_mission 64 // Psycho Killer :ROC2_167 jump @ROC2_10 :ROC3 thread 'ROC3' :ROC3_10 wait $DEFAULT_WAIT_TIME if $PASSED_ROCK3_PUBLICITY_TOUR == 1 // integer values jf @ROC3_35 end_thread :ROC3_35 if Player.Defined($PLAYER_CHAR) jf @ROC3_283 if 00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 jf @ROC3_283 if $277 == 1 // integer values jf @ROC3_192 if $ONMISSION == 0 // integer values jf @ROC3_185 if Player.Controllable($PLAYER_CHAR) jf @ROC3_185 gosub @HELP_3790 gosub @HELP_2883 00BA: text_styled 'ROCK_3' 15000 ms 2 // Publicity Tour gosub @HELP_2932 start_mission 65 // Publicity Tour :ROC3_185 jump @ROC3_283 :ROC3_192 00BC: text_highpriority 'GOAWAY2' 4000 ms 2 // ~g~Come back when you have finished the Biker gang missions. :ROC3_207 if 00F6: player $PLAYER_CHAR 0 $486 $487 $488 radius 1.5 2.0 2.0 jf @ROC3_283 wait 0 if not Player.Defined($PLAYER_CHAR) jf @ROC3_276 jump @ROC3_10 :ROC3_276 jump @ROC3_207 :ROC3_283 jump @ROC3_10 :SHOOT thread 'SHOOT' if Player.Defined($PLAYER_CHAR) jf @SHOOT_101 :SHOOT_26 if 00F6: player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 jf @SHOOT_101 wait 0 if Player.Defined($PLAYER_CHAR) jf @SHOOT_94 :SHOOT_94 jump @SHOOT_26 :SHOOT_101 wait 0 if Player.Defined($PLAYER_CHAR) jf @SHOOT_334 if 00F6: player $PLAYER_CHAR 1 -665.63 1231.863 10.1 radius 1.0 1.0 2.0 jf @SHOOT_334 if $ONMISSION == 0 // integer values jf @SHOOT_334 if Player.Controllable($PLAYER_CHAR) jf @SHOOT_334 $ONMISSION = 1 // integer values Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1500 gosub @HELP_2932 start_mission 66 // Weapon Range if Player.Defined($PLAYER_CHAR) jf @SHOOT_334 :SHOOT_259 if 00F6: player $PLAYER_CHAR 0 -665.63 1231.863 10.1 radius 10.0 10.0 3.0 jf @SHOOT_334 wait 0 if Player.Defined($PLAYER_CHAR) jf @SHOOT_327 :SHOOT_327 jump @SHOOT_259 :SHOOT_334 jump @SHOOT_101 :ASSIN_1 thread 'ASSIN_1' :ASSIN_1_10 wait $DEFAULT_WAIT_TIME if $298 == 1 // integer values jf @ASSIN_1_40 024E: disable_phone $292 end_thread :ASSIN_1_40 if $ONMISSION == 0 // integer values jf @ASSIN_1_70 0405: enable_phone $292 jump @ASSIN_1_75 :ASSIN_1_70 024E: disable_phone $292 :ASSIN_1_75 if Player.Defined($PLAYER_CHAR) jf @ASSIN_1_326 if 00F9: player $PLAYER_CHAR stopped 0 $516 $517 $518 radius 1.0 1.0 2.0 jf @ASSIN_1_326 if $ONMISSION == 0 // integer values jf @ASSIN_1_326 if Player.Controllable($PLAYER_CHAR) jf @ASSIN_1_227 $ONMISSION = 1 // integer values 024E: disable_phone $292 Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'JOB_1' 15000 ms 2 // Road Kill gosub @HELP_2932 start_mission 67 // Road Kill :ASSIN_1_227 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_1_250 jump @ASSIN_1_10 :ASSIN_1_250 if 00F6: player $PLAYER_CHAR 0 $516 $517 $518 radius 1.0 1.0 2.0 jf @ASSIN_1_326 wait 0 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_1_319 jump @ASSIN_1_10 :ASSIN_1_319 jump @ASSIN_1_250 :ASSIN_1_326 jump @ASSIN_1_10 :ASSIN_2 thread 'ASSIN_2' :ASSIN_2_10 wait $DEFAULT_WAIT_TIME if $299 == 1 // integer values jf @ASSIN_2_40 024E: disable_phone $293 end_thread :ASSIN_2_40 if $ONMISSION == 0 // integer values jf @ASSIN_2_70 0405: enable_phone $293 jump @ASSIN_2_75 :ASSIN_2_70 024E: disable_phone $293 :ASSIN_2_75 if Player.Defined($PLAYER_CHAR) jf @ASSIN_2_326 if 00F9: player $PLAYER_CHAR stopped 0 $519 $520 $521 radius 1.0 1.0 2.0 jf @ASSIN_2_326 if $ONMISSION == 0 // integer values jf @ASSIN_2_326 if Player.Controllable($PLAYER_CHAR) jf @ASSIN_2_227 $ONMISSION = 1 // integer values 024E: disable_phone $293 Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'JOB_2' 15000 ms 2 // Waste the Wife gosub @HELP_2932 start_mission 68 // Waste the Wife :ASSIN_2_227 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_2_250 jump @ASSIN_2_10 :ASSIN_2_250 if 00F6: player $PLAYER_CHAR 0 $519 $520 $521 radius 1.0 1.0 2.0 jf @ASSIN_2_326 wait 0 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_2_319 jump @ASSIN_2_10 :ASSIN_2_319 jump @ASSIN_2_250 :ASSIN_2_326 jump @ASSIN_2_10 :ASSIN_3 thread 'ASSIN_3' :ASSIN_3_10 wait $DEFAULT_WAIT_TIME if $300 == 1 // integer values jf @ASSIN_3_40 024E: disable_phone $294 end_thread :ASSIN_3_40 if $ONMISSION == 0 // integer values jf @ASSIN_3_70 0405: enable_phone $294 jump @ASSIN_3_75 :ASSIN_3_70 024E: disable_phone $294 :ASSIN_3_75 if Player.Defined($PLAYER_CHAR) jf @ASSIN_3_326 if 00F9: player $PLAYER_CHAR stopped 0 $522 $523 $524 radius 1.0 1.0 2.0 jf @ASSIN_3_326 if $ONMISSION == 0 // integer values jf @ASSIN_3_326 if Player.Controllable($PLAYER_CHAR) jf @ASSIN_3_227 $ONMISSION = 1 // integer values 024E: disable_phone $294 Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'JOB_3' 15000 ms 2 // Autocide gosub @HELP_2932 start_mission 69 // Autocide :ASSIN_3_227 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_3_250 jump @ASSIN_3_10 :ASSIN_3_250 if 00F6: player $PLAYER_CHAR 0 $522 $523 $524 radius 1.0 1.0 2.0 jf @ASSIN_3_326 wait 0 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_3_319 jump @ASSIN_3_10 :ASSIN_3_319 jump @ASSIN_3_250 :ASSIN_3_326 jump @ASSIN_3_10 :ASSIN_4 thread 'ASSIN_4' :ASSIN_4_10 wait $DEFAULT_WAIT_TIME if $301 == 1 // integer values jf @ASSIN_4_40 024E: disable_phone $295 end_thread :ASSIN_4_40 if $ONMISSION == 0 // integer values jf @ASSIN_4_70 0405: enable_phone $295 jump @ASSIN_4_75 :ASSIN_4_70 024E: disable_phone $295 :ASSIN_4_75 if Player.Defined($PLAYER_CHAR) jf @ASSIN_4_326 if 00F9: player $PLAYER_CHAR stopped 0 $525 $526 $527 radius 1.0 1.0 2.0 jf @ASSIN_4_326 if $ONMISSION == 0 // integer values jf @ASSIN_4_326 if Player.Controllable($PLAYER_CHAR) jf @ASSIN_4_227 $ONMISSION = 1 // integer values 024E: disable_phone $295 Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'JOB_4' 15000 ms 2 // Check Out at the Check In gosub @HELP_2932 start_mission 70 // Check Out at the Check In :ASSIN_4_227 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_4_250 jump @ASSIN_4_10 :ASSIN_4_250 if 00F6: player $PLAYER_CHAR 0 $525 $526 $527 radius 1.0 1.0 2.0 jf @ASSIN_4_326 wait 0 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_4_319 jump @ASSIN_4_10 :ASSIN_4_319 jump @ASSIN_4_250 :ASSIN_4_326 jump @ASSIN_4_10 :ASSIN_5 thread 'ASSIN_5' :ASSIN_5_10 wait $DEFAULT_WAIT_TIME if $302 == 1 // integer values jf @ASSIN_5_40 024E: disable_phone $296 end_thread :ASSIN_5_40 if $ONMISSION == 0 // integer values jf @ASSIN_5_70 0405: enable_phone $296 jump @ASSIN_5_75 :ASSIN_5_70 024E: disable_phone $296 :ASSIN_5_75 if Player.Defined($PLAYER_CHAR) jf @ASSIN_5_326 if 00F9: player $PLAYER_CHAR stopped 0 $528 $529 $530 radius 1.0 1.0 2.0 jf @ASSIN_5_326 if $ONMISSION == 0 // integer values jf @ASSIN_5_326 if Player.Controllable($PLAYER_CHAR) jf @ASSIN_5_227 $ONMISSION = 1 // integer values 024E: disable_phone $296 Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'JOB_5' 15000 ms 2 // Loose Ends gosub @HELP_2932 start_mission 71 // Loose Ends :ASSIN_5_227 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_5_250 jump @ASSIN_5_10 :ASSIN_5_250 if 00F6: player $PLAYER_CHAR 0 $528 $529 $530 radius 1.0 1.0 2.0 jf @ASSIN_5_326 wait 0 if not Player.Defined($PLAYER_CHAR) jf @ASSIN_5_319 jump @ASSIN_5_10 :ASSIN_5_319 jump @ASSIN_5_250 :ASSIN_5_326 jump @ASSIN_5_10 :TWAR1 thread 'TWAR1' :TWAR1_10 wait $DEFAULT_WAIT_TIME if $308 == 1 // integer values jf @TWAR1_35 end_thread :TWAR1_35 if Player.Defined($PLAYER_CHAR) jf @TWAR1_349 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 jf @TWAR1_292 if $ONMISSION == 0 // integer values jf @TWAR1_292 if Player.Controllable($PLAYER_CHAR) jf @TWAR1_193 $370 = 1 // integer values gosub @HELP_4047 00BA: text_styled 'TAXI_1' 15000 ms 2 // V.I.P. if $371 == 0 // integer values jf @TWAR1_193 start_mission 72 // V.I.P. $371 = 1 // integer values :TWAR1_193 if not Player.Defined($PLAYER_CHAR) jf @TWAR1_216 jump @TWAR1_10 :TWAR1_216 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 jf @TWAR1_292 wait 0 if not Player.Defined($PLAYER_CHAR) jf @TWAR1_285 jump @TWAR1_10 :TWAR1_285 jump @TWAR1_216 :TWAR1_292 if 00F6: player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 jf @TWAR1_349 00BC: text_highpriority 'NOTAXI' 1000 ms 2 // ~g~You need a Kaufman Cab to activate this mission. :TWAR1_349 jump @TWAR1_10 :TWAR2 thread 'TWAR2' :TWAR2_10 wait $DEFAULT_WAIT_TIME if $309 == 1 // integer values jf @TWAR2_35 end_thread :TWAR2_35 if Player.Defined($PLAYER_CHAR) jf @TWAR2_349 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 jf @TWAR2_292 if $ONMISSION == 0 // integer values jf @TWAR2_292 if Player.Controllable($PLAYER_CHAR) jf @TWAR2_193 $370 = 1 // integer values gosub @HELP_4047 00BA: text_styled 'TAXI_2' 15000 ms 2 // Friendly Rivalry if $371 == 0 // integer values jf @TWAR2_193 start_mission 73 // Friendly Rivalry $371 = 1 // integer values :TWAR2_193 if not Player.Defined($PLAYER_CHAR) jf @TWAR2_216 jump @TWAR2_10 :TWAR2_216 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 jf @TWAR2_292 wait 0 if not Player.Defined($PLAYER_CHAR) jf @TWAR2_285 jump @TWAR2_10 :TWAR2_285 jump @TWAR2_216 :TWAR2_292 if 00F6: player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 jf @TWAR2_349 00BC: text_highpriority 'NOTAXI' 1000 ms 2 // ~g~You need a Kaufman Cab to activate this mission. :TWAR2_349 jump @TWAR2_10 :TWAR3 thread 'TWAR3' :TWAR3_10 wait $DEFAULT_WAIT_TIME if $310 == 1 // integer values jf @TWAR3_35 end_thread :TWAR3_35 if Player.Defined($PLAYER_CHAR) jf @TWAR3_349 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 jf @TWAR3_292 if $ONMISSION == 0 // integer values jf @TWAR3_292 if Player.Controllable($PLAYER_CHAR) jf @TWAR3_193 $370 = 1 // integer values gosub @HELP_4047 00BA: text_styled 'TAXI_3' 15000 ms 2 // Cabmaggedon if $371 == 0 // integer values jf @TWAR3_193 start_mission 74 // Cabmaggedon $371 = 1 // integer values :TWAR3_193 if not Player.Defined($PLAYER_CHAR) jf @TWAR3_216 jump @TWAR3_10 :TWAR3_216 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $489 $490 $491 radius 2.0 2.0 2.0 jf @TWAR3_292 wait 0 if not Player.Defined($PLAYER_CHAR) jf @TWAR3_285 jump @TWAR3_10 :TWAR3_285 jump @TWAR3_216 :TWAR3_292 if 00F6: player $PLAYER_CHAR 0 $489 $490 $491 radius 1.0 2.0 2.0 jf @TWAR3_349 00BC: text_highpriority 'NOTAXI' 1000 ms 2 // ~g~You need a Kaufman Cab to activate this mission. :TWAR3_349 jump @TWAR3_10 :TAXI_L thread 'TAXI_L' :TAXI_L_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @TAXI_L_474 if 8596: not player $PLAYER_CHAR riding_mission_restart_taxi jf @TAXI_L_474 if 02DE: player $PLAYER_CHAR driving_taxi_vehicle jf @TAXI_L_447 if $ONMISSION == 0 // integer values jf @TAXI_L_440 0293: $18 = get_controller_mode if $25 == 1 // integer values jf @TAXI_L_173 if $370 == 0 // integer values jf @TAXI_L_173 if not $18 == 3 // integer values jf @TAXI_L_156 03E5: text_box 'TTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off. jump @TAXI_L_166 :TAXI_L_156 03E5: text_box 'TTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle taxi missions on or off. :TAXI_L_166 $370 = 1 // integer values :TAXI_L_173 if not $18 == 3 // integer values jf @TAXI_L_319 if 00E1: player 0 pressed_button 19 jf @TAXI_L_312 :TAXI_L_208 if 00E1: player 0 pressed_button 19 jf @TAXI_L_264 wait 0 if or not Player.Defined($PLAYER_CHAR) 82DE: not player $PLAYER_CHAR driving_taxi_vehicle jf @TAXI_L_257 jump @TAXI_L :TAXI_L_257 jump @TAXI_L_208 :TAXI_L_264 00BA: text_styled 'TAXI_M' 6000 ms 5 // 'TAXI DRIVER' wait 0 if $371 == 0 // integer values jf @TAXI_L_312 start_mission 75 // TAXI DRIVER $371 = 1 // integer values :TAXI_L_312 jump @TAXI_L_440 :TAXI_L_319 if 00E1: player 0 pressed_button 14 jf @TAXI_L_440 :TAXI_L_336 if 00E1: player 0 pressed_button 14 jf @TAXI_L_392 wait 0 if or not Player.Defined($PLAYER_CHAR) 82DE: not player $PLAYER_CHAR driving_taxi_vehicle jf @TAXI_L_385 jump @TAXI_L :TAXI_L_385 jump @TAXI_L_336 :TAXI_L_392 00BA: text_styled 'TAXI_M' 6000 ms 5 // 'TAXI DRIVER' wait 0 if $371 == 0 // integer values jf @TAXI_L_440 start_mission 75 // TAXI DRIVER $371 = 1 // integer values :TAXI_L_440 jump @TAXI_L_474 :TAXI_L_447 if $370 == 1 // integer values jf @TAXI_L_474 03E6: remove_text_box $370 = 0 // integer values :TAXI_L_474 jump @TAXI_L_10 :AMBULA thread 'AMBULA' :AMBULA_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @AMBULA_438 if 00DE: player $PLAYER_CHAR driving_vehicle_type #AMBULAN jf @AMBULA_411 if and $ONMISSION == 0 // integer values $319 == 0 // integer values jf @AMBULA_404 0293: $18 = get_controller_mode if $25 == 1 // integer values jf @AMBULA_167 if $318 == 0 // integer values jf @AMBULA_167 if not $18 == 3 // integer values jf @AMBULA_150 03E5: text_box 'ATUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ ~w~button to toggle Paramedic missions on or off. jump @AMBULA_160 :AMBULA_150 03E5: text_box 'ATUTOR3' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Paramedic missions on or off. :AMBULA_160 $318 = 1 // integer values :AMBULA_167 if not $18 == 3 // integer values jf @AMBULA_298 if 00E1: player 0 pressed_button 19 jf @AMBULA_291 :AMBULA_202 if 00E1: player 0 pressed_button 19 jf @AMBULA_261 wait 0 if or not Player.Defined($PLAYER_CHAR) 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN jf @AMBULA_254 jump @AMBULA :AMBULA_254 jump @AMBULA_202 :AMBULA_261 00BA: text_styled 'AMBUL_M' 6000 ms 5 // 'PARAMEDIC' wait 0 start_mission 76 // PARAMEDIC $318 = 1 // integer values :AMBULA_291 jump @AMBULA_404 :AMBULA_298 if 00E1: player 0 pressed_button 14 jf @AMBULA_404 :AMBULA_315 if 00E1: player 0 pressed_button 14 jf @AMBULA_374 wait 0 if or not Player.Defined($PLAYER_CHAR) 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN jf @AMBULA_367 jump @AMBULA :AMBULA_367 jump @AMBULA_315 :AMBULA_374 00BA: text_styled 'AMBUL_M' 6000 ms 5 // 'PARAMEDIC' wait 0 start_mission 76 // PARAMEDIC $318 = 1 // integer values :AMBULA_404 jump @AMBULA_438 :AMBULA_411 if $318 == 1 // integer values jf @AMBULA_438 03E6: remove_text_box $318 = 0 // integer values :AMBULA_438 jump @AMBULA_10 :FIRE thread 'FIRE' :FIRE_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @FIRE_438 if 00DE: player $PLAYER_CHAR driving_vehicle_type #FIRETRUK jf @FIRE_411 if and $ONMISSION == 0 // integer values $321 == 0 // integer values jf @FIRE_404 0293: $18 = get_controller_mode if $25 == 1 // integer values jf @FIRE_167 if $320 == 0 // integer values jf @FIRE_167 if not $18 == 3 // integer values jf @FIRE_150 03E5: text_box 'FTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off. jump @FIRE_160 :FIRE_150 03E5: text_box 'FTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle fire truck missions on or off. :FIRE_160 $320 = 1 // integer values :FIRE_167 if not $18 == 3 // integer values jf @FIRE_298 if 00E1: player 0 pressed_button 19 jf @FIRE_291 :FIRE_202 if 00E1: player 0 pressed_button 19 jf @FIRE_261 wait 0 if or not Player.Defined($PLAYER_CHAR) 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK jf @FIRE_254 jump @FIRE :FIRE_254 jump @FIRE_202 :FIRE_261 00BA: text_styled 'FIRE_M' 6000 ms 5 // 'FIREFIGHTER' wait 0 start_mission 77 // FIREFIGHTER $320 = 1 // integer values :FIRE_291 jump @FIRE_404 :FIRE_298 if 00E1: player 0 pressed_button 14 jf @FIRE_404 :FIRE_315 if 00E1: player 0 pressed_button 14 jf @FIRE_374 wait 0 if or not Player.Defined($PLAYER_CHAR) 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK jf @FIRE_367 jump @FIRE :FIRE_367 jump @FIRE_315 :FIRE_374 00BA: text_styled 'FIRE_M' 6000 ms 5 // 'FIREFIGHTER' wait 0 start_mission 77 // FIREFIGHTER $320 = 1 // integer values :FIRE_404 jump @FIRE_438 :FIRE_411 if $320 == 1 // integer values jf @FIRE_438 03E6: remove_text_box $320 = 0 // integer values :FIRE_438 jump @FIRE_10 :COP thread 'COP' :COP_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @COP_670 if or 056C: actor $PLAYER_ACTOR driving_police_vehicle 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR jf @COP_643 if $ONMISSION == 0 // integer values jf @COP_636 0293: $18 = get_controller_mode if $25 == 1 // integer values jf @COP_173 if $322 == 0 // integer values jf @COP_173 if not $18 == 3 // integer values jf @COP_156 03E5: text_box 'CTUTOR' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off. jump @COP_166 :COP_156 03E5: text_box 'CTUTOR2' // Press the ~h~~k~~TOGGLE_SUBMISSIONS~ button~w~ to toggle Vigilante missions on or off. :COP_166 $322 = 1 // integer values :COP_173 if not $18 == 3 // integer values jf @COP_417 if 00E1: player 0 pressed_button 19 jf @COP_410 :COP_208 if 00E1: player 0 pressed_button 19 jf @COP_298 wait 0 if not Player.Defined($PLAYER_CHAR) jf @COP_252 jump @COP :COP_252 if and 856C: not actor $PLAYER_ACTOR driving_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR jf @COP_291 jump @COP :COP_291 jump @COP_208 :COP_298 if 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER jf @COP_339 00BA: text_styled 'COP_M3' 6000 ms 5 // 'BROWN THUNDER' jump @COP_395 :COP_339 if 00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH jf @COP_380 00BA: text_styled 'COP_M2' 6000 ms 5 // 'VICE SQUAD' jump @COP_395 :COP_380 00BA: text_styled 'COP_M' 6000 ms 5 // 'VIGILANTE' :COP_395 wait 0 start_mission 78 // VIGILANTE $322 = 1 // integer values :COP_410 jump @COP_636 :COP_417 if 00E1: player 0 pressed_button 14 jf @COP_636 :COP_434 if 00E1: player 0 pressed_button 14 jf @COP_524 wait 0 if not Player.Defined($PLAYER_CHAR) jf @COP_478 jump @COP :COP_478 if and 856C: not actor $PLAYER_ACTOR driving_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR jf @COP_517 jump @COP :COP_517 jump @COP_434 :COP_524 if 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER jf @COP_565 00BA: text_styled 'COP_M3' 6000 ms 5 // 'BROWN THUNDER' jump @COP_621 :COP_565 if 00DE: player $PLAYER_CHAR driving_vehicle_type #CHEETAH jf @COP_606 00BA: text_styled 'COP_M2' 6000 ms 5 // 'VICE SQUAD' jump @COP_621 :COP_606 00BA: text_styled 'COP_M' 6000 ms 5 // 'VIGILANTE' :COP_621 wait 0 start_mission 78 // VIGILANTE $322 = 1 // integer values :COP_636 jump @COP_670 :COP_643 if $322 == 1 // integer values jf @COP_670 03E6: remove_text_box $322 = 0 // integer values :COP_670 jump @COP_10 :STADIUM thread 'STADIUM' :STADIUM_10 wait $DEFAULT_WAIT_TIME 00BF: $9 = current_time_hours, $10 = current_time_minutes if $9 > 19 // integer values jf @STADIUM_507 if $ONMISSION == 0 // integer values jf @STADIUM_391 if Player.Defined($PLAYER_CHAR) jf @STADIUM_384 if Player.Controllable($PLAYER_CHAR) jf @STADIUM_384 if $7 == 0 // integer values jf @STADIUM_116 $7 = 1 // integer values :STADIUM_116 if $11 == 1 // integer values jf @STADIUM_161 Object.Angle($ARENA_DOOR_1) = 90.0 Object.Angle($ARENA_DOOR_2) = -90.0 $11 = 0 // integer values :STADIUM_161 if 00F6: player $PLAYER_CHAR 0 -1110.331 1331.096 20.1119 radius 2.0 2.0 2.0 jf @STADIUM_384 $ONMISSION = 1 // integer values 0169: set_fade_color 0 0 0 fade 0 1500 if $8 == 0 // integer values jf @STADIUM_282 $ONMISSION = 1 // integer values 00BA: text_styled 'HOTRNG' 15000 ms 2 // HOTRING gosub @HELP_2932 start_mission 79 // HOTRING :STADIUM_282 if $8 == 1 // integer values jf @STADIUM_333 $ONMISSION = 1 // integer values 00BA: text_styled 'BLODRNG' 15000 ms 2 // BLOODRING gosub @HELP_2932 start_mission 80 // BLOODRING :STADIUM_333 if $8 == 2 // integer values jf @STADIUM_384 $ONMISSION = 1 // integer values 00BA: text_styled 'DIRTRNG' 15000 ms 2 // DIRTRING gosub @HELP_2932 start_mission 81 // DIRTRING :STADIUM_384 jump @STADIUM_500 :STADIUM_391 if $11 == 0 // integer values jf @STADIUM_500 if Player.Defined($PLAYER_CHAR) jf @STADIUM_500 if 8057: not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 jf @STADIUM_500 Object.Angle($ARENA_DOOR_1) = 0.0 Object.Angle($ARENA_DOOR_2) = 0.0 $11 = 1 // integer values :STADIUM_500 jump @STADIUM_835 :STADIUM_507 if $11 == 0 // integer values jf @STADIUM_616 if Player.Defined($PLAYER_CHAR) jf @STADIUM_616 if 8057: not player $PLAYER_CHAR 0 -1118.978 1326.515 19.076 -1108.978 1335.515 23.076 jf @STADIUM_616 Object.Angle($ARENA_DOOR_1) = 0.0 Object.Angle($ARENA_DOOR_2) = 0.0 $11 = 1 // integer values :STADIUM_616 if $7 == 1 // integer values jf @STADIUM_835 $8 += 1 // integer values if $8 == 3 // integer values jf @STADIUM_666 $8 = 0 // integer values :STADIUM_666 if $8 == 0 // integer values jf @STADIUM_720 Object.Destroy($6) $6 = Object.Init(#DTHOTRING_A, -1037.08, 1340.258, 36.552) Object.RemoveFromMissionCleanupList($6) 054D: display_message_at_stadium 0 :STADIUM_720 if $8 == 1 // integer values jf @STADIUM_774 Object.Destroy($6) $6 = Object.Init(#DTBLOODRING_A, -1037.08, 1340.258, 36.552) Object.RemoveFromMissionCleanupList($6) 054D: display_message_at_stadium 1 :STADIUM_774 if $8 == 2 // integer values jf @STADIUM_828 Object.Destroy($6) $6 = Object.Init(#DTDIRTRING_A, -1037.08, 1340.258, 36.552) Object.RemoveFromMissionCleanupList($6) 054D: display_message_at_stadium 2 :STADIUM_828 $7 = 0 // integer values :STADIUM_835 jump @STADIUM_10 :RACES thread 'RACES' :RACES_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @RACES_121 if $ONMISSION == 0 // integer values jf @RACES_121 if Player.Controllable($PLAYER_CHAR) jf @RACES_121 if 00F6: player $PLAYER_CHAR 0 -967.705 -827.3005 5.7702 radius 1.5 2.0 2.0 jf @RACES_121 wait 0 start_mission 82 // Sunshine Autos Races :RACES_121 jump @RACES_10 :ICE1 thread 'ICE1' :ICE1_10 wait $DEFAULT_WAIT_TIME if $337 == 1 // integer values jf @ICE1_35 end_thread :ICE1_35 if Player.Defined($PLAYER_CHAR) jf @ICE1_264 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #MRWHOOP 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $495 $496 $497 radius 2.0 2.0 2.0 jf @ICE1_264 if $ONMISSION == 0 // integer values jf @ICE1_264 if Player.Controllable($PLAYER_CHAR) jf @ICE1_165 00BA: text_styled 'CREAM' 15000 ms 2 // Distribution Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 start_mission 83 // Distribution :ICE1_165 if not Player.Defined($PLAYER_CHAR) jf @ICE1_188 jump @ICE1_10 :ICE1_188 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $495 $496 $497 radius 2.0 2.0 2.0 jf @ICE1_264 wait 0 if not Player.Defined($PLAYER_CHAR) jf @ICE1_257 jump @ICE1_10 :ICE1_257 jump @ICE1_188 :ICE1_264 jump @ICE1_10 :HELI1 thread 'HELI1' :HELI1_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @HELI1_233 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $498 $499 $500 radius 2.0 2.0 2.0 jf @HELI1_233 if $ONMISSION == 0 // integer values jf @HELI1_233 if Player.Controllable($PLAYER_CHAR) jf @HELI1_134 00BA: text_styled 'HELI_1' 15000 ms 5 // Downtown Chopper Checkpoint start_mission 84 // Downtown Chopper Checkpoint :HELI1_134 if not Player.Defined($PLAYER_CHAR) jf @HELI1_157 jump @HELI1_10 :HELI1_157 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $498 $499 $500 radius 2.0 2.0 2.0 jf @HELI1_233 wait 0 if not Player.Defined($PLAYER_CHAR) jf @HELI1_226 jump @HELI1_10 :HELI1_226 jump @HELI1_157 :HELI1_233 jump @HELI1_10 :HELI2 thread 'HELI2' :HELI2_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @HELI2_233 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $501 $502 $503 radius 2.0 2.0 2.0 jf @HELI2_233 if $ONMISSION == 0 // integer values jf @HELI2_233 if Player.Controllable($PLAYER_CHAR) jf @HELI2_134 00BA: text_styled 'HELI_2' 15000 ms 5 // Ocean Beach Chopper Checkpoint start_mission 85 // Ocean Beach Chopper Checkpoint :HELI2_134 if not Player.Defined($PLAYER_CHAR) jf @HELI2_157 jump @HELI2_10 :HELI2_157 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $501 $502 $503 radius 2.0 2.0 2.0 jf @HELI2_233 wait 0 if not Player.Defined($PLAYER_CHAR) jf @HELI2_226 jump @HELI2_10 :HELI2_226 jump @HELI2_157 :HELI2_233 jump @HELI2_10 :HELI3 thread 'HELI3' :HELI3_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @HELI3_233 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $504 $505 $506 radius 2.0 2.0 2.0 jf @HELI3_233 if $ONMISSION == 0 // integer values jf @HELI3_233 if Player.Controllable($PLAYER_CHAR) jf @HELI3_134 00BA: text_styled 'HELI_3' 15000 ms 5 // Vice Point Chopper Checkpoint start_mission 86 // Vice Point Chopper Checkpoint :HELI3_134 if not Player.Defined($PLAYER_CHAR) jf @HELI3_157 jump @HELI3_10 :HELI3_157 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $504 $505 $506 radius 2.0 2.0 2.0 jf @HELI3_233 wait 0 if not Player.Defined($PLAYER_CHAR) jf @HELI3_226 jump @HELI3_10 :HELI3_226 jump @HELI3_157 :HELI3_233 jump @HELI3_10 :HELI4 thread 'HELI4' :HELI4_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @HELI4_233 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #SPARROW 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $507 $508 $509 radius 2.0 2.0 2.0 jf @HELI4_233 if $ONMISSION == 0 // integer values jf @HELI4_233 if Player.Controllable($PLAYER_CHAR) jf @HELI4_134 00BA: text_styled 'HELI_4' 15000 ms 5 // Little Haiti Chopper Checkpoint start_mission 87 // Little Haiti Chopper Checkpoint :HELI4_134 if not Player.Defined($PLAYER_CHAR) jf @HELI4_157 jump @HELI4_10 :HELI4_157 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $507 $508 $509 radius 2.0 2.0 2.0 jf @HELI4_233 wait 0 if not Player.Defined($PLAYER_CHAR) jf @HELI4_226 jump @HELI4_10 :HELI4_226 jump @HELI4_157 :HELI4_233 jump @HELI4_10 :BMXLOOP thread 'BMXLOOP' :BMXLOOP_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @BMXLOOP_264 if $ONMISSION == 0 // integer values jf @BMXLOOP_264 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL jf @BMXLOOP_131 if 8057: not player $PLAYER_CHAR 0 -430.0 1405.0 8.5 -420.0 1415.0 12.5 jf @BMXLOOP_131 $356 = 1 // integer values :BMXLOOP_131 if $356 == 0 // integer values jf @BMXLOOP_225 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @BMXLOOP_187 00BA: text_styled 'BMX_1' 15000 ms 2 // 'Trial by Dirt' start_mission 88 // Trial by Dirt :BMXLOOP_187 if 00DE: player $PLAYER_CHAR driving_vehicle_type #LANDSTAL jf @BMXLOOP_225 00BA: text_styled 'BMX_2' 15000 ms 2 // 'Test Track' start_mission 89 // Test Track :BMXLOOP_225 if Player.Defined($PLAYER_CHAR) jf @BMXLOOP_264 if 80E0: not player $PLAYER_CHAR driving jf @BMXLOOP_264 $356 = 0 // integer values :BMXLOOP_264 jump @BMXLOOP_10 :O4X4_1 thread 'O4X4_1' :O4X4_1_10 wait $DEFAULT_WAIT_TIME if $339 == 0 // integer values jf @O4X4_1_41 $345 = 300 // integer values :O4X4_1_41 if Player.Defined($PLAYER_CHAR) jf @O4X4_1_248 if and $ONMISSION == 0 // integer values 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @O4X4_1_248 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 8057: not player $PLAYER_CHAR 0 504.4 -311.8 12.0 510.4 -305.8 14.0 jf @O4X4_1_151 $342 = 1 // integer values :O4X4_1_151 if 80E0: not player $PLAYER_CHAR driving jf @O4X4_1_174 $342 = 0 // integer values :O4X4_1_174 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 $342 == 0 // integer values jf @O4X4_1_207 $354 = 1 // integer values :O4X4_1_207 if $354 == 1 // integer values jf @O4X4_1_248 00BA: text_styled 'T4X4_1' 15000 ms 2 // 'PCJ Playground' wait 0 start_mission 90 // PCJ Playground :O4X4_1_248 jump @O4X4_1_10 :MULTI thread 'MULTI' :MULTI_10 wait $DEFAULT_WAIT_TIME if $351 == 0 // integer values jf @MULTI_40 $352 = 120 // integer values :MULTI_40 if Player.Defined($PLAYER_CHAR) jf @MULTI_225 if $ONMISSION == 0 // integer values jf @MULTI_225 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION 8057: not player $PLAYER_CHAR 0 125.0 -1155.0 27.0 130.0 -1160.0 33.0 jf @MULTI_137 $353 = 1 // integer values :MULTI_137 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #STALLION $353 == 0 // integer values jf @MULTI_186 00BA: text_styled 'MM_1' 15000 ms 2 // 'CONE CRAZY' wait 0 start_mission 91 // Cone Crazy :MULTI_186 if Player.Defined($PLAYER_CHAR) jf @MULTI_225 if 80E0: not player $PLAYER_CHAR driving jf @MULTI_225 $353 = 0 // integer values :MULTI_225 jump @MULTI_10 :PIZZ thread 'PIZZ' wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @PIZZ_292 if $ONMISSION == 0 // integer values jf @PIZZ_292 if $389 == 0 // integer values jf @PIZZ_292 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 8057: not player $PLAYER_CHAR 0 -894.1 798.7 1.0 -914.1 818.7 21.0 8057: not player $PLAYER_CHAR 0 -1018.7 78.6 1.2 -1038.7 98.6 21.2 8057: not player $PLAYER_CHAR 0 403.8 87.7 0.9 423.8 107.7 20.9 jf @PIZZ_204 $390 = 1 // integer values :PIZZ_204 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY $390 == 0 // integer values jf @PIZZ_253 00BA: text_styled 'PIZ1_A' 15000 ms 2 // PIZZA BOY MISSION wait 0 start_mission 92 // PIZZA BOY :PIZZ_253 if Player.Defined($PLAYER_CHAR) jf @PIZZ_292 if 80E0: not player $PLAYER_CHAR driving jf @PIZZ_292 $390 = 0 // integer values :PIZZ_292 jump @PIZZ :RCHELY1 thread 'RCHELY1' :RCHELY1_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @RCHELY1_192 if $ONMISSION == 0 // integer values jf @RCHELY1_192 if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN jf @RCHELY1_192 if $397 == 0 // integer values jf @RCHELY1_192 if 00E3: player $PLAYER_CHAR 0 -1235.1 -1235.7 radius 4.0 4.0 jf @RCHELY1_192 if 0443: player $PLAYER_CHAR in_a_car jf @RCHELY1_192 Player.CanMove($PLAYER_CHAR) = False wait 100 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'RCH1_11' 15000 ms 2 // RC Raider Pickup gosub @HELP_2932 start_mission 93 // RC Raider Pickup :RCHELY1_192 if Player.Defined($PLAYER_CHAR) jf @RCHELY1_234 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN jf @RCHELY1_234 $397 = 0 // integer values :RCHELY1_234 jump @RCHELY1_10 :RC_RACE thread 'RC_RACE' :RC_RACE_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @RC_RACE_192 if $ONMISSION == 0 // integer values jf @RC_RACE_192 if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN jf @RC_RACE_192 if $399 == 0 // integer values jf @RC_RACE_192 if 00E3: player $PLAYER_CHAR 0 718.465 701.3998 radius 3.0 3.0 jf @RC_RACE_192 if 0443: player $PLAYER_CHAR in_a_car jf @RC_RACE_192 Player.CanMove($PLAYER_CHAR) = False wait 100 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'RCR1_5' 15000 ms 2 // RC Bandit Race gosub @HELP_2932 start_mission 94 // RC Bandit Race :RC_RACE_192 if Player.Defined($PLAYER_CHAR) jf @RC_RACE_234 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN jf @RC_RACE_234 $399 = 0 // integer values :RC_RACE_234 jump @RC_RACE_10 :RC_PLNE thread 'RC_PLNE' :RC_PLNE_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @RC_PLNE_202 if $ONMISSION == 0 // integer values jf @RC_PLNE_202 if 00DE: player $PLAYER_CHAR driving_vehicle_type #TOPFUN jf @RC_PLNE_202 if $400 == 0 // integer values jf @RC_PLNE_202 if 00F5: player $PLAYER_CHAR 0 307.917 1254.622 27.595 radius 4.0 4.0 4.0 jf @RC_PLNE_202 if 0443: player $PLAYER_CHAR in_a_car jf @RC_PLNE_202 Player.CanMove($PLAYER_CHAR) = False wait 100 0169: set_fade_color 0 0 0 fade 0 1500 00BA: text_styled 'RCPL1_7' 15000 ms 2 // RC Baron Race gosub @HELP_2932 start_mission 95 // RC Baron Race :RC_PLNE_202 if Player.Defined($PLAYER_CHAR) jf @RC_PLNE_244 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #TOPFUN jf @RC_PLNE_244 $400 = 0 // integer values :RC_PLNE_244 jump @RC_PLNE_10 :COKRUN thread 'COKRUN' :COKRUN_10 wait $DEFAULT_WAIT_TIME if Player.Defined($PLAYER_CHAR) jf @COKRUN_345 if $ONMISSION == 0 // integer values jf @COKRUN_345 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #SQUALO 00DE: player $PLAYER_CHAR driving_vehicle_type #JETMAX jf @COKRUN_131 if 80F5: not player $PLAYER_CHAR 0 -585.8 -1506.8 5.0 radius 14.0 14.0 4.0 jf @COKRUN_131 $81 = 1 // integer values :COKRUN_131 if $81 == 0 // integer values jf @COKRUN_224 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #SQUALO 00DE: player $PLAYER_CHAR driving_vehicle_type #JETMAX jf @COKRUN_224 0169: set_fade_color 0 0 0 fade 0 1000 00BA: text_styled 'BOAT_N' 15000 ms 2 // Checkpoint Charlie Player.CanMove($PLAYER_CHAR) = False gosub @HELP_2932 start_mission 96 // Checkpoint Charlie :COKRUN_224 if Player.Defined($PLAYER_CHAR) jf @COKRUN_263 if 80E0: not player $PLAYER_CHAR driving jf @COKRUN_263 $81 = 0 // integer values :COKRUN_263 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -585.8 -1506.8 5.0 radius 14.0 14.0 4.0 jf @COKRUN_345 wait 0 if not Player.Defined($PLAYER_CHAR) jf @COKRUN_338 jump @COKRUN_10 :COKRUN_338 jump @COKRUN_263 :COKRUN_345 jump @COKRUN_10 :PSAVE1 thread 'PSAVE1' :PSAVE1_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE1_563 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @PSAVE1_563 if Player.Controllable($PLAYER_CHAR) jf @PSAVE1_563 if $ONMISSION == 0 // integer values jf @PSAVE1_533 if $444 == 0 // integer values jf @PSAVE1_138 $443 = Pickup.Create(#PICKUPSAVE, 3, 219.3, -1273.5, 11.5) $444 = 1 // integer values :PSAVE1_138 if Pickup.Picked_up($443) jf @PSAVE1_526 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE1_491 Pickup.Destroy($443) $443 = Pickup.Create(#PICKUPSAVE, 3, 219.3, -1273.5, 11.5) fade 1 1000 if $222 == 0 // integer values jf @PSAVE1_433 0395: clear_area 1 at 220.3 -1275.5 range 11.0 1.0 0055: put_player $PLAYER_CHAR at 220.3 -1275.5 11.0 0171: set_player $PLAYER_CHAR z_angle_to 121.0 Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0) Camera.PointAt(222.563, -1278.279, 13.565, 2) 03E5: text_box 'HELP19' // Walk into the ~q~pink marker ~w~to continue. 16@ = 0 // integer values :PSAVE1_353 if not 16@ > 2000 // integer values jf @PSAVE1_426 wait 0 if 16@ > 500 // integer values jf @PSAVE1_419 if 00E1: player 0 pressed_button 16 jf @PSAVE1_419 jump @PSAVE1_426 :PSAVE1_419 jump @PSAVE1_353 :PSAVE1_426 jump @PSAVE1_487 :PSAVE1_433 0395: clear_area 1 at 223.1 -1276.7 range 11.0 1.0 0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0 0171: set_player $PLAYER_CHAR z_angle_to 258.0 :PSAVE1_487 Camera.Restore_WithJumpCut Camera.SetBehindPlayer :PSAVE1_491 wait 500 if Player.Defined($PLAYER_CHAR) jf @PSAVE1_526 Player.CanMove($PLAYER_CHAR) = True $ONMISSION = 0 // integer values :PSAVE1_526 jump @PSAVE1_563 :PSAVE1_533 if $444 == 1 // integer values jf @PSAVE1_563 Pickup.Destroy($443) $444 = 0 // integer values :PSAVE1_563 jump @PSAVE1_10 :PSAVE2 thread 'PSAVE2' :PSAVE2_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE2_311 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @PSAVE2_311 if Player.Controllable($PLAYER_CHAR) jf @PSAVE2_311 if $ONMISSION == 0 // integer values jf @PSAVE2_281 if $21 == 0 // integer values jf @PSAVE2_138 $20 = Pickup.Create(#PICKUPSAVE, 3, -378.3, -597.2, 25.8) $21 = 1 // integer values :PSAVE2_138 if Pickup.Picked_up($20) jf @PSAVE2_274 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE2_267 Pickup.Destroy($20) $20 = Pickup.Create(#PICKUPSAVE, 3, -378.3, -597.2, 25.8) fade 1 1000 0395: clear_area 1 at -378.3 -592.3 range 25.3 1.0 0055: put_player $PLAYER_CHAR at -378.5 -589.1 24.6 0171: set_player $PLAYER_CHAR z_angle_to 0.0 :PSAVE2_267 gosub @HELP_4210 :PSAVE2_274 jump @PSAVE2_311 :PSAVE2_281 if $21 == 1 // integer values jf @PSAVE2_311 Pickup.Destroy($20) $21 = 0 // integer values :PSAVE2_311 jump @PSAVE2_10 :PSAVE3 thread 'PSAVE3' :PSAVE3_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE3_311 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @PSAVE3_311 if Player.Controllable($PLAYER_CHAR) jf @PSAVE3_311 if $ONMISSION == 0 // integer values jf @PSAVE3_281 if $67 == 0 // integer values jf @PSAVE3_138 $68 = Pickup.Create(#PICKUPSAVE, 3, -1033.8, -846.9, 13.0) $67 = 1 // integer values :PSAVE3_138 if Pickup.Picked_up($68) jf @PSAVE3_274 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE3_267 Pickup.Destroy($68) $68 = Pickup.Create(#PICKUPSAVE, 3, -1033.8, -846.9, 13.0) fade 1 1000 0395: clear_area 1 at -1028.3 -851.9 range 12.3 1.0 0055: put_player $PLAYER_CHAR at -1028.3 -851.9 12.3 0171: set_player $PLAYER_CHAR z_angle_to 226.0 :PSAVE3_267 gosub @HELP_4210 :PSAVE3_274 jump @PSAVE3_311 :PSAVE3_281 if $67 == 1 // integer values jf @PSAVE3_311 Pickup.Destroy($68) $67 = 0 // integer values :PSAVE3_311 jump @PSAVE3_10 :PSAVE4 thread 'PSAVE4' :PSAVE4_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE4_311 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @PSAVE4_311 if Player.Controllable($PLAYER_CHAR) jf @PSAVE4_311 if $ONMISSION == 0 // integer values jf @PSAVE4_281 if $27 == 0 // integer values jf @PSAVE4_138 $70 = Pickup.Create(#PICKUPSAVE, 3, -992.7, 193.4, 11.4) $27 = 1 // integer values :PSAVE4_138 if Pickup.Picked_up($70) jf @PSAVE4_274 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE4_267 Pickup.Destroy($70) $70 = Pickup.Create(#PICKUPSAVE, 3, -992.7, 193.4, 11.4) fade 1 1000 0395: clear_area 1 at -996.5 194.1 range 10.6 1.0 0055: put_player $PLAYER_CHAR at -996.5 194.1 10.6 0171: set_player $PLAYER_CHAR z_angle_to 80.0 :PSAVE4_267 gosub @HELP_4210 :PSAVE4_274 jump @PSAVE4_311 :PSAVE4_281 if $27 == 1 // integer values jf @PSAVE4_311 Pickup.Destroy($70) $27 = 0 // integer values :PSAVE4_311 jump @PSAVE4_10 :PSAVE5 thread 'PSAVE5' :PSAVE5_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE5_299 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @PSAVE5_299 if Player.Controllable($PLAYER_CHAR) jf @PSAVE5_299 if $ONMISSION == 0 // integer values jf @PSAVE5_269 if $37 == 0 // integer values jf @PSAVE5_132 $615 = Pickup.Create(#PICKUPSAVE, 3, $570, $571, $572) $37 = 1 // integer values :PSAVE5_132 if Pickup.Picked_up($615) jf @PSAVE5_262 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE5_255 Pickup.Destroy($615) $615 = Pickup.Create(#PICKUPSAVE, 3, $570, $571, $572) fade 1 1000 0395: clear_area 1 at 100.9297 -1470.622 range 9.3871 1.0 0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871 0171: set_player $PLAYER_CHAR z_angle_to 218.0275 :PSAVE5_255 gosub @HELP_4210 :PSAVE5_262 jump @PSAVE5_299 :PSAVE5_269 if $37 == 1 // integer values jf @PSAVE5_299 Pickup.Destroy($615) $37 = 0 // integer values :PSAVE5_299 jump @PSAVE5_10 :PSAVE6 thread 'PSAVE6' :PSAVE6_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE6_311 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport jf @PSAVE6_311 if Player.Controllable($PLAYER_CHAR) jf @PSAVE6_311 if $ONMISSION == 0 // integer values jf @PSAVE6_281 if $49 == 0 // integer values jf @PSAVE6_138 $680 = Pickup.Create(#PICKUPSAVE, 3, -664.1, -1476.3, 13.8) $49 = 1 // integer values :PSAVE6_138 if Pickup.Picked_up($680) jf @PSAVE6_274 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE6_267 Pickup.Destroy($680) $680 = Pickup.Create(#PICKUPSAVE, 3, -664.1, -1476.3, 13.8) fade 1 1000 0395: clear_area 1 at -660.0 -1477.8 range 13.0 1.0 0055: put_player $PLAYER_CHAR at -660.0 -1477.8 13.0 0171: set_player $PLAYER_CHAR z_angle_to 248.0 :PSAVE6_267 gosub @HELP_4210 :PSAVE6_274 jump @PSAVE6_311 :PSAVE6_281 if $49 == 1 // integer values jf @PSAVE6_311 Pickup.Destroy($680) $49 = 0 // integer values :PSAVE6_311 jump @PSAVE6_10 :PSAVE7 thread 'PSAVE7' :PSAVE7_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE7_311 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @PSAVE7_311 if Player.Controllable($PLAYER_CHAR) jf @PSAVE7_311 if $ONMISSION == 0 // integer values jf @PSAVE7_281 if $50 == 0 // integer values jf @PSAVE7_138 $ICE_CREAM_FACTORY_ASSET = Pickup.Create(#PICKUPSAVE, 3, -878.5, -575.1, 11.2) $50 = 1 // integer values :PSAVE7_138 if Pickup.Picked_up($ICE_CREAM_FACTORY_ASSET) jf @PSAVE7_274 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE7_267 Pickup.Destroy($ICE_CREAM_FACTORY_ASSET) $ICE_CREAM_FACTORY_ASSET = Pickup.Create(#PICKUPSAVE, 3, -878.5, -575.1, 11.2) fade 1 1000 0395: clear_area 1 at -872.0 -573.4 range 10.4 1.0 0055: put_player $PLAYER_CHAR at -872.0 -573.4 10.4 0171: set_player $PLAYER_CHAR z_angle_to 277.0 :PSAVE7_267 gosub @HELP_4210 :PSAVE7_274 jump @PSAVE7_311 :PSAVE7_281 if $50 == 1 // integer values jf @PSAVE7_311 Pickup.Destroy($ICE_CREAM_FACTORY_ASSET) $50 = 0 // integer values :PSAVE7_311 jump @PSAVE7_10 :PSAVE8 thread 'PSAVE8' :PSAVE8_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE8_311 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @PSAVE8_311 if Player.Controllable($PLAYER_CHAR) jf @PSAVE8_311 if $ONMISSION == 0 // integer values jf @PSAVE8_281 if $71 == 0 // integer values jf @PSAVE8_138 $74 = Pickup.Create(#PICKUPSAVE, 3, -1059.6, -282.2, 11.2) $71 = 1 // integer values :PSAVE8_138 if Pickup.Picked_up($74) jf @PSAVE8_274 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE8_267 Pickup.Destroy($74) $74 = Pickup.Create(#PICKUPSAVE, 3, -1059.6, -282.2, 11.2) fade 1 1000 0395: clear_area 1 at -1056.7 -279.7 range 10.6 1.0 0055: put_player $PLAYER_CHAR at -1056.7 -279.7 10.6 0171: set_player $PLAYER_CHAR z_angle_to 273.0 :PSAVE8_267 gosub @HELP_4210 :PSAVE8_274 jump @PSAVE8_311 :PSAVE8_281 if $71 == 1 // integer values jf @PSAVE8_311 Pickup.Destroy($74) $71 = 0 // integer values :PSAVE8_311 jump @PSAVE8_10 :PSAVE9 thread 'PSAVE9' :PSAVE9_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE9_311 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island jf @PSAVE9_311 if Player.Controllable($PLAYER_CHAR) jf @PSAVE9_311 if $ONMISSION == 0 // integer values jf @PSAVE9_281 if $72 == 0 // integer values jf @PSAVE9_138 $75 = Pickup.Create(#PICKUPSAVE, 3, 0.0, 957.9, 11.1) $72 = 1 // integer values :PSAVE9_138 if Pickup.Picked_up($75) jf @PSAVE9_274 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE9_267 Pickup.Destroy($75) $75 = Pickup.Create(#PICKUPSAVE, 3, 0.0, 957.9, 11.1) fade 1 1000 0395: clear_area 1 at 1.4 960.7 range 10.2 1.0 0055: put_player $PLAYER_CHAR at 1.4 960.7 10.2 0171: set_player $PLAYER_CHAR z_angle_to 274.3 :PSAVE9_267 gosub @HELP_4210 :PSAVE9_274 jump @PSAVE9_311 :PSAVE9_281 if $72 == 1 // integer values jf @PSAVE9_311 Pickup.Destroy($75) $72 = 0 // integer values :PSAVE9_311 jump @PSAVE9_10 :PSAVE10 thread 'PSAVE10' :PSAVE10_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @PSAVE10_311 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @PSAVE10_311 if Player.Controllable($PLAYER_CHAR) jf @PSAVE10_311 if $ONMISSION == 0 // integer values jf @PSAVE10_281 if $73 == 0 // integer values jf @PSAVE10_138 $76 = Pickup.Create(#PICKUPSAVE, 3, 499.5, -66.9, 11.4) $73 = 1 // integer values :PSAVE10_138 if Pickup.Picked_up($76) jf @PSAVE10_274 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @PSAVE10_267 Pickup.Destroy($76) $76 = Pickup.Create(#PICKUPSAVE, 3, 499.5, -66.9, 11.4) fade 1 1000 0395: clear_area 1 at 492.0 -80.6 range 10.7 0.5 0055: put_player $PLAYER_CHAR at 492.0 -80.6 10.7 0171: set_player $PLAYER_CHAR z_angle_to 224.5 :PSAVE10_267 gosub @HELP_4210 :PSAVE10_274 jump @PSAVE10_311 :PSAVE10_281 if $73 == 1 // integer values jf @PSAVE10_311 Pickup.Destroy($76) $73 = 0 // integer values :PSAVE10_311 jump @PSAVE10_10 :SAVE1 thread 'SAVE1' :SAVE1_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @SAVE1_299 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @SAVE1_299 if Player.Controllable($PLAYER_CHAR) jf @SAVE1_299 if $ONMISSION == 0 // integer values jf @SAVE1_269 if $36 == 0 // integer values jf @SAVE1_132 $662 = Pickup.Create(#PICKUPSAVE, 3, $573, $574, $575) $36 = 1 // integer values :SAVE1_132 if Pickup.Picked_up($662) jf @SAVE1_262 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @SAVE1_255 Pickup.Destroy($662) $662 = Pickup.Create(#PICKUPSAVE, 3, $573, $574, $575) fade 1 1000 0395: clear_area 1 at 428.4 609.1 range 12.0 1.0 0055: put_player $PLAYER_CHAR at 428.4 609.1 12.0 0171: set_player $PLAYER_CHAR z_angle_to 0.0 :SAVE1_255 gosub @HELP_4210 :SAVE1_262 jump @SAVE1_299 :SAVE1_269 if $36 == 1 // integer values jf @SAVE1_299 Pickup.Destroy($662) $36 = 0 // integer values :SAVE1_299 jump @SAVE1_10 :SAVE2 thread 'SAVE2' :SAVE2_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @SAVE2_299 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @SAVE2_299 if Player.Controllable($PLAYER_CHAR) jf @SAVE2_299 if $ONMISSION == 0 // integer values jf @SAVE2_269 if $22 == 0 // integer values jf @SAVE2_132 $654 = Pickup.Create(#PICKUPSAVE, 3, $585, $586, $587) $22 = 1 // integer values :SAVE2_132 if Pickup.Picked_up($654) jf @SAVE2_262 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @SAVE2_255 Pickup.Destroy($654) $654 = Pickup.Create(#PICKUPSAVE, 3, $585, $586, $587) fade 1 1000 0395: clear_area 1 at 306.5728 376.2928 range 12.1856 1.0 0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856 0171: set_player $PLAYER_CHAR z_angle_to 276.3156 :SAVE2_255 gosub @HELP_4210 :SAVE2_262 jump @SAVE2_299 :SAVE2_269 if $22 == 1 // integer values jf @SAVE2_299 Pickup.Destroy($654) $22 = 0 // integer values :SAVE2_299 jump @SAVE2_10 :SAVE3 thread 'SAVE3' :SAVE3_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @SAVE3_299 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @SAVE3_299 if Player.Controllable($PLAYER_CHAR) jf @SAVE3_299 if $ONMISSION == 0 // integer values jf @SAVE3_269 if $15 == 0 // integer values jf @SAVE3_132 $666 = Pickup.Create(#PICKUPSAVE, 3, $588, $589, $590) $15 = 1 // integer values :SAVE3_132 if Pickup.Picked_up($666) jf @SAVE3_262 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @SAVE3_255 Pickup.Destroy($666) $666 = Pickup.Create(#PICKUPSAVE, 3, $588, $589, $590) fade 1 1000 0395: clear_area 1 at -833.811 1304.07 range 10.5131 1.0 0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131 0171: set_player $PLAYER_CHAR z_angle_to 200.4458 :SAVE3_255 gosub @HELP_4210 :SAVE3_262 jump @SAVE3_299 :SAVE3_269 if $15 == 1 // integer values jf @SAVE3_299 Pickup.Destroy($666) $15 = 0 // integer values :SAVE3_299 jump @SAVE3_10 :SAVE4 thread 'SAVE4' :SAVE4_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @SAVE4_299 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach jf @SAVE4_299 if Player.Controllable($PLAYER_CHAR) jf @SAVE4_299 if $ONMISSION == 0 // integer values jf @SAVE4_269 if $32 == 0 // integer values jf @SAVE4_132 $651 = Pickup.Create(#PICKUPSAVE, 3, $594, $595, $596) $32 = 1 // integer values :SAVE4_132 if Pickup.Picked_up($651) jf @SAVE4_262 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @SAVE4_255 Pickup.Destroy($651) $651 = Pickup.Create(#PICKUPSAVE, 3, $594, $595, $596) fade 1 1000 0395: clear_area 1 at 90.781 -806.1213 range 10.3349 1.0 0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349 0171: set_player $PLAYER_CHAR z_angle_to 238.8605 :SAVE4_255 gosub @HELP_4210 :SAVE4_262 jump @SAVE4_299 :SAVE4_269 if $32 == 1 // integer values jf @SAVE4_299 Pickup.Destroy($651) $32 = 0 // integer values :SAVE4_299 jump @SAVE4_10 :SAVE5 thread 'SAVE5' :SAVE5_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @SAVE5_299 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @SAVE5_299 if Player.Controllable($PLAYER_CHAR) jf @SAVE5_299 if $ONMISSION == 0 // integer values jf @SAVE5_269 if $16 == 0 // integer values jf @SAVE5_132 $658 = Pickup.Create(#PICKUPSAVE, 3, $591, $592, $593) $16 = 1 // integer values :SAVE5_132 if Pickup.Picked_up($658) jf @SAVE5_262 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @SAVE5_255 Pickup.Destroy($658) $658 = Pickup.Create(#PICKUPSAVE, 3, $591, $592, $593) fade 1 1000 0395: clear_area 1 at 14.4571 -1498.594 range 12.1974 1.0 0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974 0171: set_player $PLAYER_CHAR z_angle_to 353.8286 :SAVE5_255 gosub @HELP_4210 :SAVE5_262 jump @SAVE5_299 :SAVE5_269 if $16 == 1 // integer values jf @SAVE5_299 Pickup.Destroy($658) $16 = 0 // integer values :SAVE5_299 jump @SAVE5_10 :SAVE6 thread 'SAVE6' :SAVE6_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @SAVE6_299 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @SAVE6_299 if Player.Controllable($PLAYER_CHAR) jf @SAVE6_299 if $ONMISSION == 0 // integer values jf @SAVE6_269 if $69 == 0 // integer values jf @SAVE6_132 $648 = Pickup.Create(#PICKUPSAVE, 3, $597, $598, $599) $69 = 1 // integer values :SAVE6_132 if Pickup.Picked_up($648) jf @SAVE6_262 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @SAVE6_255 Pickup.Destroy($648) $648 = Pickup.Create(#PICKUPSAVE, 3, $597, $598, $599) fade 1 1000 0395: clear_area 1 at 529.6626 1272.155 range 16.822 1.0 0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822 0171: set_player $PLAYER_CHAR z_angle_to 131.5277 :SAVE6_255 gosub @HELP_4210 :SAVE6_262 jump @SAVE6_299 :SAVE6_269 if $69 == 1 // integer values jf @SAVE6_299 Pickup.Destroy($648) $69 = 0 // integer values :SAVE6_299 jump @SAVE6_10 :SAVE7 thread 'SAVE7' :SAVE7_10 wait 250 if Player.Defined($PLAYER_CHAR) jf @SAVE7_327 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @SAVE7_327 if Player.Defined($PLAYER_CHAR) jf @SAVE7_327 if Player.Controllable($PLAYER_CHAR) jf @SAVE7_327 if $ONMISSION == 0 // integer values jf @SAVE7_297 if $60 == 0 // integer values jf @SAVE7_154 $645 = Pickup.Create(#PICKUPSAVE, 3, -562.8, 699.7, 20.6) $60 = 1 // integer values :SAVE7_154 if Pickup.Picked_up($645) jf @SAVE7_290 gosub @HELP_4118 if Player.Defined($PLAYER_CHAR) jf @SAVE7_283 Pickup.Destroy($645) $645 = Pickup.Create(#PICKUPSAVE, 3, -562.8, 699.7, 20.6) fade 1 1000 0395: clear_area 1 at -559.9 705.4 range 19.8 1.0 0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8 0171: set_player $PLAYER_CHAR z_angle_to 243.0 :SAVE7_283 gosub @HELP_4210 :SAVE7_290 jump @SAVE7_327 :SAVE7_297 if $60 == 1 // integer values jf @SAVE7_327 Pickup.Destroy($645) $60 = 0 // integer values :SAVE7_327 jump @SAVE7_10 :HELP thread 'HELP' :HELP_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @HELP_2876 if $220 == 1 // integer values jf @HELP_2876 if $45 == 0 // integer values jf @HELP_195 wait 500 0293: $18 = get_controller_mode if $18 == 2 // integer values jf @HELP_111 03E5: text_box 'HELP26' // Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle. jump @HELP_121 :HELP_111 03E5: text_box 'HELP21' // Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to enter or exit a vehicle. :HELP_121 wait 5000 03E5: text_box 'HELP42' // Follow the ~q~pink blip~w~ to find the hotel. 0189: $66 = unknown_create_checkpoint_at 240.4 -1280.2 10.0 03E7: flash_hud 8 wait 3000 03E7: flash_hud -1 17@ = 0 // integer values wait 3000 $45 = 1 // integer values jump @HELP_942 :HELP_195 if $82 == 0 // integer values jf @HELP_283 if 00F5: player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 25.0 25.0 5.0 jf @HELP_283 03E5: text_box 'HELP44' // Stop in the ~q~pink marker. wait 3000 $82 = 1 // integer values :HELP_283 if Player.Defined($PLAYER_CHAR) jf @HELP_942 if $25 == 0 // integer values jf @HELP_625 if 00E0: player $PLAYER_CHAR driving jf @HELP_618 wait 1000 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @HELP_378 03E5: text_box 'HELP4_D' // Push the right analog stick up to ~h~accelerate. jump @HELP_388 :HELP_378 03E5: text_box 'HELP4_A' // Press the ~h~~k~~VEHICLE_ACCELERATE~ ~w~button to accelerate. :HELP_388 wait 4000 0293: $18 = get_controller_mode if or $18 == 1 // integer values $18 == 3 // integer values jf @HELP_440 03E5: text_box 'HELP36' // Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle. jump @HELP_450 :HELP_440 03E5: text_box 'HELP35' // Press the ~h~~k~~GO_LEFT~~w~, and the ~h~~k~~GO_RIGHT~~w~, to steer the vehicle. :HELP_450 wait 4000 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @HELP_495 03E5: text_box 'HELP5_D' // Pull the right analog stick back to brake, or to reverse if the vehicle has stopped. jump @HELP_505 :HELP_495 03E5: text_box 'HELP5_A' // Press the ~h~~k~~VEHICLE_BRAKE~ ~w~button to brake, or to reverse if the vehicle has stopped. :HELP_505 wait 4000 0293: $18 = get_controller_mode if or $18 == 0 // integer values $18 == 1 // integer values jf @HELP_550 03E5: text_box 'HELP6_A' // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake. :HELP_550 if $18 == 2 // integer values jf @HELP_578 03E5: text_box 'HELP6_C' // Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to apply the vehicle's handbrake. :HELP_578 if $18 == 3 // integer values jf @HELP_606 03E5: text_box 'HELP6_D' // Press the~h~ ~k~~VEHICLE_HANDBRAKE~ button ~w~to apply the vehicle's ~h~handbrake. :HELP_606 wait 4000 $25 = 1 // integer values :HELP_618 jump @HELP_942 :HELP_625 if $85 == 1 // integer values jf @HELP_942 if Player.Defined($PLAYER_CHAR) jf @HELP_942 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @HELP_766 if $48 == 0 // integer values jf @HELP_766 wait 2000 if Player.Defined($PLAYER_CHAR) jf @HELP_759 if $18 == 0 // integer values jf @HELP_749 03E5: text_box 'HELP27' // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike. jump @HELP_759 :HELP_749 03E5: text_box 'HELP28' // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ button and the ~h~~k~~VEHICLE_TURRETDOWN~~w~ button, to shift your weight on a bike. :HELP_759 $48 = 1 // integer values :HELP_766 if Player.Defined($PLAYER_CHAR) jf @HELP_942 if 00E0: player $PLAYER_CHAR driving jf @HELP_942 if $47 == 0 // integer values jf @HELP_942 if or 02D7: player $PLAYER_CHAR currentweapon == 22 02D7: player $PLAYER_CHAR currentweapon == 23 02D7: player $PLAYER_CHAR currentweapon == 24 02D7: player $PLAYER_CHAR currentweapon == 25 jf @HELP_942 03E5: text_box 'HELP31' // To do a drive-by, first look left or right using the ~h~~k~~VEHICLE_LOOKLEFT~~w~ or the ~h~~k~~VEHICLE_LOOKRIGHT~. wait 5000 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @HELP_910 03E5: text_box 'HELP33' // Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button. jump @HELP_920 :HELP_910 03E5: text_box 'HELP32' // Then fire using the ~h~~k~~PED_FIREWEAPON~ ~w~button. :HELP_920 wait 5000 03E5: text_box 'HELP34' // You must have a sub machine gun to perform a drive-by. $47 = 1 // integer values :HELP_942 if Player.Defined($PLAYER_CHAR) jf @HELP_1228 if $44 == 0 // integer values jf @HELP_1228 if $17 == 0 // integer values jf @HELP_1228 if or 00FA: player $PLAYER_CHAR stopped 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0 00F6: player $PLAYER_CHAR 0 240.4 -1280.2 10.0 radius 4.0 4.0 3.0 jf @HELP_1228 Player.CanMove($PLAYER_CHAR) = False Camera.SetPosition(264.334, -1311.16, 10.297, 0.0, 0.0, 0.0) Camera.PointAt(263.577, -1310.574, 10.589, 2) wait 1000 03E5: text_box 'HELP16' // Walk through the front door of the ~h~Ocean View~w~ Hotel to enter the building. wait 3000 if Player.Defined($PLAYER_CHAR) jf @HELP_1180 Player.CanMove($PLAYER_CHAR) = True :HELP_1180 Camera.Restore_WithJumpCut Camera.SetBehindPlayer Marker.Disable($66) if $222 == 0 // integer values jf @HELP_1221 0189: $66 = unknown_create_checkpoint_at $453 $454 $455 :HELP_1221 $17 = 1 // integer values :HELP_1228 if $44 == 0 // integer values jf @HELP_1822 if $ONMISSION == 0 // integer values jf @HELP_1822 if $1088 == 1 // integer values jf @HELP_1822 if Player.Defined($PLAYER_CHAR) jf @HELP_1822 if 00F5: player $PLAYER_CHAR 0 225.0 -1277.3 11.5 radius 2.5 2.5 3.0 jf @HELP_1822 Marker.Disable($66) if $222 == 0 // integer values jf @HELP_1383 0189: $66 = unknown_create_checkpoint_at $453 $454 $455 :HELP_1383 Player.CanMove($PLAYER_CHAR) = False Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0) Camera.PointAt(222.578, -1277.013, 13.565, 2) 03E5: text_box 'S_PROMP' // When not on a mission you can save your progress by collecting the ~h~cassette tape pickup. 16@ = 0 // integer values :HELP_1458 if not 16@ > 1000 // integer values jf @HELP_1511 wait 0 if Player.Defined($PLAYER_CHAR) jf @HELP_1504 Player.CanMove($PLAYER_CHAR) = False :HELP_1504 jump @HELP_1458 :HELP_1511 16@ = 0 // integer values :HELP_1518 if not 16@ > 2000 // integer values jf @HELP_1595 wait 0 if Player.Defined($PLAYER_CHAR) jf @HELP_1564 Player.CanMove($PLAYER_CHAR) = False :HELP_1564 if 00E1: player 0 pressed_button 16 jf @HELP_1588 jump @HELP_1788 :HELP_1588 jump @HELP_1518 :HELP_1595 0460: set_camera_pointing_time 0.0 1500 Camera.SetPosition(223.301, -1277.655, 13.822, 0.0, 0.0, 0.0) Camera.PointAt(222.563, -1278.279, 13.565, 1) 16@ = 0 // integer values :HELP_1663 if not 16@ > 1500 // integer values jf @HELP_1717 wait 0 if 00E1: player 0 pressed_button 16 jf @HELP_1710 jump @HELP_1788 :HELP_1710 jump @HELP_1663 :HELP_1717 03E5: text_box 'HELP19' // Walk into the ~q~pink marker ~w~to continue. 16@ = 0 // integer values :HELP_1734 if not 16@ > 4000 // integer values jf @HELP_1788 wait 0 if 00E1: player 0 pressed_button 16 jf @HELP_1781 jump @HELP_1788 :HELP_1781 jump @HELP_1734 :HELP_1788 if Player.Defined($PLAYER_CHAR) jf @HELP_1811 Player.CanMove($PLAYER_CHAR) = True :HELP_1811 Camera.Restore_WithJumpCut Camera.SetBehindPlayer $44 = 1 // integer values :HELP_1822 if $222 == 1 // integer values jf @HELP_1970 if $46 == 0 // integer values jf @HELP_1970 02A7: $221 = create_icon_marker_and_sphere 19 at 219.8 -1273.5 11.0 018B: show_on_radar $221 2 if Player.Defined($PLAYER_CHAR) jf @HELP_1910 Player.CanMove($PLAYER_CHAR) = False :HELP_1910 gosub @HELP_2932 if Player.Defined($PLAYER_CHAR) jf @HELP_1940 Player.CanMove($PLAYER_CHAR) = True :HELP_1940 03E5: text_box 'HELP14' // To find the Lawyer's office, follow the ~h~L blip~w~ on the radar 03E7: flash_hud 8 wait 2000 03E7: flash_hud -1 $46 = 1 // integer values :HELP_1970 if $46 == 1 // integer values jf @HELP_2086 if $25 == 1 // integer values jf @HELP_2086 if $86 == 0 // integer values jf @HELP_2086 wait 4000 0293: $18 = get_controller_mode if $18 == 1 // integer values jf @HELP_2069 03E5: text_box 'HELP57' // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes. jump @HELP_2079 :HELP_2069 03E5: text_box 'HELP56' // Press the ~h~~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~~w~ button to change camera modes. :HELP_2079 $86 = 1 // integer values :HELP_2086 if and $47 == 1 // integer values $48 == 1 // integer values $46 == 1 // integer values $86 == 1 // integer values $105 == 1 // integer values $104 == 1 // integer values jf @HELP_2179 if $103 == 1 // integer values jf @HELP_2179 Pickup.Destroy($670) Pickup.Destroy($671) Pickup.Destroy($672) Pickup.Destroy($673) end_thread :HELP_2179 if $PASSED_COK2_PHNOM_PENH_86 == 1 // integer values jf @HELP_2234 Pickup.Destroy($670) Pickup.Destroy($671) Pickup.Destroy($672) Pickup.Destroy($673) wait 3000 03E5: text_box 'BRID_OP' // Storm warning over, all bridges to the mainland are now open. end_thread :HELP_2234 if $103 == 0 // integer values jf @HELP_2346 if or Pickup.Picked_up($670) Pickup.Picked_up($671) jf @HELP_2346 if Player.Defined($PLAYER_CHAR) jf @HELP_2346 Pickup.Destroy($670) Pickup.Destroy($671) 03E5: text_box 'HEAL_B' // When you are ~h~'wasted'~w~ you are returned to the nearest hospital. wait 5000 03E5: text_box 'HEAL_C' // You will lose your weapons and the doctors will take some cash for patching you up. wait 5000 03E5: text_box 'HEAL_E' // You will find ways of healing or protecting yourself the more you play the game. $103 = 1 // integer values :HELP_2346 if $104 == 0 // integer values jf @HELP_2503 if or Pickup.Picked_up($672) Pickup.Picked_up($673) jf @HELP_2503 if Player.Defined($PLAYER_CHAR) jf @HELP_2503 Pickup.Destroy($672) Pickup.Destroy($673) 03E5: text_box 'WANT_G' // When you are ~h~'busted'~w~ you are returned to the nearest police station. wait 5000 03E5: text_box 'WANT_H' // The cops will take all your weapons and some of your cash as a bribe. wait 5000 03E5: text_box 'WANT_I' // Any mission you were on will be failed. wait 5000 03E5: text_box 'WANT_A' // You will only be arrested if you have a ~h~wanted level. wait 5000 03E5: text_box 'WANT_B' // Your ~h~wanted level~w~ is represented by the row of stars in the top right of the screen. wait 5000 03E5: text_box 'WANT_F' // As your ~h~wanted level~w~ increases you will attract more powerful forms of law enforcement. $104 = 1 // integer values :HELP_2503 if $105 == 0 // integer values jf @HELP_2718 if or Pickup.Picked_up($110) Pickup.Picked_up($111) Pickup.Picked_up($112) Pickup.Picked_up($113) Pickup.Picked_up($114) Pickup.Picked_up($115) jf @HELP_2595 if Player.Defined($PLAYER_CHAR) jf @HELP_2595 03E5: text_box 'BRIBE1' // You have just picked up a police bribe, this will reduce your wanted level by one star. $105 = 1 // integer values :HELP_2595 if Pickup.Picked_up($116) jf @HELP_2644 if Player.Defined($PLAYER_CHAR) jf @HELP_2644 03E5: text_box 'BRIBE1' // You have just picked up a police bribe, this will reduce your wanted level by one star. $105 = 1 // integer values :HELP_2644 if or Pickup.Picked_up($117) Pickup.Picked_up($118) Pickup.Picked_up($119) Pickup.Picked_up($120) Pickup.Picked_up($121) Pickup.Picked_up($122) jf @HELP_2718 if Player.Defined($PLAYER_CHAR) jf @HELP_2718 03E5: text_box 'BRIBE1' // You have just picked up a police bribe, this will reduce your wanted level by one star. $105 = 1 // integer values :HELP_2718 if $106 == 0 // integer values jf @HELP_2787 if 057B: wanted_level_suspended jf @HELP_2787 wait 5000 if Player.Defined($PLAYER_CHAR) jf @HELP_2787 03E5: text_box 'WANT_L' // Your wanted level has been suspended, if you commit a crime whilst the stars are flashing your full wanted level will be reinstated. $106 = 1 // integer values :HELP_2787 if $25 == 1 // integer values jf @HELP_2876 if $85 == 0 // integer values jf @HELP_2876 if Player.Defined($PLAYER_CHAR) jf @HELP_2876 if 00E0: player $PLAYER_CHAR driving jf @HELP_2876 057D: play_bridge_status_mp3 0 03E5: text_box 'BRID_CL' // Storm warning: All bridges to the mainland are closed. $85 = 1 // integer values :HELP_2876 jump @HELP_10 :HELP_2883 if Player.Defined($PLAYER_CHAR) jf @HELP_2930 $ONMISSION = 1 // integer values Player.MakeSafe($PLAYER_CHAR) 0169: set_fade_color 0 0 0 fade 0 1500 03AF: set_streaming 0 :HELP_2930 return :HELP_2932 if fading jf @HELP_2956 wait 0 jump @HELP_2932 :HELP_2956 if Player.Defined($PLAYER_CHAR) jf @HELP_2977 011C: actor $PLAYER_ACTOR clear_objective :HELP_2977 return :HELP_2979 if Player.Defined($PLAYER_CHAR) jf @HELP_3126 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(91.925, -818.489, 20.0, 0.0, 0.0, 0.0) Camera.PointAt(92.866, -818.736, 19.769, 2) 0395: clear_area 1 at 119.2 -826.9 range 10.0 1.0 0055: put_player $PLAYER_CHAR at 119.4 -827.2 9.7 0171: set_player $PLAYER_CHAR z_angle_to 230.0 0211: actor $PLAYER_ACTOR walk_to 123.3 -829.9 :HELP_3126 wait 1000 return :HELP_3133 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(-381.923, -473.339, 48.904, 0.0, 0.0, 0.0) Camera.PointAt(-381.898, -474.247, 48.486, 2) wait 1000 return :HELP_3202 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(-229.438, -1364.204, 12.607, 0.0, 0.0, 0.0) Camera.PointAt(-230.424, -1364.068, 12.511, 2) 0211: actor $PLAYER_ACTOR walk_to -251.9 -1360.8 wait 1000 return :HELP_3286 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(-52.624, 939.244, 10.011, 0.0, 0.0, 0.0) Camera.PointAt(-53.538, 938.966, 10.306, 2) 0211: actor $PLAYER_ACTOR walk_to -76.3 931.3 wait 1000 return :HELP_3370 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(499.781, -106.921, 12.057, 0.0, 0.0, 0.0) Camera.PointAt(499.357, -106.019, 12.139, 2) Actor.PutAt($PLAYER_ACTOR, 482.2, -69.9, 9.9) wait 1000 return :HELP_3459 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(487.475, -68.248, 11.147, 0.0, 0.0, 0.0) Camera.PointAt(486.5, -68.023, 11.15, 2) Actor.Angle($PLAYER_ACTOR) = 62.0 wait 1000 return :HELP_3538 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(-1094.531, 332.318, 14.799, 0.0, 0.0, 0.0) Camera.PointAt(-1095.238, 332.993, 14.591, 2) 0211: actor $PLAYER_ACTOR walk_to -1102.7 343.4 wait 1000 return :HELP_3622 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(-1039.093, -293.828, 27.81, 0.0, 0.0, 0.0) Camera.PointAt(-1039.811, -293.283, 27.377, 2) 0211: actor $PLAYER_ACTOR walk_to -1070.6 -278.9 wait 1000 return :HELP_3706 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(-609.208, 660.793, 14.52, 0.0, 0.0, 0.0) Camera.PointAt(-608.458, 660.156, 14.339, 2) 0211: actor $PLAYER_ACTOR walk_to -597.4 651.6 wait 1000 return :HELP_3790 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(-870.59, 1155.257, 10.356, 0.0, 0.0, 0.0) Camera.PointAt(-871.349, 1155.864, 10.592, 2) 0211: actor $PLAYER_ACTOR walk_to -883.1 1159.2 wait 1000 return :HELP_3874 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(-1179.528, -605.912, 12.22, 0.0, 0.0, 0.0) Camera.PointAt(-1178.774, -606.569, 12.223, 2) Actor.PutAt($PLAYER_ACTOR, -1166.3, -634.4, 10.6) wait 1000 return :HELP_3963 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Camera.SetPosition(-969.554, 139.73, 10.058, 0.0, 0.0, 0.0) Camera.PointAt(-968.921, 140.503, 10.031, 2) 0211: actor $PLAYER_ACTOR walk_to -962.6 146.1 wait 1000 return :HELP_4047 $ONMISSION = 1 // integer values Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-994.919, 210.472, 15.758, 0.0, 0.0, 0.0) Camera.PointAt(-995.722, 210.02, 15.37, 2) return :HELP_4118 $ONMISSION = 1 // integer values Player.CanMove($PLAYER_CHAR) = False 03D8: show_save_screen wait 0 :HELP_4138 if 83D9: not save_done jf @HELP_4162 wait 0 jump @HELP_4138 :HELP_4162 0169: set_fade_color 0 0 0 fade 0 1000 if Player.Defined($PLAYER_CHAR) jf @HELP_4208 0222: set_player $PLAYER_CHAR health_to 200 Player.CanMove($PLAYER_CHAR) = False :HELP_4208 return :HELP_4210 if Player.Defined($PLAYER_CHAR) jf @HELP_4230 Camera.Restore_WithJumpCut Camera.SetBehindPlayer :HELP_4230 wait 500 if Player.Defined($PLAYER_CHAR) jf @HELP_4265 Player.CanMove($PLAYER_CHAR) = True $ONMISSION = 0 // integer values :HELP_4265 return :HJ set_wb_check_to 0 thread 'HJ' $740 = 0 // integer values :HJ_21 wait 0 if not Player.Defined($PLAYER_CHAR) jf @HJ_48 jump @HJ_21 :HJ_48 if 0445: are_car_cheats_used jf @HJ_68 jump @HJ_21 :HJ_68 if 04C9: player $PLAYER_CHAR driving_plane jf @HJ_91 jump @HJ_21 :HJ_91 if 04A8: player $PLAYER_CHAR driving_boat jf @HJ_114 jump @HJ_21 :HJ_114 if 00E0: player $PLAYER_CHAR driving jf @HJ_1591 03C1: $727 = player $PLAYER_CHAR car_no_save 04FC: store_stunt_data $PLAYER_CHAR two_wheels: $768 $772 wheelie: $775 $779 stoppie: $782 $786 if $768 > 0 // integer values jf @HJ_355 $768 /= 1000 // integer values 008C: $769 = float_to_integer $772 008D: $773 = integer_to_float $769 0086: $763 = $772 // floating-point values only 0061: $763 -= $773 // floating-point values $763 *= 100.0 // floating-point values 008C: $770 = float_to_integer $763 0084: $726 = $768 // integer values and handles 0058: $726 += $769 // integer values $726 /= 2 // integer values Player.Money($PLAYER_CHAR) += $726 if 0424: metric jf @HJ_315 0302: text_4numbers 'WHEEL01' $726 $769 $770 $768 3000 ms 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds jump @HJ_355 :HJ_315 0425: meters $774 to_feet $772 008C: $771 = float_to_integer $774 02FF: show_text_3numbers GXT 'WHEEL02' numbers $726 $771 $768 time 3000 flag 1 // TWO WHEELS DOUBLE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds :HJ_355 if $775 > 0 // integer values jf @HJ_563 $775 /= 1000 // integer values 008C: $776 = float_to_integer $779 008D: $780 = integer_to_float $776 0086: $763 = $779 // floating-point values only 0061: $763 -= $780 // floating-point values $763 *= 100.0 // floating-point values 008C: $777 = float_to_integer $763 0084: $726 = $775 // integer values and handles 0058: $726 += $776 // integer values $726 *= 2 // integer values $726 /= 5 // integer values $726 /= 2 // integer values Player.Money($PLAYER_CHAR) += $726 if 0424: metric jf @HJ_523 0302: text_4numbers 'WHEEL06' $726 $776 $777 $775 3000 ms 1 // WHEELIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds jump @HJ_563 :HJ_523 0425: meters $781 to_feet $779 008C: $778 = float_to_integer $781 02FF: show_text_3numbers GXT 'WHEEL07' numbers $726 $778 $775 time 3000 flag 1 // WHEELIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds :HJ_563 if $782 > 0 // integer values jf @HJ_757 $782 /= 1000 // integer values 008C: $783 = float_to_integer $786 008D: $787 = integer_to_float $783 0086: $763 = $786 // floating-point values only 0061: $763 -= $787 // floating-point values $763 *= 100.0 // floating-point values 008C: $784 = float_to_integer $763 0084: $726 = $782 // integer values and handles 0058: $726 += $783 // integer values $726 /= 2 // integer values Player.Money($PLAYER_CHAR) += $726 if 0424: metric jf @HJ_717 0302: text_4numbers 'WHEEL11' $726 $783 $784 $782 3000 ms 1 // STOPPIE BONUS: $ ~1~ Distance: ~1~.~1~m Time: ~1~ seconds jump @HJ_757 :HJ_717 0425: meters $788 to_feet $786 008C: $785 = float_to_integer $788 02FF: show_text_3numbers GXT 'WHEEL12' numbers $726 $785 $782 time 3000 flag 1 // STOPPIE BONUS: $ ~1~ Distance: ~1~ feet Time: ~1~ seconds :HJ_757 if 01F3: car $727 airborne jf @HJ_1577 $739 = 0 // integer values $762 = 0.0 // floating-point values $730 = 0 // integer values $737 = 0 // integer values $733 = 0 // integer values $732 = 0 // integer values $738 = 0 // integer values $731 = 0 // integer values $728 = 0 // integer values $729 = 0 // integer values $749 = -100.0 // floating-point values $750 = 0.0 // floating-point values $751 = 0.0 // floating-point values $752 = 0.0 // floating-point values $753 = 0.0 // floating-point values $754 = 0.0 // floating-point values $755 = 0.0 // floating-point values $756 = 0.0 // floating-point values $757 = 0.0 // floating-point values $758 = 0.0 // floating-point values $759 = 0.0 // floating-point values $760 = 0.0 // floating-point values $761 = 0.0 // floating-point values $736 = 0 // integer values $735 = 0 // integer values $734 = 0 // integer values $763 = 0.0 // floating-point values $765 = 0.0 // floating-point values $767 = 0.0 // floating-point values $766 = 0.0 // floating-point values $764 = 0.0 // floating-point values $741 = 0 // integer values $742 = 0 // integer values $743 = 0 // integer values $744 = 0 // integer values $745 = 0 // integer values $746 = 0 // integer values :HJ_1089 if or 01F3: car $727 airborne 10 > $746 // integer values jf @HJ_1570 $746 += 1 // integer values Car.StorePos($727, $750, $751, $752) 0086: $764 = $762 // floating-point values only if $728 == 0 // integer values jf @HJ_1198 $764 = Car.Angle($727) 0086: $753 = $750 // floating-point values only 0086: $754 = $751 // floating-point values only 0086: $755 = $752 // floating-point values only $728 = 1 // integer values :HJ_1198 wait 0 if Car.Wrecked($727) jf @HJ_1225 jump @HJ_21 :HJ_1225 if not Player.Defined($PLAYER_CHAR) jf @HJ_1248 jump @HJ_21 :HJ_1248 if 80E0: not player $PLAYER_CHAR driving jf @HJ_1271 jump @HJ_21 :HJ_1271 if and 820D: not car $727 flipped $732 == 0 // integer values jf @HJ_1301 $732 = 1 // integer values :HJ_1301 if and 020D: car $727 flipped $732 == 1 // integer values jf @HJ_1338 $733 += 1 // integer values $732 = 0 // integer values :HJ_1338 $762 = Car.Angle($727) 0086: $765 = $762 // floating-point values only 0061: $765 -= $764 // floating-point values if $765 > 180.0 // floating-point values jf @HJ_1416 0086: $766 = $765 // floating-point values only $765 = 360.0 // floating-point values 0061: $765 -= $766 // floating-point values jump @HJ_1463 :HJ_1416 if -180.0 > $765 // floating-point values jf @HJ_1463 0086: $766 = $765 // floating-point values only $765 = 360.0 // floating-point values 0059: $765 += $766 // floating-point values :HJ_1463 if 0.0 > $765 // floating-point values jf @HJ_1510 0086: $766 = $765 // floating-point values only $765 = 0.0 // floating-point values 0061: $765 -= $766 // floating-point values :HJ_1510 0059: $767 += $765 // floating-point values 008C: $739 = float_to_integer $767 if 0024: $752 > $749 // floating-point values only jf @HJ_1553 0086: $749 = $752 // floating-point values only :HJ_1553 $752 = 0.0 // floating-point values jump @HJ_1089 :HJ_1570 jump @HJ_1584 :HJ_1577 jump @HJ_21 :HJ_1584 jump @HJ_1598 :HJ_1591 jump @HJ_21 :HJ_1598 if $728 == 1 // integer values jf @HJ_1837 Car.StorePos($727, $756, $757, $763) $737 = 0 // integer values 0086: $758 = $753 // floating-point values only 0061: $758 -= $756 // floating-point values 0086: $759 = $754 // floating-point values only 0061: $759 -= $757 // floating-point values 0069: $758 *= $758 // floating-point values 0069: $759 *= $759 // floating-point values 0086: $760 = $758 // floating-point values only 0059: $760 += $759 // floating-point values 01FB: $761 = square_root $760 030E: save_jump_distance $761 008C: $736 = float_to_integer $761 0061: $749 -= $755 // floating-point values 030F: save_jump_height $749 008C: $729 = float_to_integer $749 008D: $763 = integer_to_float $736 0061: $761 -= $763 // floating-point values 0086: $763 = $761 // floating-point values only $763 *= 100.0 // floating-point values 008C: $735 = float_to_integer $763 008D: $763 = integer_to_float $729 0061: $749 -= $763 // floating-point values 0086: $763 = $749 // floating-point values only $763 *= 100.0 // floating-point values 008C: $734 = float_to_integer $763 0310: save_jump_flips $733 0311: save_jump_rotation $739 :HJ_1837 if $749 > 4.0 // floating-point values jf @HJ_1865 $731 += 1 // integer values :HJ_1865 if $736 > 40 // integer values jf @HJ_1890 $731 += 1 // integer values :HJ_1890 if $733 > 1 // integer values jf @HJ_1915 $731 += 1 // integer values :HJ_1915 if $739 > 360 // integer values jf @HJ_1941 $731 += 1 // integer values :HJ_1941 if $738 > 60 // integer values jf @HJ_1966 $730 = 1 // integer values :HJ_1966 if $731 > 0 // integer values jf @HJ_2475 0084: $747 = $733 // integer values and handles $747 *= 180 // integer values 0058: $747 += $739 // integer values 0084: $748 = $736 // integer values and handles $748 *= 6 // integer values 0058: $747 += $748 // integer values 0084: $748 = $729 // integer values and handles $748 *= 45 // integer values 0058: $747 += $748 // integer values if $730 == 1 // integer values jf @HJ_2079 $747 *= 2 // integer values :HJ_2079 0068: $747 *= $731 // integer values $747 /= 3 // integer values $747 /= 5 // integer values Player.Money($PLAYER_CHAR) += $747 if $731 == 1 // integer values jf @HJ_2149 01E4: text_1number_lowpriority 'HJ_IS' $747 2000 ms 1 // INSANE STUNT BONUS: $~1~ 0312: save_jump_type 1 :HJ_2149 if $731 == 2 // integer values jf @HJ_2189 01E4: text_1number_lowpriority 'HJ_DIS' $747 2000 ms 1 // DOUBLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 3 :HJ_2189 if $731 == 3 // integer values jf @HJ_2229 01E4: text_1number_lowpriority 'HJ_TIS' $747 2000 ms 1 // TRIPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 5 :HJ_2229 if $731 == 4 // integer values jf @HJ_2269 01E4: text_1number_lowpriority 'HJ_QIS' $747 2000 ms 1 // QUADRUPLE INSANE STUNT BONUS: $~1~ 0312: save_jump_type 7 :HJ_2269 if 0424: metric jf @HJ_2380 if $730 == 1 // integer values jf @HJ_2340 0308: text_6numbers 'HJSTATW' $736 $735 $729 $734 $733 $739 time 5000 flag 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ And what a great landing! jump @HJ_2373 :HJ_2340 0308: text_6numbers 'HJSTAT' $736 $735 $729 $734 $733 $739 time 5000 flag 5 // Distance: ~1~.~1~m Height: ~1~.~1~m Flips: ~1~ Rotation: ~1~_ :HJ_2373 jump @HJ_2475 :HJ_2380 042D: $736 = metric_to_imperial $736 042D: $729 = metric_to_imperial $729 if $730 == 1 // integer values jf @HJ_2448 0302: text_4numbers 'HJSTAWF' $736 $729 $733 $739 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ And what a great landing! jump @HJ_2475 :HJ_2448 0302: text_4numbers 'HJSTATF' $736 $729 $733 $739 5000 ms 5 // Distance: ~1~ft Height: ~1~ft Flips: ~1~ Rotation: ~1~_ :HJ_2475 jump @HJ_21 end_thread :USJ $795 = 0 // integer values $796 = 0 // integer values $797 = 0 // integer values $798 = 0 // integer values $799 = 0 // integer values $800 = 0 // integer values $801 = 0 // integer values $802 = 0 // integer values $803 = 0 // integer values $804 = 0 // integer values $805 = 0 // integer values $806 = 0 // integer values $807 = 0 // integer values $808 = 0 // integer values $809 = 0 // integer values $810 = 0 // integer values $811 = 0 // integer values $812 = 0 // integer values $813 = 0 // integer values $814 = 0 // integer values $815 = 0 // integer values $816 = 0 // integer values $817 = 0 // integer values $818 = 0 // integer values $819 = 0 // integer values $820 = 0 // integer values $821 = 0 // integer values $822 = 0 // integer values $823 = 0 // integer values $824 = 0 // integer values $825 = 0 // integer values $826 = 0 // integer values $827 = 0 // integer values $828 = 0 // integer values $829 = 0 // integer values $830 = 0 // integer values $790 = 100 // integer values $792 = 0 // integer values $791 = 0 // integer values $794 = 0 // integer values set_wb_check_to 0 0314: set_total_unique_jumps_to 36 thread 'USJ' :USJ_298 wait 0 if not Player.Defined($PLAYER_CHAR) jf @USJ_325 jump @USJ_298 :USJ_325 if $355 == 1 // integer values jf @USJ_350 jump @USJ_298 :USJ_350 if 80E0: not player $PLAYER_CHAR driving jf @USJ_373 jump @USJ_298 :USJ_373 if 04A8: player $PLAYER_CHAR driving_boat jf @USJ_396 jump @USJ_298 :USJ_396 if 04C9: player $PLAYER_CHAR driving_plane jf @USJ_419 jump @USJ_298 :USJ_419 03C1: $789 = player $PLAYER_CHAR car_no_save 02E3: $831 = car $789 speed if 25.0 > $831 // floating-point values jf @USJ_463 jump @USJ_298 :USJ_463 if 81F3: not car $789 airborne jf @USJ_486 jump @USJ_298 :USJ_486 if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International jf @USJ_1486 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1487.781 -1044.546 18.707 radius 3.5 3.0 3.0 jf @USJ_632 $792 = 1 // integer values $832 = -1521.964 // floating-point values $833 = -1039.85 // floating-point values $834 = 24.1338 // floating-point values $835 = -1510.208 // floating-point values $836 = -1042.849 // floating-point values $837 = 32.151 // floating-point values jump @USJ_5369 :USJ_632 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1352.695 -755.212 28.673 radius 2.0 4.0 4.0 jf @USJ_754 $792 = 2 // integer values $832 = -1360.824 // floating-point values $833 = -781.5606 // floating-point values $834 = 37.2329 // floating-point values $835 = -1353.033 // floating-point values $836 = -806.455 // floating-point values $837 = 39.2439 // floating-point values jump @USJ_5369 :USJ_754 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1216.49 -911.833 19.0 radius 2.5 2.5 3.0 jf @USJ_876 $792 = 3 // integer values $832 = -1200.244 // floating-point values $833 = -894.1972 // floating-point values $834 = 26.7296 // floating-point values $835 = -1170.48 // floating-point values $836 = -892.3815 // floating-point values $837 = 34.0162 // floating-point values jump @USJ_5369 :USJ_876 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1252.139 -1054.685 22.016 radius 4.0 4.0 3.0 jf @USJ_998 $792 = 4 // integer values $832 = -1194.279 // floating-point values $833 = -1027.862 // floating-point values $834 = 22.979 // floating-point values $835 = -1201.502 // floating-point values $836 = -1013.937 // floating-point values $837 = 23.4673 // floating-point values jump @USJ_5369 :USJ_998 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1551.685 -1075.674 19.121 radius 3.5 2.5 2.5 jf @USJ_1120 $792 = 5 // integer values $832 = -1520.165 // floating-point values $833 = -1073.36 // floating-point values $834 = 24.1604 // floating-point values $835 = -1511.204 // floating-point values $836 = -1065.214 // floating-point values $837 = 32.3439 // floating-point values jump @USJ_5369 :USJ_1120 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1595.712 -1272.881 19.068 radius 3.0 3.0 2.5 jf @USJ_1242 $792 = 6 // integer values $832 = -1564.454 // floating-point values $833 = -1271.588 // floating-point values $834 = 21.5915 // floating-point values $835 = -1548.072 // floating-point values $836 = -1255.53 // floating-point values $837 = 23.9858 // floating-point values jump @USJ_5369 :USJ_1242 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1553.337 -1230.952 17.194 radius 3.0 3.0 2.5 jf @USJ_1364 $792 = 7 // integer values $832 = -1590.58 // floating-point values $833 = -1247.373 // floating-point values $834 = 26.3087 // floating-point values $835 = -1598.12 // floating-point values $836 = -1252.426 // floating-point values $837 = 23.7824 // floating-point values jump @USJ_5369 :USJ_1364 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1340.022 -998.257 19.115 radius 3.0 3.0 3.0 jf @USJ_1486 $792 = 8 // integer values $832 = -1355.275 // floating-point values $833 = -997.9999 // floating-point values $834 = 24.0731 // floating-point values $835 = -1363.207 // floating-point values $836 = -996.5805 // floating-point values $837 = 32.2555 // floating-point values jump @USJ_5369 :USJ_1486 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island jf @USJ_1632 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 24.721 897.801 25.103 radius 3.0 3.5 2.5 jf @USJ_1632 $792 = 9 // integer values $832 = 0.1404 // floating-point values $833 = 878.4036 // floating-point values $834 = 20.2009 // floating-point values $835 = -15.8172 // floating-point values $836 = 907.157 // floating-point values $837 = 28.9023 // floating-point values jump @USJ_5369 :USJ_1632 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport jf @USJ_1900 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 jf @USJ_1778 $792 = 25 // integer values $832 = -311.0497 // floating-point values $833 = -1399.506 // floating-point values $834 = 9.6779 // floating-point values $835 = -320.9215 // floating-point values $836 = -1430.599 // floating-point values $837 = 16.8534 // floating-point values jump @USJ_5369 :USJ_1778 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 jf @USJ_1900 $792 = 26 // integer values $832 = -314.5936 // floating-point values $833 = -1300.281 // floating-point values $834 = 9.4204 // floating-point values $835 = -320.6415 // floating-point values $836 = -1310.957 // floating-point values $837 = 17.6351 // floating-point values jump @USJ_5369 :USJ_1900 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @USJ_2412 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -674.345 1162.422 29.916 radius 2.5 4.0 2.5 jf @USJ_2046 $792 = 11 // integer values $832 = -690.7014 // floating-point values $833 = 1199.213 // floating-point values $834 = 25.0565 // floating-point values $835 = -673.2637 // floating-point values $836 = 1209.819 // floating-point values $837 = 32.8857 // floating-point values jump @USJ_5369 :USJ_2046 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -529.84 830.062 98.717 radius 7.0 3.0 3.0 jf @USJ_2168 $792 = 12 // integer values $832 = -543.2 // floating-point values $833 = 843.4 // floating-point values $834 = 99.2 // floating-point values $835 = -529.3288 // floating-point values $836 = 888.8258 // floating-point values $837 = 77.5537 // floating-point values jump @USJ_5369 :USJ_2168 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -839.022 1153.526 31.94 radius 3.7 2.5 2.5 jf @USJ_2290 $792 = 13 // integer values $832 = -853.7 // floating-point values $833 = 1172.3 // floating-point values $834 = 24.4 // floating-point values $835 = -837.848 // floating-point values $836 = 1200.585 // floating-point values $837 = 25.7884 // floating-point values jump @USJ_5369 :USJ_2290 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -312.447 1109.196 47.741 radius 5.0 3.0 2.5 jf @USJ_2412 $792 = 14 // integer values $832 = -292.5 // floating-point values $833 = 1102.7 // floating-point values $834 = 40.0 // floating-point values $835 = -335.0812 // floating-point values $836 = 1055.352 // floating-point values $837 = 47.3995 // floating-point values jump @USJ_5369 :USJ_2412 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @USJ_2802 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1011.583 -30.098 15.181 radius 2.5 2.5 2.5 jf @USJ_2558 $792 = 15 // integer values $832 = -1004.154 // floating-point values $833 = -62.9943 // floating-point values $834 = 15.957 // floating-point values $835 = -1001.711 // floating-point values $836 = -83.5744 // floating-point values $837 = 22.2569 // floating-point values jump @USJ_5369 :USJ_2558 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -942.702 -114.506 15.181 radius 2.5 2.5 2.5 jf @USJ_2680 $792 = 16 // integer values $832 = -930.7841 // floating-point values $833 = -125.4432 // floating-point values $834 = 12.2188 // floating-point values $835 = -881.2348 // floating-point values $836 = -107.6016 // floating-point values $837 = 20.23 // floating-point values jump @USJ_5369 :USJ_2680 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -900.789 260.804 15.915 radius 2.5 2.5 2.5 jf @USJ_2802 $792 = 17 // integer values $832 = -906.6896 // floating-point values $833 = 238.6932 // floating-point values $834 = 16.5044 // floating-point values $835 = -896.8717 // floating-point values $836 = 235.2098 // floating-point values $837 = 23.9347 // floating-point values jump @USJ_5369 :USJ_2802 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @USJ_2948 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1041.895 -569.323 21.855 radius 5.0 2.5 2.5 jf @USJ_2948 $792 = 18 // integer values $832 = -1055.616 // floating-point values $833 = -588.8613 // floating-point values $834 = 18.1929 // floating-point values $835 = -1038.943 // floating-point values $836 = -599.2438 // floating-point values $837 = 26.4899 // floating-point values jump @USJ_5369 :USJ_2948 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @USJ_4070 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 208.993 -963.672 19.967 radius 2.5 2.5 2.5 jf @USJ_3094 $792 = 19 // integer values $832 = 233.5752 // floating-point values $833 = -960.8961 // floating-point values $834 = 21.5283 // floating-point values $835 = 242.0566 // floating-point values $836 = -963.7044 // floating-point values $837 = 30.6993 // floating-point values jump @USJ_5369 :USJ_3094 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 46.115 -964.415 25.883 radius 2.5 3.5 2.5 jf @USJ_3216 $792 = 20 // integer values $832 = 63.3356 // floating-point values $833 = -967.6796 // floating-point values $834 = 26.3317 // floating-point values $835 = 104.9159 // floating-point values $836 = -964.5817 // floating-point values $837 = 18.515 // floating-point values jump @USJ_5369 :USJ_3216 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 110.481 -1230.6 35.67 radius 4.0 4.0 2.5 jf @USJ_3338 $792 = 22 // integer values $832 = 84.5247 // floating-point values $833 = -1258.389 // floating-point values $834 = 31.4335 // floating-point values $835 = 106.3865 // floating-point values $836 = -1279.522 // floating-point values $837 = 40.51 // floating-point values jump @USJ_5369 :USJ_3338 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 7.435 -1245.895 17.752 radius 3.0 3.0 3.5 jf @USJ_3460 $792 = 23 // integer values $832 = 4.1501 // floating-point values $833 = -1274.46 // floating-point values $834 = 19.7525 // floating-point values $835 = 11.7328 // floating-point values $836 = -1306.691 // floating-point values $837 = 25.3238 // floating-point values jump @USJ_5369 :USJ_3460 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 9.103 -1326.505 20.361 radius 3.0 3.0 2.5 jf @USJ_3582 $792 = 24 // integer values $832 = -6.4837 // floating-point values $833 = -1355.176 // floating-point values $834 = 20.045 // floating-point values $835 = 11.7328 // floating-point values $836 = -1371.335 // floating-point values $837 = 19.3237 // floating-point values jump @USJ_5369 :USJ_3582 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1379.498 10.929 radius 4.0 4.0 3.0 jf @USJ_3704 $792 = 25 // integer values $832 = -311.0497 // floating-point values $833 = -1399.506 // floating-point values $834 = 9.6779 // floating-point values $835 = -320.9215 // floating-point values $836 = -1430.599 // floating-point values $837 = 16.8534 // floating-point values jump @USJ_5369 :USJ_3704 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -321.028 -1276.589 10.929 radius 4.0 4.0 3.0 jf @USJ_3826 $792 = 26 // integer values $832 = -314.5936 // floating-point values $833 = -1300.281 // floating-point values $834 = 9.4204 // floating-point values $835 = -320.6415 // floating-point values $836 = -1310.957 // floating-point values $837 = 17.6351 // floating-point values jump @USJ_5369 :USJ_3826 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 218.05 -1152.0 12.84 radius 2.5 2.0 2.5 jf @USJ_3948 $792 = 27 // integer values $832 = 228.2427 // floating-point values $833 = -1140.774 // floating-point values $834 = 14.4116 // floating-point values $835 = 225.9232 // floating-point values $836 = -1101.189 // floating-point values $837 = 20.9205 // floating-point values jump @USJ_5369 :USJ_3948 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 259.056 -945.833 12.84 radius 2.5 2.0 2.0 jf @USJ_4070 $792 = 28 // integer values $832 = 259.0203 // floating-point values $833 = -963.3474 // floating-point values $834 = 10.0962 // floating-point values $835 = 246.7973 // floating-point values $836 = -1007.525 // floating-point values $837 = 22.6569 // floating-point values jump @USJ_5369 :USJ_4070 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach jf @USJ_4826 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 284.4732 -494.1143 16.0 radius 3.0 3.0 3.0 jf @USJ_4216 $792 = 30 // integer values $832 = 268.9545 // floating-point values $833 = -469.6216 // floating-point values $834 = 15.2438 // floating-point values $835 = 252.5868 // floating-point values $836 = -477.8011 // floating-point values $837 = 20.6179 // floating-point values jump @USJ_5369 :USJ_4216 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 370.79 -709.863 19.895 radius 3.0 3.0 3.0 jf @USJ_4338 $792 = 31 // integer values $832 = 361.3011 // floating-point values $833 = -735.6794 // floating-point values $834 = 23.4501 // floating-point values $835 = 344.1249 // floating-point values $836 = -748.2875 // floating-point values $837 = 31.9164 // floating-point values jump @USJ_5369 :USJ_4338 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 461.589 -522.23 18.931 radius 3.0 3.0 3.0 jf @USJ_4460 $792 = 32 // integer values $832 = 426.6392 // floating-point values $833 = -524.0469 // floating-point values $834 = 12.3656 // floating-point values $835 = 403.8112 // floating-point values $836 = -510.4724 // floating-point values $837 = 18.9753 // floating-point values jump @USJ_5369 :USJ_4460 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 454.105 -504.736 18.931 radius 3.0 3.0 3.0 jf @USJ_4582 $792 = 33 // integer values $832 = 456.6417 // floating-point values $833 = -532.0921 // floating-point values $834 = 19.3283 // floating-point values $835 = 436.7198 // floating-point values $836 = -555.8276 // floating-point values $837 = 28.7096 // floating-point values jump @USJ_5369 :USJ_4582 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 460.91 -383.362 14.222 radius 3.0 3.0 3.0 jf @USJ_4704 $792 = 34 // integer values $832 = 462.6722 // floating-point values $833 = -399.8143 // floating-point values $834 = 17.5715 // floating-point values $835 = 457.8847 // floating-point values $836 = -413.2519 // floating-point values $837 = 26.4187 // floating-point values jump @USJ_5369 :USJ_4704 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 259.041 -480.608 14.688 radius 4.0 5.0 4.0 jf @USJ_4826 $792 = 35 // integer values $832 = 282.5344 // floating-point values $833 = -479.8412 // floating-point values $834 = 10.4141 // floating-point values $835 = 290.986 // floating-point values $836 = -497.1007 // floating-point values $837 = 19.0179 // floating-point values jump @USJ_5369 :USJ_4826 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @USJ_5216 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 317.2051 -223.2012 42.3731 radius 2.6 3.6 2.6 jf @USJ_4972 $792 = 10 // integer values $832 = 301.9448 // floating-point values $833 = -215.9068 // floating-point values $834 = 34.4501 // floating-point values $835 = 309.8567 // floating-point values $836 = -170.8791 // floating-point values $837 = 20.3312 // floating-point values jump @USJ_5369 :USJ_4972 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 444.5 -118.4 16.0 radius 3.0 3.0 3.0 jf @USJ_5094 $792 = 29 // integer values $832 = 416.4033 // floating-point values $833 = -125.6725 // floating-point values $834 = 13.7649 // floating-point values $835 = 394.259 // floating-point values $836 = -116.6847 // floating-point values $837 = 19.7462 // floating-point values jump @USJ_5369 :USJ_5094 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 435.8542 -334.3212 15.8977 radius 3.0 3.0 3.0 jf @USJ_5216 $792 = 21 // integer values $832 = 420.6179 // floating-point values $833 = -367.5033 // floating-point values $834 = 14.1343 // floating-point values $835 = 427.7329 // floating-point values $836 = -381.8485 // floating-point values $837 = 18.9116 // floating-point values jump @USJ_5369 :USJ_5216 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @USJ_5362 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -346.818 -290.741 12.926 radius 3.0 3.0 3.0 jf @USJ_5362 $792 = 36 // integer values $832 = -317.0066 // floating-point values $833 = -298.789 // floating-point values $834 = 15.3976 // floating-point values $835 = -306.2269 // floating-point values $836 = -290.804 // floating-point values $837 = 22.1777 // floating-point values jump @USJ_5369 :USJ_5362 jump @USJ_298 :USJ_5369 $793 = 0 // integer values $794 = 0 // integer values 015D: set_gamespeed 0.3 Camera.SetPosition($832, $833, $834, 0.0, 0.0, 0.0) Camera.OnVehicle($789, 15, 2) :USJ_5425 if or 01F3: car $789 airborne 10 > $793 // integer values jf @USJ_5665 $793 += 1 // integer values wait 0 if Car.Wrecked($789) jf @USJ_5492 $841 = 0.0 // floating-point values jump @USJ_5665 :USJ_5492 if 02BF: car $789 sunk jf @USJ_5525 $841 = 0.0 // floating-point values jump @USJ_5665 :USJ_5525 if not Player.Defined($PLAYER_CHAR) jf @USJ_5558 $841 = 0.0 // floating-point values jump @USJ_5665 :USJ_5558 if 80E0: not player $PLAYER_CHAR driving jf @USJ_5591 $841 = 0.0 // floating-point values jump @USJ_5665 :USJ_5591 if $794 == 0 // integer values jf @USJ_5658 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $835 $836 $837 radius 10.0 10.0 10.0 jf @USJ_5658 $794 = 1 // integer values :USJ_5658 jump @USJ_5425 :USJ_5665 wait 300 015D: set_gamespeed 1.0 Camera.Restore_WithJumpCut if $794 == 1 // integer values jf @USJ_7497 if and $792 == 1 // integer values $795 == 0 // integer values jf @USJ_5747 $795 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_5747 if and $792 == 2 // integer values $796 == 0 // integer values jf @USJ_5797 $796 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_5797 if and $792 == 3 // integer values $797 == 0 // integer values jf @USJ_5847 $797 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_5847 if and $792 == 4 // integer values $798 == 0 // integer values jf @USJ_5897 $798 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_5897 if and $792 == 5 // integer values $799 == 0 // integer values jf @USJ_5947 $799 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_5947 if and $792 == 6 // integer values $800 == 0 // integer values jf @USJ_5997 $800 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_5997 if and $792 == 7 // integer values $801 == 0 // integer values jf @USJ_6047 $801 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6047 if and $792 == 8 // integer values $802 == 0 // integer values jf @USJ_6097 $802 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6097 if and $792 == 9 // integer values $803 == 0 // integer values jf @USJ_6147 $803 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6147 if and $792 == 10 // integer values $804 == 0 // integer values jf @USJ_6197 $804 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6197 if and $792 == 11 // integer values $805 == 0 // integer values jf @USJ_6247 $805 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6247 if and $792 == 12 // integer values $806 == 0 // integer values jf @USJ_6297 $806 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6297 if and $792 == 13 // integer values $807 == 0 // integer values jf @USJ_6347 $807 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6347 if and $792 == 14 // integer values $808 == 0 // integer values jf @USJ_6397 $808 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6397 if and $792 == 15 // integer values $809 == 0 // integer values jf @USJ_6447 $809 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6447 if and $792 == 16 // integer values $810 == 0 // integer values jf @USJ_6497 $810 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6497 if and $792 == 17 // integer values $811 == 0 // integer values jf @USJ_6547 $811 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6547 if and $792 == 18 // integer values $812 == 0 // integer values jf @USJ_6597 $812 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6597 if and $792 == 19 // integer values $813 == 0 // integer values jf @USJ_6647 $813 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6647 if and $792 == 20 // integer values $814 == 0 // integer values jf @USJ_6697 $814 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6697 if and $792 == 21 // integer values $815 == 0 // integer values jf @USJ_6747 $815 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6747 if and $792 == 22 // integer values $816 == 0 // integer values jf @USJ_6797 $816 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6797 if and $792 == 23 // integer values $817 == 0 // integer values jf @USJ_6847 $817 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6847 if and $792 == 24 // integer values $818 == 0 // integer values jf @USJ_6897 $818 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6897 if and $792 == 25 // integer values $819 == 0 // integer values jf @USJ_6947 $819 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6947 if and $792 == 26 // integer values $820 == 0 // integer values jf @USJ_6997 $820 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_6997 if and $792 == 27 // integer values $821 == 0 // integer values jf @USJ_7047 $821 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7047 if and $792 == 28 // integer values $822 == 0 // integer values jf @USJ_7097 $822 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7097 if and $792 == 29 // integer values $823 == 0 // integer values jf @USJ_7147 $823 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7147 if and $792 == 30 // integer values $824 == 0 // integer values jf @USJ_7197 $824 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7197 if and $792 == 31 // integer values $825 == 0 // integer values jf @USJ_7247 $825 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7247 if and $792 == 32 // integer values $826 == 0 // integer values jf @USJ_7297 $826 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7297 if and $792 == 33 // integer values $827 == 0 // integer values jf @USJ_7347 $827 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7347 if and $792 == 34 // integer values $828 == 0 // integer values jf @USJ_7397 $828 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7397 if and $792 == 35 // integer values $829 == 0 // integer values jf @USJ_7447 $829 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7447 if and $792 == 36 // integer values $830 == 0 // integer values jf @USJ_7497 $830 = 1 // integer values $791 += 1 // integer values 030C: progress_made += 1 jump @USJ_7504 :USJ_7497 jump @USJ_298 :USJ_7504 if 36 > $791 // integer values jf @USJ_7570 0217: text_styled 'USJ' time 5000 style 5 // UNIQUE STUNT BONUS! 01E3: text_1number_styled 'REWARD' number $790 time 6000 style 6 // REWARD $~1~ Player.Money($PLAYER_CHAR) += $790 jump @USJ_7621 :USJ_7570 0217: text_styled 'USJ' time 5000 style 5 // UNIQUE STUNT BONUS! 03E5: text_box 'USJ_ALL' // ALL UNIQUE STUNTS COMPLETED! 01E3: text_1number_styled 'REWARD' number 10000 time 6000 style 6 // REWARD $~1~ Player.Money($PLAYER_CHAR) += 10000 :USJ_7621 $794 = 0 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 0313: increment_unique_jumps_found $790 += 100 // integer values jump @USJ_298 end_thread :AMMU $859 = 0 // integer values $860 = -30000 // integer values $861 = -60000 // integer values $851 = 0 // integer values $849 = 0 // integer values $850 = 0 // integer values $842 = 0 // integer values $843 = 0 // integer values $846 = 0 // integer values $844 = 0 // integer values $845 = 0 // integer values $866 = 0 // integer values $862 = 0 // integer values $863 = 0 // integer values $871 = 0 // integer values $872 = 0 // integer values $902 = 0 // integer values $903 = 0 // integer values $904 = 0 // integer values $905 = 0 // integer values $867 = 0 // integer values $868 = 0 // integer values $847 = 0 // integer values $855 = 0 // integer values $848 = 0 // integer values $856 = 0 // integer values $907 = 0 // integer values $906 = 0 // integer values $874 = 0 // integer values $886 = 0 // integer values $887 = 0 // integer values $888 = 0 // integer values 018D: $865 = create_sound 0 at $896 $897 $898 018E: stop_sound $865 thread 'AMMU' set_wb_check_to 0 create_thread @AMMU1 create_thread @AMMU2 create_thread @AMMU3 create_thread @HARD1 create_thread @HARD2 create_thread @HARD3 end_thread :AMMU1 thread 'AMMU1' :AMMU1_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @AMMU1_4393 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @AMMU1_4386 if 00F5: player $PLAYER_CHAR 0 $531 $532 $533 radius 35.0 35.0 20.0 jf @AMMU1_4361 if $842 == 0 // integer values jf @AMMU1_423 gosub @HARD3_7010 0084: $857 = $859 // integer values and handles 0060: $857 -= $860 // integer values $889 = Object.Create(#COLT45, -60.793, -1488.141, 12.24) Object.ToggleInMovingList($889) = False 0453: object $889 set_rotation 0.0 8.0 0.0 $890 = Object.Create(#INGRAMSL, -62.293, -1488.241, 12.223) Object.ToggleInMovingList($890) = False 0453: object $890 set_rotation 0.0 2.0 0.0 $891 = Object.Create(#CHROMEGUN, -63.993, -1488.241, 12.24) Object.ToggleInMovingList($891) = False 0453: object $891 set_rotation 0.0 7.0 0.0 $892 = Object.Create(#RUGER, -65.393, -1488.221, 12.18) Object.ToggleInMovingList($892) = False $893 = Object.Create(#BODYARMOUR, -66.629, -1488.0, 12.113) Object.ToggleInMovingList($893) = False if $857 > 30000 // integer values jf @AMMU1_409 $853 = Actor.Create(CivMale, #SPECIAL21, -62.5, -1485.1, 9.6) 01ED: clear_actor $853 threat_search 0350: set_actor $853 maintain_position_when_attacked 1 gosub @HARD3_6322 :AMMU1_409 $842 = 1 // integer values jump @AMMU1_478 :AMMU1_423 if 0057: player $PLAYER_CHAR 0 -57.7 -1468.8 13.4 -69.1 -1487.2 9.0 jf @AMMU1_478 gosub @HARD3_3469 :AMMU1_478 if not Actor.Dead($853) jf @AMMU1_4354 if $844 == 0 // integer values jf @AMMU1_4354 if $1180 == 0 // integer values jf @AMMU1_4354 01FA: $908 = rampage_status if not $908 == 1 // integer values jf @AMMU1_4354 if 00F9: player $PLAYER_CHAR stopped 1 $531 $532 $533 radius 1.0 1.0 2.0 jf @AMMU1_4271 gosub @HARD3_6268 :AMMU1_602 if $849 == 0 // integer values jf @AMMU1_4264 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) jf @AMMU1_1327 if $851 == 0 // integer values jf @AMMU1_1327 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($853) jf @AMMU1_696 0210: player $PLAYER_CHAR look_at_actor $853 :AMMU1_696 Camera.SetPosition(-60.508, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-60.593, -1487.241, 12.433, 1) if $862 == 0 // integer values jf @AMMU1_789 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @AMMU1_799 :AMMU1_789 0460: set_camera_pointing_time 0.0 800 :AMMU1_799 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU1_848 0055: put_player $PLAYER_CHAR at $531 $532 $533 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :AMMU1_848 if $851 == 0 // integer values jf @AMMU1_1327 wait 0 00BA: text_styled 'PISTOL' 1000 ms 4 // Pistol 01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @AMMU1_1320 gosub @HARD3_4560 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if 0490: player $PLAYER_CHAR has_weapon 18 jf @AMMU1_983 01E5: text_1number_highpriority 'HELP54' 100 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU1_983 if 059C: jf @AMMU1_1149 if 00E1: player 0 pressed_button 17 jf @AMMU1_1142 0419: $852 = player $PLAYER_CHAR weapon 17 ammo if Player.Money($PLAYER_CHAR) > 99 jf @AMMU1_1135 if 9999 > $852 // integer values jf @AMMU1_1128 01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU1_1098 01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this :AMMU1_1098 01B8: set_player $PLAYER_CHAR armed_weapon_to 17 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 :AMMU1_1128 jump @AMMU1_1142 :AMMU1_1135 gosub @HARD3_4318 :AMMU1_1142 jump @AMMU1_1295 :AMMU1_1149 if 00E1: player 0 pressed_button 16 jf @AMMU1_1295 0419: $852 = player $PLAYER_CHAR weapon 17 ammo if Player.Money($PLAYER_CHAR) > 99 jf @AMMU1_1288 if 9999 > $852 // integer values jf @AMMU1_1281 01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU1_1251 01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this :AMMU1_1251 01B8: set_player $PLAYER_CHAR armed_weapon_to 17 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 :AMMU1_1281 jump @AMMU1_1295 :AMMU1_1288 gosub @HARD3_4318 :AMMU1_1295 if $849 == 1 // integer values jf @AMMU1_1320 jump @AMMU1_10 :AMMU1_1320 jump @AMMU1_848 :AMMU1_1327 if Player.Defined($PLAYER_CHAR) jf @AMMU1_1979 if $851 == 1 // integer values jf @AMMU1_1979 Camera.SetPosition(-62.008, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-62.093, -1487.241, 12.433, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU1_1478 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_1478 if $851 == 1 // integer values jf @AMMU1_1979 wait 0 00BA: text_styled 'INGRAM' 1000 ms 4 // Mac 01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @AMMU1_1972 gosub @HARD3_4560 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if or 0490: player $PLAYER_CHAR has_weapon 25 0490: player $PLAYER_CHAR has_weapon 23 0490: player $PLAYER_CHAR has_weapon 22 jf @AMMU1_1629 01E5: text_1number_highpriority 'HELP54' 300 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU1_1629 if 059C: jf @AMMU1_1798 if 00E1: player 0 pressed_button 17 jf @AMMU1_1791 0419: $852 = player $PLAYER_CHAR weapon 24 ammo if Player.Money($PLAYER_CHAR) > 299 jf @AMMU1_1784 if 9999 > $852 // integer values jf @AMMU1_1777 01B1: give_player $PLAYER_CHAR weapon 24 ammo 120 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU1_1745 01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999 // Load the weapon model before using this :AMMU1_1745 01B8: set_player $PLAYER_CHAR armed_weapon_to 24 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -300 0528: add 300 to_money_spent_on_weapons_stats wait 300 :AMMU1_1777 jump @AMMU1_1791 :AMMU1_1784 gosub @HARD3_4318 :AMMU1_1791 jump @AMMU1_1947 :AMMU1_1798 if 00E1: player 0 pressed_button 16 jf @AMMU1_1947 0419: $852 = player $PLAYER_CHAR weapon 24 ammo if Player.Money($PLAYER_CHAR) > 299 jf @AMMU1_1940 if 9999 > $852 // integer values jf @AMMU1_1933 01B1: give_player $PLAYER_CHAR weapon 24 ammo 120 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU1_1901 01B1: give_player $PLAYER_CHAR weapon 24 ammo 9999 // Load the weapon model before using this :AMMU1_1901 01B8: set_player $PLAYER_CHAR armed_weapon_to 24 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -300 0528: add 300 to_money_spent_on_weapons_stats wait 300 :AMMU1_1933 jump @AMMU1_1947 :AMMU1_1940 gosub @HARD3_4318 :AMMU1_1947 if $849 == 1 // integer values jf @AMMU1_1972 jump @AMMU1_10 :AMMU1_1972 jump @AMMU1_1478 :AMMU1_1979 if Player.Defined($PLAYER_CHAR) jf @AMMU1_2746 if $851 == 2 // integer values jf @AMMU1_2746 Camera.SetPosition(-63.508, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-63.593, -1487.241, 12.433, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU1_2130 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_2130 if $851 == 2 // integer values jf @AMMU1_2746 wait 0 00BA: text_styled 'SHOTGN1' 1000 ms 4 // Shotgun if $902 == 0 // integer values jf @AMMU1_2207 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU1_2225 :AMMU1_2207 01E5: text_1number_highpriority 'G_COST' 500 flag 1000 time 1 // Cost: $~1~ :AMMU1_2225 if Player.Defined($PLAYER_CHAR) jf @AMMU1_2739 gosub @HARD3_4560 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if $902 == 1 // integer values jf @AMMU1_2332 if or 0490: player $PLAYER_CHAR has_weapon 20 0490: player $PLAYER_CHAR has_weapon 21 jf @AMMU1_2332 01E5: text_1number_highpriority 'HELP54' 500 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU1_2332 if 059C: jf @AMMU1_2533 if 00E1: player 0 pressed_button 17 jf @AMMU1_2526 if $902 == 1 // integer values jf @AMMU1_2519 0419: $852 = player $PLAYER_CHAR weapon 19 ammo if Player.Money($PLAYER_CHAR) > 499 jf @AMMU1_2505 if 9999 > $852 // integer values jf @AMMU1_2498 01B1: give_player $PLAYER_CHAR weapon 19 ammo 32 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU1_2466 01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999 // Load the weapon model before using this :AMMU1_2466 01B8: set_player $PLAYER_CHAR armed_weapon_to 19 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -500 0528: add 500 to_money_spent_on_weapons_stats wait 300 :AMMU1_2498 jump @AMMU1_2512 :AMMU1_2505 gosub @HARD3_4318 :AMMU1_2512 jump @AMMU1_2526 :AMMU1_2519 gosub @HARD3_4318 :AMMU1_2526 jump @AMMU1_2714 :AMMU1_2533 if 00E1: player 0 pressed_button 16 jf @AMMU1_2714 if $902 == 1 // integer values jf @AMMU1_2707 0419: $852 = player $PLAYER_CHAR weapon 19 ammo if Player.Money($PLAYER_CHAR) > 499 jf @AMMU1_2693 if 9999 > $852 // integer values jf @AMMU1_2686 01B1: give_player $PLAYER_CHAR weapon 19 ammo 32 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU1_2654 01B1: give_player $PLAYER_CHAR weapon 19 ammo 9999 // Load the weapon model before using this :AMMU1_2654 01B8: set_player $PLAYER_CHAR armed_weapon_to 19 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -500 0528: add 500 to_money_spent_on_weapons_stats wait 300 :AMMU1_2686 jump @AMMU1_2700 :AMMU1_2693 gosub @HARD3_4318 :AMMU1_2700 jump @AMMU1_2714 :AMMU1_2707 gosub @HARD3_4318 :AMMU1_2714 if $849 == 1 // integer values jf @AMMU1_2739 jump @AMMU1_10 :AMMU1_2739 jump @AMMU1_2130 :AMMU1_2746 if Player.Defined($PLAYER_CHAR) jf @AMMU1_3508 if $851 == 3 // integer values jf @AMMU1_3508 Camera.SetPosition(-65.008, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-65.093, -1487.241, 12.433, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU1_2897 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_2897 if $851 == 3 // integer values jf @AMMU1_3508 wait 0 00BA: text_styled 'RUGER' 1000 ms 4 // Kruger if $903 == 0 // integer values jf @AMMU1_2974 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU1_2992 :AMMU1_2974 01E5: text_1number_highpriority 'G_COST' 1000 flag 1000 time 1 // Cost: $~1~ :AMMU1_2992 if Player.Defined($PLAYER_CHAR) jf @AMMU1_3501 gosub @HARD3_4560 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if $903 == 1 // integer values jf @AMMU1_3092 if 0490: player $PLAYER_CHAR has_weapon 26 jf @AMMU1_3092 01E5: text_1number_highpriority 'HELP54' 1000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU1_3092 if 059C: jf @AMMU1_3294 if 00E1: player 0 pressed_button 17 jf @AMMU1_3287 if $903 == 1 // integer values jf @AMMU1_3280 0419: $852 = player $PLAYER_CHAR weapon 27 ammo if Player.Money($PLAYER_CHAR) > 999 jf @AMMU1_3266 if 9999 > $852 // integer values jf @AMMU1_3259 01B1: give_player $PLAYER_CHAR weapon 27 ammo 150 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU1_3227 01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999 // Load the weapon model before using this :AMMU1_3227 01B8: set_player $PLAYER_CHAR armed_weapon_to 27 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -1000 0528: add 1000 to_money_spent_on_weapons_stats wait 300 :AMMU1_3259 jump @AMMU1_3273 :AMMU1_3266 gosub @HARD3_4318 :AMMU1_3273 jump @AMMU1_3287 :AMMU1_3280 gosub @HARD3_4318 :AMMU1_3287 jump @AMMU1_3476 :AMMU1_3294 if 00E1: player 0 pressed_button 16 jf @AMMU1_3476 if $903 == 1 // integer values jf @AMMU1_3469 0419: $852 = player $PLAYER_CHAR weapon 27 ammo if Player.Money($PLAYER_CHAR) > 999 jf @AMMU1_3455 if 9999 > $852 // integer values jf @AMMU1_3448 01B1: give_player $PLAYER_CHAR weapon 27 ammo 150 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU1_3416 01B1: give_player $PLAYER_CHAR weapon 27 ammo 9999 // Load the weapon model before using this :AMMU1_3416 01B8: set_player $PLAYER_CHAR armed_weapon_to 27 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -1000 0528: add 1000 to_money_spent_on_weapons_stats wait 300 :AMMU1_3448 jump @AMMU1_3462 :AMMU1_3455 gosub @HARD3_4318 :AMMU1_3462 jump @AMMU1_3476 :AMMU1_3469 gosub @HARD3_4318 :AMMU1_3476 if $849 == 1 // integer values jf @AMMU1_3501 jump @AMMU1_10 :AMMU1_3501 jump @AMMU1_2897 :AMMU1_3508 if Player.Defined($PLAYER_CHAR) jf @AMMU1_4257 if $851 == 4 // integer values jf @AMMU1_4257 Camera.SetPosition(-66.508, -1486.245, 12.428, 0.0, 0.0, 0.0) Camera.PointAt(-66.593, -1487.241, 12.433, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU1_3659 0055: put_player $PLAYER_CHAR at $531 $532 $533 :AMMU1_3659 if $851 == 4 // integer values jf @AMMU1_4257 wait 0 00BA: text_styled 'ARMOUR' 1000 ms 4 // Body Armor if $867 == 0 // integer values jf @AMMU1_3736 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU1_3754 :AMMU1_3736 01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1 // Cost: $~1~ :AMMU1_3754 if Player.Defined($PLAYER_CHAR) jf @AMMU1_4250 gosub @HARD3_4560 04DD: $873 = actor $PLAYER_ACTOR armour if 059C: jf @AMMU1_4015 if 00E1: player 0 pressed_button 17 jf @AMMU1_4008 if $867 == 1 // integer values jf @AMMU1_4001 if Player.Money($PLAYER_CHAR) > 199 jf @AMMU1_3987 if 100 > $873 // integer values jf @AMMU1_3910 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 jump @AMMU1_3980 :AMMU1_3910 if $1582 == 1 // integer values jf @AMMU1_3980 if 200 > $873 // integer values jf @AMMU1_3980 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 :AMMU1_3980 jump @AMMU1_3994 :AMMU1_3987 gosub @HARD3_4318 :AMMU1_3994 jump @AMMU1_4008 :AMMU1_4001 gosub @HARD3_4318 :AMMU1_4008 jump @AMMU1_4225 :AMMU1_4015 if 00E1: player 0 pressed_button 16 jf @AMMU1_4225 if $867 == 1 // integer values jf @AMMU1_4218 if Player.Money($PLAYER_CHAR) > 199 jf @AMMU1_4204 if 100 > $873 // integer values jf @AMMU1_4127 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 jump @AMMU1_4197 :AMMU1_4127 if $1582 == 1 // integer values jf @AMMU1_4197 if 200 > $873 // integer values jf @AMMU1_4197 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 :AMMU1_4197 jump @AMMU1_4211 :AMMU1_4204 gosub @HARD3_4318 :AMMU1_4211 jump @AMMU1_4225 :AMMU1_4218 gosub @HARD3_4318 :AMMU1_4225 if $849 == 1 // integer values jf @AMMU1_4250 jump @AMMU1_10 :AMMU1_4250 jump @AMMU1_3659 :AMMU1_4257 jump @AMMU1_602 :AMMU1_4264 jump @AMMU1_4354 :AMMU1_4271 if 80F6: not player $PLAYER_CHAR 1 $531 $532 $533 radius 1.0 1.0 2.0 jf @AMMU1_4354 if $849 == 1 // integer values jf @AMMU1_4354 if Player.Defined($PLAYER_CHAR) jf @AMMU1_4354 gosub @HARD3_6542 :AMMU1_4354 jump @AMMU1_4386 :AMMU1_4361 if $842 == 1 // integer values jf @AMMU1_4386 gosub @HARD3_6574 :AMMU1_4386 jump @AMMU1_4400 :AMMU1_4393 gosub @HARD3_6574 :AMMU1_4400 jump @AMMU1_10 :AMMU2 thread 'AMMU2' :AMMU2_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @AMMU2_5109 if $1003 == 1 // integer values jf @AMMU2_5102 if 0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 jf @AMMU2_5077 if $842 == 0 // integer values jf @AMMU2_503 gosub @HARD3_7010 0084: $857 = $859 // integer values and handles 0060: $857 -= $860 // integer values $889 = Object.Create(#COLT45, 367.0, 1049.5, 21.09) Object.ToggleInMovingList($889) = False 0453: object $889 set_rotation 0.0 8.0 0.0 $890 = Object.Create(#UZI, 366.0, 1049.5, 21.05) Object.ToggleInMovingList($890) = False 0453: object $890 set_rotation 0.0 4.0 0.0 $891 = Object.Create(#BUDDYSHOT, 364.9, 1049.5, 21.067) Object.ToggleInMovingList($891) = False 0453: object $891 set_rotation 0.0 9.0 0.0 $892 = Object.Create(#SNIPER, 363.9, 1049.5, 21.05) Object.ToggleInMovingList($892) = False 0453: object $892 set_rotation 0.0 5.0 0.0 $893 = Object.Create(#GRENADE, 363.1, 1049.5, 20.76) Object.ToggleInMovingList($893) = False $894 = Object.Create(#GRENADE, 363.0, 1049.5, 20.72) Object.ToggleInMovingList($894) = False $895 = Object.Create(#BODYARMOUR, 362.1, 1049.5, 20.9) Object.ToggleInMovingList($895) = False if $857 > 30000 // integer values jf @AMMU2_489 $853 = Actor.Create(CivMale, #SPECIAL21, 366.1, 1052.2, 18.2) 01ED: clear_actor $853 threat_search 0350: set_actor $853 maintain_position_when_attacked 1 gosub @HARD3_6322 :AMMU2_489 $842 = 1 // integer values jump @AMMU2_558 :AMMU2_503 if 0057: player $PLAYER_CHAR 0 369.9 1068.7 22.3 359.8 1048.5 18.1 jf @AMMU2_558 gosub @HARD3_3469 :AMMU2_558 if not Actor.Dead($853) jf @AMMU2_5070 if $844 == 0 // integer values jf @AMMU2_5070 if $1180 == 0 // integer values jf @AMMU2_5070 01FA: $908 = rampage_status if not $908 == 1 // integer values jf @AMMU2_5070 if 00F9: player $PLAYER_CHAR stopped 1 $534 $535 $536 radius 1.0 1.0 2.0 jf @AMMU2_4987 gosub @HARD3_6268 :AMMU2_682 if $849 == 0 // integer values jf @AMMU2_4980 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) jf @AMMU2_1407 if $851 == 0 // integer values jf @AMMU2_1407 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($853) jf @AMMU2_776 0210: player $PLAYER_CHAR look_at_actor $853 :AMMU2_776 Camera.SetPosition(367.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(367.152, 1050.163, 21.291, 1) if $862 == 0 // integer values jf @AMMU2_869 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @AMMU2_879 :AMMU2_869 0460: set_camera_pointing_time 0.0 800 :AMMU2_879 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU2_928 0055: put_player $PLAYER_CHAR at $534 $535 $536 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :AMMU2_928 if $851 == 0 // integer values jf @AMMU2_1407 wait 0 00BA: text_styled 'PISTOL' 1000 ms 4 // Pistol 01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @AMMU2_1400 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if 0490: player $PLAYER_CHAR has_weapon 18 jf @AMMU2_1063 01E5: text_1number_highpriority 'HELP54' 100 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_1063 if 059C: jf @AMMU2_1229 if 00E1: player 0 pressed_button 17 jf @AMMU2_1222 0419: $852 = player $PLAYER_CHAR weapon 17 ammo if Player.Money($PLAYER_CHAR) > 99 jf @AMMU2_1215 if 9999 > $852 // integer values jf @AMMU2_1208 01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_1178 01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this :AMMU2_1178 01B8: set_player $PLAYER_CHAR armed_weapon_to 17 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 :AMMU2_1208 jump @AMMU2_1222 :AMMU2_1215 gosub @HARD3_4318 :AMMU2_1222 jump @AMMU2_1375 :AMMU2_1229 if 00E1: player 0 pressed_button 16 jf @AMMU2_1375 0419: $852 = player $PLAYER_CHAR weapon 17 ammo if Player.Money($PLAYER_CHAR) > 99 jf @AMMU2_1368 if 9999 > $852 // integer values jf @AMMU2_1361 01B1: give_player $PLAYER_CHAR weapon 17 ammo 68 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_1331 01B1: give_player $PLAYER_CHAR weapon 17 ammo 9999 // Load the weapon model before using this :AMMU2_1331 01B8: set_player $PLAYER_CHAR armed_weapon_to 17 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 :AMMU2_1361 jump @AMMU2_1375 :AMMU2_1368 gosub @HARD3_4318 :AMMU2_1375 if $849 == 1 // integer values jf @AMMU2_1400 jump @AMMU2_10 :AMMU2_1400 jump @AMMU2_928 :AMMU2_1407 if Player.Defined($PLAYER_CHAR) jf @AMMU2_2059 if $851 == 1 // integer values jf @AMMU2_2059 Camera.SetPosition(366.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(366.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU2_1558 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_1558 if $851 == 1 // integer values jf @AMMU2_2059 wait 0 00BA: text_styled 'UZI' 1000 ms 4 // Uz-1 01E5: text_1number_highpriority 'G_COST' 400 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @AMMU2_2052 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if or 0490: player $PLAYER_CHAR has_weapon 25 0490: player $PLAYER_CHAR has_weapon 24 0490: player $PLAYER_CHAR has_weapon 22 jf @AMMU2_1709 01E5: text_1number_highpriority 'HELP54' 400 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_1709 if 059C: jf @AMMU2_1878 if 00E1: player 0 pressed_button 17 jf @AMMU2_1871 0419: $852 = player $PLAYER_CHAR weapon 23 ammo if Player.Money($PLAYER_CHAR) > 399 jf @AMMU2_1864 if 9999 > $852 // integer values jf @AMMU2_1857 01B1: give_player $PLAYER_CHAR weapon 23 ammo 120 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_1825 01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999 // Load the weapon model before using this :AMMU2_1825 01B8: set_player $PLAYER_CHAR armed_weapon_to 23 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -400 0528: add 400 to_money_spent_on_weapons_stats wait 300 :AMMU2_1857 jump @AMMU2_1871 :AMMU2_1864 gosub @HARD3_4318 :AMMU2_1871 jump @AMMU2_2027 :AMMU2_1878 if 00E1: player 0 pressed_button 16 jf @AMMU2_2027 0419: $852 = player $PLAYER_CHAR weapon 23 ammo if Player.Money($PLAYER_CHAR) > 399 jf @AMMU2_2020 if 9999 > $852 // integer values jf @AMMU2_2013 01B1: give_player $PLAYER_CHAR weapon 23 ammo 120 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_1981 01B1: give_player $PLAYER_CHAR weapon 23 ammo 9999 // Load the weapon model before using this :AMMU2_1981 01B8: set_player $PLAYER_CHAR armed_weapon_to 23 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -400 0528: add 400 to_money_spent_on_weapons_stats wait 300 :AMMU2_2013 jump @AMMU2_2027 :AMMU2_2020 gosub @HARD3_4318 :AMMU2_2027 if $849 == 1 // integer values jf @AMMU2_2052 jump @AMMU2_10 :AMMU2_2052 jump @AMMU2_1558 :AMMU2_2059 if Player.Defined($PLAYER_CHAR) jf @AMMU2_2826 if $851 == 2 // integer values jf @AMMU2_2826 Camera.SetPosition(365.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(365.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU2_2210 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_2210 if $851 == 2 // integer values jf @AMMU2_2826 wait 0 00BA: text_styled 'SHOTGN3' 1000 ms 4 // Stubby shotgun if $868 == 0 // integer values jf @AMMU2_2287 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU2_2305 :AMMU2_2287 01E5: text_1number_highpriority 'G_COST' 600 flag 1000 time 1 // Cost: $~1~ :AMMU2_2305 if Player.Defined($PLAYER_CHAR) jf @AMMU2_2819 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if $868 == 1 // integer values jf @AMMU2_2412 if or 0490: player $PLAYER_CHAR has_weapon 20 0490: player $PLAYER_CHAR has_weapon 19 jf @AMMU2_2412 01E5: text_1number_highpriority 'HELP54' 600 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_2412 if 059C: jf @AMMU2_2613 if 00E1: player 0 pressed_button 17 jf @AMMU2_2606 if $868 == 1 // integer values jf @AMMU2_2599 0419: $852 = player $PLAYER_CHAR weapon 21 ammo if Player.Money($PLAYER_CHAR) > 599 jf @AMMU2_2585 if 9999 > $852 // integer values jf @AMMU2_2578 01B1: give_player $PLAYER_CHAR weapon 21 ammo 20 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_2546 01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999 // Load the weapon model before using this :AMMU2_2546 01B8: set_player $PLAYER_CHAR armed_weapon_to 21 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -600 0528: add 600 to_money_spent_on_weapons_stats wait 300 :AMMU2_2578 jump @AMMU2_2592 :AMMU2_2585 gosub @HARD3_4318 :AMMU2_2592 jump @AMMU2_2606 :AMMU2_2599 gosub @HARD3_4318 :AMMU2_2606 jump @AMMU2_2794 :AMMU2_2613 if 00E1: player 0 pressed_button 16 jf @AMMU2_2794 if $868 == 1 // integer values jf @AMMU2_2787 0419: $852 = player $PLAYER_CHAR weapon 21 ammo if Player.Money($PLAYER_CHAR) > 599 jf @AMMU2_2773 if 9999 > $852 // integer values jf @AMMU2_2766 01B1: give_player $PLAYER_CHAR weapon 21 ammo 20 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_2734 01B1: give_player $PLAYER_CHAR weapon 21 ammo 9999 // Load the weapon model before using this :AMMU2_2734 01B8: set_player $PLAYER_CHAR armed_weapon_to 21 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -600 0528: add 600 to_money_spent_on_weapons_stats wait 300 :AMMU2_2766 jump @AMMU2_2780 :AMMU2_2773 gosub @HARD3_4318 :AMMU2_2780 jump @AMMU2_2794 :AMMU2_2787 gosub @HARD3_4318 :AMMU2_2794 if $849 == 1 // integer values jf @AMMU2_2819 jump @AMMU2_10 :AMMU2_2819 jump @AMMU2_2210 :AMMU2_2826 if Player.Defined($PLAYER_CHAR) jf @AMMU2_3586 if $851 == 3 // integer values jf @AMMU2_3586 Camera.SetPosition(364.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(364.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU2_2977 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_2977 if $851 == 3 // integer values jf @AMMU2_3586 wait 0 00BA: text_styled 'SNIPE' 1000 ms 4 // Sniper rifle if $847 == 0 // integer values jf @AMMU2_3054 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU2_3072 :AMMU2_3054 01E5: text_1number_highpriority 'G_COST' 1500 flag 1000 time 1 // Cost: $~1~ :AMMU2_3072 if Player.Defined($PLAYER_CHAR) jf @AMMU2_3579 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if $847 == 1 // integer values jf @AMMU2_3172 if 0490: player $PLAYER_CHAR has_weapon 29 jf @AMMU2_3172 01E5: text_1number_highpriority 'HELP54' 1500 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_3172 if 059C: jf @AMMU2_3373 if 00E1: player 0 pressed_button 17 jf @AMMU2_3366 if $847 == 1 // integer values jf @AMMU2_3359 0419: $852 = player $PLAYER_CHAR weapon 28 ammo if Player.Money($PLAYER_CHAR) > 1499 jf @AMMU2_3345 if 9999 > $852 // integer values jf @AMMU2_3338 01B1: give_player $PLAYER_CHAR weapon 28 ammo 40 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_3306 01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999 // Load the weapon model before using this :AMMU2_3306 01B8: set_player $PLAYER_CHAR armed_weapon_to 28 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -1500 0528: add 1500 to_money_spent_on_weapons_stats wait 300 :AMMU2_3338 jump @AMMU2_3352 :AMMU2_3345 gosub @HARD3_4318 :AMMU2_3352 jump @AMMU2_3366 :AMMU2_3359 gosub @HARD3_4318 :AMMU2_3366 jump @AMMU2_3554 :AMMU2_3373 if 00E1: player 0 pressed_button 16 jf @AMMU2_3554 if $847 == 1 // integer values jf @AMMU2_3547 0419: $852 = player $PLAYER_CHAR weapon 28 ammo if Player.Money($PLAYER_CHAR) > 1499 jf @AMMU2_3533 if 9999 > $852 // integer values jf @AMMU2_3526 01B1: give_player $PLAYER_CHAR weapon 28 ammo 40 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_3494 01B1: give_player $PLAYER_CHAR weapon 28 ammo 9999 // Load the weapon model before using this :AMMU2_3494 01B8: set_player $PLAYER_CHAR armed_weapon_to 28 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -1500 0528: add 1500 to_money_spent_on_weapons_stats wait 300 :AMMU2_3526 jump @AMMU2_3540 :AMMU2_3533 gosub @HARD3_4318 :AMMU2_3540 jump @AMMU2_3554 :AMMU2_3547 gosub @HARD3_4318 :AMMU2_3554 if $849 == 1 // integer values jf @AMMU2_3579 jump @AMMU2_10 :AMMU2_3579 jump @AMMU2_2977 :AMMU2_3586 if Player.Defined($PLAYER_CHAR) jf @AMMU2_4224 if $851 == 4 // integer values jf @AMMU2_4224 Camera.SetPosition(363.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(363.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU2_3737 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_3737 if $851 == 4 // integer values jf @AMMU2_4224 wait 0 00BA: text_styled 'GRENADE' 1000 ms 4 // Grenades 01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @AMMU2_4217 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if or 0490: player $PLAYER_CHAR has_weapon 13 0490: player $PLAYER_CHAR has_weapon 15 0490: player $PLAYER_CHAR has_weapon 14 jf @AMMU2_3888 01E5: text_1number_highpriority 'HELP54' 300 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU2_3888 if 059C: jf @AMMU2_4050 if 00E1: player 0 pressed_button 17 jf @AMMU2_4043 0419: $852 = player $PLAYER_CHAR weapon 12 ammo if Player.Money($PLAYER_CHAR) > 299 jf @AMMU2_4036 if 9999 > $852 // integer values jf @AMMU2_4029 01B1: give_player $PLAYER_CHAR weapon 12 ammo 8 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_4004 01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999 // Load the weapon model before using this :AMMU2_4004 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -300 0528: add 300 to_money_spent_on_weapons_stats wait 300 :AMMU2_4029 jump @AMMU2_4043 :AMMU2_4036 gosub @HARD3_4318 :AMMU2_4043 jump @AMMU2_4192 :AMMU2_4050 if 00E1: player 0 pressed_button 16 jf @AMMU2_4192 0419: $852 = player $PLAYER_CHAR weapon 12 ammo if Player.Money($PLAYER_CHAR) > 299 jf @AMMU2_4185 if 9999 > $852 // integer values jf @AMMU2_4178 01B1: give_player $PLAYER_CHAR weapon 12 ammo 8 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU2_4153 01B1: give_player $PLAYER_CHAR weapon 12 ammo 9999 // Load the weapon model before using this :AMMU2_4153 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -300 0528: add 300 to_money_spent_on_weapons_stats wait 300 :AMMU2_4178 jump @AMMU2_4192 :AMMU2_4185 gosub @HARD3_4318 :AMMU2_4192 if $849 == 1 // integer values jf @AMMU2_4217 jump @AMMU2_10 :AMMU2_4217 jump @AMMU2_3737 :AMMU2_4224 if Player.Defined($PLAYER_CHAR) jf @AMMU2_4973 if $851 == 5 // integer values jf @AMMU2_4973 Camera.SetPosition(362.203, 1051.161, 21.269, 0.0, 0.0, 0.0) Camera.PointAt(362.152, 1050.163, 21.291, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU2_4375 0055: put_player $PLAYER_CHAR at $534 $535 $536 :AMMU2_4375 if $851 == 5 // integer values jf @AMMU2_4973 wait 0 00BA: text_styled 'ARMOUR' 1000 ms 4 // Body Armor if $867 == 0 // integer values jf @AMMU2_4452 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU2_4470 :AMMU2_4452 01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1 // Cost: $~1~ :AMMU2_4470 if Player.Defined($PLAYER_CHAR) jf @AMMU2_4966 gosub @HARD3_5000 04DD: $873 = actor $PLAYER_ACTOR armour if 059C: jf @AMMU2_4731 if 00E1: player 0 pressed_button 17 jf @AMMU2_4724 if $867 == 1 // integer values jf @AMMU2_4717 if Player.Money($PLAYER_CHAR) > 199 jf @AMMU2_4703 if 100 > $873 // integer values jf @AMMU2_4626 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 jump @AMMU2_4696 :AMMU2_4626 if $1582 == 1 // integer values jf @AMMU2_4696 if 200 > $873 // integer values jf @AMMU2_4696 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 :AMMU2_4696 jump @AMMU2_4710 :AMMU2_4703 gosub @HARD3_4318 :AMMU2_4710 jump @AMMU2_4724 :AMMU2_4717 gosub @HARD3_4318 :AMMU2_4724 jump @AMMU2_4941 :AMMU2_4731 if 00E1: player 0 pressed_button 16 jf @AMMU2_4941 if $867 == 1 // integer values jf @AMMU2_4934 if Player.Money($PLAYER_CHAR) > 199 jf @AMMU2_4920 if 100 > $873 // integer values jf @AMMU2_4843 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 jump @AMMU2_4913 :AMMU2_4843 if $1582 == 1 // integer values jf @AMMU2_4913 if 200 > $873 // integer values jf @AMMU2_4913 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 :AMMU2_4913 jump @AMMU2_4927 :AMMU2_4920 gosub @HARD3_4318 :AMMU2_4927 jump @AMMU2_4941 :AMMU2_4934 gosub @HARD3_4318 :AMMU2_4941 if $849 == 1 // integer values jf @AMMU2_4966 jump @AMMU2_10 :AMMU2_4966 jump @AMMU2_4375 :AMMU2_4973 jump @AMMU2_682 :AMMU2_4980 jump @AMMU2_5070 :AMMU2_4987 if 80F6: not player $PLAYER_CHAR 1 $534 $535 $536 radius 1.0 1.0 2.0 jf @AMMU2_5070 if $849 == 1 // integer values jf @AMMU2_5070 if Player.Defined($PLAYER_CHAR) jf @AMMU2_5070 gosub @HARD3_6542 :AMMU2_5070 jump @AMMU2_5102 :AMMU2_5077 if $842 == 1 // integer values jf @AMMU2_5102 gosub @HARD3_6574 :AMMU2_5102 jump @AMMU2_5116 :AMMU2_5109 gosub @HARD3_6574 :AMMU2_5116 jump @AMMU2_10 :AMMU3 thread 'AMMU3' :AMMU3_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @AMMU3_5395 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @AMMU3_5388 if 00F5: player $PLAYER_CHAR 0 $537 $538 $539 radius 35.0 35.0 20.0 jf @AMMU3_5363 if $842 == 0 // integer values jf @AMMU3_513 gosub @HARD3_7010 0084: $857 = $859 // integer values and handles 0060: $857 -= $860 // integer values $889 = Object.Create(#PYTHON, -683.6, 1200.549, 12.93) Object.ToggleInMovingList($889) = False 0453: object $889 set_rotation 0.0 4.0 90.0 $890 = Object.Create(#MP5LNG, -683.6, 1202.049, 12.86) Object.ToggleInMovingList($890) = False 0453: object $890 set_rotation 0.0 8.0 95.0 $891 = Object.Create(#SHOTGSPA, -683.6, 1203.449, 12.91) Object.ToggleInMovingList($891) = False 0453: object $891 set_rotation 0.0 9.0 95.0 $892 = Object.Create(#M4, -683.6, 1205.049, 12.88) Object.ToggleInMovingList($892) = False 0453: object $892 set_rotation 0.0 3.0 95.0 $893 = Object.Create(#LASER, -683.6, 1206.549, 12.81) Object.ToggleInMovingList($893) = False 0453: object $893 set_rotation 0.0 2.0 95.0 $894 = Object.Create(#BODYARMOUR, -683.5, 1208.189, 12.809) Object.ToggleInMovingList($894) = False Object.Angle($894) = 90.0 if $857 > 30000 // integer values jf @AMMU3_499 $853 = Actor.Create(CivMale, #SPECIAL21, -679.97, 1203.5, 10.0) Actor.Angle($853) = 270.0 01ED: clear_actor $853 threat_search 0350: set_actor $853 maintain_position_when_attacked 1 gosub @HARD3_6322 :AMMU3_499 $842 = 1 // integer values jump @AMMU3_568 :AMMU3_513 if 0057: player $PLAYER_CHAR 0 -684.5 1199.3 16.9 -663.8 1211.1 10.0 jf @AMMU3_568 gosub @HARD3_3469 :AMMU3_568 if $995 == 0 // integer values jf @AMMU3_5356 if not Actor.Dead($853) jf @AMMU3_5356 if $844 == 0 // integer values jf @AMMU3_5356 if $1180 == 0 // integer values jf @AMMU3_5356 01FA: $908 = rampage_status if not $908 == 1 // integer values jf @AMMU3_5356 if 00F9: player $PLAYER_CHAR stopped 1 $537 $538 $539 radius 1.0 1.0 2.0 jf @AMMU3_5273 gosub @HARD3_6268 :AMMU3_710 if $849 == 0 // integer values jf @AMMU3_5266 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) jf @AMMU3_1565 if $851 == 0 // integer values jf @AMMU3_1565 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($853) jf @AMMU3_804 0210: player $PLAYER_CHAR look_at_actor $853 :AMMU3_804 Camera.SetPosition(-682.161, 1200.594, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1200.697, 13.171, 1) if $862 == 0 // integer values jf @AMMU3_897 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @AMMU3_907 :AMMU3_897 0460: set_camera_pointing_time 0.0 800 :AMMU3_907 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU3_956 0055: put_player $PLAYER_CHAR at $537 $538 $539 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :AMMU3_956 if $851 == 0 // integer values jf @AMMU3_1565 wait 0 00BA: text_styled 'PYTHON' 2000 ms 4 // .357 if $907 == 0 // integer values jf @AMMU3_1033 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_1051 :AMMU3_1033 01E5: text_1number_highpriority 'G_COST' 2000 flag 1000 time 1 // Cost: $~1~ :AMMU3_1051 if Player.Defined($PLAYER_CHAR) jf @AMMU3_1558 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if $907 == 1 // integer values jf @AMMU3_1151 if 0490: player $PLAYER_CHAR has_weapon 17 jf @AMMU3_1151 01E5: text_1number_highpriority 'HELP54' 2000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_1151 if 059C: jf @AMMU3_1352 if 00E1: player 0 pressed_button 17 jf @AMMU3_1345 if $907 == 1 // integer values jf @AMMU3_1338 0419: $852 = player $PLAYER_CHAR weapon 18 ammo if Player.Money($PLAYER_CHAR) > 1999 jf @AMMU3_1324 if 9999 > $852 // integer values jf @AMMU3_1317 01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_1285 01B1: give_player $PLAYER_CHAR weapon 18 ammo 9999 // Load the weapon model before using this :AMMU3_1285 01B8: set_player $PLAYER_CHAR armed_weapon_to 18 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -2000 0528: add 2000 to_money_spent_on_weapons_stats wait 300 :AMMU3_1317 jump @AMMU3_1331 :AMMU3_1324 gosub @HARD3_4318 :AMMU3_1331 jump @AMMU3_1345 :AMMU3_1338 gosub @HARD3_4318 :AMMU3_1345 jump @AMMU3_1533 :AMMU3_1352 if 00E1: player 0 pressed_button 16 jf @AMMU3_1533 if $907 == 1 // integer values jf @AMMU3_1526 0419: $852 = player $PLAYER_CHAR weapon 18 ammo if Player.Money($PLAYER_CHAR) > 1999 jf @AMMU3_1512 if 9999 > $852 // integer values jf @AMMU3_1505 01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_1473 01B1: give_player $PLAYER_CHAR weapon 18 ammo 9999 // Load the weapon model before using this :AMMU3_1473 01B8: set_player $PLAYER_CHAR armed_weapon_to 18 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -2000 0528: add 2000 to_money_spent_on_weapons_stats wait 300 :AMMU3_1505 jump @AMMU3_1519 :AMMU3_1512 gosub @HARD3_4318 :AMMU3_1519 jump @AMMU3_1533 :AMMU3_1526 gosub @HARD3_4318 :AMMU3_1533 if $849 == 1 // integer values jf @AMMU3_1558 jump @AMMU3_10 :AMMU3_1558 jump @AMMU3_956 :AMMU3_1565 if Player.Defined($PLAYER_CHAR) jf @AMMU3_2339 if $851 == 1 // integer values jf @AMMU3_2339 Camera.SetPosition(-682.161, 1202.094, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1202.197, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU3_1716 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_1716 if $851 == 1 // integer values jf @AMMU3_2339 wait 0 00BA: text_styled 'MP5' 1000 ms 4 // MP if $906 == 0 // integer values jf @AMMU3_1793 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_1811 :AMMU3_1793 01E5: text_1number_highpriority 'G_COST' 3000 flag 1000 time 1 // Cost: $~1~ :AMMU3_1811 if Player.Defined($PLAYER_CHAR) jf @AMMU3_2332 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if $906 == 1 // integer values jf @AMMU3_1925 if or 0490: player $PLAYER_CHAR has_weapon 23 0490: player $PLAYER_CHAR has_weapon 24 0490: player $PLAYER_CHAR has_weapon 22 jf @AMMU3_1925 01E5: text_1number_highpriority 'HELP54' 3000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_1925 if 059C: jf @AMMU3_2126 if 00E1: player 0 pressed_button 17 jf @AMMU3_2119 if $906 == 1 // integer values jf @AMMU3_2112 0419: $852 = player $PLAYER_CHAR weapon 25 ammo if Player.Money($PLAYER_CHAR) > 2999 jf @AMMU3_2098 if 9999 > $852 // integer values jf @AMMU3_2091 01B1: give_player $PLAYER_CHAR weapon 25 ammo 120 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_2059 01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999 // Load the weapon model before using this :AMMU3_2059 01B8: set_player $PLAYER_CHAR armed_weapon_to 25 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -3000 0528: add 3000 to_money_spent_on_weapons_stats wait 300 :AMMU3_2091 jump @AMMU3_2105 :AMMU3_2098 gosub @HARD3_4318 :AMMU3_2105 jump @AMMU3_2119 :AMMU3_2112 gosub @HARD3_4318 :AMMU3_2119 jump @AMMU3_2307 :AMMU3_2126 if 00E1: player 0 pressed_button 16 jf @AMMU3_2307 if $906 == 1 // integer values jf @AMMU3_2300 0419: $852 = player $PLAYER_CHAR weapon 25 ammo if Player.Money($PLAYER_CHAR) > 2999 jf @AMMU3_2286 if 9999 > $852 // integer values jf @AMMU3_2279 01B1: give_player $PLAYER_CHAR weapon 25 ammo 120 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_2247 01B1: give_player $PLAYER_CHAR weapon 25 ammo 9999 // Load the weapon model before using this :AMMU3_2247 01B8: set_player $PLAYER_CHAR armed_weapon_to 25 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -3000 0528: add 3000 to_money_spent_on_weapons_stats wait 300 :AMMU3_2279 jump @AMMU3_2293 :AMMU3_2286 gosub @HARD3_4318 :AMMU3_2293 jump @AMMU3_2307 :AMMU3_2300 gosub @HARD3_4318 :AMMU3_2307 if $849 == 1 // integer values jf @AMMU3_2332 jump @AMMU3_10 :AMMU3_2332 jump @AMMU3_1716 :AMMU3_2339 if Player.Defined($PLAYER_CHAR) jf @AMMU3_3106 if $851 == 2 // integer values jf @AMMU3_3106 Camera.SetPosition(-682.161, 1203.594, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1203.697, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU3_2490 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_2490 if $851 == 2 // integer values jf @AMMU3_3106 wait 0 00BA: text_styled 'SHOTGN2' 1000 ms 4 // S.P.A.S. 12 if $848 == 0 // integer values jf @AMMU3_2567 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_2585 :AMMU3_2567 01E5: text_1number_highpriority 'G_COST' 4000 flag 1000 time 1 // Cost: $~1~ :AMMU3_2585 if Player.Defined($PLAYER_CHAR) jf @AMMU3_3099 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if $848 == 1 // integer values jf @AMMU3_2692 if or 0490: player $PLAYER_CHAR has_weapon 21 0490: player $PLAYER_CHAR has_weapon 19 jf @AMMU3_2692 01E5: text_1number_highpriority 'HELP54' 4000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_2692 if 059C: jf @AMMU3_2893 if 00E1: player 0 pressed_button 17 jf @AMMU3_2886 if $848 == 1 // integer values jf @AMMU3_2879 0419: $852 = player $PLAYER_CHAR weapon 20 ammo if Player.Money($PLAYER_CHAR) > 3999 jf @AMMU3_2865 if 9999 > $852 // integer values jf @AMMU3_2858 01B1: give_player $PLAYER_CHAR weapon 20 ammo 28 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_2826 01B1: give_player $PLAYER_CHAR weapon 20 ammo 9999 // Load the weapon model before using this :AMMU3_2826 01B8: set_player $PLAYER_CHAR armed_weapon_to 20 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -4000 0528: add 4000 to_money_spent_on_weapons_stats wait 300 :AMMU3_2858 jump @AMMU3_2872 :AMMU3_2865 gosub @HARD3_4318 :AMMU3_2872 jump @AMMU3_2886 :AMMU3_2879 gosub @HARD3_4318 :AMMU3_2886 jump @AMMU3_3074 :AMMU3_2893 if 00E1: player 0 pressed_button 16 jf @AMMU3_3074 if $848 == 1 // integer values jf @AMMU3_3067 0419: $852 = player $PLAYER_CHAR weapon 20 ammo if Player.Money($PLAYER_CHAR) > 3999 jf @AMMU3_3053 if 9999 > $852 // integer values jf @AMMU3_3046 01B1: give_player $PLAYER_CHAR weapon 20 ammo 28 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_3014 01B1: give_player $PLAYER_CHAR weapon 20 ammo 9999 // Load the weapon model before using this :AMMU3_3014 01B8: set_player $PLAYER_CHAR armed_weapon_to 20 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -4000 0528: add 4000 to_money_spent_on_weapons_stats wait 300 :AMMU3_3046 jump @AMMU3_3060 :AMMU3_3053 gosub @HARD3_4318 :AMMU3_3060 jump @AMMU3_3074 :AMMU3_3067 gosub @HARD3_4318 :AMMU3_3074 if $849 == 1 // integer values jf @AMMU3_3099 jump @AMMU3_10 :AMMU3_3099 jump @AMMU3_2490 :AMMU3_3106 if Player.Defined($PLAYER_CHAR) jf @AMMU3_3868 if $851 == 3 // integer values jf @AMMU3_3868 Camera.SetPosition(-682.161, 1205.094, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1205.197, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU3_3257 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_3257 if $851 == 3 // integer values jf @AMMU3_3868 wait 0 00BA: text_styled 'M4' 1000 ms 4 // M4 if $855 == 0 // integer values jf @AMMU3_3334 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_3352 :AMMU3_3334 01E5: text_1number_highpriority 'G_COST' 5000 flag 1000 time 1 // Cost: $~1~ :AMMU3_3352 if Player.Defined($PLAYER_CHAR) jf @AMMU3_3861 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if $855 == 1 // integer values jf @AMMU3_3452 if 0490: player $PLAYER_CHAR has_weapon 27 jf @AMMU3_3452 01E5: text_1number_highpriority 'HELP54' 5000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_3452 if 059C: jf @AMMU3_3654 if 00E1: player 0 pressed_button 17 jf @AMMU3_3647 if $855 == 1 // integer values jf @AMMU3_3640 0419: $852 = player $PLAYER_CHAR weapon 26 ammo if Player.Money($PLAYER_CHAR) > 4999 jf @AMMU3_3626 if 9999 > $852 // integer values jf @AMMU3_3619 01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_3587 01B1: give_player $PLAYER_CHAR weapon 26 ammo 9999 // Load the weapon model before using this :AMMU3_3587 01B8: set_player $PLAYER_CHAR armed_weapon_to 26 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -5000 0528: add 5000 to_money_spent_on_weapons_stats wait 300 :AMMU3_3619 jump @AMMU3_3633 :AMMU3_3626 gosub @HARD3_4318 :AMMU3_3633 jump @AMMU3_3647 :AMMU3_3640 gosub @HARD3_4318 :AMMU3_3647 jump @AMMU3_3836 :AMMU3_3654 if 00E1: player 0 pressed_button 16 jf @AMMU3_3836 if $855 == 1 // integer values jf @AMMU3_3829 0419: $852 = player $PLAYER_CHAR weapon 26 ammo if Player.Money($PLAYER_CHAR) > 4999 jf @AMMU3_3815 if 9999 > $852 // integer values jf @AMMU3_3808 01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_3776 01B1: give_player $PLAYER_CHAR weapon 26 ammo 9999 // Load the weapon model before using this :AMMU3_3776 01B8: set_player $PLAYER_CHAR armed_weapon_to 26 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -5000 0528: add 5000 to_money_spent_on_weapons_stats wait 300 :AMMU3_3808 jump @AMMU3_3822 :AMMU3_3815 gosub @HARD3_4318 :AMMU3_3822 jump @AMMU3_3836 :AMMU3_3829 gosub @HARD3_4318 :AMMU3_3836 if $849 == 1 // integer values jf @AMMU3_3861 jump @AMMU3_10 :AMMU3_3861 jump @AMMU3_3257 :AMMU3_3868 if Player.Defined($PLAYER_CHAR) jf @AMMU3_4614 if $851 == 4 // integer values jf @AMMU3_4614 Camera.SetPosition(-682.161, 1206.594, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1206.697, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU3_4019 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_4019 if $851 == 4 // integer values jf @AMMU3_4614 wait 0 00BA: text_styled 'LASER' 1000 ms 4 // .308 Sniper if $856 == 0 // integer values jf @AMMU3_4096 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @AMMU3_4114 :AMMU3_4096 01E5: text_1number_highpriority 'G_COST' 6000 flag 1000 time 1 // Cost: $~1~ :AMMU3_4114 if Player.Defined($PLAYER_CHAR) jf @AMMU3_4607 gosub @HARD3_5000 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $869 ammo $852 model $870 gosub @HARD3_7196 if $856 == 1 // integer values jf @AMMU3_4214 if 0490: player $PLAYER_CHAR has_weapon 28 jf @AMMU3_4214 01E5: text_1number_highpriority 'HELP54' 6000 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :AMMU3_4214 if 059C: jf @AMMU3_4408 if 00E1: player 0 pressed_button 17 jf @AMMU3_4401 if $856 == 1 // integer values jf @AMMU3_4394 0419: $852 = player $PLAYER_CHAR weapon 29 ammo if Player.Money($PLAYER_CHAR) > 5999 jf @AMMU3_4380 if 9999 > $852 // integer values jf @AMMU3_4373 01B1: give_player $PLAYER_CHAR weapon 29 ammo 28 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_4348 01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999 // Load the weapon model before using this :AMMU3_4348 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -6000 0528: add 6000 to_money_spent_on_weapons_stats wait 300 :AMMU3_4373 jump @AMMU3_4387 :AMMU3_4380 gosub @HARD3_4318 :AMMU3_4387 jump @AMMU3_4401 :AMMU3_4394 gosub @HARD3_4318 :AMMU3_4401 jump @AMMU3_4582 :AMMU3_4408 if 00E1: player 0 pressed_button 16 jf @AMMU3_4582 if $856 == 1 // integer values jf @AMMU3_4575 0419: $852 = player $PLAYER_CHAR weapon 29 ammo if Player.Money($PLAYER_CHAR) > 5999 jf @AMMU3_4561 if 9999 > $852 // integer values jf @AMMU3_4554 01B1: give_player $PLAYER_CHAR weapon 29 ammo 28 // Load the weapon model before using this if $852 > 9999 // integer values jf @AMMU3_4529 01B1: give_player $PLAYER_CHAR weapon 29 ammo 9999 // Load the weapon model before using this :AMMU3_4529 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -6000 0528: add 6000 to_money_spent_on_weapons_stats wait 300 :AMMU3_4554 jump @AMMU3_4568 :AMMU3_4561 gosub @HARD3_4318 :AMMU3_4568 jump @AMMU3_4582 :AMMU3_4575 gosub @HARD3_4318 :AMMU3_4582 if $849 == 1 // integer values jf @AMMU3_4607 jump @AMMU3_10 :AMMU3_4607 jump @AMMU3_4019 :AMMU3_4614 if Player.Defined($PLAYER_CHAR) jf @AMMU3_5259 if $851 == 5 // integer values jf @AMMU3_5259 Camera.SetPosition(-682.161, 1208.094, 13.133, 0.0, 0.0, 0.0) Camera.PointAt(-683.155, 1208.197, 13.171, 1) 0460: set_camera_pointing_time 0.0 800 $871 = 0 // integer values $872 = 0 // integer values $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @AMMU3_4765 0055: put_player $PLAYER_CHAR at $537 $538 $539 :AMMU3_4765 if $851 == 5 // integer values jf @AMMU3_5259 wait 0 00BA: text_styled 'ARMOUR' 1000 ms 4 // Body Armor 01E5: text_1number_highpriority 'G_COST' 200 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @AMMU3_5252 gosub @HARD3_5000 04DD: $873 = actor $PLAYER_ACTOR armour if 059C: jf @AMMU3_5049 if 00E1: player 0 pressed_button 17 jf @AMMU3_5042 if Player.Money($PLAYER_CHAR) > 199 jf @AMMU3_5035 if 100 > $873 // integer values jf @AMMU3_4958 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 jump @AMMU3_5028 :AMMU3_4958 if $1582 == 1 // integer values jf @AMMU3_5028 if 200 > $873 // integer values jf @AMMU3_5028 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 :AMMU3_5028 jump @AMMU3_5042 :AMMU3_5035 gosub @HARD3_4318 :AMMU3_5042 jump @AMMU3_5227 :AMMU3_5049 if 00E1: player 0 pressed_button 16 jf @AMMU3_5227 if Player.Money($PLAYER_CHAR) > 199 jf @AMMU3_5220 if 100 > $873 // integer values jf @AMMU3_5143 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 jump @AMMU3_5213 :AMMU3_5143 if $1582 == 1 // integer values jf @AMMU3_5213 if 200 > $873 // integer values jf @AMMU3_5213 035E: set_player $PLAYER_CHAR armour_to 200 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -200 0528: add 200 to_money_spent_on_weapons_stats wait 300 :AMMU3_5213 jump @AMMU3_5227 :AMMU3_5220 gosub @HARD3_4318 :AMMU3_5227 if $849 == 1 // integer values jf @AMMU3_5252 jump @AMMU3_10 :AMMU3_5252 jump @AMMU3_4765 :AMMU3_5259 jump @AMMU3_710 :AMMU3_5266 jump @AMMU3_5356 :AMMU3_5273 if 80F6: not player $PLAYER_CHAR 1 $537 $538 $539 radius 1.0 1.0 2.0 jf @AMMU3_5356 if $849 == 1 // integer values jf @AMMU3_5356 if Player.Defined($PLAYER_CHAR) jf @AMMU3_5356 gosub @HARD3_6542 :AMMU3_5356 jump @AMMU3_5388 :AMMU3_5363 if $842 == 1 // integer values jf @AMMU3_5388 gosub @HARD3_6574 :AMMU3_5388 jump @AMMU3_5402 :AMMU3_5395 gosub @HARD3_6574 :AMMU3_5402 jump @AMMU3_10 :HARD1 thread 'HARD1' :HARD1_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @HARD1_3691 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach jf @HARD1_3684 if 00F5: player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 jf @HARD1_3659 if $843 == 0 // integer values jf @HARD1_423 gosub @HARD3_7072 0084: $858 = $859 // integer values and handles 0060: $858 -= $861 // integer values $875 = Object.Create(#SCREWDRIVER, 201.508, -469.297, 13.79) Object.ToggleInMovingList($875) = False $876 = Object.Create(#HAMMER, 202.508, -469.297, 13.73) Object.ToggleInMovingList($876) = False 0453: object $876 set_rotation 0.0 4.0 0.0 $877 = Object.Create(#CLEAVER, 203.508, -469.297, 13.77) Object.ToggleInMovingList($877) = False $878 = Object.Create(#BAT, 204.606, -469.297, 13.91) Object.ToggleInMovingList($878) = False 0453: object $878 set_rotation 85.0 0.0 90.0 $879 = Object.Create(#MACHETE, 205.858, -469.297, 14.0) Object.ToggleInMovingList($879) = False 0453: object $879 set_rotation 0.0 90.0 0.0 if $858 > 60000 // integer values jf @HARD1_409 $854 = Actor.Create(CivMale, #SPECIAL16, 202.4, -471.1, 10.1) Actor.Angle($854) = 180.1 gosub @HARD3_6722 :HARD1_409 $843 = 1 // integer values jump @HARD1_478 :HARD1_423 if 0057: player $PLAYER_CHAR 0 190.0 -481.0 15.7 209.6 -468.5 10.0 jf @HARD1_478 gosub @HARD3_3559 :HARD1_478 if not Actor.Dead($854) jf @HARD1_3652 if $845 == 0 // integer values jf @HARD1_3652 if $1180 == 0 // integer values jf @HARD1_3652 01FA: $908 = rampage_status if not $908 == 1 // integer values jf @HARD1_3652 if 00F9: player $PLAYER_CHAR stopped 1 $540 $541 $542 radius 1.0 1.0 2.0 jf @HARD1_3569 gosub @HARD3_6295 :HARD1_602 if $850 == 0 // integer values jf @HARD1_3562 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) jf @HARD1_1231 if $851 == 0 // integer values jf @HARD1_1231 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($854) jf @HARD1_696 0210: player $PLAYER_CHAR look_at_actor $854 :HARD1_696 Camera.SetPosition(201.616, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(201.608, -469.797, 14.217, 1) if $862 == 0 // integer values jf @HARD1_789 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @HARD1_799 :HARD1_789 0460: set_camera_pointing_time 0.0 800 :HARD1_799 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD1_848 0055: put_player $PLAYER_CHAR at $540 $541 $542 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :HARD1_848 if $851 == 0 // integer values jf @HARD1_1231 wait 0 00BA: text_styled 'SCREWD' 1000 ms 4 // Screwdriver 01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD1_1224 gosub @HARD3_5596 $885 = 10 // integer values gosub @HARD3_7134 if 059C: jf @HARD1_1079 if 00E1: player 0 pressed_button 17 jf @HARD1_1072 if Player.Money($PLAYER_CHAR) > 9 jf @HARD1_1065 if 82D7: not player $PLAYER_CHAR currentweapon == 2 jf @HARD1_1051 01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 2 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -10 0528: add 10 to_money_spent_on_weapons_stats wait 300 jump @HARD1_1058 :HARD1_1051 gosub @HARD3_4318 :HARD1_1058 jump @HARD1_1072 :HARD1_1065 gosub @HARD3_4318 :HARD1_1072 jump @HARD1_1199 :HARD1_1079 if 00E1: player 0 pressed_button 16 jf @HARD1_1199 if Player.Money($PLAYER_CHAR) > 9 jf @HARD1_1192 if 82D7: not player $PLAYER_CHAR currentweapon == 2 jf @HARD1_1178 01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 2 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -10 0528: add 10 to_money_spent_on_weapons_stats wait 300 jump @HARD1_1185 :HARD1_1178 gosub @HARD3_4318 :HARD1_1185 jump @HARD1_1199 :HARD1_1192 gosub @HARD3_4318 :HARD1_1199 if $850 == 1 // integer values jf @HARD1_1224 jump @HARD1_10 :HARD1_1224 jump @HARD1_848 :HARD1_1231 if Player.Defined($PLAYER_CHAR) jf @HARD1_1751 if $851 == 1 // integer values jf @HARD1_1751 Camera.SetPosition(202.616, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(202.608, -469.797, 14.217, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD1_1368 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_1368 if $851 == 1 // integer values jf @HARD1_1751 wait 0 00BA: text_styled 'HAMMER' 1000 ms 4 // Hammer 01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD1_1744 gosub @HARD3_5596 $885 = 20 // integer values gosub @HARD3_7134 if 059C: jf @HARD1_1599 if 00E1: player 0 pressed_button 17 jf @HARD1_1592 if Player.Money($PLAYER_CHAR) > 19 jf @HARD1_1585 if 82D7: not player $PLAYER_CHAR currentweapon == 7 jf @HARD1_1571 01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -20 0528: add 20 to_money_spent_on_weapons_stats wait 300 jump @HARD1_1578 :HARD1_1571 gosub @HARD3_4318 :HARD1_1578 jump @HARD1_1592 :HARD1_1585 gosub @HARD3_4318 :HARD1_1592 jump @HARD1_1719 :HARD1_1599 if 00E1: player 0 pressed_button 16 jf @HARD1_1719 if Player.Money($PLAYER_CHAR) > 19 jf @HARD1_1712 if 82D7: not player $PLAYER_CHAR currentweapon == 7 jf @HARD1_1698 01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -20 0528: add 20 to_money_spent_on_weapons_stats wait 300 jump @HARD1_1705 :HARD1_1698 gosub @HARD3_4318 :HARD1_1705 jump @HARD1_1719 :HARD1_1712 gosub @HARD3_4318 :HARD1_1719 if $850 == 1 // integer values jf @HARD1_1744 jump @HARD1_10 :HARD1_1744 jump @HARD1_1368 :HARD1_1751 if Player.Defined($PLAYER_CHAR) jf @HARD1_2271 if $851 == 2 // integer values jf @HARD1_2271 Camera.SetPosition(203.616, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(203.608, -469.797, 14.217, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD1_1888 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_1888 if $851 == 2 // integer values jf @HARD1_2271 wait 0 00BA: text_styled 'CLEVER' 1000 ms 4 // Meat Cleaver 01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD1_2264 gosub @HARD3_5596 $885 = 50 // integer values gosub @HARD3_7134 if 059C: jf @HARD1_2119 if 00E1: player 0 pressed_button 17 jf @HARD1_2112 if Player.Money($PLAYER_CHAR) > 49 jf @HARD1_2105 if 82D7: not player $PLAYER_CHAR currentweapon == 8 jf @HARD1_2091 01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -50 0528: add 50 to_money_spent_on_weapons_stats wait 300 jump @HARD1_2098 :HARD1_2091 gosub @HARD3_4318 :HARD1_2098 jump @HARD1_2112 :HARD1_2105 gosub @HARD3_4318 :HARD1_2112 jump @HARD1_2239 :HARD1_2119 if 00E1: player 0 pressed_button 16 jf @HARD1_2239 if Player.Money($PLAYER_CHAR) > 49 jf @HARD1_2232 if 82D7: not player $PLAYER_CHAR currentweapon == 8 jf @HARD1_2218 01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -50 0528: add 50 to_money_spent_on_weapons_stats wait 300 jump @HARD1_2225 :HARD1_2218 gosub @HARD3_4318 :HARD1_2225 jump @HARD1_2239 :HARD1_2232 gosub @HARD3_4318 :HARD1_2239 if $850 == 1 // integer values jf @HARD1_2264 jump @HARD1_10 :HARD1_2264 jump @HARD1_1888 :HARD1_2271 if Player.Defined($PLAYER_CHAR) jf @HARD1_2913 if $851 == 3 // integer values jf @HARD1_2913 Camera.SetPosition(204.816, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(204.808, -469.797, 14.217, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD1_2408 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_2408 if $851 == 3 // integer values jf @HARD1_2913 wait 0 00BA: text_styled 'BASEBAT' 1000 ms 4 // Baseball bat if $904 == 0 // integer values jf @HARD1_2485 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @HARD1_2502 :HARD1_2485 01E5: text_1number_highpriority 'G_COST' 80 flag 1000 time 1 // Cost: $~1~ :HARD1_2502 if Player.Defined($PLAYER_CHAR) jf @HARD1_2906 gosub @HARD3_5596 if $904 == 1 // integer values jf @HARD1_2557 $885 = 80 // integer values gosub @HARD3_7134 :HARD1_2557 if 059C: jf @HARD1_2729 if 00E1: player 0 pressed_button 17 jf @HARD1_2722 if $904 == 1 // integer values jf @HARD1_2715 if Player.Money($PLAYER_CHAR) > 79 jf @HARD1_2701 if 82D7: not player $PLAYER_CHAR currentweapon == 6 jf @HARD1_2687 01B1: give_player $PLAYER_CHAR weapon 6 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 6 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -80 0528: add 80 to_money_spent_on_weapons_stats wait 300 jump @HARD1_2694 :HARD1_2687 gosub @HARD3_4318 :HARD1_2694 jump @HARD1_2708 :HARD1_2701 gosub @HARD3_4318 :HARD1_2708 jump @HARD1_2722 :HARD1_2715 gosub @HARD3_4318 :HARD1_2722 jump @HARD1_2881 :HARD1_2729 if 00E1: player 0 pressed_button 16 jf @HARD1_2881 if $904 == 1 // integer values jf @HARD1_2874 if Player.Money($PLAYER_CHAR) > 79 jf @HARD1_2860 if 82D7: not player $PLAYER_CHAR currentweapon == 6 jf @HARD1_2846 01B1: give_player $PLAYER_CHAR weapon 6 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 6 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -80 0528: add 80 to_money_spent_on_weapons_stats wait 300 jump @HARD1_2853 :HARD1_2846 gosub @HARD3_4318 :HARD1_2853 jump @HARD1_2867 :HARD1_2860 gosub @HARD3_4318 :HARD1_2867 jump @HARD1_2881 :HARD1_2874 gosub @HARD3_4318 :HARD1_2881 if $850 == 1 // integer values jf @HARD1_2906 jump @HARD1_10 :HARD1_2906 jump @HARD1_2408 :HARD1_2913 if Player.Defined($PLAYER_CHAR) jf @HARD1_3555 if $851 == 4 // integer values jf @HARD1_3555 Camera.SetPosition(206.116, -470.795, 14.284, 0.0, 0.0, 0.0) Camera.PointAt(206.108, -469.797, 14.217, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD1_3050 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD1_3050 if $851 == 4 // integer values jf @HARD1_3555 wait 0 00BA: text_styled 'MACHETE' 1000 ms 4 // Machete if $905 == 0 // integer values jf @HARD1_3127 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @HARD1_3144 :HARD1_3127 01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1 // Cost: $~1~ :HARD1_3144 if Player.Defined($PLAYER_CHAR) jf @HARD1_3548 gosub @HARD3_5596 if $905 == 1 // integer values jf @HARD1_3199 $885 = 100 // integer values gosub @HARD3_7134 :HARD1_3199 if 059C: jf @HARD1_3371 if 00E1: player 0 pressed_button 17 jf @HARD1_3364 if $905 == 1 // integer values jf @HARD1_3357 if Player.Money($PLAYER_CHAR) > 99 jf @HARD1_3343 if 82D7: not player $PLAYER_CHAR currentweapon == 9 jf @HARD1_3329 01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 9 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 jump @HARD1_3336 :HARD1_3329 gosub @HARD3_4318 :HARD1_3336 jump @HARD1_3350 :HARD1_3343 gosub @HARD3_4318 :HARD1_3350 jump @HARD1_3364 :HARD1_3357 gosub @HARD3_4318 :HARD1_3364 jump @HARD1_3523 :HARD1_3371 if 00E1: player 0 pressed_button 16 jf @HARD1_3523 if $905 == 1 // integer values jf @HARD1_3516 if Player.Money($PLAYER_CHAR) > 99 jf @HARD1_3502 if 82D7: not player $PLAYER_CHAR currentweapon == 9 jf @HARD1_3488 01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 9 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 jump @HARD1_3495 :HARD1_3488 gosub @HARD3_4318 :HARD1_3495 jump @HARD1_3509 :HARD1_3502 gosub @HARD3_4318 :HARD1_3509 jump @HARD1_3523 :HARD1_3516 gosub @HARD3_4318 :HARD1_3523 if $850 == 1 // integer values jf @HARD1_3548 jump @HARD1_10 :HARD1_3548 jump @HARD1_3050 :HARD1_3555 jump @HARD1_602 :HARD1_3562 jump @HARD1_3652 :HARD1_3569 if 80F6: not player $PLAYER_CHAR 1 $540 $541 $542 radius 1.0 1.0 2.0 jf @HARD1_3652 if $850 == 1 // integer values jf @HARD1_3652 if Player.Defined($PLAYER_CHAR) jf @HARD1_3652 gosub @HARD3_6783 :HARD1_3652 jump @HARD1_3684 :HARD1_3659 if $843 == 1 // integer values jf @HARD1_3684 gosub @HARD3_6815 :HARD1_3684 jump @HARD1_3698 :HARD1_3691 gosub @HARD3_6815 :HARD1_3698 jump @HARD1_10 :HARD2 thread 'HARD2' :HARD2_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @HARD2_3557 if $1003 == 1 // integer values jf @HARD2_3550 if 0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 jf @HARD2_3525 if $843 == 0 // integer values jf @HARD2_403 gosub @HARD3_7072 0084: $858 = $859 // integer values and handles 0060: $858 -= $861 // integer values $875 = Object.Create(#SCREWDRIVER, 365.96, 1072.8, 20.68) Object.ToggleInMovingList($875) = False $876 = Object.Create(#HAMMER, 364.96, 1072.8, 20.669) Object.ToggleInMovingList($876) = False 0453: object $876 set_rotation 0.0 4.0 0.0 $877 = Object.Create(#CLEAVER, 363.96, 1072.8, 20.729) Object.ToggleInMovingList($877) = False $878 = Object.Create(#KNIFECUR, 362.92, 1072.8, 20.639) Object.ToggleInMovingList($878) = False $879 = Object.Create(#KATANA, 362.0, 1072.8, 20.75) Object.ToggleInMovingList($879) = False 0453: object $879 set_rotation 0.0 -20.0 0.0 if $858 > 60000 // integer values jf @HARD2_389 $854 = Actor.Create(CivMale, #SPECIAL16, 364.5, 1074.3, 18.0) Actor.Angle($854) = 358.1 gosub @HARD3_6722 :HARD2_389 $843 = 1 // integer values jump @HARD2_458 :HARD2_403 if 0057: player $PLAYER_CHAR 0 369.9 1089.8 22.3 359.8 1071.7 18.1 jf @HARD2_458 gosub @HARD3_3559 :HARD2_458 if not Actor.Dead($854) jf @HARD2_3518 if $845 == 0 // integer values jf @HARD2_3518 if $1180 == 0 // integer values jf @HARD2_3518 01FA: $908 = rampage_status if not $908 == 1 // integer values jf @HARD2_3518 if 00F9: player $PLAYER_CHAR stopped 1 $543 $544 $545 radius 1.0 1.0 2.0 jf @HARD2_3435 gosub @HARD3_6295 :HARD2_582 if $850 == 0 // integer values jf @HARD2_3428 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) jf @HARD2_1211 if $851 == 0 // integer values jf @HARD2_1211 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($854) jf @HARD2_676 0210: player $PLAYER_CHAR look_at_actor $854 :HARD2_676 Camera.SetPosition(366.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(366.089, 1073.72, 21.084, 1) if $862 == 0 // integer values jf @HARD2_769 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @HARD2_779 :HARD2_769 0460: set_camera_pointing_time 0.0 800 :HARD2_779 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD2_828 0055: put_player $PLAYER_CHAR at $543 $544 $545 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :HARD2_828 if $851 == 0 // integer values jf @HARD2_1211 wait 0 00BA: text_styled 'SCREWD' 1000 ms 4 // Screwdriver 01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD2_1204 gosub @HARD3_5596 $885 = 10 // integer values gosub @HARD3_7134 if 059C: jf @HARD2_1059 if 00E1: player 0 pressed_button 17 jf @HARD2_1052 if Player.Money($PLAYER_CHAR) > 9 jf @HARD2_1045 if 82D7: not player $PLAYER_CHAR currentweapon == 2 jf @HARD2_1031 01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 2 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -10 0528: add 10 to_money_spent_on_weapons_stats wait 300 jump @HARD2_1038 :HARD2_1031 gosub @HARD3_4318 :HARD2_1038 jump @HARD2_1052 :HARD2_1045 gosub @HARD3_4318 :HARD2_1052 jump @HARD2_1179 :HARD2_1059 if 00E1: player 0 pressed_button 16 jf @HARD2_1179 if Player.Money($PLAYER_CHAR) > 9 jf @HARD2_1172 if 82D7: not player $PLAYER_CHAR currentweapon == 2 jf @HARD2_1158 01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 2 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -10 0528: add 10 to_money_spent_on_weapons_stats wait 300 jump @HARD2_1165 :HARD2_1158 gosub @HARD3_4318 :HARD2_1165 jump @HARD2_1179 :HARD2_1172 gosub @HARD3_4318 :HARD2_1179 if $850 == 1 // integer values jf @HARD2_1204 jump @HARD2_10 :HARD2_1204 jump @HARD2_828 :HARD2_1211 if Player.Defined($PLAYER_CHAR) jf @HARD2_1731 if $851 == 1 // integer values jf @HARD2_1731 Camera.SetPosition(365.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(365.089, 1073.72, 21.084, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD2_1348 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_1348 if $851 == 1 // integer values jf @HARD2_1731 wait 0 00BA: text_styled 'HAMMER' 1000 ms 4 // Hammer 01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD2_1724 gosub @HARD3_5596 $885 = 20 // integer values gosub @HARD3_7134 if 059C: jf @HARD2_1579 if 00E1: player 0 pressed_button 17 jf @HARD2_1572 if Player.Money($PLAYER_CHAR) > 19 jf @HARD2_1565 if 82D7: not player $PLAYER_CHAR currentweapon == 7 jf @HARD2_1551 01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -20 0528: add 20 to_money_spent_on_weapons_stats wait 300 jump @HARD2_1558 :HARD2_1551 gosub @HARD3_4318 :HARD2_1558 jump @HARD2_1572 :HARD2_1565 gosub @HARD3_4318 :HARD2_1572 jump @HARD2_1699 :HARD2_1579 if 00E1: player 0 pressed_button 16 jf @HARD2_1699 if Player.Money($PLAYER_CHAR) > 19 jf @HARD2_1692 if 82D7: not player $PLAYER_CHAR currentweapon == 7 jf @HARD2_1678 01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -20 0528: add 20 to_money_spent_on_weapons_stats wait 300 jump @HARD2_1685 :HARD2_1678 gosub @HARD3_4318 :HARD2_1685 jump @HARD2_1699 :HARD2_1692 gosub @HARD3_4318 :HARD2_1699 if $850 == 1 // integer values jf @HARD2_1724 jump @HARD2_10 :HARD2_1724 jump @HARD2_1348 :HARD2_1731 if Player.Defined($PLAYER_CHAR) jf @HARD2_2251 if $851 == 2 // integer values jf @HARD2_2251 Camera.SetPosition(364.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(364.089, 1073.72, 21.084, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD2_1868 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_1868 if $851 == 2 // integer values jf @HARD2_2251 wait 0 00BA: text_styled 'CLEVER' 1000 ms 4 // Meat Cleaver 01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD2_2244 gosub @HARD3_5596 $885 = 50 // integer values gosub @HARD3_7134 if 059C: jf @HARD2_2099 if 00E1: player 0 pressed_button 17 jf @HARD2_2092 if Player.Money($PLAYER_CHAR) > 49 jf @HARD2_2085 if 82D7: not player $PLAYER_CHAR currentweapon == 8 jf @HARD2_2071 01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -50 0528: add 50 to_money_spent_on_weapons_stats wait 300 jump @HARD2_2078 :HARD2_2071 gosub @HARD3_4318 :HARD2_2078 jump @HARD2_2092 :HARD2_2085 gosub @HARD3_4318 :HARD2_2092 jump @HARD2_2219 :HARD2_2099 if 00E1: player 0 pressed_button 16 jf @HARD2_2219 if Player.Money($PLAYER_CHAR) > 49 jf @HARD2_2212 if 82D7: not player $PLAYER_CHAR currentweapon == 8 jf @HARD2_2198 01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -50 0528: add 50 to_money_spent_on_weapons_stats wait 300 jump @HARD2_2205 :HARD2_2198 gosub @HARD3_4318 :HARD2_2205 jump @HARD2_2219 :HARD2_2212 gosub @HARD3_4318 :HARD2_2219 if $850 == 1 // integer values jf @HARD2_2244 jump @HARD2_10 :HARD2_2244 jump @HARD2_1868 :HARD2_2251 if Player.Defined($PLAYER_CHAR) jf @HARD2_2771 if $851 == 3 // integer values jf @HARD2_2771 Camera.SetPosition(363.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(363.089, 1073.72, 21.084, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD2_2388 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_2388 if $851 == 3 // integer values jf @HARD2_2771 wait 0 00BA: text_styled 'KNIFE' 1000 ms 4 // Knife 01E5: text_1number_highpriority 'G_COST' 90 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD2_2764 gosub @HARD3_5596 $885 = 90 // integer values gosub @HARD3_7134 if 059C: jf @HARD2_2619 if 00E1: player 0 pressed_button 17 jf @HARD2_2612 if Player.Money($PLAYER_CHAR) > 89 jf @HARD2_2605 if 82D7: not player $PLAYER_CHAR currentweapon == 5 jf @HARD2_2591 01B1: give_player $PLAYER_CHAR weapon 5 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 5 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -90 0528: add 90 to_money_spent_on_weapons_stats wait 300 jump @HARD2_2598 :HARD2_2591 gosub @HARD3_4318 :HARD2_2598 jump @HARD2_2612 :HARD2_2605 gosub @HARD3_4318 :HARD2_2612 jump @HARD2_2739 :HARD2_2619 if 00E1: player 0 pressed_button 16 jf @HARD2_2739 if Player.Money($PLAYER_CHAR) > 89 jf @HARD2_2732 if 82D7: not player $PLAYER_CHAR currentweapon == 5 jf @HARD2_2718 01B1: give_player $PLAYER_CHAR weapon 5 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 5 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -90 0528: add 90 to_money_spent_on_weapons_stats wait 300 jump @HARD2_2725 :HARD2_2718 gosub @HARD3_4318 :HARD2_2725 jump @HARD2_2739 :HARD2_2732 gosub @HARD3_4318 :HARD2_2739 if $850 == 1 // integer values jf @HARD2_2764 jump @HARD2_10 :HARD2_2764 jump @HARD2_2388 :HARD2_2771 if Player.Defined($PLAYER_CHAR) jf @HARD2_3421 if $851 == 4 // integer values jf @HARD2_3421 Camera.SetPosition(362.1, 1074.719, 21.062, 0.0, 0.0, 0.0) Camera.PointAt(362.089, 1073.72, 21.084, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD2_2908 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD2_2908 if $851 == 4 // integer values jf @HARD2_3421 wait 0 00BA: text_styled 'KATANA' 1000 ms 4 // Katana if $874 == 0 // integer values jf @HARD2_2985 00BC: text_highpriority 'STOCK' 1000 ms 1 // ~r~out of stock jump @HARD2_3003 :HARD2_2985 01E5: text_1number_highpriority 'G_COST' 300 flag 1000 time 1 // Cost: $~1~ :HARD2_3003 if Player.Defined($PLAYER_CHAR) jf @HARD2_3414 gosub @HARD3_5596 if $874 == 1 // integer values jf @HARD2_3059 $885 = 300 // integer values gosub @HARD3_7134 :HARD2_3059 if 059C: jf @HARD2_3234 if 00E1: player 0 pressed_button 17 jf @HARD2_3227 if $874 == 1 // integer values jf @HARD2_3220 if Player.Money($PLAYER_CHAR) > 299 jf @HARD2_3206 if 82D7: not player $PLAYER_CHAR currentweapon == 10 jf @HARD2_3192 01B1: give_player $PLAYER_CHAR weapon 10 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 10 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -300 0528: add 300 to_money_spent_on_weapons_stats wait 300 jump @HARD2_3199 :HARD2_3192 gosub @HARD3_4318 :HARD2_3199 jump @HARD2_3213 :HARD2_3206 gosub @HARD3_4318 :HARD2_3213 jump @HARD2_3227 :HARD2_3220 gosub @HARD3_4318 :HARD2_3227 jump @HARD2_3389 :HARD2_3234 if 00E1: player 0 pressed_button 16 jf @HARD2_3389 if $874 == 1 // integer values jf @HARD2_3382 if Player.Money($PLAYER_CHAR) > 299 jf @HARD2_3368 if 82D7: not player $PLAYER_CHAR currentweapon == 10 jf @HARD2_3354 01B1: give_player $PLAYER_CHAR weapon 10 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 10 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -300 0528: add 300 to_money_spent_on_weapons_stats wait 300 jump @HARD2_3361 :HARD2_3354 gosub @HARD3_4318 :HARD2_3361 jump @HARD2_3375 :HARD2_3368 gosub @HARD3_4318 :HARD2_3375 jump @HARD2_3389 :HARD2_3382 gosub @HARD3_4318 :HARD2_3389 if $850 == 1 // integer values jf @HARD2_3414 jump @HARD2_10 :HARD2_3414 jump @HARD2_2908 :HARD2_3421 jump @HARD2_582 :HARD2_3428 jump @HARD2_3518 :HARD2_3435 if 80F6: not player $PLAYER_CHAR 0 $543 $544 $545 radius 1.0 1.0 2.0 jf @HARD2_3518 if $850 == 1 // integer values jf @HARD2_3518 if Player.Defined($PLAYER_CHAR) jf @HARD2_3518 gosub @HARD3_6783 :HARD2_3518 jump @HARD2_3550 :HARD2_3525 if $843 == 1 // integer values jf @HARD2_3550 gosub @HARD3_6815 :HARD2_3550 jump @HARD2_3564 :HARD2_3557 gosub @HARD3_6815 :HARD2_3564 jump @HARD2_10 :HARD3 thread 'HARD3' :HARD3_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @HARD3_3455 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @HARD3_3448 if 00F5: player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 jf @HARD3_3423 if $843 == 0 // integer values jf @HARD3_423 gosub @HARD3_7072 0084: $858 = $859 // integer values and handles 0060: $858 -= $861 // integer values $875 = Object.Create(#SCREWDRIVER, -961.0, -689.87, 14.08) Object.ToggleInMovingList($875) = False Object.Angle($875) = 270.0 $876 = Object.Create(#HAMMER, -960.95, -690.88, 14.032) Object.ToggleInMovingList($876) = False 0453: object $876 set_rotation 0.0 4.0 270.0 $877 = Object.Create(#CLEAVER, -960.95, -691.9, 14.08) Object.ToggleInMovingList($877) = False Object.Angle($877) = 270.0 $878 = Object.Create(#MACHETE, -960.8, -693.0, 14.08) Object.ToggleInMovingList($878) = False Object.Angle($878) = 270.0 $879 = Object.Create(#CHNSAW, -960.8, -694.0, 14.162) Object.ToggleInMovingList($879) = False Object.Angle($879) = 270.0 if $858 > 60000 // integer values jf @HARD3_409 $854 = Actor.Create(CivMale, #SPECIAL16, -963.8, -692.3, 10.3) Actor.Angle($854) = 90.0 gosub @HARD3_6722 :HARD3_409 $843 = 1 // integer values jump @HARD3_478 :HARD3_423 if 0057: player $PLAYER_CHAR 0 -981.0 -688.0 15.1 -959.8 -696.0 10.1 jf @HARD3_478 gosub @HARD3_3559 :HARD3_478 if not Actor.Dead($854) jf @HARD3_3416 if $845 == 0 // integer values jf @HARD3_3416 if $1180 == 0 // integer values jf @HARD3_3416 01FA: $908 = rampage_status if not $908 == 1 // integer values jf @HARD3_3416 if 00F9: player $PLAYER_CHAR stopped 1 $546 $547 $548 radius 1.0 1.0 2.0 jf @HARD3_3333 gosub @HARD3_6295 :HARD3_602 if $850 == 0 // integer values jf @HARD3_3326 $1180 = 1 // integer values wait 0 if Player.Defined($PLAYER_CHAR) jf @HARD3_1231 if $851 == 0 // integer values jf @HARD3_1231 Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($854) jf @HARD3_696 0210: player $PLAYER_CHAR look_at_actor $854 :HARD3_696 Camera.SetPosition(-962.483, -690.104, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -690.029, 14.481, 1) if $862 == 0 // integer values jf @HARD3_789 0460: set_camera_pointing_time 0.0 1200 $862 = 1 // integer values jump @HARD3_799 :HARD3_789 0460: set_camera_pointing_time 0.0 800 :HARD3_799 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD3_848 0055: put_player $PLAYER_CHAR at $546 $547 $548 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True :HARD3_848 if $851 == 0 // integer values jf @HARD3_1231 wait 0 00BA: text_styled 'SCREWD' 1000 ms 4 // Screwdriver 01E5: text_1number_highpriority 'G_COST' 10 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD3_1224 gosub @HARD3_5596 $885 = 10 // integer values gosub @HARD3_7134 if 059C: jf @HARD3_1079 if 00E1: player 0 pressed_button 17 jf @HARD3_1072 if Player.Money($PLAYER_CHAR) > 9 jf @HARD3_1065 if 82D7: not player $PLAYER_CHAR currentweapon == 2 jf @HARD3_1051 01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 2 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -10 0528: add 10 to_money_spent_on_weapons_stats wait 300 jump @HARD3_1058 :HARD3_1051 gosub @HARD3_4318 :HARD3_1058 jump @HARD3_1072 :HARD3_1065 gosub @HARD3_4318 :HARD3_1072 jump @HARD3_1199 :HARD3_1079 if 00E1: player 0 pressed_button 16 jf @HARD3_1199 if Player.Money($PLAYER_CHAR) > 9 jf @HARD3_1192 if 82D7: not player $PLAYER_CHAR currentweapon == 2 jf @HARD3_1178 01B1: give_player $PLAYER_CHAR weapon 2 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 2 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -10 0528: add 10 to_money_spent_on_weapons_stats wait 300 jump @HARD3_1185 :HARD3_1178 gosub @HARD3_4318 :HARD3_1185 jump @HARD3_1199 :HARD3_1192 gosub @HARD3_4318 :HARD3_1199 if $850 == 1 // integer values jf @HARD3_1224 jump @HARD3_10 :HARD3_1224 jump @HARD3_848 :HARD3_1231 if Player.Defined($PLAYER_CHAR) jf @HARD3_1751 if $851 == 1 // integer values jf @HARD3_1751 Camera.SetPosition(-962.483, -691.104, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -691.029, 14.481, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD3_1368 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_1368 if $851 == 1 // integer values jf @HARD3_1751 wait 0 00BA: text_styled 'HAMMER' 1000 ms 4 // Hammer 01E5: text_1number_highpriority 'G_COST' 20 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD3_1744 gosub @HARD3_5596 $885 = 20 // integer values gosub @HARD3_7134 if 059C: jf @HARD3_1599 if 00E1: player 0 pressed_button 17 jf @HARD3_1592 if Player.Money($PLAYER_CHAR) > 19 jf @HARD3_1585 if 82D7: not player $PLAYER_CHAR currentweapon == 7 jf @HARD3_1571 01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -20 0528: add 20 to_money_spent_on_weapons_stats wait 300 jump @HARD3_1578 :HARD3_1571 gosub @HARD3_4318 :HARD3_1578 jump @HARD3_1592 :HARD3_1585 gosub @HARD3_4318 :HARD3_1592 jump @HARD3_1719 :HARD3_1599 if 00E1: player 0 pressed_button 16 jf @HARD3_1719 if Player.Money($PLAYER_CHAR) > 19 jf @HARD3_1712 if 82D7: not player $PLAYER_CHAR currentweapon == 7 jf @HARD3_1698 01B1: give_player $PLAYER_CHAR weapon 7 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 7 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -20 0528: add 20 to_money_spent_on_weapons_stats wait 300 jump @HARD3_1705 :HARD3_1698 gosub @HARD3_4318 :HARD3_1705 jump @HARD3_1719 :HARD3_1712 gosub @HARD3_4318 :HARD3_1719 if $850 == 1 // integer values jf @HARD3_1744 jump @HARD3_10 :HARD3_1744 jump @HARD3_1368 :HARD3_1751 if Player.Defined($PLAYER_CHAR) jf @HARD3_2271 if $851 == 2 // integer values jf @HARD3_2271 Camera.SetPosition(-962.483, -692.104, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -692.029, 14.481, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD3_1888 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_1888 if $851 == 2 // integer values jf @HARD3_2271 wait 0 00BA: text_styled 'CLEVER' 1000 ms 4 // Meat Cleaver 01E5: text_1number_highpriority 'G_COST' 50 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD3_2264 gosub @HARD3_5596 $885 = 50 // integer values gosub @HARD3_7134 if 059C: jf @HARD3_2119 if 00E1: player 0 pressed_button 17 jf @HARD3_2112 if Player.Money($PLAYER_CHAR) > 49 jf @HARD3_2105 if 82D7: not player $PLAYER_CHAR currentweapon == 8 jf @HARD3_2091 01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -50 0528: add 50 to_money_spent_on_weapons_stats wait 300 jump @HARD3_2098 :HARD3_2091 gosub @HARD3_4318 :HARD3_2098 jump @HARD3_2112 :HARD3_2105 gosub @HARD3_4318 :HARD3_2112 jump @HARD3_2239 :HARD3_2119 if 00E1: player 0 pressed_button 16 jf @HARD3_2239 if Player.Money($PLAYER_CHAR) > 49 jf @HARD3_2232 if 82D7: not player $PLAYER_CHAR currentweapon == 8 jf @HARD3_2218 01B1: give_player $PLAYER_CHAR weapon 8 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 8 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -50 0528: add 50 to_money_spent_on_weapons_stats wait 300 jump @HARD3_2225 :HARD3_2218 gosub @HARD3_4318 :HARD3_2225 jump @HARD3_2239 :HARD3_2232 gosub @HARD3_4318 :HARD3_2239 if $850 == 1 // integer values jf @HARD3_2264 jump @HARD3_10 :HARD3_2264 jump @HARD3_1888 :HARD3_2271 if Player.Defined($PLAYER_CHAR) jf @HARD3_2791 if $851 == 3 // integer values jf @HARD3_2791 Camera.SetPosition(-962.483, -693.204, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -693.129, 14.481, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD3_2408 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_2408 if $851 == 3 // integer values jf @HARD3_2791 wait 0 00BA: text_styled 'MACHETE' 1000 ms 4 // Machete 01E5: text_1number_highpriority 'G_COST' 100 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD3_2784 gosub @HARD3_5596 $885 = 100 // integer values gosub @HARD3_7134 if 059C: jf @HARD3_2639 if 00E1: player 0 pressed_button 17 jf @HARD3_2632 if Player.Money($PLAYER_CHAR) > 99 jf @HARD3_2625 if 82D7: not player $PLAYER_CHAR currentweapon == 9 jf @HARD3_2611 01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 9 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 jump @HARD3_2618 :HARD3_2611 gosub @HARD3_4318 :HARD3_2618 jump @HARD3_2632 :HARD3_2625 gosub @HARD3_4318 :HARD3_2632 jump @HARD3_2759 :HARD3_2639 if 00E1: player 0 pressed_button 16 jf @HARD3_2759 if Player.Money($PLAYER_CHAR) > 99 jf @HARD3_2752 if 82D7: not player $PLAYER_CHAR currentweapon == 9 jf @HARD3_2738 01B1: give_player $PLAYER_CHAR weapon 9 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 9 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -100 0528: add 100 to_money_spent_on_weapons_stats wait 300 jump @HARD3_2745 :HARD3_2738 gosub @HARD3_4318 :HARD3_2745 jump @HARD3_2759 :HARD3_2752 gosub @HARD3_4318 :HARD3_2759 if $850 == 1 // integer values jf @HARD3_2784 jump @HARD3_10 :HARD3_2784 jump @HARD3_2408 :HARD3_2791 if Player.Defined($PLAYER_CHAR) jf @HARD3_3319 if $851 == 4 // integer values jf @HARD3_3319 Camera.SetPosition(-962.483, -694.504, 14.47, 0.0, 0.0, 0.0) Camera.PointAt(-961.485, -694.429, 14.481, 1) 0460: set_camera_pointing_time 0.0 800 $863 = 0 // integer values wait 800 if Player.Defined($PLAYER_CHAR) jf @HARD3_2928 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_2928 if $851 == 4 // integer values jf @HARD3_3319 wait 0 00BA: text_styled 'CHAINSA' 1000 ms 4 // Chainsaw 01E5: text_1number_highpriority 'G_COST' 500 flag 1000 time 1 // Cost: $~1~ if Player.Defined($PLAYER_CHAR) jf @HARD3_3312 gosub @HARD3_5596 $885 = 500 // integer values gosub @HARD3_7134 if 059C: jf @HARD3_3164 if 00E1: player 0 pressed_button 17 jf @HARD3_3157 if Player.Money($PLAYER_CHAR) > 499 jf @HARD3_3150 if 82D7: not player $PLAYER_CHAR currentweapon == 11 jf @HARD3_3136 01B1: give_player $PLAYER_CHAR weapon 11 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 11 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -500 0528: add 500 to_money_spent_on_weapons_stats wait 300 jump @HARD3_3143 :HARD3_3136 gosub @HARD3_4318 :HARD3_3143 jump @HARD3_3157 :HARD3_3150 gosub @HARD3_4318 :HARD3_3157 jump @HARD3_3287 :HARD3_3164 if 00E1: player 0 pressed_button 16 jf @HARD3_3287 if Player.Money($PLAYER_CHAR) > 499 jf @HARD3_3280 if 82D7: not player $PLAYER_CHAR currentweapon == 11 jf @HARD3_3266 01B1: give_player $PLAYER_CHAR weapon 11 ammo 0 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 11 gosub @HARD3_4439 Player.Money($PLAYER_CHAR) += -500 0528: add 500 to_money_spent_on_weapons_stats wait 300 jump @HARD3_3273 :HARD3_3266 gosub @HARD3_4318 :HARD3_3273 jump @HARD3_3287 :HARD3_3280 gosub @HARD3_4318 :HARD3_3287 if $850 == 1 // integer values jf @HARD3_3312 jump @HARD3_10 :HARD3_3312 jump @HARD3_2928 :HARD3_3319 jump @HARD3_602 :HARD3_3326 jump @HARD3_3416 :HARD3_3333 if 80F6: not player $PLAYER_CHAR 0 $546 $547 $548 radius 1.0 1.0 2.0 jf @HARD3_3416 if $850 == 1 // integer values jf @HARD3_3416 if Player.Defined($PLAYER_CHAR) jf @HARD3_3416 gosub @HARD3_6783 :HARD3_3416 jump @HARD3_3448 :HARD3_3423 if $843 == 1 // integer values jf @HARD3_3448 gosub @HARD3_6815 :HARD3_3448 jump @HARD3_3462 :HARD3_3455 gosub @HARD3_6815 :HARD3_3462 jump @HARD3_10 :HARD3_3469 if not Actor.Dead($853) jf @HARD3_3557 if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $853 hit_by_weapon 47 jf @HARD3_3557 if $844 == 0 // integer values jf @HARD3_3557 if Player.Defined($PLAYER_CHAR) jf @HARD3_3550 01CA: actor $853 kill_player $PLAYER_CHAR :HARD3_3550 $844 = 1 // integer values :HARD3_3557 return :HARD3_3559 if not Actor.Dead($854) jf @HARD3_4316 if 0457: player $PLAYER_CHAR aiming_at_actor $854 jf @HARD3_4157 if $845 == 0 // integer values jf @HARD3_3716 022F: set_actor $854 stop_looking if not Actor.Dead($854) jf @HARD3_3695 04EB: actor $854 crouch 0 9999999 ms 0372: set_actor $854 anim 0 wait_state_time 0 ms 0372: set_actor $854 anim 17 wait_state_time 9999999 ms 04C4: create_coordinate $896 $897 $898 from_actor $854 offset 0.0 1.2 0.0 :HARD3_3695 16@ = 0 // integer values $845 = 1 // integer values jump @HARD3_4120 :HARD3_3716 if and 16@ > 2000 // integer values 6000 > 16@ // integer values jf @HARD3_3804 if $1540 == 0 // integer values jf @HARD3_3804 02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 gosub @HARD3_7224 $1540 = 1 // integer values :HARD3_3804 if and 16@ > 6000 // integer values 10000 > 16@ // integer values jf @HARD3_3912 if $1541 == 0 // integer values jf @HARD3_3912 $897 += 0.1 // floating-point values $896 += 0.1 // floating-point values 02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 1) $1541 = 1 // integer values :HARD3_3912 if and 16@ > 10000 // integer values 14000 > 16@ // integer values jf @HARD3_4011 if $1542 == 0 // integer values jf @HARD3_4011 $897 += 0.1 // floating-point values 02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 2) $1542 = 1 // integer values :HARD3_4011 if and 16@ > 14000 // integer values 20000 > 16@ // integer values jf @HARD3_4120 if $1543 == 0 // integer values jf @HARD3_4120 $897 += 0.1 // floating-point values $896 += 0.1 // floating-point values 02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 3) $1543 = 1 // integer values :HARD3_4120 if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $854 hit_by_weapon 47 jf @HARD3_4150 jump @HARD3_4157 :HARD3_4150 jump @HARD3_4316 :HARD3_4157 if $845 == 0 // integer values jf @HARD3_4212 if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $854 hit_by_weapon 47 jf @HARD3_4205 $845 = 1 // integer values :HARD3_4205 jump @HARD3_4316 :HARD3_4212 if not Actor.Dead($854) jf @HARD3_4316 0372: set_actor $854 anim 0 wait_state_time 0 ms 04EB: actor $854 crouch 1 9999999 ms if $864 == 0 // integer values jf @HARD3_4316 022F: set_actor $854 stop_looking Actor.StorePos($854, $896, $897, $898) 018D: $865 = create_sound 0 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 2) $864 = 1 // integer values :HARD3_4316 return :HARD3_4318 if Player.Defined($PLAYER_CHAR) jf @HARD3_4361 0054: store_player $PLAYER_CHAR position_to $899 $900 $901 018C: play_sound 14 at $899 $900 $901 :HARD3_4361 if 059C: jf @HARD3_4409 :HARD3_4374 if 00E1: player 0 pressed_button 17 jf @HARD3_4402 wait 0 jump @HARD3_4374 :HARD3_4402 jump @HARD3_4437 :HARD3_4409 if 00E1: player 0 pressed_button 16 jf @HARD3_4437 wait 0 jump @HARD3_4409 :HARD3_4437 return :HARD3_4439 if Player.Defined($PLAYER_CHAR) jf @HARD3_4482 0054: store_player $PLAYER_CHAR position_to $899 $900 $901 018C: play_sound 13 at $899 $900 $901 :HARD3_4482 if 059C: jf @HARD3_4530 :HARD3_4495 if 00E1: player 0 pressed_button 17 jf @HARD3_4523 wait 0 jump @HARD3_4495 :HARD3_4523 jump @HARD3_4558 :HARD3_4530 if 00E1: player 0 pressed_button 16 jf @HARD3_4558 wait 0 jump @HARD3_4530 :HARD3_4558 return :HARD3_4560 if 059C: jf @HARD3_4590 0512: show_permanent_text_box 'GUN_H2' jump @HARD3_4600 :HARD3_4590 0512: show_permanent_text_box 'GUN_H1' :HARD3_4600 0494: get_joystick 0 data_to $880 $881 $882 $883 if or 00E1: player 0 pressed_button 10 -100 > $880 // integer values jf @HARD3_4647 $851 -= 1 // integer values :HARD3_4647 if or 00E1: player 0 pressed_button 11 $880 > 100 // integer values jf @HARD3_4678 $851 += 1 // integer values :HARD3_4678 if 0 > $851 // integer values jf @HARD3_4703 $851 = 4 // integer values :HARD3_4703 if $851 > 4 // integer values jf @HARD3_4728 $851 = 0 // integer values :HARD3_4728 if 059C: jf @HARD3_4873 if 00E1: player 0 pressed_button 16 jf @HARD3_4866 :HARD3_4758 if 00E1: player 0 pressed_button 16 jf @HARD3_4786 wait 0 jump @HARD3_4758 :HARD3_4786 if Player.Defined($PLAYER_CHAR) jf @HARD3_4866 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03E6: remove_text_box 0055: put_player $PLAYER_CHAR at $531 $532 $533 if Player.Defined($PLAYER_CHAR) jf @HARD3_4852 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Player.CanMove($PLAYER_CHAR) = True :HARD3_4852 $1180 = 0 // integer values $849 = 1 // integer values :HARD3_4866 jump @HARD3_4998 :HARD3_4873 if 00E1: player 0 pressed_button 15 jf @HARD3_4998 :HARD3_4890 if 00E1: player 0 pressed_button 15 jf @HARD3_4918 wait 0 jump @HARD3_4890 :HARD3_4918 if Player.Defined($PLAYER_CHAR) jf @HARD3_4998 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03E6: remove_text_box 0055: put_player $PLAYER_CHAR at $531 $532 $533 if Player.Defined($PLAYER_CHAR) jf @HARD3_4984 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Player.CanMove($PLAYER_CHAR) = True :HARD3_4984 $1180 = 0 // integer values $849 = 1 // integer values :HARD3_4998 return :HARD3_5000 if 059C: jf @HARD3_5030 0512: show_permanent_text_box 'GUN_H2' jump @HARD3_5040 :HARD3_5030 0512: show_permanent_text_box 'GUN_H1' :HARD3_5040 0494: get_joystick 0 data_to $880 $881 $882 $883 if or 00E1: player 0 pressed_button 10 -100 > $880 // integer values jf @HARD3_5087 $851 -= 1 // integer values :HARD3_5087 if or 00E1: player 0 pressed_button 11 $880 > 100 // integer values jf @HARD3_5118 $851 += 1 // integer values :HARD3_5118 if 0 > $851 // integer values jf @HARD3_5143 $851 = 5 // integer values :HARD3_5143 if $851 > 5 // integer values jf @HARD3_5168 $851 = 0 // integer values :HARD3_5168 if 059C: jf @HARD3_5391 if 00E1: player 0 pressed_button 16 jf @HARD3_5384 :HARD3_5198 if 80E1: not player 0 pressed_button 16 jf @HARD3_5226 wait 0 jump @HARD3_5198 :HARD3_5226 if Player.Defined($PLAYER_CHAR) jf @HARD3_5384 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03E6: remove_text_box if Player.Defined($PLAYER_CHAR) jf @HARD3_5340 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @HARD3_5302 0055: put_player $PLAYER_CHAR at $534 $535 $536 :HARD3_5302 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @HARD3_5340 0055: put_player $PLAYER_CHAR at $537 $538 $539 :HARD3_5340 if Player.Defined($PLAYER_CHAR) jf @HARD3_5370 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Player.CanMove($PLAYER_CHAR) = True :HARD3_5370 $1180 = 0 // integer values $849 = 1 // integer values :HARD3_5384 jump @HARD3_5594 :HARD3_5391 if 00E1: player 0 pressed_button 15 jf @HARD3_5594 :HARD3_5408 if 80E1: not player 0 pressed_button 15 jf @HARD3_5436 wait 0 jump @HARD3_5408 :HARD3_5436 if Player.Defined($PLAYER_CHAR) jf @HARD3_5594 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03E6: remove_text_box if Player.Defined($PLAYER_CHAR) jf @HARD3_5550 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @HARD3_5512 0055: put_player $PLAYER_CHAR at $534 $535 $536 :HARD3_5512 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @HARD3_5550 0055: put_player $PLAYER_CHAR at $537 $538 $539 :HARD3_5550 if Player.Defined($PLAYER_CHAR) jf @HARD3_5580 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Player.CanMove($PLAYER_CHAR) = True :HARD3_5580 $1180 = 0 // integer values $849 = 1 // integer values :HARD3_5594 return :HARD3_5596 if 059C: jf @HARD3_5626 0512: show_permanent_text_box 'GUN_H2' jump @HARD3_5636 :HARD3_5626 0512: show_permanent_text_box 'GUN_H1' :HARD3_5636 0494: get_joystick 0 data_to $880 $881 $882 $883 if or 00E1: player 0 pressed_button 10 -100 > $880 // integer values jf @HARD3_5683 $851 -= 1 // integer values :HARD3_5683 if or 00E1: player 0 pressed_button 11 $880 > 100 // integer values jf @HARD3_5714 $851 += 1 // integer values :HARD3_5714 if 0 > $851 // integer values jf @HARD3_5739 $851 = 4 // integer values :HARD3_5739 if $851 > 4 // integer values jf @HARD3_5764 $851 = 0 // integer values :HARD3_5764 if 059C: jf @HARD3_6025 if 00E1: player 0 pressed_button 16 jf @HARD3_6018 :HARD3_5794 if 00E1: player 0 pressed_button 16 jf @HARD3_5822 wait 0 jump @HARD3_5794 :HARD3_5822 if Player.Defined($PLAYER_CHAR) jf @HARD3_6018 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03E6: remove_text_box if Player.Defined($PLAYER_CHAR) jf @HARD3_5974 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach jf @HARD3_5898 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD3_5898 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @HARD3_5936 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD3_5936 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @HARD3_5974 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_5974 if Player.Defined($PLAYER_CHAR) jf @HARD3_6004 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Player.CanMove($PLAYER_CHAR) = True :HARD3_6004 $1180 = 0 // integer values $850 = 1 // integer values :HARD3_6018 jump @HARD3_6266 :HARD3_6025 if 00E1: player 0 pressed_button 15 jf @HARD3_6266 :HARD3_6042 if 00E1: player 0 pressed_button 15 jf @HARD3_6070 wait 0 jump @HARD3_6042 :HARD3_6070 if Player.Defined($PLAYER_CHAR) jf @HARD3_6266 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03E6: remove_text_box if Player.Defined($PLAYER_CHAR) jf @HARD3_6222 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach jf @HARD3_6146 0055: put_player $PLAYER_CHAR at $540 $541 $542 :HARD3_6146 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @HARD3_6184 0055: put_player $PLAYER_CHAR at $543 $544 $545 :HARD3_6184 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @HARD3_6222 0055: put_player $PLAYER_CHAR at $546 $547 $548 :HARD3_6222 if Player.Defined($PLAYER_CHAR) jf @HARD3_6252 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Player.CanMove($PLAYER_CHAR) = True :HARD3_6252 $1180 = 0 // integer values $850 = 1 // integer values :HARD3_6266 return :HARD3_6268 if $846 == 0 // integer values jf @HARD3_6293 $846 = 1 // integer values :HARD3_6293 return :HARD3_6295 if $846 == 0 // integer values jf @HARD3_6320 $846 = 1 // integer values :HARD3_6320 return :HARD3_6322 wait 1500 if Player.Defined($PLAYER_CHAR) jf @HARD3_6540 if not Actor.Dead($853) jf @HARD3_6540 0243: set_actor $853 ped_stats_to 16 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @HARD3_6416 if Model.Available(#INGRAMSL) jf @HARD3_6416 01B2: give_actor $853 weapon 24 ammo 9999 // Load the weapon model before using this :HARD3_6416 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @HARD3_6466 if Model.Available(#UZI) jf @HARD3_6466 01B2: give_actor $853 weapon 23 ammo 9999 // Load the weapon model before using this :HARD3_6466 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @HARD3_6516 if Model.Available(#PYTHON) jf @HARD3_6516 01B2: give_actor $853 weapon 18 ammo 9999 // Load the weapon model before using this :HARD3_6516 if Player.Defined($PLAYER_CHAR) jf @HARD3_6540 022D: set_actor $853 to_look_at_player $PLAYER_CHAR :HARD3_6540 return :HARD3_6542 $849 = 0 // integer values $851 = 0 // integer values $846 = 0 // integer values $862 = 0 // integer values 03E6: remove_text_box return :HARD3_6574 if and Actor.Dead($853) $857 > 30000 // integer values jf @HARD3_6603 01BD: $860 = current_time_in_ms :HARD3_6603 Actor.DestroyInstantly($853) 0296: unload_special_actor 21 if Player.Defined($PLAYER_CHAR) jf @HARD3_6635 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False :HARD3_6635 Object.Destroy($889) Object.Destroy($890) Object.Destroy($891) Object.Destroy($892) Object.Destroy($893) Object.Destroy($894) Object.Destroy($895) $844 = 0 // integer values $842 = 0 // integer values $866 = 0 // integer values 018E: stop_sound $865 if not Player.Defined($PLAYER_CHAR) jf @HARD3_6720 $860 = -30000 // integer values :HARD3_6720 return :HARD3_6722 if not Actor.Dead($854) jf @HARD3_6781 0243: set_actor $854 ped_stats_to 16 01ED: clear_actor $854 threat_search 0350: set_actor $854 maintain_position_when_attacked 1 if Player.Defined($PLAYER_CHAR) jf @HARD3_6781 022D: set_actor $854 to_look_at_player $PLAYER_CHAR :HARD3_6781 return :HARD3_6783 $850 = 0 // integer values $851 = 0 // integer values $846 = 0 // integer values $862 = 0 // integer values 03E6: remove_text_box return :HARD3_6815 if or Actor.Dead($854) $845 == 1 // integer values jf @HARD3_6864 if $858 > 60000 // integer values jf @HARD3_6864 01BD: $861 = current_time_in_ms :HARD3_6864 Actor.DestroyInstantly($854) Object.Destroy($875) Object.Destroy($876) Object.Destroy($877) Object.Destroy($878) Object.Destroy($879) 0296: unload_special_actor 16 if Player.Defined($PLAYER_CHAR) jf @HARD3_6921 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False :HARD3_6921 $1540 = 0 // integer values $1541 = 0 // integer values $1542 = 0 // integer values $1543 = 0 // integer values $845 = 0 // integer values $843 = 0 // integer values $866 = 0 // integer values $864 = 0 // integer values 018E: stop_sound $865 if not Player.Defined($PLAYER_CHAR) jf @HARD3_7008 $861 = -60000 // integer values :HARD3_7008 return :HARD3_7010 023C: load_special_actor 21 'SAM' :HARD3_7022 if 823D: not special_actor 21 loaded jf @HARD3_7060 wait 0 023C: load_special_actor 21 'SAM' jump @HARD3_7022 :HARD3_7060 01BD: $859 = current_time_in_ms Actor.DestroyInstantly($853) return :HARD3_7072 023C: load_special_actor 16 'S_KEEP' :HARD3_7084 if 823D: not special_actor 16 loaded jf @HARD3_7122 wait 0 023C: load_special_actor 16 'S_KEEP' jump @HARD3_7084 :HARD3_7122 01BD: $859 = current_time_in_ms Actor.DestroyInstantly($854) return :HARD3_7134 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $869 ammo $852 model $870 01B8: set_player $PLAYER_CHAR armed_weapon_to $869 if 84A3: not $869 == 0 // == constant jf @HARD3_7194 01E5: text_1number_highpriority 'HELP54' $885 flag 1000 time 1 // ~w~Cost: $~1~ ~r~Buying this will replace your current weapon. :HARD3_7194 return :HARD3_7196 if $852 > 0 // integer values jf @HARD3_7222 01B8: set_player $PLAYER_CHAR armed_weapon_to $869 :HARD3_7222 return :HARD3_7224 if and 00F5: player $PLAYER_CHAR 0 $540 $541 $542 radius 35.0 35.0 30.0 $886 == 0 // integer values jf @HARD3_7291 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $886 = 1 // integer values :HARD3_7291 if and 0057: player $PLAYER_CHAR 0 357.7 1016.6 30.1 410.4 1110.4 16.0 $887 == 0 // integer values jf @HARD3_7364 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $887 = 1 // integer values :HARD3_7364 if and 00F5: player $PLAYER_CHAR 0 $546 $547 $548 radius 35.0 35.0 20.0 $888 == 0 // integer values jf @HARD3_7431 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $888 = 1 // integer values :HARD3_7431 return :SECURE $912 = 0 // integer values $915 = 0 // integer values $916 = 0 // integer values $911 = 0 // integer values $959 = 0 // integer values $913 = 0 // integer values $914 = 0 // integer values $960 = 0 // integer values $961 = 0 // integer values $931 = 0 // integer values $917 = 0 // integer values $981 = 0.0 // floating-point values $979 = -1436.0 // floating-point values $980 = -805.0 // floating-point values $983 = 0 // integer values thread 'SECURE' set_wb_check_to 0 create_thread @SECURI end_thread :SECURI thread 'SECURI' 01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 jump @SECURI_347 032B: $941 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 032B: $942 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 032B: $944 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 032B: $945 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 032B: $946 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 032B: $947 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 032B: $948 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 032B: $949 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 $909 = Actor.Create(CivMale, #GDA, $953, $954, $955) $910 = Actor.Create(CivMale, #GDA, $953, $954, $955) :SECURI_347 wait 0 $983 += 1 // integer values if Player.Defined($PLAYER_CHAR) jf @SECURI_1703 01FA: $962 = rampage_status if not $962 == 1 // integer values jf @SECURI_1696 if $983 == 1 // integer values jf @SECURI_1696 if 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links jf @SECURI_1576 $915 = 1 // integer values $950 = 95.0 // floating-point values $951 = 267.7 // floating-point values $952 = 21.0 // floating-point values 0086: $969 = $950 // floating-point values only 0086: $970 = $951 // floating-point values only 0086: $971 = $952 // floating-point values only 0086: $972 = $950 // floating-point values only 0086: $973 = $951 // floating-point values only 0086: $974 = $952 // floating-point values only $974 += 1.0 // floating-point values $963 = 99.0 // floating-point values $964 = 257.0 // floating-point values $965 = 24.4 // floating-point values $966 = 90.3 // floating-point values $967 = 277.6 // floating-point values $968 = 24.5 // floating-point values $953 = 91.1 // floating-point values $954 = 270.0 // floating-point values $955 = 21.8 // floating-point values $956 = 95.8 // floating-point values $957 = 271.5 // floating-point values $958 = 21.8 // floating-point values if 00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 8.0 8.0 3.0 jf @SECURI_954 0054: store_player $PLAYER_CHAR position_to $976 $977 $978 if 0024: $951 > $977 // floating-point values only jf @SECURI_797 if $959 == 0 // integer values jf @SECURI_797 Camera.SetPosition($963, $964, $965, 0.0, 0.0, 0.0) Camera.PointAt($969, $970, $971, 2) 04C7: toggle_camera_green_scanlines 1 $959 = 1 // integer values :SECURI_797 if 0024: $977 > $951 // floating-point values only jf @SECURI_884 if $959 == 0 // integer values jf @SECURI_884 Camera.SetPosition($966, $967, $968, 0.0, 0.0, 0.0) Camera.PointAt($969, $970, $971, 2) 04C7: toggle_camera_green_scanlines 1 $959 = 2 // integer values :SECURI_884 if 00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 jf @SECURI_947 gosub @SECURI_2758 gosub @SECURI_2999 gosub @SECURI_4164 :SECURI_947 jump @SECURI_1127 :SECURI_954 if not $959 == 0 // integer values jf @SECURI_1127 0170: $975 = player $PLAYER_CHAR z_angle if $959 == 1 // integer values jf @SECURI_1050 if and $975 > 155.0 // floating-point values 245.0 > $975 // floating-point values jf @SECURI_1044 Camera.Restore_WithJumpCut 04C7: toggle_camera_green_scanlines 0 03C8: set_camera_directly_before_player jump @SECURI_1050 :SECURI_1044 Camera.Restore_WithJumpCut 04C7: toggle_camera_green_scanlines 0 :SECURI_1050 if $959 == 2 // integer values jf @SECURI_1120 if or $975 > 290.0 // floating-point values 110.0 > $975 // floating-point values jf @SECURI_1114 Camera.Restore_WithJumpCut 04C7: toggle_camera_green_scanlines 0 03C8: set_camera_directly_before_player jump @SECURI_1120 :SECURI_1114 Camera.Restore_WithJumpCut 04C7: toggle_camera_green_scanlines 0 :SECURI_1120 $959 = 0 // integer values :SECURI_1127 if $911 == 1 // integer values jf @SECURI_1311 if not Actor.Dead($909) jf @SECURI_1200 if 8184: not actor $909 health >= 90 jf @SECURI_1193 gosub @SECURI_4205 gosub @SECURI_4286 :SECURI_1193 jump @SECURI_1212 :SECURI_1200 Actor.RemoveReferences($909) gosub @SECURI_4286 :SECURI_1212 if not Actor.Dead($910) jf @SECURI_1267 if 8184: not actor $910 health >= 90 jf @SECURI_1260 gosub @SECURI_4205 gosub @SECURI_4286 :SECURI_1260 jump @SECURI_1279 :SECURI_1267 Actor.RemoveReferences($910) gosub @SECURI_4205 :SECURI_1279 if $961 == 1 // integer values jf @SECURI_1311 gosub @SECURI_4205 gosub @SECURI_4286 :SECURI_1311 if $911 == 0 // integer values jf @SECURI_1569 $98 = 0.0 // floating-point values $960 = 0 // integer values 02CE: $98 = ground_z $953 $954 50.0 if not $98 == 0.0 // floating-point values jf @SECURI_1569 if Model.Available(#GDA) jf @SECURI_1405 $960 = 1 // integer values :SECURI_1405 if $960 == 0 // integer values jf @SECURI_1453 Model.Load(#GDA) :SECURI_1427 if not Model.Available(#GDA) jf @SECURI_1453 wait 0 jump @SECURI_1427 :SECURI_1453 $909 = Actor.Create(CivMale, #GDA, $953, $954, $955) 0243: set_actor $909 ped_stats_to 16 Actor.Angle($909) = 300.0 009F: set_actor $909 idle $910 = Actor.Create(CivMale, #GDA, $956, $957, $958) 0243: set_actor $910 ped_stats_to 16 Actor.Angle($910) = 130.0 009F: set_actor $910 idle if $960 == 0 // integer values jf @SECURI_1555 Model.Destroy(#GDA) :SECURI_1555 $960 = 0 // integer values $911 = 1 // integer values :SECURI_1569 jump @SECURI_1696 :SECURI_1576 if $915 == 1 // integer values jf @SECURI_1689 if $911 == 1 // integer values jf @SECURI_1675 if not Actor.Dead($909) jf @SECURI_1633 Actor.RemoveReferences($909) :SECURI_1633 if not Actor.Dead($910) jf @SECURI_1654 Actor.RemoveReferences($910) :SECURI_1654 $911 = 0 // integer values $913 = 0 // integer values $914 = 0 // integer values :SECURI_1675 gosub @SECURI_4124 $915 = 0 // integer values :SECURI_1689 $917 = 0 // integer values :SECURI_1696 jump @SECURI_1710 :SECURI_1703 gosub @SECURI_4124 :SECURI_1710 if Player.Defined($PLAYER_CHAR) jf @SECURI_2191 01FA: $962 = rampage_status if not $962 == 1 // integer values jf @SECURI_2184 if $983 == 2 // integer values jf @SECURI_2184 if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International jf @SECURI_2115 $915 = 2 // integer values $950 = -1464.1 // floating-point values $951 = -830.6 // floating-point values $952 = 13.9 // floating-point values 0086: $974 = $952 // floating-point values only $974 += 1.0 // floating-point values if 00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 jf @SECURI_1941 if $916 == 2 // integer values jf @SECURI_1913 $917 = 0 // integer values :SECURI_1913 $916 = 1 // integer values gosub @SECURI_2758 gosub @SECURI_2999 gosub @SECURI_4164 :SECURI_1941 $950 = -1408.3 // floating-point values $951 = -831.5 // floating-point values $952 = 13.9 // floating-point values 0086: $974 = $952 // floating-point values only $974 += 1.0 // floating-point values if 00F5: player $PLAYER_CHAR 0 $950 $951 $952 radius 1.0 1.0 1.5 jf @SECURI_2084 if $916 == 1 // integer values jf @SECURI_2056 $917 = 0 // integer values :SECURI_2056 $916 = 2 // integer values gosub @SECURI_2758 gosub @SECURI_2999 gosub @SECURI_4164 :SECURI_2084 if $961 == 1 // integer values jf @SECURI_2108 03F1: pedtype 11 add_threat 1 :SECURI_2108 jump @SECURI_2184 :SECURI_2115 if $915 == 2 // integer values jf @SECURI_2177 gosub @SECURI_4124 03F2: pedtype 11 remove_threat 1 $961 = 0 // integer values $981 = 0.0 // floating-point values $916 = 0 // integer values $915 = 0 // integer values :SECURI_2177 $917 = 0 // integer values :SECURI_2184 jump @SECURI_2198 :SECURI_2191 gosub @SECURI_4124 :SECURI_2198 if and Player.Defined($PLAYER_CHAR) $ONMISSION == 0 // integer values jf @SECURI_2342 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach jf @SECURI_2342 if $987 == 1 // integer values jf @SECURI_2342 if 8500: not player $PLAYER_CHAR skin == 'PLAYER6' jf @SECURI_2342 if 80F5: not player $PLAYER_CHAR 0 392.0 -478.5 12.4 radius 5.0 5.0 5.0 jf @SECURI_2342 Player.SetMinWantedLevel($PLAYER_CHAR, 2) :SECURI_2342 if Player.Defined($PLAYER_CHAR) jf @SECURI_2726 if or Player.InZone($PLAYER_CHAR, 'GOLF1') Player.InZone($PLAYER_CHAR, 'GOLF2') jf @SECURI_2605 if $931 == 0 // integer values jf @SECURI_2598 01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 01E7: remove_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 01E7: remove_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values jf @SECURI_2591 01E8: create_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0 01E8: create_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0 :SECURI_2591 $931 = 1 // integer values :SECURI_2598 jump @SECURI_2726 :SECURI_2605 if $931 == 1 // integer values jf @SECURI_2726 01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 01E8: create_forbidden_for_cars_cube -291.0 -287.0 0.0 208.0 648.0 35.0 01E8: create_forbidden_for_cars_cube -283.0 372.0 0.0 -137.0 608.0 35.0 $931 = 0 // integer values :SECURI_2726 if $983 > 1 // integer values jf @SECURI_2751 $983 = 0 // integer values :SECURI_2751 jump @SECURI_347 :SECURI_2758 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 1 weapon $928 ammo $932 model $919 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $929 ammo $933 model $920 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $930 ammo $934 model $921 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $930 ammo $935 model $922 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $930 ammo $936 model $923 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $930 ammo $937 model $924 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $930 ammo $938 model $925 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 8 weapon $930 ammo $939 model $926 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $930 ammo $940 model $927 03B8: clear_weapons_from_player $PLAYER_CHAR if $915 == 1 // integer values jf @SECURI_2983 if $919 > 0 // integer values jf @SECURI_2954 01B1: give_player $PLAYER_CHAR weapon $928 ammo $932 // Load the weapon model before using this :SECURI_2954 if $920 > 0 // integer values jf @SECURI_2983 01B1: give_player $PLAYER_CHAR weapon $929 ammo $933 // Load the weapon model before using this :SECURI_2983 $917 = 0 // integer values $918 = 0 // integer values return :SECURI_2999 if $915 == 2 // integer values jf @SECURI_3121 if $919 > 0 // integer values jf @SECURI_3069 Pickup.Destroy($941) gosub @SECURI_3487 032B: $941 = create_weapon_pickup $919 3 ammo $932 at $972 $973 $974 :SECURI_3069 if $920 > 0 // integer values jf @SECURI_3121 Pickup.Destroy($942) gosub @SECURI_3487 032B: $942 = create_weapon_pickup $920 3 ammo $933 at $972 $973 $974 :SECURI_3121 if $921 > 0 // integer values jf @SECURI_3173 Pickup.Destroy($943) gosub @SECURI_3487 032B: $943 = create_weapon_pickup $921 3 ammo $934 at $972 $973 $974 :SECURI_3173 if $922 > 0 // integer values jf @SECURI_3225 Pickup.Destroy($944) gosub @SECURI_3487 032B: $944 = create_weapon_pickup $922 3 ammo $935 at $972 $973 $974 :SECURI_3225 if $923 > 0 // integer values jf @SECURI_3277 Pickup.Destroy($945) gosub @SECURI_3487 032B: $945 = create_weapon_pickup $923 3 ammo $936 at $972 $973 $974 :SECURI_3277 if $924 > 0 // integer values jf @SECURI_3329 Pickup.Destroy($946) gosub @SECURI_3487 032B: $946 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974 :SECURI_3329 if $925 > 0 // integer values jf @SECURI_3381 Pickup.Destroy($947) gosub @SECURI_3487 032B: $947 = create_weapon_pickup $925 3 ammo $938 at $972 $973 $974 :SECURI_3381 if $926 > 0 // integer values jf @SECURI_3433 Pickup.Destroy($948) gosub @SECURI_3487 032B: $948 = create_weapon_pickup $926 3 ammo $939 at $972 $973 $974 :SECURI_3433 if $927 > 0 // integer values jf @SECURI_3485 Pickup.Destroy($949) gosub @SECURI_3487 032B: $949 = create_weapon_pickup $927 3 ammo $940 at $972 $973 $974 :SECURI_3485 return :SECURI_3487 wait 0 $917 += 1 // integer values if $915 == 1 // integer values jf @SECURI_3827 if $917 > 1 // integer values jf @SECURI_3791 if $918 == 4 // integer values jf @SECURI_3579 $972 += 3.7 // floating-point values $973 += 1.5 // floating-point values $918 += 1 // integer values :SECURI_3579 if $918 == 3 // integer values jf @SECURI_3624 $973 -= 1.85 // floating-point values $972 += 0.75 // floating-point values $918 += 1 // integer values :SECURI_3624 if $918 == 2 // integer values jf @SECURI_3669 $972 -= 3.7 // floating-point values $973 -= 1.5 // floating-point values $918 += 1 // integer values :SECURI_3669 if $918 == 1 // integer values jf @SECURI_3714 $973 -= 1.85 // floating-point values $972 += 0.75 // floating-point values $918 += 1 // integer values :SECURI_3714 if $918 == 0 // integer values jf @SECURI_3759 $972 += 3.7 // floating-point values $973 += 1.5 // floating-point values $918 += 1 // integer values :SECURI_3759 if $918 > 4 // integer values jf @SECURI_3784 $918 = 0 // integer values :SECURI_3784 jump @SECURI_3827 :SECURI_3791 0086: $972 = $950 // floating-point values only $972 -= 1.4 // floating-point values 0086: $973 = $951 // floating-point values only $973 -= 2.6 // floating-point values :SECURI_3827 if $915 == 2 // integer values jf @SECURI_4039 if $916 == 1 // integer values jf @SECURI_3880 $982 = -5.0 // floating-point values jump @SECURI_3890 :SECURI_3880 $982 = 5.0 // floating-point values :SECURI_3890 if $917 > 1 // integer values jf @SECURI_3969 if 10 > $918 // integer values jf @SECURI_3955 0059: $981 += $982 // floating-point values gosub @SECURI_4070 $918 += 1 // integer values jump @SECURI_3962 :SECURI_3955 $918 = 0 // integer values :SECURI_3962 jump @SECURI_4039 :SECURI_3969 if $916 == 1 // integer values jf @SECURI_4004 $981 = 220.0 // floating-point values gosub @SECURI_4070 :SECURI_4004 if $916 == 2 // integer values jf @SECURI_4039 $981 = 140.0 // floating-point values gosub @SECURI_4070 :SECURI_4039 if 048C: pickup_at $972 $973 $974 available_or_will_respawn jf @SECURI_4068 jump @SECURI_3487 :SECURI_4068 return :SECURI_4070 02F6: $972 = sine $981 // float $972 *= 34.5 // floating-point values 0059: $972 += $979 // floating-point values 02F7: $973 = cosine $981 $973 *= 34.5 // floating-point values 0059: $973 += $980 // floating-point values return :SECURI_4124 if $959 > 0 // integer values jf @SECURI_4144 Camera.Restore_WithJumpCut :SECURI_4144 04C7: toggle_camera_green_scanlines 0 $961 = 0 // integer values $912 = 0 // integer values return :SECURI_4164 if Player.Defined($PLAYER_CHAR) jf @SECURI_4203 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @SECURI_4203 $961 = 1 // integer values :SECURI_4203 return :SECURI_4205 if not Actor.Dead($909) jf @SECURI_4284 if Player.Defined($PLAYER_CHAR) jf @SECURI_4284 01CC: actor $909 kill_player $PLAYER_CHAR if and $913 == 0 // integer values Model.Available(#NITESTICK) jf @SECURI_4284 01B2: give_actor $909 weapon 4 ammo 0 // Load the weapon model before using this $913 = 1 // integer values :SECURI_4284 return :SECURI_4286 if not Actor.Dead($910) jf @SECURI_4360 if Player.Defined($PLAYER_CHAR) jf @SECURI_4360 01CC: actor $910 kill_player $PLAYER_CHAR if $914 == 0 // integer values jf @SECURI_4360 01B2: give_actor $910 weapon 4 ammo 0 // Load the weapon model before using this $914 = 1 // integer values :SECURI_4360 return :INTERIO $984 = 0 // integer values $995 = 0 // integer values $997 = 0 // integer values $1000 = 0 // integer values $993 = 0 // integer values $994 = 0 // integer values $996 = 0 // integer values $1002 = 0 // integer values $1003 = 0 // integer values $1088 = 0 // integer values $988 = 0 // integer values $987 = 0 // integer values $989 = 0 // integer values $991 = 0 // integer values $986 = 0 // integer values $985 = 0 // integer values $990 = 0 // integer values $1001 = 0 // integer values $1006 = 0 // integer values $1005 = 0 // integer values $1009 = 0 // integer values $1008 = 0 // integer values $1011 = 0 // integer values $1012 = 0 // integer values $1014 = 0 // integer values $1033 = 0 // integer values $1028 = 0 // integer values $1072 = 0 // integer values $999 = 0 // integer values $1034 = 0 // integer values $1039 = 0 // integer values $1040 = 0 // integer values $1086 = 0 // integer values $1087 = 0 // integer values $1089 = 0 // integer values $1101 = 9.0 // floating-point values $1102 = 0.0 // floating-point values $1103 = 0.0 // floating-point values $1090 = 0 // integer values $1092 = 0 // integer values $1093 = 0 // integer values $1094 = 0 // integer values $1096 = 0 // integer values $1095 = 0 // integer values $1098 = 0 // integer values $1084 = 0 // integer values thread 'INTERIO' set_wb_check_to 0 create_thread @SHIT end_thread :SHIT $992 = 0 // integer values thread 'SHIT' jump @SHIT_112 $1007 = Object.Init(#STRIPCLBDROPEN, 97.203, -1469.731, 10.578) $1013 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598) $1010 = Object.Init(#COP_DR_CLOSED, 396.545, -472.883, 12.6) $1790 = Object.Init(#STRPBCKDRCLSD, 68.988, -1444.242, 10.727) :SHIT_112 wait 0 $1095 += 1 // integer values if Player.Defined($PLAYER_CHAR) jf @SHIT_1963 $1094 = 0 // integer values if $1095 == 1 // integer values jf @SHIT_1956 if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach $1084 == 1 // integer values jf @SHIT_1956 if $999 == 1 // integer values jf @SHIT_1956 if $ONMISSION == 0 // integer values jf @SHIT_302 if $1006 == 0 // integer values jf @SHIT_295 Object.Destroy($1007) $1007 = Object.Init(#STRIPCLBDROPEN, 97.203, -1469.731, 10.578) Object.RemoveFromMissionCleanupList($1007) $1006 = 1 // integer values $1005 = 0 // integer values :SHIT_295 jump @SHIT_366 :SHIT_302 if $1005 == 0 // integer values jf @SHIT_366 Object.Destroy($1007) $1007 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578) Object.RemoveFromMissionCleanupList($1007) $1005 = 1 // integer values $1006 = 0 // integer values :SHIT_366 if Player.Defined($PLAYER_CHAR) jf @SHIT_1956 if and $1002 == 0 // integer values $ONMISSION == 0 // integer values jf @SHIT_959 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_504 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_497 if 01AF: car $1004 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 jf @SHIT_497 0409: blow_up_rc_buggy :SHIT_497 jump @SHIT_959 :SHIT_504 if 00F5: player $PLAYER_CHAR 0 95.3 -1468.3 9.5 radius 1.5 1.5 3.0 jf @SHIT_959 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_588 jump @SHIT_112 :SHIT_588 $1002 = 1 // integer values 00BA: text_styled 'STRIP' 3000 ms 2 // The 'Pole Position Club' gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) jf @SHIT_690 if or 047E: player $PLAYER_CHAR driving_a_motorbike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_690 03C1: $1004 = player $PLAYER_CHAR car_no_save 012A: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 and_remove_from_car Car.Destroy($1004) :SHIT_690 if 059A: false jf @SHIT_852 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 1 weapon $1073 ammo $932 model $919 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $1074 ammo $933 model $920 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $1075 ammo $934 model $921 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $1076 ammo $935 model $922 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $1077 ammo $936 model $923 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $1078 ammo $937 model $924 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $1079 ammo $938 model $925 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 8 weapon $1080 ammo $939 model $926 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $1081 ammo $940 model $927 03B8: clear_weapons_from_player $PLAYER_CHAR :SHIT_852 if $992 == 0 // integer values jf @SHIT_945 select_interior 5 Camera.SetAtPos(91.2, -1460.9, 10.6) 0055: put_player $PLAYER_CHAR at 91.2 -1460.9 10.0 0171: set_player $PLAYER_CHAR z_angle_to 40.0 04F9: set_extracolors 2 fade 0 01EB: set_traffic_density_multiplier_to 0.1 03AD: set_rubbish 0 jump @SHIT_952 :SHIT_945 jump @SHIT_112 :SHIT_952 gosub @SHIT_16148 :SHIT_959 if $1002 == 1 // integer values jf @SHIT_1956 if 00F5: player $PLAYER_CHAR 0 92.23 -1463.1 9.5 radius 1.5 1.5 3.0 jf @SHIT_1956 if 00E0: player $PLAYER_CHAR driving jf @SHIT_1048 jump @SHIT_112 :SHIT_1048 00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_1942 $1002 = 0 // integer values gosub @SHIT_16342 0395: clear_area 0 at 97.7 -1472.2 range 10.5 1.0 Camera.SetAtPos(97.7, -1472.2, 10.5) 0055: put_player $PLAYER_CHAR at 97.7 -1472.2 9.7 0171: set_player $PLAYER_CHAR z_angle_to 280.0 03C8: set_camera_directly_before_player if 059A: false jf @SHIT_1935 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 1 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // == constant jf @SHIT_1271 0084: $1083 = $919 // integer values and handles gosub @SHIT_25463 if Player.Defined($PLAYER_CHAR) jf @SHIT_1264 01B1: give_player $PLAYER_CHAR weapon $1073 ammo $932 // Load the weapon model before using this :SHIT_1264 gosub @SHIT_25497 :SHIT_1271 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 2 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // == constant jf @SHIT_1354 0084: $1083 = $920 // integer values and handles gosub @SHIT_25463 if Player.Defined($PLAYER_CHAR) jf @SHIT_1347 01B1: give_player $PLAYER_CHAR weapon $1074 ammo $933 // Load the weapon model before using this :SHIT_1347 gosub @SHIT_25497 :SHIT_1354 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 3 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // == constant jf @SHIT_1437 0084: $1083 = $921 // integer values and handles gosub @SHIT_25463 if Player.Defined($PLAYER_CHAR) jf @SHIT_1430 01B1: give_player $PLAYER_CHAR weapon $1075 ammo $934 // Load the weapon model before using this :SHIT_1430 gosub @SHIT_25497 :SHIT_1437 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // == constant jf @SHIT_1520 0084: $1083 = $922 // integer values and handles gosub @SHIT_25463 if Player.Defined($PLAYER_CHAR) jf @SHIT_1513 01B1: give_player $PLAYER_CHAR weapon $1076 ammo $935 // Load the weapon model before using this :SHIT_1513 gosub @SHIT_25497 :SHIT_1520 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 5 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // == constant jf @SHIT_1603 0084: $1083 = $923 // integer values and handles gosub @SHIT_25463 if Player.Defined($PLAYER_CHAR) jf @SHIT_1596 01B1: give_player $PLAYER_CHAR weapon $1077 ammo $936 // Load the weapon model before using this :SHIT_1596 gosub @SHIT_25497 :SHIT_1603 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // == constant jf @SHIT_1686 0084: $1083 = $924 // integer values and handles gosub @SHIT_25463 if Player.Defined($PLAYER_CHAR) jf @SHIT_1679 01B1: give_player $PLAYER_CHAR weapon $1078 ammo $937 // Load the weapon model before using this :SHIT_1679 gosub @SHIT_25497 :SHIT_1686 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // == constant jf @SHIT_1769 0084: $1083 = $925 // integer values and handles gosub @SHIT_25463 if Player.Defined($PLAYER_CHAR) jf @SHIT_1762 01B1: give_player $PLAYER_CHAR weapon $1079 ammo $938 // Load the weapon model before using this :SHIT_1762 gosub @SHIT_25497 :SHIT_1769 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 8 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // == constant jf @SHIT_1852 0084: $1083 = $926 // integer values and handles gosub @SHIT_25463 if Player.Defined($PLAYER_CHAR) jf @SHIT_1845 01B1: give_player $PLAYER_CHAR weapon $1080 ammo $939 // Load the weapon model before using this :SHIT_1845 gosub @SHIT_25497 :SHIT_1852 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 9 weapon $1082 ammo $1082 model $1083 if 84A3: not $1083 == 0 // == constant jf @SHIT_1935 0084: $1083 = $927 // integer values and handles gosub @SHIT_25463 if Player.Defined($PLAYER_CHAR) jf @SHIT_1928 01B1: give_player $PLAYER_CHAR weapon $1081 ammo $940 // Load the weapon model before using this :SHIT_1928 gosub @SHIT_25497 :SHIT_1935 jump @SHIT_1949 :SHIT_1942 jump @SHIT_112 :SHIT_1949 gosub @SHIT_16148 :SHIT_1956 jump @SHIT_1970 :SHIT_1963 gosub @SHIT_16363 :SHIT_1970 if Player.Defined($PLAYER_CHAR) jf @SHIT_2674 $1094 = 0 // integer values if $1095 == 2 // integer values jf @SHIT_2667 if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach $1084 == 1 // integer values jf @SHIT_2667 if $1088 == 0 // integer values jf @SHIT_2427 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_2157 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_2150 if 01AF: car $1004 0 229.5 -1277.7 11.5 radius 1.5 1.5 3.0 jf @SHIT_2150 0409: blow_up_rc_buggy :SHIT_2150 jump @SHIT_2427 :SHIT_2157 if 0057: player $PLAYER_CHAR 0 222.0 -1274.0 11.0 229.0 -1280.7 14.0 jf @SHIT_2427 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_2233 jump @SHIT_112 :SHIT_2233 00BA: text_styled 'HOTEL' 3000 ms 2 // Ocean View gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) jf @SHIT_2320 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @SHIT_2320 03C1: $1004 = player $PLAYER_CHAR car_no_save 012A: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 and_remove_from_car Car.Destroy($1004) :SHIT_2320 if $992 == 0 // integer values jf @SHIT_2413 $1088 = 1 // integer values select_interior 1 03AD: set_rubbish 0 Camera.SetAtPos(225.0, -1277.3, 12.0) 0055: put_player $PLAYER_CHAR at 225.0 -1277.3 11.5 0171: set_player $PLAYER_CHAR z_angle_to 80.0 04F9: set_extracolors 3 fade 0 jump @SHIT_2420 :SHIT_2413 jump @SHIT_112 :SHIT_2420 gosub @SHIT_16148 :SHIT_2427 if $1088 == 1 // integer values jf @SHIT_2667 if 0057: player $PLAYER_CHAR 0 235.0 -1274.0 11.0 227.5 -1280.7 16.0 jf @SHIT_2667 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_2521 jump @SHIT_112 :SHIT_2521 00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_2653 gosub @SHIT_16342 $1088 = 0 // integer values 0395: clear_area 0 at 233.5 -1278.45 range 11.0 1.0 Camera.SetAtPos(233.5, -1278.45, 11.0) 0055: put_player $PLAYER_CHAR at 233.5 -1278.45 11.0 0171: set_player $PLAYER_CHAR z_angle_to 270.0 jump @SHIT_2660 :SHIT_2653 jump @SHIT_112 :SHIT_2660 gosub @SHIT_16148 :SHIT_2667 jump @SHIT_2681 :SHIT_2674 gosub @SHIT_16363 :SHIT_2681 if Player.Defined($PLAYER_CHAR) jf @SHIT_3382 $1094 = 0 // integer values if $1095 == 1 // integer values jf @SHIT_3375 if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach $1084 == 1 // integer values jf @SHIT_3375 if $990 == 0 // integer values jf @SHIT_3133 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_2868 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_2861 if 01AF: car $1004 0 26.73 -1329.8 13.0 radius 1.5 1.5 3.0 jf @SHIT_2861 0409: blow_up_rc_buggy :SHIT_2861 jump @SHIT_3133 :SHIT_2868 if 00F5: player $PLAYER_CHAR 0 26.95 -1328.3 13.0 radius 1.0 1.0 2.0 jf @SHIT_3133 if Player.Defined($PLAYER_CHAR) jf @SHIT_2981 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @SHIT_2981 03C1: $1004 = player $PLAYER_CHAR car_no_save 012A: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 and_remove_from_car Car.Destroy($1004) :SHIT_2981 if 00E0: player $PLAYER_CHAR driving jf @SHIT_3004 jump @SHIT_112 :SHIT_3004 00BA: text_styled 'SCARF' 3000 ms 2 // Apartment 3c gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_3119 $990 = 1 // integer values select_interior 11 03AD: set_rubbish 0 Camera.SetAtPos(27.19, -1327.0, 12.0) 0055: put_player $PLAYER_CHAR at 27.19 -1327.0 12.0 0171: set_player $PLAYER_CHAR z_angle_to 23.0 04F9: set_extracolors 3 fade 0 jump @SHIT_3126 :SHIT_3119 jump @SHIT_112 :SHIT_3126 gosub @SHIT_16148 :SHIT_3133 if $990 == 1 // integer values jf @SHIT_3375 if 00F5: player $PLAYER_CHAR 0 26.73 -1329.8 13.0 radius 1.0 1.0 2.0 jf @SHIT_3375 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_3227 jump @SHIT_112 :SHIT_3227 00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_3361 gosub @SHIT_16342 $990 = 0 // integer values 0395: clear_area 0 at 27.33 -1331.1 range 11.8 1.0 Camera.SetAtPos(27.33, -1331.1, 11.8) 0055: put_player $PLAYER_CHAR at 27.33 -1331.1 11.8 0171: set_player $PLAYER_CHAR z_angle_to 160.0 03C8: set_camera_directly_before_player jump @SHIT_3368 :SHIT_3361 jump @SHIT_112 :SHIT_3368 gosub @SHIT_16148 :SHIT_3375 jump @SHIT_3389 :SHIT_3382 gosub @SHIT_16363 :SHIT_3389 if Player.Defined($PLAYER_CHAR) jf @SHIT_4676 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach $1084 == 1 // integer values jf @SHIT_4669 if $1095 == 1 // integer values jf @SHIT_4669 if or $ONMISSION == 0 // integer values $997 == 1 // integer values $1000 == 1 // integer values jf @SHIT_3564 if $1009 == 0 // integer values jf @SHIT_3557 Object.Destroy($1010) $1010 = Object.Init(#COP_DR_OPEN, 396.458, -473.047, 12.6) Object.RemoveFromMissionCleanupList($1010) $1009 = 1 // integer values $1008 = 0 // integer values :SHIT_3557 jump @SHIT_3628 :SHIT_3564 if $1008 == 0 // integer values jf @SHIT_3628 Object.Destroy($1010) $1010 = Object.Init(#COP_DR_CLOSED, 396.545, -472.883, 12.6) Object.RemoveFromMissionCleanupList($1010) $1008 = 1 // integer values $1009 = 0 // integer values :SHIT_3628 if Player.Defined($PLAYER_CHAR) jf @SHIT_4669 if or $ONMISSION == 0 // integer values $997 == 1 // integer values $1000 == 1 // integer values jf @SHIT_4242 if $987 == 0 // integer values jf @SHIT_4242 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_3791 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_3784 if 01AF: car $1004 0 397.0 -472.0 12.0 radius 1.5 1.5 3.0 jf @SHIT_3784 0409: blow_up_rc_buggy :SHIT_3784 jump @SHIT_4242 :SHIT_3791 if 02B3: player $PLAYER_CHAR in_cube 399.0 -474.5 11.0 394.3 -470.8 14.5 radius 2.5 sphere 0 jf @SHIT_4242 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_3872 jump @SHIT_112 :SHIT_3872 00BA: text_styled 'POL_HQ' 3000 ms 2 // VCPD HQ gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) jf @SHIT_3959 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @SHIT_3959 03C1: $1004 = player $PLAYER_CHAR car_no_save 012A: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 and_remove_from_car Car.Destroy($1004) :SHIT_3959 if $992 == 0 // integer values jf @SHIT_4228 select_interior 12 $987 = 1 // integer values if $997 == 0 // integer values jf @SHIT_4164 015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 1000 015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 1000 022A: remove_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 022A: remove_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 0395: clear_area 1 at 400.0 -486.5 range 10.0 5.0 :SHIT_4164 03AD: set_rubbish 0 Camera.SetAtPos(393.8, -475.8, 11.4) 0055: put_player $PLAYER_CHAR at 393.8 -475.8 11.4 0171: set_player $PLAYER_CHAR z_angle_to 137.0 04F9: set_extracolors 5 fade 0 jump @SHIT_4235 :SHIT_4228 jump @SHIT_112 :SHIT_4235 gosub @SHIT_16148 :SHIT_4242 if $987 == 1 // integer values jf @SHIT_4669 if 02B3: player $PLAYER_CHAR in_cube 399.3 -472.9 11.0 394.8 -469.3 14.5 radius 1.5 sphere 0 jf @SHIT_4669 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_4341 jump @SHIT_112 :SHIT_4341 00BA: text_styled 'BEACH2' 3000 ms 2 // Washington Beach gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_4655 gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 10.0 0395: clear_area 0 at 399.38 -468.6 range 10.7 1.0 $987 = 0 // integer values if $997 == 0 // integer values jf @SHIT_4601 015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 :SHIT_4601 Camera.SetAtPos(399.38, -468.6, 10.7) 0055: put_player $PLAYER_CHAR at 399.38 -468.6 10.7 0171: set_player $PLAYER_CHAR z_angle_to 330.0 jump @SHIT_4662 :SHIT_4655 jump @SHIT_112 :SHIT_4662 gosub @SHIT_16148 :SHIT_4669 jump @SHIT_4683 :SHIT_4676 gosub @SHIT_16363 :SHIT_4683 if Player.Defined($PLAYER_CHAR) jf @SHIT_6291 $1094 = 0 // integer values if $1095 == 1 // integer values jf @SHIT_6284 if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values jf @SHIT_6277 if $ONMISSION == 0 // integer values jf @SHIT_5373 if $986 == 0 // integer values jf @SHIT_5295 $98 = 0.0 // floating-point values 02CE: $98 = ground_z 492.5 -76.17 10.5 if $98 > 0.0 // floating-point values jf @SHIT_5126 if $1039 == 0 // integer values jf @SHIT_5119 if 80C2: not sphere_onscreen 489.6 -79.8 10.5 2.0 jf @SHIT_5119 if 80C2: not sphere_onscreen 492.5 -76.17 10.5 2.0 jf @SHIT_5119 023C: load_special_actor 15 'BGB' :SHIT_4938 if 823D: not special_actor 15 loaded jf @SHIT_4976 wait 0 023C: load_special_actor 15 'BGB' jump @SHIT_4938 :SHIT_4976 $1037 = Actor.Create(CivMale, #SPECIAL15, 489.6, -79.8, 10.5) Actor.Angle($1037) = 225.0 0243: set_actor $1037 ped_stats_to 30 Actor.Health($1037) = 200 01ED: clear_actor $1037 threat_search 0291: set_actor $1037 attack_when_provoked 1 0243: set_actor $1037 ped_stats_to 11 $1038 = Actor.Create(CivMale, #SPECIAL15, 492.5, -76.17, 10.5) Actor.Angle($1038) = 225.0 0243: set_actor $1038 ped_stats_to 30 Actor.Health($1038) = 200 01ED: clear_actor $1038 threat_search 0291: set_actor $1038 attack_when_provoked 1 0243: set_actor $1038 ped_stats_to 11 $1039 = 1 // integer values :SHIT_5119 jump @SHIT_5133 :SHIT_5126 gosub @SHIT_25301 :SHIT_5133 if and $1039 == 1 // integer values $1040 == 0 // integer values jf @SHIT_5288 if not Actor.Dead($1037) jf @SHIT_5223 if 8184: not actor $1037 health >= 199 jf @SHIT_5223 if not Actor.Dead($1038) jf @SHIT_5223 011A: set_actor $1038 search_threat 1 $1040 = 1 // integer values :SHIT_5223 if not Actor.Dead($1038) jf @SHIT_5288 if 8184: not actor $1038 health >= 199 jf @SHIT_5288 if not Actor.Dead($1037) jf @SHIT_5288 011A: set_actor $1037 search_threat 1 $1040 = 1 // integer values :SHIT_5288 jump @SHIT_5302 :SHIT_5295 gosub @SHIT_25301 :SHIT_5302 if $1012 == 0 // integer values jf @SHIT_5366 Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $1012 = 1 // integer values $1011 = 0 // integer values :SHIT_5366 jump @SHIT_5458 :SHIT_5373 if and $1011 == 0 // integer values $993 == 0 // integer values $994 == 0 // integer values jf @SHIT_5451 Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $1011 = 1 // integer values $1012 = 0 // integer values :SHIT_5451 gosub @SHIT_25301 :SHIT_5458 if $996 == 0 // integer values jf @SHIT_6270 if Player.Defined($PLAYER_CHAR) jf @SHIT_6270 if and $986 == 0 // integer values $ONMISSION == 0 // integer values jf @SHIT_5973 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_5614 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_5607 if 01AF: car $1004 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 jf @SHIT_5607 0409: blow_up_rc_buggy :SHIT_5607 jump @SHIT_5973 :SHIT_5614 if 00F5: player $PLAYER_CHAR 0 491.0 -77.7 10.4 radius 1.5 1.5 3.0 jf @SHIT_5973 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_5690 jump @SHIT_112 :SHIT_5690 $986 = 1 // integer values 00BA: text_styled 'MALIBU' 3000 ms 2 // The Malibu Club gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) jf @SHIT_5792 if or 047E: player $PLAYER_CHAR driving_a_motorbike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_5792 03C1: $1004 = player $PLAYER_CHAR car_no_save 012A: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 and_remove_from_car Car.Destroy($1004) :SHIT_5792 if $992 == 0 // integer values jf @SHIT_5934 select_interior 17 022A: remove_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 03AD: set_rubbish 0 Camera.SetAtPos(484.2, -72.5, 9.5) 0055: put_player $PLAYER_CHAR at 484.2 -72.5 9.5 0171: set_player $PLAYER_CHAR z_angle_to 60.0 04F9: set_extracolors 1 fade 0 0395: clear_area 1 at 491.0 -77.7 range 10.4 1.0 jump @SHIT_5941 :SHIT_5934 jump @SHIT_112 :SHIT_5941 if and $994 == 0 // integer values $993 == 0 // integer values jf @SHIT_5973 gosub @SHIT_16148 :SHIT_5973 if $986 == 1 // integer values jf @SHIT_6270 if 00F5: player $PLAYER_CHAR 0 488.6 -75.4 10.4 radius 1.5 1.5 3.0 jf @SHIT_6270 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_6067 jump @SHIT_112 :SHIT_6067 if and $994 == 0 // integer values $993 == 0 // integer values jf @SHIT_6114 gosub @SHIT_15897 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point :SHIT_6114 if $992 == 0 // integer values jf @SHIT_6256 $986 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 0395: clear_area 0 at 493.1 -82.4 range 10.8 1.0 Camera.SetAtPos(493.1, -82.4, 10.8) 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 jump @SHIT_6263 :SHIT_6256 jump @SHIT_112 :SHIT_6263 gosub @SHIT_16148 :SHIT_6270 jump @SHIT_6284 :SHIT_6277 gosub @SHIT_25301 :SHIT_6284 jump @SHIT_6298 :SHIT_6291 gosub @SHIT_16363 :SHIT_6298 if Player.Defined($PLAYER_CHAR) jf @SHIT_7022 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana $1084 == 1 // integer values jf @SHIT_7015 if $1095 == 2 // integer values jf @SHIT_7015 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_6467 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_6460 if 01AF: car $1004 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 jf @SHIT_6460 0409: blow_up_rc_buggy :SHIT_6460 jump @SHIT_6773 :SHIT_6467 if $989 == 0 // integer values jf @SHIT_6773 if 00F5: player $PLAYER_CHAR 0 -1170.0 -609.0 11.0 radius 1.5 1.5 3.0 jf @SHIT_6773 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_6561 jump @SHIT_112 :SHIT_6561 00BA: text_styled 'UMBERTO' 3000 ms 2 // Cafe Robina gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) jf @SHIT_6648 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @SHIT_6648 03C1: $1004 = player $PLAYER_CHAR car_no_save 012A: put_player $PLAYER_CHAR at -1170.0 -611.0 11.0 and_remove_from_car Car.Destroy($1004) :SHIT_6648 if $992 == 0 // integer values jf @SHIT_6759 $989 = 1 // integer values select_interior 7 Camera.SetAtPos(-1170.0, -611.0, 11.0) 0395: clear_area 0 at -1170.0 -611.0 range 11.0 1.0 03AD: set_rubbish 0 0055: put_player $PLAYER_CHAR at -1170.0 -611.5 11.0 0171: set_player $PLAYER_CHAR z_angle_to 180.0 jump @SHIT_6766 :SHIT_6759 jump @SHIT_112 :SHIT_6766 gosub @SHIT_16148 :SHIT_6773 if $989 == 1 // integer values jf @SHIT_7015 if 00F5: player $PLAYER_CHAR 0 -1170.0 -606.5 11.0 radius 1.5 1.5 3.0 jf @SHIT_7015 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_6867 jump @SHIT_112 :SHIT_6867 00BA: text_styled 'HAVANA' 3000 ms 2 // Little Havana gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_7001 $989 = 0 // integer values gosub @SHIT_16342 0395: clear_area 0 at -1170.0 -605.0 range 11.0 1.0 Camera.SetAtPos(-1170.0, -605.0, 11.0) 0055: put_player $PLAYER_CHAR at -1170.0 -605.0 11.0 0171: set_player $PLAYER_CHAR z_angle_to 0.0 03C8: set_camera_directly_before_player jump @SHIT_7008 :SHIT_7001 jump @SHIT_112 :SHIT_7008 gosub @SHIT_16148 :SHIT_7015 jump @SHIT_7029 :SHIT_7022 gosub @SHIT_16363 :SHIT_7029 if Player.Defined($PLAYER_CHAR) jf @SHIT_7769 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values jf @SHIT_7762 if $1095 == 2 // integer values jf @SHIT_7762 if $1003 == 0 // integer values jf @SHIT_7475 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_7216 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_7209 if 01AF: car $1004 0 449.76 996.22 18.4 radius 1.5 1.5 3.0 jf @SHIT_7209 0409: blow_up_rc_buggy :SHIT_7209 jump @SHIT_7475 :SHIT_7216 if 00F5: player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 jf @SHIT_7475 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_7300 jump @SHIT_112 :SHIT_7300 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_7461 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(448.3, 1030.0, 18.0) 0055: put_player $PLAYER_CHAR at 448.3 1006.0 18.0 $1104 = 0.0 // floating-point values gosub @SHIT_25504 04F9: set_extracolors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_7468 :SHIT_7461 jump @SHIT_112 :SHIT_7468 gosub @SHIT_16148 :SHIT_7475 if $1003 == 1 // integer values jf @SHIT_7762 if 00F5: player $PLAYER_CHAR 0 448.8 999.9 18.4 radius 3.5 3.5 3.0 jf @SHIT_7762 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_7577 jump @SHIT_112 :SHIT_7577 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_7748 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 449.7 992.2 range 17.0 1.0 Camera.SetAtPos(449.7, 992.2, 17.0) 0055: put_player $PLAYER_CHAR at 449.7 992.2 17.0 $1104 = 180.0 // floating-point values gosub @SHIT_25504 jump @SHIT_7755 :SHIT_7748 jump @SHIT_112 :SHIT_7755 gosub @SHIT_16148 :SHIT_7762 jump @SHIT_7776 :SHIT_7769 gosub @SHIT_16363 :SHIT_7776 if Player.Defined($PLAYER_CHAR) jf @SHIT_8516 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values jf @SHIT_8509 if $1095 == 1 // integer values jf @SHIT_8509 if $1003 == 0 // integer values jf @SHIT_8222 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_7963 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_7956 if 01AF: car $1004 0 379.1 995.16 17.4 radius 1.5 1.5 3.0 jf @SHIT_7956 0409: blow_up_rc_buggy :SHIT_7956 jump @SHIT_8222 :SHIT_7963 if 00F5: player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 jf @SHIT_8222 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_8047 jump @SHIT_112 :SHIT_8047 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_8208 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(380.0, 1026.4, 18.2) 0055: put_player $PLAYER_CHAR at 380.0 1006.4 18.2 $1104 = 0.0 // floating-point values gosub @SHIT_25504 04F9: set_extracolors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_8215 :SHIT_8208 jump @SHIT_112 :SHIT_8215 gosub @SHIT_16148 :SHIT_8222 if $1003 == 1 // integer values jf @SHIT_8509 if 00F5: player $PLAYER_CHAR 0 380.1 999.0 19.4 radius 3.5 3.5 3.0 jf @SHIT_8509 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_8324 jump @SHIT_112 :SHIT_8324 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_8495 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 379.3 991.4 range 17.2 1.0 Camera.SetAtPos(379.3, 991.4, 17.2) 0055: put_player $PLAYER_CHAR at 379.3 991.4 17.0 $1104 = 180.0 // floating-point values gosub @SHIT_25504 jump @SHIT_8502 :SHIT_8495 jump @SHIT_112 :SHIT_8502 gosub @SHIT_16148 :SHIT_8509 jump @SHIT_8523 :SHIT_8516 gosub @SHIT_16363 :SHIT_8523 if Player.Defined($PLAYER_CHAR) jf @SHIT_9263 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values jf @SHIT_9256 if $1095 == 1 // integer values jf @SHIT_9256 if $1003 == 0 // integer values jf @SHIT_8969 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_8710 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_8703 if 01AF: car $1004 0 350.3 1124.0 17.4 radius 1.5 1.5 3.0 jf @SHIT_8703 0409: blow_up_rc_buggy :SHIT_8703 jump @SHIT_8969 :SHIT_8710 if 00F5: player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 jf @SHIT_8969 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_8794 jump @SHIT_112 :SHIT_8794 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_8955 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(390.0, 1124.4, 17.5) 0055: put_player $PLAYER_CHAR at 363.0 1124.4 17.5 $1104 = 270.0 // floating-point values gosub @SHIT_25504 04F9: set_extracolors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_8962 :SHIT_8955 jump @SHIT_112 :SHIT_8962 gosub @SHIT_16148 :SHIT_8969 if $1003 == 1 // integer values jf @SHIT_9256 if 00F5: player $PLAYER_CHAR 0 353.3 1124.5 19.4 radius 3.2 3.2 3.0 jf @SHIT_9256 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_9071 jump @SHIT_112 :SHIT_9071 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_9242 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 344.5 1123.5 range 17.0 1.0 Camera.SetAtPos(344.5, 1123.5, 17.0) 0055: put_player $PLAYER_CHAR at 344.5 1123.5 17.0 $1104 = 90.0 // floating-point values gosub @SHIT_25504 jump @SHIT_9249 :SHIT_9242 jump @SHIT_112 :SHIT_9249 gosub @SHIT_16148 :SHIT_9256 jump @SHIT_9270 :SHIT_9263 gosub @SHIT_16363 :SHIT_9270 if Player.Defined($PLAYER_CHAR) jf @SHIT_10010 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values jf @SHIT_10003 if $1095 == 2 // integer values jf @SHIT_10003 if $1003 == 0 // integer values jf @SHIT_9716 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_9457 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_9450 if 01AF: car $1004 0 364.0 1210.0 24.0 radius 1.5 1.5 3.0 jf @SHIT_9450 0409: blow_up_rc_buggy :SHIT_9450 jump @SHIT_9716 :SHIT_9457 if 00F5: player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 jf @SHIT_9716 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_9541 jump @SHIT_112 :SHIT_9541 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_9702 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(395.0, 1212.0, 24.4) 0055: put_player $PLAYER_CHAR at 372.0 1210.0 24.4 $1104 = 270.0 // floating-point values gosub @SHIT_25504 04F9: set_extracolors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_9709 :SHIT_9702 jump @SHIT_112 :SHIT_9709 gosub @SHIT_16148 :SHIT_9716 if $1003 == 1 // integer values jf @SHIT_10003 if 00F5: player $PLAYER_CHAR 0 367.8 1210.3 26.0 radius 2.7 2.7 3.0 jf @SHIT_10003 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_9818 jump @SHIT_112 :SHIT_9818 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_9989 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 366.0 1210.0 range 24.0 1.0 Camera.SetAtPos(343.0, 1210.0, 24.0) 0055: put_player $PLAYER_CHAR at 364.0 1210.0 24.0 $1104 = 90.0 // floating-point values gosub @SHIT_25504 jump @SHIT_9996 :SHIT_9989 jump @SHIT_112 :SHIT_9996 gosub @SHIT_16148 :SHIT_10003 jump @SHIT_10017 :SHIT_10010 gosub @SHIT_16363 :SHIT_10017 if Player.Defined($PLAYER_CHAR) jf @SHIT_10757 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values jf @SHIT_10750 if $1095 == 2 // integer values jf @SHIT_10750 if $1003 == 0 // integer values jf @SHIT_10463 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_10204 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_10197 if 01AF: car $1004 0 378.6 1256.9 17.5 radius 1.5 1.5 3.0 jf @SHIT_10197 0409: blow_up_rc_buggy :SHIT_10197 jump @SHIT_10463 :SHIT_10204 if 00F5: player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 jf @SHIT_10463 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_10288 jump @SHIT_112 :SHIT_10288 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_10449 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(385.0, 1230.7, 18.0) 0055: put_player $PLAYER_CHAR at 380.0 1246.7 18.0 $1104 = 180.0 // floating-point values gosub @SHIT_25504 04F9: set_extracolors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_10456 :SHIT_10449 jump @SHIT_112 :SHIT_10456 gosub @SHIT_16148 :SHIT_10463 if $1003 == 1 // integer values jf @SHIT_10750 if 00F5: player $PLAYER_CHAR 0 380.6 1253.5 17.5 radius 3.5 3.5 3.0 jf @SHIT_10750 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_10565 jump @SHIT_112 :SHIT_10565 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_10736 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 378.0 1263.6 range 16.5 1.0 Camera.SetAtPos(378.0, 1263.6, 16.5) 0055: put_player $PLAYER_CHAR at 378.0 1263.6 16.5 $1104 = 0.0 // floating-point values gosub @SHIT_25504 jump @SHIT_10743 :SHIT_10736 jump @SHIT_112 :SHIT_10743 gosub @SHIT_16148 :SHIT_10750 jump @SHIT_10764 :SHIT_10757 gosub @SHIT_16363 :SHIT_10764 if Player.Defined($PLAYER_CHAR) jf @SHIT_11504 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values jf @SHIT_11497 if $1095 == 1 // integer values jf @SHIT_11497 if $1003 == 0 // integer values jf @SHIT_11210 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_10951 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_10944 if 01AF: car $1004 0 449.37 1256.2 17.2 radius 1.5 1.5 3.0 jf @SHIT_10944 0409: blow_up_rc_buggy :SHIT_10944 jump @SHIT_11210 :SHIT_10951 if 00F5: player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 jf @SHIT_11210 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_11035 jump @SHIT_112 :SHIT_11035 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_11196 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(448.5, 1230.0, 18.0) 0055: put_player $PLAYER_CHAR at 448.5 1245.0 18.0 $1104 = 180.0 // floating-point values gosub @SHIT_25504 04F9: set_extracolors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_11203 :SHIT_11196 jump @SHIT_112 :SHIT_11203 gosub @SHIT_16148 :SHIT_11210 if $1003 == 1 // integer values jf @SHIT_11497 if 00F5: player $PLAYER_CHAR 0 448.0 1253.0 19.2 radius 3.0 3.0 3.0 jf @SHIT_11497 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_11312 jump @SHIT_112 :SHIT_11312 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_11483 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 449.0 1263.0 range 16.5 1.0 Camera.SetAtPos(449.0, 1263.0, 16.5) 0055: put_player $PLAYER_CHAR at 449.0 1263.0 16.5 $1104 = 0.0 // floating-point values gosub @SHIT_25504 jump @SHIT_11490 :SHIT_11483 jump @SHIT_112 :SHIT_11490 gosub @SHIT_16148 :SHIT_11497 jump @SHIT_11511 :SHIT_11504 gosub @SHIT_16363 :SHIT_11511 if Player.Defined($PLAYER_CHAR) jf @SHIT_12251 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1084 == 1 // integer values jf @SHIT_12244 if $1095 == 2 // integer values jf @SHIT_12244 if $1003 == 0 // integer values jf @SHIT_11957 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_11698 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_11691 if 01AF: car $1004 0 477.6 1124.4 16.3 radius 1.5 1.5 3.0 jf @SHIT_11691 0409: blow_up_rc_buggy :SHIT_11691 jump @SHIT_11957 :SHIT_11698 if 00F5: player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 jf @SHIT_11957 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_11782 jump @SHIT_112 :SHIT_11782 00BA: text_styled 'MALL1' 3000 ms 2 // North Point Mall gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_11943 $1003 = 1 // integer values select_interior 4 022A: remove_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 03AD: set_rubbish 0 Camera.SetAtPos(444.4, 1123.7, 17.0) 0055: put_player $PLAYER_CHAR at 467.4 1123.7 17.0 $1104 = 90.0 // floating-point values gosub @SHIT_25504 04F9: set_extracolors 6 fade 0 01EB: set_traffic_density_multiplier_to 0.1 jump @SHIT_11950 :SHIT_11943 jump @SHIT_112 :SHIT_11950 gosub @SHIT_16148 :SHIT_11957 if $1003 == 1 // integer values jf @SHIT_12244 if 00F5: player $PLAYER_CHAR 0 474.5 1124.0 19.3 radius 3.5 3.5 3.0 jf @SHIT_12244 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_12059 jump @SHIT_112 :SHIT_12059 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_12230 $1003 = 0 // integer values gosub @SHIT_16342 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 0395: clear_area 0 at 482.0 1124.5 range 15.3 1.0 Camera.SetAtPos(482.0, 1124.5, 15.3) 0055: put_player $PLAYER_CHAR at 482.0 1124.5 15.3 $1104 = 0.0 // floating-point values gosub @SHIT_25504 jump @SHIT_12237 :SHIT_12230 jump @SHIT_112 :SHIT_12237 gosub @SHIT_16148 :SHIT_12244 jump @SHIT_12258 :SHIT_12251 gosub @SHIT_16363 :SHIT_12258 if Player.Defined($PLAYER_CHAR) jf @SHIT_12926 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown $1084 == 1 // integer values jf @SHIT_12919 if $1095 == 1 // integer values jf @SHIT_12919 if $988 == 0 // integer values jf @SHIT_12705 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_12445 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_12438 if 01AF: car $1004 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 jf @SHIT_12438 0409: blow_up_rc_buggy :SHIT_12438 jump @SHIT_12705 :SHIT_12445 if 00F5: player $PLAYER_CHAR 0 -667.85 1211.9 11.0 radius 1.5 1.5 3.0 jf @SHIT_12705 00BA: text_styled 'RANGE' 3000 ms 2 // Rifle Range gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) jf @SHIT_12580 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @SHIT_12580 03C1: $1004 = player $PLAYER_CHAR car_no_save 012A: put_player $PLAYER_CHAR at -667.8 1221.0 10.5 and_remove_from_car Car.Destroy($1004) :SHIT_12580 if $992 == 0 // integer values jf @SHIT_12673 select_interior 10 $988 = 1 // integer values 03AD: set_rubbish 0 Camera.SetAtPos(-667.8, 1221.0, 11.0) 0055: put_player $PLAYER_CHAR at -667.8 1221.0 10.3 0171: set_player $PLAYER_CHAR z_angle_to 0.0 04F9: set_extracolors 7 fade 0 jump @SHIT_12680 :SHIT_12673 jump @SHIT_112 :SHIT_12680 if $995 == 0 // integer values jf @SHIT_12705 gosub @SHIT_16148 :SHIT_12705 if $988 == 1 // integer values jf @SHIT_12919 if 00F5: player $PLAYER_CHAR 0 -667.8 1217.8 11.0 radius 1.5 1.5 3.0 jf @SHIT_12919 00BA: text_styled 'DTOWN' 3000 ms 2 // Downtown gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_12905 $988 = 0 // integer values gosub @SHIT_16342 0395: clear_area 0 at -667.8 1210.0 range 11.0 1.0 Camera.SetAtPos(-667.8, 1210.0, 11.0) 0055: put_player $PLAYER_CHAR at -667.8 1210.0 10.3 0171: set_player $PLAYER_CHAR z_angle_to 140.0 03C8: set_camera_directly_before_player jump @SHIT_12912 :SHIT_12905 jump @SHIT_112 :SHIT_12912 gosub @SHIT_16148 :SHIT_12919 jump @SHIT_12933 :SHIT_12926 gosub @SHIT_16363 :SHIT_12933 if Player.Defined($PLAYER_CHAR) jf @SHIT_15058 $1094 = 0 // integer values if or 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island $1084 == 1 // integer values jf @SHIT_15051 if $1001 > 0 // integer values jf @SHIT_15051 if $1001 > 1 // integer values jf @SHIT_13656 if $1095 == 1 // integer values jf @SHIT_13656 if $991 == 0 // integer values jf @SHIT_13412 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_13156 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_13149 if 01AF: car $1004 0 -378.5 -554.382 18.3 radius 1.5 1.5 3.0 jf @SHIT_13149 0409: blow_up_rc_buggy :SHIT_13149 jump @SHIT_13412 :SHIT_13156 if 0057: player $PLAYER_CHAR 0 -382.0 -558.5 18.537 -375.0 -554.5 24.537 jf @SHIT_13412 if $PASSED_ASS1_RUB_OUT == 0 // integer values jf @SHIT_13244 00BA: text_styled 'MANSION' 3000 ms 2 // Diaz's Mansion jump @SHIT_13259 :SHIT_13244 00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate :SHIT_13259 gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_13398 select_interior 2 $991 = 1 // integer values 022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 03AD: set_rubbish 0 Camera.SetAtPos(-378.5, -560.03, 19.0) 0055: put_player $PLAYER_CHAR at -378.5 -560.0 19.0 $1104 = 190.0 // floating-point values gosub @SHIT_25504 04F9: set_extracolors 8 fade 0 jump @SHIT_13405 :SHIT_13398 jump @SHIT_112 :SHIT_13405 gosub @SHIT_16148 :SHIT_13412 if $991 == 1 // integer values jf @SHIT_13656 if 0057: player $PLAYER_CHAR 0 -382.0 -554.5 18.537 -375.0 -550.5 24.537 jf @SHIT_13656 00BA: text_styled 'STARI' 3000 ms 2 // Starfish Island gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_13642 gosub @SHIT_16342 $991 = 0 // integer values 022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 0395: clear_area 0 at -377.06 -545.43 range 17.0 1.0 Camera.SetAtPos(-377.06, -545.43, 17.0) 0055: put_player $PLAYER_CHAR at -377.06 -545.43 16.0 0171: set_player $PLAYER_CHAR z_angle_to 345.0 jump @SHIT_13649 :SHIT_13642 jump @SHIT_112 :SHIT_13649 gosub @SHIT_16148 :SHIT_13656 if $1095 == 2 // integer values jf @SHIT_14375 if $991 == 0 // integer values jf @SHIT_14131 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_13789 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_13782 if 01AF: car $1004 0 -331.0 -576.6 36.5 radius 1.5 1.5 3.0 jf @SHIT_13782 0409: blow_up_rc_buggy :SHIT_13782 jump @SHIT_14131 :SHIT_13789 if 0057: player $PLAYER_CHAR 0 -340.402 -579.221 34.52 -331.269 -568.389 38.113 jf @SHIT_14131 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_13865 jump @SHIT_112 :SHIT_13865 if $PASSED_ASS1_RUB_OUT == 0 // integer values jf @SHIT_13905 00BA: text_styled 'MANSION' 3000 ms 2 // Diaz's Mansion jump @SHIT_13920 :SHIT_13905 00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate :SHIT_13920 gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) jf @SHIT_13992 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @SHIT_13992 03C1: $1004 = player $PLAYER_CHAR car_no_save 012A: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 and_remove_from_car Car.Destroy($1004) :SHIT_13992 if $992 == 0 // integer values jf @SHIT_14117 select_interior 2 $991 = 1 // integer values 022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 03AD: set_rubbish 0 Camera.SetAtPos(-329.24, -582.5, 34.5) 0055: put_player $PLAYER_CHAR at -329.24 -582.5 34.5 0171: set_player $PLAYER_CHAR z_angle_to 270.0 04F9: set_extracolors 8 fade 0 jump @SHIT_14124 :SHIT_14117 jump @SHIT_112 :SHIT_14124 gosub @SHIT_16148 :SHIT_14131 if $991 == 1 // integer values jf @SHIT_14375 if 00F5: player $PLAYER_CHAR 0 -330.1 -578.9 34.5 radius 2.0 2.0 3.0 jf @SHIT_14375 00BA: text_styled 'STARI' 3000 ms 2 // Starfish Island gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_14361 gosub @SHIT_16342 $991 = 0 // integer values 022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 0395: clear_area 0 at -343.3 -572.8 range 36.0 1.0 Camera.SetAtPos(-343.3, -572.8, 36.0) 0055: put_player $PLAYER_CHAR at -341.738 -573.984 35.305 0171: set_player $PLAYER_CHAR z_angle_to 90.0 jump @SHIT_14368 :SHIT_14361 jump @SHIT_112 :SHIT_14368 gosub @SHIT_16148 :SHIT_14375 if $1095 == 1 // integer values jf @SHIT_15051 if $991 == 0 // integer values jf @SHIT_14800 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_14508 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_14501 if 01AF: car $1004 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 jf @SHIT_14501 0409: blow_up_rc_buggy :SHIT_14501 jump @SHIT_14800 :SHIT_14508 if 00F5: player $PLAYER_CHAR 0 -354.0 -580.6 11.0 radius 1.5 1.5 3.0 jf @SHIT_14800 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_14592 jump @SHIT_112 :SHIT_14592 if $PASSED_ASS1_RUB_OUT == 0 // integer values jf @SHIT_14632 00BA: text_styled 'MANSION' 3000 ms 2 // Diaz's Mansion jump @SHIT_14647 :SHIT_14632 00BA: text_styled 'TMANS' 3000 ms 2 // Vercetti Estate :SHIT_14647 gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_14786 select_interior 2 $991 = 1 // integer values 022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 03AD: set_rubbish 0 Camera.SetAtPos(-338.5, -578.8, 10.6) 0055: put_player $PLAYER_CHAR at -338.5 -578.8 10.6 $1104 = 270.0 // floating-point values gosub @SHIT_25504 04F9: set_extracolors 8 fade 0 jump @SHIT_14793 :SHIT_14786 jump @SHIT_112 :SHIT_14793 gosub @SHIT_16148 :SHIT_14800 if $991 == 1 // integer values jf @SHIT_15051 if 00F5: player $PLAYER_CHAR 0 -346.3 -578.8 10.6 radius 1.5 1.5 3.0 jf @SHIT_15051 00BA: text_styled 'STARI' 3000 ms 2 // Starfish Island gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_15037 gosub @SHIT_16342 $991 = 0 // integer values 022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 0395: clear_area 0 at -354.0 -586.0 range 10.6 1.0 Camera.SetAtPos(-354.0, -586.0, 10.6) 0055: put_player $PLAYER_CHAR at -354.0 -586.0 10.6 $1104 = 180.0 // floating-point values gosub @SHIT_25504 jump @SHIT_15044 :SHIT_15037 jump @SHIT_112 :SHIT_15044 gosub @SHIT_16148 :SHIT_15051 jump @SHIT_15065 :SHIT_15058 gosub @SHIT_16363 :SHIT_15065 if Player.Defined($PLAYER_CHAR) jf @SHIT_15844 if $251 == 1 // integer values jf @SHIT_15837 if or 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana $1084 == 1 // integer values jf @SHIT_15837 if $1095 == 2 // integer values jf @SHIT_15837 if Player.InRemoteMode($PLAYER_CHAR) jf @SHIT_15245 $1004 = Player.RC_car($PLAYER_CHAR) if not Car.Wrecked($1004) jf @SHIT_15238 if 01AF: car $1004 0 -896.5 -341.0 13.4 radius 1.5 1.5 3.0 jf @SHIT_15238 0409: blow_up_rc_buggy :SHIT_15238 jump @SHIT_15581 :SHIT_15245 if 00F5: player $PLAYER_CHAR 0 -896.5 -341.0 13.4 radius 1.4 1.4 3.0 jf @SHIT_15581 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike 80DE: not player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_15329 jump @SHIT_112 :SHIT_15329 00BA: text_styled 'BANKINT' 3000 ms 2 // El Banco Corrupto Grande gosub @SHIT_15897 if Player.Defined($PLAYER_CHAR) jf @SHIT_15424 if or 047E: player $PLAYER_CHAR driving_a_motorbike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_15424 03C1: $1004 = player $PLAYER_CHAR car_no_save 012A: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 and_remove_from_car Car.Destroy($1004) :SHIT_15424 if $992 == 0 // integer values jf @SHIT_15567 select_interior 3 03AD: set_rubbish 0 if $ONMISSION == 0 // integer values jf @SHIT_15500 022A: remove_forbidden_for_peds_cube -918.5 -355.0 5.0 -898.0 -328.0 16.0 :SHIT_15500 Camera.SetAtPos(-903.0, -341.0, 13.4) 0055: put_player $PLAYER_CHAR at -903.0 -341.0 12.5 $985 = 1 // integer values 0171: set_player $PLAYER_CHAR z_angle_to 90.0 04F9: set_extracolors 4 fade 0 jump @SHIT_15574 :SHIT_15567 jump @SHIT_112 :SHIT_15574 gosub @SHIT_16148 :SHIT_15581 if 00F5: player $PLAYER_CHAR 0 -900.0 -340.9 13.4 radius 1.5 1.5 3.0 jf @SHIT_15837 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SHIT_15657 jump @SHIT_112 :SHIT_15657 00BA: text_styled 'HAVANA' 3000 ms 2 // Little Havana gosub @SHIT_15897 if $992 == 0 // integer values jf @SHIT_15823 gosub @SHIT_16342 022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0 Camera.SetAtPos(-893.0, -341.0, 13.5) 0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 $985 = 0 // integer values 0171: set_player $PLAYER_CHAR z_angle_to 270.0 03C8: set_camera_directly_before_player jump @SHIT_15830 :SHIT_15823 jump @SHIT_112 :SHIT_15830 gosub @SHIT_16148 :SHIT_15837 jump @SHIT_15851 :SHIT_15844 gosub @SHIT_16363 :SHIT_15851 gosub @SHIT_16696 gosub @SHIT_21817 if $1095 > 1 // integer values jf @SHIT_15890 $1095 = 0 // integer values :SHIT_15890 jump @SHIT_112 :SHIT_15897 if Player.Defined($PLAYER_CHAR) jf @SHIT_16146 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0169: set_fade_color 0 0 1 if and $995 == 0 // integer values $993 == 0 // integer values $994 == 0 // integer values jf @SHIT_15981 fade 0 500 jump @SHIT_16028 :SHIT_15981 if $986 == 1 // integer values jf @SHIT_16021 0169: set_fade_color 0 0 0 fade 0 1500 jump @SHIT_16028 :SHIT_16021 fade 0 500 :SHIT_16028 if fading jf @SHIT_16139 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SHIT_16075 $992 = 1 // integer values jump @SHIT_16082 :SHIT_16075 $992 = 0 // integer values :SHIT_16082 if $1002 == 1 // integer values jf @SHIT_16107 gosub @SHIT_16696 :SHIT_16107 if $986 == 1 // integer values jf @SHIT_16132 gosub @SHIT_21817 :SHIT_16132 jump @SHIT_16028 :SHIT_16139 01EB: set_traffic_density_multiplier_to 0.0 :SHIT_16146 return :SHIT_16148 0169: set_fade_color 0 0 1 if and $995 == 0 // integer values $993 == 0 // integer values $994 == 0 // integer values jf @SHIT_16202 fade 1 500 jump @SHIT_16249 :SHIT_16202 if $986 == 1 // integer values jf @SHIT_16242 0169: set_fade_color 0 0 0 fade 1 1500 jump @SHIT_16249 :SHIT_16242 fade 1 500 :SHIT_16249 if fading jf @SHIT_16310 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SHIT_16296 $992 = 1 // integer values jump @SHIT_16303 :SHIT_16296 $992 = 0 // integer values :SHIT_16303 jump @SHIT_16249 :SHIT_16310 if Player.Defined($PLAYER_CHAR) jf @SHIT_16340 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :SHIT_16340 return :SHIT_16342 04FA: reset_sky_colors_with_fade 0 01EB: set_traffic_density_multiplier_to 1.0 03AD: set_rubbish 1 select_interior 0 return :SHIT_16363 if $1094 == 0 // integer values jf @SHIT_16694 03AD: set_rubbish 1 04FA: reset_sky_colors_with_fade 0 022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 015C: set_zone_gang_info 'STREET2' 1 14 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'STREET2' 0 16 0 0 0 0 0 0 0 0 0 10 $989 = 0 // integer values $986 = 0 // integer values $1002 = 0 // integer values $1003 = 0 // integer values $1088 = 0 // integer values $987 = 0 // integer values $988 = 0 // integer values $990 = 0 // integer values $991 = 0 // integer values 01EB: set_traffic_density_multiplier_to 1.0 $1094 = 1 // integer values :SHIT_16694 return :SHIT_16696 if $1002 == 1 // integer values jf @SHIT_17956 if $1014 == 1 // integer values jf @SHIT_16904 gosub @SHIT_18199 if and Player.Defined($PLAYER_CHAR) Player.Money($PLAYER_CHAR) > 5 $ONMISSION == 0 // integer values jf @SHIT_16819 if and 00E4: player $PLAYER_CHAR 1 69.3 -1455.9 radius 1.0 1.0 Player.Controllable($PLAYER_CHAR) jf @SHIT_16819 gosub @SHIT_19465 :SHIT_16819 if and Player.Defined($PLAYER_CHAR) $1096 == 1 // integer values $ONMISSION == 0 // integer values jf @SHIT_16904 if and 00E4: player $PLAYER_CHAR 1 70.0 -1443.64 radius 1.0 1.0 Player.Controllable($PLAYER_CHAR) jf @SHIT_16904 Player.MakeSafe($PLAYER_CHAR) gosub @SHIT_21221 :SHIT_16904 if $1014 == 0 // integer values jf @SHIT_17949 $1015 = 24 // integer values $1016 = 24 // integer values $1017 = 25 // integer values $1018 = 29 // integer values $1019 = 19 // integer values Model.Load(#WFYG1) Model.Load(#WFYBE) Model.Load(#BFYPR) Model.Load(#WFOBE) :SHIT_16973 if or not Model.Available(#WFYG1) not Model.Available(#WFYBE) not Model.Available(#BFYPR) not Model.Available(#WFOBE) jf @SHIT_17027 Model.Load(#WFYG1) Model.Load(#WFYBE) Model.Load(#BFYPR) Model.Load(#WFOBE) wait 0 jump @SHIT_16973 :SHIT_17027 Model.Load(#BFYRI) Model.Load(#HFYMD) Model.Load(#WMOCA) Model.Load(#BKA) :SHIT_17043 if or not Model.Available(#BFYRI) not Model.Available(#HFYMD) not Model.Available(#WMOCA) not Model.Available(#BKA) jf @SHIT_17097 Model.Load(#BFYRI) Model.Load(#HFYMD) Model.Load(#WMOCA) Model.Load(#BKA) wait 0 jump @SHIT_17043 :SHIT_17097 Model.Load(#BKB) Model.Load(#WMOST) Model.Load(#WMOBE) Model.Load(#BMYBB) :SHIT_17113 if or not Model.Available(#BKB) not Model.Available(#WMOST) not Model.Available(#WMOBE) not Model.Available(#BMYBB) jf @SHIT_17167 Model.Load(#BKB) Model.Load(#WMOST) Model.Load(#WMOBE) Model.Load(#BMYBB) wait 0 jump @SHIT_17113 :SHIT_17167 Model.Load(#HMOST) Model.Load(#WMYBU) :SHIT_17175 if or not Model.Available(#HMOST) not Model.Available(#WMYBU) jf @SHIT_17213 Model.Load(#HMOST) Model.Load(#WMYBU) wait 0 jump @SHIT_17175 :SHIT_17213 04ED: load_animation 'RIOT' 04ED: load_animation 'STRIP' :SHIT_17233 if or 84EE: not animation 'RIOT' loaded 84EE: not animation 'STRIP' loaded jf @SHIT_17295 04ED: load_animation 'RIOT' 04ED: load_animation 'STRIP' wait 0 jump @SHIT_17233 :SHIT_17295 $1029 = Actor.Create(CivMale, #HMOST, 89.8, -1456.2, 9.4) Actor.Angle($1029) = 287.0 01ED: clear_actor $1029 threat_search $1030 = Actor.Create(CivMale, #WMYBU, 89.15, -1461.3, 9.6) Actor.Angle($1030) = 48.7 01ED: clear_actor $1030 threat_search $1042 = Actor.Create(CivFemale, #BFYPR, 79.67, -1461.34, 10.6) Actor.Angle($1042) = 168.0 01ED: clear_actor $1042 threat_search 0372: set_actor $1042 anim 32 wait_state_time 999999 ms $1025 = Actor.Create(CivMale, #WMOST, 79.5, -1463.1, 9.6) Actor.Angle($1025) = 5.0 01ED: clear_actor $1025 threat_search 0372: set_actor $1025 anim 29 wait_state_time 999999 ms $1020 = Actor.Create(CivMale, #WMOCA, 87.3, -1462.85, 9.6) Actor.Angle($1020) = 117.0 01ED: clear_actor $1020 threat_search $1043 = Actor.Create(CivFemale, #WFYBE, 86.06, -1463.6, 10.4) Actor.Angle($1043) = 295.0 01ED: clear_actor $1043 threat_search 0372: set_actor $1043 anim 32 wait_state_time 999999 ms $1021 = Actor.Create(CivMale, #BKB, 79.0, -1466.31, 9.6) Actor.Angle($1021) = 58.0 01ED: clear_actor $1021 threat_search $1022 = Actor.Create(CivMale, #BKA, 77.46, -1466.06, 9.6) Actor.Angle($1022) = 265.0 01ED: clear_actor $1022 threat_search $1045 = Actor.Create(CivFemale, #WFOBE, 78.07, -1465.7, 10.4) Actor.Angle($1045) = 168.0 01ED: clear_actor $1045 threat_search 0372: set_actor $1045 anim 32 wait_state_time 999999 ms $1023 = Actor.Create(CivMale, #BMYBB, 81.35, -1459.9, 9.6) Actor.Angle($1023) = 5.0 01ED: clear_actor $1023 threat_search 0372: set_actor $1023 anim 29 wait_state_time 999999 ms $1024 = Actor.Create(CivMale, #WMOBE, 83.4, -1458.9, 9.6) Actor.Angle($1024) = 60.0 01ED: clear_actor $1024 threat_search 0372: set_actor $1024 anim 29 wait_state_time 999999 ms $1041 = Actor.Create(CivFemale, #WFYG1, 81.45, -1457.44, 10.6) Actor.Angle($1041) = 210.0 01ED: clear_actor $1041 threat_search 0372: set_actor $1041 anim 32 wait_state_time 999999 ms $1026 = Actor.Create(CivFemale, #BFYRI, 88.6, -1450.0, 9.6) Actor.Angle($1026) = 325.0 01ED: clear_actor $1026 threat_search 009F: set_actor $1026 idle $1027 = Actor.Create(CivFemale, #HFYMD, 91.44, -1455.3, 9.6) Actor.Angle($1027) = 128.0 01ED: clear_actor $1027 threat_search 009F: set_actor $1027 idle gosub @SHIT_18199 $1014 = 1 // integer values :SHIT_17949 jump @SHIT_18197 :SHIT_17956 if $1014 > 0 // integer values jf @SHIT_18197 :SHIT_17974 if not Player.Defined($PLAYER_CHAR) jf @SHIT_18001 wait 0 jump @SHIT_17974 :SHIT_18001 Actor.DestroyInstantly($1041) Actor.DestroyInstantly($1042) Actor.DestroyInstantly($1043) Actor.DestroyInstantly($1045) Actor.DestroyInstantly($1020) Actor.DestroyInstantly($1021) Actor.DestroyInstantly($1022) Actor.DestroyInstantly($1023) Actor.DestroyInstantly($1024) Actor.DestroyInstantly($1025) Actor.DestroyInstantly($1026) Actor.DestroyInstantly($1027) Actor.DestroyInstantly($1029) Actor.DestroyInstantly($1030) Model.Destroy(#WFYG1) Model.Destroy(#WFYBE) Model.Destroy(#BFYPR) Model.Destroy(#WFOBE) Model.Destroy(#BFYRI) Model.Destroy(#HFYMD) Model.Destroy(#WMOCA) Model.Destroy(#BKA) Model.Destroy(#BKB) Model.Destroy(#WMOST) Model.Destroy(#WMOBE) Model.Destroy(#BMYBB) Model.Destroy(#HMOST) Model.Destroy(#WMYBU) Model.Destroy(#MACHETE) Model.Destroy(#KNIFECUR) 0296: unload_special_actor 19 0296: unload_special_actor 18 0296: unload_special_actor 17 04EF: release_animation 'RIOT' 04EF: release_animation 'STRIP' $1034 = 0 // integer values $1033 = 0 // integer values $1028 = 0 // integer values $1014 = 0 // integer values :SHIT_18197 return :SHIT_18199 if Player.Defined($PLAYER_CHAR) jf @SHIT_18727 if and not Actor.Dead($1029) not Actor.Dead($1030) jf @SHIT_18275 if or 8184: not actor $1029 health >= 95 8184: not actor $1030 health >= 95 jf @SHIT_18268 gosub @SHIT_18734 :SHIT_18268 jump @SHIT_18282 :SHIT_18275 gosub @SHIT_18734 :SHIT_18282 if and not Actor.Dead($1042) not Actor.Dead($1025) jf @SHIT_18342 if or 8184: not actor $1042 health >= 95 8184: not actor $1025 health >= 95 jf @SHIT_18335 gosub @SHIT_18895 :SHIT_18335 jump @SHIT_18349 :SHIT_18342 gosub @SHIT_18895 :SHIT_18349 if and not Actor.Dead($1020) not Actor.Dead($1043) jf @SHIT_18429 if and 0184: actor $1020 health >= 95 0184: actor $1043 health >= 95 jf @SHIT_18415 0372: set_actor $1020 anim $1016 wait_state_time 999999 ms jump @SHIT_18422 :SHIT_18415 gosub @SHIT_19068 :SHIT_18422 jump @SHIT_18436 :SHIT_18429 gosub @SHIT_19068 :SHIT_18436 if and not Actor.Dead($1021) not Actor.Dead($1022) not Actor.Dead($1045) jf @SHIT_18541 if and 0184: actor $1021 health >= 95 0184: actor $1022 health >= 95 0184: actor $1045 health >= 95 jf @SHIT_18527 0372: set_actor $1021 anim $1016 wait_state_time 999999 ms 0372: set_actor $1022 anim $1016 wait_state_time 999999 ms jump @SHIT_18534 :SHIT_18527 gosub @SHIT_19161 :SHIT_18534 jump @SHIT_18548 :SHIT_18541 gosub @SHIT_19161 :SHIT_18548 if and not Actor.Dead($1023) not Actor.Dead($1024) not Actor.Dead($1041) jf @SHIT_18620 if or 8184: not actor $1023 health >= 95 8184: not actor $1024 health >= 95 8184: not actor $1041 health >= 95 jf @SHIT_18613 gosub @SHIT_19107 :SHIT_18613 jump @SHIT_18627 :SHIT_18620 gosub @SHIT_19107 :SHIT_18627 if and not Actor.Dead($1026) not Actor.Dead($1027) jf @SHIT_18720 if and 0184: actor $1026 health >= 95 0184: actor $1027 health >= 95 jf @SHIT_18706 0372: set_actor $1026 anim $1017 wait_state_time 999999 ms 0372: set_actor $1027 anim $1019 wait_state_time 999999 ms jump @SHIT_18713 :SHIT_18706 gosub @SHIT_19215 :SHIT_18713 jump @SHIT_18727 :SHIT_18720 gosub @SHIT_19215 :SHIT_18727 01BD: $1085 = current_time_in_ms return :SHIT_18734 if $1034 == 0 // integer values jf @SHIT_18796 Model.Load(#BAT) :SHIT_18757 if not Model.Available(#BAT) jf @SHIT_18789 Model.Load(#BAT) wait 0 jump @SHIT_18757 :SHIT_18789 $1034 = 1 // integer values :SHIT_18796 0084: $1035 = $1029 // integer values and handles if 859A: not false jf @SHIT_18824 gosub @SHIT_18868 :SHIT_18824 gosub @SHIT_19367 0084: $1035 = $1030 // integer values and handles if 859A: not false jf @SHIT_18859 gosub @SHIT_18868 :SHIT_18859 gosub @SHIT_19367 return :SHIT_18868 if not Actor.Dead($1035) jf @SHIT_18893 01B2: give_actor $1035 weapon 6 ammo 0 // Load the weapon model before using this :SHIT_18893 return :SHIT_18895 if not Actor.Dead($1025) jf @SHIT_18916 022F: set_actor $1025 stop_looking :SHIT_18916 0084: $1036 = $1025 // integer values and handles gosub @SHIT_19418 if $1072 == 0 // integer values jf @SHIT_19059 if 859A: not false jf @SHIT_18999 Model.Load(#KNIFECUR) :SHIT_18967 if not Model.Available(#KNIFECUR) jf @SHIT_18999 Model.Load(#KNIFECUR) wait 0 jump @SHIT_18967 :SHIT_18999 if not Actor.Dead($1042) jf @SHIT_19052 if 859A: not false jf @SHIT_19037 01B2: give_actor $1042 weapon 5 ammo 0 // Load the weapon model before using this :SHIT_19037 0084: $1035 = $1042 // integer values and handles gosub @SHIT_19367 :SHIT_19052 $1072 = 1 // integer values :SHIT_19059 gosub @SHIT_18734 return :SHIT_19068 0084: $1036 = $1020 // integer values and handles gosub @SHIT_19418 0084: $1035 = $1043 // integer values and handles gosub @SHIT_19367 gosub @SHIT_18734 return :SHIT_19107 0084: $1035 = $1023 // integer values and handles gosub @SHIT_19367 0084: $1035 = $1024 // integer values and handles gosub @SHIT_19367 0084: $1036 = $1041 // integer values and handles gosub @SHIT_19418 gosub @SHIT_18734 return :SHIT_19161 0084: $1035 = $1021 // integer values and handles gosub @SHIT_19367 0084: $1035 = $1022 // integer values and handles gosub @SHIT_19367 0084: $1036 = $1045 // integer values and handles gosub @SHIT_19418 gosub @SHIT_18734 return :SHIT_19215 if $1028 == 0 // integer values jf @SHIT_19343 if 859A: not false jf @SHIT_19283 Model.Load(#MACHETE) :SHIT_19251 if not Model.Available(#MACHETE) jf @SHIT_19283 Model.Load(#MACHETE) wait 0 jump @SHIT_19251 :SHIT_19283 if not Actor.Dead($1026) jf @SHIT_19336 if 859A: not false jf @SHIT_19321 01B2: give_actor $1026 weapon 9 ammo 0 // Load the weapon model before using this :SHIT_19321 0084: $1035 = $1026 // integer values and handles gosub @SHIT_19367 :SHIT_19336 $1028 = 1 // integer values :SHIT_19343 0084: $1035 = $1027 // integer values and handles gosub @SHIT_19367 gosub @SHIT_18734 return :SHIT_19367 if not Actor.Dead($1035) jf @SHIT_19416 0372: set_actor $1035 anim 0 wait_state_time 0 ms if Player.Defined($PLAYER_CHAR) jf @SHIT_19416 01CA: actor $1035 kill_player $PLAYER_CHAR :SHIT_19416 return :SHIT_19418 if not Actor.Dead($1036) jf @SHIT_19463 0372: set_actor $1036 anim 0 wait_state_time 0 ms 0239: actor $1036 run_to 65.8 -1444.0 Actor.RemoveReferences($1036) :SHIT_19463 return :SHIT_19465 if Player.Defined($PLAYER_CHAR) jf @SHIT_21219 $ONMISSION = 1 // integer values Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 041D: set_camera_near_clip 0.1 0169: set_fade_color 0 0 1 fade 0 500 :SHIT_19524 if fading jf @SHIT_19566 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SHIT_19559 return :SHIT_19559 jump @SHIT_19524 :SHIT_19566 if 100 > $1086 // integer values jf @SHIT_19658 023C: load_special_actor 19 'STRIPC' :SHIT_19596 if 823D: not special_actor 19 loaded jf @SHIT_19634 023C: load_special_actor 19 'STRIPC' wait 0 jump @SHIT_19596 :SHIT_19634 $1044 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56) :SHIT_19658 if and $1086 > 99 // integer values 200 > $1086 // integer values jf @SHIT_19758 023C: load_special_actor 19 'STRIPA' :SHIT_19696 if 823D: not special_actor 19 loaded jf @SHIT_19734 023C: load_special_actor 19 'STRIPA' wait 0 jump @SHIT_19696 :SHIT_19734 $1044 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56) :SHIT_19758 if $1086 > 199 // integer values jf @SHIT_19851 023C: load_special_actor 19 'STRIPB' :SHIT_19789 if 823D: not special_actor 19 loaded jf @SHIT_19827 023C: load_special_actor 19 'STRIPB' wait 0 jump @SHIT_19789 :SHIT_19827 $1044 = Actor.Create(CivMale, #SPECIAL19, 66.6, -1455.46, 9.56) :SHIT_19851 Actor.Angle($1044) = 33.0 01ED: clear_actor $1044 threat_search 0372: set_actor $1044 anim 32 wait_state_time 999999 ms if not Actor.Dead($PLAYER_ACTOR) jf @SHIT_19937 Actor.PutAt($PLAYER_ACTOR, 65.5, -1453.7, 9.6) 0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms Actor.Angle($PLAYER_ACTOR) = 210.0 :SHIT_19937 $1087 = 0 // integer values Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0) Camera.PointAt(66.0, -1454.5, 10.5, 2) fade 1 500 :SHIT_20002 if fading jf @SHIT_20044 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SHIT_20037 return :SHIT_20037 jump @SHIT_20002 :SHIT_20044 03E5: text_box 'EXIT_1' // Press the ~h~~k~~PED_SPRINT~ ~w~button to exit. 16@ = 5000 // integer values :SHIT_20062 if Player.Money($PLAYER_CHAR) > 5 jf @SHIT_20570 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SHIT_20109 return jump @SHIT_20122 :SHIT_20109 0372: set_actor $PLAYER_ACTOR anim $1016 wait_state_time 999999 ms :SHIT_20122 if 16@ > 5000 // integer values jf @SHIT_20539 Player.Money($PLAYER_CHAR) += -5 16@ = 0 // integer values $1086 += 5 // integer values $1087 += 1 // integer values if $1087 == 6 // integer values jf @SHIT_20194 $1087 = 0 // integer values :SHIT_20194 if $1087 == 1 // integer values jf @SHIT_20263 Camera.SetPosition(68.45, -1456.37, 12.0, 0.0, 0.0, 0.0) Camera.PointAt(66.0, -1454.5, 10.5, 2) :SHIT_20263 if $1087 == 2 // integer values jf @SHIT_20332 Camera.SetPosition(65.21, -1454.1, 9.56, 0.0, 0.0, 0.0) Camera.PointAt(67.36, -1456.33, 11.58, 2) :SHIT_20332 if $1087 == 3 // integer values jf @SHIT_20401 Camera.SetPosition(68.0, -1455.6, 10.0, 0.0, 0.0, 0.0) Camera.PointAt(64.9, -1454.5, 10.89, 2) :SHIT_20401 if $1087 == 4 // integer values jf @SHIT_20470 Camera.SetPosition(67.47, -1456.14, 10.0, 0.0, 0.0, 0.0) Camera.PointAt(65.4, -1454.25, 11.37, 2) :SHIT_20470 if $1087 == 5 // integer values jf @SHIT_20539 Camera.SetPosition(65.93, -1454.6, 11.65, 0.0, 0.0, 0.0) Camera.PointAt(68.42, -1458.24, 8.36, 2) :SHIT_20539 if 00E1: player 0 pressed_button 16 jf @SHIT_20563 jump @SHIT_20592 :SHIT_20563 jump @SHIT_20062 :SHIT_20570 00BC: text_highpriority 'STRIP_1' 5000 ms 1 // ~r~Not enough cash, you cheap sleazebag. jump @SHIT_20638 :SHIT_20592 if 00E1: player 0 pressed_button 16 jf @SHIT_20638 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SHIT_20631 return :SHIT_20631 jump @SHIT_20592 :SHIT_20638 fade 0 500 :SHIT_20645 if fading jf @SHIT_20687 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SHIT_20680 return :SHIT_20680 jump @SHIT_20645 :SHIT_20687 Actor.DestroyInstantly($1044) 0296: unload_special_actor 19 03E6: remove_text_box if and $1086 > 299 // integer values $1096 == 0 // integer values jf @SHIT_21072 gosub @SHIT_16342 Camera.SetAtPos(93.3, -1472.14, $572) Camera.SetPosition(103.0, -1488.0, 15.7, 0.0, 0.0, 0.0) Camera.PointAt(99.5, -1476.6, 16.75, 2) 04A6: $616 = create_asset_money_pickup_at 93.3 -1472.14 $572 money $617 $617 fade 1 1000 :SHIT_20828 if fading jf @SHIT_20852 wait 0 jump @SHIT_20828 :SHIT_20852 16@ = 0 // integer values :SHIT_20859 if 3000 > 16@ // integer values jf @SHIT_20889 wait 0 jump @SHIT_20859 :SHIT_20889 00BA: text_styled 'ASSET_C' 12000 ms 6 // POLE POSITION ASSET COMPLETED! 01E5: text_1number_highpriority 'ASSET_D' $617 flag 10000 time 1 // ~g~The Pole Position Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly! Camera.PointAt(93.3, -1472.14, $572, 1) 0394: play_music 1 16@ = 0 // integer values :SHIT_20950 if 5500 > 16@ // integer values jf @SHIT_20980 wait 0 jump @SHIT_20950 :SHIT_20980 fade 0 500 :SHIT_20987 if fading jf @SHIT_21011 wait 0 jump @SHIT_20987 :SHIT_21011 Camera.SetAtPos(72.0, -1454.7, 9.45) Object.Destroy($1790) select_interior 5 04F9: set_extracolors 2 fade 0 01EB: set_traffic_density_multiplier_to 0.1 03AD: set_rubbish 0 $1096 = 1 // integer values $1175 += 1 // integer values 030C: progress_made += 1 :SHIT_21072 if Player.Defined($PLAYER_CHAR) jf @SHIT_21127 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 0055: put_player $PLAYER_CHAR at 72.0 -1454.7 9.45 0171: set_player $PLAYER_CHAR z_angle_to 208.0 :SHIT_21127 00BE: text_clear_all Camera.Restore_WithJumpCut Camera.SetBehindPlayer fade 1 500 :SHIT_21140 if fading jf @SHIT_21182 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SHIT_21175 return :SHIT_21175 jump @SHIT_21140 :SHIT_21182 if Player.Defined($PLAYER_CHAR) jf @SHIT_21219 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 $ONMISSION = 0 // integer values :SHIT_21219 return :SHIT_21221 $ONMISSION = 1 // integer values 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 041D: set_camera_near_clip 0.1 0169: set_fade_color 0 0 1 fade 0 500 :SHIT_21268 if fading jf @SHIT_21310 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SHIT_21303 return :SHIT_21303 jump @SHIT_21268 :SHIT_21310 03AF: set_streaming 0 023C: load_special_actor 1 'CSPLAY' if $1098 == 0 // integer values jf @SHIT_21356 023C: load_special_actor 19 'STRIPA' :SHIT_21356 if $1098 == 1 // integer values jf @SHIT_21386 023C: load_special_actor 19 'STRIPA' :SHIT_21386 if $1098 == 2 // integer values jf @SHIT_21416 023C: load_special_actor 19 'STRIPA' :SHIT_21416 038B: load_requested_models :SHIT_21418 if or 823D: not special_actor 1 loaded 823D: not special_actor 19 loaded jf @SHIT_21472 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 19 'STRIPA' wait 0 jump @SHIT_21418 :SHIT_21472 02E4: load_cutscene_data 'STRIPA' 0244: set_cutscene_pos 69.5133 -1444.698 9.5255 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $1097 = create_cutscene_object #SPECIAL19 02E6: set_cutscene_anim $1097 'STRIPA' if Player.Defined($PLAYER_CHAR) jf @SHIT_21585 0055: put_player $PLAYER_CHAR at 66.5 -1445.5 9.6 0171: set_player $PLAYER_CHAR z_angle_to 220.0 :SHIT_21585 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :SHIT_21607 if 25000 > $CUT_SCENE_TIME // integer values jf @SHIT_21642 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SHIT_21607 :SHIT_21642 fade 0 1500 :SHIT_21649 if fading jf @SHIT_21673 wait 0 jump @SHIT_21649 :SHIT_21673 if 82E9: not cutscene_reached_end jf @SHIT_21697 wait 0 jump @SHIT_21673 :SHIT_21697 02EA: end_cutscene 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 03C8: set_camera_directly_before_player 0296: unload_special_actor 1 0296: unload_special_actor 19 fade 1 1500 $1098 += 1 // integer values if $1098 > 2 // integer values jf @SHIT_21754 $1098 = 0 // integer values :SHIT_21754 if fading jf @SHIT_21778 wait 0 jump @SHIT_21754 :SHIT_21778 if Player.Defined($PLAYER_CHAR) jf @SHIT_21815 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 $ONMISSION = 0 // integer values :SHIT_21815 return :SHIT_21817 if $986 == 1 // integer values jf @SHIT_24769 if $1089 == 0 // integer values jf @SHIT_24258 $1015 = 24 // integer values $1016 = 24 // integer values $1017 = 25 // integer values $1018 = 29 // integer values $1019 = 19 // integer values Model.Load(#WFYG1) Model.Load(#HFYRI) Model.Load(#BFYRI) :SHIT_21900 if or not Model.Available(#WFYG1) not Model.Available(#HFYRI) not Model.Available(#BFYRI) jf @SHIT_21946 Model.Load(#WFYG1) Model.Load(#HFYRI) Model.Load(#BFYRI) wait 0 jump @SHIT_21900 :SHIT_21946 Model.Load(#CBA) Model.Load(#BMYRI) Model.Load(#BMYBB) :SHIT_21958 if or not Model.Available(#CBA) not Model.Available(#BMYRI) not Model.Available(#BMYBB) jf @SHIT_22004 Model.Load(#CBA) Model.Load(#BMYRI) Model.Load(#BMYBB) wait 0 jump @SHIT_21958 :SHIT_22004 Model.Load(#FIREMAN) Model.Load(#WMYCW) Model.Load(#ARMY) Model.Load(#BKA) :SHIT_22020 if or not Model.Available(#FIREMAN) not Model.Available(#WMYCW) not Model.Available(#ARMY) not Model.Available(#BKA) jf @SHIT_22074 Model.Load(#FIREMAN) Model.Load(#WMYCW) Model.Load(#ARMY) Model.Load(#BKA) wait 0 jump @SHIT_22020 :SHIT_22074 023C: load_special_actor 19 'BGA' :SHIT_22086 if 823D: not special_actor 19 loaded jf @SHIT_22124 023C: load_special_actor 19 'BGA' wait 0 jump @SHIT_22086 :SHIT_22124 04ED: load_animation 'STRIP' :SHIT_22134 if 84EE: not animation 'STRIP' loaded jf @SHIT_22176 04ED: load_animation 'STRIP' wait 0 jump @SHIT_22134 :SHIT_22176 Model.Load(#BRASSKNUCKLE) :SHIT_22181 if not Model.Available(#BRASSKNUCKLE) jf @SHIT_22213 Model.Load(#BRASSKNUCKLE) wait 0 jump @SHIT_22181 :SHIT_22213 if 26 > $1090 // integer values jf @SHIT_23524 wait 0 gosub @SHIT_25170 if $1090 == 1 // integer values jf @SHIT_22293 $1041 = Actor.Create(CivMale, #CBA, $1099, $1100, $1101) 0084: $1091 = $1041 // integer values and handles gosub @SHIT_25224 :SHIT_22293 if $1090 == 2 // integer values jf @SHIT_22344 $1042 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1042 // integer values and handles gosub @SHIT_25224 :SHIT_22344 if $1090 == 3 // integer values jf @SHIT_22395 $1043 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1043 // integer values and handles gosub @SHIT_25224 :SHIT_22395 if $1090 == 4 // integer values jf @SHIT_22446 $1044 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1044 // integer values and handles gosub @SHIT_25224 :SHIT_22446 if $1090 == 5 // integer values jf @SHIT_22497 $1045 = Actor.Create(CivMale, #CBA, $1099, $1100, $1101) 0084: $1091 = $1045 // integer values and handles gosub @SHIT_25224 :SHIT_22497 if $1090 == 6 // integer values jf @SHIT_22548 $1046 = Actor.Create(CivMale, #BMYRI, $1099, $1100, $1101) 0084: $1091 = $1046 // integer values and handles gosub @SHIT_25224 :SHIT_22548 if $1090 == 7 // integer values jf @SHIT_22599 $1047 = Actor.Create(CivMale, #BMYBB, $1099, $1100, $1101) 0084: $1091 = $1047 // integer values and handles gosub @SHIT_25224 :SHIT_22599 if $1090 == 8 // integer values jf @SHIT_22650 $1048 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1048 // integer values and handles gosub @SHIT_25224 :SHIT_22650 if $1090 == 9 // integer values jf @SHIT_22701 $1049 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1049 // integer values and handles gosub @SHIT_25224 :SHIT_22701 if $1090 == 10 // integer values jf @SHIT_22752 $1050 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1050 // integer values and handles gosub @SHIT_25224 :SHIT_22752 if $1090 == 11 // integer values jf @SHIT_22803 $1051 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1051 // integer values and handles gosub @SHIT_25224 :SHIT_22803 if $1090 == 12 // integer values jf @SHIT_22854 $1052 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1052 // integer values and handles gosub @SHIT_25224 :SHIT_22854 if $1090 == 13 // integer values jf @SHIT_22905 $1053 = Actor.Create(CivMale, #BMYRI, $1099, $1100, $1101) 0084: $1091 = $1053 // integer values and handles gosub @SHIT_25224 :SHIT_22905 if $1090 == 14 // integer values jf @SHIT_22956 $1054 = Actor.Create(CivMale, #BMYBB, $1099, $1100, $1101) 0084: $1091 = $1054 // integer values and handles gosub @SHIT_25224 :SHIT_22956 if $1090 == 15 // integer values jf @SHIT_23007 $1055 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1055 // integer values and handles gosub @SHIT_25224 :SHIT_23007 if $1090 == 16 // integer values jf @SHIT_23058 $1056 = Actor.Create(CivMale, #BMYBB, $1099, $1100, $1101) 0084: $1091 = $1056 // integer values and handles gosub @SHIT_25224 :SHIT_23058 if $1090 == 17 // integer values jf @SHIT_23109 $1057 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1057 // integer values and handles gosub @SHIT_25224 :SHIT_23109 if $1090 == 18 // integer values jf @SHIT_23160 $1058 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1058 // integer values and handles gosub @SHIT_25224 :SHIT_23160 if $1090 == 19 // integer values jf @SHIT_23211 $1059 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1059 // integer values and handles gosub @SHIT_25224 :SHIT_23211 if $1090 == 20 // integer values jf @SHIT_23262 $1060 = Actor.Create(CivMale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1060 // integer values and handles gosub @SHIT_25224 :SHIT_23262 if $1090 == 21 // integer values jf @SHIT_23313 $1061 = Actor.Create(CivMale, #BMYRI, $1099, $1100, $1101) 0084: $1091 = $1061 // integer values and handles gosub @SHIT_25224 :SHIT_23313 if $1090 == 22 // integer values jf @SHIT_23364 $1062 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1062 // integer values and handles gosub @SHIT_25224 :SHIT_23364 if $1090 == 23 // integer values jf @SHIT_23415 $1063 = Actor.Create(CivFemale, #HFYRI, $1099, $1100, $1101) 0084: $1091 = $1063 // integer values and handles gosub @SHIT_25224 :SHIT_23415 if $1090 == 24 // integer values jf @SHIT_23466 $1064 = Actor.Create(CivFemale, #WFYG1, $1099, $1100, $1101) 0084: $1091 = $1064 // integer values and handles gosub @SHIT_25224 :SHIT_23466 if $1090 == 25 // integer values jf @SHIT_23517 $1065 = Actor.Create(CivFemale, #BFYRI, $1099, $1100, $1101) 0084: $1091 = $1065 // integer values and handles gosub @SHIT_25224 :SHIT_23517 jump @SHIT_22213 :SHIT_23524 $1066 = Actor.Create(CivMale, #FIREMAN, 474.0, -72.14, 9.5) Actor.Angle($1066) = 310.0 0084: $1091 = $1066 // integer values and handles gosub @SHIT_25224 $1067 = Actor.Create(CivMale, #WMYCW, 473.2, -70.9, 9.5) Actor.Angle($1067) = 310.0 0084: $1091 = $1067 // integer values and handles gosub @SHIT_25224 $1068 = Actor.Create(CivMale, #BKA, 472.4, -69.65, 9.5) Actor.Angle($1068) = 310.0 0084: $1091 = $1068 // integer values and handles gosub @SHIT_25224 $1069 = Actor.Create(CivMale, #ARMY, 471.6, -68.4, 9.5) Actor.Angle($1069) = 310.0 0084: $1091 = $1069 // integer values and handles gosub @SHIT_25224 $1070 = Actor.Create(CivMale, #COP, 470.8, -67.15, 9.5) Actor.Angle($1070) = 310.0 0084: $1091 = $1070 // integer values and handles gosub @SHIT_25224 $1029 = Actor.Create(CivMale, #SPECIAL19, 487.8, -77.3, 10.5) Actor.Angle($1029) = 55.0 0243: set_actor $1029 ped_stats_to 30 01B2: give_actor $1029 weapon 1 ammo 0 // Load the weapon model before using this $1030 = Actor.Create(CivMale, #SPECIAL19, 490.9, -74.4, 10.5) Actor.Angle($1030) = 55.0 0243: set_actor $1030 ped_stats_to 30 01B2: give_actor $1030 weapon 1 ammo 0 // Load the weapon model before using this if $1092 == 0 // integer values jf @SHIT_24043 $1031 = Actor.Create(CivMale, #SPECIAL19, 463.2, -58.16, 10.5) Actor.Angle($1031) = 250.0 0243: set_actor $1031 ped_stats_to 30 Actor.Health($1031) = 200 01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this $1032 = Actor.Create(CivMale, #SPECIAL19, 465.5, -51.7, 14.7) Actor.Angle($1032) = 134.0 0243: set_actor $1032 ped_stats_to 30 01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this $1026 = Actor.Create(CivFemale, #BFYRI, 465.25, -54.66, 10.5) Actor.Angle($1026) = 50.0 0243: set_actor $1026 ped_stats_to 30 jump @SHIT_24244 :SHIT_24043 $1031 = Actor.Create(CivMale, #SPECIAL19, 467.65, -60.36, 9.5) Actor.Angle($1031) = 250.0 0243: set_actor $1031 ped_stats_to 30 01B2: give_actor $1031 weapon 1 ammo 0 // Load the weapon model before using this $1032 = Actor.Create(CivMale, #SPECIAL19, 468.0, -55.6, 10.5) Actor.Angle($1032) = 60.0 0243: set_actor $1032 ped_stats_to 30 01B2: give_actor $1032 weapon 1 ammo 0 // Load the weapon model before using this 023C: load_special_actor 18 'STRIPA' :SHIT_24155 if 823D: not special_actor 18 loaded jf @SHIT_24193 023C: load_special_actor 18 'STRIPA' wait 0 jump @SHIT_24155 :SHIT_24193 $1026 = Actor.Create(CivFemale, #SPECIAL18, 466.6, -54.56, 10.5) Actor.Angle($1026) = 245.0 0243: set_actor $1026 ped_stats_to 30 0372: set_actor $1026 anim 25 wait_state_time 8000 ms :SHIT_24244 16@ = 0 // integer values $1089 = 1 // integer values :SHIT_24258 if $1089 == 1 // integer values jf @SHIT_24762 if Player.Defined($PLAYER_CHAR) jf @SHIT_24762 if or 02DF: player $PLAYER_CHAR aggressive Player.WantedLevel($PLAYER_CHAR) > 0 jf @SHIT_24340 if $1092 == 0 // integer values jf @SHIT_24340 gosub @SHIT_25349 :SHIT_24340 if and 16@ > 10000 // integer values $1033 == 0 // integer values jf @SHIT_24392 if not Actor.Dead($1026) jf @SHIT_24392 0372: set_actor $1026 anim 25 wait_state_time 8000 ms :SHIT_24392 if and $1092 == 0 // integer values $1033 == 0 // integer values not Actor.Dead($1026) jf @SHIT_24559 if 00F6: player $PLAYER_CHAR 0 462.7 -57.3 11.5 radius 1.5 1.5 2.0 jf @SHIT_24559 Model.Load(#BUDDYSHOT) :SHIT_24475 if not Model.Available(#BUDDYSHOT) jf @SHIT_24507 Model.Load(#BUDDYSHOT) wait 0 jump @SHIT_24475 :SHIT_24507 if and not Actor.Dead($1026) Player.Defined($PLAYER_CHAR) jf @SHIT_24545 01B2: give_actor $1026 weapon 21 ammo 20 // Load the weapon model before using this 01CA: actor $1026 kill_player $PLAYER_CHAR :SHIT_24545 gosub @SHIT_25349 $1033 = 1 // integer values :SHIT_24559 if 16@ > 10000 // integer values jf @SHIT_24762 $1093 = 1 // integer values 0208: $1102 = random_float 0.0 360.0 if not Actor.Dead($1066) jf @SHIT_24631 0084: $1091 = $1066 // integer values and handles gosub @SHIT_25224 :SHIT_24631 if not Actor.Dead($1067) jf @SHIT_24662 0084: $1091 = $1067 // integer values and handles gosub @SHIT_25224 :SHIT_24662 if not Actor.Dead($1068) jf @SHIT_24693 0084: $1091 = $1068 // integer values and handles gosub @SHIT_25224 :SHIT_24693 if not Actor.Dead($1069) jf @SHIT_24724 0084: $1091 = $1069 // integer values and handles gosub @SHIT_25224 :SHIT_24724 if not Actor.Dead($1070) jf @SHIT_24755 0084: $1091 = $1070 // integer values and handles gosub @SHIT_25224 :SHIT_24755 16@ = 0 // integer values :SHIT_24762 jump @SHIT_25168 :SHIT_24769 if $1089 > 0 // integer values jf @SHIT_25168 :SHIT_24787 if not Player.Defined($PLAYER_CHAR) jf @SHIT_24814 wait 0 jump @SHIT_24787 :SHIT_24814 Actor.DestroyInstantly($1041) Actor.DestroyInstantly($1042) Actor.DestroyInstantly($1043) Actor.DestroyInstantly($1044) Actor.DestroyInstantly($1045) Actor.DestroyInstantly($1046) Actor.DestroyInstantly($1047) Actor.DestroyInstantly($1048) Actor.DestroyInstantly($1049) Actor.DestroyInstantly($1050) Actor.DestroyInstantly($1051) Actor.DestroyInstantly($1052) Actor.DestroyInstantly($1053) Actor.DestroyInstantly($1054) Actor.DestroyInstantly($1055) Actor.DestroyInstantly($1056) Actor.DestroyInstantly($1057) Actor.DestroyInstantly($1058) Actor.DestroyInstantly($1059) Actor.DestroyInstantly($1060) Actor.DestroyInstantly($1061) Actor.DestroyInstantly($1062) Actor.DestroyInstantly($1063) Actor.DestroyInstantly($1064) Actor.DestroyInstantly($1065) Actor.DestroyInstantly($1066) Actor.DestroyInstantly($1067) Actor.DestroyInstantly($1068) Actor.DestroyInstantly($1069) Actor.DestroyInstantly($1070) Actor.DestroyInstantly($1026) Actor.DestroyInstantly($1029) Actor.DestroyInstantly($1030) Actor.DestroyInstantly($1031) Actor.DestroyInstantly($1032) Model.Destroy(#FIREMAN) Model.Destroy(#WMYCW) Model.Destroy(#ARMY) Model.Destroy(#BKA) Model.Destroy(#WFYG1) Model.Destroy(#HFYRI) Model.Destroy(#BFYRI) Model.Destroy(#CBA) Model.Destroy(#BMYRI) Model.Destroy(#BMYBB) Model.Destroy(#BRASSKNUCKLE) 0296: unload_special_actor 19 if $1092 == 0 // integer values jf @SHIT_25086 if $1033 == 1 // integer values jf @SHIT_25079 Model.Destroy(#BUDDYSHOT) :SHIT_25079 jump @SHIT_25090 :SHIT_25086 0296: unload_special_actor 18 :SHIT_25090 04EF: release_animation 'STRIP' $1089 = 0 // integer values $1090 = 0 // integer values $1099 = 0.0 // floating-point values $1100 = 0.0 // floating-point values $1103 = 0.0 // floating-point values $1102 = 0.0 // floating-point values $1033 = 0 // integer values $1093 = 0 // integer values :SHIT_25168 return :SHIT_25170 0208: $1099 = random_float 474.0 481.0 0208: $1100 = random_float -69.0 -61.0 0208: $1102 = random_float 0.0 360.0 $1090 += 1 // integer values return :SHIT_25224 if 1 > $1093 // integer values jf @SHIT_25273 01ED: clear_actor $1091 threat_search 0291: set_actor $1091 attack_when_provoked 1 0243: set_actor $1091 ped_stats_to 11 0372: set_actor $1091 anim 32 wait_state_time 999999 ms :SHIT_25273 if 2 > $1093 // integer values jf @SHIT_25299 Actor.Angle($1091) = $1102 :SHIT_25299 return :SHIT_25301 if $1039 == 1 // integer values jf @SHIT_25347 0296: unload_special_actor 15 Actor.DestroyWithFade($1037) Actor.DestroyWithFade($1038) $1039 = 0 // integer values $1040 = 0 // integer values :SHIT_25347 return :SHIT_25349 if Player.Defined($PLAYER_CHAR) jf @SHIT_25461 if not Actor.Dead($1029) jf @SHIT_25389 01CA: actor $1029 kill_player $PLAYER_CHAR :SHIT_25389 if not Actor.Dead($1030) jf @SHIT_25413 01CA: actor $1030 kill_player $PLAYER_CHAR :SHIT_25413 if not Actor.Dead($1031) jf @SHIT_25437 01CA: actor $1031 kill_player $PLAYER_CHAR :SHIT_25437 if not Actor.Dead($1032) jf @SHIT_25461 01CA: actor $1032 kill_player $PLAYER_CHAR :SHIT_25461 return :SHIT_25463 Model.Load($1083) :SHIT_25468 if not Model.Available($1083) jf @SHIT_25495 wait 0 jump @SHIT_25468 :SHIT_25495 return :SHIT_25497 Model.Destroy($1083) return :SHIT_25504 if Player.Defined($PLAYER_CHAR) jf @SHIT_25575 if or 047E: player $PLAYER_CHAR driving_a_motorbike 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SHIT_25567 03C1: $1004 = player $PLAYER_CHAR car_no_save Car.Angle($1004) = $1104 jump @SHIT_25575 :SHIT_25567 0171: set_player $PLAYER_CHAR z_angle_to $1104 :SHIT_25575 return :IMPORT $1105 = 0 // integer values $1107 = 0 // integer values $1125 = 0 // integer values $1126 = 0 // integer values $1127 = 0 // integer values $1128 = 0 // integer values thread 'IMPORT' set_wb_check_to 0 jump @IMPORT_90 $1114 = Object.Init(#LH_IMP_EXP01, -981.754, -841.278, 8.586) Object.RemoveFromMissionCleanupList($1114) :IMPORT_90 end_thread :IMPORT1 thread 'IMPORT1' :IMPORT1_10 wait 500 if Player.Defined($PLAYER_CHAR) jf @IMPORT1_822 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @IMPORT1_822 if not $1105 == 6 // integer values jf @IMPORT1_87 gosub @IMPGEN4_183 jump @IMPORT1_822 :IMPORT1_87 if $1107 == 0 // integer values jf @IMPORT1_822 gosub @IMPGEN4_639 02FA: garage $687 change_to_type 9 $1114 = Object.Init(#LH_IMP_EXP02, -981.754, -841.278, 8.586) Object.RemoveFromMissionCleanupList($1114) $1175 += 1 // integer values $628 = 1 // integer values 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 increment_mission_attempts 0595: mission_complete $1107 = 1 // integer values wait 1000 if Player.Defined($PLAYER_CHAR) jf @IMPORT1_793 Player.CanMove($PLAYER_CHAR) = False fade 0 500 :IMPORT1_226 if fading jf @IMPORT1_250 wait 0 jump @IMPORT1_226 :IMPORT1_250 02A3: enable_widescreen 1 Model.Load(#DELUXO) 038B: load_requested_models :IMPORT1_261 if not Model.Available(#DELUXO) jf @IMPORT1_288 wait 0 jump @IMPORT1_261 :IMPORT1_288 $1121 = Car.Create(#DELUXO, -1022.3, -868.2, 12.0) Car.Angle($1121) = 175.0 $1125 = 1 // integer values Camera.SetAtPos(-1027.755, -870.693, 13.398) Camera.SetPosition(-1028.692, -871.013, 13.541, 0.0, 0.0, 0.0) Camera.PointAt(-1027.755, -870.693, 13.398, 2) fade 1 500 wait 4000 Camera.SetAtPos(-1019.562, -865.229, 13.506) Camera.SetPosition(-1018.839, -864.582, 13.748, 0.0, 0.0, 0.0) Camera.PointAt(-1019.562, -865.229, 13.506, 2) wait 4000 fade 0 500 :IMPORT1_488 if fading jf @IMPORT1_512 wait 0 jump @IMPORT1_488 :IMPORT1_512 Camera.SetAtPos(-1033.841, -904.032, 17.364) Camera.SetPosition(-1034.135, -904.978, 17.5, 0.0, 0.0, 0.0) Camera.PointAt(-1033.841, -904.032, 17.364, 2) fade 1 500 :IMPORT1_587 if fading jf @IMPORT1_611 wait 0 jump @IMPORT1_587 :IMPORT1_611 0394: play_music 1 00BA: text_styled 'CAR_AS1' 5000 ms 6 // CAR SHOWROOM ASSET COMPLETED wait 5000 Camera.SetAtPos(-1008.388, -873.565, 13.218) Camera.SetPosition(-1007.333, -874.26, 13.824, 0.0, 0.0, 0.0) Camera.PointAt(-1007.34, -873.279, 13.63, 2) 01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1 // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. wait 6000 fade 0 500 :IMPORT1_733 if fading jf @IMPORT1_757 wait 0 jump @IMPORT1_733 :IMPORT1_757 fade 1 500 if Player.Defined($PLAYER_CHAR) jf @IMPORT1_793 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut :IMPORT1_793 gosub @IMPGEN4_581 030C: progress_made += 1 create_thread @IMPORT2 create_thread @IMPGEN1 end_thread :IMPORT1_822 jump @IMPORT1_10 :IMPORT2 thread 'IMPORT2' :IMPORT2_10 wait 500 if Player.Defined($PLAYER_CHAR) jf @IMPORT2_556 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @IMPORT2_556 if not $1105 == 6 // integer values jf @IMPORT2_87 gosub @IMPGEN4_183 jump @IMPORT2_556 :IMPORT2_87 if $1107 == 0 // integer values jf @IMPORT2_556 gosub @IMPGEN4_639 02FA: garage $687 change_to_type 10 $1114 = Object.Init(#LH_IMP_EXP03, -981.754, -841.278, 8.586) Object.RemoveFromMissionCleanupList($1114) $626 += 2500 // integer values Pickup.Destroy($627) 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 increment_mission_attempts 0595: mission_complete $1107 = 1 // integer values wait 1000 if Player.Defined($PLAYER_CHAR) jf @IMPORT2_527 Player.CanMove($PLAYER_CHAR) = False fade 0 500 :IMPORT2_225 if fading jf @IMPORT2_249 wait 0 jump @IMPORT2_225 :IMPORT2_249 02A3: enable_widescreen 1 Model.Load(#SABRETUR) 038B: load_requested_models :IMPORT2_260 if not Model.Available(#SABRETUR) jf @IMPORT2_287 wait 0 jump @IMPORT2_260 :IMPORT2_287 $1122 = Car.Create(#SABRETUR, -1014.1, -869.4, 12.0) Car.Angle($1122) = 188.0 $1126 = 1 // integer values Camera.SetAtPos(-1012.449, -874.397, 13.795) Camera.SetPosition(-1012.101, -875.321, 13.952, 0.0, 0.0, 0.0) Camera.PointAt(-1012.449, -874.397, 13.795, 2) fade 1 500 wait 4000 Camera.SetAtPos(-1016.831, -866.517, 13.734) Camera.SetPosition(-1017.595, -865.969, 14.074, 0.0, 0.0, 0.0) Camera.PointAt(-1016.831, -866.517, 13.734, 2) wait 4000 if Player.Defined($PLAYER_CHAR) jf @IMPORT2_527 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1 // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. :IMPORT2_527 gosub @IMPGEN4_581 030C: progress_made += 1 create_thread @IMPORT3 create_thread @IMPGEN2 end_thread :IMPORT2_556 jump @IMPORT2_10 :IMPORT3 thread 'IMPORT3' :IMPORT3_10 wait 500 if Player.Defined($PLAYER_CHAR) jf @IMPORT3_556 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @IMPORT3_556 if not $1105 == 6 // integer values jf @IMPORT3_87 gosub @IMPGEN4_183 jump @IMPORT3_556 :IMPORT3_87 if $1107 == 0 // integer values jf @IMPORT3_556 gosub @IMPGEN4_639 02FA: garage $687 change_to_type 22 $1114 = Object.Init(#LH_IMP_EXP04, -981.754, -841.278, 8.586) Object.RemoveFromMissionCleanupList($1114) $626 += 2500 // integer values Pickup.Destroy($627) 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 increment_mission_attempts 0595: mission_complete $1107 = 1 // integer values wait 1000 if Player.Defined($PLAYER_CHAR) jf @IMPORT3_527 Player.CanMove($PLAYER_CHAR) = False fade 0 500 :IMPORT3_225 if fading jf @IMPORT3_249 wait 0 jump @IMPORT3_225 :IMPORT3_249 02A3: enable_widescreen 1 Model.Load(#SANDKING) 038B: load_requested_models :IMPORT3_260 if not Model.Available(#SANDKING) jf @IMPORT3_287 wait 0 jump @IMPORT3_260 :IMPORT3_287 $1123 = Car.Create(#SANDKING, -1014.3, -868.8, 17.7) Car.Angle($1123) = 195.0 $1127 = 1 // integer values Camera.SetAtPos(-1009.532, -871.888, 19.307) Camera.SetPosition(-1008.656, -872.307, 19.548, 0.0, 0.0, 0.0) Camera.PointAt(-1009.532, -871.888, 19.307, 2) fade 1 500 wait 4000 Camera.SetAtPos(-1018.04, -871.539, 20.058) Camera.SetPosition(-1018.791, -872.077, 20.442, 0.0, 0.0, 0.0) Camera.PointAt(-1018.04, -871.539, 20.058, 2) wait 4000 if Player.Defined($PLAYER_CHAR) jf @IMPORT3_527 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1 // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. :IMPORT3_527 gosub @IMPGEN4_581 030C: progress_made += 1 create_thread @IMPORT4 create_thread @IMPGEN3 end_thread :IMPORT3_556 jump @IMPORT3_10 :IMPORT4 thread 'IMPORT4' :IMPORT4_10 wait 500 if Player.Defined($PLAYER_CHAR) jf @IMPORT4_500 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @IMPORT4_500 if not $1105 == 6 // integer values jf @IMPORT4_87 gosub @IMPGEN4_183 jump @IMPORT4_500 :IMPORT4_87 if $1107 == 0 // integer values jf @IMPORT4_500 $626 += 2500 // integer values Pickup.Destroy($627) 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 increment_mission_attempts 0595: mission_complete $1107 = 1 // integer values wait 1000 if Player.Defined($PLAYER_CHAR) jf @IMPORT4_486 Player.CanMove($PLAYER_CHAR) = False fade 0 500 :IMPORT4_184 if fading jf @IMPORT4_208 wait 0 jump @IMPORT4_184 :IMPORT4_208 02A3: enable_widescreen 1 Model.Load(#HOTRING) 038B: load_requested_models :IMPORT4_219 if not Model.Available(#HOTRING) jf @IMPORT4_246 wait 0 jump @IMPORT4_219 :IMPORT4_246 $1124 = Car.Create(#HOTRING, -1023.2, -868.1, 17.0) Car.Angle($1124) = 172.0 $1128 = 1 // integer values Camera.SetAtPos(-1026.903, -871.942, 19.008) Camera.SetPosition(-1027.585, -872.634, 19.244, 0.0, 0.0, 0.0) Camera.PointAt(-1026.903, -871.942, 19.008, 2) fade 1 500 wait 4000 Camera.SetAtPos(-1019.624, -869.584, 18.612) Camera.SetPosition(-1018.721, -869.948, 18.844, 0.0, 0.0, 0.0) Camera.PointAt(-1019.624, -869.584, 18.612, 2) wait 4000 if Player.Defined($PLAYER_CHAR) jf @IMPORT4_486 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 01E5: text_1number_highpriority 'CAR_AS2' $626 flag 6000 time 1 // ~g~Sunshine Auto's will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. :IMPORT4_486 030C: progress_made += 1 create_thread @IMPGEN4 end_thread :IMPORT4_500 jump @IMPORT4_10 :IMPGEN1 thread 'IMPGEN1' :IMPGEN1_10 wait 1000 if $51 == 0 // integer values jf @IMPGEN1_176 if $1125 == 1 // integer values jf @IMPGEN1_176 if Player.Defined($PLAYER_CHAR) jf @IMPGEN1_176 if 80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 jf @IMPGEN1_176 if not Car.Wrecked($1121) jf @IMPGEN1_155 Car.RemoveReferences($1121) Model.Destroy(#DELUXO) 014C: set_parked_car_generator $87 cars_to_generate_to 101 jump @IMPGEN1_167 :IMPGEN1_155 Model.Destroy(#DELUXO) 014C: set_parked_car_generator $87 cars_to_generate_to 101 :IMPGEN1_167 $51 = 1 // integer values end_thread :IMPGEN1_176 jump @IMPGEN1_10 :IMPGEN2 thread 'IMPGEN2' :IMPGEN2_10 wait 1000 if $52 == 0 // integer values jf @IMPGEN2_176 if $1126 == 1 // integer values jf @IMPGEN2_176 if Player.Defined($PLAYER_CHAR) jf @IMPGEN2_176 if 80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 jf @IMPGEN2_176 if not Car.Wrecked($1122) jf @IMPGEN2_155 Model.Destroy(#SABRETUR) Car.RemoveReferences($1122) 014C: set_parked_car_generator $88 cars_to_generate_to 101 jump @IMPGEN2_167 :IMPGEN2_155 Model.Destroy(#SABRETUR) 014C: set_parked_car_generator $88 cars_to_generate_to 101 :IMPGEN2_167 $52 = 1 // integer values end_thread :IMPGEN2_176 jump @IMPGEN2_10 :IMPGEN3 thread 'IMPGEN3' :IMPGEN3_10 wait 1000 if $53 == 0 // integer values jf @IMPGEN3_176 if $1127 == 1 // integer values jf @IMPGEN3_176 if Player.Defined($PLAYER_CHAR) jf @IMPGEN3_176 if 80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 jf @IMPGEN3_176 if not Car.Wrecked($1123) jf @IMPGEN3_155 Model.Destroy(#SANDKING) Car.RemoveReferences($1123) 014C: set_parked_car_generator $89 cars_to_generate_to 101 jump @IMPGEN3_167 :IMPGEN3_155 Model.Destroy(#SANDKING) 014C: set_parked_car_generator $89 cars_to_generate_to 101 :IMPGEN3_167 $53 = 1 // integer values end_thread :IMPGEN3_176 jump @IMPGEN3_10 :IMPGEN4 thread 'IMPGEN4' :IMPGEN4_10 wait 1000 if $54 == 0 // integer values jf @IMPGEN4_176 if $1128 == 1 // integer values jf @IMPGEN4_176 if Player.Defined($PLAYER_CHAR) jf @IMPGEN4_176 if 80F5: not player $PLAYER_CHAR 0 -1023.0 -860.4 15.0 radius 100.0 100.0 40.0 jf @IMPGEN4_176 if not Car.Wrecked($1124) jf @IMPGEN4_155 Model.Destroy(#HOTRING) Car.RemoveReferences($1124) 014C: set_parked_car_generator $90 cars_to_generate_to 101 jump @IMPGEN4_167 :IMPGEN4_155 Model.Destroy(#HOTRING) 014C: set_parked_car_generator $90 cars_to_generate_to 101 :IMPGEN4_167 $54 = 1 // integer values end_thread :IMPGEN4_176 jump @IMPGEN4_10 :IMPGEN4_183 if and 03D4: garage $687 contains_neededcar 1 $1108 == 0 // integer values jf @IMPGEN4_249 $1105 += 1 // integer values $1115 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 8.378) Object.RemoveFromMissionCleanupList($1115) $1108 = 1 // integer values :IMPGEN4_249 if and 03D4: garage $687 contains_neededcar 2 $1109 == 0 // integer values jf @IMPGEN4_315 $1105 += 1 // integer values $1116 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 8.216) Object.RemoveFromMissionCleanupList($1116) $1109 = 1 // integer values :IMPGEN4_315 if and 03D4: garage $687 contains_neededcar 3 $1110 == 0 // integer values jf @IMPGEN4_381 $1105 += 1 // integer values $1117 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 8.062) Object.RemoveFromMissionCleanupList($1117) $1110 = 1 // integer values :IMPGEN4_381 if and 03D4: garage $687 contains_neededcar 4 $1111 == 0 // integer values jf @IMPGEN4_447 $1105 += 1 // integer values $1118 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 7.901) Object.RemoveFromMissionCleanupList($1118) $1111 = 1 // integer values :IMPGEN4_447 if and 03D4: garage $687 contains_neededcar 5 $1112 == 0 // integer values jf @IMPGEN4_513 $1105 += 1 // integer values $1119 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 7.74) Object.RemoveFromMissionCleanupList($1119) $1112 = 1 // integer values :IMPGEN4_513 if and 03D4: garage $687 contains_neededcar 6 $1113 == 0 // integer values jf @IMPGEN4_579 $1105 += 1 // integer values $1120 = Object.Init(#LH_STRIKETHROUGH, -981.519, -841.222, 7.585) Object.RemoveFromMissionCleanupList($1120) $1113 = 1 // integer values :IMPGEN4_579 return :IMPGEN4_581 $1108 = 0 // integer values $1109 = 0 // integer values $1110 = 0 // integer values $1111 = 0 // integer values $1112 = 0 // integer values $1113 = 0 // integer values $1105 = 0 // integer values $1107 = 0 // integer values return :IMPGEN4_639 Object.Destroy($1115) Object.Destroy($1116) Object.Destroy($1118) Object.Destroy($1117) Object.Destroy($1119) Object.Destroy($1120) Object.Destroy($1114) return :CELLFON $1129 = 0 // integer values $1130 = 0 // integer values $1131 = 0 // integer values $1132 = 0 // integer values $1133 = 0 // integer values $1134 = 0 // integer values $1135 = 0 // integer values $1136 = 0 // integer values $1137 = 0 // integer values $1138 = 0 // integer values $1139 = 0 // integer values $1140 = 0 // integer values $1141 = 0 // integer values $1142 = 0 // integer values $1143 = 0 // integer values $1144 = 0 // integer values $1145 = 0 // integer values $1146 = 0 // integer values $1147 = 0 // integer values $1148 = 0 // integer values $1149 = 0 // integer values $1150 = 0 // integer values $1151 = 0 // integer values $1152 = 0 // integer values $1153 = 0 // integer values $1154 = 0 // integer values $1155 = 0 // integer values $1156 = 0 // integer values $1157 = 0 // integer values $1158 = 0 // integer values $1159 = 0 // integer values $1160 = 0 // integer values $1161 = 0 // integer values $1162 = 0 // integer values $1163 = 0 // integer values $1164 = 0 // integer values $1165 = 0 // integer values $1166 = 0 // integer values $1167 = 0 // integer values $1168 = 0 // integer values $1169 = 0 // integer values $1181 = 0 // integer values $1175 = 0 // integer values $1176 = 0 // integer values $393 = 0 // integer values $1178 = 0 // integer values $1179 = 0 // integer values $1170 = 0 // integer values $1171 = 0 // integer values $1172 = 0 // integer values $1180 = 0 // integer values $1182 = 20000 // integer values thread 'CELLFON' set_wb_check_to 0 create_thread @CELL end_thread :CELL set_wb_check_to 0 thread 'CELL' jump @CELL_87 $1779 = Object.Init(#COMGATE1OPEN, -712.524, -489.428, 12.549) $1780 = Object.Init(#COMGATE2OPEN, -712.524, -489.428, 12.549) 032B: $637 = create_weapon_pickup $924 3 ammo $937 at $972 $973 $974 :CELL_87 wait 0 if and $ONMISSION == 0 // integer values $1178 == 0 // integer values jf @CELL_128 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $1178 = 1 // integer values :CELL_128 if $PASSED_LAW2_BACK_ALLEY_BRAWL == 1 // integer values jf @CELL_15081 if Player.Defined($PLAYER_CHAR) jf @CELL_15074 if and 044B: actor $PLAYER_ACTOR on_foot $ONMISSION == 0 // integer values $1180 == 0 // integer values jf @CELL_15067 gosub @CELL_15088 if and not Player.WantedLevel($PLAYER_CHAR) > 0 001C: $396 > $1182 // integer values jf @CELL_15067 if 00F6: player $PLAYER_CHAR 0 $549 $550 $551 radius 4.0 4.0 4.0 jf @CELL_274 jump @CELL_87 :CELL_274 if 00F6: player $PLAYER_CHAR 0 $552 $553 $554 radius 4.0 4.0 4.0 jf @CELL_323 jump @CELL_87 :CELL_323 if 00F6: player $PLAYER_CHAR 0 $555 $556 $557 radius 4.0 4.0 4.0 jf @CELL_372 jump @CELL_87 :CELL_372 if 00F6: player $PLAYER_CHAR 0 $558 $559 $560 radius 4.0 4.0 4.0 jf @CELL_421 jump @CELL_87 :CELL_421 if 00F6: player $PLAYER_CHAR 0 $561 $562 $563 radius 4.0 4.0 4.0 jf @CELL_470 jump @CELL_87 :CELL_470 if 00F6: player $PLAYER_CHAR 0 $564 $565 $566 radius 4.0 4.0 4.0 jf @CELL_519 jump @CELL_87 :CELL_519 if 00F6: player $PLAYER_CHAR 0 $567 $568 $569 radius 4.0 4.0 4.0 jf @CELL_568 jump @CELL_87 :CELL_568 if $1156 == 0 // integer values jf @CELL_1005 03E5: text_box 'ANSWER' // Press the ~h~~k~~PED_ANSWER_PHONE~~w~ to answer your cell phone. gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_966 $1177 = 1 // integer values 03CF: load_wav 'MOB_52A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB52_A' 10000 ms 1 // Hey Leo, I think we got a buyer for Diaz's merchandise. gosub @CELL_15747 03CF: load_wav 'MOB_52B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB52_B' 10000 ms 1 // You gotta give him a ring, man, set up the deal, you know? gosub @CELL_15747 03CF: load_wav 'MOB_52C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB52_C' 10000 ms 1 // Where are you now? gosub @CELL_15747 03CF: load_wav 'MOB_52D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB52_D' 10000 ms 1 // You ok Leo? You sound kinda different. gosub @CELL_15747 03CF: load_wav 'MOB_52E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB52_E' 10000 ms 1 // Just tell me where you are. gosub @CELL_15747 03CF: load_wav 'MOB_52F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB52_F' 10000 ms 1 // Who the hell is this? Put Leo on, man! gosub @CELL_15747 03CF: load_wav 'MOB_52G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB52_G' 10000 ms 1 // Leo's gone away for a while, he left me in charge. gosub @CELL_15747 03CF: load_wav 'MOB_52H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB52_H' 10000 ms 1 // Screw you, man! gosub @CELL_15747 00BE: text_clear_all :CELL_966 if $1179 == 1 // integer values jf @CELL_991 $1156 = 1 // integer values :CELL_991 gosub @CELL_16014 jump @CELL_87 :CELL_1005 if $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // integer values jf @CELL_1030 $1172 = 1 // integer values :CELL_1030 if $1172 == 0 // integer values jf @CELL_2055 if and $1142 == 0 // integer values $PASSED_LAW4_RIOT == 1 // integer values jf @CELL_1528 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_1443 $1177 = 1 // integer values 03CF: load_wav 'MOB_24A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_24A' 10000 ms 1 // Hola, is this Mr. Vercetti? gosub @CELL_15747 03CF: load_wav 'MOB_24B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_24B' 10000 ms 1 // Yeah. gosub @CELL_15747 03CF: load_wav 'MOB_24C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_24C' 10000 ms 1 // This is Cortez. You were at my party. gosub @CELL_15747 03CF: load_wav 'MOB_24D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_24D' 10000 ms 1 // Yeah. I remember. gosub @CELL_15747 03CF: load_wav 'MOB_24E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_24E' 10000 ms 1 // Mr. Vercetti, it was a most unfortunate incident that happened with your business deal. gosub @CELL_15747 03CF: load_wav 'MOB_24F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_24F' 10000 ms 1 // I know. gosub @CELL_15747 03CF: load_wav 'MOB_24G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_24G' 10000 ms 1 // I want you to know me and my people are doing their utmost to get to the bottom of it. gosub @CELL_15747 03CF: load_wav 'MOB_24H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_24H' 10000 ms 1 // If you'd like to talk to me more privately, you can find me at the boat, eh? Okay? Good day, senor. gosub @CELL_15747 00BE: text_clear_all :CELL_1443 if $1179 == 1 // integer values jf @CELL_1514 $1142 = 1 // integer values create_thread @GEN1 Marker.Disable($228) 02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 03E5: text_box 'NEWCONT' // New ~h~Contact Point ~w~opened at the marina in Ocean Beach!! $1181 = 1 // integer values :CELL_1514 gosub @CELL_16014 jump @CELL_87 :CELL_1528 if and $1161 == 0 // integer values $PASSED_COK2_PHNOM_PENH_86 == 1 // integer values jf @CELL_1739 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_1671 $1177 = 1 // integer values 03CF: load_wav 'MOB_70A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_70A' 10000 ms 1 // Tommy, it's me, Colonel Cortez. Look senor, I believe you are a man who can get things done. So please help me. gosub @CELL_15747 03CF: load_wav 'MOB_70B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_70B' 10000 ms 1 // You can find me at the boat. gosub @CELL_15747 00BE: text_clear_all :CELL_1671 if $1179 == 1 // integer values jf @CELL_1725 $1161 = 1 // integer values create_thread @GEN4 Marker.Disable($228) 02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 :CELL_1725 gosub @CELL_16014 jump @CELL_87 :CELL_1739 if and $1143 == 0 // integer values $PASSED_COL4_SIR_YES_SIR == 1 // integer values $PASSED_COL5_ALL_HANDS_ON_DECK == 0 // integer values $PASSED_KENT1_DEATH_ROW == 1 // integer values jf @CELL_2048 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_1980 $1177 = 1 // integer values 03CF: load_wav 'MOB_25A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_25A' 10000 ms 1 // Tommy, Thomas it's Cortez. Look, the French are giving me all kinds of trouble, amigo. gosub @CELL_15747 03CF: load_wav 'MOB_25B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_25B' 10000 ms 1 // Damn hypocrites. They spend a hundred years stealing from poor countries and they call me a thief! gosub @CELL_15747 03CF: load_wav 'MOB_25C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_25C' 10000 ms 1 // I am going to need your help as soon as possible, amigo. gosub @CELL_15747 03CF: load_wav 'MOB_25D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_25D' 10000 ms 1 // So please hurry, Tommy, I need you, all right? I hate the damn French. gosub @CELL_15747 00BE: text_clear_all :CELL_1980 if $1179 == 1 // integer values jf @CELL_2034 $1143 = 1 // integer values create_thread @GEN5 Marker.Disable($228) 02A7: $228 = create_icon_marker_and_sphere 6 at $459 $460 $461 :CELL_2034 gosub @CELL_16014 jump @CELL_87 :CELL_2048 jump @CELL_3140 :CELL_2055 if and $1140 == 0 // integer values $270 == 1 // integer values jf @CELL_2447 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_2408 $1177 = 1 // integer values 03CF: load_wav 'MOB_18A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_18A' 10000 ms 1 // Tommy, it's Paulo, how are you? Right mate, anyway, thought I had to drop you a line. gosub @CELL_15747 03CF: load_wav 'MOB_18B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_18B' 10000 ms 1 // Oh my good lord, my son, you will not believe the quality of the brass I just encountered. gosub @CELL_15747 03CF: load_wav 'MOB_18C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_18C' 10000 ms 1 // Street walker or something, just down in Little Havana, mate. gosub @CELL_15747 03CF: load_wav 'MOB_18D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_18D' 10000 ms 1 // Said her name was Mercedes or something. gosub @CELL_15747 03CF: load_wav 'MOB_18E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_18E' 10000 ms 1 // Oh my god, mate. You gotta check this bird out. gosub @CELL_15747 03CF: load_wav 'MOB_18F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_18F' 10000 ms 1 // Could strip the lead out of a pencil. Said I was the best she ever had and all. gosub @CELL_15747 03CF: load_wav 'MOB_18G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_18G' 10000 ms 1 // Keep you potatoes skinned for her. Be seeing you. gosub @CELL_15747 00BE: text_clear_all :CELL_2408 if $1179 == 1 // integer values jf @CELL_2433 $1140 = 1 // integer values :CELL_2433 gosub @CELL_16014 jump @CELL_87 :CELL_2447 if and $1162 == 0 // integer values $1140 == 1 // integer values $270 == 1 // integer values jf @CELL_3140 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_3101 $1177 = 1 // integer values 03CF: load_wav 'MOB_71A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_A' 10000 ms 1 // Tommy, Thomas, it's Cortez. Que pasa? gosub @CELL_15747 03CF: load_wav 'MOB_71B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_B' 10000 ms 1 // Things are interesting. How are you, my friend? gosub @CELL_15747 03CF: load_wav 'MOB_71C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_G' 10000 ms 1 // I wanted to ask you about Mercedes. gosub @CELL_15747 03CF: load_wav 'MOB_71D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_H' 10000 ms 1 // Ok, what about her? gosub @CELL_15747 03CF: load_wav 'MOB_71E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_I' 10000 ms 1 // Oh Tommy, Tommy. I, I hear these stories, all these stories - I don't know what to think. gosub @CELL_15747 03CF: load_wav 'MOB_71F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_K' 10000 ms 1 // Maybe she thinks she can do what she likes, but Tommy, tell me, is it true? gosub @CELL_15747 03CF: load_wav 'MOB_71G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_M' 10000 ms 1 // Is what true? gosub @CELL_15747 03CF: load_wav 'MOB_71H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_N' 10000 ms 1 // These stories I hear. Is she really going to be a lawyer? gosub @CELL_15747 03CF: load_wav 'MOB_71I' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_O' 10000 ms 1 // Oh Tommy, the shame, the shame! You know, we Cortez's are a proud family. gosub @CELL_15747 03CF: load_wav 'MOB_71J' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_P' 10000 ms 1 // We would never allow a daughter of ours to become a lawyer. Please tell me it isn't so. I don't think I could take it. gosub @CELL_15747 03CF: load_wav 'MOB_71K' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_Q' 10000 ms 1 // Oh Colonel, I can assure you Mercedes is never going to become a lawyer. Don't worry about it. gosub @CELL_15747 03CF: load_wav 'MOB_71L' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_R' 10000 ms 1 // Oh thank you, Tommy. Tommy, thank you. The shame would be unbearable. She is a lady, not a parasite, you know. gosub @CELL_15747 03CF: load_wav 'MOB_71M' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_T' 10000 ms 1 // Anyway, Tommy, you must excuse me, the new minister of the interior has arrived. gosub @CELL_15747 03CF: load_wav 'MOB_71N' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB21_U' 10000 ms 1 // Many years ago, I killed his father in a failed coup so I must be polite. Good day, amigo. gosub @CELL_15747 00BE: text_clear_all :CELL_3101 if $1179 == 1 // integer values jf @CELL_3126 $1162 = 1 // integer values :CELL_3126 gosub @CELL_16014 jump @CELL_87 :CELL_3140 if $PASSED_ASS1_RUB_OUT == 1 // integer values jf @CELL_3165 $1171 = 1 // integer values :CELL_3165 if $1171 == 0 // integer values jf @CELL_3575 if and $1157 == 0 // integer values $PASSED_COL3_GUARDIAN_ANGELS == 1 // integer values jf @CELL_3575 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_3410 $1177 = 1 // integer values 03CF: load_wav 'MOB_62A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_62A' 10000 ms 1 // Tommy, is Ricardo Diaz, I want to thank you for looking out for me my man. gosub @CELL_15747 03CF: load_wav 'MOB_62B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_62B' 10000 ms 1 // I ask that prick Cortez, he say you the real deal, my friend, why you not come see me. gosub @CELL_15747 03CF: load_wav 'MOB_62C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_62C' 10000 ms 1 // I need a guy like you. All I have now is dickheads, gosub @CELL_15747 03CF: load_wav 'MOB_62D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_62D' 10000 ms 1 // dickheads everywhere, yo. I make you real rich. gosub @CELL_15747 00BE: text_clear_all :CELL_3410 if $1179 == 1 // integer values jf @CELL_3561 $1157 = 1 // integer values 022A: remove_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0 01E7: remove_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0 Object.Destroy($1780) $1780 = Object.Init(#COMGATE2OPEN, -183.824, -473.223, 12.615) Object.RemoveFromMissionCleanupList($1780) Marker.Disable($234) 02A7: $234 = create_icon_marker_and_sphere $420 at $462 $463 $464 create_thread @BAR1 :CELL_3561 gosub @CELL_16014 jump @CELL_87 :CELL_3575 if and $1141 == 0 // integer values $PASSED_COL5_ALL_HANDS_ON_DECK == 1 // integer values jf @CELL_3883 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_3844 $1177 = 1 // integer values 03CF: load_wav 'MOB_20A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_20A' 10000 ms 1 // Alright, Tommy, it's Paul. I just heard from a mush that you've been a real naughty boy. gosub @CELL_15747 03CF: load_wav 'MOB_20B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_20B' 10000 ms 1 // Somebody has taken offense to you acting like the big guy all of a sudden, giving it the big shot thing. gosub @CELL_15747 03CF: load_wav 'MOB_20C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_20C' 10000 ms 1 // Well, don't say I never warned you or nothing. Boasting is a mug's game, son. gosub @CELL_15747 03CF: load_wav 'MOB_20D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_20D' 10000 ms 1 // Anyway, I heard there's some price been put on your head and someone's going to have a crack at you, gosub @CELL_15747 03CF: load_wav 'MOB_20E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_20E' 10000 ms 1 // so watch yourself, and remember me, mate. gosub @CELL_15747 00BE: text_clear_all :CELL_3844 if $1179 == 1 // integer values jf @CELL_3869 $1141 = 1 // integer values :CELL_3869 gosub @CELL_16014 jump @CELL_87 :CELL_3883 if and $1129 == 0 // integer values $1154 == 1 // integer values $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values $PASSED_COL4_SIR_YES_SIR == 1 // integer values jf @CELL_4164 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_4082 $1177 = 1 // integer values 03CF: load_wav 'MOB_01A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_01A' 10000 ms 1 // Awright me ol'china! It's Paul. I might have a little result for you, but I need to speak to you in person. gosub @CELL_15747 03CF: load_wav 'MOB_01B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_01B' 10000 ms 1 // I'm enjoying a little R&R at the Club Malibu. gosub @CELL_15747 03CF: load_wav 'MOB_01C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_01C' 10000 ms 1 // Reckon you're gonna owe me a favor or two after this, sunshine. I'll see you later. gosub @CELL_15747 00BE: text_clear_all :CELL_4082 if $1179 == 1 // integer values jf @CELL_4150 $1129 = 1 // integer values Marker.Disable($241) 02A7: $241 = create_icon_marker_and_sphere $418 at 491.0 -77.7 10.4 create_thread @KEN1 $996 = 1 // integer values :CELL_4150 gosub @CELL_16014 jump @CELL_87 :CELL_4164 if and $1130 == 0 // integer values $273 == 1 // integer values $268 == 1 // integer values $1175 > 6 // integer values jf @CELL_4437 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_4363 $1177 = 1 // integer values 03CF: load_wav 'MOB_02A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_02A' 10000 ms 1 // Ssssnniiiiffffff Hey! Hello, Tommy? Tommy! gosub @CELL_15747 03CF: load_wav 'MOB_02B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_02B' 10000 ms 1 // We got a situation over at the Print Works. You better go and check it out. gosub @CELL_15747 03CF: load_wav 'MOB_02C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_02C' 10000 ms 1 // Some kind of mess or other. Things are messed up. I gotta go. gosub @CELL_15747 00BE: text_clear_all :CELL_4363 if $1179 == 1 // integer values jf @CELL_4423 $1130 = 1 // integer values Pickup.Destroy($637) Marker.Disable($271) 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 create_thread @FIN1 :CELL_4423 gosub @CELL_16014 jump @CELL_87 :CELL_4437 if and $1160 == 0 // integer values $PASSED_ASS1_RUB_OUT == 1 // integer values jf @CELL_4728 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_4664 $1177 = 1 // integer values 03CF: load_wav 'MOB_68A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_68A' 10000 ms 1 // Tommy son, have I got a surprise for you gosub @CELL_15747 03CF: load_wav 'MOB_68B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_68B' 10000 ms 1 // I'm down at the recording studios with some major artists gosub @CELL_15747 03CF: load_wav 'MOB_68C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_68C' 10000 ms 1 // Why don't you pay us a visit? gosub @CELL_15747 03CF: load_wav 'MOB_68D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_68D' 10000 ms 1 // You know it makes sense, dontcha? See ya later. gosub @CELL_15747 00BE: text_clear_all :CELL_4664 if $1179 == 1 // integer values jf @CELL_4714 $1160 = 1 // integer values 02A7: $287 = create_icon_marker_and_sphere $428 at $486 $487 $488 create_thread @ROC1 :CELL_4714 gosub @CELL_16014 jump @CELL_87 :CELL_4728 if and $1131 == 0 // integer values $PASSED_ROCK1_LOVE_JUICE == 1 // integer values jf @CELL_5019 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_4955 $1177 = 1 // integer values 03CF: load_wav 'MOB_04A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_04A' 10000 ms 1 // How you doin' mate? It's Paulo again. gosub @CELL_15747 03CF: load_wav 'MOB_04B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_04B' 10000 ms 1 // Look Tommy, I forgot to mention we're going to need some extra muscle for the concert. A bit of security. gosub @CELL_15747 03CF: load_wav 'MOB_04C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_04C' 10000 ms 1 // There's a biker gang led by Mitch Baker, it would be great publicity. Very rock and roll, baby. gosub @CELL_15747 03CF: load_wav 'MOB_04D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_04D' 10000 ms 1 // Sort this out for me and I'll get you some back stage passes for the gig, awright? gosub @CELL_15747 00BE: text_clear_all :CELL_4955 if $1179 == 1 // integer values jf @CELL_5005 $1131 = 1 // integer values 02A7: $274 = create_icon_marker_and_sphere $427 at $477 $478 $479 create_thread @BIK1 :CELL_5005 gosub @CELL_16014 jump @CELL_87 :CELL_5019 if and $1132 == 0 // integer values $277 == 1 // integer values jf @CELL_5285 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_5246 $1177 = 1 // integer values 03CF: load_wav 'MOB_05A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_05A' 10000 ms 1 // Hey, it's Mitch. You did good Tommy, it's good to have the old girl back. gosub @CELL_15747 03CF: load_wav 'MOB_05B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_05B' 10000 ms 1 // You tell Kent Paul he'll get his security for the gig. gosub @CELL_15747 03CF: load_wav 'MOB_05C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_05C' 10000 ms 1 // You have my word on that. gosub @CELL_15747 03CF: load_wav 'MOB_05D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_05D' 10000 ms 1 // Now keep yourself out of trouble. gosub @CELL_15747 00BE: text_clear_all :CELL_5246 if $1179 == 1 // integer values jf @CELL_5271 $1132 = 1 // integer values :CELL_5271 gosub @CELL_16014 jump @CELL_87 :CELL_5285 if and $1144 == 0 // integer values $PASSED_ROCK3_PUBLICITY_TOUR == 1 // integer values jf @CELL_5593 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_5554 $1177 = 1 // integer values 03CF: load_wav 'MOB_26A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_26A' 10000 ms 1 // Hello, Tommy? gosub @CELL_15747 03CF: load_wav 'MOB_26B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_26B' 10000 ms 1 // Yeah? gosub @CELL_15747 03CF: load_wav 'MOB_26C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_26C' 10000 ms 1 // It's Baker. I just wanted to say I really enjoyed the show. gosub @CELL_15747 03CF: load_wav 'MOB_26D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_26D' 10000 ms 1 // Me and the boys want to thank you, and remind you, gosub @CELL_15747 03CF: load_wav 'MOB_26E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_26E' 10000 ms 1 // you got our respect. Good day. Keep riding hard, son. gosub @CELL_15747 00BE: text_clear_all :CELL_5554 if $1179 == 1 // integer values jf @CELL_5579 $1144 = 1 // integer values :CELL_5579 gosub @CELL_16014 jump @CELL_87 :CELL_5593 if and $1135 == 0 // integer values $246 == 1 // integer values jf @CELL_5973 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_5904 $1177 = 1 // integer values 03CF: load_wav 'MOB_09A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_09A' 10000 ms 1 // Hey Leo! I got some work for you! gosub @CELL_15747 03CF: load_wav 'MOB_09B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_09B' 10000 ms 1 // This ain't Leo. gosub @CELL_15747 03CF: load_wav 'MOB_09C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_09C' 10000 ms 1 // Hey, if Leo knows you got his phone, he gonna kill you! gosub @CELL_15747 03CF: load_wav 'MOB_09D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_09D' 10000 ms 1 // Maybe Leo's already dead. Maybe I killed Leo and took his phone - you think of that prick? gosub @CELL_15747 03CF: load_wav 'MOB_09E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_09E' 10000 ms 1 // You killed Leo? You must have big cojones - wanna work for me?! gosub @CELL_15747 03CF: load_wav 'MOB_09F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_09F' 10000 ms 1 // Drop by my father's cafe in Little Havana and we'll talk mano a mano. gosub @CELL_15747 00BE: text_clear_all :CELL_5904 if $1179 == 1 // integer values jf @CELL_5959 $1135 = 1 // integer values Marker.Disable($278) 02A7: $278 = create_icon_marker_and_sphere $429 at $480 $481 $482 create_thread @CUB1 :CELL_5959 gosub @CELL_16014 jump @CELL_87 :CELL_5973 if and $1133 == 0 // integer values $279 == 1 // integer values jf @CELL_6222 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_6158 $1177 = 1 // integer values 03CF: load_wav 'MOB_06A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_06A' 10000 ms 1 // Tommy, 'nuf dead man been chattin' about you, my dear. gosub @CELL_15747 03CF: load_wav 'MOB_06B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_06B' 10000 ms 1 // Thought you might need something to make you feel better. So Auntie Poulet make you some stew, aye? gosub @CELL_15747 03CF: load_wav 'MOB_06C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_06C' 10000 ms 1 // Come by me kitchen some time, ok Tommy? gosub @CELL_15747 00BE: text_clear_all :CELL_6158 if $1179 == 1 // integer values jf @CELL_6208 $1133 = 1 // integer values 02A7: $283 = create_icon_marker_and_sphere $430 at $483 $484 $485 create_thread @HAT1 :CELL_6208 gosub @CELL_16014 jump @CELL_87 :CELL_6222 if and $1159 == 0 // integer values $PASSED_HAT3_DIRTY_LICKINS == 1 // integer values jf @CELL_6444 if Player.Defined($PLAYER_CHAR) jf @CELL_6444 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @CELL_6444 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_6405 $1177 = 1 // integer values 03CF: load_wav 'MOB_66A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_66A' 10000 ms 1 // Tommy, Tommy why you coming back here for? gosub @CELL_15747 03CF: load_wav 'MOB_66B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_66B' 10000 ms 1 // I tell you we don't want to see you around here no more. gosub @CELL_15747 00BE: text_clear_all :CELL_6405 if $1179 == 1 // integer values jf @CELL_6430 $1159 = 1 // integer values :CELL_6430 gosub @CELL_16014 jump @CELL_87 :CELL_6444 if and $1134 == 0 // integer values $393 == 1 // integer values jf @CELL_6836 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_6797 $1177 = 1 // integer values 03CF: load_wav 'MOB_08A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_08A' 10000 ms 1 // Hey Tommy, I thought you might need some business advice. gosub @CELL_15747 03CF: load_wav 'MOB_08B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_08B' 10000 ms 1 // Once you got an operation up and running, you'll need to drop by and take the week's cash. gosub @CELL_15747 03CF: load_wav 'MOB_08C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_08C' 10000 ms 1 // Let the guys think they got the run of the place and they'll try shaving the profits - ok? gosub @CELL_15747 03CF: load_wav 'MOB_08D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_08D' 10000 ms 1 // Hey, I know how to handle business, Ken, ok? gosub @CELL_15747 03CF: load_wav 'MOB_08E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_08E' 10000 ms 1 // Ok, ok. I know, you know. I know. I was, gosub @CELL_15747 03CF: load_wav 'MOB_08F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_08F' 10000 ms 1 // I was just, you know, telling you I know, that you know, that I know. gosub @CELL_15747 03CF: load_wav 'MOB_08G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_08G' 10000 ms 1 // Just keeping it sharp baby! gosub @CELL_15747 00BE: text_clear_all :CELL_6797 if $1179 == 1 // integer values jf @CELL_6822 $1134 = 1 // integer values :CELL_6822 gosub @CELL_16014 jump @CELL_87 :CELL_6836 if and $1136 == 0 // integer values $266 == 1 // integer values $PASSED_LAW4_RIOT == 1 // integer values jf @CELL_7193 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_7154 $1177 = 1 // integer values 03CF: load_wav 'MOB_11A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_11A' 10000 ms 1 // Howdy son, just thought I'd ring you up and give you some advice. gosub @CELL_15747 03CF: load_wav 'MOB_11B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_11B' 10000 ms 1 // Hey, Avery. What's eating you? gosub @CELL_15747 03CF: load_wav 'MOB_11C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_11C' 10000 ms 1 // There's a lot of opportunity in this town if you own the right real estate, you catch my drift? gosub @CELL_15747 03CF: load_wav 'MOB_11D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_11D' 10000 ms 1 // I reckon so... gosub @CELL_15747 03CF: load_wav 'MOB_11E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_11E' 10000 ms 1 // All I'm saying is keep your eyes open and you might find the perfect business opportunity. I'll catch y'later. gosub @CELL_15747 03CF: load_wav 'MOB_11F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_11F' 10000 ms 1 // Later, Avery. gosub @CELL_15747 00BE: text_clear_all :CELL_7154 if $1179 == 1 // integer values jf @CELL_7179 $1136 = 1 // integer values :CELL_7179 gosub @CELL_16014 jump @CELL_87 :CELL_7193 if and $1137 == 0 // integer values $393 == 1 // integer values jf @CELL_7627 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_7588 $1177 = 1 // integer values 03CF: load_wav 'MOB_14A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_14A' 10000 ms 1 // Hey there Tommy, you're gonna love me mate. gosub @CELL_15747 03CF: load_wav 'MOB_14B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_14B' 10000 ms 1 // A little birdy told me that Vice City SWAT Division has a deposit box at a certain rather large banking establishment, gosub @CELL_15747 03CF: load_wav 'MOB_14C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_14C' 10000 ms 1 // where they keep all the bribes they've taken over the years, gosub @CELL_15747 03CF: load_wav 'MOB_14D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_14D' 10000 ms 1 // like some kind of old boys' retirement fund. gosub @CELL_15747 03CF: load_wav 'MOB_14E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_14E' 10000 ms 1 // Of course, if this information should ever help you acquire any of that cash, gosub @CELL_15747 03CF: load_wav 'MOB_14F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_14F' 10000 ms 1 // I guess you'd feel obliged to push some of it my way? gosub @CELL_15747 03CF: load_wav 'MOB_14G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_14G' 10000 ms 1 // I'll bear that in mind, thanks Kent. gosub @CELL_15747 03CF: load_wav 'MOB_14H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_14H' 10000 ms 1 // It's Paul. I'm from Kent, near London, you prat. gosub @CELL_15747 00BE: text_clear_all :CELL_7588 if $1179 == 1 // integer values jf @CELL_7613 $1137 = 1 // integer values :CELL_7613 gosub @CELL_16014 jump @CELL_87 :CELL_7627 if and $1145 == 0 // integer values $282 == 1 // integer values jf @CELL_7977 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_7938 $1177 = 1 // integer values 03CF: load_wav 'MOB_30A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_30A' 10000 ms 1 // Tommy, is Umberto Robina gosub @CELL_15747 03CF: load_wav 'MOB_30B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_30B' 10000 ms 1 // Hey, how's the cafe? gosub @CELL_15747 03CF: load_wav 'MOB_30C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_30C' 10000 ms 1 // Oh, wonderful. Incredible. Tommy, incredible. No wimps, Tommy, just real men, and the beautiful women! gosub @CELL_15747 03CF: load_wav 'MOB_30D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_30D' 10000 ms 1 // Anyway, I wanted to tell you, me and Papi, to us, you Cuban. gosub @CELL_15747 03CF: load_wav 'MOB_30E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_30E' 10000 ms 1 // You have proved yourself, man. You got big cojones. gosub @CELL_15747 03CF: load_wav 'MOB_30F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_30F' 10000 ms 1 // Well thank you, Umberto. Nobody's said that to me since I left jail. I'll see you around. gosub @CELL_15747 00BE: text_clear_all :CELL_7938 if $1179 == 1 // integer values jf @CELL_7963 $1145 = 1 // integer values :CELL_7963 gosub @CELL_16014 jump @CELL_87 :CELL_7977 if and $1147 == 0 // integer values $251 == 1 // integer values jf @CELL_8268 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_8204 $1177 = 1 // integer values 03CF: load_wav 'MOB_34A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_34A' 10000 ms 1 // Tommy, I really enjoyed working with you. Ain't had so much fun since the ridge in Nam, pal. gosub @CELL_15747 03CF: load_wav 'MOB_34B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_34B' 10000 ms 1 // Anyhows, you need anything, you call on me, you hear? gosub @CELL_15747 03CF: load_wav 'MOB_34C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_34C' 10000 ms 1 // I always remember those I served with, gosub @CELL_15747 03CF: load_wav 'MOB_34D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_34D' 10000 ms 1 // and I am sure I can help you out, you hear? gosub @CELL_15747 00BE: text_clear_all :CELL_8204 if $1179 == 1 // integer values jf @CELL_8254 $1147 = 1 // integer values 02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 create_thread @PHI1 :CELL_8254 gosub @CELL_16014 jump @CELL_87 :CELL_8268 if and $1146 == 0 // integer values $254 == 1 // integer values jf @CELL_8559 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_8495 $1177 = 1 // integer values 03CF: load_wav 'MOB_33A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_33A' 10000 ms 1 // Tommy, it's Phil, now cut out all the reminiscing crap and listen to me, you hear? gosub @CELL_15747 03CF: load_wav 'MOB_33B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_33B' 10000 ms 1 // Good. I got me some extra strength boomshine nearing fermentation time and I was wondering if you'd fancy having a shot. gosub @CELL_15747 03CF: load_wav 'MOB_33C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_33C' 10000 ms 1 // Seriously, Tommy, if you like a drink, or if you need to strip paint, this stuff'll make a man out of you. gosub @CELL_15747 03CF: load_wav 'MOB_33D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_33D' 10000 ms 1 // Sure did out of me, even though I can't see out of one eye. I'll be waiting for you, y'hear. gosub @CELL_15747 00BE: text_clear_all :CELL_8495 if $1179 == 1 // integer values jf @CELL_8545 $1146 = 1 // integer values 02A7: $253 = create_icon_marker_and_sphere $423 at $492 $493 $494 create_thread @PHI2 :CELL_8545 gosub @CELL_16014 jump @CELL_87 :CELL_8559 if and $1148 == 0 // integer values $255 == 1 // integer values jf @CELL_8783 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_8744 $1177 = 1 // integer values 03CF: load_wav 'MOB_36A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_36A' 10000 ms 1 // Tommy, it's Phil, I want to thank you for helping me out back there son, gosub @CELL_15747 03CF: load_wav 'MOB_36B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_36B' 10000 ms 1 // Damn Charlie, he'll always ambush you somewhere or other, gosub @CELL_15747 03CF: load_wav 'MOB_36C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_36C' 10000 ms 1 // Anyway the wound is healing well, and it means I'll no longer be defrauding the government on my disability check. gosub @CELL_15747 00BE: text_clear_all :CELL_8744 if $1179 == 1 // integer values jf @CELL_8769 $1148 = 1 // integer values :CELL_8769 gosub @CELL_16014 jump @CELL_87 :CELL_8783 if and $1138 == 0 // integer values $260 == 1 // integer values jf @CELL_9175 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_9136 $1177 = 1 // integer values 03CF: load_wav 'MOB_16A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_16A' 10000 ms 1 // Tommy, Paulo here, que pasa amigo? gosub @CELL_15747 03CF: load_wav 'MOB_16B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_16B' 10000 ms 1 // What do you want Paul? I don't want any fake label clothes. gosub @CELL_15747 03CF: load_wav 'MOB_16C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_16C' 10000 ms 1 // Very funny, mate, but you know I don't touch bent gear. Nah, I was just calling to see if I get a part in one your movies. gosub @CELL_15747 03CF: load_wav 'MOB_16D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_16D' 10000 ms 1 // Back in England I did a lot of blue stuff, mate. I'm packing more heat than you, my son. gosub @CELL_15747 03CF: load_wav 'MOB_16E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_16E' 10000 ms 1 // Paul, thanks for the offer, I'll bear it in mind. gosub @CELL_15747 03CF: load_wav 'MOB_16F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_16F' 10000 ms 1 // Seriously, don't forget about me, after all I done for you. gosub @CELL_15747 03CF: load_wav 'MOB_16G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_16G' 10000 ms 1 // That's what I'm trying to forget about. gosub @CELL_15747 00BE: text_clear_all :CELL_9136 if $1179 == 1 // integer values jf @CELL_9161 $1138 = 1 // integer values :CELL_9161 gosub @CELL_16014 jump @CELL_87 :CELL_9175 if $270 == 1 // integer values jf @CELL_9200 $1170 = 1 // integer values :CELL_9200 if $1170 == 0 // integer values jf @CELL_12657 if and $1154 == 0 // integer values $PASSED_COK4_SUPPLY_AND_DEMAND == 1 // integer values jf @CELL_9676 if 8121: not player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @CELL_9676 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_9637 $1177 = 1 // integer values 03CF: load_wav 'MOB_46A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB46_A' 10000 ms 1 // Yo, Tommy! It's Lance. gosub @CELL_15747 03CF: load_wav 'MOB_46B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB46_B' 10000 ms 1 // Yeah? gosub @CELL_15747 03CF: load_wav 'MOB_46C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB46_C' 10000 ms 1 // Oh, nice to hear from you, Lance. Come on, man, be cool, be cool. gosub @CELL_15747 03CF: load_wav 'MOB_46D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB46_D' 10000 ms 1 // I'm in the middle of something. What do you want? gosub @CELL_15747 03CF: load_wav 'MOB_46E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB46_E' 10000 ms 1 // Nothing. Just to say, you know. Look Tommy, we can do this thing. gosub @CELL_15747 03CF: load_wav 'MOB_46F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB46_F' 10000 ms 1 // You and me, no problem. You know what I mean? gosub @CELL_15747 03CF: load_wav 'MOB_46G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB46_G' 10000 ms 1 // We're going to have to do it, 'cause otherwise, we're going to be dead, Lance. gosub @CELL_15747 03CF: load_wav 'MOB_46H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB46_H' 10000 ms 1 // We're in too far now. But thanks for the call. I'll speak to you later. gosub @CELL_15747 00BE: text_clear_all :CELL_9637 if $1179 == 1 // integer values jf @CELL_9662 $1154 = 1 // integer values :CELL_9662 gosub @CELL_16014 jump @CELL_87 :CELL_9676 if and $1149 == 0 // integer values $PASSED_LAW3_JURY_FURY == 1 // integer values jf @CELL_10152 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_10113 $1177 = 1 // integer values 03CF: load_wav 'MOB_40A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_40A' 10000 ms 1 // Hey Tommy, it's Sonny. How's the sun tan? gosub @CELL_15747 03CF: load_wav 'MOB_40B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_40B' 10000 ms 1 // I ain't got no sun tan. gosub @CELL_15747 03CF: load_wav 'MOB_40C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_40C' 10000 ms 1 // Well, you ain't got my money, either, so I'm wondering to myself, gosub @CELL_15747 03CF: load_wav 'MOB_40D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_40D' 10000 ms 1 // what are you doing? So, tell me, Tommy, what are you doing? gosub @CELL_15747 03CF: load_wav 'MOB_40E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_40E' 10000 ms 1 // I'm looking for the money, Sonny. Don't worry. gosub @CELL_15747 03CF: load_wav 'MOB_40F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_40F' 10000 ms 1 // I am worrying, Tommy, that's my style, gosub @CELL_15747 03CF: load_wav 'MOB_40G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_40G' 10000 ms 1 // because I seem to have this problem in my life with unreliable people. gosub @CELL_15747 03CF: load_wav 'MOB_40H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_40H' 10000 ms 1 // Don't be an unreliable person, Tommy, please. gosub @CELL_15747 03CF: load_wav 'MOB_40I' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_40I' 10000 ms 1 // Do us both a favor. I'm looking forward to hearing from you. gosub @CELL_15747 00BE: text_clear_all :CELL_10113 if $1179 == 1 // integer values jf @CELL_10138 $1149 = 1 // integer values :CELL_10138 gosub @CELL_16014 jump @CELL_87 :CELL_10152 if and $1150 == 0 // integer values $1149 == 1 // integer values jf @CELL_10604 if $PASSED_ASS1_RUB_OUT == 1 // integer values jf @CELL_10604 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_10565 $1177 = 1 // integer values 03CF: load_wav 'MOB_41A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_41A' 10000 ms 1 // Tommy, remember me? gosub @CELL_15747 03CF: load_wav 'MOB_41B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_41B' 10000 ms 1 // Hello Sonny. gosub @CELL_15747 03CF: load_wav 'MOB_41C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_41C' 10000 ms 1 // That's right, Sonny. We're old friends, gosub @CELL_15747 03CF: load_wav 'MOB_41D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_41D' 10000 ms 1 // You never write me, you never call. Don't you want to be friends no more? gosub @CELL_15747 03CF: load_wav 'MOB_41E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_41E' 10000 ms 1 // I've been busy trying to sort things out. You didn't give me a lot of support down here, Sonny. gosub @CELL_15747 03CF: load_wav 'MOB_41F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_41F' 10000 ms 1 // Oh, my fault is it? We'll I've heard you been busy all right. gosub @CELL_15747 03CF: load_wav 'MOB_41G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_41G' 10000 ms 1 // Busy killing drugs barons. Busy taking over. gosub @CELL_15747 03CF: load_wav 'MOB_41H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_41H' 10000 ms 1 // Don't forget about us, Tommy, 'cause I can assure you, I ain't forgotten about you. gosub @CELL_15747 00BE: text_clear_all :CELL_10565 if $1179 == 1 // integer values jf @CELL_10590 $1150 = 1 // integer values :CELL_10590 gosub @CELL_16014 jump @CELL_87 :CELL_10604 if and $1151 == 0 // integer values $1150 == 1 // integer values jf @CELL_10937 if or $272 == 1 // integer values $257 == 1 // integer values jf @CELL_10937 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_10898 $1177 = 1 // integer values 03CF: load_wav 'MOB_42A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_42A' 10000 ms 1 // Tommy. gosub @CELL_15747 03CF: load_wav 'MOB_42B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_42B' 10000 ms 1 // Sonny. gosub @CELL_15747 03CF: load_wav 'MOB_42C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_42C' 10000 ms 1 // Obviously you are suffering from hearing problems, so I'll try again. gosub @CELL_15747 03CF: load_wav 'MOB_42D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_42D' 10000 ms 1 // Where's the goddamned money, where's the goddamned stuff, and where's my cut of your new action? gosub @CELL_15747 03CF: load_wav 'MOB_42E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_42E' 10000 ms 1 // You are making an idiot out of me, Tommy, and I'm not laughing yet. gosub @CELL_15747 00BE: text_clear_all :CELL_10898 if $1179 == 1 // integer values jf @CELL_10923 $1151 = 1 // integer values :CELL_10923 gosub @CELL_16014 jump @CELL_87 :CELL_10937 if and $1152 == 0 // integer values $1151 == 1 // integer values jf @CELL_11396 if and $251 == 1 // integer values $273 == 1 // integer values jf @CELL_11396 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_11357 $1177 = 1 // integer values 03CF: load_wav 'MOB_43A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_43A' 10000 ms 1 // Tommy, Tommy, Tommy, I had Sonny on the phone, ok, are you with me?. gosub @CELL_15747 03CF: load_wav 'MOB_43B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_43B' 10000 ms 1 // I don't know about you, but there's something about a man threatening to murder my family gosub @CELL_15747 03CF: load_wav 'MOB_43C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_43C' 10000 ms 1 // which really scares the crap out of me. What are you going to do? gosub @CELL_15747 03CF: load_wav 'MOB_43D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_43D' 10000 ms 1 // Ken, take it easy. gosub @CELL_15747 03CF: load_wav 'MOB_43E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_43E' 10000 ms 1 // I AM calm, calm as a man can be when he's fearing for his life! gosub @CELL_15747 03CF: load_wav 'MOB_43F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_43F' 10000 ms 1 // Stay off the idiot fuel and look after yourself. gosub @CELL_15747 03CF: load_wav 'MOB_43G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_43G' 10000 ms 1 // No one's gonna take us out. I'll see you later. gosub @CELL_15747 03CF: load_wav 'MOB_43H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_43H' 10000 ms 1 // I am calm. Don't I sound calm? Must be impending death that is doing this to my voice. gosub @CELL_15747 00BE: text_clear_all :CELL_11357 if $1179 == 1 // integer values jf @CELL_11382 $1152 = 1 // integer values :CELL_11382 gosub @CELL_16014 jump @CELL_87 :CELL_11396 if and $1153 == 0 // integer values $267 == 1 // integer values jf @CELL_12082 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_12043 $1177 = 1 // integer values 03CF: load_wav 'MOB_45A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_A' 10000 ms 1 // Tommy We gotta talk about stuff. gosub @CELL_15747 03CF: load_wav 'MOB_45B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_B' 10000 ms 1 // What's the problem Lance? gosub @CELL_15747 03CF: load_wav 'MOB_45C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_C' 10000 ms 1 // It's you, my friend, I feel you're not giving me a fair slice. gosub @CELL_15747 03CF: load_wav 'MOB_45D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_D' 10000 ms 1 // And more than that, you been embarrassing me in front of the boys. I can't have that. gosub @CELL_15747 03CF: load_wav 'MOB_45E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_E' 10000 ms 1 // Lance, it ain't like that. You've been making mistakes. gosub @CELL_15747 03CF: load_wav 'MOB_45F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_F' 10000 ms 1 // Tommy, I'm not your message boy. I'm not your running boy. gosub @CELL_15747 03CF: load_wav 'MOB_45G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_G' 10000 ms 1 // Lance, don't screw up, and we won't have any problems. I screw up, you can lay into me any time. gosub @CELL_15747 03CF: load_wav 'MOB_45H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_H' 10000 ms 1 // Tommy, I've done everything for you, you treat me like a fool. Don't do that. gosub @CELL_15747 03CF: load_wav 'MOB_45I' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_I' 10000 ms 1 // Lance, I won't rip you off or stab you in the back, okay? gosub @CELL_15747 03CF: load_wav 'MOB_45J' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_J' 10000 ms 1 // Just take it easy. This is tough enough without you getting all emotional on me. gosub @CELL_15747 03CF: load_wav 'MOB_45K' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_K' 10000 ms 1 // Trust me. Do you hear me, do you hear me? gosub @CELL_15747 03CF: load_wav 'MOB_45L' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_L' 10000 ms 1 // I hear you, Tommy, but I can't take this much more. gosub @CELL_15747 03CF: load_wav 'MOB_45M' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_M' 10000 ms 1 // Lance, don't be like this. Now I'm warning you. gosub @CELL_15747 03CF: load_wav 'MOB_45N' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB45_N' 10000 ms 1 // Do you hear me? Just relax, take a few days off. Okay? I'll talk to you. gosub @CELL_15747 00BE: text_clear_all :CELL_12043 if $1179 == 1 // integer values jf @CELL_12068 $1153 = 1 // integer values :CELL_12068 gosub @CELL_16014 jump @CELL_87 :CELL_12082 if and $1163 == 0 // integer values $268 == 1 // integer values jf @CELL_12474 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_12435 $1177 = 1 // integer values 03CF: load_wav 'MOB_72A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_72A' 10000 ms 1 // Tommy, it's me, Lance. Keep your mouth shut there Tommy, 'cause I ain't got time to talk. gosub @CELL_15747 03CF: load_wav 'MOB_72B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_72B' 10000 ms 1 // I ain't interested in what you got to say. Why should I be? You don't care about me, do you? gosub @CELL_15747 03CF: load_wav 'MOB_72C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_72C' 10000 ms 1 // You gotta look after me a bit better. Give me a fair slice. You know... gosub @CELL_15747 03CF: load_wav 'MOB_72D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_72D' 10000 ms 1 // Tommy... oh, look, man, I'm sorry. It's just that... gosub @CELL_15747 03CF: load_wav 'MOB_72E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_72E' 10000 ms 1 // People patronize me all my life, treat me like a little kid. gosub @CELL_15747 03CF: load_wav 'MOB_72F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_72F' 10000 ms 1 // My brother would do that. Please, man, don't do that. gosub @CELL_15747 03CF: load_wav 'MOB_72G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_72G' 10000 ms 1 // I gotta go. gosub @CELL_15747 00BE: text_clear_all :CELL_12435 if $1179 == 1 // integer values jf @CELL_12460 $1163 = 1 // integer values :CELL_12460 gosub @CELL_16014 jump @CELL_87 :CELL_12474 if and $1155 == 0 // integer values $269 == 1 // integer values jf @CELL_12650 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_12575 $1177 = 1 // integer values 03CF: load_wav 'MOB_47A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_47A' 10000 ms 1 // Tommy, Lance, we got big problems. Come down here. Right away. gosub @CELL_15747 00BE: text_clear_all :CELL_12575 if $1179 == 1 // integer values jf @CELL_12636 $1155 = 1 // integer values Marker.Disable($265) 02A7: $265 = create_icon_marker_and_sphere $425 at -378.3 -579.8 24.5 create_thread @FIN2 :CELL_12636 gosub @CELL_16014 jump @CELL_87 :CELL_12650 jump @CELL_14161 :CELL_12657 if and $1158 == 0 // integer values Player.Defined($PLAYER_CHAR) jf @CELL_13207 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @CELL_13207 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_13158 $1177 = 1 // integer values 03CF: load_wav 'MOB_63A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63A' 10000 ms 1 // Tommy, it's Earnest. Earnest Kelly. gosub @CELL_15747 03CF: load_wav 'MOB_63B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63B' 10000 ms 1 // How are you? gosub @CELL_15747 03CF: load_wav 'MOB_63C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63C' 10000 ms 1 // I'm doing okay. I'll need a stick to walk, but I should be back at work soon enough. gosub @CELL_15747 03CF: load_wav 'MOB_63D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63D' 10000 ms 1 // Good. gosub @CELL_15747 03CF: load_wav 'MOB_63E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63E' 10000 ms 1 // I heard about Lance. What a little prick, eh? gosub @CELL_15747 03CF: load_wav 'MOB_63F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63F' 10000 ms 1 // Yes. gosub @CELL_15747 03CF: load_wav 'MOB_63G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63G' 10000 ms 1 // Never trust a man who walks the streets in his pajamas. That's what I say. Glad you killed him. I hope it was painful for the prick. gosub @CELL_15747 03CF: load_wav 'MOB_63H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63H' 10000 ms 1 // I think it was. I just didn't think he was like that... gosub @CELL_15747 03CF: load_wav 'MOB_63I' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63I' 10000 ms 1 // Tommy, for a raging lunatic, you're pretty naive. I'll be back at work soon, teach you a thing or two about life, you hear. gosub @CELL_15747 03CF: load_wav 'MOB_63J' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_63J' 10000 ms 1 // Take your time, Earnest. Look after yourself. gosub @CELL_15747 00BE: text_clear_all :CELL_13158 if $1179 == 1 // integer values jf @CELL_13193 $1158 = 1 // integer values $1182 = 60000 // integer values :CELL_13193 gosub @CELL_16014 jump @CELL_87 :CELL_13207 if and $1139 == 0 // integer values Player.Defined($PLAYER_CHAR) jf @CELL_13789 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @CELL_13789 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_13750 $1177 = 1 // integer values 03CF: load_wav 'MOB_17A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17A' 10000 ms 1 // Tommy Vercetti, how's it going, Mr. big shot? I hear all these things about you, some kind of player in town, now eh... gosub @CELL_15747 03CF: load_wav 'MOB_17B' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17B' 10000 ms 1 // Paul, you're drunk. gosub @CELL_15747 03CF: load_wav 'MOB_17C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17C' 10000 ms 1 // Nah, you stupid prat, I ain't drunk. I only had a couple and some treats, ain't been to bed for a couple of days, you know. gosub @CELL_15747 03CF: load_wav 'MOB_17D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17D' 10000 ms 1 // Anyway, don't give me that. I ain't a mug. Who set you up in this town? Who? Me. That's who. gosub @CELL_15747 03CF: load_wav 'MOB_17E' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17F' 10000 ms 1 // Really? gosub @CELL_15747 03CF: load_wav 'MOB_17G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17G' 10000 ms 1 // Don't give me that. Don't! I introduced you to people. I showed you the ropes, did a lot of stuff for you, and this is how you repay me. gosub @CELL_15747 03CF: load_wav 'MOB_17H' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17H' 10000 ms 1 // You ignore me. You won't give me a way in, after all I did for you! What do you think I am? A div or something? gosub @CELL_15747 03CF: load_wav 'MOB_17I' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17I' 10000 ms 1 // Paul, take it easy. I've been busy, don't be an idiot. gosub @CELL_15747 03CF: load_wav 'MOB_17J' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17J' 10000 ms 1 // I ain't no idiot, mush. That's what they said in borstal. Are you asking for trouble son, because you're going to get it! gosub @CELL_15747 03CF: load_wav 'MOB_17K' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17K' 10000 ms 1 // Tommy, mate. Please. You was my big hope! Please, don't laugh at me! gosub @CELL_15747 03CF: load_wav 'MOB_17L' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_17L' 10000 ms 1 // Paul, get some sleep, seriously. gosub @CELL_15747 00BE: text_clear_all :CELL_13750 if $1179 == 1 // integer values jf @CELL_13775 $1139 = 1 // integer values :CELL_13775 gosub @CELL_16014 jump @CELL_87 :CELL_13789 if and $1164 == 0 // integer values Player.Defined($PLAYER_CHAR) jf @CELL_14161 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island jf @CELL_14161 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_14122 $1177 = 1 // integer values 03CF: load_wav 'MOB_73A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_73A' 10000 ms 1 // Tommy, it's Steve. gosub @CELL_15747 03CF: load_wav 'MOB_73C' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_73C' 10000 ms 1 // Hey indeed, genius. You're a marvel! I'm a marvel! They love us. We are re-writing the record books, pal. gosub @CELL_15747 03CF: load_wav 'MOB_73D' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_73D' 10000 ms 1 // We are talking major awards here. Finally, I can put my dad in a home an tell him to shut up. gosub @CELL_15747 03CF: load_wav 'MOB_73F' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_73F' 10000 ms 1 // Cool? It's hot, man. Hot. H. O. T. He never believed in me. Never thought I was an artist, and now I've made it. gosub @CELL_15747 03CF: load_wav 'MOB_73G' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_73G' 10000 ms 1 // I'm the best damn skin flick director of all time, my friend. I just wanted to say, it's a pleasure to have met you. gosub @CELL_15747 03CF: load_wav 'MOB_73I' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_73I' 10000 ms 1 // I love you, baby. Don't go changing on me, you hear. gosub @CELL_15747 00BE: text_clear_all :CELL_14122 if $1179 == 1 // integer values jf @CELL_14147 $1164 = 1 // integer values :CELL_14147 gosub @CELL_16014 jump @CELL_87 :CELL_14161 if and $PASSED_LAW3_JURY_FURY == 1 // integer values $1169 == 0 // integer values jf @CELL_14331 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_14262 $1177 = 1 // integer values 03CF: load_wav 'MOB_99A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_99A' 10000 ms 1 // Get to the payphone next to the mall in Washington. gosub @CELL_15747 00BE: text_clear_all :CELL_14262 if $1179 == 1 // integer values jf @CELL_14317 $1169 = 1 // integer values Marker.Disable($297) 02A7: $297 = create_icon_marker_and_sphere $431 at $516 $517 $518 create_thread @ASSIN_1 :CELL_14317 gosub @CELL_16014 jump @CELL_87 :CELL_14331 if and $PASSED_COL2_MALL_SHOOTOUT == 1 // integer values $298 == 1 // integer values $1169 == 1 // integer values $1168 == 0 // integer values jf @CELL_14515 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_14446 $1177 = 1 // integer values 03CF: load_wav 'MOB_98A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_98A' 10000 ms 1 // Get to the pay phone in Vice Point. gosub @CELL_15747 00BE: text_clear_all :CELL_14446 if $1179 == 1 // integer values jf @CELL_14501 $1168 = 1 // integer values Marker.Disable($297) 02A7: $297 = create_icon_marker_and_sphere $431 at $519 $520 $521 create_thread @ASSIN_2 :CELL_14501 gosub @CELL_16014 jump @CELL_87 :CELL_14515 if and $PASSED_COK3_THE_FASTEST_BOAT == 1 // integer values $299 == 1 // integer values $1168 == 1 // integer values $1167 == 0 // integer values jf @CELL_14699 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_14630 $1177 = 1 // integer values 03CF: load_wav 'MOB_99A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_99A' 10000 ms 1 // Get to the payphone next to the mall in Washington. gosub @CELL_15747 00BE: text_clear_all :CELL_14630 if $1179 == 1 // integer values jf @CELL_14685 $1167 = 1 // integer values Marker.Disable($297) 02A7: $297 = create_icon_marker_and_sphere $431 at $522 $523 $524 create_thread @ASSIN_3 :CELL_14685 gosub @CELL_16014 jump @CELL_87 :CELL_14699 if and $266 == 1 // integer values $300 == 1 // integer values $1167 == 1 // integer values $1166 == 0 // integer values jf @CELL_14883 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_14814 $1177 = 1 // integer values 03CF: load_wav 'MOB_96A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_96A' 10000 ms 1 // Get to the payphone at the airport terminal. gosub @CELL_15747 00BE: text_clear_all :CELL_14814 if $1179 == 1 // integer values jf @CELL_14869 $1166 = 1 // integer values Marker.Disable($297) 02A7: $297 = create_icon_marker_and_sphere $431 at $525 $526 $527 create_thread @ASSIN_4 :CELL_14869 gosub @CELL_16014 jump @CELL_87 :CELL_14883 if and $249 == 1 // integer values $301 == 1 // integer values $1166 == 1 // integer values $1165 == 0 // integer values jf @CELL_15067 gosub @CELL_15111 if $1179 == 1 // integer values jf @CELL_14998 $1177 = 1 // integer values 03CF: load_wav 'MOB_95A' as $1177 gosub @CELL_15595 00BC: text_highpriority 'MOB_95A' 10000 ms 1 // Get to the payphone in Little Havana. gosub @CELL_15747 00BE: text_clear_all :CELL_14998 if $1179 == 1 // integer values jf @CELL_15053 $1165 = 1 // integer values Marker.Disable($297) 02A7: $297 = create_icon_marker_and_sphere $431 at $528 $529 $530 create_thread @ASSIN_5 :CELL_15053 gosub @CELL_16014 jump @CELL_87 :CELL_15067 jump @CELL_15081 :CELL_15074 $1180 = 0 // integer values :CELL_15081 jump @CELL_87 :CELL_15088 01BD: $395 = current_time_in_ms 0084: $396 = $395 // integer values and handles 0060: $396 -= $CURRENT_TIME_IN_MS // integer values return :CELL_15111 $1177 = 1 // integer values $1173 = 0 // integer values 0512: show_permanent_text_box 'ANSWER' $ONMISSION = 1 // integer values $1180 = 1 // integer values :CELL_15149 if and 7 > $1173 // integer values 2 > $1179 // integer values jf @CELL_15358 wait 0 03CF: load_wav 'MOBRING' as $1177 gosub @CELL_15595 $1173 += 1 // integer values if and $1179 == 1 // integer values $1173 > 0 // integer values jf @CELL_15237 jump @CELL_15365 :CELL_15237 gosub @CELL_15747 if and $1179 == 1 // integer values $1173 > 0 // integer values jf @CELL_15276 jump @CELL_15365 :CELL_15276 $1174 = 0 // integer values :CELL_15283 if 40 > $1174 // integer values jf @CELL_15351 wait 0 gosub @CELL_15894 if $1179 == 1 // integer values jf @CELL_15337 jump @CELL_15365 :CELL_15337 $1174 += 1 // integer values jump @CELL_15283 :CELL_15351 jump @CELL_15149 :CELL_15358 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms return :CELL_15365 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms :CELL_15370 if 00E1: player 0 pressed_button 4 jf @CELL_15423 wait 0 if not Player.Defined($PLAYER_CHAR) jf @CELL_15416 $1179 = 2 // integer values return :CELL_15416 jump @CELL_15370 :CELL_15423 03E6: remove_text_box 040D: unload_wav $1177 if Player.Defined($PLAYER_CHAR) jf @CELL_15593 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 Model.Load(#CELLPHONE) :CELL_15465 if not Model.Available(#CELLPHONE) jf @CELL_15492 wait 0 jump @CELL_15465 :CELL_15492 gosub @CELL_15894 if $1179 == 2 // integer values jf @CELL_15524 Model.Destroy(#CELLPHONE) return :CELL_15524 052B: actor $PLAYER_ACTOR hold_cellphone 1 16@ = 0 // integer values :CELL_15538 if 1000 > 16@ // integer values jf @CELL_15593 wait 0 if not Player.Defined($PLAYER_CHAR) jf @CELL_15586 $1179 = 2 // integer values return :CELL_15586 jump @CELL_15538 :CELL_15593 return :CELL_15595 if 83D0: not wav $1177 loaded jf @CELL_15740 wait 0 if not Player.Defined($PLAYER_CHAR) jf @CELL_15647 $1179 = 2 // integer values return jump @CELL_15733 :CELL_15647 if or 0521: $PLAYER_ACTOR 844B: not actor $PLAYER_ACTOR on_foot jf @CELL_15677 $1179 = 2 // integer values return :CELL_15677 if and $1179 == 0 // integer values $1173 > 0 // integer values jf @CELL_15733 if and 00E1: player 0 pressed_button 4 Player.Controllable($PLAYER_CHAR) jf @CELL_15733 $1179 = 1 // integer values return :CELL_15733 jump @CELL_15595 :CELL_15740 03D1: play_wav $1177 return :CELL_15747 if 83D2: not wav $1177 ended jf @CELL_15892 wait 0 if not Player.Defined($PLAYER_CHAR) jf @CELL_15799 $1179 = 2 // integer values return jump @CELL_15885 :CELL_15799 if or 0521: $PLAYER_ACTOR 844B: not actor $PLAYER_ACTOR on_foot jf @CELL_15829 $1179 = 2 // integer values return :CELL_15829 if and $1179 == 0 // integer values $1173 > 0 // integer values jf @CELL_15885 if and 00E1: player 0 pressed_button 4 Player.Controllable($PLAYER_CHAR) jf @CELL_15885 $1179 = 1 // integer values return :CELL_15885 jump @CELL_15747 :CELL_15892 return :CELL_15894 if not Player.Defined($PLAYER_CHAR) jf @CELL_15926 $1179 = 2 // integer values return jump @CELL_16012 :CELL_15926 if or 0521: $PLAYER_ACTOR 844B: not actor $PLAYER_ACTOR on_foot jf @CELL_15956 $1179 = 2 // integer values return :CELL_15956 if and $1179 == 0 // integer values $1173 > 0 // integer values jf @CELL_16012 if and 00E1: player 0 pressed_button 4 Player.Controllable($PLAYER_CHAR) jf @CELL_16012 $1179 = 1 // integer values return :CELL_16012 return :CELL_16014 $1180 = 0 // integer values 040D: unload_wav 1 040D: unload_wav 2 $1179 = 0 // integer values $1178 = 0 // integer values if Player.Defined($PLAYER_CHAR) jf @CELL_16087 052B: actor $PLAYER_ACTOR hold_cellphone 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 :CELL_16087 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $396 = 0 // integer values gosub @CELL_15088 00BE: text_clear_all if $1181 == 0 // integer values jf @CELL_16135 03E6: remove_text_box jump @CELL_16142 :CELL_16135 $1181 = 0 // integer values :CELL_16142 Model.Destroy(#CELLPHONE) $ONMISSION = 0 // integer values return :BUS set_wb_check_to 0 thread 'BUS' $1187 = 1 // integer values :BUS_21 if $1184 == 0 // integer values jf @BUS_115 wait 500 $1192 += 1 // integer values if $1192 > 30 // integer values jf @BUS_83 $1187 += 1 // integer values $1192 = 0 // integer values :BUS_83 if $1187 > 17 // integer values jf @BUS_108 $1187 = 1 // integer values :BUS_108 jump @BUS_120 :BUS_115 wait 500 :BUS_120 if $ONMISSION == 0 // integer values jf @BUS_3698 $1188 = 0 // integer values if $1184 == 0 // integer values jf @BUS_2470 if Player.Defined($PLAYER_CHAR) jf @BUS_350 if 00E0: player $PLAYER_CHAR driving jf @BUS_350 if 00DE: player $PLAYER_CHAR driving_vehicle_type #COACH jf @BUS_350 if 029F: player $PLAYER_CHAR stopped jf @BUS_350 01BD: $1195 = current_time_in_ms 0084: $1196 = $1195 // integer values and handles 0060: $1196 -= $1194 // integer values if $1196 > 1000 // integer values jf @BUS_350 057F: get_player $PLAYER_CHAR store_coach_passengers_dropped_off_to $1197 if $1197 > 0 // integer values jf @BUS_350 01E3: text_1number_styled 'BONUS' number 5 time 50 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 5 01BD: $1194 = current_time_in_ms $1197 = 0 // integer values :BUS_350 if Player.Defined($PLAYER_CHAR) jf @BUS_1524 if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @BUS_1524 if $1002 == 0 // integer values jf @BUS_1524 if $1088 == 0 // integer values jf @BUS_1524 if $986 == 0 // integer values jf @BUS_1524 if $1003 == 0 // integer values jf @BUS_1524 if $987 == 0 // integer values jf @BUS_1524 if $1187 == 1 // integer values jf @BUS_564 $1198 = -77.6 // floating-point values $1199 = -982.5 // floating-point values $1200 = 9.3 // floating-point values $1201 = 9.8 // floating-point values :BUS_564 if $1187 == 2 // integer values jf @BUS_622 $1198 = 120.0 // floating-point values $1199 = -807.3 // floating-point values $1200 = 9.3 // floating-point values $1201 = 333.5 // floating-point values :BUS_622 if $1187 == 3 // integer values jf @BUS_680 $1198 = 183.2 // floating-point values $1199 = -488.9 // floating-point values $1200 = 9.9 // floating-point values $1201 = 356.5 // floating-point values :BUS_680 if $1187 == 4 // integer values jf @BUS_738 $1198 = 318.6 // floating-point values $1199 = -82.7 // floating-point values $1200 = 9.6 // floating-point values $1201 = 351.4 // floating-point values :BUS_738 if $1187 == 5 // integer values jf @BUS_796 $1198 = 472.7 // floating-point values $1199 = 627.8 // floating-point values $1200 = 10.0 // floating-point values $1201 = 1.7 // floating-point values :BUS_796 if $1187 == 6 // integer values jf @BUS_854 $1198 = 226.5 // floating-point values $1199 = 719.5 // floating-point values $1200 = 9.7 // floating-point values $1201 = 304.3 // floating-point values :BUS_854 if $1187 == 7 // integer values jf @BUS_912 $1198 = 306.9 // floating-point values $1199 = 1044.8 // floating-point values $1200 = 12.1 // floating-point values $1201 = 19.4 // floating-point values :BUS_912 if $1187 == 8 // integer values jf @BUS_970 $1198 = 448.7 // floating-point values $1199 = 1274.3 // floating-point values $1200 = 16.3 // floating-point values $1201 = 269.5 // floating-point values :BUS_970 if $1187 == 9 // integer values jf @BUS_1028 $1198 = 499.5 // floating-point values $1199 = 1022.8 // floating-point values $1200 = 16.8 // floating-point values $1201 = 192.4 // floating-point values :BUS_1028 if $1187 == 10 // integer values jf @BUS_1086 $1198 = 528.1 // floating-point values $1199 = 632.5 // floating-point values $1200 = 9.8 // floating-point values $1201 = 180.9 // floating-point values :BUS_1086 if $1187 == 11 // integer values jf @BUS_1144 $1198 = 516.2 // floating-point values $1199 = 403.6 // floating-point values $1200 = 9.7 // floating-point values $1201 = 162.7 // floating-point values :BUS_1144 if $1187 == 12 // integer values jf @BUS_1202 $1198 = 491.5 // floating-point values $1199 = 0.6 // floating-point values $1200 = 9.6 // floating-point values $1201 = 194.7 // floating-point values :BUS_1202 if $1187 == 13 // integer values jf @BUS_1260 $1198 = 434.1 // floating-point values $1199 = -454.1 // floating-point values $1200 = 9.0 // floating-point values $1201 = 178.5 // floating-point values :BUS_1260 if $1187 == 14 // integer values jf @BUS_1318 $1198 = 217.1 // floating-point values $1199 = -974.4 // floating-point values $1200 = 9.0 // floating-point values $1201 = 168.2 // floating-point values :BUS_1318 if $1187 == 15 // integer values jf @BUS_1376 $1198 = 160.6 // floating-point values $1199 = -1329.6 // floating-point values $1200 = 9.0 // floating-point values $1201 = 172.8 // floating-point values :BUS_1376 if $1187 == 16 // integer values jf @BUS_1434 $1198 = -26.6 // floating-point values $1199 = -1566.2 // floating-point values $1200 = 9.0 // floating-point values $1201 = 84.0 // floating-point values :BUS_1434 if $1187 == 17 // integer values jf @BUS_1492 $1198 = -21.6 // floating-point values $1199 = -1307.4 // floating-point values $1200 = 9.0 // floating-point values $1201 = 358.1 // floating-point values :BUS_1492 gosub @BUS_3739 if $1184 == 1 // integer values jf @BUS_1524 $1183 = 1 // integer values :BUS_1524 if Player.Defined($PLAYER_CHAR) jf @BUS_2463 if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International 0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard jf @BUS_2463 if $985 == 0 // integer values jf @BUS_2463 if $988 == 0 // integer values jf @BUS_2463 if $1187 > 13 // integer values jf @BUS_1677 $1187 = 1 // integer values :BUS_1677 if $1187 == 1 // integer values jf @BUS_1735 $1198 = -385.7 // floating-point values $1199 = 1008.3 // floating-point values $1200 = 8.4 // floating-point values $1201 = 338.4 // floating-point values :BUS_1735 if $1187 == 2 // integer values jf @BUS_1793 $1198 = -295.4 // floating-point values $1199 = 1283.6 // floating-point values $1200 = 10.1 // floating-point values $1201 = 0.0 // floating-point values :BUS_1793 if $1187 == 3 // integer values jf @BUS_1851 $1198 = -477.4 // floating-point values $1199 = 1344.0 // floating-point values $1200 = 10.1 // floating-point values $1201 = 97.2 // floating-point values :BUS_1851 if $1187 == 4 // integer values jf @BUS_1909 $1198 = -744.3 // floating-point values $1199 = 1319.0 // floating-point values $1200 = 10.1 // floating-point values $1201 = 101.4 // floating-point values :BUS_1909 if $1187 == 5 // integer values jf @BUS_1967 $1198 = -875.4 // floating-point values $1199 = 1351.1 // floating-point values $1200 = 9.8 // floating-point values $1201 = 187.2 // floating-point values :BUS_1967 if $1187 == 6 // integer values jf @BUS_2025 $1198 = -869.5 // floating-point values $1199 = 1074.8 // floating-point values $1200 = 9.4 // floating-point values $1201 = 182.7 // floating-point values :BUS_2025 if $1187 == 7 // integer values jf @BUS_2083 $1198 = -996.5 // floating-point values $1199 = -513.8 // floating-point values $1200 = 9.3 // floating-point values $1201 = 186.3 // floating-point values :BUS_2083 if $1187 == 8 // integer values jf @BUS_2141 $1198 = -910.1 // floating-point values $1199 = -660.4 // floating-point values $1200 = 9.6 // floating-point values $1201 = 277.9 // floating-point values :BUS_2141 if $1187 == 9 // integer values jf @BUS_2199 $1198 = -1432.9 // floating-point values $1199 = -780.5 // floating-point values $1200 = 13.2 // floating-point values $1201 = 88.4 // floating-point values :BUS_2199 if $1187 == 10 // integer values jf @BUS_2257 $1198 = -1017.7 // floating-point values $1199 = -918.7 // floating-point values $1200 = 12.9 // floating-point values $1201 = 46.4 // floating-point values :BUS_2257 if $1187 == 11 // integer values jf @BUS_2315 $1198 = -1130.8 // floating-point values $1199 = -594.3 // floating-point values $1200 = 10.0 // floating-point values $1201 = 275.0 // floating-point values :BUS_2315 if $1187 == 12 // integer values jf @BUS_2373 $1198 = -1200.6 // floating-point values $1199 = -420.0 // floating-point values $1200 = 9.3 // floating-point values $1201 = 5.8 // floating-point values :BUS_2373 if $1187 == 13 // integer values jf @BUS_2431 $1198 = -1061.0 // floating-point values $1199 = -340.2 // floating-point values $1200 = 9.3 // floating-point values $1201 = 278.5 // floating-point values :BUS_2431 gosub @BUS_3739 if $1184 == 1 // integer values jf @BUS_2463 $1183 = 2 // integer values :BUS_2463 jump @BUS_3691 :BUS_2470 if or $1002 == 1 // integer values $1088 == 1 // integer values $986 == 1 // integer values $1003 == 1 // integer values $985 == 1 // integer values jf @BUS_2523 gosub @BUS_7126 :BUS_2523 if or $988 == 1 // integer values $987 == 1 // integer values jf @BUS_2555 gosub @BUS_7126 :BUS_2555 if $1183 == 1 // integer values jf @BUS_3170 if Player.Defined($PLAYER_CHAR) jf @BUS_3170 if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @BUS_3163 $1204 = -77.6 // floating-point values $1214 = -982.5 // floating-point values $1224 = 9.4 // floating-point values $1205 = 120.0 // floating-point values $1215 = -807.3 // floating-point values $1225 = 9.4 // floating-point values $1206 = 183.2 // floating-point values $1216 = -488.9 // floating-point values $1226 = 10.9 // floating-point values $1207 = 318.6 // floating-point values $1217 = -82.7 // floating-point values $1227 = 9.6 // floating-point values $1208 = 472.7 // floating-point values $1218 = 627.8 // floating-point values $1228 = 10.0 // floating-point values $1209 = 226.5 // floating-point values $1219 = 719.5 // floating-point values $1229 = 9.7 // floating-point values $1210 = 306.9 // floating-point values $1220 = 1044.8 // floating-point values $1230 = 11.9 // floating-point values $1211 = 448.7 // floating-point values $1221 = 1274.3 // floating-point values $1231 = 16.1 // floating-point values $1212 = 499.5 // floating-point values $1222 = 1022.8 // floating-point values $1232 = 16.8 // floating-point values $1213 = 528.1 // floating-point values $1223 = 632.5 // floating-point values $1233 = 9.8 // floating-point values $1234 = 516.2 // floating-point values $1241 = 403.6 // floating-point values $1248 = 9.7 // floating-point values $1235 = 491.5 // floating-point values $1242 = 0.6 // floating-point values $1249 = 9.6 // floating-point values $1236 = 434.1 // floating-point values $1243 = -454.1 // floating-point values $1250 = 9.7 // floating-point values $1237 = 217.1 // floating-point values $1244 = -974.4 // floating-point values $1251 = 9.0 // floating-point values $1238 = 160.6 // floating-point values $1245 = -1329.6 // floating-point values $1252 = 9.0 // floating-point values $1239 = -26.6 // floating-point values $1246 = -1566.2 // floating-point values $1253 = 9.0 // floating-point values $1240 = -21.6 // floating-point values $1247 = -1307.4 // floating-point values $1254 = 9.0 // floating-point values gosub @BUS_3997 jump @BUS_3170 :BUS_3163 gosub @BUS_7126 :BUS_3170 if $1183 == 2 // integer values jf @BUS_3691 if Player.Defined($PLAYER_CHAR) jf @BUS_3691 if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International 0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard jf @BUS_3684 $1204 = -385.7 // floating-point values $1214 = 1008.3 // floating-point values $1224 = 8.4 // floating-point values $1205 = -295.4 // floating-point values $1215 = 1283.6 // floating-point values $1225 = 10.1 // floating-point values $1206 = -477.4 // floating-point values $1216 = 1344.0 // floating-point values $1226 = 10.1 // floating-point values $1207 = -744.3 // floating-point values $1217 = 1319.0 // floating-point values $1227 = 10.1 // floating-point values $1208 = -875.4 // floating-point values $1218 = 1351.1 // floating-point values $1228 = 9.8 // floating-point values $1209 = -869.5 // floating-point values $1219 = 1074.8 // floating-point values $1229 = 9.4 // floating-point values $1210 = -996.5 // floating-point values $1220 = -513.8 // floating-point values $1230 = 9.3 // floating-point values $1211 = -910.1 // floating-point values $1221 = -660.4 // floating-point values $1231 = 9.6 // floating-point values $1212 = -1432.9 // floating-point values $1222 = -780.5 // floating-point values $1232 = 13.2 // floating-point values $1213 = -1017.7 // floating-point values $1223 = -918.7 // floating-point values $1233 = 12.9 // floating-point values $1234 = -1130.8 // floating-point values $1241 = -594.3 // floating-point values $1248 = 10.0 // floating-point values $1235 = -1200.6 // floating-point values $1242 = -420.0 // floating-point values $1249 = 9.3 // floating-point values $1236 = -1061.0 // floating-point values $1243 = -340.2 // floating-point values $1250 = 9.3 // floating-point values gosub @BUS_3997 jump @BUS_3691 :BUS_3684 gosub @BUS_7126 :BUS_3691 jump @BUS_3730 :BUS_3698 if $1188 == 0 // integer values jf @BUS_3730 gosub @BUS_7126 $1188 = 1 // integer values :BUS_3730 jump @BUS_21 end_thread :BUS_3739 if 00F5: player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 jf @BUS_3995 if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0 jf @BUS_3855 Model.Load(#COACH) :BUS_3828 if not Model.Available(#COACH) jf @BUS_3855 wait 0 jump @BUS_3828 :BUS_3855 if Player.Defined($PLAYER_CHAR) jf @BUS_3995 if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 115.0 115.0 115.0 jf @BUS_3990 $1185 = Car.Create(#COACH, $1198, $1199, $1200) 0594: $1185 0 Car.Angle($1185) = $1201 00AE: set_vehicle $1185 traffic_behavior_to 0 0376: $1186 = create_random_actor $1198 $1199 30.0 036A: put_actor $1186 in_car $1185 $1184 = 1 // integer values jump @BUS_3995 :BUS_3990 Model.Destroy(#COACH) :BUS_3995 return :BUS_3997 if not Car.Wrecked($1185) jf @BUS_4662 if not Actor.Dead($1186) jf @BUS_4648 if 0448: actor $1186 in_car $1185 jf @BUS_4634 if $1193 == 0 // integer values jf @BUS_4627 if $1187 == 1 // integer values jf @BUS_4098 02C2: car $1185 drive_to_point $1204 $1214 $1224 :BUS_4098 if $1187 == 2 // integer values jf @BUS_4130 02C2: car $1185 drive_to_point $1205 $1215 $1225 :BUS_4130 if $1187 == 3 // integer values jf @BUS_4162 02C2: car $1185 drive_to_point $1206 $1216 $1226 :BUS_4162 if $1187 == 4 // integer values jf @BUS_4194 02C2: car $1185 drive_to_point $1207 $1217 $1227 :BUS_4194 if $1187 == 5 // integer values jf @BUS_4226 02C2: car $1185 drive_to_point $1208 $1218 $1228 :BUS_4226 if $1187 == 6 // integer values jf @BUS_4258 02C2: car $1185 drive_to_point $1209 $1219 $1229 :BUS_4258 if $1187 == 7 // integer values jf @BUS_4290 02C2: car $1185 drive_to_point $1210 $1220 $1230 :BUS_4290 if $1187 == 8 // integer values jf @BUS_4322 02C2: car $1185 drive_to_point $1211 $1221 $1231 :BUS_4322 if $1187 == 9 // integer values jf @BUS_4354 02C2: car $1185 drive_to_point $1212 $1222 $1232 :BUS_4354 if $1187 == 10 // integer values jf @BUS_4386 02C2: car $1185 drive_to_point $1213 $1223 $1233 :BUS_4386 if $1187 == 11 // integer values jf @BUS_4418 02C2: car $1185 drive_to_point $1234 $1241 $1248 :BUS_4418 if $1187 == 12 // integer values jf @BUS_4450 02C2: car $1185 drive_to_point $1235 $1242 $1249 :BUS_4450 if $1187 == 13 // integer values jf @BUS_4482 02C2: car $1185 drive_to_point $1236 $1243 $1250 :BUS_4482 if $1187 == 14 // integer values jf @BUS_4514 02C2: car $1185 drive_to_point $1237 $1244 $1251 :BUS_4514 if $1187 == 15 // integer values jf @BUS_4546 02C2: car $1185 drive_to_point $1238 $1245 $1252 :BUS_4546 if $1187 == 16 // integer values jf @BUS_4578 02C2: car $1185 drive_to_point $1239 $1246 $1253 :BUS_4578 if $1187 == 17 // integer values jf @BUS_4610 02C2: car $1185 drive_to_point $1240 $1247 $1254 :BUS_4610 Car.SetMaxSpeed($1185, 15.0) $1193 = 1 // integer values :BUS_4627 jump @BUS_4641 :BUS_4634 gosub @BUS_7126 :BUS_4641 jump @BUS_4655 :BUS_4648 gosub @BUS_7126 :BUS_4655 jump @BUS_4669 :BUS_4662 gosub @BUS_7126 :BUS_4669 if Player.Defined($PLAYER_CHAR) jf @BUS_5977 if not Car.Wrecked($1185) jf @BUS_5963 if not Actor.Dead($1186) jf @BUS_5949 if 0448: actor $1186 in_car $1185 jf @BUS_5935 Car.StorePos($1185, $1198, $1199, $1200) if 00F5: player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 jf @BUS_5921 if $1187 == 1 // integer values jf @BUS_4858 if 01AD: car $1185 sphere 0 near_point $1204 $1214 radius 3.0 3.0 jf @BUS_4858 gosub @BUS_5986 jump @BUS_3997 :BUS_4858 if $1187 == 2 // integer values jf @BUS_4924 if 01AD: car $1185 sphere 0 near_point $1205 $1215 radius 3.0 3.0 jf @BUS_4924 gosub @BUS_5986 jump @BUS_3997 :BUS_4924 if $1187 == 3 // integer values jf @BUS_4990 if 01AD: car $1185 sphere 0 near_point $1206 $1216 radius 3.0 3.0 jf @BUS_4990 gosub @BUS_5986 jump @BUS_3997 :BUS_4990 if $1187 == 4 // integer values jf @BUS_5056 if 01AD: car $1185 sphere 0 near_point $1207 $1217 radius 3.0 3.0 jf @BUS_5056 gosub @BUS_5986 jump @BUS_3997 :BUS_5056 if $1187 == 5 // integer values jf @BUS_5122 if 01AD: car $1185 sphere 0 near_point $1208 $1218 radius 3.0 3.0 jf @BUS_5122 gosub @BUS_5986 jump @BUS_3997 :BUS_5122 if $1187 == 6 // integer values jf @BUS_5188 if 01AD: car $1185 sphere 0 near_point $1209 $1219 radius 3.0 3.0 jf @BUS_5188 gosub @BUS_5986 jump @BUS_3997 :BUS_5188 if $1187 == 7 // integer values jf @BUS_5254 if 01AD: car $1185 sphere 0 near_point $1210 $1220 radius 3.0 3.0 jf @BUS_5254 gosub @BUS_5986 jump @BUS_3997 :BUS_5254 if $1187 == 8 // integer values jf @BUS_5320 if 01AD: car $1185 sphere 0 near_point $1211 $1221 radius 3.0 3.0 jf @BUS_5320 gosub @BUS_5986 jump @BUS_3997 :BUS_5320 if $1187 == 9 // integer values jf @BUS_5386 if 01AD: car $1185 sphere 0 near_point $1212 $1222 radius 3.0 3.0 jf @BUS_5386 gosub @BUS_5986 jump @BUS_3997 :BUS_5386 if $1187 == 10 // integer values jf @BUS_5452 if 01AD: car $1185 sphere 0 near_point $1213 $1223 radius 3.0 3.0 jf @BUS_5452 gosub @BUS_5986 jump @BUS_3997 :BUS_5452 if $1187 == 11 // integer values jf @BUS_5518 if 01AD: car $1185 sphere 0 near_point $1234 $1241 radius 3.0 3.0 jf @BUS_5518 gosub @BUS_5986 jump @BUS_3997 :BUS_5518 if $1187 == 12 // integer values jf @BUS_5584 if 01AD: car $1185 sphere 0 near_point $1235 $1242 radius 3.0 3.0 jf @BUS_5584 gosub @BUS_5986 jump @BUS_3997 :BUS_5584 if $1187 == 13 // integer values jf @BUS_5650 if 01AD: car $1185 sphere 0 near_point $1236 $1243 radius 3.0 3.0 jf @BUS_5650 gosub @BUS_5986 jump @BUS_3997 :BUS_5650 if $1187 == 14 // integer values jf @BUS_5716 if 01AD: car $1185 sphere 0 near_point $1237 $1244 radius 3.0 3.0 jf @BUS_5716 gosub @BUS_5986 jump @BUS_3997 :BUS_5716 if $1187 == 15 // integer values jf @BUS_5782 if 01AD: car $1185 sphere 0 near_point $1238 $1245 radius 3.0 3.0 jf @BUS_5782 gosub @BUS_5986 jump @BUS_3997 :BUS_5782 if $1187 == 16 // integer values jf @BUS_5848 if 01AD: car $1185 sphere 0 near_point $1239 $1246 radius 3.0 3.0 jf @BUS_5848 gosub @BUS_5986 jump @BUS_3997 :BUS_5848 if $1187 == 17 // integer values jf @BUS_5914 if 01AD: car $1185 sphere 0 near_point $1240 $1247 radius 3.0 3.0 jf @BUS_5914 gosub @BUS_5986 jump @BUS_3997 :BUS_5914 jump @BUS_5928 :BUS_5921 gosub @BUS_7126 :BUS_5928 jump @BUS_5942 :BUS_5935 gosub @BUS_7126 :BUS_5942 jump @BUS_5956 :BUS_5949 gosub @BUS_7126 :BUS_5956 jump @BUS_5970 :BUS_5963 gosub @BUS_7126 :BUS_5970 jump @BUS_5984 :BUS_5977 gosub @BUS_7126 :BUS_5984 return :BUS_5986 Car.SetMaxSpeed($1185, 0.0) $1187 += 1 // integer values 0561: $1189 = create_random_ped_in_vehicle $1185 passengerseat 1 if not Actor.Dead($1189) jf @BUS_6037 01D3: actor $1189 leave_car $1185 :BUS_6037 wait 4700 if $ONMISSION == 0 // integer values jf @BUS_6232 if Player.Defined($PLAYER_CHAR) jf @BUS_6191 if not Car.Wrecked($1185) jf @BUS_6184 0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -20.0 0.0 Car.StorePos($1185, $1198, $1199, $1200) if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 jf @BUS_6184 jump @BUS_7016 :BUS_6184 jump @BUS_6198 :BUS_6191 jump @BUS_7016 :BUS_6198 if not Actor.Dead($1189) jf @BUS_6225 0211: actor $1189 walk_to $1202 $1203 :BUS_6225 jump @BUS_6239 :BUS_6232 jump @BUS_7016 :BUS_6239 wait 1300 if $ONMISSION == 0 // integer values jf @BUS_6441 if Player.Defined($PLAYER_CHAR) jf @BUS_6403 if not Car.Wrecked($1185) jf @BUS_6396 0407: create_coordinate $1202 $1203 $1200 from_car $1185 offset 0.0 -10.0 0.0 0561: $1190 = create_random_ped_in_vehicle $1185 passengerseat 2 Car.StorePos($1185, $1198, $1199, $1200) if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 jf @BUS_6396 jump @BUS_7016 :BUS_6396 jump @BUS_6410 :BUS_6403 jump @BUS_7016 :BUS_6410 if not Actor.Dead($1190) jf @BUS_6434 01D3: actor $1190 leave_car $1185 :BUS_6434 jump @BUS_6448 :BUS_6441 jump @BUS_7016 :BUS_6448 wait 4700 if $ONMISSION == 0 // integer values jf @BUS_6505 if not Actor.Dead($1190) jf @BUS_6498 0211: actor $1190 walk_to $1202 $1203 :BUS_6498 jump @BUS_6512 :BUS_6505 jump @BUS_7016 :BUS_6512 wait 1300 if $ONMISSION == 0 // integer values jf @BUS_6685 if Player.Defined($PLAYER_CHAR) jf @BUS_6647 if not Car.Wrecked($1185) jf @BUS_6640 0561: $1191 = create_random_ped_in_vehicle $1185 passengerseat 3 Car.StorePos($1185, $1198, $1199, $1200) if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 jf @BUS_6640 jump @BUS_7016 :BUS_6640 jump @BUS_6654 :BUS_6647 jump @BUS_7016 :BUS_6654 if not Actor.Dead($1191) jf @BUS_6678 01D3: actor $1191 leave_car $1185 :BUS_6678 jump @BUS_6692 :BUS_6685 jump @BUS_7016 :BUS_6692 wait 4700 if $ONMISSION == 0 // integer values jf @BUS_6858 if not Actor.Dead($1191) jf @BUS_6742 0211: actor $1191 walk_to $1202 $1203 :BUS_6742 if Player.Defined($PLAYER_CHAR) jf @BUS_6844 if not Car.Wrecked($1185) jf @BUS_6837 Car.StorePos($1185, $1198, $1199, $1200) if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 jf @BUS_6837 jump @BUS_7016 :BUS_6837 jump @BUS_6851 :BUS_6844 jump @BUS_7016 :BUS_6851 jump @BUS_6865 :BUS_6858 jump @BUS_7016 :BUS_6865 wait 3300 if $ONMISSION == 0 // integer values jf @BUS_7004 if Player.Defined($PLAYER_CHAR) jf @BUS_6990 if not Car.Wrecked($1185) jf @BUS_6983 Car.StorePos($1185, $1198, $1199, $1200) if 80F5: not player $PLAYER_CHAR 0 $1198 $1199 $1200 radius 180.0 180.0 180.0 jf @BUS_6983 jump @BUS_7016 :BUS_6983 jump @BUS_6997 :BUS_6990 jump @BUS_7016 :BUS_6997 jump @BUS_7011 :BUS_7004 jump @BUS_7016 :BUS_7011 wait 5000 :BUS_7016 if $1183 == 1 // integer values jf @BUS_7059 if $1187 > 17 // integer values jf @BUS_7059 $1187 = 1 // integer values :BUS_7059 if $1183 == 2 // integer values jf @BUS_7102 if $1187 > 13 // integer values jf @BUS_7102 $1187 = 1 // integer values :BUS_7102 Actor.RemoveReferences($1189) Actor.RemoveReferences($1190) Actor.RemoveReferences($1191) $1193 = 0 // integer values return :BUS_7126 if not Car.Wrecked($1185) jf @BUS_7194 if Player.Defined($PLAYER_CHAR) jf @BUS_7194 if 80DC: not player $PLAYER_CHAR driving $1185 jf @BUS_7194 00AE: set_vehicle $1185 traffic_behavior_to 2 Car.SetMaxSpeed($1185, 15.0) :BUS_7194 Car.RemoveReferences($1185) Actor.RemoveReferences($1186) Model.Destroy(#COACH) Actor.RemoveReferences($1189) Actor.RemoveReferences($1190) Actor.RemoveReferences($1191) $1184 = 0 // integer values return :CARGEN thread 'CARGEN' set_wb_check_to 0 :CARGEN_14 wait 500 if Player.Defined($PLAYER_CHAR) jf @CARGEN_1829 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @CARGEN_1829 if 0057: player $PLAYER_CHAR 0 369.7 1207.3 24.5 372.2 1212.8 28.5 jf @CARGEN_114 $1264 = 4 // integer values :CARGEN_114 if 0057: player $PLAYER_CHAR 0 301.9 1152.3 16.1 342.4 1259.4 22.0 jf @CARGEN_404 if $1259 == 0 // integer values jf @CARGEN_194 gosub @CARGEN_2607 $1259 = 1 // integer values :CARGEN_194 if $1260 == 0 // integer values jf @CARGEN_226 gosub @CARGEN_2719 $1260 = 1 // integer values :CARGEN_226 if $1261 == 1 // integer values jf @CARGEN_283 03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 $1261 = 0 // integer values :CARGEN_283 if $1262 == 1 // integer values jf @CARGEN_340 03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 $1262 = 0 // integer values :CARGEN_340 if $1263 == 1 // integer values jf @CARGEN_397 03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 $1263 = 0 // integer values :CARGEN_397 $1264 = 1 // integer values :CARGEN_404 if $1264 > 0 // integer values jf @CARGEN_687 if 0057: player $PLAYER_CHAR 0 341.3 1258.9 19.1 367.2 1152.6 23.8 jf @CARGEN_687 if $1259 == 0 // integer values jf @CARGEN_502 gosub @CARGEN_2607 $1259 = 1 // integer values :CARGEN_502 if $1260 == 0 // integer values jf @CARGEN_534 gosub @CARGEN_2719 $1260 = 1 // integer values :CARGEN_534 if $1261 == 0 // integer values jf @CARGEN_566 gosub @CARGEN_2853 $1261 = 1 // integer values :CARGEN_566 if $1262 == 1 // integer values jf @CARGEN_623 03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 $1262 = 0 // integer values :CARGEN_623 if $1263 == 1 // integer values jf @CARGEN_680 03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 $1263 = 0 // integer values :CARGEN_680 $1264 = 2 // integer values :CARGEN_687 if $1264 > 1 // integer values jf @CARGEN_970 if 0057: player $PLAYER_CHAR 0 342.4 1259.1 21.5 302.5 1153.3 26.0 jf @CARGEN_970 if $1259 == 1 // integer values jf @CARGEN_810 03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 $1259 = 0 // integer values :CARGEN_810 if $1260 == 0 // integer values jf @CARGEN_842 gosub @CARGEN_2719 $1260 = 1 // integer values :CARGEN_842 if $1261 == 0 // integer values jf @CARGEN_874 gosub @CARGEN_2853 $1261 = 1 // integer values :CARGEN_874 if $1262 == 0 // integer values jf @CARGEN_906 gosub @CARGEN_2987 $1262 = 1 // integer values :CARGEN_906 if $1263 == 1 // integer values jf @CARGEN_963 03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 $1263 = 0 // integer values :CARGEN_963 $1264 = 3 // integer values :CARGEN_970 if $1264 > 2 // integer values jf @CARGEN_1253 if 0057: player $PLAYER_CHAR 0 342.4 1153.3 23.8 372.3 1259.1 28.9 jf @CARGEN_1253 if $1259 == 1 // integer values jf @CARGEN_1093 03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 $1259 = 0 // integer values :CARGEN_1093 if $1260 == 1 // integer values jf @CARGEN_1150 03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 $1260 = 0 // integer values :CARGEN_1150 if $1261 == 0 // integer values jf @CARGEN_1182 gosub @CARGEN_2853 $1261 = 1 // integer values :CARGEN_1182 if $1262 == 0 // integer values jf @CARGEN_1214 gosub @CARGEN_2987 $1262 = 1 // integer values :CARGEN_1214 if $1263 == 0 // integer values jf @CARGEN_1246 gosub @CARGEN_3099 $1263 = 1 // integer values :CARGEN_1246 $1264 = 4 // integer values :CARGEN_1253 if $1264 > 3 // integer values jf @CARGEN_1561 if 0057: player $PLAYER_CHAR 0 302.1 1151.5 32.0 342.7 1259.4 26.5 jf @CARGEN_1561 if $1259 == 1 // integer values jf @CARGEN_1376 03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 $1259 = 0 // integer values :CARGEN_1376 if $1260 == 1 // integer values jf @CARGEN_1433 03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 $1260 = 0 // integer values :CARGEN_1433 if $1261 == 1 // integer values jf @CARGEN_1490 03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 $1261 = 0 // integer values :CARGEN_1490 if $1262 == 0 // integer values jf @CARGEN_1522 gosub @CARGEN_2987 $1262 = 1 // integer values :CARGEN_1522 if $1263 == 0 // integer values jf @CARGEN_1554 gosub @CARGEN_3099 $1263 = 1 // integer values :CARGEN_1554 $1264 = 5 // integer values :CARGEN_1561 if $1264 > 0 // integer values jf @CARGEN_1829 if 8057: not player $PLAYER_CHAR 0 301.9 1152.3 16.1 372.3 1258.4 32.6 jf @CARGEN_1829 03BA: clear_cars_from_cube 301.9 1152.3 16.1 342.4 1259.4 22.0 03BA: clear_cars_from_cube 341.3 1258.9 19.1 367.2 1152.6 23.8 03BA: clear_cars_from_cube 342.4 1259.1 21.5 302.5 1153.3 26.0 03BA: clear_cars_from_cube 342.4 1153.3 23.8 367.2 1259.1 28.9 03BA: clear_cars_from_cube 302.1 1151.5 32.0 342.7 1259.4 26.5 $1259 = 0 // integer values $1260 = 0 // integer values $1261 = 0 // integer values $1262 = 0 // integer values $1263 = 0 // integer values $1264 = 0 // integer values :CARGEN_1829 if Player.Defined($PLAYER_CHAR) jf @CARGEN_2598 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @CARGEN_2598 if 0057: player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1239.3 2.1 jf @CARGEN_2045 if $1255 == 0 // integer values jf @CARGEN_1949 gosub @CARGEN_3211 $1255 = 1 // integer values :CARGEN_1949 if $1256 == 0 // integer values jf @CARGEN_1981 gosub @CARGEN_3345 $1256 = 1 // integer values :CARGEN_1981 if $1257 == 1 // integer values jf @CARGEN_2038 03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 $1257 = 0 // integer values :CARGEN_2038 $1258 = 1 // integer values :CARGEN_2045 if $1258 > 0 // integer values jf @CARGEN_2214 if 0057: player $PLAYER_CHAR 0 104.9 -1143.3 23.6 158.3 -1236.6 29.9 jf @CARGEN_2214 if $1255 == 0 // integer values jf @CARGEN_2143 gosub @CARGEN_3211 $1255 = 1 // integer values :CARGEN_2143 if $1256 == 0 // integer values jf @CARGEN_2175 gosub @CARGEN_3345 $1256 = 1 // integer values :CARGEN_2175 if $1257 == 0 // integer values jf @CARGEN_2207 gosub @CARGEN_3479 $1257 = 1 // integer values :CARGEN_2207 $1258 = 2 // integer values :CARGEN_2214 if $1258 > 1 // integer values jf @CARGEN_2408 if 0057: player $PLAYER_CHAR 0 158.3 -1236.6 29.9 104.5 -1142.1 36.8 jf @CARGEN_2408 if $1255 == 1 // integer values jf @CARGEN_2337 03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 $1255 = 0 // integer values :CARGEN_2337 if $1256 == 0 // integer values jf @CARGEN_2369 gosub @CARGEN_3345 $1256 = 1 // integer values :CARGEN_2369 if $1257 == 0 // integer values jf @CARGEN_2401 gosub @CARGEN_3479 $1257 = 1 // integer values :CARGEN_2401 $1258 = 3 // integer values :CARGEN_2408 if $1258 > 0 // integer values jf @CARGEN_2598 if 8057: not player $PLAYER_CHAR 0 158.3 -1239.3 2.1 104.5 -1142.1 36.8 jf @CARGEN_2598 03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1239.3 2.1 03BA: clear_cars_from_cube 104.9 -1143.3 23.6 158.3 -1236.6 29.9 03BA: clear_cars_from_cube 158.3 -1236.6 29.9 104.5 -1142.1 36.8 $1255 = 0 // integer values $1256 = 0 // integer values $1257 = 0 // integer values $1258 = 0 // integer values :CARGEN_2598 jump @CARGEN_14 end_thread :CARGEN_2607 03C5: create_random_car_for_carpark 310.2 1234.8 16.2 90.2 03C5: create_random_car_for_carpark 336.4 1250.7 16.2 271.9 03C5: create_random_car_for_carpark 307.6 1160.9 16.2 92.8 03C5: create_random_car_for_carpark 336.4 1157.7 16.2 270.1 03C5: create_random_car_for_carpark 307.4 1253.6 16.2 89.4 return :CARGEN_2719 03C5: create_random_car_for_carpark 347.5 1185.5 19.1 95.2 03C5: create_random_car_for_carpark 361.4 1202.9 19.1 273.7 03C5: create_random_car_for_carpark 361.3 1157.8 19.1 267.7 03C5: create_random_car_for_carpark 347.6 1228.8 19.0 92.5 03C5: create_random_car_for_carpark 361.4 1255.5 19.1 269.5 03C5: create_random_car_for_carpark 362.4 1228.7 19.1 264.6 return :CARGEN_2853 03C5: create_random_car_for_carpark 308.4 1225.8 21.5 87.4 03C5: create_random_car_for_carpark 335.8 1207.9 21.5 271.2 03C5: create_random_car_for_carpark 335.8 1213.6 21.5 270.6 03C5: create_random_car_for_carpark 308.4 1196.2 21.5 90.0 03C5: create_random_car_for_carpark 307.2 1168.4 21.5 89.6 03C5: create_random_car_for_carpark 336.2 1182.3 21.5 270.3 return :CARGEN_2987 03C5: create_random_car_for_carpark 348.3 1190.1 23.8 91.0 03C5: create_random_car_for_carpark 348.0 1203.5 23.8 87.5 03C5: create_random_car_for_carpark 348.2 1208.5 23.8 90.2 03C5: create_random_car_for_carpark 347.1 1227.1 23.8 89.8 03C5: create_random_car_for_carpark 348.2 1253.7 23.8 92.5 return :CARGEN_3099 03C5: create_random_car_for_carpark 336.8 1158.1 26.3 269.4 03C5: create_random_car_for_carpark 335.0 1186.2 26.3 268.7 03C5: create_random_car_for_carpark 336.3 1190.7 26.3 271.2 03C5: create_random_car_for_carpark 337.0 1227.0 26.2 269.5 03C5: create_random_car_for_carpark 337.1 1221.0 26.2 267.9 return :CARGEN_3211 03C5: create_random_car_for_carpark 109.8 -1151.2 16.5 1.6 03C5: create_random_car_for_carpark 129.7 -1150.8 16.5 0.4 03C5: create_random_car_for_carpark 143.6 -1153.0 16.5 358.9 03C5: create_random_car_for_carpark 123.0 -1180.8 16.5 1.3 03C5: create_random_car_for_carpark 128.0 -1180.8 16.5 1.3 03C5: create_random_car_for_carpark 133.0 -1180.8 16.5 1.3 return :CARGEN_3345 03C5: create_random_car_for_carpark 150.5 -1192.9 23.2 265.1 03C5: create_random_car_for_carpark 141.6 -1228.8 23.2 181.3 03C5: create_random_car_for_carpark 127.1 -1228.7 23.2 178.6 03C5: create_random_car_for_carpark 117.9 -1152.3 23.2 0.1 03C5: create_random_car_for_carpark 141.8 -1151.1 23.2 0.0 03C5: create_random_car_for_carpark 129.2 -1179.3 23.2 0.0 return :CARGEN_3479 03C5: create_random_car_for_carpark 133.0 -1199.6 30.0 182.6 03C5: create_random_car_for_carpark 123.7 -1199.7 30.0 180.4 03C5: create_random_car_for_carpark 133.0 -1167.9 30.0 182.6 03C5: create_random_car_for_carpark 146.3 -1149.3 30.1 273.0 03C5: create_random_car_for_carpark 143.0 -1230.0 30.1 181.5 03C5: create_random_car_for_carpark 135.3 -1217.7 30.1 1.5 return :PICKUPS thread 'PICKUPS' set_wb_check_to 0 wait 100 create_thread @PACKAGE :PICKUPS_26 wait 0 $1333 += 1 // integer values $1334 = 0 // integer values if $1334 == 1 // integer values jf @PICKUPS_458 $1791 = Object.Init(#ELECTRICGATE, -1114.1, 67.0, 10.1) 055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 055B: $1293 = create_clothes_pickup 10 at -917.4 885.1 11.0 055B: $1294 = create_clothes_pickup 10 at -917.4 885.1 11.0 055B: $1295 = create_clothes_pickup 10 at -917.4 885.1 11.0 055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 055B: $1291 = create_clothes_pickup 10 at -917.4 885.1 11.0 055B: $1298 = create_clothes_pickup 8 at 414.3 1042.0 25.4 055B: $2096 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 055B: $1352 = create_clothes_pickup 12 at -382.6 -585.9 25.3 :PICKUPS_458 if $1333 == 1 // integer values jf @PICKUPS_1540 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_1540 if $1088 == 1 // integer values jf @PICKUPS_822 if $1332 == 0 // integer values jf @PICKUPS_815 if $273 == 1 // integer values jf @PICKUPS_568 $1325 = Object.Init(#MONEYBAG, 228.934, -1269.593, 20.228) :PICKUPS_568 if $255 == 1 // integer values jf @PICKUPS_608 $1326 = Object.Init(#BOOMSHINE, 228.934, -1269.593, 20.228) :PICKUPS_608 if $251 == 1 // integer values jf @PICKUPS_648 $1327 = Object.Init(#MASK, 228.934, -1269.593, 20.228) :PICKUPS_648 if $PASSED_ASS1_RUB_OUT == 1 // integer values jf @PICKUPS_688 $1328 = Object.Init(#COKE_VOODOO, 228.934, -1269.593, 20.228) :PICKUPS_688 if $249 == 1 // integer values jf @PICKUPS_728 $1329 = Object.Init(#TROPHY1, 228.934, -1269.593, 20.228) :PICKUPS_728 if $PASSED_LAW1_THE_PARTY == 1 // integer values jf @PICKUPS_768 $1330 = Object.Init(#SUTIBAG, 228.934, -1269.593, 20.228) :PICKUPS_768 if $260 == 1 // integer values jf @PICKUPS_808 $1331 = Object.Init(#PORNPOSTERS, 228.934, -1269.593, 20.228) :PICKUPS_808 $1332 = 1 // integer values :PICKUPS_815 jump @PICKUPS_882 :PICKUPS_822 if $1332 == 1 // integer values jf @PICKUPS_882 Object.Destroy($1325) Object.Destroy($1326) Object.Destroy($1327) Object.Destroy($1328) Object.Destroy($1329) Object.Destroy($1330) Object.Destroy($1331) $1332 = 0 // integer values :PICKUPS_882 if $991 == 1 // integer values jf @PICKUPS_1445 if $1336 == 0 // integer values jf @PICKUPS_1438 if $266 == 0 // integer values jf @PICKUPS_965 $1349 = Object.Init(#FRAME1, -378.394, -583.35, 27.078) jump @PICKUPS_987 :PICKUPS_965 $1350 = Object.Init(#FRAME1DAMAGED, -378.374, -583.35, 27.078) :PICKUPS_987 if $1311 == 1 // integer values jf @PICKUPS_1027 $1337 = Object.Init(#FLAME_TINS, -373.306, -593.374, 25.369) :PICKUPS_1027 if $1598 == 1 // integer values jf @PICKUPS_1103 if $55 == 1 // integer values jf @PICKUPS_1103 if $1597 == 1 // integer values jf @PICKUPS_1103 $1338 = Object.Init(#TROPHIES, -408.907, -560.001, 20.23) :PICKUPS_1103 if $245 == 1 // integer values jf @PICKUPS_1143 $1339 = Object.Init(#HELI_BOX, -401.955, -566.672, 19.234) :PICKUPS_1143 if $389 == 1 // integer values jf @PICKUPS_1183 $1347 = Object.Init(#PIZZA_BOX1, -406.211, -559.996, 18.654) :PICKUPS_1183 if $260 == 1 // integer values jf @PICKUPS_1311 $1345 = Object.Init(#PIZZA_MESS, -383.088, -556.169, 18.95) $1346 = Object.Init(#PIZZA_MESS2, -385.024, -570.197, 21.58) $1340 = Object.Init(#MAN_RUBBISH03, -379.201, -568.813, 20.695) $1343 = Object.Init(#GASH_BAGS1, -408.239, -563.1, 19.054) $1344 = Object.Init(#GASHBAGS2, -383.019, -596.235, 25.037) :PICKUPS_1311 if $259 == 1 // integer values jf @PICKUPS_1351 $1348 = Object.Init(#POLOROIDS, -374.306, -593.35, 26.475) :PICKUPS_1351 if $251 == 1 // integer values jf @PICKUPS_1391 $1342 = Object.Init(#GUN_DOCS, -381.008, -594.382, 25.389) :PICKUPS_1391 if $246 == 1 // integer values jf @PICKUPS_1431 $1341 = Object.Init(#SHOVEL, -375.566, -555.54, 19.15) :PICKUPS_1431 $1336 = 1 // integer values :PICKUPS_1438 jump @PICKUPS_1540 :PICKUPS_1445 if $1336 == 1 // integer values jf @PICKUPS_1540 Object.Destroy($1337) Object.Destroy($1338) Object.Destroy($1339) Object.Destroy($1340) Object.Destroy($1341) Object.Destroy($1342) Object.Destroy($1343) Object.Destroy($1344) Object.Destroy($1345) Object.Destroy($1346) Object.Destroy($1347) Object.Destroy($1348) Object.Destroy($1349) Object.Destroy($1350) $1336 = 0 // integer values :PICKUPS_1540 if $1333 == 2 // integer values jf @PICKUPS_1882 if $1180 == 0 // integer values jf @PICKUPS_1882 if $1278 == 1 // integer values jf @PICKUPS_1657 if Pickup.Picked_up($1297) jf @PICKUPS_1657 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_1650 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 04CF: 50 :PICKUPS_1650 gosub @PACKAGE_795 :PICKUPS_1657 if Pickup.Picked_up($2096) jf @PICKUPS_1720 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_1713 0352: set_actor $PLAYER_ACTOR skin_to 'PLAY11' 04CF: 50 :PICKUPS_1713 gosub @PACKAGE_795 :PICKUPS_1720 if $91 == 1 // integer values jf @PICKUPS_1801 if Pickup.Picked_up($1352) jf @PICKUPS_1801 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_1794 0352: set_actor $PLAYER_ACTOR skin_to 'PLAY12' 04CF: 120 :PICKUPS_1794 gosub @PACKAGE_795 :PICKUPS_1801 if $1300 == 1 // integer values jf @PICKUPS_1882 if Pickup.Picked_up($1298) jf @PICKUPS_1882 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_1875 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 04CF: 50 :PICKUPS_1875 gosub @PACKAGE_795 :PICKUPS_1882 if $1333 == 3 // integer values jf @PICKUPS_2404 if $1180 == 0 // integer values jf @PICKUPS_2404 if $1277 == 1 // integer values jf @PICKUPS_1999 if Pickup.Picked_up($1284) jf @PICKUPS_1999 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_1992 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 04CF: 50 :PICKUPS_1992 gosub @PACKAGE_795 :PICKUPS_1999 if $1265 == 1 // integer values jf @PICKUPS_2080 if Pickup.Picked_up($1285) jf @PICKUPS_2080 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_2073 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 04CF: 100 :PICKUPS_2073 gosub @PACKAGE_795 :PICKUPS_2080 if $1266 == 1 // integer values jf @PICKUPS_2161 if Pickup.Picked_up($1286) jf @PICKUPS_2161 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_2154 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 04CF: 80 :PICKUPS_2154 gosub @PACKAGE_795 :PICKUPS_2161 if $1267 == 1 // integer values jf @PICKUPS_2242 if Pickup.Picked_up($1287) jf @PICKUPS_2242 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_2235 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 04CF: 40 :PICKUPS_2235 gosub @PACKAGE_795 :PICKUPS_2242 if $1268 == 1 // integer values jf @PICKUPS_2323 if Pickup.Picked_up($1288) jf @PICKUPS_2323 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_2316 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 04CF: 70 :PICKUPS_2316 gosub @PACKAGE_795 :PICKUPS_2323 if $1269 == 1 // integer values jf @PICKUPS_2404 if Pickup.Picked_up($1289) jf @PICKUPS_2404 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_2397 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 04CF: 90 :PICKUPS_2397 gosub @PACKAGE_795 :PICKUPS_2404 if $1333 == 4 // integer values jf @PICKUPS_2764 if $1180 == 0 // integer values jf @PICKUPS_2764 if $1270 == 1 // integer values jf @PICKUPS_2521 if Pickup.Picked_up($1290) jf @PICKUPS_2521 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_2514 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8' 04CF: 120 :PICKUPS_2514 gosub @PACKAGE_795 :PICKUPS_2521 if $1271 == 1 // integer values jf @PICKUPS_2602 if Pickup.Picked_up($1291) jf @PICKUPS_2602 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_2595 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER9' 04CF: 30 :PICKUPS_2595 gosub @PACKAGE_795 :PICKUPS_2602 if $1272 == 1 // integer values jf @PICKUPS_2683 if Pickup.Picked_up($1292) jf @PICKUPS_2683 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_2676 0352: set_actor $PLAYER_ACTOR skin_to 'PLAY10' 04CF: 100 :PICKUPS_2676 gosub @PACKAGE_795 :PICKUPS_2683 if $1276 == 1 // integer values jf @PICKUPS_2764 if Pickup.Picked_up($1296) jf @PICKUPS_2764 gosub @PACKAGE_673 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_2757 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 04CF: 120 :PICKUPS_2757 gosub @PACKAGE_795 :PICKUPS_2764 if $1333 == 5 // integer values jf @PICKUPS_3215 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_3215 if $PASSED_ASS1_RUB_OUT == 1 // integer values jf @PICKUPS_3215 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @PICKUPS_3183 if $1315 == 0 // integer values jf @PICKUPS_3176 if $1309 == 1 // integer values jf @PICKUPS_2900 $1318 = Pickup.Create(#BODYARMOUR, 15, -314.7, -551.2, 10.3) :PICKUPS_2900 if $1310 == 1 // integer values jf @PICKUPS_2943 $1319 = Pickup.Create(#CHNSAW, 15, -310.7, -551.2, 10.3) :PICKUPS_2943 if $1308 == 1 // integer values jf @PICKUPS_2988 032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -306.7 -551.2 10.3 :PICKUPS_2988 if $1311 == 1 // integer values jf @PICKUPS_3033 032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -302.7 -551.2 10.3 :PICKUPS_3033 if $1312 == 1 // integer values jf @PICKUPS_3078 032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -298.7 -551.2 10.3 :PICKUPS_3078 if $1313 == 1 // integer values jf @PICKUPS_3124 032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -294.7 -551.2 10.3 :PICKUPS_3124 if $1314 == 1 // integer values jf @PICKUPS_3169 032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -290.7 -551.2 10.3 :PICKUPS_3169 $1315 = 1 // integer values :PICKUPS_3176 jump @PICKUPS_3215 :PICKUPS_3183 if $1315 == 1 // integer values jf @PICKUPS_3215 gosub @PACKAGE_636 $1315 = 0 // integer values :PICKUPS_3215 if $1333 == 6 // integer values jf @PICKUPS_3666 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_3666 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @PICKUPS_3634 if $1088 == 1 // integer values jf @PICKUPS_3627 if $1316 == 0 // integer values jf @PICKUPS_3627 if $1309 == 1 // integer values jf @PICKUPS_3351 $1318 = Pickup.Create(#BODYARMOUR, 15, 214.2, -1275.7, 19.2) :PICKUPS_3351 if $1310 == 1 // integer values jf @PICKUPS_3394 $1319 = Pickup.Create(#CHNSAW, 15, 210.2, -1274.7, 19.2) :PICKUPS_3394 if $1308 == 1 // integer values jf @PICKUPS_3439 032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at 206.2 -1273.7 19.2 :PICKUPS_3439 if $1311 == 1 // integer values jf @PICKUPS_3484 032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at 224.2 -1273.1 19.2 :PICKUPS_3484 if $1312 == 1 // integer values jf @PICKUPS_3529 032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at 228.2 -1279.2 19.2 :PICKUPS_3529 if $1313 == 1 // integer values jf @PICKUPS_3575 032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at 226.0 -1268.6 20.1 :PICKUPS_3575 if $1314 == 1 // integer values jf @PICKUPS_3620 032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at 231.7 -1264.4 20.1 :PICKUPS_3620 $1316 = 1 // integer values :PICKUPS_3627 jump @PICKUPS_3666 :PICKUPS_3634 if $1316 == 1 // integer values jf @PICKUPS_3666 gosub @PACKAGE_636 $1316 = 0 // integer values :PICKUPS_3666 if $1333 == 7 // integer values jf @PICKUPS_4117 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_4117 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @PICKUPS_4085 if $1795 == 1 // integer values jf @PICKUPS_4078 if $1317 == 0 // integer values jf @PICKUPS_4078 if $1309 == 1 // integer values jf @PICKUPS_3802 $1318 = Pickup.Create(#BODYARMOUR, 15, -813.1, 1344.7, 66.4) :PICKUPS_3802 if $1310 == 1 // integer values jf @PICKUPS_3845 $1319 = Pickup.Create(#CHNSAW, 15, -817.1, 1344.7, 66.4) :PICKUPS_3845 if $1308 == 1 // integer values jf @PICKUPS_3890 032B: $1320 = create_weapon_pickup #PYTHON 15 ammo 24 at -821.1 1344.7 66.4 :PICKUPS_3890 if $1311 == 1 // integer values jf @PICKUPS_3935 032B: $1321 = create_weapon_pickup #FLAME 15 ammo 60 at -825.1 1344.7 66.4 :PICKUPS_3935 if $1312 == 1 // integer values jf @PICKUPS_3980 032B: $1322 = create_weapon_pickup #LASER 15 ammo 28 at -830.1 1344.7 66.4 :PICKUPS_3980 if $1313 == 1 // integer values jf @PICKUPS_4026 032B: $1323 = create_weapon_pickup #MINIGUN 15 ammo 500 at -833.1 1344.7 66.4 :PICKUPS_4026 if $1314 == 1 // integer values jf @PICKUPS_4071 032B: $1324 = create_weapon_pickup #ROCKETLA 15 ammo 8 at -839.0 1351.6 66.4 :PICKUPS_4071 $1317 = 1 // integer values :PICKUPS_4078 jump @PICKUPS_4117 :PICKUPS_4085 if $1317 == 1 // integer values jf @PICKUPS_4117 gosub @PACKAGE_636 $1317 = 0 // integer values :PICKUPS_4117 if $1333 == 8 // integer values jf @PICKUPS_4445 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_4299 if $260 == 1 // integer values jf @PICKUPS_4299 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @PICKUPS_4299 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @PICKUPS_4223 gosub @PACKAGE_953 jump @PICKUPS_4246 :PICKUPS_4223 if 044A: player $PLAYER_CHAR on_foot jf @PICKUPS_4246 gosub @PACKAGE_953 :PICKUPS_4246 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @PICKUPS_4276 gosub @PACKAGE_1097 jump @PICKUPS_4299 :PICKUPS_4276 if 044A: player $PLAYER_CHAR on_foot jf @PICKUPS_4299 gosub @PACKAGE_1097 :PICKUPS_4299 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_4445 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @PICKUPS_4445 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @PICKUPS_4369 gosub @PACKAGE_1529 jump @PICKUPS_4392 :PICKUPS_4369 if 044A: player $PLAYER_CHAR on_foot jf @PICKUPS_4392 gosub @PACKAGE_1529 :PICKUPS_4392 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @PICKUPS_4422 gosub @PACKAGE_1673 jump @PICKUPS_4445 :PICKUPS_4422 if 044A: player $PLAYER_CHAR on_foot jf @PICKUPS_4445 gosub @PACKAGE_1673 :PICKUPS_4445 if $1333 == 9 // integer values jf @PICKUPS_4627 if Player.Defined($PLAYER_CHAR) jf @PICKUPS_4627 if $1795 == 1 // integer values jf @PICKUPS_4627 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @PICKUPS_4627 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @PICKUPS_4551 gosub @PACKAGE_1241 jump @PICKUPS_4574 :PICKUPS_4551 if 044A: player $PLAYER_CHAR on_foot jf @PICKUPS_4574 gosub @PACKAGE_1241 :PICKUPS_4574 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @PICKUPS_4604 gosub @PACKAGE_1385 jump @PICKUPS_4627 :PICKUPS_4604 if 044A: player $PLAYER_CHAR on_foot jf @PICKUPS_4627 gosub @PACKAGE_1385 :PICKUPS_4627 if $1333 > 9 // integer values jf @PICKUPS_4652 $1333 = 0 // integer values :PICKUPS_4652 jump @PICKUPS_26 end_thread :CLOTH1 thread 'CLOTH1' wait 5000 03E5: text_box 'CLOTH2' // Street outfit delivered to Safehouses. wait 10000 03E5: text_box 'CLOTH1' // Soiree outfit delivered to Rafael's on Ocean Beach. end_thread :CLOTH2 thread 'CLOTH2' wait 5000 03E5: text_box 'HELP25' // You can now take jobs from Avery Carrington. wait 10000 03E5: text_box 'CLOTH3' // Coveralls outfit delivered to Tooled Up in The North Point Mall. end_thread :CLOTH3 thread 'CLOTH3' wait 5000 03E5: text_box 'CLOTH4' // Country Club outfit delivered to The Golf Club in Leaf Links. end_thread :CLOTH4 thread 'CLOTH4' wait 5000 03E5: text_box 'CLOTH5' // Havana outfit delivered to Little Havana Streetwear in Little Havana. end_thread :CLOTH5 thread 'CLOTH5' wait 5000 03E5: text_box 'CLOTH6' // Cop outfit delivered to Police Station on Washington Beach. end_thread :CLOTH6 thread 'CLOTH6' wait 5000 03E5: text_box 'CLOTH7' // Casual outfit delivered to Gash in The North Point Mall. end_thread :CLOTH7 thread 'CLOTH7' wait 20000 03E5: text_box 'CLOTH8' // Mr Vercetti outfit delivered to Collar & Cuffs on Ocean Beach. end_thread :CLOTH8 thread 'CLOTH8' wait 5000 03E5: text_box 'CLOTH9' // Tracksuit outfit delivered to Jocksport in Downtown. end_thread :CLOTH9 thread 'CLOTH9' wait 5000 03E5: text_box 'CLOTH10' // Bank Job outfit delivered to Malibu Club in Vice Point. end_thread :PACKAGE thread 'PACKAGE' wait 500 03E1: $1306 = packages_found :PACKAGE_20 if 10 > $1306 // integer values jf @PACKAGE_55 wait 500 03E1: $1306 = packages_found jump @PACKAGE_20 :PACKAGE_55 030C: progress_made += 1 03E5: text_box 'PICK1' // Body Armor delivered to Ocean View Hotel! $1309 = 1 // integer values :PACKAGE_76 if 20 > $1306 // integer values jf @PACKAGE_111 wait 500 03E1: $1306 = packages_found jump @PACKAGE_76 :PACKAGE_111 030C: progress_made += 1 03E5: text_box 'PICK3' // Chainsaw delivered to Ocean View Hotel! $1310 = 1 // integer values :PACKAGE_132 if 30 > $1306 // integer values jf @PACKAGE_167 wait 500 03E1: $1306 = packages_found jump @PACKAGE_132 :PACKAGE_167 030C: progress_made += 1 03E5: text_box 'PICK2' // .357 delivered to Ocean View Hotel! $1308 = 1 // integer values :PACKAGE_188 if 40 > $1306 // integer values jf @PACKAGE_223 wait 500 03E1: $1306 = packages_found jump @PACKAGE_188 :PACKAGE_223 030C: progress_made += 1 03E5: text_box 'PICK4' // Flame Thrower delivered to Ocean View Hotel! $1311 = 1 // integer values :PACKAGE_244 if 50 > $1306 // integer values jf @PACKAGE_279 wait 500 03E1: $1306 = packages_found jump @PACKAGE_244 :PACKAGE_279 030C: progress_made += 1 03E5: text_box 'PICK5' // .308 Sniper delivered to Ocean View Hotel! $1312 = 1 // integer values :PACKAGE_300 if 60 > $1306 // integer values jf @PACKAGE_335 wait 500 03E1: $1306 = packages_found jump @PACKAGE_300 :PACKAGE_335 030C: progress_made += 1 03E5: text_box 'PICK6' // Minigun delivered to Ocean View Hotel! $1313 = 1 // integer values :PACKAGE_356 if 70 > $1306 // integer values jf @PACKAGE_391 wait 500 03E1: $1306 = packages_found jump @PACKAGE_356 :PACKAGE_391 030C: progress_made += 1 03E5: text_box 'PICK7' // Rocket Launcher delivered to Ocean View Hotel! $1314 = 1 // integer values :PACKAGE_412 if 80 > $1306 // integer values jf @PACKAGE_447 wait 500 03E1: $1306 = packages_found jump @PACKAGE_412 :PACKAGE_447 030C: progress_made += 1 03E5: text_box 'PICK8' // Sea Sparrow now available from the Mansion on Starfish Island! 014C: set_parked_car_generator $1977 cars_to_generate_to 101 :PACKAGE_468 if 90 > $1306 // integer values jf @PACKAGE_503 wait 500 03E1: $1306 = packages_found jump @PACKAGE_468 :PACKAGE_503 030C: progress_made += 1 03E5: text_box 'PICK9' // Tank now available from the Army Barracks! 014C: set_parked_car_generator $1978 cars_to_generate_to 101 :PACKAGE_524 if 100 > $1306 // integer values jf @PACKAGE_559 wait 500 03E1: $1306 = packages_found jump @PACKAGE_524 :PACKAGE_559 wait 5000 030C: progress_made += 1 if $2097 == 0 // integer values jf @PACKAGE_617 03E5: text_box 'PICK10' // Hunter now available from the Army Barracks! 014C: set_parked_car_generator $1979 cars_to_generate_to 101 $2097 = 1 // integer values jump @PACKAGE_634 :PACKAGE_617 03E5: text_box 'APACHE' // Hunter delivered to helipad in Ocean Beach. 014C: set_parked_car_generator $2098 cars_to_generate_to 101 :PACKAGE_634 end_thread :PACKAGE_636 Pickup.Destroy($1318) Pickup.Destroy($1319) Pickup.Destroy($1320) Pickup.Destroy($1321) Pickup.Destroy($1322) Pickup.Destroy($1323) Pickup.Destroy($1324) return :PACKAGE_673 $1180 = 1 // integer values if Player.Defined($PLAYER_CHAR) jf @PACKAGE_742 0169: set_fade_color 0 0 1 fade 0 500 :PACKAGE_711 if fading jf @PACKAGE_735 wait 0 jump @PACKAGE_711 :PACKAGE_735 jump @PACKAGE_749 :PACKAGE_742 $1180 = 0 // integer values :PACKAGE_749 if Player.Defined($PLAYER_CHAR) jf @PACKAGE_786 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Player.CanMove($PLAYER_CHAR) = False jump @PACKAGE_793 :PACKAGE_786 $1180 = 0 // integer values :PACKAGE_793 return :PACKAGE_795 if Player.Defined($PLAYER_CHAR) jf @PACKAGE_944 038B: load_requested_models if Player.Defined($PLAYER_CHAR) jf @PACKAGE_834 0353: refresh_actor $PLAYER_ACTOR :PACKAGE_834 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 if not Player.WantedLevel($PLAYER_CHAR) > 2 jf @PACKAGE_864 Player.ClearWantedLevel($PLAYER_CHAR) :PACKAGE_864 Player.CanMove($PLAYER_CHAR) = True $1180 = 0 // integer values fade 1 500 if $1351 == 0 // integer values jf @PACKAGE_927 03E5: text_box 'CLT_HL2' // When a Clothes Pickup is collected, a one star or two star wanted level will be cleared. $1351 = 1 // integer values jump @PACKAGE_937 :PACKAGE_927 03E5: text_box 'CLOHELP' // Clean Clothes!! :PACKAGE_937 jump @PACKAGE_951 :PACKAGE_944 $1180 = 0 // integer values :PACKAGE_951 return :PACKAGE_953 if 00F5: player $PLAYER_CHAR 0 -557.1 782.1 21.8 radius 2.5 2.5 2.5 jf @PACKAGE_1095 0169: set_fade_color 0 0 1 fade 0 500 :PACKAGE_1016 if fading jf @PACKAGE_1040 wait 0 jump @PACKAGE_1016 :PACKAGE_1040 if Player.Defined($PLAYER_CHAR) jf @PACKAGE_1088 0055: put_player $PLAYER_CHAR at -556.1 787.8 96.5 0171: set_player $PLAYER_CHAR z_angle_to 100.5 03C8: set_camera_directly_before_player :PACKAGE_1088 fade 1 500 :PACKAGE_1095 return :PACKAGE_1097 if 00F5: player $PLAYER_CHAR 0 -551.8 787.4 97.5 radius 2.5 2.5 2.5 jf @PACKAGE_1239 0169: set_fade_color 0 0 1 fade 0 500 :PACKAGE_1160 if fading jf @PACKAGE_1184 wait 0 jump @PACKAGE_1160 :PACKAGE_1184 if Player.Defined($PLAYER_CHAR) jf @PACKAGE_1232 0055: put_player $PLAYER_CHAR at -562.1 782.0 21.8 0171: set_player $PLAYER_CHAR z_angle_to 100.5 03C8: set_camera_directly_before_player :PACKAGE_1232 fade 1 500 :PACKAGE_1239 return :PACKAGE_1241 if 00F5: player $PLAYER_CHAR 0 -830.9 1312.4 10.5 radius 2.5 2.5 2.5 jf @PACKAGE_1383 0169: set_fade_color 0 0 1 fade 0 500 :PACKAGE_1304 if fading jf @PACKAGE_1328 wait 0 jump @PACKAGE_1304 :PACKAGE_1328 if Player.Defined($PLAYER_CHAR) jf @PACKAGE_1376 0055: put_player $PLAYER_CHAR at -815.0 1353.9 65.4 0171: set_player $PLAYER_CHAR z_angle_to 87.2 03C8: set_camera_directly_before_player :PACKAGE_1376 fade 1 500 :PACKAGE_1383 return :PACKAGE_1385 if 00F5: player $PLAYER_CHAR 0 -811.7 1354.2 66.4 radius 2.5 2.5 2.5 jf @PACKAGE_1527 0169: set_fade_color 0 0 1 fade 0 500 :PACKAGE_1448 if fading jf @PACKAGE_1472 wait 0 jump @PACKAGE_1448 :PACKAGE_1472 if Player.Defined($PLAYER_CHAR) jf @PACKAGE_1520 0055: put_player $PLAYER_CHAR at -829.6 1308.8 10.5 0171: set_player $PLAYER_CHAR z_angle_to 200.0 03C8: set_camera_directly_before_player :PACKAGE_1520 fade 1 500 :PACKAGE_1527 return :PACKAGE_1529 if 00F5: player $PLAYER_CHAR 0 -410.5 1120.9 10.1 radius 2.5 2.5 2.5 jf @PACKAGE_1671 0169: set_fade_color 0 0 1 fade 0 500 :PACKAGE_1592 if fading jf @PACKAGE_1616 wait 0 jump @PACKAGE_1592 :PACKAGE_1616 if Player.Defined($PLAYER_CHAR) jf @PACKAGE_1664 0055: put_player $PLAYER_CHAR at -446.9 1128.3 55.6 0171: set_player $PLAYER_CHAR z_angle_to 282.0 03C8: set_camera_directly_before_player :PACKAGE_1664 fade 1 500 :PACKAGE_1671 return :PACKAGE_1673 if 00F5: player $PLAYER_CHAR 0 -451.1 1128.1 55.6 radius 2.5 2.5 2.5 jf @PACKAGE_1815 0169: set_fade_color 0 0 1 fade 0 500 :PACKAGE_1736 if fading jf @PACKAGE_1760 wait 0 jump @PACKAGE_1736 :PACKAGE_1760 if Player.Defined($PLAYER_CHAR) jf @PACKAGE_1808 0055: put_player $PLAYER_CHAR at -410.5 1117.7 10.0 0171: set_player $PLAYER_CHAR z_angle_to 179.6 03C8: set_camera_directly_before_player :PACKAGE_1808 fade 1 500 :PACKAGE_1815 return :JUNKFUD $1353 = 0 // integer values $1354 = 0 // integer values $1355 = 0 // integer values $1356 = 0 // integer values $1357 = 0 // integer values $1366 = 0 // integer values $1389 = 0 // integer values $1390 = 0 // integer values $1391 = 0 // integer values $1400 = 0 // integer values $1372 = 0 // integer values $1373 = 0 // integer values $1374 = 0 // integer values $1375 = 0 // integer values $1376 = 0 // integer values $1377 = 0 // integer values $1378 = 0 // integer values $1379 = 0 // integer values $1380 = 0 // integer values thread 'JUNKFUD' set_wb_check_to 0 create_thread @FUD end_thread :FUD jump @FUD_407 $1358 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25) $1359 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25) $1360 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25) $1361 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25) $1362 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25) $1363 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25) $1364 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25) $1365 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25) 03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 03BC: $1382 = create_sphere -903.0 800.3 10.5 1.0 03BC: $1383 = create_sphere -903.0 800.3 10.5 1.0 03BC: $1384 = create_sphere -903.0 800.3 10.5 1.0 03BC: $1385 = create_sphere -903.0 800.3 10.5 1.0 03BC: $1386 = create_sphere -903.0 800.3 10.5 1.0 03BC: $1387 = create_sphere -903.0 800.3 10.5 1.0 03BC: $1388 = create_sphere -903.0 800.3 10.5 1.0 :FUD_407 thread 'FUD' wait 0 if Player.Defined($PLAYER_CHAR) jf @FUD_5282 $1380 += 1 // integer values 0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 if $1380 == 1 // integer values jf @FUD_3328 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @FUD_3321 if $1003 == 1 // integer values jf @FUD_3307 if $1392 > 415.0 // floating-point values jf @FUD_1902 if and $1353 == 1 // integer values $1180 == 0 // integer values jf @FUD_1500 if Player.Defined($PLAYER_CHAR) jf @FUD_798 if and not Actor.Dead($1358) Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 jf @FUD_786 if 00F6: player $PLAYER_CHAR 0 445.66 1100.54 18.3 radius 1.0 1.0 2.0 jf @FUD_724 if $1372 == 0 // integer values jf @FUD_717 $1372 = 1 // integer values 03BD: destroy_sphere $1381 $1366 = 1 // integer values 0084: $1369 = $1358 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_717 jump @FUD_779 :FUD_724 if $1372 == 1 // integer values jf @FUD_779 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 $1372 = 0 // integer values :FUD_779 jump @FUD_798 :FUD_786 $1372 = 1 // integer values 03BD: destroy_sphere $1381 :FUD_798 if Player.Defined($PLAYER_CHAR) jf @FUD_1032 if and not Actor.Dead($1359) Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 jf @FUD_1020 if 00F6: player $PLAYER_CHAR 0 436.75 1105.8 18.2 radius 1.0 1.0 2.0 jf @FUD_958 if $1373 == 0 // integer values jf @FUD_951 $1373 = 1 // integer values 03BD: destroy_sphere $1382 $1366 = 2 // integer values 0084: $1369 = $1359 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_951 jump @FUD_1013 :FUD_958 if $1373 == 1 // integer values jf @FUD_1013 03BD: destroy_sphere $1382 03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 $1373 = 0 // integer values :FUD_1013 jump @FUD_1032 :FUD_1020 $1373 = 1 // integer values 03BD: destroy_sphere $1382 :FUD_1032 if Player.Defined($PLAYER_CHAR) jf @FUD_1266 if and not Actor.Dead($1360) Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 jf @FUD_1254 if 00F6: player $PLAYER_CHAR 0 434.5 1139.3 18.2 radius 1.0 1.0 2.0 jf @FUD_1192 if $1374 == 0 // integer values jf @FUD_1185 $1374 = 1 // integer values 03BD: destroy_sphere $1383 $1366 = 3 // integer values 0084: $1369 = $1360 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_1185 jump @FUD_1247 :FUD_1192 if $1374 == 1 // integer values jf @FUD_1247 03BD: destroy_sphere $1383 03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 $1374 = 0 // integer values :FUD_1247 jump @FUD_1266 :FUD_1254 $1374 = 1 // integer values 03BD: destroy_sphere $1383 :FUD_1266 if Player.Defined($PLAYER_CHAR) jf @FUD_1500 if and not Actor.Dead($1361) Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 jf @FUD_1488 if 00F6: player $PLAYER_CHAR 0 451.24 1146.5 18.24 radius 1.0 1.0 2.0 jf @FUD_1426 if $1375 == 0 // integer values jf @FUD_1419 $1375 = 1 // integer values 03BD: destroy_sphere $1384 $1366 = 4 // integer values 0084: $1369 = $1361 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_1419 jump @FUD_1481 :FUD_1426 if $1375 == 1 // integer values jf @FUD_1481 03BD: destroy_sphere $1384 03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 $1375 = 0 // integer values :FUD_1481 jump @FUD_1500 :FUD_1488 $1375 = 1 // integer values 03BD: destroy_sphere $1384 :FUD_1500 if $1353 == 0 // integer values jf @FUD_1895 023C: load_special_actor 20 'BURGER' :FUD_1530 if 823D: not special_actor 20 loaded jf @FUD_1568 wait 0 023C: load_special_actor 20 'BURGER' jump @FUD_1530 :FUD_1568 $1358 = Actor.Create(CivMale, #SPECIAL20, 445.8, 1098.5, 18.25) Actor.Angle($1358) = 46.0 0084: $1369 = $1358 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere 445.66 1100.54 18.3 1.0 $1359 = Actor.Create(CivMale, #SPECIAL20, 435.46, 1104.0, 18.27) Actor.Angle($1359) = 350.0 0084: $1369 = $1359 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1382 03BC: $1382 = create_sphere 436.75 1105.8 18.2 1.0 $1360 = Actor.Create(CivMale, #SPECIAL20, 433.0, 1140.5, 18.29) Actor.Angle($1360) = 215.0 0084: $1369 = $1360 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1383 03BC: $1383 = create_sphere 434.5 1139.3 18.2 1.0 $1361 = Actor.Create(CivMale, #SPECIAL20, 451.4, 1148.42, 18.23) Actor.Angle($1361) = 173.0 0084: $1369 = $1361 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1384 03BC: $1384 = create_sphere 451.24 1146.5 18.24 1.0 $1353 = 1 // integer values :FUD_1895 jump @FUD_1909 :FUD_1902 gosub @FUD_9127 :FUD_1909 if 410.0 > $1392 // floating-point values jf @FUD_3293 if and $1354 == 1 // integer values $1180 == 0 // integer values jf @FUD_2891 if Player.Defined($PLAYER_CHAR) jf @FUD_2189 if and not Actor.Dead($1362) Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 jf @FUD_2177 if 00F6: player $PLAYER_CHAR 0 375.76 1147.7 18.6 radius 1.0 1.0 2.0 jf @FUD_2115 if $1376 == 0 // integer values jf @FUD_2108 $1376 = 1 // integer values 03BD: destroy_sphere $1385 $1366 = 1 // integer values 0084: $1369 = $1362 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_2108 jump @FUD_2170 :FUD_2115 if $1376 == 1 // integer values jf @FUD_2170 03BD: destroy_sphere $1385 03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 $1376 = 0 // integer values :FUD_2170 jump @FUD_2189 :FUD_2177 $1376 = 1 // integer values 03BD: destroy_sphere $1385 :FUD_2189 if Player.Defined($PLAYER_CHAR) jf @FUD_2423 if and not Actor.Dead($1363) Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 jf @FUD_2411 if 00F6: player $PLAYER_CHAR 0 394.16 1139.12 18.6 radius 1.0 1.0 2.0 jf @FUD_2349 if $1377 == 0 // integer values jf @FUD_2342 $1377 = 1 // integer values 03BD: destroy_sphere $1386 $1366 = 2 // integer values 0084: $1369 = $1363 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_2342 jump @FUD_2404 :FUD_2349 if $1377 == 1 // integer values jf @FUD_2404 03BD: destroy_sphere $1386 03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 $1377 = 0 // integer values :FUD_2404 jump @FUD_2423 :FUD_2411 $1377 = 1 // integer values 03BD: destroy_sphere $1386 :FUD_2423 if Player.Defined($PLAYER_CHAR) jf @FUD_2657 if and not Actor.Dead($1364) Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 jf @FUD_2645 if 00F6: player $PLAYER_CHAR 0 392.96 1108.7 18.55 radius 1.0 1.0 2.0 jf @FUD_2583 if $1378 == 0 // integer values jf @FUD_2576 $1378 = 1 // integer values 03BD: destroy_sphere $1387 $1366 = 3 // integer values 0084: $1369 = $1364 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_2576 jump @FUD_2638 :FUD_2583 if $1378 == 1 // integer values jf @FUD_2638 03BD: destroy_sphere $1387 03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 $1378 = 0 // integer values :FUD_2638 jump @FUD_2657 :FUD_2645 $1378 = 1 // integer values 03BD: destroy_sphere $1387 :FUD_2657 if Player.Defined($PLAYER_CHAR) jf @FUD_2891 if and not Actor.Dead($1365) Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 jf @FUD_2879 if 00F6: player $PLAYER_CHAR 0 376.47 1101.7 18.58 radius 1.0 1.0 2.0 jf @FUD_2817 if $1379 == 0 // integer values jf @FUD_2810 $1379 = 1 // integer values 03BD: destroy_sphere $1388 $1366 = 4 // integer values 0084: $1369 = $1365 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_2810 jump @FUD_2872 :FUD_2817 if $1379 == 1 // integer values jf @FUD_2872 03BD: destroy_sphere $1388 03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 $1379 = 0 // integer values :FUD_2872 jump @FUD_2891 :FUD_2879 $1379 = 1 // integer values 03BD: destroy_sphere $1388 :FUD_2891 if $1354 == 0 // integer values jf @FUD_3286 023C: load_special_actor 20 'BURGER' :FUD_2921 if 823D: not special_actor 20 loaded jf @FUD_2959 wait 0 023C: load_special_actor 20 'BURGER' jump @FUD_2921 :FUD_2959 $1362 = Actor.Create(CivMale, #SPECIAL20, 375.9, 1149.7, 18.6) Actor.Angle($1362) = 224.0 0084: $1369 = $1362 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1385 03BC: $1385 = create_sphere 375.76 1147.7 18.6 1.0 $1363 = Actor.Create(CivMale, #SPECIAL20, 395.0, 1141.2, 18.55) Actor.Angle($1363) = 165.0 0084: $1369 = $1363 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1386 03BC: $1386 = create_sphere 394.16 1139.12 18.6 1.0 $1364 = Actor.Create(CivMale, #SPECIAL20, 394.4, 1107.6, 18.6) Actor.Angle($1364) = 49.0 0084: $1369 = $1364 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1387 03BC: $1387 = create_sphere 392.96 1108.7 18.55 1.0 $1365 = Actor.Create(CivMale, #SPECIAL20, 375.87, 1099.75, 18.57) Actor.Angle($1365) = 344.0 0084: $1369 = $1365 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1388 03BC: $1388 = create_sphere 376.47 1101.7 18.58 1.0 $1354 = 1 // integer values :FUD_3286 jump @FUD_3300 :FUD_3293 gosub @FUD_9127 :FUD_3300 jump @FUD_3314 :FUD_3307 gosub @FUD_9127 :FUD_3314 jump @FUD_3328 :FUD_3321 gosub @FUD_9127 :FUD_3328 if and $1380 == 2 // integer values Player.Defined($PLAYER_CHAR) jf @FUD_3948 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @FUD_3934 $1389 = 1 // integer values $98 = 0.0 // floating-point values 02CE: $98 = ground_z -1039.5 80.0 50.0 if $98 > 0.0 // floating-point values jf @FUD_3920 if $1355 == 0 // integer values jf @FUD_3654 023C: load_special_actor 20 'BURGER' :FUD_3463 if 823D: not special_actor 20 loaded jf @FUD_3501 wait 0 023C: load_special_actor 20 'BURGER' jump @FUD_3463 :FUD_3501 $1397 = Actor.Create(CivMale, #SPECIAL20, -1039.5, 80.0, 10.6) Actor.Angle($1397) = 80.0 0084: $1369 = $1397 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 if Model.Available(#HNB) jf @FUD_3647 $1398 = Actor.Create(CivMale, #HNB, -1036.2, 77.5, 10.6) Actor.Angle($1398) = 190.0 01ED: clear_actor $1398 threat_search 0372: set_actor $1398 anim 6 wait_state_time 999999 ms :FUD_3647 $1355 = 1 // integer values :FUD_3654 if and $1355 == 1 // integer values $1180 == 0 // integer values jf @FUD_3913 if Player.Defined($PLAYER_CHAR) jf @FUD_3913 if and Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 not Actor.Dead($1397) jf @FUD_3901 if 00F6: player $PLAYER_CHAR 0 -1041.3 80.45 10.6 radius 1.0 1.0 2.0 jf @FUD_3839 if $1372 == 0 // integer values jf @FUD_3832 $1372 = 1 // integer values 03BD: destroy_sphere $1381 $1366 = 2 // integer values 0084: $1369 = $1397 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_3832 jump @FUD_3894 :FUD_3839 if $1372 == 1 // integer values jf @FUD_3894 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere -1041.3 80.45 10.6 1.0 $1372 = 0 // integer values :FUD_3894 jump @FUD_3913 :FUD_3901 $1372 = 1 // integer values 03BD: destroy_sphere $1381 :FUD_3913 jump @FUD_3927 :FUD_3920 gosub @FUD_9127 :FUD_3927 jump @FUD_3948 :FUD_3934 $1389 = 0 // integer values gosub @FUD_9127 :FUD_3948 if and $1380 == 1 // integer values Player.Defined($PLAYER_CHAR) jf @FUD_4721 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @FUD_4677 $1390 = 1 // integer values $98 = 0.0 // floating-point values 02CE: $98 = ground_z -591.4 651.23 10.5 if $98 > 0.0 // floating-point values jf @FUD_4161 if Model.Available(#BKA) jf @FUD_4154 if $1400 == 0 // integer values jf @FUD_4154 $1399 = Actor.Create(CivMale, #BKA, -591.4, 651.23, 10.5) Actor.Angle($1399) = 25.0 Actor.Health($1399) = 150 01ED: clear_actor $1399 threat_search 0291: set_actor $1399 attack_when_provoked 1 0243: set_actor $1399 ped_stats_to 11 $1400 = 1 // integer values :FUD_4154 jump @FUD_4191 :FUD_4161 if $1400 == 1 // integer values jf @FUD_4191 Actor.DestroyInstantly($1399) $1400 = 0 // integer values :FUD_4191 $98 = 0.0 // floating-point values 02CE: $98 = ground_z -904.7 800.4 10.5 if $98 > 0.0 // floating-point values jf @FUD_4663 if $1356 == 0 // integer values jf @FUD_4397 023C: load_special_actor 20 'BURGER' :FUD_4272 if 823D: not special_actor 20 loaded jf @FUD_4310 wait 0 023C: load_special_actor 20 'BURGER' jump @FUD_4272 :FUD_4310 $1396 = Actor.Create(CivMale, #SPECIAL20, -904.7, 800.4, 10.5) Actor.Angle($1396) = 270.0 0084: $1369 = $1396 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 $1356 = 1 // integer values :FUD_4397 if and $1356 == 1 // integer values $1180 == 0 // integer values jf @FUD_4656 if Player.Defined($PLAYER_CHAR) jf @FUD_4656 if and Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 not Actor.Dead($1396) jf @FUD_4644 if 00F6: player $PLAYER_CHAR 0 -903.0 800.3 10.5 radius 1.0 1.0 2.0 jf @FUD_4582 if $1372 == 0 // integer values jf @FUD_4575 $1372 = 1 // integer values 03BD: destroy_sphere $1381 $1366 = 2 // integer values 0084: $1369 = $1396 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_4575 jump @FUD_4637 :FUD_4582 if $1372 == 1 // integer values jf @FUD_4637 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere -903.0 800.3 10.5 1.0 $1372 = 0 // integer values :FUD_4637 jump @FUD_4656 :FUD_4644 $1372 = 1 // integer values 03BD: destroy_sphere $1381 :FUD_4656 jump @FUD_4670 :FUD_4663 gosub @FUD_9127 :FUD_4670 jump @FUD_4721 :FUD_4677 if $1400 == 1 // integer values jf @FUD_4707 Actor.DestroyInstantly($1399) $1400 = 0 // integer values :FUD_4707 $1390 = 0 // integer values gosub @FUD_9127 :FUD_4721 if and $1380 == 2 // integer values Player.Defined($PLAYER_CHAR) jf @FUD_5275 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @FUD_5261 $1391 = 1 // integer values $98 = 0.0 // floating-point values 02CE: $98 = ground_z 419.4 89.7 50.0 if $98 > 0.0 // floating-point values jf @FUD_5247 if $1357 == 0 // integer values jf @FUD_4981 023C: load_special_actor 20 'BURGER' :FUD_4856 if 823D: not special_actor 20 loaded jf @FUD_4894 wait 0 023C: load_special_actor 20 'BURGER' jump @FUD_4856 :FUD_4894 $1395 = Actor.Create(CivMale, #SPECIAL20, 419.4, 89.7, 10.3) Actor.Angle($1395) = 250.0 0084: $1369 = $1395 // integer values and handles gosub @FUD_5321 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 $1357 = 1 // integer values :FUD_4981 if and $1357 == 1 // integer values $1180 == 0 // integer values jf @FUD_5240 if Player.Defined($PLAYER_CHAR) jf @FUD_5240 if and Player.Money($PLAYER_CHAR) > 0 8183: not player $PLAYER_CHAR health > 99 not Actor.Dead($1395) jf @FUD_5228 if 00F6: player $PLAYER_CHAR 0 421.1 88.8 10.5 radius 1.0 1.0 2.0 jf @FUD_5166 if $1372 == 0 // integer values jf @FUD_5159 $1372 = 1 // integer values 03BD: destroy_sphere $1381 $1366 = 2 // integer values 0084: $1369 = $1395 // integer values and handles gosub @FUD_5362 jump @FUD_407 :FUD_5159 jump @FUD_5221 :FUD_5166 if $1372 == 1 // integer values jf @FUD_5221 03BD: destroy_sphere $1381 03BC: $1381 = create_sphere 421.1 88.8 10.5 1.0 $1372 = 0 // integer values :FUD_5221 jump @FUD_5240 :FUD_5228 $1372 = 1 // integer values 03BD: destroy_sphere $1381 :FUD_5240 jump @FUD_5254 :FUD_5247 gosub @FUD_9127 :FUD_5254 jump @FUD_5275 :FUD_5261 $1391 = 0 // integer values gosub @FUD_9127 :FUD_5275 jump @FUD_5289 :FUD_5282 gosub @FUD_9127 :FUD_5289 if $1380 > 1 // integer values jf @FUD_5314 $1380 = 0 // integer values :FUD_5314 jump @FUD_407 :FUD_5321 01ED: clear_actor $1369 threat_search 011A: set_actor $1369 search_threat 1048576 011A: set_actor $1369 search_threat 8388608 056B: $1369 1 0350: set_actor $1369 maintain_position_when_attacked 1 return :FUD_5362 $1180 = 1 // integer values if not Actor.Dead($1369) jf @FUD_5438 gosub @FUD_5447 if $ONMISSION == 0 // integer values jf @FUD_5424 gosub @FUD_5533 gosub @FUD_6225 :FUD_5424 gosub @FUD_9012 gosub @FUD_5501 :FUD_5438 $1180 = 0 // integer values return :FUD_5447 if and Player.Defined($PLAYER_CHAR) not Actor.Dead($1369) jf @FUD_5497 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 020E: actor $PLAYER_ACTOR look_at_actor $1369 jump @FUD_5499 :FUD_5497 return :FUD_5499 return :FUD_5501 if Player.Defined($PLAYER_CHAR) jf @FUD_5531 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :FUD_5531 return :FUD_5533 if and Player.Defined($PLAYER_CHAR) not Actor.Dead($1369) jf @FUD_6223 0209: $1367 = random_int_in_ranges 1 15 if $1367 == 1 // integer values jf @FUD_5607 03CF: load_wav 'GIMME01' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_5607 if $1367 == 2 // integer values jf @FUD_5651 03CF: load_wav 'GIMME02' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_5651 if $1367 == 3 // integer values jf @FUD_5695 03CF: load_wav 'GIMME03' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_5695 if $1367 == 4 // integer values jf @FUD_5739 03CF: load_wav 'GIMME04' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_5739 if $1367 == 5 // integer values jf @FUD_5783 03CF: load_wav 'GIMME05' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_5783 if $1367 == 6 // integer values jf @FUD_5827 03CF: load_wav 'GIMME06' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_5827 if $1367 == 7 // integer values jf @FUD_5871 03CF: load_wav 'GIMME07' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_5871 if $1367 == 8 // integer values jf @FUD_5915 03CF: load_wav 'GIMME08' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_5915 if $1367 == 9 // integer values jf @FUD_5959 03CF: load_wav 'GIMME09' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_5959 if $1367 == 10 // integer values jf @FUD_6003 03CF: load_wav 'GIMME10' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6003 if $1367 == 11 // integer values jf @FUD_6047 03CF: load_wav 'GIMME11' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6047 if $1367 == 12 // integer values jf @FUD_6091 03CF: load_wav 'GIMME12' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6091 if $1367 == 13 // integer values jf @FUD_6135 03CF: load_wav 'GIMME13' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6135 if $1367 == 14 // integer values jf @FUD_6179 03CF: load_wav 'GIMME14' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6179 if $1367 == 15 // integer values jf @FUD_6223 03CF: load_wav 'GIMME15' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6223 return :FUD_6225 if and Player.Defined($PLAYER_CHAR) not Actor.Dead($1369) $ONMISSION == 0 // integer values jf @FUD_8912 0209: $1368 = random_int_in_ranges 1 30 if 11 > $1368 // integer values jf @FUD_8023 if $1366 == 1 // integer values jf @FUD_6835 0209: $1368 = random_int_in_ranges 1 12 if $1368 == 1 // integer values jf @FUD_6351 03CF: load_wav 'BURG_01' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6351 if $1368 == 2 // integer values jf @FUD_6395 03CF: load_wav 'BURG_02' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6395 if $1368 == 3 // integer values jf @FUD_6439 03CF: load_wav 'BURG_03' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6439 if $1368 == 4 // integer values jf @FUD_6483 03CF: load_wav 'BURG_04' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6483 if $1368 == 5 // integer values jf @FUD_6527 03CF: load_wav 'BURG_05' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6527 if $1368 == 6 // integer values jf @FUD_6571 03CF: load_wav 'BURG_06' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6571 if $1368 == 7 // integer values jf @FUD_6615 03CF: load_wav 'BURG_07' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6615 if $1368 == 8 // integer values jf @FUD_6659 03CF: load_wav 'BURG_08' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6659 if $1368 == 9 // integer values jf @FUD_6703 03CF: load_wav 'BURG_09' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6703 if $1368 == 10 // integer values jf @FUD_6747 03CF: load_wav 'BURG_10' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6747 if $1368 == 11 // integer values jf @FUD_6791 03CF: load_wav 'BURG_11' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6791 if $1368 == 12 // integer values jf @FUD_6835 03CF: load_wav 'BURG_12' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6835 if $1366 == 2 // integer values jf @FUD_7258 0209: $1368 = random_int_in_ranges 1 9 if $1368 == 1 // integer values jf @FUD_6906 03CF: load_wav 'CRUST01' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6906 if $1368 == 2 // integer values jf @FUD_6950 03CF: load_wav 'CRUST02' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6950 if $1368 == 3 // integer values jf @FUD_6994 03CF: load_wav 'CRUST03' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_6994 if $1368 == 4 // integer values jf @FUD_7038 03CF: load_wav 'CRUST04' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7038 if $1368 == 5 // integer values jf @FUD_7082 03CF: load_wav 'CRUST05' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7082 if $1368 == 6 // integer values jf @FUD_7126 03CF: load_wav 'CRUST06' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7126 if $1368 == 7 // integer values jf @FUD_7170 03CF: load_wav 'CRUST07' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7170 if $1368 == 8 // integer values jf @FUD_7214 03CF: load_wav 'CRUST08' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7214 if $1368 == 9 // integer values jf @FUD_7258 03CF: load_wav 'CRUST09' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7258 if $1366 == 3 // integer values jf @FUD_7637 0209: $1368 = random_int_in_ranges 1 8 if $1368 == 1 // integer values jf @FUD_7329 03CF: load_wav 'SHAFT01' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7329 if $1368 == 2 // integer values jf @FUD_7373 03CF: load_wav 'SHAFT02' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7373 if $1368 == 3 // integer values jf @FUD_7417 03CF: load_wav 'SHAFT03' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7417 if $1368 == 4 // integer values jf @FUD_7461 03CF: load_wav 'SHAFT04' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7461 if $1368 == 5 // integer values jf @FUD_7505 03CF: load_wav 'SHAFT05' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7505 if $1368 == 6 // integer values jf @FUD_7549 03CF: load_wav 'SHAFT06' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7549 if $1368 == 7 // integer values jf @FUD_7593 03CF: load_wav 'SHAFT07' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7593 if $1368 == 8 // integer values jf @FUD_7637 03CF: load_wav 'SHAFT08' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7637 if $1366 == 4 // integer values jf @FUD_8016 0209: $1368 = random_int_in_ranges 1 8 if $1368 == 1 // integer values jf @FUD_7708 03CF: load_wav 'BAND_01' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7708 if $1368 == 2 // integer values jf @FUD_7752 03CF: load_wav 'BAND_02' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7752 if $1368 == 3 // integer values jf @FUD_7796 03CF: load_wav 'BAND_03' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7796 if $1368 == 4 // integer values jf @FUD_7840 03CF: load_wav 'BAND_04' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7840 if $1368 == 5 // integer values jf @FUD_7884 03CF: load_wav 'BAND_05' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7884 if $1368 == 6 // integer values jf @FUD_7928 03CF: load_wav 'BAND_06' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7928 if $1368 == 7 // integer values jf @FUD_7972 03CF: load_wav 'BAND_07' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_7972 if $1368 == 8 // integer values jf @FUD_8016 03CF: load_wav 'BAND_08' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8016 jump @FUD_8912 :FUD_8023 0209: $1368 = random_int_in_ranges 1 20 if $1368 == 1 // integer values jf @FUD_8076 03CF: load_wav 'FUD_01' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8076 if $1368 == 2 // integer values jf @FUD_8120 03CF: load_wav 'FUD_02' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8120 if $1368 == 3 // integer values jf @FUD_8164 03CF: load_wav 'FUD_03' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8164 if $1368 == 4 // integer values jf @FUD_8208 03CF: load_wav 'FUD_04' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8208 if $1368 == 5 // integer values jf @FUD_8252 03CF: load_wav 'FUD_05' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8252 if $1368 == 6 // integer values jf @FUD_8296 03CF: load_wav 'FUD_06' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8296 if $1368 == 7 // integer values jf @FUD_8340 03CF: load_wav 'FUD_07' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8340 if $1368 == 8 // integer values jf @FUD_8384 03CF: load_wav 'FUD_08' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8384 if $1368 == 9 // integer values jf @FUD_8428 03CF: load_wav 'FUD_09' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8428 if $1368 == 10 // integer values jf @FUD_8472 03CF: load_wav 'FUD_10' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8472 if $1368 == 11 // integer values jf @FUD_8516 03CF: load_wav 'FUD_11' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8516 if $1368 == 12 // integer values jf @FUD_8560 03CF: load_wav 'FUD_12' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8560 if $1368 == 13 // integer values jf @FUD_8604 03CF: load_wav 'FUD_13' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8604 if $1368 == 14 // integer values jf @FUD_8648 03CF: load_wav 'FUD_14' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8648 if $1368 == 15 // integer values jf @FUD_8692 03CF: load_wav 'FUD_15' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8692 if $1368 == 16 // integer values jf @FUD_8736 03CF: load_wav 'FUD_16' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8736 if $1368 == 17 // integer values jf @FUD_8780 03CF: load_wav 'FUD_17' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8780 if $1368 == 18 // integer values jf @FUD_8824 03CF: load_wav 'FUD_18' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8824 if $1368 == 19 // integer values jf @FUD_8868 03CF: load_wav 'FUD_19' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8868 if $1368 == 20 // integer values jf @FUD_8912 03CF: load_wav 'FUD_20' as 2 gosub @FUD_8914 gosub @FUD_8964 :FUD_8912 return :FUD_8914 if 83D0: not wav 2 loaded jf @FUD_8958 wait 0 if not Player.Defined($PLAYER_CHAR) jf @FUD_8951 return :FUD_8951 jump @FUD_8914 :FUD_8958 03D1: play_wav 2 return :FUD_8964 if 83D2: not wav 2 ended jf @FUD_9008 wait 0 if not Player.Defined($PLAYER_CHAR) jf @FUD_9001 return :FUD_9001 jump @FUD_8964 :FUD_9008 00BE: text_clear_all return :FUD_9012 if and Player.Defined($PLAYER_CHAR) not Actor.Dead($1369) jf @FUD_9125 0225: $1370 = player $PLAYER_CHAR health $1370 *= -1 // integer values $1370 += 100 // integer values $1371 = Player.Money($PLAYER_CHAR) if 001C: $1370 > $1371 // integer values jf @FUD_9090 0084: $1370 = $1371 // integer values and handles :FUD_9090 $1370 *= -1 // integer values Player.Money($PLAYER_CHAR) += $1370 0222: set_player $PLAYER_CHAR health_to 100 018C: play_sound 1 at $1392 $1393 $1394 :FUD_9125 return :FUD_9127 if Player.Defined($PLAYER_CHAR) jf @FUD_9164 0054: store_player $PLAYER_CHAR position_to $1392 $1393 $1394 jump @FUD_9206 :FUD_9164 gosub @FUD_9545 $1353 = 0 // integer values $1354 = 0 // integer values $1355 = 0 // integer values $1356 = 0 // integer values $1357 = 0 // integer values :FUD_9206 if $1353 == 1 // integer values jf @FUD_9303 if or 410.0 > $1392 // floating-point values $1003 == 0 // integer values jf @FUD_9303 Actor.DestroyInstantly($1358) Actor.DestroyInstantly($1359) Actor.DestroyInstantly($1360) Actor.DestroyInstantly($1361) 03BD: destroy_sphere $1381 03BD: destroy_sphere $1382 03BD: destroy_sphere $1383 03BD: destroy_sphere $1384 0296: unload_special_actor 20 $1353 = 0 // integer values :FUD_9303 if $1354 == 1 // integer values jf @FUD_9400 if or $1392 > 415.0 // floating-point values $1003 == 0 // integer values jf @FUD_9400 Actor.DestroyInstantly($1362) Actor.DestroyInstantly($1363) Actor.DestroyInstantly($1364) Actor.DestroyInstantly($1365) 03BD: destroy_sphere $1385 03BD: destroy_sphere $1386 03BD: destroy_sphere $1387 03BD: destroy_sphere $1388 0296: unload_special_actor 20 $1354 = 0 // integer values :FUD_9400 if and $1355 == 1 // integer values $1389 == 0 // integer values jf @FUD_9451 Actor.DestroyInstantly($1397) Actor.DestroyInstantly($1398) 0296: unload_special_actor 20 03BD: destroy_sphere $1381 $1355 = 0 // integer values :FUD_9451 if and $1356 == 1 // integer values $1390 == 0 // integer values jf @FUD_9497 Actor.DestroyInstantly($1396) 0296: unload_special_actor 20 03BD: destroy_sphere $1381 $1356 = 0 // integer values :FUD_9497 if and $1357 == 1 // integer values $1391 == 0 // integer values jf @FUD_9543 Actor.DestroyInstantly($1395) 0296: unload_special_actor 20 03BD: destroy_sphere $1381 $1357 = 0 // integer values :FUD_9543 return :FUD_9545 Actor.DestroyInstantly($1358) Actor.DestroyInstantly($1359) Actor.DestroyInstantly($1360) Actor.DestroyInstantly($1361) Actor.DestroyInstantly($1362) Actor.DestroyInstantly($1363) Actor.DestroyInstantly($1364) Actor.DestroyInstantly($1365) Actor.DestroyInstantly($1395) Actor.DestroyInstantly($1396) Actor.DestroyInstantly($1397) Actor.DestroyInstantly($1398) 03BD: destroy_sphere $1381 03BD: destroy_sphere $1382 03BD: destroy_sphere $1383 03BD: destroy_sphere $1384 03BD: destroy_sphere $1385 03BD: destroy_sphere $1386 03BD: destroy_sphere $1387 03BD: destroy_sphere $1388 0296: unload_special_actor 20 return :RAMPAGE set_wb_check_to 0 thread 'RAMPAGE' $1401 = 50 // integer values $1402 = 0 // integer values $1403 = 0 // integer values $1439 = 0 // integer values $1440 = 0 // integer values $1441 = 0 // integer values $1442 = 0 // integer values $1443 = 0 // integer values $1444 = 0 // integer values $1445 = 0 // integer values $1446 = 0 // integer values $1447 = 0 // integer values $1448 = 0 // integer values $1449 = 0 // integer values $1450 = 0 // integer values $1451 = 0 // integer values $1452 = 0 // integer values $1453 = 0 // integer values $1454 = 0 // integer values $1455 = 0 // integer values $1456 = 0 // integer values $1457 = 0 // integer values $1458 = 0 // integer values $1459 = 0 // integer values $1460 = 0 // integer values $1461 = 0 // integer values $1462 = 0 // integer values $1463 = 0 // integer values $1464 = 0 // integer values $1465 = 0 // integer values $1466 = 0 // integer values $1467 = 0 // integer values $1468 = 0 // integer values $1469 = 0 // integer values $1470 = 0 // integer values $1471 = 0 // integer values $1472 = 0 // integer values $1473 = 0 // integer values $1404 = Pickup.Create(#KILLFRENZY, 3, 218.22, -1613.76, 11.06) $1405 = Pickup.Create(#KILLFRENZY, 3, -1435.29, -833.645, 30.05989) $1406 = Pickup.Create(#KILLFRENZY, 3, 234.86, 34.22, 9.98) $1407 = Pickup.Create(#KILLFRENZY, 3, 479.69, 1110.18, 17.33) $1408 = Pickup.Create(#KILLFRENZY, 3, 370.63, 1125.86, 26.5) $1409 = Pickup.Create(#KILLFRENZY, 3, 144.449, -545.234, 14.751) $1410 = Pickup.Create(#KILLFRENZY, 3, -1100.625, 1453.43, 8.73) $1411 = Pickup.Create(#KILLFRENZY, 3, -908.317, 744.149, 11.092) $1412 = Pickup.Create(#KILLFRENZY, 3, -508.768, 1149.203, 18.172) $1413 = Pickup.Create(#KILLFRENZY, 3, -789.41, 592.56, 11.1) $1414 = Pickup.Create(#KILLFRENZY, 3, -1011.37, -170.64, 10.99) $1415 = Pickup.Create(#KILLFRENZY, 3, 68.702, -1119.231, 10.458) $1416 = Pickup.Create(#KILLFRENZY, 3, 85.623, -1259.86, 17.092) $1417 = Pickup.Create(#KILLFRENZY, 3, -679.66, -419.712, 10.469) $1418 = Pickup.Create(#KILLFRENZY, 3, -1176.341, -702.975, 22.662) $1419 = Pickup.Create(#KILLFRENZY, 3, -626.642, -1354.85, 16.373) $1420 = Pickup.Create(#KILLFRENZY, 3, -1519.33, -292.236, 14.86) $1421 = Pickup.Create(#KILLFRENZY, 3, -956.113, -1206.33, 14.86) $1422 = Pickup.Create(#KILLFRENZY, 3, -890.184, -489.655, 36.2) $1423 = Pickup.Create(#KILLFRENZY, 3, 3.426, -1147.0, 10.45) $1424 = Pickup.Create(#KILLFRENZY, 3, 468.656, -1608.79, 11.03) $1425 = Pickup.Create(#KILLFRENZY, 3, 587.795, 1206.26, 15.64) $1426 = Pickup.Create(#KILLFRENZY, 3, 300.673, 1324.88, 22.919) $1427 = Pickup.Create(#KILLFRENZY, 3, 217.247, 261.372, 8.71) $1428 = Pickup.Create(#KILLFRENZY, 3, -366.44, -1742.1, 11.426) $1429 = Pickup.Create(#KILLFRENZY, 3, -448.796, 1249.27, 11.75) $1430 = Pickup.Create(#KILLFRENZY, 3, -674.22, 1162.7, 28.15) $1431 = Pickup.Create(#KILLFRENZY, 3, -1143.48, -410.87, 10.95) $1432 = Pickup.Create(#KILLFRENZY, 3, 624.26, -230.158, 23.915) $1433 = Pickup.Create(#KILLFRENZY, 3, -34.13, -948.707, 21.772) $1434 = Pickup.Create(#KILLFRENZY, 3, 593.315, -352.826, 13.711) $1435 = Pickup.Create(#KILLFRENZY, 3, -1234.83, -90.378, 11.43) $1436 = Pickup.Create(#KILLFRENZY, 3, -1483.47, -881.677, 14.87) $1437 = Pickup.Create(#KILLFRENZY, 3, -194.701, -1085.067, 15.66) $1438 = Pickup.Create(#KILLFRENZY, 3, -983.373, -353.997, 13.84) 0408: set_total_rampages_to 35 $1474 = 30 // integer values $1475 = 12 // integer values $1476 = 35 // integer values $1477 = 35 // integer values $1478 = 30 // integer values $1479 = 25 // integer values $1480 = 30 // integer values $1481 = 35 // integer values $1482 = 40 // integer values $1483 = 30 // integer values $1484 = 30 // integer values $1485 = 20 // integer values $1486 = 25 // integer values $1487 = 35 // integer values $1488 = 20 // integer values $1489 = 15 // integer values $1490 = 15 // integer values $1491 = 35 // integer values $1492 = 20 // integer values $1493 = 10 // integer values $1494 = 30 // integer values $1495 = 25 // integer values $1496 = 30 // integer values $1497 = 20 // integer values $1498 = 10 // integer values $1499 = 30 // integer values $1500 = 25 // integer values $1501 = 25 // integer values $1502 = 10 // integer values $1503 = 25 // integer values $1504 = 30 // integer values $1505 = 35 // integer values $1506 = 25 // integer values $1507 = 25 // integer values $1508 = 10 // integer values :RAMPAGE_1369 if 35 > $1403 // integer values jf @RAMPAGE_5602 wait 0 $1515 += 1 // integer values if $1515 > 17 // integer values jf @RAMPAGE_1423 $1515 = 0 // integer values :RAMPAGE_1423 if $1515 == 0 // integer values jf @RAMPAGE_1661 if $1439 == 0 // integer values jf @RAMPAGE_1551 0084: $1516 = $1439 // integer values and handles 0084: $1517 = $1404 // integer values and handles 04AE: $1518 = 272 // = constant 04AE: $1519 = 15 // = constant 0084: $1520 = $1474 // integer values and handles $1521 = 218.22 // floating-point values $1522 = -1613.76 // floating-point values $1523 = 11.06 // floating-point values gosub @RAMPAGE_5610 0084: $1439 = $1516 // integer values and handles 0084: $1404 = $1517 // integer values and handles :RAMPAGE_1551 if $1440 == 0 // integer values jf @RAMPAGE_1661 0084: $1516 = $1440 // integer values and handles 0084: $1517 = $1405 // integer values and handles 04AE: $1518 = 287 // = constant 04AE: $1519 = 30 // = constant 0084: $1520 = $1475 // integer values and handles $1521 = -1435.29 // floating-point values $1522 = -833.645 // floating-point values $1523 = 30.06 // floating-point values gosub @RAMPAGE_5610 0084: $1440 = $1516 // integer values and handles 0084: $1405 = $1517 // integer values and handles :RAMPAGE_1661 if $1515 == 1 // integer values jf @RAMPAGE_1899 if $1441 == 0 // integer values jf @RAMPAGE_1789 0084: $1516 = $1441 // integer values and handles 0084: $1517 = $1406 // integer values and handles 04AE: $1518 = 282 // = constant 04AE: $1519 = 42 // = constant 0084: $1520 = $1476 // integer values and handles $1521 = 234.86 // floating-point values $1522 = 34.22 // floating-point values $1523 = 9.98 // floating-point values gosub @RAMPAGE_5610 0084: $1441 = $1516 // integer values and handles 0084: $1406 = $1517 // integer values and handles :RAMPAGE_1789 if $1442 == 0 // integer values jf @RAMPAGE_1899 0084: $1516 = $1442 // integer values and handles 0084: $1517 = $1407 // integer values and handles 04AE: $1518 = 280 // = constant 04AE: $1519 = 26 // = constant 0084: $1520 = $1477 // integer values and handles $1521 = 479.69 // floating-point values $1522 = 1110.18 // floating-point values $1523 = 17.33 // floating-point values gosub @RAMPAGE_5610 0084: $1442 = $1516 // integer values and handles 0084: $1407 = $1517 // integer values and handles :RAMPAGE_1899 if $1515 == 2 // integer values jf @RAMPAGE_2137 if $1443 == 0 // integer values jf @RAMPAGE_2027 0084: $1516 = $1443 // integer values and handles 0084: $1517 = $1408 // integer values and handles 04AE: $1518 = 287 // = constant 04AE: $1519 = 30 // = constant 0084: $1520 = $1478 // integer values and handles $1521 = 370.63 // floating-point values $1522 = 1125.86 // floating-point values $1523 = 26.5 // floating-point values gosub @RAMPAGE_5610 0084: $1443 = $1516 // integer values and handles 0084: $1408 = $1517 // integer values and handles :RAMPAGE_2027 if $1444 == 0 // integer values jf @RAMPAGE_2137 0084: $1516 = $1444 // integer values and handles 0084: $1517 = $1409 // integer values and handles 04AE: $1518 = 284 // = constant 04AE: $1519 = 25 // = constant 0084: $1520 = $1479 // integer values and handles $1521 = 144.449 // floating-point values $1522 = -545.234 // floating-point values $1523 = 14.751 // floating-point values gosub @RAMPAGE_5610 0084: $1444 = $1516 // integer values and handles 0084: $1409 = $1517 // integer values and handles :RAMPAGE_2137 if $1515 == 3 // integer values jf @RAMPAGE_2375 if $1445 == 0 // integer values jf @RAMPAGE_2265 0084: $1516 = $1445 // integer values and handles 0084: $1517 = $1410 // integer values and handles 04AE: $1518 = 288 // = constant 04AE: $1519 = 31 // = constant 0084: $1520 = $1480 // integer values and handles $1521 = -1100.625 // floating-point values $1522 = 1453.43 // floating-point values $1523 = 8.73 // floating-point values gosub @RAMPAGE_5610 0084: $1445 = $1516 // integer values and handles 0084: $1410 = $1517 // integer values and handles :RAMPAGE_2265 if $1446 == 0 // integer values jf @RAMPAGE_2375 0084: $1516 = $1446 // integer values and handles 0084: $1517 = $1411 // integer values and handles 04AE: $1518 = 282 // = constant 04AE: $1519 = 42 // = constant 0084: $1520 = $1481 // integer values and handles $1521 = -908.317 // floating-point values $1522 = 744.149 // floating-point values $1523 = 11.092 // floating-point values gosub @RAMPAGE_5610 0084: $1446 = $1516 // integer values and handles 0084: $1411 = $1517 // integer values and handles :RAMPAGE_2375 if $1515 == 4 // integer values jf @RAMPAGE_2613 if $1447 == 0 // integer values jf @RAMPAGE_2503 0084: $1516 = $1447 // integer values and handles 0084: $1517 = $1412 // integer values and handles 04AE: $1518 = 272 // = constant 04AE: $1519 = 15 // = constant 0084: $1520 = $1482 // integer values and handles $1521 = -508.768 // floating-point values $1522 = 1149.203 // floating-point values $1523 = 18.172 // floating-point values gosub @RAMPAGE_5610 0084: $1447 = $1516 // integer values and handles 0084: $1412 = $1517 // integer values and handles :RAMPAGE_2503 if $1448 == 0 // integer values jf @RAMPAGE_2613 0084: $1516 = $1448 // integer values and handles 0084: $1517 = $1413 // integer values and handles 04AE: $1518 = 289 // = constant 04AE: $1519 = 32 // = constant 0084: $1520 = $1483 // integer values and handles $1521 = -789.41 // floating-point values $1522 = 592.56 // floating-point values $1523 = 11.1 // floating-point values gosub @RAMPAGE_5610 0084: $1448 = $1516 // integer values and handles 0084: $1413 = $1517 // integer values and handles :RAMPAGE_2613 if $1515 == 5 // integer values jf @RAMPAGE_2851 if $1449 == 0 // integer values jf @RAMPAGE_2741 0084: $1516 = $1449 // integer values and handles 0084: $1517 = $1414 // integer values and handles 04AE: $1518 = 281 // = constant 04AE: $1519 = 22 // = constant 0084: $1520 = $1484 // integer values and handles $1521 = -1011.37 // floating-point values $1522 = -170.64 // floating-point values $1523 = 10.99 // floating-point values gosub @RAMPAGE_5610 0084: $1449 = $1516 // integer values and handles 0084: $1414 = $1517 // integer values and handles :RAMPAGE_2741 if $1450 == 0 // integer values jf @RAMPAGE_2851 0084: $1516 = $1450 // integer values and handles 0084: $1517 = $1415 // integer values and handles 04AE: $1518 = 269 // = constant 04AE: $1519 = 11 // = constant 0084: $1520 = $1485 // integer values and handles $1521 = 68.702 // floating-point values $1522 = -1119.231 // floating-point values $1523 = 10.458 // floating-point values gosub @RAMPAGE_5610 0084: $1450 = $1516 // integer values and handles 0084: $1415 = $1517 // integer values and handles :RAMPAGE_2851 if $1515 == 6 // integer values jf @RAMPAGE_3088 if $1451 == 0 // integer values jf @RAMPAGE_2979 0084: $1516 = $1451 // integer values and handles 0084: $1517 = $1416 // integer values and handles 04AE: $1518 = 286 // = constant 04AE: $1519 = 29 // = constant 0084: $1520 = $1486 // integer values and handles $1521 = 85.623 // floating-point values $1522 = -1259.86 // floating-point values $1523 = 17.092 // floating-point values gosub @RAMPAGE_5610 0084: $1451 = $1516 // integer values and handles 0084: $1416 = $1517 // integer values and handles :RAMPAGE_2979 if $1452 == 0 // integer values jf @RAMPAGE_3088 0084: $1516 = $1452 // integer values and handles 0084: $1517 = $1417 // integer values and handles $1518 = -1 // integer values 04AE: $1519 = 40 // = constant 0084: $1520 = $1487 // integer values and handles $1521 = -679.66 // floating-point values $1522 = -419.712 // floating-point values $1523 = 10.469 // floating-point values gosub @RAMPAGE_5610 0084: $1452 = $1516 // integer values and handles 0084: $1417 = $1517 // integer values and handles :RAMPAGE_3088 if $1515 == 7 // integer values jf @RAMPAGE_3326 if $1453 == 0 // integer values jf @RAMPAGE_3216 0084: $1516 = $1453 // integer values and handles 0084: $1517 = $1418 // integer values and handles 04AE: $1518 = 276 // = constant 04AE: $1519 = 27 // = constant 0084: $1520 = $1488 // integer values and handles $1521 = -1176.341 // floating-point values $1522 = -702.975 // floating-point values $1523 = 22.662 // floating-point values gosub @RAMPAGE_5610 0084: $1453 = $1516 // integer values and handles 0084: $1418 = $1517 // integer values and handles :RAMPAGE_3216 if $1454 == 0 // integer values jf @RAMPAGE_3326 0084: $1516 = $1454 // integer values and handles 0084: $1517 = $1419 // integer values and handles 04AE: $1518 = 287 // = constant 04AE: $1519 = 30 // = constant 0084: $1520 = $1489 // integer values and handles $1521 = -626.642 // floating-point values $1522 = -1354.85 // floating-point values $1523 = 16.373 // floating-point values gosub @RAMPAGE_5610 0084: $1454 = $1516 // integer values and handles 0084: $1419 = $1517 // integer values and handles :RAMPAGE_3326 if $1515 == 8 // integer values jf @RAMPAGE_3564 if $1455 == 0 // integer values jf @RAMPAGE_3454 0084: $1516 = $1455 // integer values and handles 0084: $1517 = $1420 // integer values and handles 04AE: $1518 = 290 // = constant 04AE: $1519 = 33 // = constant 0084: $1520 = $1490 // integer values and handles $1521 = -1519.33 // floating-point values $1522 = -292.236 // floating-point values $1523 = 14.86 // floating-point values gosub @RAMPAGE_5610 0084: $1455 = $1516 // integer values and handles 0084: $1420 = $1517 // integer values and handles :RAMPAGE_3454 if $1456 == 0 // integer values jf @RAMPAGE_3564 0084: $1516 = $1456 // integer values and handles 0084: $1517 = $1421 // integer values and handles 04AE: $1518 = 270 // = constant 04AE: $1519 = 12 // = constant 0084: $1520 = $1491 // integer values and handles $1521 = -956.113 // floating-point values $1522 = -1206.33 // floating-point values $1523 = 14.86 // floating-point values gosub @RAMPAGE_5610 0084: $1456 = $1516 // integer values and handles 0084: $1421 = $1517 // integer values and handles :RAMPAGE_3564 if $1515 == 9 // integer values jf @RAMPAGE_3802 if $1457 == 0 // integer values jf @RAMPAGE_3692 0084: $1516 = $1457 // integer values and handles 0084: $1517 = $1422 // integer values and handles 04AE: $1518 = 285 // = constant 04AE: $1519 = 28 // = constant 0084: $1520 = $1492 // integer values and handles $1521 = -890.184 // floating-point values $1522 = -489.655 // floating-point values $1523 = 36.2 // floating-point values gosub @RAMPAGE_5610 0084: $1457 = $1516 // integer values and handles 0084: $1422 = $1517 // integer values and handles :RAMPAGE_3692 if $1458 == 0 // integer values jf @RAMPAGE_3802 0084: $1516 = $1458 // integer values and handles 0084: $1517 = $1423 // integer values and handles 04AE: $1518 = 268 // = constant 04AE: $1519 = 10 // = constant 0084: $1520 = $1493 // integer values and handles $1521 = 3.426 // floating-point values $1522 = -1147.0 // floating-point values $1523 = 10.45 // floating-point values gosub @RAMPAGE_5610 0084: $1458 = $1516 // integer values and handles 0084: $1423 = $1517 // integer values and handles :RAMPAGE_3802 if $1515 == 10 // integer values jf @RAMPAGE_4039 if $1459 == 0 // integer values jf @RAMPAGE_3929 0084: $1516 = $1459 // integer values and handles 0084: $1517 = $1424 // integer values and handles $1518 = -1 // integer values 04AE: $1519 = 40 // = constant 0084: $1520 = $1494 // integer values and handles $1521 = 468.656 // floating-point values $1522 = -1608.79 // floating-point values $1523 = 11.03 // floating-point values gosub @RAMPAGE_5610 0084: $1459 = $1516 // integer values and handles 0084: $1424 = $1517 // integer values and handles :RAMPAGE_3929 if $1460 == 0 // integer values jf @RAMPAGE_4039 0084: $1516 = $1460 // integer values and handles 0084: $1517 = $1425 // integer values and handles 04AE: $1518 = 275 // = constant 04AE: $1519 = 18 // = constant 0084: $1520 = $1495 // integer values and handles $1521 = 587.795 // floating-point values $1522 = 1206.26 // floating-point values $1523 = 15.64 // floating-point values gosub @RAMPAGE_5610 0084: $1460 = $1516 // integer values and handles 0084: $1425 = $1517 // integer values and handles :RAMPAGE_4039 if $1515 == 11 // integer values jf @RAMPAGE_4277 if $1461 == 0 // integer values jf @RAMPAGE_4167 0084: $1516 = $1461 // integer values and handles 0084: $1517 = $1426 // integer values and handles 04AE: $1518 = 282 // = constant 04AE: $1519 = 42 // = constant 0084: $1520 = $1496 // integer values and handles $1521 = 300.673 // floating-point values $1522 = 1324.88 // floating-point values $1523 = 22.919 // floating-point values gosub @RAMPAGE_5610 0084: $1461 = $1516 // integer values and handles 0084: $1426 = $1517 // integer values and handles :RAMPAGE_4167 if $1462 == 0 // integer values jf @RAMPAGE_4277 0084: $1516 = $1462 // integer values and handles 0084: $1517 = $1427 // integer values and handles 04AE: $1518 = 269 // = constant 04AE: $1519 = 11 // = constant 0084: $1520 = $1497 // integer values and handles $1521 = 217.247 // floating-point values $1522 = 261.372 // floating-point values $1523 = 8.71 // floating-point values gosub @RAMPAGE_5610 0084: $1462 = $1516 // integer values and handles 0084: $1427 = $1517 // integer values and handles :RAMPAGE_4277 if $1515 == 12 // integer values jf @RAMPAGE_4515 if $1463 == 0 // integer values jf @RAMPAGE_4405 0084: $1516 = $1463 // integer values and handles 0084: $1517 = $1428 // integer values and handles 04AE: $1518 = 287 // = constant 04AE: $1519 = 30 // = constant 0084: $1520 = $1498 // integer values and handles $1521 = -366.44 // floating-point values $1522 = -1742.1 // floating-point values $1523 = 11.426 // floating-point values gosub @RAMPAGE_5610 0084: $1463 = $1516 // integer values and handles 0084: $1428 = $1517 // integer values and handles :RAMPAGE_4405 if $1464 == 0 // integer values jf @RAMPAGE_4515 0084: $1516 = $1464 // integer values and handles 0084: $1517 = $1429 // integer values and handles 04AE: $1518 = 290 // = constant 04AE: $1519 = 33 // = constant 0084: $1520 = $1499 // integer values and handles $1521 = -448.796 // floating-point values $1522 = 1249.27 // floating-point values $1523 = 11.75 // floating-point values gosub @RAMPAGE_5610 0084: $1464 = $1516 // integer values and handles 0084: $1429 = $1517 // integer values and handles :RAMPAGE_4515 if $1515 == 13 // integer values jf @RAMPAGE_4753 if $1465 == 0 // integer values jf @RAMPAGE_4643 0084: $1516 = $1465 // integer values and handles 0084: $1517 = $1430 // integer values and handles 04AE: $1518 = 275 // = constant 04AE: $1519 = 18 // = constant 0084: $1520 = $1500 // integer values and handles $1521 = -674.22 // floating-point values $1522 = 1162.7 // floating-point values $1523 = 28.15 // floating-point values gosub @RAMPAGE_5610 0084: $1465 = $1516 // integer values and handles 0084: $1430 = $1517 // integer values and handles :RAMPAGE_4643 if $1466 == 0 // integer values jf @RAMPAGE_4753 0084: $1516 = $1466 // integer values and handles 0084: $1517 = $1431 // integer values and handles 04AE: $1518 = 277 // = constant 04AE: $1519 = 19 // = constant 0084: $1520 = $1501 // integer values and handles $1521 = -1143.48 // floating-point values $1522 = -410.87 // floating-point values $1523 = 10.95 // floating-point values gosub @RAMPAGE_5610 0084: $1466 = $1516 // integer values and handles 0084: $1431 = $1517 // integer values and handles :RAMPAGE_4753 if $1515 == 14 // integer values jf @RAMPAGE_4991 if $1467 == 0 // integer values jf @RAMPAGE_4881 0084: $1516 = $1467 // integer values and handles 0084: $1517 = $1432 // integer values and handles 04AE: $1518 = 286 // = constant 04AE: $1519 = 29 // = constant 0084: $1520 = $1502 // integer values and handles $1521 = 624.26 // floating-point values $1522 = -230.158 // floating-point values $1523 = 23.915 // floating-point values gosub @RAMPAGE_5610 0084: $1467 = $1516 // integer values and handles 0084: $1432 = $1517 // integer values and handles :RAMPAGE_4881 if $1468 == 0 // integer values jf @RAMPAGE_4991 0084: $1516 = $1468 // integer values and handles 0084: $1517 = $1433 // integer values and handles 04AE: $1518 = 277 // = constant 04AE: $1519 = 19 // = constant 0084: $1520 = $1503 // integer values and handles $1521 = -34.13 // floating-point values $1522 = -948.707 // floating-point values $1523 = 21.772 // floating-point values gosub @RAMPAGE_5610 0084: $1468 = $1516 // integer values and handles 0084: $1433 = $1517 // integer values and handles :RAMPAGE_4991 if $1515 == 15 // integer values jf @RAMPAGE_5229 if $1469 == 0 // integer values jf @RAMPAGE_5119 0084: $1516 = $1469 // integer values and handles 0084: $1517 = $1434 // integer values and handles 04AE: $1518 = 278 // = constant 04AE: $1519 = 20 // = constant 0084: $1520 = $1504 // integer values and handles $1521 = 593.315 // floating-point values $1522 = -352.826 // floating-point values $1523 = 13.711 // floating-point values gosub @RAMPAGE_5610 0084: $1469 = $1516 // integer values and handles 0084: $1434 = $1517 // integer values and handles :RAMPAGE_5119 if $1470 == 0 // integer values jf @RAMPAGE_5229 0084: $1516 = $1470 // integer values and handles 0084: $1517 = $1435 // integer values and handles 04AE: $1518 = 278 // = constant 04AE: $1519 = 20 // = constant 0084: $1520 = $1505 // integer values and handles $1521 = -1234.83 // floating-point values $1522 = -90.378 // floating-point values $1523 = 11.43 // floating-point values gosub @RAMPAGE_5610 0084: $1470 = $1516 // integer values and handles 0084: $1435 = $1517 // integer values and handles :RAMPAGE_5229 if $1515 == 16 // integer values jf @RAMPAGE_5467 if $1471 == 0 // integer values jf @RAMPAGE_5357 0084: $1516 = $1471 // integer values and handles 0084: $1517 = $1436 // integer values and handles 04AE: $1518 = 278 // = constant 04AE: $1519 = 20 // = constant 0084: $1520 = $1506 // integer values and handles $1521 = -1483.47 // floating-point values $1522 = -881.677 // floating-point values $1523 = 14.87 // floating-point values gosub @RAMPAGE_5610 0084: $1471 = $1516 // integer values and handles 0084: $1436 = $1517 // integer values and handles :RAMPAGE_5357 if $1472 == 0 // integer values jf @RAMPAGE_5467 0084: $1516 = $1472 // integer values and handles 0084: $1517 = $1437 // integer values and handles 04AE: $1518 = 280 // = constant 04AE: $1519 = 26 // = constant 0084: $1520 = $1507 // integer values and handles $1521 = -194.701 // floating-point values $1522 = -1085.067 // floating-point values $1523 = 15.66 // floating-point values gosub @RAMPAGE_5610 0084: $1472 = $1516 // integer values and handles 0084: $1437 = $1517 // integer values and handles :RAMPAGE_5467 if $1515 == 17 // integer values jf @RAMPAGE_5595 if $1473 == 0 // integer values jf @RAMPAGE_5595 0084: $1516 = $1473 // integer values and handles 0084: $1517 = $1438 // integer values and handles 04AE: $1518 = 268 // = constant 04AE: $1519 = 10 // = constant 0084: $1520 = $1508 // integer values and handles $1521 = -983.373 // floating-point values $1522 = -353.997 // floating-point values $1523 = 13.84 // floating-point values gosub @RAMPAGE_5610 0084: $1473 = $1516 // integer values and handles 0084: $1438 = $1517 // integer values and handles :RAMPAGE_5595 jump @RAMPAGE_1369 :RAMPAGE_5602 030C: progress_made += 1 mission_cleanup end_thread :RAMPAGE_5610 if Pickup.Picked_up($1517) jf @RAMPAGE_7047 wait 0 if $1180 == 1 // integer values jf @RAMPAGE_5668 $1517 = Pickup.Create(#KILLFRENZY, 3, $1521, $1522, $1523) return :RAMPAGE_5668 $ONMISSION = 1 // integer values Model.Load($1518) :RAMPAGE_5680 if not Model.Available($1518) jf @RAMPAGE_5707 wait 0 jump @RAMPAGE_5680 :RAMPAGE_5707 if 04A3: $1518 == 290 // == constant jf @RAMPAGE_5758 Model.Load(#MINIGUN2) :RAMPAGE_5731 if not Model.Available(#MINIGUN2) jf @RAMPAGE_5758 wait 0 jump @RAMPAGE_5731 :RAMPAGE_5758 if $1509 == 4 // integer values jf @RAMPAGE_5818 04AE: $1510 = 7 // = constant 04AE: $1511 = 83 // = constant 04AE: $1512 = 84 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant $1509 += 1 // integer values :RAMPAGE_5818 if $1509 == 3 // integer values jf @RAMPAGE_5878 04AE: $1510 = 8 // = constant 04AE: $1511 = 85 // = constant 04AE: $1512 = 86 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant $1509 += 1 // integer values :RAMPAGE_5878 if $1509 == 2 // integer values jf @RAMPAGE_5938 04AE: $1510 = 12 // = constant 04AE: $1511 = 93 // = constant 04AE: $1512 = 94 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant $1509 += 1 // integer values :RAMPAGE_5938 if $1509 == 1 // integer values jf @RAMPAGE_5998 04AE: $1510 = 10 // = constant 04AE: $1511 = 89 // = constant 04AE: $1512 = 90 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant $1509 += 1 // integer values :RAMPAGE_5998 if $1509 == 0 // integer values jf @RAMPAGE_6058 04AE: $1510 = 9 // = constant 04AE: $1511 = 87 // = constant 04AE: $1512 = 88 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant $1509 += 1 // integer values :RAMPAGE_6058 if Player.Defined($PLAYER_CHAR) jf @RAMPAGE_6369 if Player.InZone($PLAYER_CHAR, 'STREET5') jf @RAMPAGE_6133 04AE: $1510 = 9 // = constant 04AE: $1511 = 87 // = constant 04AE: $1512 = 88 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant :RAMPAGE_6133 if Player.InZone($PLAYER_CHAR, 'BIKAREA') jf @RAMPAGE_6192 04AE: $1510 = 12 // = constant 04AE: $1511 = 93 // = constant 04AE: $1512 = 94 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant :RAMPAGE_6192 if Player.InZone($PLAYER_CHAR, 'GANG2') jf @RAMPAGE_6251 04AE: $1510 = 8 // = constant 04AE: $1511 = 85 // = constant 04AE: $1512 = 86 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant :RAMPAGE_6251 if Player.InZone($PLAYER_CHAR, 'GHETTO1') jf @RAMPAGE_6310 04AE: $1510 = 8 // = constant 04AE: $1511 = 85 // = constant 04AE: $1512 = 86 // = constant 04AE: $1513 = 83 // = constant 04AE: $1514 = 84 // = constant :RAMPAGE_6310 if Player.InZone($PLAYER_CHAR, 'GHETTO2') jf @RAMPAGE_6369 04AE: $1510 = 7 // = constant 04AE: $1511 = 83 // = constant 04AE: $1512 = 84 // = constant 04AE: $1513 = 85 // = constant 04AE: $1514 = 86 // = constant :RAMPAGE_6369 if 003A: $1517 == $1422 // integer values and handles jf @RAMPAGE_6448 01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 $1513 $1514 0 // . 01E3: text_1number_styled 'PAGE_05' number $1520 time 6000 style 6 // Gun Down ~1~ Gang Members in 2 Minutes! jump @RAMPAGE_6684 :RAMPAGE_6448 if or 003A: $1517 == $1405 // integer values and handles 003A: $1517 == $1419 // integer values and handles 003A: $1517 == $1420 // integer values and handles 003A: $1517 == $1428 // integer values and handles jf @RAMPAGE_6547 01F9: init_rampage 'PAGE_00' $1519 120000 $1520 -2 -1 -1 -1 0 // . 01E3: text_1number_styled 'PAGE_02' number $1520 time 6000 style 6 // Destroy ~1~ Vehicles in 2 Minutes! jump @RAMPAGE_6684 :RAMPAGE_6547 01F9: init_rampage 'PAGE_00' $1519 120000 $1520 $1511 $1512 -1 -1 0 // . if 04A3: $1519 == 42 // == constant jf @RAMPAGE_6623 01E3: text_1number_styled 'PAGE_03' number $1520 time 6000 style 6 // Drive-by and Waste ~1~ Gang Members in 2 Minutes! jump @RAMPAGE_6684 :RAMPAGE_6623 if 04A3: $1519 == 40 // == constant jf @RAMPAGE_6666 01E3: text_1number_styled 'PAGE_04' number $1520 time 6000 style 6 // Runover and Kill ~1~ Gang Members in 2 Minutes! jump @RAMPAGE_6684 :RAMPAGE_6666 01E3: text_1number_styled 'PAGE_01' number $1520 time 6000 style 6 // Kill ~1~ Gang Members in 2 Minutes! :RAMPAGE_6684 Model.Load($1511) Model.Load($1512) 03DF: all_random_peds $1510 00BA: text_styled 'RAMPAGE' 5000 ms 5 // RAMPAGE!! 01FA: $1402 = rampage_status :RAMPAGE_6719 if $1402 == 1 // integer values jf @RAMPAGE_6753 wait 0 01FA: $1402 = rampage_status jump @RAMPAGE_6719 :RAMPAGE_6753 if $1402 == 2 // integer values jf @RAMPAGE_6960 $1516 = 1 // integer values $1403 += 1 // integer values 0084: $1401 = $1403 // integer values and handles $1401 *= 50 // integer values if Player.Defined($PLAYER_CHAR) jf @RAMPAGE_6821 Player.ClearWantedLevel($PLAYER_CHAR) :RAMPAGE_6821 if 35 > $1403 // integer values jf @RAMPAGE_6903 if Player.Defined($PLAYER_CHAR) jf @RAMPAGE_6863 Player.Money($PLAYER_CHAR) += $1401 :RAMPAGE_6863 00BA: text_styled 'RAMP_P' 5000 ms 5 // RAMPAGE PASSED!! 01E3: text_1number_styled 'REWARD' number $1401 time 6000 style 6 // REWARD $~1~ jump @RAMPAGE_6960 :RAMPAGE_6903 if Player.Defined($PLAYER_CHAR) jf @RAMPAGE_6927 Player.Money($PLAYER_CHAR) += 1000 :RAMPAGE_6927 00BA: text_styled 'RAMP_A' 5000 ms 5 // ALL RAMPAGES COMPLETED!! 01E3: text_1number_styled 'REWARD' number 1000 time 6000 style 6 // REWARD $~1~ :RAMPAGE_6960 if $1402 == 3 // integer values jf @RAMPAGE_7016 00BA: text_styled 'RAMP_F' 5000 ms 5 // RAMPAGE FAILED!! Pickup.Destroy($1517) $1517 = Pickup.Create(#KILLFRENZY, 3, $1521, $1522, $1523) :RAMPAGE_7016 03DF: all_random_peds -1 Model.Destroy($1511) Model.Destroy($1512) Model.Destroy($1518) Model.Destroy(#MINIGUN2) $ONMISSION = 0 // integer values :RAMPAGE_7047 return :SHOPS $1524 = -60000 // integer values $1525 = -60000 // integer values $1526 = -60000 // integer values $1527 = 0 // integer values $1530 = 0 // integer values $864 = 0 // integer values $1540 = 0 // integer values $1541 = 0 // integer values $1542 = 0 // integer values $1543 = 0 // integer values $1544 = 0 // integer values $1545 = 0 // integer values $1546 = 0 // integer values $1547 = 0 // integer values $1548 = 0 // integer values $1549 = 0 // integer values $1550 = 0 // integer values $1551 = 0 // integer values $1552 = 0 // integer values $1553 = 0 // integer values $1554 = 0 // integer values $1555 = 0 // integer values $1531 = 0 // integer values thread 'SHOPS' set_wb_check_to 0 create_thread @SHOP1 create_thread @SHOP2 create_thread @SHOP3 create_thread @SHOP4 create_thread @SHOP5 end_thread :SHOP1 thread 'SHOP1' :SHOP1_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @SHOP1_999 if and 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point $1003 == 0 // integer values jf @SHOP1_992 if 00F5: player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 jf @SHOP1_329 if $1527 == 0 // integer values jf @SHOP1_216 gosub @SHOP5_1792 0084: $1533 = $859 // integer values and handles 0060: $1533 -= $1524 // integer values if $1533 > 60000 // integer values jf @SHOP1_202 $1532 = Actor.Create(CivMale, #SPECIAL16, 450.0, 782.5, 12.2) gosub @SHOP5_2200 :SHOP1_202 $1527 = 1 // integer values jump @SHOP1_322 :SHOP1_216 if $1533 > 60000 // integer values jf @SHOP1_322 if not Actor.Dead($1532) jf @SHOP1_315 if 0057: player $PLAYER_CHAR 0 472.7 800.4 11.5 438.1 779.0 17.0 jf @SHOP1_308 gosub @SHOP5_1010 :SHOP1_308 jump @SHOP1_322 :SHOP1_315 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP1_322 jump @SHOP1_354 :SHOP1_329 if $1527 == 1 // integer values jf @SHOP1_354 gosub @SHOP5_1854 :SHOP1_354 if Player.Defined($PLAYER_CHAR) jf @SHOP1_673 if 00F5: player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 jf @SHOP1_648 if $1528 == 0 // integer values jf @SHOP1_535 gosub @SHOP5_1792 0084: $1534 = $859 // integer values and handles 0060: $1534 -= $1525 // integer values if $1534 > 60000 // integer values jf @SHOP1_521 $1532 = Actor.Create(CivMale, #SPECIAL16, 383.2, 759.7, 11.0) Actor.Angle($1532) = 180.0 gosub @SHOP5_2200 :SHOP1_521 $1528 = 1 // integer values jump @SHOP1_641 :SHOP1_535 if $1534 > 60000 // integer values jf @SHOP1_641 if not Actor.Dead($1532) jf @SHOP1_634 if 00F5: player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 8.0 8.0 6.0 jf @SHOP1_627 gosub @SHOP5_1010 :SHOP1_627 jump @SHOP1_641 :SHOP1_634 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP1_641 jump @SHOP1_673 :SHOP1_648 if $1528 == 1 // integer values jf @SHOP1_673 gosub @SHOP5_1854 :SHOP1_673 if Player.Defined($PLAYER_CHAR) jf @SHOP1_992 if 00F5: player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 jf @SHOP1_967 if $1529 == 0 // integer values jf @SHOP1_854 gosub @SHOP5_1792 0084: $1535 = $859 // integer values and handles 0060: $1535 -= $1526 // integer values if $1535 > 60000 // integer values jf @SHOP1_840 $1532 = Actor.Create(CivMale, #SPECIAL16, 379.9, 210.2, 10.6) Actor.Angle($1532) = 280.0 gosub @SHOP5_2200 :SHOP1_840 $1529 = 1 // integer values jump @SHOP1_960 :SHOP1_854 if $1535 > 60000 // integer values jf @SHOP1_960 if not Actor.Dead($1532) jf @SHOP1_953 if 00F5: player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 8.0 8.0 6.0 jf @SHOP1_946 gosub @SHOP5_1010 :SHOP1_946 jump @SHOP1_960 :SHOP1_953 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP1_960 jump @SHOP1_992 :SHOP1_967 if $1529 == 1 // integer values jf @SHOP1_992 gosub @SHOP5_1854 :SHOP1_992 jump @SHOP1_1006 :SHOP1_999 gosub @SHOP5_1854 :SHOP1_1006 jump @SHOP1_10 :SHOP2 thread 'SHOP2' :SHOP2_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @SHOP2_364 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @SHOP2_357 if 00F5: player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 jf @SHOP2_332 if $1527 == 0 // integer values jf @SHOP2_219 gosub @SHOP5_1792 0084: $1533 = $859 // integer values and handles 0060: $1533 -= $1524 // integer values if $1533 > 60000 // integer values jf @SHOP2_205 $1532 = Actor.Create(CivMale, #SPECIAL16, -846.6, -72.6, 10.8) Actor.Angle($1532) = 166.0 gosub @SHOP5_2200 :SHOP2_205 $1527 = 1 // integer values jump @SHOP2_325 :SHOP2_219 if $1533 > 60000 // integer values jf @SHOP2_325 if not Actor.Dead($1532) jf @SHOP2_318 if 00F5: player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 8.0 8.0 6.0 jf @SHOP2_311 gosub @SHOP5_1010 :SHOP2_311 jump @SHOP2_325 :SHOP2_318 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP2_325 jump @SHOP2_357 :SHOP2_332 if $1527 == 1 // integer values jf @SHOP2_357 gosub @SHOP5_1854 :SHOP2_357 jump @SHOP2_371 :SHOP2_364 gosub @SHOP5_1854 :SHOP2_371 jump @SHOP2_10 :SHOP3 thread 'SHOP3' :SHOP3_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @SHOP3_683 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @SHOP3_676 if 00F5: player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 jf @SHOP3_332 if $1527 == 0 // integer values jf @SHOP3_219 gosub @SHOP5_1792 0084: $1533 = $859 // integer values and handles 0060: $1533 -= $1524 // integer values if $1533 > 60000 // integer values jf @SHOP3_205 $1532 = Actor.Create(CivMale, #SPECIAL16, -830.4, 741.9, 10.6) Actor.Angle($1532) = 90.0 gosub @SHOP5_2200 :SHOP3_205 $1527 = 1 // integer values jump @SHOP3_325 :SHOP3_219 if $1533 > 60000 // integer values jf @SHOP3_325 if not Actor.Dead($1532) jf @SHOP3_318 if 00F5: player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 8.0 8.0 6.0 jf @SHOP3_311 gosub @SHOP5_1010 :SHOP3_311 jump @SHOP3_325 :SHOP3_318 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP3_325 jump @SHOP3_357 :SHOP3_332 if $1527 == 1 // integer values jf @SHOP3_357 gosub @SHOP5_1854 :SHOP3_357 if Player.Defined($PLAYER_CHAR) jf @SHOP3_676 if 00F5: player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 jf @SHOP3_651 if $1528 == 0 // integer values jf @SHOP3_538 gosub @SHOP5_1792 0084: $1534 = $859 // integer values and handles 0060: $1534 -= $1525 // integer values if $1534 > 60000 // integer values jf @SHOP3_524 $1532 = Actor.Create(CivMale, #SPECIAL16, -854.3, 850.0, 10.6) Actor.Angle($1532) = 110.0 gosub @SHOP5_2200 :SHOP3_524 $1528 = 1 // integer values jump @SHOP3_644 :SHOP3_538 if $1534 > 60000 // integer values jf @SHOP3_644 if not Actor.Dead($1532) jf @SHOP3_637 if 00F5: player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 8.0 8.0 6.0 jf @SHOP3_630 gosub @SHOP5_1010 :SHOP3_630 jump @SHOP3_644 :SHOP3_637 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP3_644 jump @SHOP3_676 :SHOP3_651 if $1528 == 1 // integer values jf @SHOP3_676 gosub @SHOP5_1854 :SHOP3_676 jump @SHOP3_690 :SHOP3_683 gosub @SHOP5_1854 :SHOP3_690 jump @SHOP3_10 :SHOP4 thread 'SHOP4' :SHOP4_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @SHOP4_1034 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @SHOP4_1027 if 00F5: player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 jf @SHOP4_332 if $1527 == 0 // integer values jf @SHOP4_219 gosub @SHOP5_1792 0084: $1533 = $859 // integer values and handles 0060: $1533 -= $1524 // integer values if $1533 > 60000 // integer values jf @SHOP4_205 $1532 = Actor.Create(CivMale, #SPECIAL16, -858.8, -632.66, 10.6) Actor.Angle($1532) = 193.0 gosub @SHOP5_2200 :SHOP4_205 $1527 = 1 // integer values jump @SHOP4_325 :SHOP4_219 if $1533 > 60000 // integer values jf @SHOP4_325 if not Actor.Dead($1532) jf @SHOP4_318 if 00F5: player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 8.0 8.0 6.0 jf @SHOP4_311 gosub @SHOP5_1010 :SHOP4_311 jump @SHOP4_325 :SHOP4_318 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP4_325 jump @SHOP4_357 :SHOP4_332 if $1527 == 1 // integer values jf @SHOP4_357 gosub @SHOP5_1854 :SHOP4_357 if Player.Defined($PLAYER_CHAR) jf @SHOP4_692 if Player.Defined($PLAYER_CHAR) jf @SHOP4_692 if 00F5: player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 30.0 30.0 30.0 jf @SHOP4_667 if $1528 == 0 // integer values jf @SHOP4_554 gosub @SHOP5_1792 0084: $1534 = $859 // integer values and handles 0060: $1534 -= $1525 // integer values if $1534 > 60000 // integer values jf @SHOP4_540 $1532 = Actor.Create(CivMale, #SPECIAL16, -1167.1, -615.8, 11.0) Actor.Angle($1532) = 90.0 gosub @SHOP5_2200 :SHOP4_540 $1528 = 1 // integer values jump @SHOP4_660 :SHOP4_554 if $1534 > 60000 // integer values jf @SHOP4_660 if not Actor.Dead($1532) jf @SHOP4_653 if 00F5: player $PLAYER_CHAR 0 -1167.1 -615.8 11.0 radius 8.0 8.0 6.0 jf @SHOP4_646 gosub @SHOP5_1010 :SHOP4_646 jump @SHOP4_660 :SHOP4_653 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP4_660 jump @SHOP4_692 :SHOP4_667 if $1528 == 1 // integer values jf @SHOP4_692 gosub @SHOP5_1854 :SHOP4_692 if Player.Defined($PLAYER_CHAR) jf @SHOP4_1027 if Player.Defined($PLAYER_CHAR) jf @SHOP4_1027 if 00F5: player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 jf @SHOP4_1002 if $1529 == 0 // integer values jf @SHOP4_889 gosub @SHOP5_1792 0084: $1535 = $859 // integer values and handles 0060: $1535 -= $1526 // integer values if $1535 > 60000 // integer values jf @SHOP4_875 $1532 = Actor.Create(CivMale, #SPECIAL16, -1192.2, -323.7, 11.1) Actor.Angle($1532) = 90.0 gosub @SHOP5_2200 :SHOP4_875 $1529 = 1 // integer values jump @SHOP4_995 :SHOP4_889 if $1535 > 60000 // integer values jf @SHOP4_995 if not Actor.Dead($1532) jf @SHOP4_988 if 00F5: player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 8.0 8.0 6.0 jf @SHOP4_981 gosub @SHOP5_1010 :SHOP4_981 jump @SHOP4_995 :SHOP4_988 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP4_995 jump @SHOP4_1027 :SHOP4_1002 if $1529 == 1 // integer values jf @SHOP4_1027 gosub @SHOP5_1854 :SHOP4_1027 jump @SHOP4_1041 :SHOP4_1034 gosub @SHOP5_1854 :SHOP4_1041 jump @SHOP4_10 :SHOP5 thread 'SHOP5' :SHOP5_10 wait 0 if Player.Defined($PLAYER_CHAR) jf @SHOP5_996 if $1003 == 1 // integer values jf @SHOP5_989 if 00F5: player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 jf @SHOP5_326 if $1527 == 0 // integer values jf @SHOP5_213 gosub @SHOP5_1792 0084: $1533 = $859 // integer values and handles 0060: $1533 -= $1524 // integer values if $1533 > 60000 // integer values jf @SHOP5_199 $1532 = Actor.Create(CivMale, #SPECIAL16, 352.7, 1111.3, 24.5) Actor.Angle($1532) = 290.0 gosub @SHOP5_2200 :SHOP5_199 $1527 = 1 // integer values jump @SHOP5_319 :SHOP5_213 if $1533 > 60000 // integer values jf @SHOP5_319 if not Actor.Dead($1532) jf @SHOP5_312 if 00F5: player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 8.0 8.0 6.0 jf @SHOP5_305 gosub @SHOP5_1010 :SHOP5_305 jump @SHOP5_319 :SHOP5_312 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP5_319 jump @SHOP5_351 :SHOP5_326 if $1527 == 1 // integer values jf @SHOP5_351 gosub @SHOP5_1854 :SHOP5_351 if Player.Defined($PLAYER_CHAR) jf @SHOP5_670 if 00F5: player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 jf @SHOP5_645 if $1528 == 0 // integer values jf @SHOP5_532 gosub @SHOP5_1792 0084: $1534 = $859 // integer values and handles 0060: $1534 -= $1525 // integer values if $1534 > 60000 // integer values jf @SHOP5_518 $1532 = Actor.Create(CivMale, #SPECIAL16, 423.5, 1039.4, 18.1) Actor.Angle($1532) = 136.0 gosub @SHOP5_2200 :SHOP5_518 $1528 = 1 // integer values jump @SHOP5_638 :SHOP5_532 if $1534 > 60000 // integer values jf @SHOP5_638 if not Actor.Dead($1532) jf @SHOP5_631 if 00F5: player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 8.0 8.0 6.0 jf @SHOP5_624 gosub @SHOP5_1010 :SHOP5_624 jump @SHOP5_638 :SHOP5_631 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP5_638 jump @SHOP5_670 :SHOP5_645 if $1528 == 1 // integer values jf @SHOP5_670 gosub @SHOP5_1854 :SHOP5_670 if Player.Defined($PLAYER_CHAR) jf @SHOP5_989 if 00F5: player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 30.0 30.0 15.0 jf @SHOP5_964 if $1529 == 0 // integer values jf @SHOP5_851 gosub @SHOP5_1792 0084: $1535 = $859 // integer values and handles 0060: $1535 -= $1526 // integer values if $1535 > 60000 // integer values jf @SHOP5_837 $1532 = Actor.Create(CivMale, #SPECIAL16, 468.7, 1206.6, 19.0) Actor.Angle($1532) = 90.0 gosub @SHOP5_2200 :SHOP5_837 $1529 = 1 // integer values jump @SHOP5_957 :SHOP5_851 if $1535 > 60000 // integer values jf @SHOP5_957 if not Actor.Dead($1532) jf @SHOP5_950 if 00F5: player $PLAYER_CHAR 0 468.7 1206.6 19.0 radius 8.0 8.0 6.0 jf @SHOP5_943 gosub @SHOP5_1010 :SHOP5_943 jump @SHOP5_957 :SHOP5_950 Player.SetMinWantedLevel($PLAYER_CHAR, 1) :SHOP5_957 jump @SHOP5_989 :SHOP5_964 if $1529 == 1 // integer values jf @SHOP5_989 gosub @SHOP5_1854 :SHOP5_989 jump @SHOP5_1003 :SHOP5_996 gosub @SHOP5_1854 :SHOP5_1003 jump @SHOP5_10 :SHOP5_1010 if not Actor.Dead($1532) jf @SHOP5_1790 if 0457: player $PLAYER_CHAR aiming_at_actor $1532 jf @SHOP5_1636 if $1530 == 0 // integer values jf @SHOP5_1167 022F: set_actor $1532 stop_looking if not Actor.Dead($1532) jf @SHOP5_1146 04EB: actor $1532 crouch 0 9999999 ms 0372: set_actor $1532 anim 0 wait_state_time 0 ms 0372: set_actor $1532 anim 17 wait_state_time 9999999 ms 04C4: create_coordinate $896 $897 $898 from_actor $1532 offset 0.0 1.2 0.0 :SHOP5_1146 16@ = 0 // integer values $1530 = 1 // integer values jump @SHOP5_1599 :SHOP5_1167 if $864 == 0 // integer values jf @SHOP5_1599 if and 16@ > 2000 // integer values 6000 > 16@ // integer values jf @SHOP5_1283 if $1540 == 0 // integer values jf @SHOP5_1283 $898 += 0.15 // floating-point values 02E1: $1536 = create_cash_pickup 50 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 gosub @SHOP5_2245 $1540 = 1 // integer values :SHOP5_1283 if and 16@ > 6000 // integer values 10000 > 16@ // integer values jf @SHOP5_1391 if $1541 == 0 // integer values jf @SHOP5_1391 $897 += 0.1 // floating-point values $896 += 0.1 // floating-point values 02E1: $1537 = create_cash_pickup 100 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 1) $1541 = 1 // integer values :SHOP5_1391 if and 16@ > 10000 // integer values 14000 > 16@ // integer values jf @SHOP5_1490 if $1542 == 0 // integer values jf @SHOP5_1490 $897 += 0.1 // floating-point values 02E1: $1538 = create_cash_pickup 250 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 2) $1542 = 1 // integer values :SHOP5_1490 if and 16@ > 14000 // integer values 20000 > 16@ // integer values jf @SHOP5_1599 if $1543 == 0 // integer values jf @SHOP5_1599 $897 += 0.1 // floating-point values $896 += 0.1 // floating-point values 02E1: $1539 = create_cash_pickup 600 at $896 $897 $898 018C: play_sound 13 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 3) $1543 = 1 // integer values :SHOP5_1599 if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $1532 hit_by_weapon 47 jf @SHOP5_1629 jump @SHOP5_1636 :SHOP5_1629 jump @SHOP5_1790 :SHOP5_1636 if $1530 == 0 // integer values jf @SHOP5_1691 if or 02DF: player $PLAYER_CHAR aggressive 031D: actor $1532 hit_by_weapon 47 jf @SHOP5_1684 $1530 = 1 // integer values :SHOP5_1684 jump @SHOP5_1790 :SHOP5_1691 if not Actor.Dead($1532) jf @SHOP5_1790 0372: set_actor $1532 anim 0 wait_state_time 0 ms 04EB: actor $1532 crouch 1 9999999 ms if $864 == 0 // integer values jf @SHOP5_1790 Actor.StorePos($1532, $896, $897, $898) 018D: $865 = create_sound 0 at $896 $897 $898 Player.SetMinWantedLevel($PLAYER_CHAR, 2) $864 = 1 // integer values :SHOP5_1790 return :SHOP5_1792 023C: load_special_actor 16 'S_KEEP' :SHOP5_1804 if 823D: not special_actor 16 loaded jf @SHOP5_1842 wait 0 023C: load_special_actor 16 'S_KEEP' jump @SHOP5_1804 :SHOP5_1842 01BD: $859 = current_time_in_ms Actor.DestroyInstantly($1532) return :SHOP5_1854 if $1527 == 1 // integer values jf @SHOP5_1921 if or Actor.Dead($1532) $1530 == 1 // integer values jf @SHOP5_1921 if $1533 > 60000 // integer values jf @SHOP5_1921 01BD: $1524 = current_time_in_ms :SHOP5_1921 if $1528 == 1 // integer values jf @SHOP5_1988 if or Actor.Dead($1532) $1530 == 1 // integer values jf @SHOP5_1988 if $1534 > 60000 // integer values jf @SHOP5_1988 01BD: $1525 = current_time_in_ms :SHOP5_1988 if $1529 == 1 // integer values jf @SHOP5_2055 if or Actor.Dead($1532) $1530 == 1 // integer values jf @SHOP5_2055 if $1535 > 60000 // integer values jf @SHOP5_2055 01BD: $1526 = current_time_in_ms :SHOP5_2055 $1527 = 0 // integer values $1528 = 0 // integer values $1529 = 0 // integer values $1530 = 0 // integer values $864 = 0 // integer values $1540 = 0 // integer values $1541 = 0 // integer values $1542 = 0 // integer values $1543 = 0 // integer values Pickup.Destroy($1536) Pickup.Destroy($1537) Pickup.Destroy($1538) Pickup.Destroy($1539) 0296: unload_special_actor 16 Actor.DestroyInstantly($1532) 018E: stop_sound $865 if not Player.Defined($PLAYER_CHAR) jf @SHOP5_2198 $1524 = -60000 // integer values $1525 = -60000 // integer values $1526 = -60000 // integer values :SHOP5_2198 return :SHOP5_2200 0243: set_actor $1532 ped_stats_to 16 01ED: clear_actor $1532 threat_search 0350: set_actor $1532 maintain_position_when_attacked 1 if Player.Defined($PLAYER_CHAR) jf @SHOP5_2243 022D: set_actor $1532 to_look_at_player $PLAYER_CHAR :SHOP5_2243 return :SHOP5_2245 if and 00F5: player $PLAYER_CHAR 0 -859.2 -632.7 10.6 radius 30.0 30.0 30.0 $1544 == 0 // integer values jf @SHOP5_2318 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1544 = 1 // integer values :SHOP5_2318 if and 00F5: player $PLAYER_CHAR 0 -854.3 850.0 10.6 radius 30.0 30.0 30.0 $1545 == 0 // integer values jf @SHOP5_2391 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1545 = 1 // integer values :SHOP5_2391 if and 00F5: player $PLAYER_CHAR 0 -830.4 741.9 10.6 radius 30.0 30.0 30.0 $1546 == 0 // integer values jf @SHOP5_2464 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1546 = 1 // integer values :SHOP5_2464 if and 00F5: player $PLAYER_CHAR 0 -846.6 -72.6 10.8 radius 30.0 30.0 30.0 $1547 == 0 // integer values jf @SHOP5_2537 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1547 = 1 // integer values :SHOP5_2537 if and 00F5: player $PLAYER_CHAR 0 379.9 210.2 10.6 radius 30.0 30.0 30.0 $1548 == 0 // integer values jf @SHOP5_2610 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1548 = 1 // integer values :SHOP5_2610 if and 00F5: player $PLAYER_CHAR 0 383.2 759.7 11.0 radius 30.0 30.0 30.0 $1549 == 0 // integer values jf @SHOP5_2683 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1549 = 1 // integer values :SHOP5_2683 if and 00F5: player $PLAYER_CHAR 0 449.7 781.5 12.2 radius 30.0 30.0 30.0 $1550 == 0 // integer values jf @SHOP5_2756 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1550 = 1 // integer values :SHOP5_2756 if and 00F5: player $PLAYER_CHAR 0 352.7 1111.3 24.5 radius 30.0 30.0 15.0 $1551 == 0 // integer values jf @SHOP5_2829 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1551 = 1 // integer values :SHOP5_2829 if and 00F5: player $PLAYER_CHAR 0 423.5 1039.4 18.1 radius 30.0 30.0 15.0 $1552 == 0 // integer values jf @SHOP5_2902 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1552 = 1 // integer values :SHOP5_2902 if and 00F5: player $PLAYER_CHAR 0 468.7 1206.6 18.2 radius 30.0 30.0 15.0 $1553 == 0 // integer values jf @SHOP5_2975 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1553 = 1 // integer values :SHOP5_2975 if and 00F5: player $PLAYER_CHAR 0 -1167.5 -613.5 11.0 radius 30.0 30.0 30.0 $1554 == 0 // integer values jf @SHOP5_3048 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1554 = 1 // integer values :SHOP5_3048 if and 00F5: player $PLAYER_CHAR 0 -1192.2 -323.7 11.1 radius 30.0 30.0 30.0 $1555 == 0 // integer values jf @SHOP5_3121 0531: increment_stores_knocked_off_by 1 $1531 += 1 // integer values $1555 = 1 // integer values :SHOP5_3121 return :AUDIO thread 'AUDIO' set_wb_check_to 0 create_thread @AUDIO1 end_thread :AUDIO1 thread 'AUDIO1' $1559 = 0 // integer values $1560 = 0 // integer values $1561 = 0 // integer values $1565 = 0 // integer values $1566 = 0 // integer values $1567 = 0 // integer values $1571 = 0 // integer values $1572 = 0 // integer values $1573 = 0 // integer values $1579 = 0 // integer values $1576 = 0 // integer values $1577 = 0 // integer values :AUDIO1_94 wait 500 00BF: $9 = current_time_hours, $10 = current_time_minutes if Player.Defined($PLAYER_CHAR) jf @AUDIO1_1790 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @AUDIO1_403 if $275 == 0 // integer values jf @AUDIO1_212 if $1559 == 0 // integer values jf @AUDIO1_212 018D: $1556 = create_sound 36 at -596.018 640.916 12.0 $1559 = 1 // integer values :AUDIO1_212 if $275 == 1 // integer values jf @AUDIO1_295 if $276 == 0 // integer values jf @AUDIO1_295 if $1560 == 0 // integer values jf @AUDIO1_295 018D: $1557 = create_sound 37 at -596.018 640.916 12.0 $1560 = 1 // integer values :AUDIO1_295 if $275 == 1 // integer values jf @AUDIO1_396 if $276 == 1 // integer values jf @AUDIO1_396 if $277 == 0 // integer values jf @AUDIO1_396 if $1561 == 0 // integer values jf @AUDIO1_396 018D: $1558 = create_sound 38 at -596.018 640.916 12.0 $1561 = 1 // integer values :AUDIO1_396 jump @AUDIO1_493 :AUDIO1_403 if $1559 == 1 // integer values jf @AUDIO1_433 018E: stop_sound $1556 $1559 = 0 // integer values :AUDIO1_433 if $1560 == 1 // integer values jf @AUDIO1_463 018E: stop_sound $1557 $1560 = 0 // integer values :AUDIO1_463 if $1561 == 1 // integer values jf @AUDIO1_493 018E: stop_sound $1558 $1561 = 0 // integer values :AUDIO1_493 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @AUDIO1_893 if or $9 >= 23 // integer values 7 > $9 // integer values jf @AUDIO1_610 if and $1565 == 0 // integer values $1566 == 0 // integer values $1567 == 0 // integer values jf @AUDIO1_603 018D: $1562 = create_sound 40 at 494.652 -83.347 10.032 $1565 = 1 // integer values :AUDIO1_603 jump @AUDIO1_640 :AUDIO1_610 if $1565 == 1 // integer values jf @AUDIO1_640 018E: stop_sound $1562 $1565 = 0 // integer values :AUDIO1_640 if and $9 >= 7 // integer values 15 > $9 // integer values jf @AUDIO1_733 if and $1566 == 0 // integer values $1565 == 0 // integer values $1567 == 0 // integer values jf @AUDIO1_726 018D: $1563 = create_sound 41 at 494.652 -83.347 10.032 $1566 = 1 // integer values :AUDIO1_726 jump @AUDIO1_763 :AUDIO1_733 if $1566 == 1 // integer values jf @AUDIO1_763 018E: stop_sound $1563 $1566 = 0 // integer values :AUDIO1_763 if and $9 >= 15 // integer values 23 > $9 // integer values jf @AUDIO1_856 if and $1567 == 0 // integer values $1565 == 0 // integer values $1566 == 0 // integer values jf @AUDIO1_849 018D: $1564 = create_sound 42 at 494.652 -83.347 10.032 $1567 = 1 // integer values :AUDIO1_849 jump @AUDIO1_886 :AUDIO1_856 if $1567 == 1 // integer values jf @AUDIO1_886 018E: stop_sound $1564 $1567 = 0 // integer values :AUDIO1_886 jump @AUDIO1_983 :AUDIO1_893 if $1565 == 1 // integer values jf @AUDIO1_923 018E: stop_sound $1562 $1565 = 0 // integer values :AUDIO1_923 if $1566 == 1 // integer values jf @AUDIO1_953 018E: stop_sound $1563 $1566 = 0 // integer values :AUDIO1_953 if $1567 == 1 // integer values jf @AUDIO1_983 018E: stop_sound $1564 $1567 = 0 // integer values :AUDIO1_983 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @AUDIO1_1532 if or $9 >= 23 // integer values 7 > $9 // integer values jf @AUDIO1_1100 if and $1571 == 0 // integer values $1572 == 0 // integer values $1573 == 0 // integer values jf @AUDIO1_1093 018D: $1568 = create_sound 43 at 87.738 -1456.117 11.0 $1571 = 1 // integer values :AUDIO1_1093 jump @AUDIO1_1130 :AUDIO1_1100 if $1571 == 1 // integer values jf @AUDIO1_1130 018E: stop_sound $1568 $1571 = 0 // integer values :AUDIO1_1130 if and $9 >= 7 // integer values 15 > $9 // integer values jf @AUDIO1_1223 if and $1572 == 0 // integer values $1571 == 0 // integer values $1573 == 0 // integer values jf @AUDIO1_1216 018D: $1569 = create_sound 44 at 87.738 -1456.117 11.0 $1572 = 1 // integer values :AUDIO1_1216 jump @AUDIO1_1253 :AUDIO1_1223 if $1572 == 1 // integer values jf @AUDIO1_1253 018E: stop_sound $1569 $1572 = 0 // integer values :AUDIO1_1253 if and $9 >= 15 // integer values 23 > $9 // integer values jf @AUDIO1_1346 if and $1573 == 0 // integer values $1571 == 0 // integer values $1572 == 0 // integer values jf @AUDIO1_1339 018D: $1570 = create_sound 45 at 87.738 -1456.117 11.0 $1573 = 1 // integer values :AUDIO1_1339 jump @AUDIO1_1376 :AUDIO1_1346 if $1573 == 1 // integer values jf @AUDIO1_1376 018E: stop_sound $1570 $1573 = 0 // integer values :AUDIO1_1376 if $9 == 10 // integer values jf @AUDIO1_1448 if $1579 == 0 // integer values jf @AUDIO1_1441 018D: $1578 = create_sound 46 at -76.074 -1528.485 13.397 $1579 = 1 // integer values :AUDIO1_1441 jump @AUDIO1_1478 :AUDIO1_1448 if $1579 == 1 // integer values jf @AUDIO1_1478 018E: stop_sound $1578 $1579 = 0 // integer values :AUDIO1_1478 if $1576 == 0 // integer values jf @AUDIO1_1525 018D: $1574 = create_sound 51 at -67.015 -1546.671 11.485 $1576 = 1 // integer values :AUDIO1_1525 jump @AUDIO1_1682 :AUDIO1_1532 if $1571 == 1 // integer values jf @AUDIO1_1562 018E: stop_sound $1568 $1571 = 0 // integer values :AUDIO1_1562 if $1572 == 1 // integer values jf @AUDIO1_1592 018E: stop_sound $1569 $1572 = 0 // integer values :AUDIO1_1592 if $1573 == 1 // integer values jf @AUDIO1_1622 018E: stop_sound $1570 $1573 = 0 // integer values :AUDIO1_1622 if $1579 == 1 // integer values jf @AUDIO1_1652 018E: stop_sound $1578 $1579 = 0 // integer values :AUDIO1_1652 if $1576 == 1 // integer values jf @AUDIO1_1682 018E: stop_sound $1574 $1576 = 0 // integer values :AUDIO1_1682 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island jf @AUDIO1_1760 if $1577 == 0 // integer values jf @AUDIO1_1753 018D: $1575 = create_sound 51 at 9.637 1092.344 17.211 $1577 = 1 // integer values :AUDIO1_1753 jump @AUDIO1_1790 :AUDIO1_1760 if $1577 == 1 // integer values jf @AUDIO1_1790 018E: stop_sound $1575 $1577 = 0 // integer values :AUDIO1_1790 jump @AUDIO1_94 //-------------Mission 0--------------- // Originally: Initial :INITIAL thread 'INITIAL' $DEFAULT_WAIT_TIME = 250 // integer values $92 = 0.0625 // floating-point values 0086: $93 = $92 // floating-point values only $93 /= 2.0 // floating-point values 0086: $94 = $93 // floating-point values only $94 /= 2.0 // floating-point values $123 = 0 // integer values $7 = 0 // integer values $8 = 0 // integer values $9 = 0 // integer values $10 = 0 // integer values $11 = 0 // integer values $61 = 0 // integer values $13 = 0 // integer values $44 = 0 // integer values $45 = 0 // integer values $46 = 0 // integer values $51 = 0 // integer values $52 = 0 // integer values $53 = 0 // integer values $54 = 0 // integer values $24 = 0 // integer values $35 = 0 // integer values $31 = 0 // integer values $25 = 0 // integer values $21 = 0 // integer values $47 = 0 // integer values $66 = 0 // integer values $48 = 0 // integer values $55 = 0 // integer values $220 = 0 // integer values $222 = 0 // integer values $PASSED_LAW1_THE_PARTY = 0 // integer values $PASSED_LAW2_BACK_ALLEY_BRAWL = 0 // integer values $PASSED_LAW3_JURY_FURY = 0 // integer values $PASSED_LAW4_RIOT = 0 // integer values $PASSED_COL1_TREACHEROUS_SWINE = 0 // integer values $PASSED_COL2_MALL_SHOOTOUT = 0 // integer values $PASSED_COL3_GUARDIAN_ANGELS = 0 // integer values $PASSED_COL4_SIR_YES_SIR = 0 // integer values $PASSED_COL5_ALL_HANDS_ON_DECK = 0 // integer values $PASSED_COK1_THE_CHASE = 0 // integer values $PASSED_COK2_PHNOM_PENH_86 = 0 // integer values $PASSED_COK3_THE_FASTEST_BOAT = 0 // integer values $PASSED_COK4_SUPPLY_AND_DEMAND = 0 // integer values $PASSED_ASS1_RUB_OUT = 0 // integer values $240 = 0 // integer values $PASSED_KENT1_DEATH_ROW = 0 // integer values $PASSED_TEX1_FOUR_IRON = 0 // integer values $245 = 0 // integer values $246 = 0 // integer values $248 = 0 // integer values $249 = 0 // integer values $250 = 0 // integer values $251 = 0 // integer values $257 = 0 // integer values $258 = 0 // integer values $259 = 0 // integer values $260 = 0 // integer values $266 = 0 // integer values $267 = 0 // integer values $269 = 0 // integer values $270 = 0 // integer values $272 = 0 // integer values $273 = 0 // integer values $275 = 0 // integer values $276 = 0 // integer values $277 = 0 // integer values $279 = 0 // integer values $280 = 0 // integer values $281 = 0 // integer values $282 = 0 // integer values $PASSED_HAT1_JUJU_SCRAMBLE = 0 // integer values $PASSED_HAT2_BOMBS_AWAY = 0 // integer values $PASSED_HAT3_DIRTY_LICKINS = 0 // integer values $PASSED_ROCK1_LOVE_JUICE = 0 // integer values $PASSED_ROCK2_PSYCHO_KILLER = 0 // integer values $PASSED_ROCK3_PUBLICITY_TOUR = 0 // integer values $291 = 0 // integer values $305 = 0 // integer values $304 = 0 // integer values $298 = 0 // integer values $299 = 0 // integer values $300 = 0 // integer values $301 = 0 // integer values $302 = 0 // integer values $303 = 0 // integer values $307 = 0 // integer values $308 = 0 // integer values $309 = 0 // integer values $310 = 0 // integer values $312 = 0 // integer values $ONMISSION = 0 // integer values $314 = 0 // integer values $315 = 0 // integer values $316 = 0 // integer values $317 = 0 // integer values $337 = 0 // integer values $332 = 0 // integer values $331 = 0 // integer values $323 = 0 // integer values $324 = 0 // integer values $325 = 0 // integer values $326 = 0 // integer values $327 = 0 // integer values $328 = 0 // integer values $329 = 0 // integer values $330 = 0 // integer values $333 = 0 // integer values $334 = 0 // integer values $335 = 0 // integer values $336 = 0 // integer values $338 = 0 // integer values $347 = 0 // integer values $348 = 0 // integer values $349 = 0 // integer values $350 = 0 // integer values $339 = 0 // integer values $340 = 0 // integer values $341 = 0 // integer values $351 = 0 // integer values $342 = 0 // integer values $343 = 0 // integer values $344 = 0 // integer values $353 = 0 // integer values $354 = 0 // integer values $361 = 0 // integer values $362 = 0 // integer values $363 = 0 // integer values $364 = 0 // integer values $365 = 0 // integer values $366 = -425.0 // floating-point values $367 = 1410.0 // floating-point values $368 = 10.0 // floating-point values $371 = 0 // integer values $370 = 0 // integer values $372 = 0 // integer values $369 = 0 // integer values $375 = 0 // integer values $373 = 0 // integer values $382 = 0 // integer values $376 = 0 // integer values $377 = 0 // integer values $378 = 0 // integer values $379 = 0 // integer values $380 = 0 // integer values $381 = 0 // integer values $383 = 0 // integer values $384 = 0 // integer values $385 = 0 // integer values $386 = 0 // integer values $36 = 0 // integer values $387 = 0 // integer values $388 = 0 // integer values $389 = 0 // integer values $390 = 0 // integer values $391 = 0 // integer values $392 = 0 // integer values $397 = 0 // integer values $398 = 0 // integer values $399 = 0 // integer values $400 = 0 // integer values $401 = 99999999 // integer values $402 = 99999999 // integer values $403 = 99999999 // integer values $404 = 99999999 // integer values $405 = 99999999 // integer values $406 = 99999999 // integer values $407 = 99999999 // integer values $408 = 99999999 // integer values $409 = 99999999 // integer values $410 = 99999999 // integer values $411 = 99999999 // integer values $412 = 99999999 // integer values $413 = 99999999 // integer values $414 = 99999999 // integer values $415 = 99999999 // integer values $416 = 99999999 // integer values $452 = 0 // integer values $444 = 0 // integer values $254 = 0 // integer values $255 = 0 // integer values $62 = 0 // integer values $103 = 0 // integer values $104 = 0 // integer values $105 = 0 // integer values $106 = 0 // integer values $107 = 0 // integer values $108 = 0 // integer values $109 = 0 // integer values $498 = -569.1451 // floating-point values $499 = 851.0923 // floating-point values $500 = 22.8402 // floating-point values $501 = 28.4463 // floating-point values $502 = -1311.761 // floating-point values $503 = 16.4712 // floating-point values $504 = 375.845 // floating-point values $505 = 332.9194 // floating-point values $506 = 11.5155 // floating-point values $507 = -886.5938 // floating-point values $508 = 236.5693 // floating-point values $509 = 13.9773 // floating-point values $510 = -244.6 // floating-point values $511 = -491.3 // floating-point values $512 = 10.6 // floating-point values $531 = -63.4 // floating-point values $532 = -1481.8 // floating-point values $533 = 9.4 // floating-point values $534 = 364.9 // floating-point values $535 = 1055.7 // floating-point values $536 = 18.2 // floating-point values $537 = -677.0 // floating-point values $538 = 1205.6 // floating-point values $539 = 10.0 // floating-point values $540 = 202.7 // floating-point values $541 = -474.1 // floating-point values $542 = 10.1 // floating-point values $543 = 364.9 // floating-point values $544 = 1078.0 // floating-point values $545 = 18.0 // floating-point values $546 = -967.5 // floating-point values $547 = -693.2 // floating-point values $548 = 10.3 // floating-point values $516 = 36.798 // floating-point values $517 = -1024.404 // floating-point values $518 = 9.451 // floating-point values $519 = 482.5293 // floating-point values $520 = 244.276 // floating-point values $521 = 10.09 // floating-point values $522 = 38.244 // floating-point values $523 = -1024.251 // floating-point values $524 = 9.451 // floating-point values $525 = -1481.872 // floating-point values $526 = -825.3049 // floating-point values $527 = 13.8777 // floating-point values $528 = -978.0145 // floating-point values $529 = -530.7043 // floating-point values $530 = 9.9513 // floating-point values $696 = 893.5 // floating-point values $697 = -306.1 // floating-point values $698 = -100.0 // floating-point values $699 = 103.0 // floating-point values $700 = -484.2 // floating-point values $701 = -100.0 // floating-point values $702 = -665.0 // floating-point values $703 = -6.5 // floating-point values $704 = -100.0 // floating-point values $705 = 925.0 // floating-point values $706 = -359.5 // floating-point values $707 = -100.0 // floating-point values $708 = 379.0 // floating-point values $709 = -493.8 // floating-point values $710 = -100.0 // floating-point values $711 = -1128.0 // floating-point values $712 = 32.5 // floating-point values $713 = -100.0 // floating-point values $1580 = 0 // integer values $1581 = 0 // integer values $1582 = 0 // integer values $1583 = 0 // integer values $1584 = 0 // integer values $1585 = 0 // integer values $1586 = 0 // integer values $1587 = 0 // integer values $1588 = 0 // integer values $1589 = 0 // integer values $1590 = 0 // integer values $1591 = 0 // integer values $1592 = 0 // integer values $1593 = 0 // integer values $1594 = 999999 // integer values $1595 = 999999 // integer values $1596 = 999999 // integer values $1597 = 0 // integer values $1598 = 0 // integer values $1603 = 0 // integer values $1604 = 0 // integer values 04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 04CE: $434 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 04CE: $435 = create_icon_marker_without_sphere 16 at $537 $538 $539 04CE: $436 = create_icon_marker_without_sphere 18 at $540 $541 $542 04CE: $437 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 04CE: $438 = create_icon_marker_without_sphere 18 at $546 $547 $548 04CE: $439 = create_icon_marker_without_sphere 27 at -3.8 -1265.8 12.0 04CE: $440 = create_icon_marker_without_sphere 27 at 319.0 441.3 12.0 04CE: $441 = create_icon_marker_without_sphere 27 at -903.0 -1261.1 12.0 04CE: $442 = create_icon_marker_without_sphere 27 at -876.2 -105.5 12.0 016C: restart_if_wasted at 493.5 703.1 11.1 90.0 016D: restart_if_busted at 508.9 506.8 10.3 174.0 016C: restart_if_wasted at -108.3 -974.4 9.4 283.9 016D: restart_if_busted at 398.8 -469.7 10.7 323.0 058D: set_restart_mission_taxi_start 407.6 725.3 10.5 angle 177.0 058D: set_restart_mission_taxi_start -102.6 -947.7 9.6 angle 192.7 058D: set_restart_mission_taxi_start -784.4 1189.3 10.2 angle 90.0 058D: set_restart_mission_taxi_start -850.8 -483.9 10.2 angle 189.8 058D: set_restart_mission_taxi_start 492.5 475.1 10.6 angle 274.2 058D: set_restart_mission_taxi_start 418.5 -422.6 9.3 angle 58.7 058D: set_restart_mission_taxi_start -665.3 793.7 10.5 angle 180.0 058D: set_restart_mission_taxi_start -873.0 -641.8 10.5 angle 97.1 015C: set_zone_gang_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 30 015C: set_zone_gang_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 40 0152: set_zone_car_info 'STREET4' 1 13 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET4' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET4' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'STREET4' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'STREET4' 1 7 0324: set_zone_pedgroup_info 'STREET4' 0 8 015C: set_zone_gang_info 'RICH2' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'RICH2' 1 10 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'RICH2' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'RICH2' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'RICH2' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'RICH2' 1 27 0324: set_zone_pedgroup_info 'RICH2' 0 28 015C: set_zone_gang_info 'CLUB2' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'CLUB2' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'CLUB2' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'CLUB2' 1 57 0324: set_zone_pedgroup_info 'CLUB2' 0 58 015C: set_zone_gang_info 'SHOP3' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'SHOP3' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP3' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP3' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'SHOP3' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'SHOP3' 1 35 0324: set_zone_pedgroup_info 'SHOP3' 0 36 015C: set_zone_gang_info 'STREET3' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET3' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET3' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'STREET3' 1 5 0324: set_zone_pedgroup_info 'STREET3' 0 6 015C: set_zone_gang_info 'SHOP2' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'SHOP2' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP2' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'SHOP2' 1 33 0324: set_zone_pedgroup_info 'SHOP2' 0 34 015C: set_zone_gang_info 'OCEAND1' 1 15 0 0 0 0 0 0 0 0 0 30 015C: set_zone_gang_info 'OCEAND1' 0 35 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'OCEAND1' 1 12 0 0 0 0 0 0 0 0 0 40 0152: set_zone_car_info 'OCEAND1' 0 15 0 0 0 0 0 0 0 0 0 30 04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 250 300 0 0 150 100 0 500 500 04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 350 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'OCEAND1' 1 63 0324: set_zone_pedgroup_info 'OCEAND1' 0 64 015C: set_zone_gang_info 'OCEAND2' 1 15 0 0 0 0 0 0 0 0 0 30 015C: set_zone_gang_info 'OCEAND2' 0 35 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'OCEAND2' 1 12 0 0 0 0 0 0 0 0 0 40 0152: set_zone_car_info 'OCEAND2' 0 15 0 0 0 0 0 0 0 0 0 30 04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 250 300 0 0 150 100 0 500 500 04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 350 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'OCEAND2' 1 65 0324: set_zone_pedgroup_info 'OCEAND2' 0 66 015C: set_zone_gang_info 'BEACH1' 1 20 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'BEACH1' 0 5 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'BEACH1' 1 11 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'BEACH1' 0 11 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 300 0 0 100 50 0 500 500 04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 300 0 0 150 0 0 500 500 0324: set_zone_pedgroup_info 'BEACH1' 1 45 // Ocean Beach 0324: set_zone_pedgroup_info 'BEACH1' 0 46 // Ocean Beach 015C: set_zone_gang_info 'BEACH2' 1 20 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'BEACH2' 0 5 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'BEACH2' 1 11 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'BEACH2' 0 11 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 300 0 0 100 100 0 500 500 04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 350 0 0 100 50 0 500 500 0324: set_zone_pedgroup_info 'BEACH2' 1 47 // Washington Beach 0324: set_zone_pedgroup_info 'BEACH2' 0 48 // Washington Beach 015C: set_zone_gang_info 'BEACH3' 1 20 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'BEACH3' 0 5 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'BEACH3' 1 11 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'BEACH3' 0 11 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'BEACH3' 1 200 0 200 300 0 0 100 100 100 500 500 04EC: set_zone_car_class_info 'BEACH3' 0 200 0 300 300 0 0 100 0 100 500 500 0324: set_zone_pedgroup_info 'BEACH3' 1 49 // Vice Point 0324: set_zone_pedgroup_info 'BEACH3' 0 50 // Vice Point 015C: set_zone_gang_info 'STREET2' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET2' 0 13 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET2' 1 11 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET2' 0 9 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET2' 1 325 0 350 200 0 0 75 50 0 500 500 04EC: set_zone_car_class_info 'STREET2' 0 250 0 300 250 0 0 150 50 0 500 500 0324: set_zone_pedgroup_info 'STREET2' 1 3 0324: set_zone_pedgroup_info 'STREET2' 0 4 015C: set_zone_gang_info 'CONSTRU' 1 10 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'CONSTRU' 0 8 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'CONSTRU' 1 9 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'CONSTRU' 0 7 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'CONSTRU' 1 200 200 0 0 500 0 50 0 50 500 500 04EC: set_zone_car_class_info 'CONSTRU' 0 200 200 0 0 500 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'CONSTRU' 1 17 0324: set_zone_pedgroup_info 'CONSTRU' 0 18 015C: set_zone_gang_info 'CLUB1' 1 10 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'CLUB1' 0 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'CLUB1' 1 9 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'CLUB1' 0 10 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'CLUB1' 1 170 0 350 350 0 0 100 0 30 500 500 04EC: set_zone_car_class_info 'CLUB1' 0 170 0 350 350 0 0 100 0 30 500 500 0324: set_zone_pedgroup_info 'CLUB1' 1 55 0324: set_zone_pedgroup_info 'CLUB1' 0 56 015C: set_zone_gang_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 015C: set_zone_gang_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 0152: set_zone_car_info 'GOLF1' 1 3 0 0 0 0 0 0 0 1000 0 0 0152: set_zone_car_info 'GOLF1' 0 0 0 0 0 0 0 0 0 1000 0 0 0324: set_zone_pedgroup_info 'GOLF1' 1 41 0324: set_zone_pedgroup_info 'GOLF1' 0 42 015C: set_zone_gang_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 015C: set_zone_gang_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 0152: set_zone_car_info 'GOLF2' 1 2 0 0 0 0 0 0 0 1000 0 0 0152: set_zone_car_info 'GOLF2' 0 0 0 0 0 0 0 0 0 1000 0 0 0324: set_zone_pedgroup_info 'GOLF2' 1 43 0324: set_zone_pedgroup_info 'GOLF2' 0 44 015C: set_zone_gang_info 'STREET1' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET1' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET1' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET1' 1 225 550 100 0 0 0 75 0 50 500 500 04EC: set_zone_car_class_info 'STREET1' 0 250 500 100 0 0 0 100 0 50 500 500 0324: set_zone_pedgroup_info 'STREET1' 1 1 0324: set_zone_pedgroup_info 'STREET1' 0 2 015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'RICH1' 1 100 0 400 400 0 0 100 0 0 500 500 04EC: set_zone_car_class_info 'RICH1' 0 100 0 400 400 0 0 100 0 0 500 500 0324: set_zone_pedgroup_info 'RICH1' 1 25 0324: set_zone_pedgroup_info 'RICH1' 0 26 015C: set_zone_gang_info 'SHOP1' 1 200 0 0 0 0 20 0 0 0 0 30 015C: set_zone_gang_info 'SHOP1' 0 200 0 0 0 0 20 0 0 0 0 30 0152: set_zone_car_info 'SHOP1' 1 12 0 0 50 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP1' 0 9 0 0 50 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'SHOP1' 1 31 0324: set_zone_pedgroup_info 'SHOP1' 0 32 015C: set_zone_gang_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'TOUR1' 1 7 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'TOUR1' 0 5 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'TOUR1' 1 900 0 0 0 0 0 50 0 50 800 200 04EC: set_zone_car_class_info 'TOUR1' 0 900 0 0 0 0 0 50 0 50 800 200 0324: set_zone_pedgroup_info 'TOUR1' 1 19 0324: set_zone_pedgroup_info 'TOUR1' 0 20 015C: set_zone_gang_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'TOUR2' 1 7 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'TOUR2' 0 5 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'TOUR2' 1 900 0 0 0 0 0 50 0 50 800 200 04EC: set_zone_car_class_info 'TOUR2' 0 900 0 0 0 0 0 50 0 50 800 200 0324: set_zone_pedgroup_info 'TOUR2' 1 21 0324: set_zone_pedgroup_info 'TOUR2' 0 22 015C: set_zone_gang_info 'AIRPORT' 1 13 0 0 0 0 50 0 0 0 0 40 015C: set_zone_gang_info 'AIRPORT' 0 10 0 0 0 0 50 0 0 0 0 30 0236: set_gang 4 car_to #BAGGAGE 0152: set_zone_car_info 'AIRPORT' 1 12 0 0 0 0 50 0 0 0 0 50 0152: set_zone_car_info 'AIRPORT' 0 12 0 0 0 0 50 0 0 0 0 50 04EC: set_zone_car_class_info 'AIRPORT' 1 0 0 0 0 1000 0 0 0 0 900 100 04EC: set_zone_car_class_info 'AIRPORT' 0 0 0 0 0 1000 0 0 0 0 900 100 0324: set_zone_pedgroup_info 'AIRPORT' 1 51 0324: set_zone_pedgroup_info 'AIRPORT' 0 52 015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 40 015C: set_zone_gang_info 'TERMINL' 0 8 0 0 0 0 50 0 0 0 0 30 0152: set_zone_car_info 'TERMINL' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'TERMINL' 0 12 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'TERMINL' 1 200 0 300 300 0 0 200 0 0 500 500 04EC: set_zone_car_class_info 'TERMINL' 0 200 0 300 300 0 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'TERMINL' 1 53 0324: set_zone_pedgroup_info 'TERMINL' 0 54 015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'DOCKS' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'DOCKS' 1 0 100 0 0 700 200 0 0 0 500 500 04EC: set_zone_car_class_info 'DOCKS' 0 0 100 0 0 700 200 0 0 0 500 500 0324: set_zone_pedgroup_info 'DOCKS' 1 15 // Viceport 0324: set_zone_pedgroup_info 'DOCKS' 0 16 // Viceport 015C: set_zone_gang_info 'STREET6' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET6' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET6' 0 5 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET6' 1 200 0 300 300 0 0 200 0 0 500 500 04EC: set_zone_car_class_info 'STREET6' 0 200 0 300 300 0 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'STREET6' 1 23 0324: set_zone_pedgroup_info 'STREET6' 0 24 015C: set_zone_gang_info 'STREET5' 1 4 0 0 100 0 0 0 0 0 0 40 015C: set_zone_gang_info 'STREET5' 0 5 0 0 200 0 0 0 0 0 0 30 0152: set_zone_car_info 'STREET5' 1 6 0 0 100 0 0 0 0 0 0 50 0152: set_zone_car_info 'STREET5' 0 6 0 0 200 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'STREET5' 1 200 700 0 0 70 0 30 0 0 500 500 04EC: set_zone_car_class_info 'STREET5' 0 200 700 0 0 70 0 30 0 0 500 500 0324: set_zone_pedgroup_info 'STREET5' 1 9 0324: set_zone_pedgroup_info 'STREET5' 0 10 015C: set_zone_gang_info 'SHOP4' 1 13 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'SHOP4' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP4' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP4' 1 300 350 50 0 100 0 100 0 100 500 500 04EC: set_zone_car_class_info 'SHOP4' 0 300 350 50 0 100 0 100 0 100 500 500 0324: set_zone_pedgroup_info 'SHOP4' 1 37 0324: set_zone_pedgroup_info 'SHOP4' 0 38 015C: set_zone_gang_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'SHOP5' 1 12 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'SHOP5' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'SHOP5' 1 300 350 50 0 100 0 100 0 100 500 500 04EC: set_zone_car_class_info 'SHOP5' 0 300 350 50 0 100 0 100 0 100 500 500 0324: set_zone_pedgroup_info 'SHOP5' 1 39 0324: set_zone_pedgroup_info 'SHOP5' 0 40 015C: set_zone_gang_info 'BUSINES' 1 18 0 0 0 0 0 0 0 0 0 40 015C: set_zone_gang_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 30 0152: set_zone_car_info 'BUSINES' 1 16 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'BUSINES' 0 10 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'BUSINES' 1 50 0 350 350 0 0 100 0 150 500 500 04EC: set_zone_car_class_info 'BUSINES' 0 50 0 250 250 0 0 300 0 150 500 500 0324: set_zone_pedgroup_info 'BUSINES' 1 11 0324: set_zone_pedgroup_info 'BUSINES' 0 12 015C: set_zone_gang_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'TESTT' 1 0 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'TESTT' 0 0 0 0 0 0 0 0 0 0 0 0 0324: set_zone_pedgroup_info 'TESTT' 1 11 0324: set_zone_pedgroup_info 'TESTT' 0 12 015C: set_zone_gang_info 'BIKAREA' 1 13 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'BIKAREA' 0 10 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'BIKAREA' 1 12 0 0 0 0 0 100 0 0 0 10 0152: set_zone_car_info 'BIKAREA' 0 10 0 0 0 0 0 100 0 0 0 10 04EC: set_zone_car_class_info 'BIKAREA' 1 350 300 0 0 100 0 100 0 150 500 500 04EC: set_zone_car_class_info 'BIKAREA' 0 350 300 0 0 100 0 100 0 150 500 500 0324: set_zone_pedgroup_info 'BIKAREA' 1 13 0324: set_zone_pedgroup_info 'BIKAREA' 0 14 015C: set_zone_gang_info 'GANG2' 1 13 0 250 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GANG2' 1 12 0 250 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GANG2' 0 10 0 250 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'GANG2' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'GANG2' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'GANG2' 1 59 0324: set_zone_pedgroup_info 'GANG2' 0 59 015C: set_zone_gang_info 'GHETTO1' 1 13 0 150 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO1' 1 12 0 150 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO1' 0 10 0 150 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'GHETTO1' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'GHETTO1' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'GHETTO1' 1 59 0324: set_zone_pedgroup_info 'GHETTO1' 0 60 015C: set_zone_gang_info 'GHETTO2' 1 13 150 0 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'GHETTO2' 0 10 150 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO2' 1 12 200 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO2' 0 10 200 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'GHETTO2' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'GHETTO2' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'GHETTO2' 1 61 0324: set_zone_pedgroup_info 'GHETTO2' 0 62 015C: set_zone_gang_info 'RICH3' 1 13 0 0 0 0 50 0 0 0 0 40 015C: set_zone_gang_info 'RICH3' 0 10 0 0 0 0 50 0 0 0 0 40 0152: set_zone_car_info 'RICH3' 1 9 0 0 0 0 0 0 0 0 0 50 0152: set_zone_car_info 'RICH3' 0 7 0 0 0 0 0 0 0 0 0 50 04EC: set_zone_car_class_info 'RICH3' 1 50 0 400 400 50 0 50 0 50 500 500 04EC: set_zone_car_class_info 'RICH3' 0 50 0 400 400 50 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'RICH3' 1 29 0324: set_zone_pedgroup_info 'RICH3' 0 30 015C: set_zone_gang_info 'GANG1' 1 13 0 0 0 1000 0 0 0 0 0 0 015C: set_zone_gang_info 'GANG1' 0 13 0 0 0 1000 0 0 0 0 0 0 0152: set_zone_car_info 'GANG1' 1 8 0 0 0 0 0 0 0 0 0 0 0152: set_zone_car_info 'GANG1' 0 8 0 0 0 0 0 0 0 0 0 0 04EC: set_zone_car_class_info 'GANG1' 1 50 0 400 400 50 0 50 0 50 500 500 04EC: set_zone_car_class_info 'GANG1' 0 50 0 400 400 50 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'GANG1' 1 59 0324: set_zone_pedgroup_info 'GANG1' 0 60 015C: set_zone_gang_info 'BAGGAG' 1 5 0 0 0 0 1000 0 0 0 0 0 015C: set_zone_gang_info 'BAGGAG' 0 5 0 0 0 0 1000 0 0 0 0 0 0152: set_zone_car_info 'BAGGAG' 1 3 0 0 0 0 1000 0 0 0 0 0 0152: set_zone_car_info 'BAGGAG' 0 3 0 0 0 0 1000 0 0 0 0 0 0324: set_zone_pedgroup_info 'TERMINL' 1 59 0324: set_zone_pedgroup_info 'TERMINL' 0 60 015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'ICCREAM' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'ICCREAM' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'ICCREAM' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'ICCREAM' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'ICCREAM' 1 61 0324: set_zone_pedgroup_info 'ICCREAM' 0 62 015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'BOATYRD' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'BOATYRD' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'BOATYRD' 1 0 100 0 0 700 200 0 0 0 500 500 04EC: set_zone_car_class_info 'BOATYRD' 0 0 100 0 0 700 200 0 0 0 500 500 0324: set_zone_pedgroup_info 'BOATYRD' 1 15 0324: set_zone_pedgroup_info 'BOATYRD' 0 16 015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'KAUFCAB' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'KAUFCAB' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'KAUFCAB' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'KAUFCAB' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'KAUFCAB' 1 59 // Kaufman Cabs 0324: set_zone_pedgroup_info 'KAUFCAB' 0 59 // Kaufman Cabs 015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'PRINTWK' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'PRINTWK' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'PRINTWK' 1 200 600 0 0 100 0 50 0 50 500 500 04EC: set_zone_car_class_info 'PRINTWK' 0 200 600 0 0 100 0 50 0 50 500 500 0324: set_zone_pedgroup_info 'PRINTWK' 1 59 0324: set_zone_pedgroup_info 'PRINTWK' 0 60 015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'CARYRD' 1 12 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'CARYRD' 0 5 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'CARYRD' 1 200 0 300 300 0 0 200 0 0 500 500 04EC: set_zone_car_class_info 'CARYRD' 0 200 0 300 300 0 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'CARYRD' 1 23 0324: set_zone_pedgroup_info 'CARYRD' 0 24 015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'PORNSTU' 1 6 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'PORNSTU' 0 6 0 0 0 0 0 0 0 0 0 20 04EC: set_zone_car_class_info 'PORNSTU' 1 200 700 0 0 70 0 30 0 0 500 500 04EC: set_zone_car_class_info 'PORNSTU' 0 200 700 0 0 70 0 30 0 0 500 500 0324: set_zone_pedgroup_info 'PORNSTU' 1 9 0324: set_zone_pedgroup_info 'PORNSTU' 0 10 015C: set_zone_gang_info 'ARMYBAS' 1 18 0 0 1000 0 0 0 0 0 0 0 015C: set_zone_gang_info 'ARMYBAS' 0 18 0 0 1000 0 0 0 0 0 0 0 0152: set_zone_car_info 'ARMYBAS' 1 6 0 0 0 0 0 0 0 0 0 20 0152: set_zone_car_info 'ARMYBAS' 0 6 0 0 0 0 0 0 0 0 0 20 0324: set_zone_pedgroup_info 'ARMYBAS' 1 51 0324: set_zone_pedgroup_info 'ARMYBAS' 0 52 022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 022B: create_forbidden_for_peds_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0 022B: create_forbidden_for_peds_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0 022B: create_forbidden_for_peds_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0 022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0 022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0 022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0 022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0 022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 022B: create_forbidden_for_peds_cube -395.0 -579.0 19.0 -338.0 -560.0 30.0 022B: create_forbidden_for_peds_cube -671.71 1236.53 20.0 -667.16 1231.51 25.0 022B: create_forbidden_for_peds_cube -733.84 1255.72 8.0 -728.34 1259.73 20.0 022B: create_forbidden_for_peds_cube 474.0 1250.0 17.0 356.0 1003.0 32.0 022B: create_forbidden_for_peds_cube 236.0 -1281.5 0.0 232.3 -1267.6 32.0 022B: create_forbidden_for_peds_cube -395.6 -658.6 0.0 -363.2 -636.7 32.0 022B: create_forbidden_for_peds_cube -237.8 -1387.1 0.0 -228.7 -1331.8 32.0 022B: create_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378 30.0 022B: create_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0 022B: create_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592 30.0 022B: create_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26 30.0 022B: create_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0 022B: create_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0 022B: create_forbidden_for_peds_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0 022B: create_forbidden_for_peds_cube -230.0 -464.5 10.0 56.85 -459.8 20.0 022B: create_forbidden_for_peds_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0 022B: create_forbidden_for_peds_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0 022B: create_forbidden_for_peds_cube 189.8 230.3 0.0 248.0 258.5 30.0 022B: create_forbidden_for_peds_cube -38.0 84.3 0.0 -102.3 95.1 30.0 022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 022B: create_forbidden_for_peds_cube 354.9 -483.1 21.0 406.0 -490.0 0.0 01E8: create_forbidden_for_cars_cube -583.92 1371.84 8.0 -383.4 1531.17 25.0 01E8: create_forbidden_for_cars_cube 86.0 250.0 15.0 -100.0 281.0 30.0 01E8: create_forbidden_for_cars_cube 411.0 -600.0 -10.0 451.0 -553.0 30.0 01E8: create_forbidden_for_cars_cube 450.0 -509.0 -10.0 472.0 -489.0 30.0 01E8: create_forbidden_for_cars_cube 355.0 -773.0 -10.0 324.0 -808.0 30.0 01E8: create_forbidden_for_cars_cube 259.0 -941.0 -10.0 284.0 -925.0 30.0 01E8: create_forbidden_for_cars_cube -1102.0 76.0 -10.0 -1126.0 58.9 30.0 01E8: create_forbidden_for_cars_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0 01E8: create_forbidden_for_cars_cube -230.0 -464.5 10.0 165.85 -459.8 20.0 01E8: create_forbidden_for_cars_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0 01E8: create_forbidden_for_cars_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0 01E8: create_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0 01E8: create_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0 01E8: create_forbidden_for_cars_cube 175.0 236.1 0.0 161.0 242.4 30.0 01E8: create_forbidden_for_cars_cube 149.8 231.4 0.0 136.0 235.3 30.0 01E8: create_forbidden_for_cars_cube 63.4 188.6 0.0 49.4 189.7 30.0 0236: set_gang 0 car_to #CUBAN 0236: set_gang 1 car_to #VOODOO 0236: set_gang 2 car_to #GANGBUR 0236: set_gang 5 car_to #ANGEL 0592: unknown_gang 4 flag 1 0237: set_gang 0 primary_weapon_to 17 secondary_weapon_to 0 0237: set_gang 1 primary_weapon_to 17 secondary_weapon_to 0 0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 0237: set_gang 3 primary_weapon_to 17 secondary_weapon_to 17 0237: set_gang 4 primary_weapon_to 17 secondary_weapon_to 17 0237: set_gang 5 primary_weapon_to 17 secondary_weapon_to 0 0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17 03F1: pedtype 7 add_threat 256 03F1: pedtype 8 add_threat 128 $1779 = Object.Init(#COMGATE1CLOSED, -715.082, -489.689, 12.549) Object.RemoveFromMissionCleanupList($1779) $1780 = Object.Init(#COMGATE2CLOSED, -181.451, -472.61, 11.353) Object.Angle($1780) = 102.0 Object.RemoveFromMissionCleanupList($1780) $1781 = Object.Init(#NT_ROADBLOCKCI, -97.3, 1061.8, 11.6) Object.RemoveFromMissionCleanupList($1781) $1782 = Object.Init(#NT_ROADBLOCKGF, -81.46, 81.358, 21.04) Object.RemoveFromMissionCleanupList($1782) $1783 = Object.Init(#WSH_ROADBLOCK, -242.671, -935.667, 16.198) Object.RemoveFromMissionCleanupList($1783) $1787 = Object.Init(#MANSION_NEW_DOORS, -391.19, -575.906, 24.071) Object.RemoveFromMissionCleanupList($1787) $1788 = Object.Init(#MAN_DOORCLOSED, -378.542, -554.006, 20.067) Object.RemoveFromMissionCleanupList($1788) $1784 = Object.Init(#WSHPERDRCLSD, -266.496, -1214.563, 9.02) Object.RemoveFromMissionCleanupList($1784) $1785 = Object.Init(#HAITAXIDR, -1010.466, 199.125, 11.95) Object.RemoveFromMissionCleanupList($1785) $1786 = Object.Init(#B_HSE_DOORS, -640.012, -1485.941, 15.457) Object.RemoveFromMissionCleanupList($1786) $1007 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578) Object.RemoveFromMissionCleanupList($1007) $1790 = Object.Init(#STRPBCKDRCLSD, 68.988, -1444.242, 10.727) Object.RemoveFromMissionCleanupList($1790) $1791 = Object.Init(#ELECTRICGATE, -1114.1, 67.0, 10.1) Object.Angle($1791) = 90.0 Object.RemoveFromMissionCleanupList($1791) $1778 = Object.Init(#ELECTRICGATE, 298.0, -313.6, 11.0) Object.RemoveFromMissionCleanupList($1778) $1792 = Object.Init(#ELECTRICGATE, -989.9, -1252.2, 10.4) Object.Angle($1792) = 249.0 Object.RemoveFromMissionCleanupList($1792) $1793 = Object.Init(#DK_CAMJONESDOOR, -837.134, -901.672, 12.03) Object.RemoveFromMissionCleanupList($1793) Object.Angle($1793) = 0.0 $1801 = Object.Init(#DTS_GS_LIFTDOORL, -559.476, 783.107, 23.279) Object.RemoveFromMissionCleanupList($1801) $1802 = Object.Init(#DTS_GS_LIFTDOORR, -559.476, 781.34, 23.279) Object.RemoveFromMissionCleanupList($1802) $1803 = Object.Init(#DTS_GS_LIFTDOORL, -553.563, 788.895, 97.917) Object.RemoveFromMissionCleanupList($1803) $1804 = Object.Init(#DTS_GS_LIFTDOORR, -553.563, 787.127, 97.917) Object.RemoveFromMissionCleanupList($1804) $1805 = Object.Init(#DTS_SPOT_A, -354.531, 989.975, 45.8) 034D: rotate_object $1805 from_angle 160.0 to_angle 160.0 flag 0 Object.RemoveFromMissionCleanupList($1805) $1806 = Object.Init(#DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708) Object.RemoveFromMissionCleanupList($1806) $1807 = Object.Init(#DT_GSPOT_STAIRS, -573.897, 1374.25, 15.657) Object.RemoveFromMissionCleanupList($1807) $1808 = Object.Init(#DT_GSPOT_STAIRS, -367.067, 913.038, 16.058) Object.RemoveFromMissionCleanupList($1808) 034D: rotate_object $1808 from_angle 157.0 to_angle 157.0 flag 0 $1809 = Object.Init(#OD_CELLDOOR02, 384.098, -505.893, 9.68) 0566: object $1809 set_interior 12 Object.RemoveFromMissionCleanupList($1809) Object.Angle($1809) = 0.0 $1811 = Object.Init(#CI_JETYGATESCLOSED, -116.738, 1027.729, 11.34) Object.RemoveFromMissionCleanupList($1811) $1812 = Object.Init(#NHAITPLATDR, -981.114, 265.419, 8.939) Object.RemoveFromMissionCleanupList($1812) $1813 = Object.Init(#NHAITPLATDRR, -981.114, 267.607, 8.937) Object.RemoveFromMissionCleanupList($1813) $1814 = Object.Init(#SPAD_DR_CLOSED1, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1814) $1815 = Object.Init(#SPAD_DR_CLOSED2, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1815) $1816 = Object.Init(#SPAD_DR_CLOSED3, 464.663, 30.336, 23.881) Object.RemoveFromMissionCleanupList($1816) $1817 = Object.Init(#PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616) Object.RemoveFromMissionCleanupList($1817) 034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 $1818 = Object.Init(#ELECTRICGATE, -973.664, -519.65, 10.092) Object.Angle($1818) = 98.5 Object.RemoveFromMissionCleanupList($1818) $1819 = Object.Init(#ICEDOOR, -866.689, -572.095, 12.173) Object.RemoveFromMissionCleanupList($1819) $1820 = Object.Init(#DTS_BBDOOR, -598.017, 651.207, 12.025) Object.RemoveFromMissionCleanupList($1820) $1821 = Object.Init(#GOLF_GATESCLOSED, 107.671, 227.729, 20.634) Object.RemoveFromMissionCleanupList($1821) $1822 = Object.Init(#PRINTDOOOR, -1063.773, -278.932, 13.024) Object.RemoveFromMissionCleanupList($1822) $1823 = Object.Init(#UNROCKETED_WIN1, -899.851, -341.061, 14.318) 0566: object $1823 set_interior 3 Object.RemoveFromMissionCleanupList($1823) $1824 = Object.Init(#BNK_GRILL01, -899.214, -333.656, 21.233) 0566: object $1824 set_interior 3 Object.CollisionDetection($1824) = False Object.ToggleInMovingList($1824) = False Object.RemoveFromMissionCleanupList($1824) $1825 = Object.Init(#BNK_GRILL01, -899.214, -348.466, 21.233) 0566: object $1825 set_interior 3 Object.CollisionDetection($1825) = False Object.ToggleInMovingList($1825) = False Object.RemoveFromMissionCleanupList($1825) $1826 = Object.Init(#BNK_GRILL01, -907.307, -336.618, 23.987) 0566: object $1826 set_interior 3 Object.CollisionDetection($1826) = False Object.ToggleInMovingList($1826) = False Object.RemoveFromMissionCleanupList($1826) $1827 = Object.Init(#BNK_GRILL01, -907.307, -345.504, 23.987) 0566: object $1827 set_interior 3 Object.CollisionDetection($1827) = False Object.ToggleInMovingList($1827) = False Object.RemoveFromMissionCleanupList($1827) $1828 = Object.Init(#BNK_GRILL01, -915.401, -336.6184, 23.987) 0566: object $1828 set_interior 3 Object.CollisionDetection($1828) = False Object.ToggleInMovingList($1828) = False Object.RemoveFromMissionCleanupList($1828) $1829 = Object.Init(#BNK_GRILL01, -915.401, -345.5, 23.987) 0566: object $1829 set_interior 3 Object.CollisionDetection($1829) = False Object.ToggleInMovingList($1829) = False Object.RemoveFromMissionCleanupList($1829) 014B: $1992 = init_car_generator #ADMIRAL 8 8 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -401.2715 -534.6655 11.7534 angle 149.2032 014C: set_parked_car_generator $1992 cars_to_generate_to 101 014B: $1991 = init_car_generator #VICECHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -870.4673 -717.2427 10.1069 angle 94.1213 014C: set_parked_car_generator $1991 cars_to_generate_to 101 014B: $1990 = init_car_generator #LOVEFIST -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -865.2949 1158.359 9.8204 angle 2.347 014C: set_parked_car_generator $1990 cars_to_generate_to 0 014B: $1989 = init_car_generator #FLATBED -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1034.889 -1452.775 10.7 angle 248.8739 014C: set_parked_car_generator $1989 cars_to_generate_to 101 014B: $1844 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 403.0317 -178.5811 5.7 angle 350.0462 014C: set_parked_car_generator $1844 cars_to_generate_to 0 014B: $1867 = init_car_generator #DINGHY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 231.0536 -130.1794 5.7 angle 357.5423 014C: set_parked_car_generator $1867 cars_to_generate_to 0 014B: $1993 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -853.6609 1353.785 68.6104 angle 0.0 014C: set_parked_car_generator $1993 cars_to_generate_to 101 014B: $1842 = init_car_generator #PREDATOR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -69.2982 72.6166 5.7 angle 104.6175 014C: set_parked_car_generator $1842 cars_to_generate_to 0 014B: $1843 = init_car_generator #TROPIC -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 237.4778 302.2366 5.7 angle 86.2011 014C: set_parked_car_generator $1843 cars_to_generate_to 0 014B: $1845 = init_car_generator #TRASH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1268.25 83.833 10.4182 angle 179.549 014C: set_parked_car_generator $1845 cars_to_generate_to 101 014B: $1852 = init_car_generator #SECURICA -1 -1 force_spawn 0 alarm 0 door_lock 70 min_delay 0 max_delay 10000 at -870.2545 -353.9059 10.0475 angle 357.8359 014C: set_parked_car_generator $1852 cars_to_generate_to 101 014B: $1868 = init_car_generator #BUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1184.36 -1312.62 13.7274 angle 64.6821 014C: set_parked_car_generator $1868 cars_to_generate_to 101 014B: $1869 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -1709.024 -287.6807 13.8276 angle 0.0 014C: set_parked_car_generator $1869 cars_to_generate_to 101 014B: $1876 = init_car_generator #BARRACKS -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -1742.649 -214.2183 13.8276 angle 102.0596 014C: set_parked_car_generator $1876 cars_to_generate_to 101 014B: $1953 = init_car_generator #PATRIOT 43 72 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1701.372 -234.7718 13.8276 angle 87.8929 014C: set_parked_car_generator $1953 cars_to_generate_to 101 014B: $1994 = init_car_generator #SENTINEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1033.211 -856.8564 12.0452 angle 210.278 014C: set_parked_car_generator $1994 cars_to_generate_to 101 014B: $1954 = init_car_generator #BLOODRB -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1131.4 1236.6 8.4 angle 241.0 014C: set_parked_car_generator $1954 cars_to_generate_to 0 014B: $1955 = init_car_generator #BLOODRA -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1115.4 1265.1 8.4 angle 238.0 014C: set_parked_car_generator $1955 cars_to_generate_to 0 014B: $1995 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $498 $499 $500 angle 88.2256 014C: set_parked_car_generator $1995 cars_to_generate_to 0 014B: $1996 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $501 $502 $503 angle 0.0 014C: set_parked_car_generator $1996 cars_to_generate_to 0 014B: $1997 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $504 $505 $506 angle 0.0 014C: set_parked_car_generator $1997 cars_to_generate_to 0 014B: $1998 = init_car_generator #SPARROW -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at $507 $508 $509 angle 180.0 014C: set_parked_car_generator $1998 cars_to_generate_to 0 014B: $1832 = init_car_generator #OCEANIC 6 1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 242.6 -1274.6 10.0 angle 165.0 014C: set_parked_car_generator $1832 cars_to_generate_to 101 014B: $1853 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 11.5 -1382.0 9.6 angle 261.0 014C: set_parked_car_generator $1853 cars_to_generate_to 101 014B: $1856 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -991.8 9.7 angle 0.0 014C: set_parked_car_generator $1856 cars_to_generate_to 101 014B: $1857 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 -991.3 9.7 angle 180.0 014C: set_parked_car_generator $1857 cars_to_generate_to 101 014B: $1858 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 12.8 -1015.1 9.7 angle 180.0 014C: set_parked_car_generator $1858 cars_to_generate_to 101 014B: $1907 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -35.7 -1013.6 9.7 angle 0.0 014C: set_parked_car_generator $1907 cars_to_generate_to 101 014B: $1908 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 81.3 -871.8 9.7 angle 57.0 014C: set_parked_car_generator $1908 cars_to_generate_to 101 014B: $1909 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -7.1 -1205.1 9.6 angle 181.0 014C: set_parked_car_generator $1909 cars_to_generate_to 101 014B: $1910 = init_car_generator #HERMES -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 37.9 -1320.4 9.6 angle 355.0 014C: set_parked_car_generator $1910 cars_to_generate_to 101 014B: $1837 = init_car_generator #STALLION -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.0 -1158.0 32.0 angle 180.0 014C: set_parked_car_generator $1837 cars_to_generate_to 101 014B: $1838 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 507.4 -308.8 12.8 angle 176.0 014C: set_parked_car_generator $1838 cars_to_generate_to 101 014B: $1839 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 70 door_lock 0 min_delay 0 max_delay 10000 at 19.8 -1246.9 10.1 angle 0.0 014C: set_parked_car_generator $1839 cars_to_generate_to 101 014B: $1859 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 307.9 1254.6 27.5 angle 180.5 014C: set_parked_car_generator $1859 cars_to_generate_to 101 014B: $1861 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 277.4 -1175.3 11.0 angle 350.0 014C: set_parked_car_generator $1861 cars_to_generate_to 101 014B: $1862 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at 278.8 -1074.0 11.0 angle 172.0 014C: set_parked_car_generator $1862 cars_to_generate_to 101 014B: $1903 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at 365.3 -837.9 11.0 angle 335.0 014C: set_parked_car_generator $1903 cars_to_generate_to 101 014B: $1911 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at 237.2 -1377.5 10.9 angle 170.0 014C: set_parked_car_generator $1911 cars_to_generate_to 101 014B: $1912 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 127.4 -818.5 9.5 angle 250.6 014C: set_parked_car_generator $1912 cars_to_generate_to 0 014B: $1904 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 382.2 -632.8 11.0 angle 9.9 014C: set_parked_car_generator $1904 cars_to_generate_to 101 014B: $1905 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 235.7 -893.3 11.0 angle 150.0 014C: set_parked_car_generator $1905 cars_to_generate_to 101 014B: $1906 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 150.6 -995.6 11.0 angle 353.0 014C: set_parked_car_generator $1906 cars_to_generate_to 101 014B: $1914 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 122.3 -1107.7 9.7 angle 175.0 014C: set_parked_car_generator $1914 cars_to_generate_to 101 014B: $1863 = init_car_generator #RIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -313.4 -1236.4 5.0 angle 180.0 014C: set_parked_car_generator $1863 cars_to_generate_to 101 014B: $1864 = init_car_generator #SPEEDER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -328.4 -1317.7 5.0 angle 0.0 014C: set_parked_car_generator $1864 cars_to_generate_to 101 014B: $1865 = init_car_generator #REEFER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -286.8 -1353.1 5.0 angle 90.0 014C: set_parked_car_generator $1865 cars_to_generate_to 101 014B: $1866 = init_car_generator #MARQUIS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -314.0 -1318.3 5.0 angle 0.0 014C: set_parked_car_generator $1866 cars_to_generate_to 101 014B: $1884 = init_car_generator #FAGGIO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 376.9 477.0 11.2 angle 282.0 014C: set_parked_car_generator $1884 cars_to_generate_to 101 014B: $1851 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 718.465 701.3998 12.394 angle 320.7776 014C: set_parked_car_generator $1851 cars_to_generate_to 101 014B: $1855 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -256.6 -1275.4 7.4 angle 348.0 014C: set_parked_car_generator $1855 cars_to_generate_to 101 014B: $1949 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -236.6 -1374.6 7.1 angle 280.3 014C: set_parked_car_generator $1949 cars_to_generate_to 101 014B: $1950 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -168.9 -1392.2 3.1 angle 280.0 014C: set_parked_car_generator $1950 cars_to_generate_to 101 014B: $1951 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 60 door_lock 0 min_delay 0 max_delay 10000 at -140.2 -1414.1 3.1 angle 108.7 014C: set_parked_car_generator $1951 cars_to_generate_to 101 014B: $1952 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -142.1 -1373.0 3.1 angle 287.3 014C: set_parked_car_generator $1952 cars_to_generate_to 101 014B: $1860 = init_car_generator #CADDY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 393.9 -1736.4 8.8 angle 249.6 014C: set_parked_car_generator $1860 cars_to_generate_to 101 014B: $1931 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 198.2 -504.9 10.9 angle 90.0 014C: set_parked_car_generator $1931 cars_to_generate_to 101 014B: $1932 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 128.8 -515.2 13.1 angle 270.0 014C: set_parked_car_generator $1932 cars_to_generate_to 101 014B: $1933 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 215.7 -418.6 9.7 angle 170.0 014C: set_parked_car_generator $1933 cars_to_generate_to 101 014B: $1934 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 222.7 -351.1 9.9 angle 73.0 014C: set_parked_car_generator $1934 cars_to_generate_to 101 014B: $1935 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 228.2 -222.2 10.9 angle 250.0 014C: set_parked_car_generator $1935 cars_to_generate_to 101 014B: $1936 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 456.5 2.8 10.0 angle 97.4 014C: set_parked_car_generator $1936 cars_to_generate_to 101 014B: $1937 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 478.5 -15.9 9.8 angle 99.7 014C: set_parked_car_generator $1937 cars_to_generate_to 101 014B: $1835 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 413.8 97.7 10.5 angle 301.3 014C: set_parked_car_generator $1835 cars_to_generate_to 101 014B: $1913 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 483.9 -42.8 9.1 angle 0.0 014C: set_parked_car_generator $1913 cars_to_generate_to 101 014B: $1938 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 301.2 265.6 15.3 angle 278.4 014C: set_parked_car_generator $1938 cars_to_generate_to 101 014B: $1940 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 286.3 394.4 12.3 angle 265.2 014C: set_parked_car_generator $1940 cars_to_generate_to 101 014B: $1941 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 40 door_lock 0 min_delay 0 max_delay 10000 at 573.0 586.1 12.5 angle 74.0 014C: set_parked_car_generator $1941 cars_to_generate_to 101 014B: $1942 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 604.4 758.8 12.6 angle 90.0 014C: set_parked_car_generator $1942 cars_to_generate_to 101 014B: $1943 = init_car_generator #FREEWAY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 388.6 834.5 11.9 angle 273.0 014C: set_parked_car_generator $1943 cars_to_generate_to 101 014B: $1944 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at 255.4 1297.5 16.5 angle 193.4 014C: set_parked_car_generator $1944 cars_to_generate_to 101 014B: $1945 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 552.5 1246.8 15.9 angle 88.0 014C: set_parked_car_generator $1945 cars_to_generate_to 101 014B: $1946 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 555.1 1032.6 17.9 angle 9.0 014C: set_parked_car_generator $1946 cars_to_generate_to 101 014B: $1947 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 563.4 1053.6 17.6 angle 98.0 014C: set_parked_car_generator $1947 cars_to_generate_to 101 014B: $1948 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 430.3 957.0 12.3 angle 294.0 014C: set_parked_car_generator $1948 cars_to_generate_to 101 014B: $1980 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 309.2 1204.4 16.2 angle 91.0 014C: set_parked_car_generator $1980 cars_to_generate_to 101 014B: $1870 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -101.6 1011.5 11.5 angle 270.3 014C: set_parked_car_generator $1870 cars_to_generate_to 101 014B: $1872 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -36.8 874.0 11.1 angle 194.2 014C: set_parked_car_generator $1872 cars_to_generate_to 101 014B: $1871 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -6.4 957.1 9.4 angle 355.1 014C: set_parked_car_generator $1871 cars_to_generate_to 101 014B: $1929 = init_car_generator #SKIMMER -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -141.1 1030.4 5.5 angle 180.0 014C: set_parked_car_generator $1929 cars_to_generate_to 0 014B: $1988 = init_car_generator #GANGBUR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 16.4 1139.9 18.5 angle 265.0 014C: set_parked_car_generator $1988 cars_to_generate_to 101 014B: $1880 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 355.5 014C: set_parked_car_generator $1880 cars_to_generate_to 101 014B: $1881 = init_car_generator #STRETCH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -394.7 -533.7 12.0 angle 355.5 014C: set_parked_car_generator $1881 cars_to_generate_to 101 014B: $1987 = init_car_generator #MAVERICK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -391.0 -573.0 40.0 angle 355.5 014C: set_parked_car_generator $1987 cars_to_generate_to 0 014B: $1920 = init_car_generator #CHEETAH -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -221.3 -422.7 11.2 angle 90.0 014C: set_parked_car_generator $1920 cars_to_generate_to 101 014B: $1922 = init_car_generator #STINGER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -492.8 -429.4 10.6 angle 0.0 014C: set_parked_car_generator $1922 cars_to_generate_to 101 014B: $1923 = init_car_generator #BANSHEE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -558.8 -450.7 10.4 angle 0.0 014C: set_parked_car_generator $1923 cars_to_generate_to 101 014B: $1924 = init_car_generator #ADMIRAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -678.8 -415.1 9.5 angle 0.0 014C: set_parked_car_generator $1924 cars_to_generate_to 101 014B: $1925 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -593.6 -318.3 10.4 angle 130.0 014C: set_parked_car_generator $1925 cars_to_generate_to 101 014B: $1926 = init_car_generator #INFERNUS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -523.8 -295.8 9.7 angle 180.0 014C: set_parked_car_generator $1926 cars_to_generate_to 101 014B: $1927 = init_car_generator #PHEONIX -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -388.6 -287.7 9.6 angle 270.0 014C: set_parked_car_generator $1927 cars_to_generate_to 101 014B: $1928 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -267.0 -303.6 9.5 angle 160.0 014C: set_parked_car_generator $1928 cars_to_generate_to 101 014B: $1834 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -350.8 -534.9 11.4 angle 86.5 014C: set_parked_car_generator $1834 cars_to_generate_to 0 014B: $1873 = init_car_generator #LINERUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -751.5 -1359.4 10.6 angle 69.0 014C: set_parked_car_generator $1873 cars_to_generate_to 101 014B: $1874 = init_car_generator #PONY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -717.2 -1462.2 10.3 angle 0.0 014C: set_parked_car_generator $1874 cars_to_generate_to 101 014B: $1877 = init_car_generator #RUMPO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -741.7 -1549.5 11.5 angle 336.0 014C: set_parked_car_generator $1877 cars_to_generate_to 101 014B: $1878 = init_car_generator #BOXVILLE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -898.9971 -1462.046 10.94 angle 10.8204 014C: set_parked_car_generator $1878 cars_to_generate_to 101 014B: $1879 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -946.3 -1379.5 11.5 angle 69.0 014C: set_parked_car_generator $1879 cars_to_generate_to 101 014B: $1890 = init_car_generator #BENSON -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -947.7 -1264.1 11.3 angle 164.0 014C: set_parked_car_generator $1890 cars_to_generate_to 101 014B: $1982 = init_car_generator #JETMAX -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.3 -1510.3 5.0 angle 250.0 014C: set_parked_car_generator $1982 cars_to_generate_to 0 014B: $1983 = init_car_generator #SQUALO -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -576.4 -1505.2 5.0 angle 250.0 014C: set_parked_car_generator $1983 cars_to_generate_to 0 014B: $1985 = init_car_generator #COASTG -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -755.9 -1077.5 5.0 angle 0.0 014C: set_parked_car_generator $1985 cars_to_generate_to 101 014B: $1915 = init_car_generator #BFINJECT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 643.4 -208.1 9.5 angle 33.0 014C: set_parked_car_generator $1915 cars_to_generate_to 101 014B: $1830 = init_car_generator #KAUFMAN -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6 014C: set_parked_car_generator $1830 cars_to_generate_to 101 014B: $1833 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1028.2 82.2 11.2 angle 171.9 014C: set_parked_car_generator $1833 cars_to_generate_to 101 014B: $1882 = init_car_generator #PATRIOT -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1107.6 292.9 11.5 angle 268.3 014C: set_parked_car_generator $1882 cars_to_generate_to 101 014B: $1883 = init_car_generator #VOODOO -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -964.94 133.54 8.23 angle 271.61 014C: set_parked_car_generator $1883 cars_to_generate_to 101 014B: $1841 = init_car_generator #MRWHOOP -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -867.6105 -572.2039 10.11294 angle 277.5232 014C: set_parked_car_generator $1841 cars_to_generate_to 0 014B: $1831 = init_car_generator #PIZZABOY -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -904.2 808.9 10.5 angle 269.6 014C: set_parked_car_generator $1831 cars_to_generate_to 101 014B: $1846 = init_car_generator #LANDSTAL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -426.0 1412.5 10.5 angle 80.0 014C: set_parked_car_generator $1846 cars_to_generate_to 101 014B: $1986 = init_car_generator #SANCHEZ -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -425.8 1407.0 9.8 angle 80.0 014C: set_parked_car_generator $1986 cars_to_generate_to 101 014B: $1875 = init_car_generator #FBICAR -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -872.843 692.633 10.997 angle 359.746 014C: set_parked_car_generator $1875 cars_to_generate_to 101 014B: $1885 = init_car_generator #ANGEL -1 -1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -592.301 655.117 10.06 angle 9.794 014C: set_parked_car_generator $1885 cars_to_generate_to 101 014B: $1981 = init_car_generator #ANGEL -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -589.212 655.117 10.06 angle 9.794 014C: set_parked_car_generator $1981 cars_to_generate_to 101 014B: $1930 = init_car_generator #PCJ600 -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -596.17 676.928 11.271 angle 180.0 014C: set_parked_car_generator $1930 cars_to_generate_to 101 014B: $1956 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -756.7 976.3 10.4 angle 0.0 014C: set_parked_car_generator $1956 cars_to_generate_to 101 014B: $1957 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -803.3 964.1 10.4 angle 270.0 014C: set_parked_car_generator $1957 cars_to_generate_to 101 014B: $1958 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -752.6 1003.0 10.4 angle 0.0 014C: set_parked_car_generator $1958 cars_to_generate_to 101 014B: $1959 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.5 996.5 10.4 angle 90.0 014C: set_parked_car_generator $1959 cars_to_generate_to 101 014B: $1960 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -772.7 1031.8 10.4 angle 270.0 014C: set_parked_car_generator $1960 cars_to_generate_to 101 014B: $1961 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -781.7 1077.9 10.4 angle 90.0 014C: set_parked_car_generator $1961 cars_to_generate_to 101 014B: $1962 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.7 563.4 10.5 angle 0.0 014C: set_parked_car_generator $1962 cars_to_generate_to 101 014B: $1963 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -851.0 581.3 10.5 angle 180.0 014C: set_parked_car_generator $1963 cars_to_generate_to 101 014B: $1964 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -869.5 533.0 10.5 angle 180.0 014C: set_parked_car_generator $1964 cars_to_generate_to 101 014B: $1965 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -821.6 499.7 10.5 angle 90.0 014C: set_parked_car_generator $1965 cars_to_generate_to 101 014B: $1966 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1324.5 1137.0 9.3 angle 180.0 014C: set_parked_car_generator $1966 cars_to_generate_to 101 014B: $1967 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1353.8 1158.0 9.3 angle 0.0 014C: set_parked_car_generator $1967 cars_to_generate_to 101 014B: $1968 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1444.8 1162.7 9.3 angle 160.0 014C: set_parked_car_generator $1968 cars_to_generate_to 101 014B: $1969 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1543.8 1227.0 9.3 angle 30.0 014C: set_parked_car_generator $1969 cars_to_generate_to 101 014B: $1970 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.9 1282.4 9.3 angle 98.0 014C: set_parked_car_generator $1970 cars_to_generate_to 101 014B: $1971 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1587.7 1313.8 9.3 angle 87.0 014C: set_parked_car_generator $1971 cars_to_generate_to 101 014B: $1972 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1568.1 1351.0 9.3 angle 261.9 014C: set_parked_car_generator $1972 cars_to_generate_to 101 014B: $1973 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1562.7 1406.9 9.3 angle 150.1 014C: set_parked_car_generator $1973 cars_to_generate_to 101 014B: $1974 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1445.3 1499.0 9.3 angle 20.6 014C: set_parked_car_generator $1974 cars_to_generate_to 101 014B: $1975 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1349.1 1503.7 9.3 angle 180.0 014C: set_parked_car_generator $1975 cars_to_generate_to 101 014B: $1976 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1318.7 1524.1 9.3 angle 180.0 014C: set_parked_car_generator $1976 cars_to_generate_to 101 014B: $1921 = init_car_generator #VCNMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -469.0 1123.5 64.7 angle 270.0 014C: set_parked_car_generator $1921 cars_to_generate_to 101 014B: $1849 = init_car_generator #INFERNUS -1 -1 force_spawn 1 alarm 80 door_lock 0 min_delay 0 max_delay 10000 at 386.0 1227.0 19.4 angle 90.0 014C: set_parked_car_generator $1849 cars_to_generate_to 101 014B: $1848 = init_car_generator #PACKER -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1377.7 -961.4 14.4 angle 177.9 014C: set_parked_car_generator $1848 cars_to_generate_to 101 014B: $1847 = init_car_generator #SENTXS -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1142.5 -939.3 14.6 angle 89.6 014C: set_parked_car_generator $1847 cars_to_generate_to 101 014B: $1850 = init_car_generator #TOPFUN -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1235.171 -1235.171 14.77 angle 337.839 014C: set_parked_car_generator $1850 cars_to_generate_to 101 014B: $1891 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1414.8 -1268.1 13.9 angle 40.0 014C: set_parked_car_generator $1891 cars_to_generate_to 101 014B: $1892 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1474.9 -961.7 13.9 angle 282.0 014C: set_parked_car_generator $1892 cars_to_generate_to 101 014B: $1893 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1808.5 -1090.8 13.9 angle 274.0 014C: set_parked_car_generator $1893 cars_to_generate_to 101 014B: $1894 = init_car_generator #BAGGAGE -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1533.3 -805.9 13.9 angle 178.0 014C: set_parked_car_generator $1894 cars_to_generate_to 101 014B: $1895 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1584.2 -656.4 14.0 angle 0.0 014C: set_parked_car_generator $1895 cars_to_generate_to 101 014B: $1896 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 20 door_lock 0 min_delay 0 max_delay 10000 at -1606.5 -633.8 14.0 angle 180.0 014C: set_parked_car_generator $1896 cars_to_generate_to 101 014B: $1897 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1628.0 -667.0 14.0 angle 180.0 014C: set_parked_car_generator $1897 cars_to_generate_to 101 014B: $1898 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1637.5 -624.6 14.0 angle 0.0 014C: set_parked_car_generator $1898 cars_to_generate_to 101 014B: $1899 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1659.6 -646.4 14.0 angle 180.0 014C: set_parked_car_generator $1899 cars_to_generate_to 101 014B: $1900 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 30 door_lock 0 min_delay 0 max_delay 10000 at -1706.0 -655.9 14.0 angle 90.0 014C: set_parked_car_generator $1900 cars_to_generate_to 101 014B: $1901 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 50 door_lock 0 min_delay 0 max_delay 10000 at -1691.5 -614.8 14.0 angle 0.0 014C: set_parked_car_generator $1901 cars_to_generate_to 101 014B: $1902 = init_car_generator #DTN_STADDOORA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1573.3 -614.7 14.0 angle 0.0 014C: set_parked_car_generator $1902 cars_to_generate_to 101 014B: $1886 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 516.1 503.1 10.5 angle 0.0 014C: set_parked_car_generator $1886 cars_to_generate_to 101 014B: $1919 = init_car_generator #ENFORCER -1 -1 force_spawn 0 alarm 0 door_lock 40 min_delay 0 max_delay 10000 at 493.2045 503.683 10.4612 angle 179.9753 014C: set_parked_car_generator $1919 cars_to_generate_to 101 014B: $1887 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 355.7 -511.4 11.6 angle 320.0 014C: set_parked_car_generator $1887 cars_to_generate_to 101 014B: $1916 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at 372.3 -525.7 11.6 angle 140.0 014C: set_parked_car_generator $1916 cars_to_generate_to 101 014B: $1888 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -855.4 -665.4 10.6 angle 0.0 014C: set_parked_car_generator $1888 cars_to_generate_to 101 014B: $1918 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 30 min_delay 0 max_delay 10000 at -844.8 -675.6 10.6 angle 90.0 014C: set_parked_car_generator $1918 cars_to_generate_to 101 014B: $1854 = init_car_generator #POLICE -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -665.2 777.6 11.0 angle 180.0 014C: set_parked_car_generator $1854 cars_to_generate_to 101 014B: $1836 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at 472.5 701.2 10.5 angle 90.0 014C: set_parked_car_generator $1836 cars_to_generate_to 101 014B: $1840 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -111.9 -949.9 10.2 angle 280.0 014C: set_parked_car_generator $1840 cars_to_generate_to 101 014B: $1889 = init_car_generator #AMBULAN -1 -1 force_spawn 0 alarm 0 door_lock 10 min_delay 0 max_delay 10000 at -776.1 1135.1 11.5 angle 0.0 014C: set_parked_car_generator $1889 cars_to_generate_to 101 014B: $1917 = init_car_generator #FIRETRUK -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -694.9 917.3 10.8 angle 270.0 014C: set_parked_car_generator $1917 cars_to_generate_to 101 014B: $1984 = init_car_generator #COMET -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at 114.6977 252.3439 20.6832 angle 105.6803 014C: set_parked_car_generator $1984 cars_to_generate_to 101 014B: $83 = init_car_generator #INFERNUS 1 1 force_spawn 1 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -363.0 -532.2 12.0 angle 0.0 014C: set_parked_car_generator $83 cars_to_generate_to 0 014B: $1939 = init_car_generator #ZEBRA -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -1003.1 207.4 11.0 angle 166.6 014C: set_parked_car_generator $1939 cars_to_generate_to 0 014B: $84 = init_car_generator #POLMAV -1 -1 force_spawn 0 alarm 0 door_lock 0 min_delay 0 max_delay 10000 at -614.0 804.0 30.0 angle 0.0 014C: set_parked_car_generator $84 cars_to_generate_to 101 $2035 = Pickup.Create(#CHNSAW, 2, 30.0, -1330.9, 13.0) $1999 = Pickup.Create(#BAT, 2, 206.7, -1254.4, 12.0) 032B: $2000 = create_weapon_pickup #COLT45 15 ammo 34 at -228.4 -1318.2 9.1 032B: $2001 = create_weapon_pickup #COLT45 15 ammo 34 at 340.5 -249.5 12.5 032B: $2002 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 42.3 -959.2 21.8 032B: $2003 = create_weapon_pickup #CHROMEGUN 15 ammo 16 at 568.9 -449.3 11.1 032B: $2004 = create_weapon_pickup #TEC9 15 ammo 100 at 287.9 50.7 10.8 032B: $2005 = create_weapon_pickup #GRENADE 15 ammo 4 at 362.2 -500.5 12.3 $2006 = Pickup.Create(#CLEAVER, 15, 402.6, 102.5, 11.4) 032B: $2007 = create_weapon_pickup #RUGER 15 ammo 60 at 418.9 589.9 18.3 $2008 = Pickup.Create(#KATANA, 15, 476.9, 1014.9, 19.2) $2009 = Pickup.Create(#NITESTICK, 15, 402.4, -488.3, 12.4) $2011 = Pickup.Create(#BRASSKNUCKLE, 15, 224.0, -1207.5, 11.0) $2012 = Pickup.Create(#KNIFECUR, 15, 118.7, -1546.1, 10.8) $2013 = Pickup.Create(#MACHETE, 15, 56.6, -459.3, 11.4) 032B: $2014 = create_weapon_pickup #UZI 15 ammo 60 at 5.4 -1277.0 10.4 032B: $2036 = create_weapon_pickup #UZI 15 ammo 60 at 157.0 -895.3 12.3 032B: $2010 = create_weapon_pickup #BOMB 15 ammo 4 at 556.6 207.4 14.5 032B: $2015 = create_weapon_pickup #M4 15 ammo 60 at -32.8 1019.2 13.0 032B: $2016 = create_weapon_pickup #UZI 15 ammo 60 at 17.3 1145.7 23.5 $2017 = Pickup.Create(#GOLFCLUB, 2, 95.0, 279.2, 21.8) 032B: $2018 = create_weapon_pickup #FLAME 15 ammo 300 at -546.0 -418.9 9.8 032B: $2019 = create_weapon_pickup #SNIPER 15 ammo 20 at -476.4 -571.2 12.9 $2020 = Pickup.Create(#KATANA, 15, -554.11, -547.7, 10.7) 032B: $2021 = create_weapon_pickup #MOLOTOV 15 ammo 4 at -755.7 1347.5 11.8 032B: $2022 = create_weapon_pickup #UZI 15 ammo 60 at -545.8 694.6 11.0 032B: $2023 = create_weapon_pickup #M4 15 ammo 60 at -980.4 118.7 9.3 032B: $2024 = create_weapon_pickup #M4 15 ammo 60 at -1221.0 -641.6 11.7 032B: $2025 = create_weapon_pickup #SNIPER 15 ammo 20 at -742.1 -949.9 9.9 032B: $2026 = create_weapon_pickup #ROCKETLA 15 ammo 4 at -995.1 -1178.1 13.6 032B: $2027 = create_weapon_pickup #INGRAMSL 15 ammo 60 at -713.3 -1466.0 11.2 032B: $2028 = create_weapon_pickup #FLAME 15 ammo 300 at -1015.1 -1392.9 11.5 032B: $2029 = create_weapon_pickup #SHOTGSPA 15 ammo 14 at -1359.0 -742.2 14.9 032B: $2030 = create_weapon_pickup #M60 15 ammo 100 at -1744.9 -288.9 29.7 032B: $2031 = create_weapon_pickup #GRENADE 15 ammo 4 at -939.8 -464.9 10.9 032B: $2032 = create_weapon_pickup #PYTHON 15 ammo 12 at -1182.7 -61.1 11.4 032B: $2033 = create_weapon_pickup #BUDDYSHOT 15 ammo 10 at -1305.2 177.1 11.4 032B: $2034 = create_weapon_pickup #LASER 15 ammo 14 at -1114.3 -602.0 26.0 $2037 = Pickup.Create(#HEALTH, 1, -113.2, -975.7, 10.4) $2038 = Pickup.Create(#HEALTH, 15, -225.1, -1158.1, 9.1) $2039 = Pickup.Create(#HEALTH, 15, 456.2, -471.4, 16.6) $2040 = Pickup.Create(#HEALTH, 15, 377.4, 467.7, 11.6) $2041 = Pickup.Create(#HEALTH, 1, 469.6, 697.4, 11.7) $2042 = Pickup.Create(#HEALTH, 15, 385.3, 1210.9, 19.4) $2043 = Pickup.Create(#HEALTH, 1, 384.3, 756.6, 11.7) $2044 = Pickup.Create(#HEALTH, 15, 10.7, 1099.0, 16.6) $2045 = Pickup.Create(#HEALTH, 15, 85.3, 402.7, 19.8) $2046 = Pickup.Create(#HEALTH, 15, -711.7, -501.7, 11.3) $2047 = Pickup.Create(#HEALTH, 15, -404.0, -588.0, 11.6) $2061 = Pickup.Create(#HEALTH, 2, -406.2503, -566.4947, 19.5804) $2048 = Pickup.Create(#HEALTH, 15, -478.1, 1438.5, 16.1) $2049 = Pickup.Create(#HEALTH, 15, -675.0, 1263.3, 25.1) $2050 = Pickup.Create(#HEALTH, 15, -821.8, 1144.8, 26.1) $2051 = Pickup.Create(#HEALTH, 15, -1139.4, 55.4, 11.2) $2052 = Pickup.Create(#HEALTH, 15, -1290.9, 91.9, 26.9) $2053 = Pickup.Create(#HEALTH, 1, -885.4, -483.4, 13.1) $2054 = Pickup.Create(#HEALTH, 15, -925.1, -638.3, 16.0) $2055 = Pickup.Create(#HEALTH, 15, -692.4, -1283.8, 11.1) $2056 = Pickup.Create(#HEALTH, 15, -655.1, -1506.3, 8.1) $2057 = Pickup.Create(#HEALTH, 15, -1399.4, -865.9, 20.9) $2058 = Pickup.Create(#HEALTH, 1, -822.6, 1137.3, 12.4) $2059 = Pickup.Create(#HEALTH, 1, -851.4, -78.8, 11.5) $2060 = Pickup.Create(#HEALTH, 1, -834.2, 740.6, 11.3) $2062 = Pickup.Create(#BODYARMOUR, 15, 4.9, -1239.2, 19.2) $2063 = Pickup.Create(#BODYARMOUR, 15, 205.7, -885.7, 12.2) $2064 = Pickup.Create(#BODYARMOUR, 15, 148.8, -349.9, 8.7) $2065 = Pickup.Create(#BODYARMOUR, 15, 520.2, -171.2, 13.9) $2066 = Pickup.Create(#BODYARMOUR, 15, 430.8, 162.1, 11.8) $2067 = Pickup.Create(#BODYARMOUR, 15, 416.1, 517.7, 11.2) $2068 = Pickup.Create(#BODYARMOUR, 15, 350.2, 884.8, 25.5) $2069 = Pickup.Create(#BODYARMOUR, 15, 535.3, 1214.1, 18.9) $2070 = Pickup.Create(#BODYARMOUR, 15, 42.8, 951.1, 11.0) $2071 = Pickup.Create(#BODYARMOUR, 15, -70.8, 510.6, 11.6) $2072 = Pickup.Create(#BODYARMOUR, 15, -1695.6, -289.4, 29.7) $2073 = Pickup.Create(#BODYARMOUR, 15, -567.6, 1370.36, 16.4) $2074 = Pickup.Create(#BODYARMOUR, 15, -921.9, 722.9, 11.0) $2076 = Pickup.Create(#BODYARMOUR, 15, -1058.9, -240.6, 18.2) $2077 = Pickup.Create(#BODYARMOUR, 15, -625.5, 622.2, 11.7) $2078 = Pickup.Create(#BODYARMOUR, 15, -733.5, -1294.7, 12.4) $2079 = Pickup.Create(#BODYARMOUR, 15, -1177.0, -915.3, 14.9) $2075 = Pickup.Create(#BODYARMOUR, 15, -1171.0, -457.4, 10.7) $2080 = Pickup.Create(#ADRENALINE, 15, -37.7, -938.3, 10.5) $2081 = Pickup.Create(#ADRENALINE, 15, 471.1, -444.1, 10.6) $2082 = Pickup.Create(#ADRENALINE, 15, 448.6, 16.6, 11.0) $2083 = Pickup.Create(#ADRENALINE, 15, 425.6, 221.1, 16.2) $2084 = Pickup.Create(#ADRENALINE, 15, 428.4, 947.5, 13.2) $2085 = Pickup.Create(#ADRENALINE, 1, 385.6, 752.3, 11.7) $2086 = Pickup.Create(#ADRENALINE, 15, -366.6, -500.3, 11.3) $2087 = Pickup.Create(#ADRENALINE, 15, -342.2, -591.5, 36.9) $2088 = Pickup.Create(#ADRENALINE, 15, -381.2, 1065.2, 13.0) $2089 = Pickup.Create(#ADRENALINE, 15, -730.1, 1226.3, 24.2) $2090 = Pickup.Create(#ADRENALINE, 15, -1095.1, 99.4, 12.3) $2091 = Pickup.Create(#ADRENALINE, 15, -967.1, -62.6, 11.0) $2092 = Pickup.Create(#ADRENALINE, 15, -1022.1, -547.0, 11.2) $2093 = Pickup.Create(#ADRENALINE, 15, -882.0, 111.2, 9.3) $2094 = Pickup.Create(#ADRENALINE, 1, -857.1, -83.6, 11.5) $2095 = Pickup.Create(#ADRENALINE, 1, -839.0, 740.6, 11.3) 02EC: put_hidden_package_at 479.6 -1718.5 15.6 02EC: put_hidden_package_at 708.4 -498.2 12.3 02EC: put_hidden_package_at -213.0 -1647.1 13.1 02EC: put_hidden_package_at -368.4 -1733.2 11.6 02EC: put_hidden_package_at -104.3 -1600.3 10.4 02EC: put_hidden_package_at -234.7 -1082.6 13.6 02EC: put_hidden_package_at 88.0 -991.7 19.1 02EC: put_hidden_package_at 205.4 -888.9 12.1 02EC: put_hidden_package_at 183.1 -652.9 10.8 02EC: put_hidden_package_at 370.9 -469.5 13.8 02EC: put_hidden_package_at 298.8 -278.5 11.9 02EC: put_hidden_package_at 321.8 -774.3 22.8 02EC: put_hidden_package_at 491.8 -45.3 10.0 02EC: put_hidden_package_at 472.8 116.0 11.2 02EC: put_hidden_package_at 379.6 212.9 11.3 02EC: put_hidden_package_at 290.1 295.4 13.5 02EC: put_hidden_package_at 470.9 1123.6 24.5 02EC: put_hidden_package_at 407.6 1018.2 25.3 02EC: put_hidden_package_at 561.6 1157.1 18.9 02EC: put_hidden_package_at 891.8 873.8 16.4 02EC: put_hidden_package_at 353.7 -564.3 56.4 02EC: put_hidden_package_at 306.9 1177.5 17.4 02EC: put_hidden_package_at 271.3 932.9 9.8 02EC: put_hidden_package_at 328.7 717.2 22.8 02EC: put_hidden_package_at 473.3 16.4 33.0 02EC: put_hidden_package_at 352.5 282.2 19.6 02EC: put_hidden_package_at 70.1 -479.6 13.6 02EC: put_hidden_package_at 53.6 -446.5 7.6 02EC: put_hidden_package_at 266.3 -249.9 36.1 02EC: put_hidden_package_at 413.9 1217.4 18.4 02EC: put_hidden_package_at -172.4 -1341.3 3.9 02EC: put_hidden_package_at -233.1 -931.2 9.8 02EC: put_hidden_package_at 69.7 -796.6 11.7 02EC: put_hidden_package_at 107.5 -551.9 14.7 02EC: put_hidden_package_at 233.9 -132.2 8.0 02EC: put_hidden_package_at 424.5 89.3 11.3 02EC: put_hidden_package_at 401.6 431.1 11.4 02EC: put_hidden_package_at 193.9 678.8 12.9 02EC: put_hidden_package_at 589.4 36.0 16.7 02EC: put_hidden_package_at 519.9 -135.4 35.2 02EC: put_hidden_package_at -41.8 922.4 19.4 02EC: put_hidden_package_at -16.1 991.7 10.9 02EC: put_hidden_package_at 60.7 916.5 10.8 02EC: put_hidden_package_at -68.9 1124.0 17.0 02EC: put_hidden_package_at 82.7 1113.8 18.7 02EC: put_hidden_package_at 70.5 599.3 14.5 02EC: put_hidden_package_at 162.4 246.4 12.2 02EC: put_hidden_package_at 43.1 -150.9 12.2 02EC: put_hidden_package_at -46.6 257.7 24.5 02EC: put_hidden_package_at 43.4 -15.0 17.3 02EC: put_hidden_package_at -236.9 -588.1 10.3 02EC: put_hidden_package_at -519.0 -599.3 10.3 02EC: put_hidden_package_at -580.5 -422.6 19.8 02EC: put_hidden_package_at -310.4 -415.5 10.1 02EC: put_hidden_package_at -245.4 -323.8 10.2 02EC: put_hidden_package_at -246.9 1219.5 10.9 02EC: put_hidden_package_at -451.0 1286.6 12.6 02EC: put_hidden_package_at -764.3 1266.0 11.5 02EC: put_hidden_package_at -1550.1 1403.1 8.7 02EC: put_hidden_package_at -790.8 1119.4 9.8 02EC: put_hidden_package_at -451.5 1119.7 61.7 02EC: put_hidden_package_at -567.4 776.1 22.8 02EC: put_hidden_package_at -898.7 430.4 10.9 02EC: put_hidden_package_at -979.2 266.7 8.9 02EC: put_hidden_package_at -856.3 228.5 12.9 02EC: put_hidden_package_at -1072.5 351.7 11.2 02EC: put_hidden_package_at -1161.6 431.1 11.0 02EC: put_hidden_package_at -975.1 191.9 12.6 02EC: put_hidden_package_at -1033.4 44.0 11.1 02EC: put_hidden_package_at -994.0 -250.3 10.7 02EC: put_hidden_package_at -1104.9 -120.9 20.1 02EC: put_hidden_package_at -1131.6 -355.4 15.0 02EC: put_hidden_package_at -1195.2 -317.7 10.9 02EC: put_hidden_package_at -1093.7 -600.1 26.0 02EC: put_hidden_package_at -1179.9 -576.3 12.0 02EC: put_hidden_package_at -1018.2 -874.1 17.9 02EC: put_hidden_package_at -855.3 -631.8 11.3 02EC: put_hidden_package_at -1179.2 -718.8 22.8 02EC: put_hidden_package_at -802.9 -1184.6 11.1 02EC: put_hidden_package_at -620.8 -1342.4 16.3 02EC: put_hidden_package_at -1024.6 -1494.6 19.4 02EC: put_hidden_package_at -1090.2 -1199.2 11.2 02EC: put_hidden_package_at -829.2 -1461.0 12.6 02EC: put_hidden_package_at -1160.6 -1333.8 14.9 02EC: put_hidden_package_at -1369.3 -1255.7 18.2 02EC: put_hidden_package_at -1280.9 -1146.5 22.2 02EC: put_hidden_package_at -1773.8 -1053.2 14.8 02EC: put_hidden_package_at -1187.3 -1041.4 14.8 02EC: put_hidden_package_at -1477.3 -881.0 32.4 02EC: put_hidden_package_at -1561.8 -1059.5 14.8 02EC: put_hidden_package_at -1349.1 -1090.4 24.5 02EC: put_hidden_package_at -1567.3 -1055.5 21.3 02EC: put_hidden_package_at -1366.4 -928.0 20.8 02EC: put_hidden_package_at -1523.5 -819.1 14.8 02EC: put_hidden_package_at -1829.1 -887.6 14.8 02EC: put_hidden_package_at -1726.5 -419.2 14.8 02EC: put_hidden_package_at -1737.2 -299.2 14.8 02EC: put_hidden_package_at -1328.0 -537.1 13.9 02EC: put_hidden_package_at -1063.5 -965.5 14.8 02EC: put_hidden_package_at -1265.8 -1346.9 29.6 055B: $2096 = create_clothes_pickup 11 at -1200.3 -322.9 10.9 $2097 = 0 // integer values 04F8: define_police_trigger_type 1 if_player_with_wanted_level_in_rectangle 225.0 -1244.0 227.4 -1248.5 spawn_policeA_at 249.0 -1255.0 headed_towards 246.0 -1250.6 spawn_policeB_at 208.4 -1238.4 headed_towards 209.6 -1243.5 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 235.3 -1299.6 261.1 -1270.7 spawn_policeA_at 212.2 -1309.6 headed_towards 228.0 -1311.3 spawn_policeB_at 221.2 -1309.6 headed_towards 228.0 -1311.3 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 220.0 -1144.0 232.0 -1136.0 spawn_policeA_at 190.5 -1101.5 headed_towards 185.5 -1122.7 spawn_policeB_at 278.8 -1112.0 headed_towards 269.0 -1140.5 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -112.5 -1275.0 -120.5 -1267.0 spawn_policeA_at -37.7 -1244.15 headed_towards -36.7 -1270.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 324.0 -735.5 332.0 -727.5 spawn_policeA_at 361.6 -715.0 headed_towards 338.6 -705.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 385.6 -602.2 377.6 -594.2 spawn_policeA_at 374.6 -559.0 headed_towards 394.6 -571.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 146.6 -450.2 154.6 -440.2 spawn_policeA_at 183.9 -480.0 headed_towards 184.6 -447.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle 250.6 -457.2 240.6 -449.2 spawn_policeA_at 346.8 -466.4 headed_towards 311.5 -461.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 171.0 -549.2 179.0 -557.2 spawn_policeA_at 161.8 -693.4 headed_towards 168.5 -650.5 spawn_policeB_at 169.5 -693.4 headed_towards 173.0 -660.0 04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 305.6 -183.2 315.6 -191.2 spawn_policeA_at 269.2 -197.8 headed_towards 276.6 -180.5 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 316.5 -65.0 322.5 -58.0 spawn_policeA_at 296.5 6.9 headed_towards 315.7 -11.0 spawn_policeB_at 369.5 12.2 headed_towards 342.0 -9.7 04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 364.0 236.2 372.0 244.2 spawn_policeA_at 336.1 271.4 headed_towards 337.8 249.5 spawn_policeB_at 401.5 213.4 headed_towards 401.0 234.0 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle 364.5 169.0 372.5 177.0 spawn_policeA_at 406.7 151.15 headed_towards 398.7 170.0 spawn_policeB_at 326.5 182.4 headed_towards 346.0 164.3 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -87.0 -937.0 -99.0 -947.0 spawn_policeA_at -136.0 -912.15 headed_towards -115.0 -901.6 spawn_policeB_at -56.0 -875.0 headed_towards -95.5 -893.3 04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 536.0 696.2 546.0 706.2 spawn_policeA_at 516.0 753.6 headed_towards 541.5 753.5 spawn_policeB_at 506.2 654.4 headed_towards 534.0 657.0 04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 314.0 906.0 322.0 914.0 spawn_policeA_at 348.3 864.0 headed_towards 316.0 870.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle 356.0 748.0 364.0 756.0 spawn_policeA_at 335.0 667.6 headed_towards 356.2 685.2 spawn_policeB_at 388.5 846.2 headed_towards 366.0 828.0 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -34.0 1041.0 -26.0 1049.0 spawn_policeA_at 23.3 1075.0 headed_towards 28.0 1030.8 spawn_policeB_at 35.5 993.4 headed_towards 39.0 1023.3 04F8: define_police_trigger_type 2 if_player_with_wanted_level_in_rectangle 16.0 930.0 24.0 938.0 spawn_policeA_at 28.3 874.0 headed_towards 10.0 881.8 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -368.0 -480.0 -378.0 -490.0 spawn_policeA_at -253.5 -439.0 headed_towards -252.5 -470.5 spawn_policeB_at -451.2 -452.4 headed_towards -442.0 -480.0 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -533.0 -480.0 -543.0 -490.0 spawn_policeA_at -647.0 -449.0 headed_towards -637.5 -481.5 spawn_policeB_at -451.2 -452.4 headed_towards -457.0 -480.0 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -255.0 -435.0 -245.0 -443.0 spawn_policeA_at -210.8 -470.0 headed_towards -241.5 -472.0 spawn_policeB_at -298.2 -485.0 headed_towards -257.0 -477.5 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -645.0 -446.0 -637.0 -454.0 spawn_policeA_at -610.8 -482.0 headed_towards -635.5 -472.0 spawn_policeB_at -684.2 -492.0 headed_towards -651.0 -480.5 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -790.0 -1490.2 -798.0 -1498.2 spawn_policeA_at -815.8 -1450.5 headed_towards -822.0 -1469.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -809.0 -1436.7 -800.0 -1428.0 spawn_policeA_at -853.3 -1466.0 headed_towards -824.5 -1474.8 spawn_policeB_at -808.5 -1382.4 headed_towards -788.0 -1392.3 04F8: define_police_trigger_type 7 if_player_with_wanted_level_in_rectangle -870.0 -1335.7 -862.0 -1327.0 spawn_policeA_at -902.3 -1343.0 headed_towards -882.5 -1348.8 spawn_policeB_at -880.5 -1297.4 headed_towards -860.0 -1307.3 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -924.0 -1248.0 -916.0 -1240.0 spawn_policeA_at -909.8 -1270.5 headed_towards -920.0 -1265.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -1224.0 -788.0 -1216.0 -780.0 spawn_policeA_at -1260.8 -737.5 headed_towards -1258.0 -780.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 3 if_player_with_wanted_level_in_rectangle -884.0 -1070.0 -876.0 -1078.0 spawn_policeA_at -925.0 -1044.5 headed_towards -901.0 -1074.0 spawn_policeB_at -189.5 -1295.4 headed_towards -190.0 -1279.3 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1130.0 -711.7 -1138.0 -719.7 spawn_policeA_at -1111.3 -683.0 headed_towards -1134.5 -686.4 spawn_policeB_at -1166.0 -691.4 headed_towards -1144.7 -690.3 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -986.0 -713.0 -978.0 -721.0 spawn_policeA_at -1011.8 -577.4 headed_towards -989.7 -575.4 spawn_policeB_at -945.5 -660.0 headed_towards -969.4 -661.6 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1012.0 -392.0 -1004.0 -384.0 spawn_policeA_at -1044.3 -337.8 headed_towards -1023.7 -336.4 spawn_policeB_at -975.0 -444.0 headed_towards -1000.4 -445.6 04F8: define_police_trigger_type 6 if_player_with_wanted_level_in_rectangle -1112.0 -372.0 -1104.0 -364.0 spawn_policeA_at -1078.3 -337.0 headed_towards -1101.5 -339.4 spawn_policeB_at -1138.0 -348.4 headed_towards -1117.3 -346.3 end_thread //-------------Mission 1--------------- // Originally: Intro :INTRO thread 'INTRO' $ONMISSION = 1 // integer values $13 = 0 // integer values wait 0 fade 0 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Player.CanMove($PLAYER_CHAR) = False 03AF: set_streaming 0 03AD: set_rubbish 0 054C: use_GXT_table 'INTRO' Player.MakeSafe($PLAYER_CHAR) 044D: load_splash 'INTRO1' 0169: set_fade_color 2 2 2 wait 250 023C: load_special_actor 1 'SFRENDA' 023C: load_special_actor 2 'SFRENDB' 023C: load_special_actor 3 'CSSONNY' 023C: load_special_actor 4 'SGOONA' 023C: load_special_actor 5 'SGOONB' 02F3: load_object #CUTOBJ01 'SVNTRAY' 02F3: load_object #CUTOBJ02 'DRINK' 02F3: load_object #CUTOBJ03 'MBTBEMP' 02F3: load_object #CUTOBJ04 'SCHAIR' 03AF: set_streaming 0 03AD: set_rubbish 0 select_interior 1 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1 Camera.SetAtPos(231.4, -1277.7, 19.0) 04F9: set_extracolors 16 fade 0 038B: load_requested_models :INTRO_295 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @INTRO_369 wait 0 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_362 jump @INTRO_11542 :INTRO_362 jump @INTRO_295 :INTRO_369 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) not Model.Available(#CUTOBJ04) jf @INTRO_443 wait 0 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_436 jump @INTRO_11542 :INTRO_436 jump @INTRO_369 :INTRO_443 02E4: load_cutscene_data 'INT_A' 0244: set_cutscene_pos 231.411 -1277.707 19.069 041D: set_camera_near_clip 0.1 02E5: $127 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $127 'SFRENDA' 02E5: $128 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $128 'SFRENDB' 02E5: $138 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $138 'CSSONNY' 02E5: $129 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $129 'SGOONA' 02E5: $130 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $130 'SGOONB' 02E5: $151 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $151 'SVNTRAY' 02E5: $152 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $152 'DRINK01' 02E5: $153 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $153 'DRINK02' 02E5: $154 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $154 'DRINK03' 02E5: $126 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $126 'MBTBEMP' 02E5: $216 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $216 'SCHAIR' fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :INTRO_725 if 1246 > $CUT_SCENE_TIME // integer values jf @INTRO_792 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_785 jump @INTRO_11542 :INTRO_785 jump @INTRO_725 :INTRO_792 00BC: text_highpriority 'INT1_A' 10000 ms 1 // Tommy Vercetti...Huh! shit. :INTRO_807 if 2708 > $CUT_SCENE_TIME // integer values jf @INTRO_874 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_867 jump @INTRO_11542 :INTRO_867 jump @INTRO_807 :INTRO_874 00BC: text_highpriority 'INT1_B' 10000 ms 1 // Didn't think they'd ever let him out. :INTRO_889 if 4796 > $CUT_SCENE_TIME // integer values jf @INTRO_956 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_949 jump @INTRO_11542 :INTRO_949 jump @INTRO_889 :INTRO_956 00BC: text_highpriority 'INT1_C' 10000 ms 1 // He kept his head down, helps people forget. :INTRO_971 if 7086 > $CUT_SCENE_TIME // integer values jf @INTRO_1038 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1031 jump @INTRO_11542 :INTRO_1031 jump @INTRO_971 :INTRO_1038 00BC: text_highpriority 'INT1_D' 10000 ms 1 // People will remember soon enough. :INTRO_1053 if 8404 > $CUT_SCENE_TIME // integer values jf @INTRO_1120 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1113 jump @INTRO_11542 :INTRO_1113 jump @INTRO_1053 :INTRO_1120 00BC: text_highpriority 'INT1_E' 10000 ms 1 // When they see him walking down the streets of their neighborhoods. :INTRO_1135 if 10756 > $CUT_SCENE_TIME // integer values jf @INTRO_1202 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1195 jump @INTRO_11542 :INTRO_1195 jump @INTRO_1135 :INTRO_1202 00BC: text_highpriority 'INT1_F' 10000 ms 1 // It will be bad for business. :INTRO_1217 if 12614 > $CUT_SCENE_TIME // integer values jf @INTRO_1284 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1277 jump @INTRO_11542 :INTRO_1277 jump @INTRO_1217 :INTRO_1284 00BC: text_highpriority 'INT1_G' 10000 ms 1 // Well, what are we gonna do, Sonny? :INTRO_1299 if 14813 > $CUT_SCENE_TIME // integer values jf @INTRO_1366 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1359 jump @INTRO_11542 :INTRO_1359 jump @INTRO_1299 :INTRO_1366 00BC: text_highpriority 'INT1_H' 10000 ms 1 // We treat him like an old friend and keep him busy out of town. OK? :INTRO_1381 if 18741 > $CUT_SCENE_TIME // integer values jf @INTRO_1448 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1441 jump @INTRO_11542 :INTRO_1441 jump @INTRO_1381 :INTRO_1448 00BC: text_highpriority 'INT1_I' 10000 ms 1 // We been talking about expanding down South, right? :INTRO_1463 if 21294 > $CUT_SCENE_TIME // integer values jf @INTRO_1530 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1523 jump @INTRO_11542 :INTRO_1523 jump @INTRO_1463 :INTRO_1530 00BC: text_highpriority 'INT1_J' 10000 ms 1 // Vice City is twenty-four carat gold these days. :INTRO_1545 if 24399 > $CUT_SCENE_TIME // integer values jf @INTRO_1612 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1605 jump @INTRO_11542 :INTRO_1605 jump @INTRO_1545 :INTRO_1612 00BC: text_highpriority 'INT1_K' 10000 ms 1 // The Colombians, the Mexicans, hell, :INTRO_1627 if 26496 > $CUT_SCENE_TIME // integer values jf @INTRO_1694 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1687 jump @INTRO_11542 :INTRO_1687 jump @INTRO_1627 :INTRO_1694 00BC: text_highpriority 'INT1_L' 10000 ms 1 // even those Cuban refugees are cutting themselves a piece of some nice action. :INTRO_1709 if 31264 > $CUT_SCENE_TIME // integer values jf @INTRO_1776 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1769 jump @INTRO_11542 :INTRO_1769 jump @INTRO_1709 :INTRO_1776 00BC: text_highpriority 'INT1_M' 10000 ms 1 // But it's all drugs, Sonny, :INTRO_1791 if 32904 > $CUT_SCENE_TIME // integer values jf @INTRO_1860 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1853 jump @INTRO_11542 :INTRO_1853 jump @INTRO_1791 :INTRO_1860 00BC: text_highpriority 'INT1_N' 10000 ms 1 // None of the families will touch that shit! :INTRO_1875 if 35200 > $CUT_SCENE_TIME // integer values jf @INTRO_1944 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_1937 jump @INTRO_11542 :INTRO_1937 jump @INTRO_1875 :INTRO_1944 00BC: text_highpriority 'INT1_O' 10000 ms 1 // Times are changing. :INTRO_1959 if 36522 > $CUT_SCENE_TIME // integer values jf @INTRO_2028 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2021 jump @INTRO_11542 :INTRO_2021 jump @INTRO_1959 :INTRO_2028 00BC: text_highpriority 'INT1_P' 10000 ms 1 // The families can't keep their backs turned while our enemies reap the rewards. :INTRO_2043 if 41196 > $CUT_SCENE_TIME // integer values jf @INTRO_2112 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2105 jump @INTRO_11542 :INTRO_2105 jump @INTRO_2043 :INTRO_2112 00BC: text_highpriority 'INT1_Q' 10000 ms 1 // So, we send someone down to do the dirty work for us... :INTRO_2127 if 45232 > $CUT_SCENE_TIME // integer values jf @INTRO_2196 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2189 jump @INTRO_11542 :INTRO_2189 jump @INTRO_2127 :INTRO_2196 00BC: text_highpriority 'INT1_R' 10000 ms 1 // and cut ourselves a nice quiet slice. OK? :INTRO_2211 if 48992 > $CUT_SCENE_TIME // integer values jf @INTRO_2280 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2273 jump @INTRO_11542 :INTRO_2273 jump @INTRO_2211 :INTRO_2280 00BC: text_highpriority 'INT1_S' 10000 ms 1 // Who's our contact down there? :INTRO_2295 if 50206 > $CUT_SCENE_TIME // integer values jf @INTRO_2364 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2357 jump @INTRO_11542 :INTRO_2357 jump @INTRO_2295 :INTRO_2364 00BC: text_highpriority 'INT1_T' 10000 ms 1 // Ken Rosenberg, schmuck of a lawyer. :INTRO_2379 if 52509 > $CUT_SCENE_TIME // integer values jf @INTRO_2448 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2441 jump @INTRO_11542 :INTRO_2441 jump @INTRO_2379 :INTRO_2448 00BC: text_highpriority 'INT1_U' 10000 ms 1 // How's he gonna hold Vercetti's leash? :INTRO_2463 if 54340 > $CUT_SCENE_TIME // integer values jf @INTRO_2532 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2525 jump @INTRO_11542 :INTRO_2525 jump @INTRO_2463 :INTRO_2532 00BC: text_highpriority 'INT1_V' 10000 ms 1 // We don't need him to. :INTRO_2547 if 56291 > $CUT_SCENE_TIME // integer values jf @INTRO_2616 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2609 jump @INTRO_11542 :INTRO_2609 jump @INTRO_2547 :INTRO_2616 00BC: text_highpriority 'INT1_W' 10000 ms 1 // We just set him loose in Vice City, :INTRO_2631 if 57900 > $CUT_SCENE_TIME // integer values jf @INTRO_2700 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2693 jump @INTRO_11542 :INTRO_2693 jump @INTRO_2631 :INTRO_2700 00BC: text_highpriority 'INT1_X' 10000 ms 1 // we give him a little cash to get started. OK? :INTRO_2715 if 61168 > $CUT_SCENE_TIME // integer values jf @INTRO_2784 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2777 jump @INTRO_11542 :INTRO_2777 jump @INTRO_2715 :INTRO_2784 00BC: text_highpriority 'INT1_Y' 10000 ms 1 // Give it a few months. :INTRO_2799 if 62518 > $CUT_SCENE_TIME // integer values jf @INTRO_2868 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2861 jump @INTRO_11542 :INTRO_2861 jump @INTRO_2799 :INTRO_2868 00BC: text_highpriority 'INT1_Z' 10000 ms 1 // Then we go down, :INTRO_2883 if 64169 > $CUT_SCENE_TIME // integer values jf @INTRO_2952 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_2945 jump @INTRO_11542 :INTRO_2945 jump @INTRO_2883 :INTRO_2952 00BC: text_highpriority 'INT1_A1' 10000 ms 1 // pay him a little visit, right? :INTRO_2967 if 65706 > $CUT_SCENE_TIME // integer values jf @INTRO_3036 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_3029 jump @INTRO_11542 :INTRO_3029 jump @INTRO_2967 :INTRO_3036 00BC: text_highpriority 'INT1_A2' 10000 ms 1 // see how he's doing. :INTRO_3051 if 66784 > $CUT_SCENE_TIME // integer values jf @INTRO_3120 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_3113 jump @INTRO_11542 :INTRO_3113 jump @INTRO_3051 :INTRO_3120 00BE: text_clear_all :INTRO_3122 if 68240 > $CUT_SCENE_TIME // integer values jf @INTRO_3191 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_3184 jump @INTRO_11542 :INTRO_3184 jump @INTRO_3122 :INTRO_3191 00BE: text_clear_all 0169: set_fade_color 1 1 1 fade 0 2000 :INTRO_3208 if fading jf @INTRO_3264 wait 0 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_3257 jump @INTRO_11542 :INTRO_3257 jump @INTRO_3208 :INTRO_3264 02EA: end_cutscene 04FA: reset_sky_colors_with_fade 0 03AD: set_rubbish 1 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#CUTOBJ04) 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 select_interior 0 wait 0 0522: 044D: load_splash 'INTRO2' 0169: set_fade_color 2 2 2 wait 250 set_weather 4 00C0: set_current_time 12 0 023C: load_special_actor 1 'CSKEN' 023C: load_special_actor 2 'CSPLAY' 023C: load_special_actor 3 'SGOONA' 023C: load_special_actor 4 'SGOONB' 02F3: load_object #CUTOBJ01 'AIRPLAN' 02F3: load_object #CUTOBJ02 'MERCED' 02F3: load_object #CUTOBJ03 'BRFCASE' Model.Load(#AP_RADAR1_01) Model.Load(#VEG_PALM04) Camera.SetAtPos(-1592.0, -545.0, 15.0) 04E4: unknown_refresh_game_renderer_at -1654.0 -1388.0 038B: load_requested_models :INTRO_3535 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @INTRO_3615 wait 0 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_3608 jump @INTRO_11542 :INTRO_3608 jump @INTRO_3535 :INTRO_3615 if or not Model.Available(#CUTOBJ03) not Model.Available(#AP_RADAR1_01) not Model.Available(#VEG_PALM04) jf @INTRO_3682 wait 0 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_3675 jump @INTRO_11542 :INTRO_3675 jump @INTRO_3615 :INTRO_3682 0055: put_player $PLAYER_CHAR at -1654.0 -1388.0 -100.0 0569: 'AIRPLAN' 02E4: load_cutscene_data 'INT_M' 0244: set_cutscene_pos -1601.536 -548.298 13.679 02E5: $141 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $125 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $129 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $129 'SGOONA' 02E5: $130 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $130 'SGOONB' 02E5: $208 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $208 'AIRPLAN' 02E5: $207 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $207 'MERCED' 0418: set_object $207 draw_last 1 02E5: $131 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $131 'BRFCASE' 0525: unknown_cutscene_command $141 $207 'MERCBOD' 0525: unknown_cutscene_command $125 $207 'MERCBOD' 0525: unknown_cutscene_command $129 $207 'MERCBOD' 0525: unknown_cutscene_command $130 $207 'MERCBOD' fade 1 3000 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :INTRO_3971 if 4860 > $CUT_SCENE_TIME // integer values jf @INTRO_4038 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4031 jump @INTRO_11542 :INTRO_4031 jump @INTRO_3971 :INTRO_4038 00BC: text_highpriority 'INT2_A' 10000 ms 1 // Hey, hey, guys! It's, uh, Ken Rosenberg here! Hey! Heh, heh, hey, great, hey! :INTRO_4053 if 6400 > $CUT_SCENE_TIME // integer values jf @INTRO_4120 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4113 jump @INTRO_11542 :INTRO_4113 jump @INTRO_4053 :INTRO_4120 041D: set_camera_near_clip 0.15 :INTRO_4127 if 9600 > $CUT_SCENE_TIME // integer values jf @INTRO_4194 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4187 jump @INTRO_11542 :INTRO_4187 jump @INTRO_4127 :INTRO_4194 00BC: text_highpriority 'INT2_B' 10000 ms 1 // Well, uh, I'm gonna drive you guys to the meet, okay? :INTRO_4209 if 12342 > $CUT_SCENE_TIME // integer values jf @INTRO_4276 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4269 jump @INTRO_11542 :INTRO_4269 jump @INTRO_4209 :INTRO_4276 00BC: text_highpriority 'INT2_C' 10000 ms 1 // Now, I've talked to the suppliers and they are very, huh-ha, :INTRO_4291 if 15840 > $CUT_SCENE_TIME // integer values jf @INTRO_4358 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4351 jump @INTRO_11542 :INTRO_4351 jump @INTRO_4291 :INTRO_4358 00BC: text_highpriority 'INT2_D' 10000 ms 1 // keen to start a business relationship, so, uh, :INTRO_4373 if 17556 > $CUT_SCENE_TIME // integer values jf @INTRO_4440 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4433 jump @INTRO_11542 :INTRO_4433 jump @INTRO_4373 :INTRO_4440 00BC: text_highpriority 'INT2_E' 10000 ms 1 // if all goes well, we should, uh, :INTRO_4455 if 20640 > $CUT_SCENE_TIME // integer values jf @INTRO_4522 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4515 jump @INTRO_11542 :INTRO_4515 jump @INTRO_4455 :INTRO_4522 00BC: text_highpriority 'INT2_F' 10000 ms 1 // be doing very nicely for ourselves, which is, y'know... :INTRO_4537 if 23018 > $CUT_SCENE_TIME // integer values jf @INTRO_4604 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4597 jump @INTRO_11542 :INTRO_4597 jump @INTRO_4537 :INTRO_4604 00BC: text_highpriority 'INT2_G' 10000 ms 1 // good.. :INTRO_4619 if 25863 > $CUT_SCENE_TIME // integer values jf @INTRO_4686 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4679 jump @INTRO_11542 :INTRO_4679 jump @INTRO_4619 :INTRO_4686 00BC: text_highpriority 'INT2_H' 10000 ms 1 // Okay, so. They're brothers, okay. :INTRO_4701 if 26000 > $CUT_SCENE_TIME // integer values jf @INTRO_4768 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4761 jump @INTRO_11542 :INTRO_4761 jump @INTRO_4701 :INTRO_4768 if 27624 > $CUT_SCENE_TIME // integer values jf @INTRO_4835 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4828 jump @INTRO_11542 :INTRO_4828 jump @INTRO_4768 :INTRO_4835 00BC: text_highpriority 'INT2_I' 10000 ms 1 // One operates the uh, the business, :INTRO_4850 if 29348 > $CUT_SCENE_TIME // integer values jf @INTRO_4917 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4910 jump @INTRO_11542 :INTRO_4910 jump @INTRO_4850 :INTRO_4917 00BC: text_highpriority 'INT2_J' 10000 ms 1 // and the other one does the flying. :INTRO_4932 if 30300 > $CUT_SCENE_TIME // integer values jf @INTRO_4999 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_4992 jump @INTRO_11542 :INTRO_4992 jump @INTRO_4932 :INTRO_4999 00BE: text_clear_all 0169: set_fade_color 1 1 1 fade 0 2000 :INTRO_5016 if fading jf @INTRO_5100 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $CUT_SCENE_TIME >= 33300 // integer values jf @INTRO_5061 00BE: text_clear_all :INTRO_5061 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_5093 jump @INTRO_11542 :INTRO_5093 jump @INTRO_5016 :INTRO_5100 00BE: text_clear_all 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#AP_RADAR1_01) Model.Destroy(#VEG_PALM04) wait 0 044D: load_splash 'INTRO3' 0169: set_fade_color 2 2 2 wait 250 set_weather 0 00C0: set_current_time 20 0 023C: load_special_actor 1 'CSKEN' 023C: load_special_actor 2 'CSDEAL' 023C: load_special_actor 3 'SGOONA' 023C: load_special_actor 4 'SGOONB' 023C: load_special_actor 5 'CSASSA' 023C: load_special_actor 6 'CSASSB' 023C: load_special_actor 7 'CSASSC' 023C: load_special_actor 8 'CSPLAY' 02F3: load_object #CUTOBJ01 'CS_CHOP' 02F3: load_object #CUTOBJ02 'BRFCASE' 02F3: load_object #CUTOBJ03 'DELCASE' 02F3: load_object #CUTOBJ04 'MERCED' Model.Load(#DOC_CRANEEGGS04) Model.Load(#DOC_CRANE_CAB04) Model.Load(#DOCKFUEL07) 04E4: unknown_refresh_game_renderer_at -692.0 -1559.0 0055: put_player $PLAYER_CHAR at -683.145 -1581.747 11.53 Camera.SetAtPos(-692.0, -1559.0, 12.0) 04F9: set_extracolors 14 fade 0 038B: load_requested_models :INTRO_5397 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded 823D: not special_actor 6 loaded jf @INTRO_5475 wait 0 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_5468 jump @INTRO_11542 :INTRO_5468 jump @INTRO_5397 :INTRO_5475 if or 823D: not special_actor 7 loaded 823D: not special_actor 8 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) not Model.Available(#CUTOBJ04) jf @INTRO_5557 wait 0 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_5550 jump @INTRO_11542 :INTRO_5550 jump @INTRO_5475 :INTRO_5557 if or not Model.Available(#DOC_CRANEEGGS04) not Model.Available(#DOC_CRANE_CAB04) not Model.Available(#DOCKFUEL07) jf @INTRO_5623 wait 0 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_5616 jump @INTRO_11542 :INTRO_5616 jump @INTRO_5557 :INTRO_5623 0569: 'CS_CHOP' 02E4: load_cutscene_data 'INT_D' 0244: set_cutscene_pos -690.0 -1568.0 11.44 02E5: $125 = create_cutscene_object #SPECIAL08 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $143 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $143 'CSDEAL' 02E5: $129 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $129 'SGOONA' 02E5: $130 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $130 'SGOONB' 02E5: $145 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $145 'CSASSA' 02E5: $146 = create_cutscene_object #SPECIAL06 02E6: set_cutscene_anim $146 'CSASSB' 02E5: $147 = create_cutscene_object #SPECIAL07 02E6: set_cutscene_anim $147 'CSASSC' 02E5: $148 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $148 'CS_CHOP' 0418: set_object $148 draw_last 1 02E5: $131 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $131 'BRFCASE' 02E5: $132 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $132 'DELCASE' 02E5: $207 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $207 'MERCED' 0418: set_object $207 draw_last 1 0525: unknown_cutscene_command $141 $207 'MERCBOD' fade 1 2000 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :INTRO_5952 if 6500 > $CUT_SCENE_TIME // integer values jf @INTRO_6019 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6012 jump @INTRO_11542 :INTRO_6012 jump @INTRO_5952 :INTRO_6019 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_6031 if 8743 > $CUT_SCENE_TIME // integer values jf @INTRO_6110 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6091 jump @INTRO_11542 :INTRO_6091 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_6031 :INTRO_6110 00BC: text_highpriority 'INT3_A' 10000 ms 1 // Ok, that's them in the chopper. 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_6137 if 10784 > $CUT_SCENE_TIME // integer values jf @INTRO_6216 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6197 jump @INTRO_11542 :INTRO_6197 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_6137 :INTRO_6216 00BC: text_highpriority 'INT3_B' 10000 ms 1 // All right, here's the deal. 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_6243 if 12040 > $CUT_SCENE_TIME // integer values jf @INTRO_6322 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6303 jump @INTRO_11542 :INTRO_6303 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_6243 :INTRO_6322 00BC: text_highpriority 'INT3_C' 10000 ms 1 // They want a straight exchange on open ground. 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_6349 if 14488 > $CUT_SCENE_TIME // integer values jf @INTRO_6428 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6409 jump @INTRO_11542 :INTRO_6409 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_6349 :INTRO_6428 00BC: text_highpriority 'INT3_D' 10000 ms 1 // All right? Ok. Stay tight, let's go. 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_6455 if 17072 > $CUT_SCENE_TIME // integer values jf @INTRO_6534 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6515 jump @INTRO_11542 :INTRO_6515 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_6455 :INTRO_6534 03D5: remove_text 'INT3_D' // All right? Ok. Stay tight, let's go. 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_6556 if 20384 > $CUT_SCENE_TIME // integer values jf @INTRO_6635 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6616 jump @INTRO_11542 :INTRO_6616 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_6556 :INTRO_6635 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_6647 if 23200 > $CUT_SCENE_TIME // integer values jf @INTRO_6726 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6707 jump @INTRO_11542 :INTRO_6707 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_6647 :INTRO_6726 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_6738 if 35596 > $CUT_SCENE_TIME // integer values jf @INTRO_6819 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6800 jump @INTRO_11542 :INTRO_6800 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_6738 :INTRO_6819 00BC: text_highpriority 'INT3_G' 10000 ms 1 // Got it? 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_6846 if 36430 > $CUT_SCENE_TIME // integer values jf @INTRO_6927 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_6908 jump @INTRO_11542 :INTRO_6908 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_6846 :INTRO_6927 00BC: text_highpriority 'INT3_H' 10000 ms 1 // 100% pure grade-A Colombian, my friend. 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_6954 if 39824 > $CUT_SCENE_TIME // integer values jf @INTRO_7035 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_7016 jump @INTRO_11542 :INTRO_7016 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_6954 :INTRO_7035 00BC: text_highpriority 'INT3_M' 10000 ms 1 // Let me see it. 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_7062 if 40896 > $CUT_SCENE_TIME // integer values jf @INTRO_7143 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_7124 jump @INTRO_11542 :INTRO_7124 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_7062 :INTRO_7143 00BC: text_highpriority 'INT3_I' 10000 ms 1 // The greens? 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_7170 if 42518 > $CUT_SCENE_TIME // integer values jf @INTRO_7251 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_7232 jump @INTRO_11542 :INTRO_7232 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_7170 :INTRO_7251 00BC: text_highpriority 'INT3_J' 10000 ms 1 // Tens and twenties...used. 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_7278 if 46872 > $CUT_SCENE_TIME // integer values jf @INTRO_7359 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_7340 jump @INTRO_11542 :INTRO_7340 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_7278 :INTRO_7359 00BC: text_highpriority 'INT3_K' 10000 ms 1 // I think we have a deal, my friend. HA HA! 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_7386 if 51100 > $CUT_SCENE_TIME // integer values jf @INTRO_7455 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_7448 jump @INTRO_11542 :INTRO_7448 jump @INTRO_7386 :INTRO_7455 if 856A: not has_cutscene_been_interrupted jf @INTRO_7500 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_7500 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_7512 if 51233 > $CUT_SCENE_TIME // integer values jf @INTRO_7593 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_7574 jump @INTRO_11542 :INTRO_7574 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_7512 :INTRO_7593 if 856A: not has_cutscene_been_interrupted jf @INTRO_7638 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_7638 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_7650 if 51366 > $CUT_SCENE_TIME // integer values jf @INTRO_7731 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_7712 jump @INTRO_11542 :INTRO_7712 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_7650 :INTRO_7731 if 856A: not has_cutscene_been_interrupted jf @INTRO_7776 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_7776 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_7788 if 51500 > $CUT_SCENE_TIME // integer values jf @INTRO_7869 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_7850 jump @INTRO_11542 :INTRO_7850 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_7788 :INTRO_7869 if 856A: not has_cutscene_been_interrupted jf @INTRO_7946 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 058A: create_gun_flash_from -696.522 -1577.432 12.826 to -696.492 -1577.354 12.815 :INTRO_7946 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_7958 if 51633 > $CUT_SCENE_TIME // integer values jf @INTRO_8039 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_8020 jump @INTRO_11542 :INTRO_8020 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_7958 :INTRO_8039 if 856A: not has_cutscene_been_interrupted jf @INTRO_8084 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_8084 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_8096 if 51733 > $CUT_SCENE_TIME // integer values jf @INTRO_8177 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_8158 jump @INTRO_11542 :INTRO_8158 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_8096 :INTRO_8177 if 856A: not has_cutscene_been_interrupted jf @INTRO_8222 058A: create_gun_flash_from -696.442 -1577.358 12.765 to -696.402 -1577.286 12.749 :INTRO_8222 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_8234 if 51766 > $CUT_SCENE_TIME // integer values jf @INTRO_8315 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_8296 jump @INTRO_11542 :INTRO_8296 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_8234 :INTRO_8315 if 856A: not has_cutscene_been_interrupted jf @INTRO_8360 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_8360 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_8372 if 51900 > $CUT_SCENE_TIME // integer values jf @INTRO_8453 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_8434 jump @INTRO_11542 :INTRO_8434 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_8372 :INTRO_8453 if 856A: not has_cutscene_been_interrupted jf @INTRO_8498 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_8498 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_8510 if 51966 > $CUT_SCENE_TIME // integer values jf @INTRO_8591 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_8572 jump @INTRO_11542 :INTRO_8572 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_8510 :INTRO_8591 if 856A: not has_cutscene_been_interrupted jf @INTRO_8636 058A: create_gun_flash_from -696.448 -1577.274 12.666 to -696.405 -1577.206 12.643 :INTRO_8636 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_8648 if 52033 > $CUT_SCENE_TIME // integer values jf @INTRO_8729 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_8710 jump @INTRO_11542 :INTRO_8710 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_8648 :INTRO_8729 if 856A: not has_cutscene_been_interrupted jf @INTRO_8806 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02 :INTRO_8806 0598: stir_ground_around_object $148 radius 10.0 flag 4 :INTRO_8818 if 52166 > $CUT_SCENE_TIME // integer values jf @INTRO_8899 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_8880 jump @INTRO_11542 :INTRO_8880 0598: stir_ground_around_object $148 radius 10.0 flag 4 jump @INTRO_8818 :INTRO_8899 if 856A: not has_cutscene_been_interrupted jf @INTRO_8944 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_8944 0598: stir_ground_around_object $148 radius 10.0 flag 6 :INTRO_8956 if 52200 > $CUT_SCENE_TIME // integer values jf @INTRO_9037 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_9018 jump @INTRO_11542 :INTRO_9018 0598: stir_ground_around_object $148 radius 10.0 flag 6 jump @INTRO_8956 :INTRO_9037 if 856A: not has_cutscene_been_interrupted jf @INTRO_9082 058A: create_gun_flash_from -696.437 -1577.235 12.658 to -696.391 -1577.17 12.635 :INTRO_9082 0598: stir_ground_around_object $148 radius 10.0 flag 6 :INTRO_9094 if 52256 > $CUT_SCENE_TIME // integer values jf @INTRO_9175 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_9156 jump @INTRO_11542 :INTRO_9156 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_9094 :INTRO_9175 00BC: text_highpriority 'INT3_N' 2000 ms 1 // Oh Shit! 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_9202 if 52300 > $CUT_SCENE_TIME // integer values jf @INTRO_9283 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_9264 jump @INTRO_11542 :INTRO_9264 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_9202 :INTRO_9283 if 856A: not has_cutscene_been_interrupted jf @INTRO_9328 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_9328 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_9340 if 52433 > $CUT_SCENE_TIME // integer values jf @INTRO_9421 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_9402 jump @INTRO_11542 :INTRO_9402 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_9340 :INTRO_9421 if 856A: not has_cutscene_been_interrupted jf @INTRO_9498 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 058A: create_gun_flash_from -696.439 -1577.222 12.653 to -696.391 -1577.158 12.63 :INTRO_9498 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_9510 if 52566 > $CUT_SCENE_TIME // integer values jf @INTRO_9591 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_9572 jump @INTRO_11542 :INTRO_9572 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_9510 :INTRO_9591 if 856A: not has_cutscene_been_interrupted jf @INTRO_9636 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_9636 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_9648 if 52666 > $CUT_SCENE_TIME // integer values jf @INTRO_9729 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_9710 jump @INTRO_11542 :INTRO_9710 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_9648 :INTRO_9729 if 856A: not has_cutscene_been_interrupted jf @INTRO_9774 058A: create_gun_flash_from -696.465 -1577.189 12.648 to -696.419 -1577.213 12.625 :INTRO_9774 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_9786 if 52700 > $CUT_SCENE_TIME // integer values jf @INTRO_9867 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_9848 jump @INTRO_11542 :INTRO_9848 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_9786 :INTRO_9867 if 856A: not has_cutscene_been_interrupted jf @INTRO_9912 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_9912 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_9924 if 52833 > $CUT_SCENE_TIME // integer values jf @INTRO_10005 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_9986 jump @INTRO_11542 :INTRO_9986 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_9924 :INTRO_10005 if 856A: not has_cutscene_been_interrupted jf @INTRO_10050 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_10050 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_10062 if 52900 > $CUT_SCENE_TIME // integer values jf @INTRO_10143 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_10124 jump @INTRO_11542 :INTRO_10124 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_10062 :INTRO_10143 if 856A: not has_cutscene_been_interrupted jf @INTRO_10188 058A: create_gun_flash_from -696.576 -1577.111 12.686 to -696.538 -1577.04 12.667 :INTRO_10188 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_10200 if 52966 > $CUT_SCENE_TIME // integer values jf @INTRO_10281 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_10262 jump @INTRO_11542 :INTRO_10262 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_10200 :INTRO_10281 if 856A: not has_cutscene_been_interrupted jf @INTRO_10326 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_10326 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_10338 if 53100 > $CUT_SCENE_TIME // integer values jf @INTRO_10419 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_10400 jump @INTRO_11542 :INTRO_10400 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_10338 :INTRO_10419 if 856A: not has_cutscene_been_interrupted jf @INTRO_10464 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_10464 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_10476 if 53133 > $CUT_SCENE_TIME // integer values jf @INTRO_10557 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_10538 jump @INTRO_11542 :INTRO_10538 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_10476 :INTRO_10557 if 856A: not has_cutscene_been_interrupted jf @INTRO_10602 058A: create_gun_flash_from -696.692 -1577.05 12.703 to -696.665 -1576.973 12.686 :INTRO_10602 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_10614 if 53233 > $CUT_SCENE_TIME // integer values jf @INTRO_10695 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_10676 jump @INTRO_11542 :INTRO_10676 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_10614 :INTRO_10695 if 856A: not has_cutscene_been_interrupted jf @INTRO_10740 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_10740 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_10752 if 53366 > $CUT_SCENE_TIME // integer values jf @INTRO_10833 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_10814 jump @INTRO_11542 :INTRO_10814 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_10752 :INTRO_10833 if 856A: not has_cutscene_been_interrupted jf @INTRO_10942 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 058A: create_gun_flash_from -696.354 -1578.122 13.06 to -695.836 -1577.301 13.02 058A: create_gun_flash_from -696.781 -1576.899 12.688 to -696.676 -1576.918 12.67 :INTRO_10942 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_10954 if 53500 > $CUT_SCENE_TIME // integer values jf @INTRO_11035 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_11016 jump @INTRO_11542 :INTRO_11016 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_10954 :INTRO_11035 if 856A: not has_cutscene_been_interrupted jf @INTRO_11080 058A: create_gun_flash_from -684.222 -1577.189 12.384 to -695.416 -1576.626 12.415 :INTRO_11080 0598: stir_ground_around_object $148 radius 10.0 flag 8 :INTRO_11092 if 57000 > $CUT_SCENE_TIME // integer values jf @INTRO_11173 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_11154 jump @INTRO_11542 :INTRO_11154 0598: stir_ground_around_object $148 radius 10.0 flag 8 jump @INTRO_11092 :INTRO_11173 if 58736 > $CUT_SCENE_TIME // integer values jf @INTRO_11242 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_11235 jump @INTRO_11542 :INTRO_11235 jump @INTRO_11173 :INTRO_11242 00BC: text_highpriority 'INT3_L' 10000 ms 1 // Go on, get out of here! Drive! :INTRO_11257 if 60800 > $CUT_SCENE_TIME // integer values jf @INTRO_11326 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_11319 jump @INTRO_11542 :INTRO_11319 jump @INTRO_11257 :INTRO_11326 00BE: text_clear_all :INTRO_11328 if 63212 > $CUT_SCENE_TIME // integer values jf @INTRO_11397 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_11390 jump @INTRO_11542 :INTRO_11390 jump @INTRO_11328 :INTRO_11397 0169: set_fade_color 1 1 1 fade 0 2000 :INTRO_11412 if fading jf @INTRO_11468 wait 0 gosub @INTRO_14443 if $13 == 2 // integer values jf @INTRO_11461 jump @INTRO_11542 :INTRO_11461 jump @INTRO_11412 :INTRO_11468 04FA: reset_sky_colors_with_fade 0 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 0296: unload_special_actor 6 0296: unload_special_actor 7 0296: unload_special_actor 8 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#CUTOBJ04) Model.Destroy(#DOC_CRANEEGGS04) Model.Destroy(#DOC_CRANE_CAB04) Model.Destroy(#DOCKFUEL07) wait 0 :INTRO_11542 044D: load_splash 'INTRO4' 0169: set_fade_color 2 2 2 if $13 == 2 // integer values jf @INTRO_11611 fade 0 1000 00BE: text_clear_all :INTRO_11587 if fading jf @INTRO_11611 wait 0 jump @INTRO_11587 :INTRO_11611 01B7: release_weather 00C0: set_current_time 21 0 02EA: end_cutscene 04FA: reset_sky_colors_with_fade 0 select_interior 0 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 0296: unload_special_actor 6 0296: unload_special_actor 7 0296: unload_special_actor 8 0296: unload_special_actor 9 0296: unload_special_actor 10 0296: unload_special_actor 11 0296: unload_special_actor 12 0296: unload_special_actor 13 0296: unload_special_actor 14 0296: unload_special_actor 15 0296: unload_special_actor 16 0296: unload_special_actor 17 0296: unload_special_actor 18 0296: unload_special_actor 19 0296: unload_special_actor 20 0296: unload_special_actor 21 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#CUTOBJ04) Model.Destroy(#CUTOBJ05) Model.Destroy(#DOC_CRANEEGGS04) Model.Destroy(#DOC_CRANE_CAB04) Model.Destroy(#DOCKFUEL07) Model.Destroy(#AP_RADAR1_01) Model.Destroy(#VEG_PALM04) 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 wait 0 01B7: release_weather 00C0: set_current_time 21 0 3@ = 0 // integer values 4@ = 0 // integer values 5@ = 0 // integer values 6@ = 0 // integer values 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03CF: load_wav 'INTRO1' as 1 03CF: load_wav 'INTRO2' as 2 :INTRO_11899 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @INTRO_11929 wait 0 jump @INTRO_11899 :INTRO_11929 Model.Load(#ADMIRAL) Model.Load(#FAGGIO) 023C: load_special_actor 10 'IGKEN' 038B: load_requested_models :INTRO_11953 if or not Model.Available(#ADMIRAL) not Model.Available(#FAGGIO) 823D: not special_actor 10 loaded jf @INTRO_11989 wait 0 jump @INTRO_11953 :INTRO_11989 0395: clear_area 0 at 114.2 -823.3 range 9.7 1.0 04E4: unknown_refresh_game_renderer_at 86.428 -852.238 Camera.SetAtPos(114.2, -823.3, 9.7) 0395: clear_area 1 at 86.428 -852.238 range 9.325 50.0 03DE: set_pedestrians_density_multiplier_to 0.0 01EB: set_traffic_density_multiplier_to 0.0 0055: put_player $PLAYER_CHAR at 86.428 -852.238 9.325 0395: clear_area 1 at 86.485 -851.933 range 10.0 10.0 0@ = Car.Create(#ADMIRAL, 83.54, -851.669, 10.0) Car.SetImmunities(0@, 1, 1, 1, 1, 1) Car.Angle(0@) = 330.0 01D4: actor $PLAYER_ACTOR go_to_car 0@ and_enter_it_as_a_passenger 0129: 2@ = create_actor 4 #SPECIAL10 in_car 0@ driverseat 01ED: clear_actor 2@ threat_search 02AB: set_actor 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 Car.SetToNormalDriver(0@) 0229: set_car 0@ color_to 84 84 1@ = Car.Create(#FAGGIO, 127.4, -818.5, 9.5) Car.Angle(1@) = 250.6 041E: set_radio_station 9 -1 Model.Destroy(#ADMIRAL) Model.Destroy(#FAGGIO) :INTRO_12275 if not Actor.Driving($PLAYER_ACTOR) jf @INTRO_12318 wait 0 if Car.Wrecked(0@) jf @INTRO_12311 :INTRO_12311 jump @INTRO_12275 :INTRO_12318 fade 1 1000 0395: clear_area 1 at 116.583 -796.821 range 11.423 1.0 Camera.SetPosition(116.583, -796.821, 11.423, 0.0, 0.0, 0.0) Camera.PointAt(116.573, -797.821, 11.414, 2) if not Car.Wrecked(0@) jf @INTRO_12470 04BA: set_car 0@ speed_instantly 20.0 Car.DriveTo(0@, 103.1, -832.3, 9.317) Car.SetMaxSpeed(0@, 30.0) 00AE: set_vehicle 0@ traffic_behavior_to 2 4@ = 1 // integer values :INTRO_12470 16@ = 0 // integer values 17@ = 0 // integer values :INTRO_12484 if or not 3@ == 8 // integer values not 4@ == 4 // integer values jf @INTRO_13565 wait 0 if Car.Wrecked(0@) jf @INTRO_12536 jump @INTRO_12964 :INTRO_12536 if 4@ == 1 // integer values jf @INTRO_12674 if 17@ >= 30000 // integer values jf @INTRO_12674 if not Car.Wrecked(0@) jf @INTRO_12674 if 81AF: not car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 jf @INTRO_12674 4@ = 3 // integer values Car.PutAt(0@, 132.6, -818.278, 9.446) Car.Angle(0@) = 206.0214 :INTRO_12674 if 4@ == 1 // integer values jf @INTRO_12767 if 01AF: car 0@ 0 103.1 -832.3 9.317 radius 4.0 4.0 4.0 jf @INTRO_12767 Car.DriveTo(0@, 113.371, -819.078, 9.317) 4@ = 2 // integer values :INTRO_12767 if 4@ == 2 // integer values jf @INTRO_12860 if 01AF: car 0@ 0 113.371 -819.078 9.317 radius 4.0 4.0 4.0 jf @INTRO_12860 Car.DriveTo(0@, 132.6, -818.278, 9.446) 4@ = 3 // integer values :INTRO_12860 if 4@ == 3 // integer values jf @INTRO_12964 if 01AF: car 0@ 0 132.6 -818.278 9.446 radius 3.0 3.0 4.0 jf @INTRO_12964 if not Car.Wrecked(0@) jf @INTRO_12964 Car.SetMaxSpeed(0@, 0.0) Car.SetToNormalDriver(0@) 4@ = 4 // integer values :INTRO_12964 if Actor.Dead(2@) jf @INTRO_12980 :INTRO_12980 if 3@ == 0 // integer values jf @INTRO_13038 03D1: play_wav 1 00BC: text_highpriority 'INTRO1' 10000 ms 1 // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face! 16@ = 0 // integer values 17@ = 0 // integer values 3@ = 1 // integer values :INTRO_13038 if 6@ == 0 // integer values jf @INTRO_13164 if 17@ >= 2000 // integer values jf @INTRO_13164 0395: clear_area 0 at 104.88 -808.433 range 12.108 1.0 Camera.SetPosition(104.88, -808.433, 12.108, 0.0, 0.0, 0.0) Camera.PointAt(105.771, -808.888, 12.091, 2) 17@ = 0 // integer values 6@ = 1 // integer values :INTRO_13164 if 3@ == 1 // integer values jf @INTRO_13252 if 03D2: wav 1 ended jf @INTRO_13252 03D5: remove_text 'INTRO1' // I poke my head out of the gutter for one freakin' second and fate shovels shit in my face! if 16@ >= 1000 // integer values jf @INTRO_13252 03D1: play_wav 2 00BC: text_highpriority 'INTRO2' 10000 ms 1 // Go get some sleep. 3@ = 2 // integer values :INTRO_13252 if 3@ == 2 // integer values jf @INTRO_13289 03CF: load_wav 'INTRO3' as 1 3@ = 3 // integer values :INTRO_13289 if 3@ == 3 // integer values jf @INTRO_13339 if 03D2: wav 2 ended jf @INTRO_13339 03D5: remove_text 'INTRO2' // Go get some sleep. 3@ = 4 // integer values :INTRO_13339 if 3@ == 4 // integer values jf @INTRO_13398 if 03D0: wav 1 loaded jf @INTRO_13398 03CF: load_wav 'INTRO4' as 2 16@ = 0 // integer values 3@ = 5 // integer values :INTRO_13398 if 3@ == 5 // integer values jf @INTRO_13461 if 16@ >= 900 // integer values jf @INTRO_13461 03D1: play_wav 1 00BC: text_highpriority 'INTRO3' 10000 ms 1 // What are you gonna do? 3@ = 6 // integer values :INTRO_13461 if 3@ == 6 // integer values jf @INTRO_13511 if 03D2: wav 1 ended jf @INTRO_13511 03D5: remove_text 'INTRO3' // What are you gonna do? 3@ = 7 // integer values :INTRO_13511 if 3@ == 7 // integer values jf @INTRO_13558 if 03D0: wav 2 loaded jf @INTRO_13558 16@ = 0 // integer values 3@ = 8 // integer values :INTRO_13558 jump @INTRO_12484 :INTRO_13565 if 300 > 16@ // integer values jf @INTRO_13627 wait 0 if Car.Wrecked(0@) jf @INTRO_13604 :INTRO_13604 if Actor.Dead(2@) jf @INTRO_13620 :INTRO_13620 jump @INTRO_13565 :INTRO_13627 03D1: play_wav 2 00BC: text_highpriority 'INTRO4' 10000 ms 1 // I'll drop by your office tomorrow and we can start sorting this mess out. wait 400 if Car.Wrecked(0@) jf @INTRO_13667 :INTRO_13667 if Actor.Dead(2@) jf @INTRO_13683 :INTRO_13683 if 83D2: not wav 2 ended jf @INTRO_13741 wait 0 if Car.Wrecked(0@) jf @INTRO_13718 :INTRO_13718 if Actor.Dead(2@) jf @INTRO_13734 :INTRO_13734 jump @INTRO_13683 :INTRO_13741 03D5: remove_text 'INTRO4' // I'll drop by your office tomorrow and we can start sorting this mess out. if not Car.Wrecked(0@) jf @INTRO_13791 if not Actor.Dead(2@) jf @INTRO_13791 01D3: actor 2@ leave_car 0@ :INTRO_13791 if not Actor.Dead(2@) jf @INTRO_13866 :INTRO_13807 if Actor.Driving(2@) jf @INTRO_13866 wait 0 if Car.Wrecked(0@) jf @INTRO_13843 :INTRO_13843 if Actor.Dead(2@) jf @INTRO_13859 :INTRO_13859 jump @INTRO_13807 :INTRO_13866 if not Actor.Dead(2@) jf @INTRO_13904 0211: actor 2@ walk_to 125.809 -815.263 0319: set_actor 2@ running 1 :INTRO_13904 16@ = 0 // integer values :INTRO_13911 if 1500 > 16@ // integer values jf @INTRO_13957 wait 0 if not Actor.Dead(2@) jf @INTRO_13950 :INTRO_13950 jump @INTRO_13911 :INTRO_13957 0395: clear_area 0 at 113.655 -815.814 range 11.029 1.0 Camera.SetPosition(113.655, -815.814, 11.029, 0.0, 0.0, 0.0) Camera.PointAt(114.307, -816.57, 11.083, 2) if not Actor.Dead(2@) jf @INTRO_14078 009F: set_actor 2@ idle 011C: actor 2@ clear_objective Actor.PutAt(2@, 125.809, -815.263, 9.444) :INTRO_14078 if not Actor.Dead(2@) jf @INTRO_14123 0211: actor 2@ walk_to 116.269 -825.438 0319: set_actor 2@ running 1 5@ = 1 // integer values :INTRO_14123 if not Actor.Driving($PLAYER_ACTOR) jf @INTRO_14176 Actor.PutAt($PLAYER_ACTOR, 136.457, -817.37, 9.44) Actor.Angle($PLAYER_ACTOR) = 225.495 jump @INTRO_14196 :INTRO_14176 0362: put_actor $PLAYER_ACTOR at 136.457 -817.37 9.44 and_remove_from_car :INTRO_14196 if not Actor.Driving($PLAYER_ACTOR) jf @INTRO_14222 Actor.Angle($PLAYER_ACTOR) = 225.495 :INTRO_14222 17@ = 0 // integer values :INTRO_14229 if 1350 > 17@ // integer values jf @INTRO_14275 wait 0 if not Actor.Dead(2@) jf @INTRO_14268 :INTRO_14268 jump @INTRO_14229 :INTRO_14275 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 03D5: remove_text 'INTRO4' // I'll drop by your office tomorrow and we can start sorting this mess out. 041E: set_radio_station 1 -1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03AD: set_rubbish 1 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Car.RemoveReferences(0@) Car.RemoveReferences(1@) 014C: set_parked_car_generator $1912 cars_to_generate_to 101 Actor.DestroyInstantly(2@) $220 = 1 // integer values $ONMISSION = 0 // integer values if not Car.Wrecked(0@) jf @INTRO_14391 Car.SetImmunities(0@, 0, 0, 0, 0, 0) :INTRO_14391 0296: unload_special_actor 10 Model.Destroy(#ADMIRAL) Model.Destroy(#FAGGIO) 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 044D: load_splash 'SPLASH1' 0169: set_fade_color 0 0 0 mission_cleanup end_thread return :INTRO_14443 if $13 == 0 // integer values jf @INTRO_14491 if and 80E1: not player 0 pressed_button 16 80E1: not player 0 pressed_button 12 jf @INTRO_14491 $13 = 1 // integer values :INTRO_14491 if $13 == 1 // integer values jf @INTRO_14529 if 056A: has_cutscene_been_interrupted jf @INTRO_14529 $13 = 2 // integer values :INTRO_14529 return //-------------Mission 2--------------- // Originally: An Old Friend :HOTEL $ONMISSION = 1 // integer values thread 'HOTEL' wait 0 054C: use_GXT_table 'HOTEL' 04F9: set_extracolors 16 fade 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Player.CanMove($PLAYER_CHAR) = False 0336: set_player $PLAYER_CHAR visible 0 03AF: set_streaming 0 03AD: set_rubbish 0 select_interior 1 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 1 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 1 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSSONNY' 02F3: load_object #CUTOBJ01 'PLYPHON' 02F3: load_object #CUTOBJ02 'COLPHON' 02F3: load_object #CUTOBJ03 'MBTBFUL' 02F3: load_object #CUTOBJ04 'SCHAIR' 038B: load_requested_models Camera.SetAtPos(231.4, -1277.7, 19.0) :HOTEL_217 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) not Model.Available(#CUTOBJ04) jf @HOTEL_267 wait 0 jump @HOTEL_217 :HOTEL_267 02E4: load_cutscene_data 'INT_B' 0244: set_cutscene_pos 231.411 -1277.707 19.069 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $138 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $138 'CSSONNY' 02E5: $139 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $139 'PLYPHON' 02E5: $140 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $140 'COLPHON' 02E5: $126 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $126 'MBTBFUL' 02E5: $216 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $216 'SCHAIR' fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HOTEL_447 if 6133 > $CUT_SCENE_TIME // integer values jf @HOTEL_482 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_447 :HOTEL_482 00BC: text_highpriority 'INTB_B' 10000 ms 1 // Hello Sonny. :HOTEL_497 if 7184 > $CUT_SCENE_TIME // integer values jf @HOTEL_532 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_497 :HOTEL_532 00BC: text_highpriority 'INTB_A' 10000 ms 1 // Tommy! Tommy, it's been too long. :HOTEL_547 if 13174 > $CUT_SCENE_TIME // integer values jf @HOTEL_582 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_547 :HOTEL_582 00BC: text_highpriority 'INTB_C' 10000 ms 1 // I know, I know. You're just overwhelmed with emotion. :HOTEL_597 if 15932 > $CUT_SCENE_TIME // integer values jf @HOTEL_632 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_597 :HOTEL_632 00BC: text_highpriority 'INTB_D' 10000 ms 1 // Fifteen years - seems like only yesterday. :HOTEL_647 if 19096 > $CUT_SCENE_TIME // integer values jf @HOTEL_682 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_647 :HOTEL_682 00BC: text_highpriority 'INTB_E' 10000 ms 1 // I guess that's a perspective thing. :HOTEL_697 if 20800 > $CUT_SCENE_TIME // integer values jf @HOTEL_732 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_697 :HOTEL_732 00BC: text_highpriority 'INTB_F' 10000 ms 1 // Hey, doing time for the family is no piece of cake, :HOTEL_747 if 23076 > $CUT_SCENE_TIME // integer values jf @HOTEL_782 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_747 :HOTEL_782 00BC: text_highpriority 'INTB_G' 10000 ms 1 // but the family looks after its own, ok? :HOTEL_797 if 25352 > $CUT_SCENE_TIME // integer values jf @HOTEL_832 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_797 :HOTEL_832 00BC: text_highpriority 'INTB_H' 10000 ms 1 // So, how'd the deal go down - you sitting on some white gold? :HOTEL_847 if 29045 > $CUT_SCENE_TIME // integer values jf @HOTEL_882 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_847 :HOTEL_882 00BC: text_highpriority 'INTB_I' 10000 ms 1 // Look Sonny, we were set up. The deal was an ambush. Harry and Lee are dead. :HOTEL_897 if 32884 > $CUT_SCENE_TIME // integer values jf @HOTEL_934 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_897 :HOTEL_934 00BC: text_highpriority 'INTB_J' 10000 ms 1 // You better be kidding me Tommy. Tell me you still got the money. :HOTEL_949 if 36816 > $CUT_SCENE_TIME // integer values jf @HOTEL_986 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_949 :HOTEL_986 00BC: text_highpriority 'INTB_K' 10000 ms 1 // ...no Sonny...I don't have the money. :HOTEL_1001 if 39960 > $CUT_SCENE_TIME // integer values jf @HOTEL_1038 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1001 :HOTEL_1038 00BC: text_highpriority 'INTB_L' 10000 ms 1 // That was my money, Tommy, MY MONEY! :HOTEL_1053 if 46333 > $CUT_SCENE_TIME // integer values jf @HOTEL_1090 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1053 :HOTEL_1090 00BC: text_highpriority 'INTB_M' 10000 ms 1 // You better not be screwing me Tommy because you know I'm not a man to be screwed with! :HOTEL_1105 if 49904 > $CUT_SCENE_TIME // integer values jf @HOTEL_1142 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1105 :HOTEL_1142 00BC: text_highpriority 'INTB_N' 10000 ms 1 // Wait Sonny. :HOTEL_1157 if 51480 > $CUT_SCENE_TIME // integer values jf @HOTEL_1194 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1157 :HOTEL_1194 00BC: text_highpriority 'INTB_O' 10000 ms 1 // You have my personal assurance that I'm going to get your money back and the drugs. :HOTEL_1209 if 54960 > $CUT_SCENE_TIME // integer values jf @HOTEL_1246 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1209 :HOTEL_1246 00BC: text_highpriority 'INTB_P' 10000 ms 1 // And I'm gonna mail you the dicks of those responsible. :HOTEL_1261 if 56800 > $CUT_SCENE_TIME // integer values jf @HOTEL_1298 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1261 :HOTEL_1298 00BC: text_highpriority 'INTB_Q' 10000 ms 1 // Hey, I already know that. You're not a fool Tommy, but I warn you, neither am I. :HOTEL_1313 if 61668 > $CUT_SCENE_TIME // integer values jf @HOTEL_1350 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1313 :HOTEL_1350 00BC: text_highpriority 'INTB_R' 10000 ms 1 // If it was anybody else you'd be DEAD already. :HOTEL_1365 if 64584 > $CUT_SCENE_TIME // integer values jf @HOTEL_1402 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1365 :HOTEL_1402 00BC: text_highpriority 'INTB_S' 10000 ms 1 // But because it's you, because we got history, I'm gonna let you handle this. :HOTEL_1417 if 69612 > $CUT_SCENE_TIME // integer values jf @HOTEL_1454 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1417 :HOTEL_1454 00BC: text_highpriority 'INTB_T' 10000 ms 1 // Look, Sonny, you got my word. :HOTEL_1469 if 72104 > $CUT_SCENE_TIME // integer values jf @HOTEL_1506 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1469 :HOTEL_1506 00BC: text_highpriority 'INTB_U' 10000 ms 1 // I'll be in touch. :HOTEL_1521 if 75104 > $CUT_SCENE_TIME // integer values jf @HOTEL_1558 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1521 :HOTEL_1558 00BE: text_clear_all :HOTEL_1560 if 77104 > $CUT_SCENE_TIME // integer values jf @HOTEL_1597 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HOTEL_1560 :HOTEL_1597 fade 0 1500 00BE: text_clear_all :HOTEL_1606 if fading jf @HOTEL_1630 wait 0 jump @HOTEL_1606 :HOTEL_1630 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetAtPos(237.8, -1279.9, 10.0) 030C: progress_made += 1 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#CUTOBJ04) 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_MOBROOM2 0 0363: toggle_model_render_at 231.4 -1277.7 19.0 radius 50.0 object #MOB_DETAILSB 0 Marker.Disable($66) Marker.Disable($223) 02A7: $223 = create_icon_marker_and_sphere $417 at $456 $457 $458 end_thread_named 'LAW1' create_thread @LAW1 00C0: set_current_time 8 0 set_weather 0 Player.CanMove($PLAYER_CHAR) = False wait 1000 fade 1 1500 0055: put_player $PLAYER_CHAR at 223.1 -1276.7 11.0 0171: set_player $PLAYER_CHAR z_angle_to 258.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 011C: actor $PLAYER_ACTOR clear_objective $ONMISSION = 0 // integer values $222 = 1 // integer values 01B7: release_weather 04FA: reset_sky_colors_with_fade 0 mission_cleanup end_thread return //-------------Mission 3--------------- // Originally: The Party :LAWYER1 gosub @LAWYER1_36 if wasted_or_busted jf @LAWYER1_27 gosub @LAWYER1_12160 :LAWYER1_27 gosub @LAWYER1_12855 end_thread :LAWYER1_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'LAWYER1' wait 0 054C: use_GXT_table 'LAWYER1' 058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 12@ = 0 // integer values $58 = 0 // integer values 2@ = 0 // integer values $2100 = 0 // integer values $2106 = 0 // integer values $33 = 0 // integer values $34 = 0 // integer values $38 = 0 // integer values $39 = 0 // integer values $40 = 0 // integer values $2107 = 0 // integer values 03E6: remove_text_box if not Actor.Dead($PLAYER_ACTOR) jf @LAWYER1_222 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @LAWYER1_222 0353: refresh_actor $PLAYER_ACTOR :LAWYER1_222 03CF: load_wav 'MONO_1' as 1 select_interior 6 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 02F3: load_object #CUTOBJ01 'LWCHARA' 02F3: load_object #CUTOBJ02 'LWCHARB' 02F3: load_object #CUTOBJ03 'LCFAN' 02F3: load_object #CUTOBJ04 'INVITE' 02F3: load_object #CUTOBJ05 'LAWDOOR' 038B: load_requested_models :LAWYER1_329 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) jf @LAWYER1_374 wait 0 jump @LAWYER1_329 :LAWYER1_374 if or not Model.Available(#CUTOBJ04) not Model.Available(#CUTOBJ05) jf @LAWYER1_406 wait 0 jump @LAWYER1_374 :LAWYER1_406 Camera.SetAtPos(140.6, -1367.4, 13.1) 02E4: load_cutscene_data 'LAW_1A' 0244: set_cutscene_pos 141.441 -1366.722 12.163 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $191 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $191 'LWCHARA' 02E5: $192 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $192 'LWCHARB' 02E5: $202 = create_cutscene_object #CUTOBJ03 04BC: 'LCFAN' 02E6: set_cutscene_anim $202 'LCFAN' 02E5: $205 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $205 'INVITE' 02E5: $210 = create_cutscene_object #CUTOBJ05 02E6: set_cutscene_anim $210 'LAWDOOR' 0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5 0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 0171: set_player $PLAYER_CHAR z_angle_to 60.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER1_688 if 520 > $CUT_SCENE_TIME // integer values jf @LAWYER1_723 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_688 :LAWYER1_723 00BC: text_highpriority 'LAW1_A' 10000 ms 1 // Go get some sleep, he says - :LAWYER1_738 if 2808 > $CUT_SCENE_TIME // integer values jf @LAWYER1_773 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_738 :LAWYER1_773 00BC: text_highpriority 'LAW1_B' 10000 ms 1 // - I have been sitting in this chair all night with the lights off drinking coffee! :LAWYER1_788 if 8465 > $CUT_SCENE_TIME // integer values jf @LAWYER1_823 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_788 :LAWYER1_823 00BC: text_highpriority 'LAW1_C' 10000 ms 1 // This is a disaster. We are so screwed, man! :LAWYER1_838 if 12636 > $CUT_SCENE_TIME // integer values jf @LAWYER1_873 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_838 :LAWYER1_873 00BC: text_highpriority 'LAW1_D' 10000 ms 1 // These gorillas, listen to me, are gonna come down here and rip my head off. It's ridiculous! :LAWYER1_888 if 18310 > $CUT_SCENE_TIME // integer values jf @LAWYER1_923 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_888 :LAWYER1_923 00BC: text_highpriority 'LAW1_E' 10000 ms 1 // I did NOT go to law school for this! Ok, now what the hell are we gonna do? :LAWYER1_938 if 23141 > $CUT_SCENE_TIME // integer values jf @LAWYER1_973 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_938 :LAWYER1_973 00BC: text_highpriority 'LAW1_F' 10000 ms 1 // Shut up, sit down, relax. I'll tell you what we're gonna do. :LAWYER1_988 if 29472 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1023 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_988 :LAWYER1_1023 00BC: text_highpriority 'LAW1_G' 10000 ms 1 // You're gonna find out who took our cocaine - and then, I'm gonna kill them. :LAWYER1_1038 if 34436 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1075 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1038 :LAWYER1_1075 00BC: text_highpriority 'LAW1_H' 10000 ms 1 // That's a good idea. That's a GREAT idea. Let me think, let me think, let me think. :LAWYER1_1090 if 38414 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1127 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1090 :LAWYER1_1127 00BC: text_highpriority 'LAW1_I' 10000 ms 1 // - OH! There's this retired Colonel, Colonel Juan Garcia Cortez. :LAWYER1_1142 if 43502 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1179 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1142 :LAWYER1_1179 00BC: text_highpriority 'LAW1_J' 10000 ms 1 // He's the one that helped me set up this deal :LAWYER1_1194 if 45330 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1231 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1194 :LAWYER1_1231 00BC: text_highpriority 'LAW1_K' 10000 ms 1 // well away from Vice City's established thugs. Ok? :LAWYER1_1246 if 48666 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1283 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1246 :LAWYER1_1283 00BC: text_highpriority 'LAW1_L' 10000 ms 1 // Now, listen. He's holding his party out in the bay on his expensive yacht :LAWYER1_1298 if 52276 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1335 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1298 :LAWYER1_1335 00BC: text_highpriority 'LAW1_M' 10000 ms 1 // and all of Vice City's big players are gonna be there. OK? :LAWYER1_1350 if 54976 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1387 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1350 :LAWYER1_1387 00BC: text_highpriority 'LAW1_N' 10000 ms 1 // I have an invite, of course I have an invite, :LAWYER1_1402 if 57081 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1439 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1402 :LAWYER1_1439 00BC: text_highpriority 'LAW1_O' 10000 ms 1 // but there's no way that I'm going out there, sticking my head out the door - no way! Not gonna happen. :LAWYER1_1454 if 60482 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1491 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1454 :LAWYER1_1491 00BC: text_highpriority 'LAW1_P' 10000 ms 1 // I told you, shut up! I'll go myself... :LAWYER1_1506 if 63363 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1543 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1506 :LAWYER1_1543 00BC: text_highpriority 'LAW1_Q' 10000 ms 1 // Ho - whoa, whoa! Hey, I like 1978 too, but, y'know, this isn't gonna be a beer and strippers do. :LAWYER1_1558 if 69392 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1595 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1558 :LAWYER1_1595 00BC: text_highpriority 'LAW1_R' 10000 ms 1 // I mean, no offense, but I think that you might turn heads on the runway for the wrong reasons. :LAWYER1_1610 if 73341 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1647 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1610 :LAWYER1_1647 00BC: text_highpriority 'LAW1_S' 10000 ms 1 // What's wrong with the way I'm dressed? :LAWYER1_1662 if 74197 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1699 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1662 :LAWYER1_1699 00BC: text_highpriority 'LAW1_T' 10000 ms 1 // Ok, look, here. Stop by Rafael's, tell him I sent 'ya. He'll make you look respectable. :LAWYER1_1714 if 80061 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1751 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1714 :LAWYER1_1751 00BC: text_highpriority 'LAW1_U' 10000 ms 1 // OK, go, c'mon... :LAWYER1_1766 if 82432 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1803 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1766 :LAWYER1_1803 00BE: text_clear_all :LAWYER1_1805 if 83692 > $CUT_SCENE_TIME // integer values jf @LAWYER1_1842 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_1805 :LAWYER1_1842 fade 0 1500 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @LAWYER1_1914 if 03D0: wav 1 loaded jf @LAWYER1_1914 03D1: play_wav 1 :LAWYER1_1888 if 83D2: not wav 1 ended jf @LAWYER1_1914 wait 0 jump @LAWYER1_1888 :LAWYER1_1914 if fading jf @LAWYER1_1938 wait 0 jump @LAWYER1_1914 :LAWYER1_1938 03AD: set_rubbish 1 02EA: end_cutscene 03C8: set_camera_directly_before_player 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#CUTOBJ04) Model.Destroy(#CUTOBJ05) select_interior 0 Camera.SetAtPos(117.1, -825.6, 9.8) Model.Load(#HMYST) Model.Load(#CHEETAH) Model.Load(#INFERNUS) Model.Load(#STRETCH) Model.Load(#BANSHEE) wait 500 fade 1 1500 :LAWYER1_2036 if or not Model.Available(#HMYST) not Model.Available(#CHEETAH) not Model.Available(#INFERNUS) not Model.Available(#STRETCH) not Model.Available(#BANSHEE) jf @LAWYER1_2082 wait 0 jump @LAWYER1_2036 :LAWYER1_2082 01B5: force_weather 0 $99 = 95.4 // floating-point values $100 = -1135.5 // floating-point values $101 = 9.4 // floating-point values $2113 = -237.0 // floating-point values $2114 = -1360.1 // floating-point values $2115 = 7.07 // floating-point values $2110 = 101.8 // floating-point values $2111 = -1479.1 // floating-point values $2112 = 10.4 // floating-point values 014C: set_parked_car_generator $1949 cars_to_generate_to 0 00BC: text_highpriority 'LAW1_1' 10000 ms 1 // ~g~Go get some new threads from Rafael's clothes shop. 02A8: $59 = create_marker 28 at $99 $100 $101 wait 3500 03E5: text_box 'HELP20' // Follow the ~h~T-shirt~w~ blip on the radar to find Rafael's. 03E7: flash_hud 8 wait 2000 03E7: flash_hud -1 :LAWYER1_2242 if 80F6: not player $PLAYER_CHAR 1 $99 $100 $101 radius 1.5 1.5 3.0 jf @LAWYER1_2295 wait 0 jump @LAWYER1_2242 :LAWYER1_2295 Marker.Disable($59) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Model.Load(#FREEWAY) Camera.SetPosition(91.813, -1131.116, 17.251, 0.0, 0.0, 0.0) Camera.PointAt(92.39, -1131.74, 16.724, 2) 0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 wait 1300 fade 0 1000 :LAWYER1_2394 if fading jf @LAWYER1_2418 wait 0 jump @LAWYER1_2394 :LAWYER1_2418 if not Model.Available(#FREEWAY) jf @LAWYER1_2445 wait 0 jump @LAWYER1_2418 :LAWYER1_2445 if not Player.WantedLevel($PLAYER_CHAR) > 2 jf @LAWYER1_2468 Player.ClearWantedLevel($PLAYER_CHAR) :LAWYER1_2468 if not Actor.Dead($PLAYER_ACTOR) jf @LAWYER1_2520 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @LAWYER1_2520 0353: refresh_actor $PLAYER_ACTOR :LAWYER1_2520 03CF: load_wav 'LAW1_7' as 1 03CF: load_wav 'LAW1_8' as 2 0395: clear_area 0 at 94.9 -1135.0 range 9.4 1.0 011C: actor $PLAYER_ACTOR clear_objective 0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4 0171: set_player $PLAYER_CHAR z_angle_to 57.9 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 0395: clear_area 0 at 78.3 -1130.1 range 9.8 8.0 14@ = Car.Create(#FREEWAY, 78.3, -1130.1, -100.0) Car.Angle(14@) = 180.0 0129: 13@ = create_actor 4 #HMYST in_car 14@ driverseat 0243: set_actor 13@ ped_stats_to 16 01ED: clear_actor 13@ threat_search Car.SetMaxSpeed(14@, 0.0) fade 1 1500 Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0) Camera.PointAt(94.724, -1134.82, 9.797, 2) wait 1000 0460: set_camera_pointing_time 5.0 3000 Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0) Camera.PointAt(94.656, -1134.754, 10.469, 1) 17@ = 0 // integer values :LAWYER1_2832 if not 17@ > 5000 // integer values jf @LAWYER1_2886 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER1_2879 jump @LAWYER1_2886 :LAWYER1_2879 jump @LAWYER1_2832 :LAWYER1_2886 if not Car.Wrecked(14@) jf @LAWYER1_2963 0395: clear_area 0 at 78.3 -1130.1 range 9.8 8.0 Car.DriveTo(14@, 78.0, -1141.3, 9.8) Car.SetMaxSpeed(14@, 6.0) 00AE: set_vehicle 14@ traffic_behavior_to 3 :LAWYER1_2963 if not Actor.Dead(13@) jf @LAWYER1_2987 022E: set_player $PLAYER_CHAR to_look_at_actor 13@ :LAWYER1_2987 0395: clear_area 0 at 78.3 -1130.1 range 9.8 10.0 0395: clear_area 0 at 78.0 -1143.3 range 9.8 10.0 Camera.SetPosition(76.009, -1140.519, 9.861, 0.0, 0.0, 0.0) Camera.PointAt(76.83, -1139.953, 9.938, 2) 17@ = 0 // integer values :LAWYER1_3093 if not 17@ > 500 // integer values jf @LAWYER1_3123 wait 0 jump @LAWYER1_3093 :LAWYER1_3123 if 03D0: wav 1 loaded jf @LAWYER1_3157 03D1: play_wav 1 00BC: text_highpriority 'LAW1_12' 1200 ms 1 // Hmmmm...nice bike. :LAWYER1_3157 17@ = 0 // integer values :LAWYER1_3164 if not 17@ > 3500 // integer values jf @LAWYER1_3225 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER1_3218 $58 = 1 // integer values jump @LAWYER1_3352 :LAWYER1_3218 jump @LAWYER1_3164 :LAWYER1_3225 if not Actor.Dead(13@) jf @LAWYER1_3284 if not Car.Wrecked(14@) jf @LAWYER1_3284 if Actor.InCar(13@, 14@) jf @LAWYER1_3284 01D3: actor 13@ leave_car 14@ :LAWYER1_3284 17@ = 0 // integer values :LAWYER1_3291 if not 17@ > 1000 // integer values jf @LAWYER1_3352 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER1_3345 $58 = 1 // integer values jump @LAWYER1_3352 :LAWYER1_3345 jump @LAWYER1_3291 :LAWYER1_3352 if $58 == 1 // integer values jf @LAWYER1_3514 fade 0 1000 wait 1000 if not Actor.Dead(13@) jf @LAWYER1_3507 if not Car.Wrecked(14@) jf @LAWYER1_3507 if Actor.InCar(13@, 14@) jf @LAWYER1_3507 0362: put_actor 13@ at 77.1 -1140.6 9.4 and_remove_from_car 0395: clear_area 0 at 77.1 -1140.6 range 9.4 1.0 Car.PutAt(14@, 78.0, -1138.6, -100.0) Car.Angle(14@) = 180.0 :LAWYER1_3507 fade 1 1000 :LAWYER1_3514 0230: set_player $PLAYER_CHAR stop_looking 03C8: set_camera_directly_before_player Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 011C: actor $PLAYER_ACTOR clear_objective if not Car.Wrecked(14@) jf @LAWYER1_3565 Car.RemoveReferences(14@) Model.Destroy(#FREEWAY) :LAWYER1_3565 00BC: text_highpriority 'LAW1_2' 10000 ms 1 // ~g~Get to the Colonel's boat. 018A: $19 = create_checkpoint_at $2113 $2114 $2115 :LAWYER1_3594 if and 80FA: not player $PLAYER_CHAR stopped 1 $2113 $2114 $2115 radius 4.0 4.0 4.0 80F6: not player $PLAYER_CHAR 0 $2113 $2114 $2115 radius 4.0 4.0 4.0 jf @LAWYER1_4304 wait 0 if and $2106 == 0 // integer values not Actor.Dead(13@) jf @LAWYER1_3751 if not Car.Wrecked(14@) jf @LAWYER1_3751 if not Actor.InCar(13@, 14@) jf @LAWYER1_3751 0211: actor 13@ walk_to 74.9 -1177.6 $2106 = 1 // integer values :LAWYER1_3751 if 2@ == 0 // integer values jf @LAWYER1_3921 if and not Actor.Dead(13@) not Car.Wrecked(14@) jf @LAWYER1_3914 if 00FB: player $PLAYER_CHAR 0 13@ radius 20.0 20.0 10.0 jf @LAWYER1_3914 if 00DC: player $PLAYER_CHAR driving 14@ jf @LAWYER1_3914 0319: set_actor 13@ running 1 011A: set_actor 13@ search_threat 1 2@ = 1 // integer values if 03D0: wav 2 loaded jf @LAWYER1_3914 03D1: play_wav 2 00BC: text_highpriority 'LAW1_13' 1000 ms 1 // No! My Bike! 17@ = 0 // integer values 16@ = 0 // integer values :LAWYER1_3914 jump @LAWYER1_4109 :LAWYER1_3921 if and not Actor.Dead(13@) not Car.Wrecked(14@) jf @LAWYER1_4109 if not Actor.InCar(13@, 14@) jf @LAWYER1_4072 if 0184: actor 13@ health >= 99 jf @LAWYER1_4038 if not 16@ > 3000 // integer values jf @LAWYER1_4023 0372: set_actor 13@ anim 16 wait_state_time 1000 ms 020F: actor 13@ look_at_player $PLAYER_CHAR jump @LAWYER1_4031 :LAWYER1_4023 01D5: actor 13@ go_to_and_drive_car 14@ :LAWYER1_4031 jump @LAWYER1_4065 :LAWYER1_4038 if 17@ > 2000 // integer values jf @LAWYER1_4065 01D5: actor 13@ go_to_and_drive_car 14@ :LAWYER1_4065 jump @LAWYER1_4109 :LAWYER1_4072 Car.SetMaxSpeed(14@, 15.0) Car.DriveTo(14@, 505.9, 61.0, 11.0) 00AE: set_vehicle 14@ traffic_behavior_to 2 :LAWYER1_4109 if and $2100 == 0 // integer values 00F5: player $PLAYER_CHAR 0 $2113 $2114 $2115 radius 80.0 150.0 40.0 jf @LAWYER1_4297 $2102 = Car.Create(#CHEETAH, -236.6, -1374.6, -100.0) Car.Angle($2102) = 280.3 $2103 = Car.Create(#INFERNUS, -240.8, -1355.3, -100.0) Car.Angle($2103) = 99.8 $2104 = Car.Create(#STRETCH, -244.2, -1339.2, -100.0) Car.Angle($2104) = 103.8 $2105 = Car.Create(#BANSHEE, -233.3, -1386.0, -100.0) Car.Angle($2105) = 96.8 $2100 = 1 // integer values :LAWYER1_4297 jump @LAWYER1_3594 :LAWYER1_4304 Marker.Disable($19) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-229.438, -1364.204, 12.607, 0.0, 0.0, 0.0) Camera.PointAt(-230.424, -1364.068, 12.511, 2) wait 1000 fade 0 1500 00BA: text_styled 'LAW_1' 20000 ms 2 // The Party :LAWYER1_4398 if fading jf @LAWYER1_4422 wait 0 jump @LAWYER1_4398 :LAWYER1_4422 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 if 00E0: player $PLAYER_CHAR driving jf @LAWYER1_5013 00DA: $2108 = player $PLAYER_CHAR car Car.StorePos($2108, $2116, $2117, $2118) $2119 = Car.Angle($2108) 03F3: get_car $2108 color 3@ 4@ $2109 = Car.Model($2108) if 00DC: player $PLAYER_CHAR driving $2108 jf @LAWYER1_5006 012A: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 and_remove_from_car Car.Destroy($2108) $2107 = 1 // integer values :LAWYER1_5006 jump @LAWYER1_5033 :LAWYER1_5013 0055: put_player $PLAYER_CHAR at -246.5 -1360.5 7.1 :LAWYER1_5033 Car.Destroy($2102) Car.Destroy($2103) Car.Destroy($2104) Car.Destroy($2105) if not Actor.Dead(13@) jf @LAWYER1_5074 Actor.RemoveReferences(13@) :LAWYER1_5074 Model.Destroy(#FREEWAY) Model.Destroy(#HMYST) Model.Destroy(#CHEETAH) Model.Destroy(#INFERNUS) Model.Destroy(#STRETCH) Model.Destroy(#BANSHEE) 01BD: $29 = current_time_in_ms $30 = 0 // integer values :LAWYER1_5115 if and not Player.Controllable($PLAYER_CHAR) 5000 > $30 // integer values jf @LAWYER1_5171 wait 0 01BD: $28 = current_time_in_ms 0084: $30 = $28 // integer values and handles 0060: $30 -= $29 // integer values jump @LAWYER1_5115 :LAWYER1_5171 Player.MakeSafe($PLAYER_CHAR) 03AD: set_rubbish 0 03B7: process_cut_scene_only 0 03AF: set_streaming 0 0522: 0545: clear_world 023C: load_special_actor 1 'CSPLAY2' 023C: load_special_actor 2 'CSDIAZ' 023C: load_special_actor 3 'CSMERC2' 023C: load_special_actor 4 'CSCANDY' 023C: load_special_actor 5 'CSGONZ' 023C: load_special_actor 6 'CSJEZZ' 023C: load_special_actor 7 'CSBJ' 023C: load_special_actor 8 'CSERVRA' 023C: load_special_actor 9 'CSRICH' 023C: load_special_actor 10 'CSDIREC' 023C: load_special_actor 11 'CGONA' 023C: load_special_actor 12 'DGOONA' 023C: load_special_actor 13 'DGOONB' 023C: load_special_actor 14 'CSAVERY' 023C: load_special_actor 15 'CSDLOVE' 023C: load_special_actor 16 'CSKENT' 023C: load_special_actor 17 'CSALSB2' 023C: load_special_actor 18 'CSCOLO' Model.Load(#WFYG1) Model.Load(#WFYG2) Model.Load(#YT_MAIN_BODY) Model.Load(#YT_MAIN_BODY2) Model.Load(#BIG_POLY_TINGS_B) 038B: load_requested_models :LAWYER1_5430 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded 823D: not special_actor 6 loaded jf @LAWYER1_5476 wait 0 jump @LAWYER1_5430 :LAWYER1_5476 if or 823D: not special_actor 7 loaded 823D: not special_actor 8 loaded 823D: not special_actor 9 loaded 823D: not special_actor 10 loaded 823D: not special_actor 12 loaded jf @LAWYER1_5518 wait 0 jump @LAWYER1_5476 :LAWYER1_5518 if or 823D: not special_actor 13 loaded 823D: not special_actor 14 loaded 823D: not special_actor 15 loaded 823D: not special_actor 16 loaded 823D: not special_actor 17 loaded 823D: not special_actor 18 loaded jf @LAWYER1_5564 wait 0 jump @LAWYER1_5518 :LAWYER1_5564 if or not Model.Available(#WFYG1) not Model.Available(#WFYG2) not Model.Available(#YT_MAIN_BODY) not Model.Available(#YT_MAIN_BODY2) not Model.Available(#BIG_POLY_TINGS_B) jf @LAWYER1_5606 wait 0 jump @LAWYER1_5564 :LAWYER1_5606 02E4: load_cutscene_data 'LAW_1B' Object.StorePos($714, $448, $449, $450) $448 += 0.003 // floating-point values $449 -= 1.381 // floating-point values $450 += 3.149 // floating-point values 0244: set_cutscene_pos $448 $449 $450 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $161 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $161 'CSDIAZ' 02E5: $162 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $162 'CSMERC' 02E5: $165 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $165 'CSCANDY' 02E5: $166 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $166 'CSGONZ' 02E5: $172 = create_cutscene_object #SPECIAL06 02E6: set_cutscene_anim $172 'CSJEZZ' 02E5: $177 = create_cutscene_object #SPECIAL07 02E6: set_cutscene_anim $177 'CSBJ' 02E5: 11@ = create_cutscene_object #SPECIAL08 02E6: set_cutscene_anim 11@ 'CSERVRA' 02E5: 6@ = create_cutscene_object #SPECIAL09 02E6: set_cutscene_anim 6@ 'CSRICH' 02E5: $163 = create_cutscene_object #SPECIAL10 02E6: set_cutscene_anim $163 'CSDIREC' 02E5: 7@ = create_cutscene_object #SPECIAL11 02E6: set_cutscene_anim 7@ 'CGONA' 02E5: 8@ = create_cutscene_object #SPECIAL12 02E6: set_cutscene_anim 8@ 'DGOONA' 02E5: 9@ = create_cutscene_object #SPECIAL13 02E6: set_cutscene_anim 9@ 'DGOONB' 02E5: $149 = create_cutscene_object #SPECIAL14 02E6: set_cutscene_anim $149 'CSAVERY' 02E5: $219 = create_cutscene_object #SPECIAL15 02E6: set_cutscene_anim $219 'CSDLOVE' 02E5: $142 = create_cutscene_object #SPECIAL16 02E6: set_cutscene_anim $142 'CSKENT' 02E5: 10@ = create_cutscene_object #SPECIAL17 02E6: set_cutscene_anim 10@ 'CSALSB' 02E5: $150 = create_cutscene_object #SPECIAL18 02E6: set_cutscene_anim $150 'CSCOLO' 02E5: 0@ = create_cutscene_object #WFYG1 02E6: set_cutscene_anim 0@ 'WFYG1' 02E5: 1@ = create_cutscene_object #WFYG2 02E6: set_cutscene_anim 1@ 'WFYG2' Object.StorePos($714, $448, $449, $450) $2101 = Object.Init(#BIG_POLY_TINGS_B, $448, $449, $450) fade 1 1500 03AD: set_rubbish 0 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime 00BE: text_clear_all :LAWYER1_6128 if 11329 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6163 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6128 :LAWYER1_6163 00BC: text_highpriority 'LAWP_1' 10000 ms 1 // Buenas noches. :LAWYER1_6178 if 13188 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6213 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6178 :LAWYER1_6213 00BC: text_highpriority 'LAWP_2' 10000 ms 1 // I understand you are here on the behalf of Mr. Rosenberg, :LAWYER1_6228 if 16708 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6263 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6228 :LAWYER1_6263 00BC: text_highpriority 'LAWP_3' 10000 ms 1 // I hope any recent problems have not affected his health, or uh, :LAWYER1_6278 if 20045 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6313 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6278 :LAWYER1_6313 00BC: text_highpriority 'LAWP_4' 10000 ms 1 // mental well being, Mr...uh? :LAWYER1_6328 if 22161 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6363 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6328 :LAWYER1_6363 00BC: text_highpriority 'LAWP_5' 10000 ms 1 // Vercetti. He's just got a touch of...agoraphobia. :LAWYER1_6378 if 26685 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6413 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6378 :LAWYER1_6413 00BC: text_highpriority 'LAWP_6' 10000 ms 1 // Excellent, excellent. And you? :LAWYER1_6428 if 28985 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6463 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6428 :LAWYER1_6463 00BC: text_highpriority 'LAWP_7' 10000 ms 1 // I just want my merchandise. :LAWYER1_6478 if 30685 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6513 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6478 :LAWYER1_6513 00BC: text_highpriority 'LAWP_8' 10000 ms 1 // Ah. It's an unfortunate set of circumstances for all involved. :LAWYER1_6528 if 35229 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6565 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6528 :LAWYER1_6565 00BC: text_highpriority 'LAWP_9' 10000 ms 1 // Of course I have initiated my own lines of inquiry, :LAWYER1_6580 if 38229 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6617 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6580 :LAWYER1_6617 00BC: text_highpriority 'LAWP_10' 10000 ms 1 // but such a delicate matter will take time. :LAWYER1_6632 if 40853 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6669 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6632 :LAWYER1_6669 00BC: text_highpriority 'LAWP_11' 10000 ms 1 // Perhaps we will talk later. :LAWYER1_6684 if 42509 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6721 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6684 :LAWYER1_6721 00BC: text_highpriority 'LAWP_12' 10000 ms 1 // Meanwhile, let me introduce you to my daughter, :LAWYER1_6736 if 44583 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6773 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6736 :LAWYER1_6773 00BC: text_highpriority 'LAWP_13' 10000 ms 1 // Mercedes! :LAWYER1_6788 if 47037 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6825 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6788 :LAWYER1_6825 00BC: text_highpriority 'LAWP_14' 10000 ms 1 // Caramia, could you look after our guest while I attend to my necessary obligations? :LAWYER1_6840 if 52149 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6877 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6840 :LAWYER1_6877 00BC: text_highpriority 'LAWP_15' 10000 ms 1 // Of course, daddy. :LAWYER1_6892 if 53893 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6929 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6892 :LAWYER1_6929 00BC: text_highpriority 'LAWP_16' 10000 ms 1 // Please excuse me. :LAWYER1_6944 if 55613 > $CUT_SCENE_TIME // integer values jf @LAWYER1_6981 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6944 :LAWYER1_6981 00BC: text_highpriority 'LAWP_17' 10000 ms 1 // Mercedes!? :LAWYER1_6996 if 56697 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7033 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_6996 :LAWYER1_7033 00BC: text_highpriority 'LAWP_18' 10000 ms 1 // You try living with it. :LAWYER1_7048 if 59025 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7085 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7048 :LAWYER1_7085 00BC: text_highpriority 'LAWP_19' 10000 ms 1 // Anyway, let me point out some of our more distinguished guests... :LAWYER1_7100 if 62885 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7137 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7100 :LAWYER1_7137 00BC: text_highpriority 'LAWP_20' 10000 ms 1 // That's our congressman Alex Shrub with rising silicone star Candy Suxxx... :LAWYER1_7152 if 68309 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7189 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7152 :LAWYER1_7189 00BC: text_highpriority 'LAWP_21' 10000 ms 1 // And have you met my lovely wife Laura? No? :LAWYER1_7204 if 70783 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7241 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7204 :LAWYER1_7241 00BC: text_highpriority 'LAWP_22' 10000 ms 1 // Well, unfortunately she's in Alabama. This is Candy. :LAWYER1_7256 if 73163 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7293 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7256 :LAWYER1_7293 00BC: text_highpriority 'LAWP_23' 10000 ms 1 // And over there we have the Vice City Mambas' star tight end, BJ - :LAWYER1_7308 if 77173 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7345 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7308 :LAWYER1_7345 00BC: text_highpriority 'LAWP_24' 10000 ms 1 // always the charmer. :LAWYER1_7360 if 79309 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7397 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7360 :LAWYER1_7397 00BC: text_highpriority 'LAWP_25' 10000 ms 1 // I blocked down on him and then I put him in a wheelchair! :LAWYER1_7412 if 82073 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7449 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7412 :LAWYER1_7449 00BC: text_highpriority 'LAWP_26' 10000 ms 1 // Haha, that is good! :LAWYER1_7464 if 84485 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7501 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7464 :LAWYER1_7501 00BC: text_highpriority 'LAWP_27' 10000 ms 1 // Well now, I'm looking at some prime real estate property. :LAWYER1_7516 if 86381 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7553 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7516 :LAWYER1_7553 00BC: text_highpriority 'LAWP_28' 10000 ms 1 // And that poolside amphibian is Jezz Torrent, :LAWYER1_7568 if 89181 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7605 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7568 :LAWYER1_7605 00BC: text_highpriority 'LAWP_29' 10000 ms 1 // lead singer with Love Fist. :LAWYER1_7620 if 90941 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7657 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7620 :LAWYER1_7657 00BC: text_highpriority 'LAWP_30' 10000 ms 1 // Can I tell yous - do you know how they play ping-pong in Thailand? :LAWYER1_7672 if 95519 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7709 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7672 :LAWYER1_7709 00BC: text_highpriority 'LAWP_31' 10000 ms 1 // Let me tell you's, :LAWYER1_7724 if 96827 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7761 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7724 :LAWYER1_7761 00BC: text_highpriority 'LAWP_32' 10000 ms 1 // it does not involve a paddle, if you know what I mean! :LAWYER1_7776 if 99557 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7813 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7776 :LAWYER1_7813 00BC: text_highpriority 'LAWP_33' 10000 ms 1 // Impotent. :LAWYER1_7828 if 100981 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7865 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7828 :LAWYER1_7865 00BC: text_highpriority 'LAWP_34' 10000 ms 1 // And the chatty trio. :LAWYER1_7880 if 102213 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7917 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7880 :LAWYER1_7917 00BC: text_highpriority 'LAWP_35' 10000 ms 1 // That sleeping sweat gland is Papa's right hand gimp, Gonzalez :LAWYER1_7932 if 106309 > $CUT_SCENE_TIME // integer values jf @LAWYER1_7969 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7932 :LAWYER1_7969 00BC: text_highpriority 'LAWP_36' 10000 ms 1 // and the other two are Pastor Richards :LAWYER1_7984 if 108929 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8021 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_7984 :LAWYER1_8021 00BC: text_highpriority 'LAWP_37' 10000 ms 1 // and pseudo intellectual film director, Steve Scott. :LAWYER1_8036 if 112581 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8073 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8036 :LAWYER1_8073 00BC: text_highpriority 'LAWP_38' 10000 ms 1 // ...passion with the nympho invaders, :LAWYER1_8088 if 114053 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8125 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8088 :LAWYER1_8125 00BC: text_highpriority 'LAWP_39' 10000 ms 1 // when the giant shark comes in and :LAWYER1_8140 if 115737 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8177 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8140 :LAWYER1_8177 00BC: text_highpriority 'LAWP_40' 10000 ms 1 // just bites their dicks off! :LAWYER1_8192 if 117845 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8229 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8192 :LAWYER1_8229 00BC: text_highpriority 'LAWP_41' 10000 ms 1 // Ha now, you never saw anything like that before, have you? :LAWYER1_8244 if 119447 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8281 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8244 :LAWYER1_8281 00BC: text_highpriority 'LAWP_42' 10000 ms 1 // Colonel! :LAWYER1_8296 if 120817 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8333 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8296 :LAWYER1_8333 00BC: text_highpriority 'LAWP_43' 10000 ms 1 // your parties as ever are a triumph, hahahaha! :LAWYER1_8348 if 125301 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8385 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8348 :LAWYER1_8385 00BC: text_highpriority 'LAWP_44' 10000 ms 1 // I can only apologize for my late arrival. :LAWYER1_8400 if 128354 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8437 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8400 :LAWYER1_8437 00BC: text_highpriority 'LAWP_45' 10000 ms 1 // Ah, de nada amigo. How do we find you? :LAWYER1_8452 if 130562 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8489 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8452 :LAWYER1_8489 00BC: text_highpriority 'LAWP_46' 10000 ms 1 // Our business is very trying - barbarians at the gates. :LAWYER1_8504 if 134137 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8541 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8504 :LAWYER1_8541 00BC: text_highpriority 'LAWP_47' 10000 ms 1 // A time for rewarding one's friends and liquidating one's enemies, amigo. :LAWYER1_8556 if 139457 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8593 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8556 :LAWYER1_8593 00BC: text_highpriority 'LAWP_48' 10000 ms 1 // Who's the loudmouth? :LAWYER1_8608 if 140909 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8645 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8608 :LAWYER1_8645 00BC: text_highpriority 'LAWP_49' 10000 ms 1 // Ricardo Diaz. He's Mr. Coke. :LAWYER1_8660 if 143688 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8697 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8660 :LAWYER1_8697 00BC: text_highpriority 'LAWP_50' 10000 ms 1 // Mercedes! :LAWYER1_8712 if 144983 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8749 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8712 :LAWYER1_8749 00BC: text_highpriority 'LAWP_51' 10000 ms 1 // Oh, I was just taking my friend back into town. :LAWYER1_8764 if 147884 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8801 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8764 :LAWYER1_8801 00BC: text_highpriority 'LAWP_52' 10000 ms 1 // Another time, Ricardo! :LAWYER1_8816 if 150069 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8853 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8816 :LAWYER1_8853 00BC: text_highpriority 'LAWP_53' 10000 ms 1 // Let's get out of here. :LAWYER1_8868 if 151669 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8905 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8868 :LAWYER1_8905 00BC: text_highpriority 'LAWP_54' 10000 ms 1 // Actually, take me to the Pole Position club. :LAWYER1_8920 if 152669 > $CUT_SCENE_TIME // integer values jf @LAWYER1_8957 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER1_8920 :LAWYER1_8957 00BE: text_clear_all 00BA: text_styled 'BEACH1' 3000 ms 2 // Ocean Beach fade 0 1500 00BE: text_clear_all :LAWYER1_8983 if fading jf @LAWYER1_9007 wait 0 jump @LAWYER1_8983 :LAWYER1_9007 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 0296: unload_special_actor 6 0296: unload_special_actor 7 0296: unload_special_actor 8 0296: unload_special_actor 9 0296: unload_special_actor 10 0296: unload_special_actor 11 0296: unload_special_actor 12 0296: unload_special_actor 13 0296: unload_special_actor 14 0296: unload_special_actor 15 0296: unload_special_actor 16 0296: unload_special_actor 17 0296: unload_special_actor 18 Model.Destroy(#WFYG1) Model.Destroy(#WFYG2) Model.Destroy(#YT_MAIN_BODY) Model.Destroy(#YT_MAIN_BODY2) Object.Destroy($2101) Model.Destroy(#BIG_POLY_TINGS_B) 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 023C: load_special_actor 3 'IGMERC2' 03CF: load_wav 'LAW1_1' as 1 03CF: load_wav 'LAW1_2' as 2 Model.Load(#FREEWAY) Model.Load(#CHEETAH) Model.Load(#INFERNUS) Model.Load(#STRETCH) Model.Load(#BANSHEE) 04E4: unknown_refresh_game_renderer_at -246.5 -1360.5 038B: load_requested_models 03AF: set_streaming 1 03B7: process_cut_scene_only 1 :LAWYER1_9661 if or not Model.Available(#FREEWAY) not Model.Available(#CHEETAH) not Model.Available(#INFERNUS) not Model.Available(#STRETCH) not Model.Available(#BANSHEE) 823D: not special_actor 3 loaded jf @LAWYER1_9712 wait 0 jump @LAWYER1_9661 :LAWYER1_9712 0395: clear_area 1 at -246.5 -1360.5 range 7.1 1.0 0395: clear_area 1 at -249.1 -1362.1 range 7.1 1.0 0395: clear_area 1 at -236.6 -1374.6 range 7.1 1.0 0395: clear_area 1 at -240.8 -1355.3 range 7.1 1.0 0395: clear_area 1 at -244.2 -1339.2 range 7.1 1.0 0395: clear_area 1 at -233.3 -1386.0 range 7.1 1.0 $2102 = Car.Create(#CHEETAH, -236.6, -1374.6, -100.0) Car.Angle($2102) = 280.3 $2103 = Car.Create(#INFERNUS, -240.8, -1355.3, -100.0) Car.Angle($2103) = 99.8 $2104 = Car.Create(#STRETCH, -244.2, -1339.2, -100.0) Car.Angle($2104) = 103.8 $2105 = Car.Create(#BANSHEE, -233.3, -1386.0, -100.0) Car.Angle($2105) = 96.8 if $2107 == 1 // integer values jf @LAWYER1_10049 Model.Load($2109) 038B: load_requested_models $2108 = Car.Create($2109, $2116, $2117, $2118) Car.Angle($2108) = $2119 0229: set_car $2108 color_to 3@ 4@ :LAWYER1_10049 Camera.SetAtPos(-245.8, -1360.7, 7.1) 0055: put_player $PLAYER_CHAR at -245.8 -1360.7 7.1 0171: set_player $PLAYER_CHAR z_angle_to 276.0 $2099 = Actor.Create(CivFemale, #SPECIAL03, -244.5, -1362.1, 7.1) 039E: set_actor $2099 locked_while_in_vehicle 1 0526: set_actor $2099 stay_in_car_when_jacked 1 5@ = Marker.CreateAboveActor($2099) Marker.Disable(5@) Actor.Angle($2099) = 276.0 0245: set_actor $2099 walk_style_to 46 0319: set_actor $2099 running 1 01DF: tie_actor $2099 to_player $PLAYER_CHAR Camera.Restore_WithJumpCut Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 wait 500 fade 1 1500 if Actor.Dead($2099) jf @LAWYER1_10244 00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter! jump @LAWYER1_12160 :LAWYER1_10244 00BC: text_highpriority 'LAW1_3' 5000 ms 1 // ~g~Take the Colonel's daughter to the Pole Position club. 018A: $19 = create_checkpoint_at $2110 $2111 $2112 17@ = 0 // integer values Car.RemoveReferences($2102) Car.RemoveReferences($2103) Car.RemoveReferences($2104) Car.RemoveReferences($2105) Model.Destroy(#CHEETAH) Model.Destroy(#INFERNUS) Model.Destroy(#STRETCH) Model.Destroy(#BANSHEE) if $2107 == 1 // integer values jf @LAWYER1_10343 Model.Destroy($2109) :LAWYER1_10343 if or 80FE: not actor $2099 1 $2110 $2111 $2112 radius 2.5 2.5 3.0 80F8: not player $PLAYER_CHAR stopped 1 $2110 $2111 $2112 radius 2.5 2.5 3.0 jf @LAWYER1_11234 wait 0 if Actor.Dead($2099) jf @LAWYER1_10458 00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter! jump @LAWYER1_12160 :LAWYER1_10458 if not Actor.Dead($2099) jf @LAWYER1_11189 if 80FB: not player $PLAYER_CHAR 0 $2099 radius 30.0 30.0 10.0 jf @LAWYER1_10555 if 12@ == 0 // integer values jf @LAWYER1_10548 Marker.Disable(5@) 5@ = Marker.CreateAboveActor($2099) 12@ = 1 // integer values :LAWYER1_10548 jump @LAWYER1_10617 :LAWYER1_10555 if 12@ == 1 // integer values jf @LAWYER1_10617 if 8320: not actor $2099 in_range_of_player $PLAYER_CHAR jf @LAWYER1_10617 01E0: clear_leader $2099 01DF: tie_actor $2099 to_player $PLAYER_CHAR Marker.Disable(5@) 12@ = 0 // integer values :LAWYER1_10617 if Actor.Driving($2099) jf @LAWYER1_11189 if $38 == 0 // integer values jf @LAWYER1_10738 if 03D0: wav 1 loaded jf @LAWYER1_10685 03D1: play_wav 1 00BC: text_highpriority 'LAW1_5' 5000 ms 1 // Will you be working for my father? :LAWYER1_10685 if 03D2: wav 1 ended jf @LAWYER1_10738 wait 500 03D1: play_wav 2 00BC: text_highpriority 'LAW1_6' 5000 ms 1 // Maybe. $38 = 1 // integer values 17@ = 0 // integer values :LAWYER1_10738 if not Actor.Dead($2099) jf @LAWYER1_10989 if 847A: not actor $2099 driving_a_motorbike jf @LAWYER1_10989 if and $39 == 0 // integer values $38 == 1 // integer values 17@ > 500 // integer values jf @LAWYER1_10989 if $33 == 0 // integer values jf @LAWYER1_10859 03CF: load_wav 'LAW1_3' as 1 03CF: load_wav 'LAW1_2' as 2 $33 = 1 // integer values jump @LAWYER1_10885 :LAWYER1_10859 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @LAWYER1_10885 $34 = 1 // integer values :LAWYER1_10885 if $34 == 1 // integer values jf @LAWYER1_10989 03D1: play_wav 1 00BC: text_highpriority 'LAW1_7' 5000 ms 1 // Do you mind me resting my hand in your lap? if 03D2: wav 1 ended jf @LAWYER1_10989 wait 1000 03D1: play_wav 2 00BC: text_highpriority 'LAW1_8' 5000 ms 1 // Maybe... $33 = 0 // integer values $34 = 0 // integer values $39 = 1 // integer values 17@ = 0 // integer values :LAWYER1_10989 if not Actor.Dead($2099) jf @LAWYER1_11189 if and $40 == 0 // integer values $38 == 1 // integer values 17@ > 1000 // integer values jf @LAWYER1_11189 if $33 == 0 // integer values jf @LAWYER1_11082 03CF: load_wav 'LAW1_4' as 1 $33 = 1 // integer values jump @LAWYER1_11104 :LAWYER1_11082 if 03D0: wav 1 loaded jf @LAWYER1_11104 $34 = 1 // integer values :LAWYER1_11104 if $34 == 1 // integer values jf @LAWYER1_11189 if 03D2: wav 2 ended jf @LAWYER1_11189 wait 500 03D1: play_wav 1 00BC: text_highpriority 'LAW1_9' 5000 ms 1 // It's so difficult having a rich and powerful father. Vamos. $33 = 0 // integer values $34 = 0 // integer values $40 = 1 // integer values 17@ = 0 // integer values :LAWYER1_11189 if Actor.Dead($2099) jf @LAWYER1_11227 00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter! jump @LAWYER1_12160 :LAWYER1_11227 jump @LAWYER1_10343 :LAWYER1_11234 Marker.Disable($19) $58 = 0 // integer values 03CF: load_wav 'LAW1_5' as 1 03CF: load_wav 'LAW1_6' as 2 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if not Actor.Dead($2099) jf @LAWYER1_11305 022E: set_player $PLAYER_CHAR to_look_at_actor $2099 :LAWYER1_11305 043C: set_game_sounds_disable_on_fade 0 fade 0 1000 wait 1000 Object.Destroy($1007) if not Actor.Dead($2099) jf @LAWYER1_11473 if Actor.Driving($2099) jf @LAWYER1_11419 0395: clear_area 1 at 98.1 -1475.3 range 9.4 1.0 0362: put_actor $2099 at 98.1 -1475.3 9.4 and_remove_from_car Actor.Angle($2099) = 33.0 jump @LAWYER1_11473 :LAWYER1_11419 0395: clear_area 1 at 98.1 -1475.3 range 9.4 1.0 Actor.PutAt($2099, 98.1, -1475.3, 9.4) Actor.Angle($2099) = 33.0 :LAWYER1_11473 wait 0 fade 1 1000 Camera.SetPosition(93.918, -1480.097, 10.341, 0.0, 0.0, 0.0) Camera.PointAt(94.234, -1479.158, 10.476, 2) if not Actor.Dead($2099) jf @LAWYER1_11583 01E0: clear_leader $2099 0319: set_actor $2099 running 0 011C: actor $2099 clear_objective 0211: actor $2099 walk_to 97.0 -1471.4 :LAWYER1_11583 if 03D0: wav 1 loaded jf @LAWYER1_11617 03D1: play_wav 1 00BC: text_highpriority 'LAW1_10' 5000 ms 1 // See you around, handsome! :LAWYER1_11617 17@ = 0 // integer values :LAWYER1_11624 if 80ED: not actor $2099 0 97.0 -1471.4 radius 0.4 0.4 jf @LAWYER1_11790 wait 0 if Actor.Dead($2099) jf @LAWYER1_11711 00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter! jump @LAWYER1_12160 jump @LAWYER1_11726 :LAWYER1_11711 0211: actor $2099 walk_to 97.0 -1471.4 :LAWYER1_11726 if 17@ > 10000 // integer values jf @LAWYER1_11752 jump @LAWYER1_12177 :LAWYER1_11752 if 00E1: player 0 pressed_button 16 jf @LAWYER1_11783 $58 = 1 // integer values jump @LAWYER1_12103 :LAWYER1_11783 jump @LAWYER1_11624 :LAWYER1_11790 if not Actor.Dead($2099) jf @LAWYER1_11877 011C: actor $2099 clear_objective 0211: actor $2099 walk_to 93.5 -1464.9 Camera.SetPosition(98.558, -1472.228, 9.79, 0.0, 0.0, 0.0) Camera.PointAt(97.862, -1471.546, 10.0, 2) :LAWYER1_11877 17@ = 0 // integer values :LAWYER1_11884 if 80ED: not actor $2099 0 93.5 -1464.9 radius 1.5 1.5 jf @LAWYER1_12103 wait 0 if Actor.Dead($2099) jf @LAWYER1_11971 00BC: text_highpriority 'LAW1_4' 5000 ms 1 // ~r~You killed the Colonel's daughter! jump @LAWYER1_12160 jump @LAWYER1_11986 :LAWYER1_11971 0211: actor $2099 walk_to 93.5 -1464.9 :LAWYER1_11986 if 17@ > 10000 // integer values jf @LAWYER1_12012 jump @LAWYER1_12177 :LAWYER1_12012 if 00E1: player 0 pressed_button 16 jf @LAWYER1_12043 $58 = 1 // integer values jump @LAWYER1_12103 :LAWYER1_12043 if 17@ > 500 // integer values jf @LAWYER1_12096 if 03D2: wav 1 ended jf @LAWYER1_12096 03D1: play_wav 2 00BC: text_highpriority 'LAW1_11' 2000 ms 1 // I'm sure you will. :LAWYER1_12096 jump @LAWYER1_11884 :LAWYER1_12103 if $58 == 1 // integer values jf @LAWYER1_12140 fade 0 1000 wait 1000 fade 1 1000 :LAWYER1_12140 Actor.DestroyInstantly($2099) Camera.Restore_WithJumpCut 043C: set_game_sounds_disable_on_fade 1 00BE: text_clear_all jump @LAWYER1_12177 :LAWYER1_12160 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :LAWYER1_12177 $PASSED_LAW1_THE_PARTY = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 100 0318: set_latest_mission_passed 'LAW_1' // The Party 030C: progress_made += 1 create_thread @LAW2 04EC: set_zone_car_class_info 'OCEAND1' 1 200 0 200 300 0 0 100 100 100 500 500 04EC: set_zone_car_class_info 'OCEAND1' 0 200 0 250 300 0 0 100 50 100 500 500 04EC: set_zone_car_class_info 'OCEAND2' 1 200 0 200 300 0 0 100 100 100 500 500 04EC: set_zone_car_class_info 'OCEAND2' 0 200 0 250 300 0 0 100 50 100 500 500 04EC: set_zone_car_class_info 'BEACH1' 1 300 0 250 250 0 0 100 100 0 500 500 04EC: set_zone_car_class_info 'BEACH1' 0 300 0 250 250 0 0 100 0 100 500 500 04EC: set_zone_car_class_info 'BEACH2' 1 260 0 240 250 0 0 100 50 100 500 500 04EC: set_zone_car_class_info 'BEACH2' 0 200 0 300 300 0 0 100 0 100 500 500 04EC: set_zone_car_class_info 'STREET3' 1 300 0 350 200 0 0 100 0 50 500 500 04EC: set_zone_car_class_info 'STREET3' 0 250 0 300 250 0 0 150 0 50 500 500 04EC: set_zone_car_class_info 'CLUB2' 1 300 0 350 200 0 0 100 0 50 500 500 04EC: set_zone_car_class_info 'CLUB2' 0 250 0 300 250 0 0 150 0 50 500 500 04EC: set_zone_car_class_info 'SHOP2' 1 300 0 350 200 0 0 100 0 50 500 500 04EC: set_zone_car_class_info 'SHOP2' 0 250 0 300 250 0 0 100 0 100 500 500 055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 $1277 = 1 // integer values 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 $1265 = 1 // integer values create_thread @CLOTH1 return :LAWYER1_12855 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($19) Marker.Disable($59) Marker.Disable(5@) Object.Destroy($1007) $1007 = Object.Init(#STRIPCLBDRCLSD, 97.203, -1469.731, 10.578) Object.RemoveFromMissionCleanupList($1007) Model.Destroy(#FREEWAY) Model.Destroy(#HMYST) Model.Destroy(#CHEETAH) Model.Destroy(#INFERNUS) Model.Destroy(#STRETCH) Model.Destroy(#BANSHEE) 014C: set_parked_car_generator $1949 cars_to_generate_to 101 0296: unload_special_actor 3 040D: unload_wav 1 040D: unload_wav 2 01B7: release_weather mission_cleanup return //-------------Mission 4--------------- // Originally: Back Alley Brawl :LAWYER2 gosub @LAWYER2_36 if wasted_or_busted jf @LAWYER2_27 gosub @LAWYER2_13315 :LAWYER2_27 gosub @LAWYER2_13398 end_thread :LAWYER2_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'LAWYER2' wait 0 054C: use_GXT_table 'LAWYER2' 058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 14@ = 0 // integer values $2132 = 0 // integer values $2133 = 0 // integer values $2134 = 0 // integer values $2135 = 0 // integer values $2136 = 0 // integer values $2137 = 0 // integer values $2138 = 0 // integer values $2120 = 0 // integer values $38 = 0 // integer values $39 = 0 // integer values $33 = 0 // integer values $34 = 0 // integer values 5@ = 0 // integer values $2121 = 0 // integer values $56 = 0 // integer values $2143 = 433.7 // floating-point values $2144 = -575.9 // floating-point values $2145 = 9.7 // floating-point values 6@ = 0 // integer values $2122 = 0 // integer values $2140 = 0 // integer values $2141 = 0 // integer values 8@ = 0 // integer values 12@ = 0 // integer values 7@ = 0 // integer values 13@ = 0 // integer values $2123 = 0 // integer values $2142 = 0 // integer values 03E6: remove_text_box select_interior 6 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 02F3: load_object #CUTOBJ01 'LWCHARA' 02F3: load_object #CUTOBJ02 'LWCHARB' 02F3: load_object #CUTOBJ03 'LCFAN' 02F3: load_object #CUTOBJ04 'LAWDOOR' 038B: load_requested_models :LAWYER2_387 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) not Model.Available(#CUTOBJ04) jf @LAWYER2_437 wait 0 jump @LAWYER2_387 :LAWYER2_437 Camera.SetAtPos(140.6, -1367.4, 13.1) 02E4: load_cutscene_data 'LAW_2A' 0244: set_cutscene_pos 141.441 -1366.722 12.163 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $191 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $191 'LWCHARA' 02E5: $192 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $192 'LWCHARB' 02E5: $202 = create_cutscene_object #CUTOBJ03 04BC: 'LCFAN' 02E6: set_cutscene_anim $202 'LCFAN' 02E5: $210 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $210 'LAWDOOR' 0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5 0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 0171: set_player $PLAYER_CHAR z_angle_to 60.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER2_698 if 987 > $CUT_SCENE_TIME // integer values jf @LAWYER2_733 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_698 :LAWYER2_733 00BC: text_highpriority 'LAW2_A' 10000 ms 1 // Ah! Well, I hope you're having a good time. Because I'm going out of my mind with worry here. What did you find out? :LAWYER2_748 if 6800 > $CUT_SCENE_TIME // integer values jf @LAWYER2_783 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_748 :LAWYER2_783 00BC: text_highpriority 'LAW2_B' 10000 ms 1 // That there are more criminals in this town than in prison. We need a lead from the streets... :LAWYER2_798 if 11088 > $CUT_SCENE_TIME // integer values jf @LAWYER2_833 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_798 :LAWYER2_833 00BC: text_highpriority 'LAW2_C' 10000 ms 1 // Ok, let me think, let me think, let me think - :LAWYER2_848 if 12888 > $CUT_SCENE_TIME // integer values jf @LAWYER2_883 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_848 :LAWYER2_883 00BC: text_highpriority 'LAW2_D' 10000 ms 1 // - AH! I've got it! :LAWYER2_898 if 14496 > $CUT_SCENE_TIME // integer values jf @LAWYER2_933 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_898 :LAWYER2_933 00BC: text_highpriority 'LAW2_E' 10000 ms 1 // Ok, There's this limey, some music industry slimeball, :LAWYER2_948 if 17164 > $CUT_SCENE_TIME // integer values jf @LAWYER2_983 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_948 :LAWYER2_983 00BC: text_highpriority 'LAW2_F' 10000 ms 1 // goes by the name of Kent Paul. :LAWYER2_998 if 18793 > $CUT_SCENE_TIME // integer values jf @LAWYER2_1033 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_998 :LAWYER2_1033 00BC: text_highpriority 'LAW2_G' 10000 ms 1 // Anyway, he's got his nose so far up most of Vice City's ass :LAWYER2_1048 if 22223 > $CUT_SCENE_TIME // integer values jf @LAWYER2_1083 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_1048 :LAWYER2_1083 00BC: text_highpriority 'LAW2_H' 10000 ms 1 // that if anybody knows the whereabouts of 20 k's of coke, :LAWYER2_1098 if 25376 > $CUT_SCENE_TIME // integer values jf @LAWYER2_1133 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_1098 :LAWYER2_1133 00BC: text_highpriority 'LAW2_I' 10000 ms 1 // it's this guy, all right? He's always at The Malibu. :LAWYER2_1148 if 28768 > $CUT_SCENE_TIME // integer values jf @LAWYER2_1183 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_1148 :LAWYER2_1183 00BC: text_highpriority 'LAW2_J' 10000 ms 1 // I'll go pay him a visit. :LAWYER2_1198 if 31266 > $CUT_SCENE_TIME // integer values jf @LAWYER2_1233 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_1198 :LAWYER2_1233 00BC: text_highpriority 'LAW2_K' 10000 ms 1 // Take it easy now. :LAWYER2_1248 if 32433 > $CUT_SCENE_TIME // integer values jf @LAWYER2_1283 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_1248 :LAWYER2_1283 00BE: text_clear_all :LAWYER2_1285 if 33422 > $CUT_SCENE_TIME // integer values jf @LAWYER2_1322 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_1285 :LAWYER2_1322 fade 0 1500 00BE: text_clear_all :LAWYER2_1331 if fading jf @LAWYER2_1355 wait 0 jump @LAWYER2_1331 :LAWYER2_1355 03AD: set_rubbish 1 02EA: end_cutscene 03C8: set_camera_directly_before_player 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#CUTOBJ04) select_interior 0 Camera.SetAtPos(117.1, -825.6, 9.8) $993 = 1 // integer values Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $1012 = 1 // integer values $1011 = 0 // integer values wait 500 fade 1 1500 00BC: text_highpriority 'LAW2_6' 10000 ms 2 // ~g~Go to the Malibu Club and find Kent Paul. 018A: 15@ = create_checkpoint_at $513 $514 $515 :LAWYER2_1506 if 80F6: not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 jf @LAWYER2_1644 wait 0 if 00F5: player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 2.0 2.0 3.0 jf @LAWYER2_1637 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @LAWYER2_1637 00DA: $2124 = player $PLAYER_CHAR car jump @LAWYER2_1644 :LAWYER2_1637 jump @LAWYER2_1506 :LAWYER2_1644 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(502.203, -95.118, 10.771, 0.0, 0.0, 0.0) Camera.PointAt(501.811, -94.212, 10.93, 2) if 047E: player $PLAYER_CHAR driving_a_motorbike jf @LAWYER2_1795 if not Car.Wrecked($2124) jf @LAWYER2_1768 Car.PutAt($2124, 496.3, -82.8, 9.0) Car.Angle($2124) = 116.6 :LAWYER2_1768 012A: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 and_remove_from_car jump @LAWYER2_1815 :LAWYER2_1795 0055: put_player $PLAYER_CHAR at 493.2 -79.7 10.4 :LAWYER2_1815 0171: set_player $PLAYER_CHAR z_angle_to 58.0 0211: actor $PLAYER_ACTOR walk_to 487.8 -74.3 wait 1000 0169: set_fade_color 0 0 0 fade 0 1500 :LAWYER2_1860 if fading jf @LAWYER2_1884 wait 0 jump @LAWYER2_1860 :LAWYER2_1884 011C: actor $PLAYER_ACTOR clear_objective $993 = 0 // integer values Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $1011 = 1 // integer values $1012 = 0 // integer values $986 = 0 // integer values Model.Load(#INFERNUS) Model.Load(#COLT45) 01BD: $29 = current_time_in_ms $30 = 0 // integer values :LAWYER2_1971 if and not Player.Controllable($PLAYER_CHAR) 5000 > $30 // integer values jf @LAWYER2_2027 wait 0 01BD: $28 = current_time_in_ms 0084: $30 = $28 // integer values and handles 0060: $30 -= $29 // integer values jump @LAWYER2_1971 :LAWYER2_2027 Player.MakeSafe($PLAYER_CHAR) 03AD: set_rubbish 0 03AF: set_streaming 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKENT' 023C: load_special_actor 3 'BOUNCA' 023C: load_special_actor 4 'FLOOZYB' select_interior 17 04F9: set_extracolors 1 fade 0 038B: load_requested_models :LAWYER2_2100 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded jf @LAWYER2_2138 wait 0 jump @LAWYER2_2100 :LAWYER2_2138 Camera.SetAtPos(476.972, -65.499, 8.943) 0395: clear_area 1 at 476.972 -65.499 range 8.943 15.0 02E4: load_cutscene_data 'LAW_2B' 0244: set_cutscene_pos 476.972 -65.499 8.943 041D: set_camera_near_clip 0.3 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $142 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $142 'CSKENT' 02E5: 0@ = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim 0@ 'BOUNCA' 02E5: $175 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $175 'FLOOZYB' 0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 fade 1 1500 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER2_2365 if 1018 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2400 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2365 :LAWYER2_2400 00BC: text_highpriority 'LAW2B_A' 10000 ms 1 // Where'd you pop up from? :LAWYER2_2415 if 2526 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2450 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2415 :LAWYER2_2450 00BC: text_highpriority 'LAW2B_B' 10000 ms 1 // I've been looking for a bird like you for ages, mate... :LAWYER2_2465 if 5339 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2500 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2465 :LAWYER2_2500 00BC: text_highpriority 'LAW2B_D' 10000 ms 1 // I'm looking for some English guy... :LAWYER2_2515 if 9000 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2550 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2515 :LAWYER2_2550 00BC: text_highpriority 'LAW2B_C' 10000 ms 1 // Kent Paul, mate. Yeah, I'm the guvnor 'round here. :LAWYER2_2565 if 11311 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2600 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2565 :LAWYER2_2600 00BC: text_highpriority 'LAW2B_E' 10000 ms 1 // I sort things out, you know what I mean? :LAWYER2_2615 if 12536 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2650 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2615 :LAWYER2_2650 00BC: text_highpriority 'LAW2B_F' 10000 ms 1 // I'll treat you. Whatever you want, I'll get you, girl. :LAWYER2_2665 if 14601 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2700 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2665 :LAWYER2_2700 00BC: text_highpriority 'LAW2B_G' 10000 ms 1 // Don't you worry about a thing, mate. :LAWYER2_2715 if 16228 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2750 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2715 :LAWYER2_2750 00BC: text_highpriority 'LAW2B_H' 10000 ms 1 // Get lost, honey. :LAWYER2_2765 if 18290 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2800 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2765 :LAWYER2_2800 00BC: text_highpriority 'LAW2B_I' 10000 ms 1 // Oi oi oi oi oi! :LAWYER2_2815 if 20060 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2850 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2815 :LAWYER2_2850 00BC: text_highpriority 'LAW2B_J' 10000 ms 1 // You Kent Paul? I'm a friend of Rosenberg's... :LAWYER2_2865 if 23582 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2900 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2865 :LAWYER2_2900 00BC: text_highpriority 'LAW2B_K' 10000 ms 1 // Rosenberg...Rosenberg...Oh, that bonkers ambulance chaser! :LAWYER2_2915 if 31000 > $CUT_SCENE_TIME // integer values jf @LAWYER2_2950 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2915 :LAWYER2_2950 00BC: text_highpriority 'LAW2B_L' 10000 ms 1 // That guy could defend an innocent man all the way to death row! :LAWYER2_2965 if 34762 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3002 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_2965 :LAWYER2_3002 00BC: text_highpriority 'LAW2B_M' 10000 ms 1 // Give us another drink, bruv. :LAWYER2_3017 if 36141 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3054 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3017 :LAWYER2_3054 00BC: text_highpriority 'LAW2B_N' 10000 ms 1 // Everybody's a comedian. :LAWYER2_3069 if 37719 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3106 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3069 :LAWYER2_3106 00BC: text_highpriority 'LAW2B_O' 10000 ms 1 // Listen to me, I'm missing twenty keys and a lot of cash... :LAWYER2_3121 if 40549 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3158 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3121 :LAWYER2_3158 00BC: text_highpriority 'LAW2B_P' 10000 ms 1 // Drugs, mate? It's a mug's game. :LAWYER2_3173 if 42314 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3210 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3173 :LAWYER2_3210 00BC: text_highpriority 'LAW2B_Q' 10000 ms 1 // What do you know about it? :LAWYER2_3225 if 44319 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3262 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3225 :LAWYER2_3262 00BC: text_highpriority 'LAW2B_R' 10000 ms 1 // Oi oi! What I was coming to was, :LAWYER2_3277 if 46344 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3314 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3277 :LAWYER2_3314 00BC: text_highpriority 'LAW2B_S' 10000 ms 1 // there's some chef-cum-trumpetshifter who deals out kitchen of a hotel on Ocean Drive. :LAWYER2_3329 if 50737 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3366 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3329 :LAWYER2_3366 00BC: text_highpriority 'LAW2B_T' 10000 ms 1 // He's been looking real pleased with himself lately. You could go and check him out...?! :LAWYER2_3381 if 54654 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3418 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3381 :LAWYER2_3418 00BC: text_highpriority 'LAW2B_U' 10000 ms 1 // I will - and I'll be seeing you around. :LAWYER2_3433 if 60868 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3470 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3433 :LAWYER2_3470 00BC: text_highpriority 'LAW2B_V' 10000 ms 1 // Yeah, that's right. Go on - walk away, you mug. I'll knock you spark out! :LAWYER2_3485 if 64355 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3522 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3485 :LAWYER2_3522 00BC: text_highpriority 'LAW2B_W' 10000 ms 1 // Give me a drink - and where's that slut! :LAWYER2_3537 if 66768 > $CUT_SCENE_TIME // integer values jf @LAWYER2_3574 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_3537 :LAWYER2_3574 00BE: text_clear_all fade 0 1500 00BE: text_clear_all :LAWYER2_3585 if fading jf @LAWYER2_3609 wait 0 jump @LAWYER2_3585 :LAWYER2_3609 00BA: text_styled 'BEACH3' 5000 ms 2 // Vice Point 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 04FA: reset_sky_colors_with_fade 0 select_interior 0 Camera.SetAtPos(493.1, -82.4, 9.8) $993 = 0 // integer values 023C: load_special_actor 3 'CHEF' 023C: load_special_actor 4 'IGBUDDY' Model.Load(#CELLPHONE) 038B: load_requested_models :LAWYER2_3711 if or not Model.Available(#INFERNUS) not Model.Available(#COLT45) jf @LAWYER2_3743 wait 0 jump @LAWYER2_3711 :LAWYER2_3743 wait 500 fade 1 1500 Marker.Disable(15@) $2125 = Actor.Create(CivFemale, #SPECIAL03, $2143, $2144, $2145) Actor.Angle($2125) = 70.0 Actor.Health($2125) = 100 052B: actor $2125 hold_cellphone 1 01ED: clear_actor $2125 threat_search 00BC: text_highpriority 'LAW2_7' 10000 ms 2 // ~g~Go and find the chef on Ocean Drive. $19 = Marker.CreateAboveActor($2125) 17@ = 0 // integer values :LAWYER2_3837 if not Actor.Dead($2125) jf @LAWYER2_5279 wait 0 if $2140 == 0 // integer values jf @LAWYER2_4864 if not Actor.Dead($2125) jf @LAWYER2_4857 if 8184: not actor $2125 health >= 99 jf @LAWYER2_3931 052B: actor $2125 hold_cellphone 0 01CA: actor $2125 kill_player $PLAYER_CHAR $2140 = 1 // integer values :LAWYER2_3931 if 00FB: player $PLAYER_CHAR 0 $2125 radius 8.0 8.0 3.0 jf @LAWYER2_4279 if $2141 == 0 // integer values jf @LAWYER2_4279 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if 00E0: player $PLAYER_CHAR driving jf @LAWYER2_4017 03E2: actor $PLAYER_ACTOR exit_car :LAWYER2_4017 Camera.SetPosition(434.913, -575.577, 11.245, 0.0, 0.0, 0.0) Camera.PointAt(433.925, -575.73, 11.256, 2) wait 2000 if not Actor.Dead($2125) jf @LAWYER2_4279 Camera.SetPosition(431.418, -566.374, 16.361, 0.0, 0.0, 0.0) Camera.PointAt(431.554, -567.186, 15.795, 2) if not Actor.Dead($2125) jf @LAWYER2_4188 022C: set_actor $2125 to_look_at_actor $PLAYER_ACTOR 022C: set_actor $PLAYER_ACTOR to_look_at_actor $2125 020E: actor $2125 look_at_actor $PLAYER_ACTOR 020E: actor $PLAYER_ACTOR look_at_actor $2125 :LAWYER2_4188 17@ = 0 // integer values :LAWYER2_4195 if 00E0: player $PLAYER_CHAR driving jf @LAWYER2_4261 wait 0 if 17@ > 2000 // integer values jf @LAWYER2_4254 012A: put_player $PLAYER_CHAR at 428.4 -573.7 9.7 and_remove_from_car :LAWYER2_4254 jump @LAWYER2_4195 :LAWYER2_4261 0211: actor $PLAYER_ACTOR walk_to $2143 $2144 $2141 = 1 // integer values :LAWYER2_4279 if $2141 == 1 // integer values jf @LAWYER2_4857 if not Actor.Dead($2125) jf @LAWYER2_4857 if and $38 == 0 // integer values 17@ > 0 // integer values jf @LAWYER2_4578 if $33 == 0 // integer values jf @LAWYER2_4394 03CF: load_wav 'LAW2_1' as 1 03CF: load_wav 'LAW2_2' as 2 $33 = 1 // integer values jump @LAWYER2_4420 :LAWYER2_4394 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @LAWYER2_4420 $34 = 1 // integer values :LAWYER2_4420 if $34 == 1 // integer values jf @LAWYER2_4578 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 03D1: play_wav 1 if not Actor.Dead($2125) jf @LAWYER2_4472 052B: actor $2125 hold_cellphone 0 :LAWYER2_4472 00BC: text_highpriority 'LAW2_1' 2000 ms 2 // Hey, whatchoo lookin' at? 0372: set_actor $2125 anim 19 wait_state_time 10000 ms 0293: $18 = get_controller_mode if 03D2: wav 1 ended jf @LAWYER2_4578 0372: set_actor $2125 anim 0 wait_state_time 100 ms wait 500 03D1: play_wav 2 00BC: text_highpriority 'LAW2_2' 2000 ms 2 // You better start talking.. $38 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values 17@ = 0 // integer values :LAWYER2_4578 if not Actor.Dead($2125) jf @LAWYER2_4635 if 00FB: player $PLAYER_CHAR 0 $2125 radius 0.7 0.7 2.0 jf @LAWYER2_4635 011C: actor $PLAYER_ACTOR clear_objective :LAWYER2_4635 if and $38 == 1 // integer values $39 == 0 // integer values 17@ > 2000 // integer values jf @LAWYER2_4857 if $33 == 0 // integer values jf @LAWYER2_4712 03CF: load_wav 'LAW2_3' as 1 $33 = 1 // integer values jump @LAWYER2_4734 :LAWYER2_4712 if 03D0: wav 1 loaded jf @LAWYER2_4734 $34 = 1 // integer values :LAWYER2_4734 if $34 == 1 // integer values jf @LAWYER2_4857 03D1: play_wav 1 00BC: text_highpriority 'LAW2_3' 2000 ms 2 // Hey, make me, you prick! 04E3: unknown_player $PLAYER_CHAR 2 60000 0372: set_actor $2125 anim 19 wait_state_time 1500 ms if 03D2: wav 1 ended jf @LAWYER2_4857 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 $38 = 1 // integer values $39 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values 17@ = 0 // integer values $2140 = 1 // integer values :LAWYER2_4857 jump @LAWYER2_5272 :LAWYER2_4864 if 13@ == 0 // integer values jf @LAWYER2_5043 if not Actor.Dead($2125) jf @LAWYER2_5021 022F: set_actor $2125 stop_looking 01CA: actor $2125 kill_player $PLAYER_CHAR 011C: actor $PLAYER_ACTOR clear_objective 0372: set_actor $2125 anim 0 wait_state_time 0 ms 0293: $18 = get_controller_mode if or $18 == 0 // integer values $18 == 1 // integer values jf @LAWYER2_4965 03E5: text_box 'HELP17' // Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to attack the chef. :LAWYER2_4965 if $18 == 2 // integer values jf @LAWYER2_4993 03E5: text_box 'HELP18' // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to attack the chef. :LAWYER2_4993 if $18 == 3 // integer values jf @LAWYER2_5021 03E5: text_box 'HELP55' // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to attack the chef. :LAWYER2_5021 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 13@ = 1 // integer values :LAWYER2_5043 if not Actor.Dead($2125) jf @LAWYER2_5272 if 80FF: not actor $2125 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0 jf @LAWYER2_5154 if 12@ == 0 // integer values jf @LAWYER2_5147 0211: actor $2125 walk_to 433.7 -575.9 12@ = 1 // integer values :LAWYER2_5147 jump @LAWYER2_5202 :LAWYER2_5154 if 12@ == 1 // integer values jf @LAWYER2_5202 if 0126: actor $2125 walking jf @LAWYER2_5202 052B: actor $2125 hold_cellphone 1 12@ = 0 // integer values :LAWYER2_5202 if 00F5: player $PLAYER_CHAR 0 433.7 -575.9 9.7 radius 8.0 8.0 3.0 jf @LAWYER2_5272 052B: actor $2125 hold_cellphone 0 01CA: actor $2125 kill_player $PLAYER_CHAR 12@ = 0 // integer values :LAWYER2_5272 jump @LAWYER2_3837 :LAWYER2_5279 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 022F: set_actor $PLAYER_ACTOR stop_looking Marker.Disable($19) if 056D: actor $2125 defined jf @LAWYER2_5370 Actor.StoreDeadActorPos($2125, $2143, $2144, $2145) $2145 += 0.5 // floating-point values 10@ = Pickup.Create(#CELLPHONE, 3, $2143, $2144, $2145) jump @LAWYER2_5389 :LAWYER2_5370 10@ = Pickup.Create(#CELLPHONE, 3, $2143, $2144, $2145) :LAWYER2_5389 03DC: 11@ = create_marker_above_pickup 10@ 00BC: text_highpriority 'LAW2_11' 5000 ms 2 // ~g~Pick up his cell phone. :LAWYER2_5412 if not Pickup.Picked_up(10@) jf @LAWYER2_5439 wait 0 jump @LAWYER2_5412 :LAWYER2_5439 Player.CanMove($PLAYER_CHAR) = False 03D5: remove_text 'LAW2_11' // ~g~Pick up his cell phone. 03E5: text_box 'LAW2_12' // Cell phone acquired! You can now receive phone calls. Marker.Disable(11@) wait 1500 0169: set_fade_color 0 0 0 fade 0 1000 :LAWYER2_5491 if fading jf @LAWYER2_5515 wait 0 jump @LAWYER2_5491 :LAWYER2_5515 03E6: remove_text_box Actor.DestroyInstantly($2125) Marker.Disable($19) 01BD: $29 = current_time_in_ms $30 = 0 // integer values :LAWYER2_5539 if and not Player.Controllable($PLAYER_CHAR) 5000 > $30 // integer values jf @LAWYER2_5595 wait 0 01BD: $28 = current_time_in_ms 0084: $30 = $28 // integer values and handles 0060: $30 -= $29 // integer values jump @LAWYER2_5539 :LAWYER2_5595 Player.MakeSafe($PLAYER_CHAR) 03AD: set_rubbish 0 03AF: set_streaming 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBUDDY' 02F3: load_object #CUTOBJ01 'GUNCOLT' Camera.SetAtPos(440.163, -567.622, 10.031) 038B: load_requested_models :LAWYER2_5664 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded not Model.Available(#CUTOBJ01) jf @LAWYER2_5703 wait 0 jump @LAWYER2_5664 :LAWYER2_5703 0395: clear_area 1 at $2143 $2144 range $2145 20.0 02E4: load_cutscene_data 'LAW_2C' 0244: set_cutscene_pos 440.163 -567.622 10.031 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $136 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $136 'CSBUDDY' 02E5: 1@ = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim 1@ 'CHEF01' 02E5: 2@ = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim 2@ 'CHEF02' 02E5: 3@ = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim 3@ 'CHEF03' 02E5: 9@ = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim 9@ 'GUNCOLT' if 00E0: player $PLAYER_CHAR driving jf @LAWYER2_5919 012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car jump @LAWYER2_5939 :LAWYER2_5919 0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 :LAWYER2_5939 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER2_5961 if 3050 > $CUT_SCENE_TIME // integer values jf @LAWYER2_5996 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_5961 :LAWYER2_5996 00BC: text_highpriority 'LAW2C_A' 10000 ms 1 // Oh, way to go, tough guy. Beat him to a pulp. That should make him real chatty. :LAWYER2_6011 if 9000 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6046 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6011 :LAWYER2_6046 00BC: text_highpriority 'LAW2C_B' 10000 ms 1 // You want some, too? :LAWYER2_6061 if 10080 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6096 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6061 :LAWYER2_6096 00BC: text_highpriority 'LAW2C_C' 10000 ms 1 // Hey, chill. I want what you want, brother. :LAWYER2_6111 if 13080 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6146 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6111 :LAWYER2_6146 00BC: text_highpriority 'LAW2C_D' 10000 ms 1 // Oh, yeah? And what's that? :LAWYER2_6161 if 14250 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6196 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6161 :LAWYER2_6196 00BC: text_highpriority 'LAW2C_E' 10000 ms 1 // Your green - and my dead brother's white lady. Unfortunately, you just silenced our lead. :LAWYER2_6211 if 21170 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6246 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6211 :LAWYER2_6246 00BC: text_highpriority 'LAW2C_F' 10000 ms 1 // Accidents happen. Get lost. :LAWYER2_6261 if 23160 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6296 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6261 :LAWYER2_6296 00BC: text_highpriority 'LAW2C_G' 10000 ms 1 // Hey, hey, whoa. No need to go all 'Lone Ranger' on my ass. :LAWYER2_6311 if 28030 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6346 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6311 :LAWYER2_6346 00BC: text_highpriority 'LAW2C_H' 10000 ms 1 // The way I see it - we two hombres in a strange town. We need to watch each other's back. :LAWYER2_6361 if 34070 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6398 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6361 :LAWYER2_6398 00BC: text_highpriority 'LAW2C_I' 10000 ms 1 // My back's just fine, brother... :LAWYER2_6413 if 36060 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6450 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6413 :LAWYER2_6450 00BC: text_highpriority 'LAW2C_J' 10000 ms 1 // You sure about that? Here, take this. :LAWYER2_6465 if 39100 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6502 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6465 :LAWYER2_6502 00BC: text_highpriority 'LAW2C_K' 10000 ms 1 // Follow me! :LAWYER2_6517 if 40100 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6554 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6517 :LAWYER2_6554 00BE: text_clear_all :LAWYER2_6556 if 40744 > $CUT_SCENE_TIME // integer values jf @LAWYER2_6593 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER2_6556 :LAWYER2_6593 fade 0 1500 00BE: text_clear_all :LAWYER2_6602 if fading jf @LAWYER2_6626 wait 0 jump @LAWYER2_6602 :LAWYER2_6626 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Player.CanMove($PLAYER_CHAR) = False Model.Load(#CLEAVER) Model.Load(#KNIFECUR) :LAWYER2_6662 if or not Model.Available(#CLEAVER) not Model.Available(#KNIFECUR) jf @LAWYER2_6694 wait 0 jump @LAWYER2_6662 :LAWYER2_6694 if 00E0: player $PLAYER_CHAR driving jf @LAWYER2_6737 012A: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 and_remove_from_car jump @LAWYER2_6757 :LAWYER2_6737 0055: put_player $PLAYER_CHAR at 433.0 -574.5 9.6 :LAWYER2_6757 0171: set_player $PLAYER_CHAR z_angle_to 327.0 0395: clear_area 0 at 265.7 -929.3 range 9.7 4.0 $LANCE_VANCE = Actor.Create(CivFemale, #SPECIAL04, 433.1, -575.8, 9.6) Actor.Angle($LANCE_VANCE) = 143.0 0243: set_actor $LANCE_VANCE ped_stats_to 16 04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 0568: set_actor $LANCE_VANCE untargetable 1 0446: set_actor $LANCE_VANCE dismemberment_possible 0 01B2: give_actor $LANCE_VANCE weapon 17 ammo 9999 // Load the weapon model before using this $57 = Marker.CreateAboveActor($LANCE_VANCE) 0395: clear_area 0 at 431.3 -655.4 range 9.7 6.0 $26 = Car.Create(#INFERNUS, 431.3, -655.4, 10.6) Car.Health($26) = 2000 020A: set_car $26 door_status_to 1 Car.Angle($26) = 156.0 0229: set_car $26 color_to 1 1 $2139 = Marker.CreateAboveCar($26) 039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 0526: set_actor $LANCE_VANCE stay_in_car_when_jacked 1 01B1: give_player $PLAYER_CHAR weapon 17 ammo 34 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 17 0395: clear_area 0 at 439.0 -567.7 range 9.6 1.0 $2126 = Actor.Create(CivFemale, #SPECIAL03, 439.2, -567.9, 9.6) 01ED: clear_actor $2126 threat_search 0243: set_actor $2126 ped_stats_to 16 01B2: give_actor $2126 weapon 8 ammo 0 // Load the weapon model before using this Actor.Angle($2126) = 154.0 0395: clear_area 0 at 437.4 -567.8 range 9.6 1.0 $2127 = Actor.Create(CivFemale, #SPECIAL03, 438.2, -567.8, 9.6) 01ED: clear_actor $2127 threat_search 0243: set_actor $2127 ped_stats_to 16 01B2: give_actor $2127 weapon 5 ammo 0 // Load the weapon model before using this Actor.Angle($2127) = 154.0 0395: clear_area 0 at 435.4 -566.2 range 9.6 1.0 $2128 = Actor.Create(CivFemale, #SPECIAL03, 437.2, -567.4, 9.6) 01ED: clear_actor $2128 threat_search 0243: set_actor $2128 ped_stats_to 16 01B2: give_actor $2128 weapon 8 ammo 0 // Load the weapon model before using this Actor.Angle($2128) = 154.0 17@ = 0 // integer values 03CF: load_wav 'LAW2_4' as 1 02A3: enable_widescreen 1 wait 0 if not Actor.Dead($2127) jf @LAWYER2_7281 04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $2127 :LAWYER2_7281 wait 500 fade 1 1500 Camera.SetPosition(430.001, -576.716, 11.667, 0.0, 0.0, 0.0) Camera.PointAt(430.808, -576.17, 11.442, 2) wait 1000 if not Actor.Dead($LANCE_VANCE) jf @LAWYER2_7380 0239: actor $LANCE_VANCE run_to 421.0 -598.1 :LAWYER2_7380 wait 1000 Camera.SetPosition(430.575, -575.37, 11.484, 0.0, 0.0, 0.0) Camera.PointAt(430.389, -576.35, 11.405, 2) if 03D0: wav 1 loaded jf @LAWYER2_7455 03D1: play_wav 1 :LAWYER2_7455 00BC: text_highpriority 'LAW2_4' 2000 ms 2 // This way! wait 500 0293: $18 = get_controller_mode if or $18 == 0 // integer values $18 == 1 // integer values jf @LAWYER2_7515 03E5: text_box 'GUN_2A' // Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire! :LAWYER2_7515 if $18 == 2 // integer values jf @LAWYER2_7543 03E5: text_box 'GUN_2C' // Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire! :LAWYER2_7543 if $18 == 3 // integer values jf @LAWYER2_7571 03E5: text_box 'GUN_2D' // Hold the ~h~~k~~PED_LOCK_TARGET~ ~w~button to ~h~auto-target~w~, press the ~h~~k~~PED_FIREWEAPON~ ~w~button to ~h~fire! :LAWYER2_7571 011C: actor $PLAYER_ACTOR clear_objective Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut if Car.Wrecked($26) jf @LAWYER2_7612 jump @LAWYER2_13315 :LAWYER2_7612 if Actor.Dead($LANCE_VANCE) jf @LAWYER2_7650 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @LAWYER2_13315 :LAWYER2_7650 17@ = 0 // integer values 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 041E: set_radio_station 3 -1 03CF: load_wav 'LANAMU1' as 1 03CF: load_wav 'LANAMU2' as 2 16@ = 0 // integer values :LAWYER2_7708 if or 80DC: not player $PLAYER_CHAR driving $26 not Actor.InCar($LANCE_VANCE, $26) jf @LAWYER2_9112 wait 0 if $2123 == 0 // integer values jf @LAWYER2_7828 if 16@ > 5000 // integer values jf @LAWYER2_7828 if $18 == 2 // integer values jf @LAWYER2_7811 03E5: text_box 'HELP2A2' // Press the ~h~~k~~PED_SPRINT~~w~ button when running to ~h~sprint jump @LAWYER2_7821 :LAWYER2_7811 03E5: text_box 'HELP2_A' // Press the ~h~~k~~PED_SPRINT~ ~w~button when running to ~h~sprint :LAWYER2_7821 $2123 = 1 // integer values :LAWYER2_7828 if $2123 == 1 // integer values jf @LAWYER2_7882 if 16@ > 9000 // integer values jf @LAWYER2_7882 03E5: text_box 'HELP3' // You can only sprint for short periods before becoming tired. $2123 = 2 // integer values :LAWYER2_7882 if not Actor.Dead($LANCE_VANCE) jf @LAWYER2_8369 if 00FE: actor $LANCE_VANCE 0 427.6 -584.7 10.6 radius 1.0 1.0 5.0 jf @LAWYER2_7968 0239: actor $LANCE_VANCE run_to 421.0 -598.1 0411: set_actor $LANCE_VANCE use_pednode_seek 0 :LAWYER2_7968 if 00FE: actor $LANCE_VANCE 0 421.0 -598.1 10.6 radius 1.0 1.0 5.0 jf @LAWYER2_8038 0239: actor $LANCE_VANCE run_to 413.3 -614.3 0411: set_actor $LANCE_VANCE use_pednode_seek 0 :LAWYER2_8038 if 00FE: actor $LANCE_VANCE 0 413.3 -614.3 10.6 radius 1.0 1.0 5.0 jf @LAWYER2_8108 0239: actor $LANCE_VANCE run_to 405.6 -632.4 0411: set_actor $LANCE_VANCE use_pednode_seek 0 :LAWYER2_8108 if 00FE: actor $LANCE_VANCE 0 405.6 -632.4 10.6 radius 1.0 1.0 5.0 jf @LAWYER2_8178 0239: actor $LANCE_VANCE run_to 429.1 -648.7 0411: set_actor $LANCE_VANCE use_pednode_seek 0 :LAWYER2_8178 if 00FE: actor $LANCE_VANCE 0 429.1 -648.7 10.6 radius 1.0 1.0 5.0 jf @LAWYER2_8273 if $2121 == 0 // integer values jf @LAWYER2_8273 0239: actor $LANCE_VANCE run_to 429.5 -653.7 0411: set_actor $LANCE_VANCE use_pednode_seek 0 $2121 = 1 // integer values :LAWYER2_8273 if not Car.Wrecked($26) jf @LAWYER2_8369 if 00FE: actor $LANCE_VANCE 0 429.5 -653.7 10.6 radius 1.0 1.0 5.0 jf @LAWYER2_8369 01ED: clear_actor $LANCE_VANCE threat_search if not Actor.InCar($LANCE_VANCE, $26) jf @LAWYER2_8369 01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger :LAWYER2_8369 if Actor.Dead($LANCE_VANCE) jf @LAWYER2_8407 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @LAWYER2_13315 :LAWYER2_8407 if Car.Wrecked($26) jf @LAWYER2_8430 jump @LAWYER2_13315 :LAWYER2_8430 if 17@ > 1000 // integer values jf @LAWYER2_8789 if 8@ == 0 // integer values jf @LAWYER2_8567 if not Actor.Dead($2126) jf @LAWYER2_8498 011A: set_actor $2126 search_threat 1 01CA: actor $2126 kill_player $PLAYER_CHAR :LAWYER2_8498 if not Actor.Dead($2127) jf @LAWYER2_8529 011A: set_actor $2127 search_threat 1 01CA: actor $2127 kill_player $PLAYER_CHAR :LAWYER2_8529 if not Actor.Dead($2128) jf @LAWYER2_8560 011A: set_actor $2128 search_threat 1 01CA: actor $2128 kill_player $PLAYER_CHAR :LAWYER2_8560 8@ = 1 // integer values :LAWYER2_8567 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if not Actor.Dead($2126) jf @LAWYER2_8648 if 8510: not unknown_actor $2126 on_path $95 $96 $97 radius 4.0 jf @LAWYER2_8648 009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1 :LAWYER2_8648 if not Actor.Dead($2127) jf @LAWYER2_8715 if 8510: not unknown_actor $2127 on_path $95 $96 $97 radius 4.0 jf @LAWYER2_8715 009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1 :LAWYER2_8715 if not Actor.Dead($2128) jf @LAWYER2_8782 if 8510: not unknown_actor $2128 on_path $95 $96 $97 radius 4.0 jf @LAWYER2_8782 009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1 :LAWYER2_8782 17@ = 0 // integer values :LAWYER2_8789 if and Actor.Dead($2126) $2133 == 0 // integer values jf @LAWYER2_8826 14@ += 1 // integer values $2133 = 1 // integer values :LAWYER2_8826 if and Actor.Dead($2127) $2134 == 0 // integer values jf @LAWYER2_8863 14@ += 1 // integer values $2134 = 1 // integer values :LAWYER2_8863 if and Actor.Dead($2128) $2135 == 0 // integer values jf @LAWYER2_8900 14@ += 1 // integer values $2135 = 1 // integer values :LAWYER2_8900 if not Car.Wrecked($26) jf @LAWYER2_9105 if 00DC: player $PLAYER_CHAR driving $26 jf @LAWYER2_9105 if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 5.0 5.0 10.0 jf @LAWYER2_9031 if $56 == 0 // integer values jf @LAWYER2_9024 Marker.Disable($57) $57 = Marker.CreateAboveActor($LANCE_VANCE) 00BC: text_highpriority 'LAW2_13' 5000 ms 2 // ~g~You've left Lance behind! Go and get him! $56 = 1 // integer values :LAWYER2_9024 jump @LAWYER2_9105 :LAWYER2_9031 if not Car.Wrecked($26) jf @LAWYER2_9105 if not Actor.InCar($LANCE_VANCE, $26) jf @LAWYER2_9074 01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger :LAWYER2_9074 if 00DC: player $PLAYER_CHAR driving $26 jf @LAWYER2_9098 Marker.Disable($57) :LAWYER2_9098 $56 = 0 // integer values :LAWYER2_9105 jump @LAWYER2_7708 :LAWYER2_9112 Marker.Disable($2139) Marker.Disable($57) 02A8: 4@ = create_marker 16 at $531 $532 $533 wait 1000 if 03D0: wav 1 loaded jf @LAWYER2_9177 03D1: play_wav 1 00BC: text_highpriority 'LAW2_16' 4000 ms 2 // One thing you gotta realize about this town. You gotta pack some heat. :LAWYER2_9177 wait 500 :LAWYER2_9182 if 83D2: not wav 1 ended jf @LAWYER2_9208 wait 0 jump @LAWYER2_9182 :LAWYER2_9208 if 03D0: wav 2 loaded jf @LAWYER2_9242 03D1: play_wav 2 00BC: text_highpriority 'LAW2_17' 2000 ms 2 // C'mon, the local gun shop's a couple of blocks away. :LAWYER2_9242 $2122 = 1 // integer values wait 2000 014C: set_parked_car_generator $1832 cars_to_generate_to 0 if Actor.Dead($LANCE_VANCE) jf @LAWYER2_9299 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @LAWYER2_13315 :LAWYER2_9299 if Car.Wrecked($26) jf @LAWYER2_9322 jump @LAWYER2_13315 :LAWYER2_9322 00BC: text_highpriority 'LAW2_15' 10000 ms 2 // ~g~Go to Ammu-Nation. 16@ = 0 // integer values :LAWYER2_9344 if 80F8: not player $PLAYER_CHAR stopped 1 -53.7 -1482.9 10.4 radius 3.0 4.0 3.0 jf @LAWYER2_10333 wait 0 if Actor.Dead($LANCE_VANCE) jf @LAWYER2_9434 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @LAWYER2_13315 :LAWYER2_9434 if Car.Wrecked($26) jf @LAWYER2_9457 jump @LAWYER2_13315 :LAWYER2_9457 if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 jf @LAWYER2_9553 if $56 == 0 // integer values jf @LAWYER2_9546 Marker.Disable($57) $57 = Marker.CreateAboveActor($LANCE_VANCE) 00BC: text_highpriority 'LAW2_13' 5000 ms 2 // ~g~You've left Lance behind! Go and get him! $56 = 1 // integer values :LAWYER2_9546 jump @LAWYER2_9627 :LAWYER2_9553 if not Car.Wrecked($26) jf @LAWYER2_9627 if not Actor.InCar($LANCE_VANCE, $26) jf @LAWYER2_9596 01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger :LAWYER2_9596 if 00DC: player $PLAYER_CHAR driving $26 jf @LAWYER2_9620 Marker.Disable($57) :LAWYER2_9620 $56 = 0 // integer values :LAWYER2_9627 if 80DC: not player $PLAYER_CHAR driving $26 jf @LAWYER2_9710 if not Actor.InCar($LANCE_VANCE, $26) jf @LAWYER2_9703 if $2122 == 0 // integer values jf @LAWYER2_9703 Marker.Disable($2139) $2139 = Marker.CreateAboveCar($26) $2122 = 1 // integer values :LAWYER2_9703 jump @LAWYER2_9740 :LAWYER2_9710 if $2122 == 1 // integer values jf @LAWYER2_9740 Marker.Disable($2139) $2122 = 0 // integer values :LAWYER2_9740 if 17@ > 1000 // integer values jf @LAWYER2_9981 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if not Actor.Dead($2126) jf @LAWYER2_9840 if 8510: not unknown_actor $2126 on_path $95 $96 $97 radius 4.0 jf @LAWYER2_9840 009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1 :LAWYER2_9840 if not Actor.Dead($2127) jf @LAWYER2_9907 if 8510: not unknown_actor $2127 on_path $95 $96 $97 radius 4.0 jf @LAWYER2_9907 009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1 :LAWYER2_9907 if not Actor.Dead($2128) jf @LAWYER2_9974 if 8510: not unknown_actor $2128 on_path $95 $96 $97 radius 4.0 jf @LAWYER2_9974 009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1 :LAWYER2_9974 17@ = 0 // integer values :LAWYER2_9981 if not Actor.Dead($2126) jf @LAWYER2_10040 if 80E9: not player $PLAYER_CHAR 0 $2126 radius 120.0 120.0 jf @LAWYER2_10033 Actor.RemoveReferences($2126) :LAWYER2_10033 jump @LAWYER2_10045 :LAWYER2_10040 Actor.RemoveReferences($2126) :LAWYER2_10045 if not Actor.Dead($2127) jf @LAWYER2_10104 if 80E9: not player $PLAYER_CHAR 0 $2127 radius 120.0 120.0 jf @LAWYER2_10097 Actor.RemoveReferences($2127) :LAWYER2_10097 jump @LAWYER2_10109 :LAWYER2_10104 Actor.RemoveReferences($2127) :LAWYER2_10109 if not Actor.Dead($2128) jf @LAWYER2_10168 if 80E9: not player $PLAYER_CHAR 0 $2128 radius 120.0 120.0 jf @LAWYER2_10161 Actor.RemoveReferences($2128) :LAWYER2_10161 jump @LAWYER2_10173 :LAWYER2_10168 Actor.RemoveReferences($2128) :LAWYER2_10173 if 7@ == 0 // integer values jf @LAWYER2_10326 if 16@ > 3000 // integer values jf @LAWYER2_10326 03E5: text_box 'LAW3_15' // Follow the ~h~Gun blip~w~ on the radar to find ~h~Ammu-Nation. 03E7: flash_hud 8 :LAWYER2_10224 if not 16@ > 5000 // integer values jf @LAWYER2_10315 wait 0 if Actor.Dead($LANCE_VANCE) jf @LAWYER2_10285 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @LAWYER2_13315 :LAWYER2_10285 if Car.Wrecked($26) jf @LAWYER2_10308 jump @LAWYER2_13315 :LAWYER2_10308 jump @LAWYER2_10224 :LAWYER2_10315 03E7: flash_hud -1 7@ = 1 // integer values :LAWYER2_10326 jump @LAWYER2_9344 :LAWYER2_10333 03CF: load_wav 'LAW2_5' as 2 Marker.Disable(4@) if not Actor.Dead($853) jf @LAWYER2_10371 022F: set_actor $853 stop_looking :LAWYER2_10371 Player.CanMove($PLAYER_CHAR) = False Camera.SetPosition(-54.73, -1479.25, 11.418, 0.0, 0.0, 0.0) Camera.PointAt(-55.647, -1479.631, 11.299, 2) 03E5: text_box 'LAW3_11' // Stand in the ~q~pink marker~w~ to view the weapons on offer. 16@ = 0 // integer values :LAWYER2_10446 if not 16@ > 1000 // integer values jf @LAWYER2_10476 wait 0 jump @LAWYER2_10446 :LAWYER2_10476 if not 16@ > 3000 // integer values jf @LAWYER2_10530 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER2_10523 jump @LAWYER2_11199 :LAWYER2_10523 jump @LAWYER2_10476 :LAWYER2_10530 Camera.SetPosition(-63.091, -1483.06, 12.398, 0.0, 0.0, 0.0) Camera.PointAt(-63.189, -1484.055, 12.396, 2) 03E5: text_box 'LAW3_12' // You can select weapons by pressing ~h~left~w~ or ~h~right~w~ on the ~h~directional button. 16@ = 0 // integer values wait 500 :LAWYER2_10603 if not 16@ > 3500 // integer values jf @LAWYER2_10711 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER2_10704 :LAWYER2_10643 if 00E1: player 0 pressed_button 16 jf @LAWYER2_10697 wait 0 if 16@ > 3500 // integer values jf @LAWYER2_10690 jump @LAWYER2_11199 :LAWYER2_10690 jump @LAWYER2_10643 :LAWYER2_10697 jump @LAWYER2_11199 :LAWYER2_10704 jump @LAWYER2_10603 :LAWYER2_10711 Camera.SetPosition(-61.233, -1482.864, 11.818, 0.0, 0.0, 0.0) Camera.PointAt(-61.601, -1483.793, 11.811, 2) 03E5: text_box 'LAW3_13' // If you have enough cash you can buy weapons by pressing the ~h~~k~~PED_SPRINT~ ~w~button. 16@ = 0 // integer values :LAWYER2_10779 if not 16@ > 4000 // integer values jf @LAWYER2_10833 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER2_10826 jump @LAWYER2_11199 :LAWYER2_10826 jump @LAWYER2_10779 :LAWYER2_10833 Camera.SetPosition(-68.227, -1479.893, 11.67, 0.0, 0.0, 0.0) Camera.PointAt(-67.359, -1480.372, 11.544, 2) 03E5: text_box 'LAW3_14' // You can exit the shop by pressing the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button. 16@ = 0 // integer values :LAWYER2_10901 if not 16@ > 4000 // integer values jf @LAWYER2_10955 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER2_10948 jump @LAWYER2_11199 :LAWYER2_10948 jump @LAWYER2_10901 :LAWYER2_10955 Camera.SetPosition(-63.091, -1483.06, 12.398, 0.0, 0.0, 0.0) Camera.PointAt(-63.189, -1484.055, 12.396, 2) 03E5: text_box 'HELP46' // There are eight different types of weapon. 16@ = 0 // integer values :LAWYER2_11023 if not 16@ > 4000 // integer values jf @LAWYER2_11077 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER2_11070 jump @LAWYER2_11199 :LAWYER2_11070 jump @LAWYER2_11023 :LAWYER2_11077 Camera.SetPosition(-61.233, -1482.864, 11.818, 0.0, 0.0, 0.0) Camera.PointAt(-61.601, -1483.793, 11.811, 2) 03E5: text_box 'HELP47' // You can carry one of each type of weapon at a time - one type of pistol, one type of shotgun. 16@ = 0 // integer values :LAWYER2_11145 if not 16@ > 4000 // integer values jf @LAWYER2_11199 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER2_11192 jump @LAWYER2_11199 :LAWYER2_11192 jump @LAWYER2_11145 :LAWYER2_11199 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut Camera.SetBehindPlayer 018A: 4@ = create_checkpoint_at 242.6 -1281.2 10.0 00BC: text_highpriority 'LAW2_10' 15000 ms 2 // ~g~Drive back to the hotel. if Actor.Dead($LANCE_VANCE) jf @LAWYER2_11283 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @LAWYER2_13315 :LAWYER2_11283 if Car.Wrecked($26) jf @LAWYER2_11306 jump @LAWYER2_13315 :LAWYER2_11306 if or 80B1: not car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 8448: not actor $LANCE_VANCE in_car $26 8448: not actor $PLAYER_ACTOR in_car $26 jf @LAWYER2_12037 wait 0 if Actor.Dead($LANCE_VANCE) jf @LAWYER2_11412 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @LAWYER2_13315 :LAWYER2_11412 if Car.Wrecked($26) jf @LAWYER2_11435 jump @LAWYER2_13315 :LAWYER2_11435 if and 00B1: car $26 0 272.9 -1220.6 16.0 212.5 -1280.0 8.0 0448: actor $LANCE_VANCE in_car $26 0448: actor $PLAYER_ACTOR in_car $26 jf @LAWYER2_11506 jump @LAWYER2_12037 :LAWYER2_11506 if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 10.0 10.0 10.0 jf @LAWYER2_11602 if $56 == 0 // integer values jf @LAWYER2_11595 Marker.Disable($57) $57 = Marker.CreateAboveActor($LANCE_VANCE) 00BC: text_highpriority 'LAW2_13' 5000 ms 2 // ~g~You've left Lance behind! Go and get him! $56 = 1 // integer values :LAWYER2_11595 jump @LAWYER2_11676 :LAWYER2_11602 if not Car.Wrecked($26) jf @LAWYER2_11676 if not Actor.InCar($LANCE_VANCE, $26) jf @LAWYER2_11645 01D4: actor $LANCE_VANCE go_to_car $26 and_enter_it_as_a_passenger :LAWYER2_11645 if 00DC: player $PLAYER_CHAR driving $26 jf @LAWYER2_11669 Marker.Disable($57) :LAWYER2_11669 $56 = 0 // integer values :LAWYER2_11676 if 80DC: not player $PLAYER_CHAR driving $26 jf @LAWYER2_11759 if not Actor.InCar($LANCE_VANCE, $26) jf @LAWYER2_11752 if $2122 == 0 // integer values jf @LAWYER2_11752 Marker.Disable($2139) $2139 = Marker.CreateAboveCar($26) $2122 = 1 // integer values :LAWYER2_11752 jump @LAWYER2_11789 :LAWYER2_11759 if $2122 == 1 // integer values jf @LAWYER2_11789 Marker.Disable($2139) $2122 = 0 // integer values :LAWYER2_11789 if 17@ > 1000 // integer values jf @LAWYER2_12030 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if not Actor.Dead($2126) jf @LAWYER2_11889 if 8510: not unknown_actor $2126 on_path $95 $96 $97 radius 4.0 jf @LAWYER2_11889 009E: set_actor $2126 path $95 $96 $97 unknown 2.0 1 :LAWYER2_11889 if not Actor.Dead($2127) jf @LAWYER2_11956 if 8510: not unknown_actor $2127 on_path $95 $96 $97 radius 4.0 jf @LAWYER2_11956 009E: set_actor $2127 path $95 $96 $97 unknown 2.0 1 :LAWYER2_11956 if not Actor.Dead($2128) jf @LAWYER2_12023 if 8510: not unknown_actor $2128 on_path $95 $96 $97 radius 4.0 jf @LAWYER2_12023 009E: set_actor $2128 path $95 $96 $97 unknown 2.0 1 :LAWYER2_12023 17@ = 0 // integer values :LAWYER2_12030 jump @LAWYER2_11306 :LAWYER2_12037 fade 0 500 :LAWYER2_12044 if fading jf @LAWYER2_12068 wait 0 jump @LAWYER2_12044 :LAWYER2_12068 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if not Car.Wrecked($26) jf @LAWYER2_12103 $2146 = Car.Angle($26) :LAWYER2_12103 if 00B1: car $26 0 272.8 -1341.5 16.0 212.5 -1280.0 8.0 jf @LAWYER2_12381 if not Car.Wrecked($26) jf @LAWYER2_12374 Car.SetMaxSpeed($26, 0.0) 00AE: set_vehicle $26 traffic_behavior_to 3 0395: clear_area 1 at 232.1 -1323.4 range 10.9 40.0 Car.PutAt($26, 236.7, -1308.2, -100.0) Car.Angle($26) = 347.3 Car.SetMaxSpeed($26, 20.0) Car.DriveTo($26, 242.35, -1279.9, 10.9) 0395: clear_area 1 at 242.2 -1279.9 range 10.9 20.0 0395: clear_area 0 at 247.264 -1281.508 range 10.495 40.0 Camera.SetPosition(239.295, -1283.295, 10.713, 0.0, 0.0, 0.0) Camera.PointAt(239.799, -1282.436, 10.622, 2) $2142 = 1 // integer values :LAWYER2_12374 jump @LAWYER2_12597 :LAWYER2_12381 if not Car.Wrecked($26) jf @LAWYER2_12597 Car.SetMaxSpeed($26, 0.0) 00AE: set_vehicle $26 traffic_behavior_to 3 0395: clear_area 1 at 246.3 -1257.7 range 10.9 40.0 Car.PutAt($26, 246.3, -1257.7, -100.0) Car.Angle($26) = 171.8 Car.SetMaxSpeed($26, 20.0) Car.DriveTo($26, 242.2, -1279.9, 10.9) 0395: clear_area 1 at 242.2 -1279.9 range 10.9 20.0 0395: clear_area 0 at 247.264 -1281.508 range 10.495 40.0 Camera.SetPosition(237.96, -1286.392, 10.586, 0.0, 0.0, 0.0) Camera.PointAt(238.473, -1285.534, 10.609, 2) :LAWYER2_12597 fade 1 1000 wait 3000 if not Car.Wrecked($26) jf @LAWYER2_12633 01D3: actor $PLAYER_ACTOR leave_car $26 :LAWYER2_12633 wait 1300 if not Actor.Dead($LANCE_VANCE) jf @LAWYER2_12659 04F3: move_actor $LANCE_VANCE from_car_passengerseat_to_driverseat :LAWYER2_12659 if $2142 == 0 // integer values jf @LAWYER2_12735 Camera.SetPosition(237.787, -1282.583, 12.615, 0.0, 0.0, 0.0) Camera.PointAt(238.638, -1282.366, 12.135, 2) jump @LAWYER2_12786 :LAWYER2_12735 Camera.SetPosition(239.975, -1273.806, 12.873, 0.0, 0.0, 0.0) Camera.PointAt(240.511, -1274.468, 12.35, 2) :LAWYER2_12786 if not Actor.Dead($LANCE_VANCE) jf @LAWYER2_12818 022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE 022C: set_actor $LANCE_VANCE to_look_at_actor $PLAYER_ACTOR :LAWYER2_12818 wait 1000 if 03D0: wav 2 loaded jf @LAWYER2_12842 03D1: play_wav 2 :LAWYER2_12842 00BC: text_highpriority 'LAW2_5' 4000 ms 2 // I'm going to go see what I can dig up. I'll be watching you, Tommy. wait 4000 if not Car.Wrecked($26) jf @LAWYER2_13143 0395: clear_area 0 at 200.2 -1460.3 range 10.9 40.0 0395: clear_area 0 at 242.2 -1279.9 range 10.9 40.0 03BA: clear_cars_from_cube 213.4 -1376.9 0.0 279.7 -1216.2 30.0 if $2142 == 0 // integer values jf @LAWYER2_13034 Camera.SetPosition(245.135, -1276.517, 11.71, 0.0, 0.0, 0.0) Camera.PointAt(244.775, -1277.43, 11.519, 2) jump @LAWYER2_13085 :LAWYER2_13034 Camera.SetPosition(242.804, -1271.559, 10.617, 0.0, 0.0, 0.0) Camera.PointAt(242.975, -1272.544, 10.603, 2) :LAWYER2_13085 Car.DriveTo($26, 200.2, -1460.3, 10.9) Car.SetMaxSpeed($26, 40.0) 00AE: set_vehicle $26 traffic_behavior_to 3 if not Actor.Dead($LANCE_VANCE) jf @LAWYER2_13143 022F: set_actor $LANCE_VANCE stop_looking :LAWYER2_13143 17@ = 0 // integer values :LAWYER2_13150 if 81AF: not car $26 0 200.2 -1460.3 10.9 radius 4.0 4.0 4.0 jf @LAWYER2_13296 wait 0 if 17@ > 4000 // integer values jf @LAWYER2_13228 jump @LAWYER2_13301 :LAWYER2_13228 if Actor.Dead($LANCE_VANCE) jf @LAWYER2_13266 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @LAWYER2_13315 :LAWYER2_13266 if Car.Wrecked($26) jf @LAWYER2_13289 jump @LAWYER2_13315 :LAWYER2_13289 jump @LAWYER2_13150 :LAWYER2_13296 022F: set_actor $PLAYER_ACTOR stop_looking :LAWYER2_13301 Camera.Restore_WithJumpCut Car.Destroy($26) jump @LAWYER2_13332 :LAWYER2_13315 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :LAWYER2_13332 $PASSED_LAW2_BACK_ALLEY_BRAWL = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 200 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 200 0318: set_latest_mission_passed 'LAW_2' // Back Alley Brawl 030C: progress_made += 1 create_thread @LAW3 return :LAWYER2_13398 $ONMISSION = 0 // integer values Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $1011 = 1 // integer values $1012 = 0 // integer values $993 = 0 // integer values $986 = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Model.Destroy(#INFERNUS) Model.Destroy(#CLEAVER) Model.Destroy(#COLT45) Model.Destroy(#CELLPHONE) Model.Destroy(#KNIFECUR) 0296: unload_special_actor 3 0296: unload_special_actor 4 040D: unload_wav 1 040D: unload_wav 2 Marker.Disable(15@) Marker.Disable($19) Marker.Disable($57) Marker.Disable(4@) 014C: set_parked_car_generator $1832 cars_to_generate_to 101 Marker.Disable(11@) Pickup.Destroy(10@) Marker.Disable($2139) mission_cleanup return //-------------Mission 5--------------- // Originally: Jury Fury :LAWYER3 gosub @LAWYER3_36 if wasted_or_busted jf @LAWYER3_27 gosub @LAWYER3_8049 :LAWYER3_27 gosub @LAWYER3_8139 end_thread :LAWYER3_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'LAWYER3' wait 0 054C: use_GXT_table 'LAWYER3' 058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 9@ = 0 // integer values 8@ = 0 // integer values 10@ = 0 // integer values $2151 = 0 // integer values $2160 = 0 // integer values $2150 = 0 // integer values $2167 = 0 // integer values 2@ = 0 // integer values 4@ = 0 // integer values 14@ = 0 // integer values $2162 = 0 // integer values $2152 = 0 // integer values 03E6: remove_text_box 03CF: load_wav 'MONO15' as 1 select_interior 6 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 02F3: load_object #CUTOBJ01 'LWCHARA' 02F3: load_object #CUTOBJ02 'LWCHARB' 02F3: load_object #CUTOBJ03 'LCFAN' 02F3: load_object #CUTOBJ04 'LAWDOOR' 038B: load_requested_models :LAWYER3_271 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) not Model.Available(#CUTOBJ04) jf @LAWYER3_321 wait 0 jump @LAWYER3_271 :LAWYER3_321 Camera.SetAtPos(140.6, -1367.4, 13.1) 02E4: load_cutscene_data 'LAW_3' 0244: set_cutscene_pos 141.441 -1366.722 12.163 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $191 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $191 'LWCHARA' 02E5: $192 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $192 'LWCHARB' 02E5: $202 = create_cutscene_object #CUTOBJ03 04BC: 'LCFAN' 02E6: set_cutscene_anim $202 'LCFAN' 02E5: $210 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $210 'LAWDOOR' 0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5 0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 0171: set_player $PLAYER_CHAR z_angle_to 60.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER3_582 if 3008 > $CUT_SCENE_TIME // integer values jf @LAWYER3_617 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_582 :LAWYER3_617 00BC: text_highpriority 'LAW3_A' 10000 ms 1 // Aaah! Oh, for god's sake, it's you! Oh, Jeez - I'm gonna need new pants! :LAWYER3_632 if 9424 > $CUT_SCENE_TIME // integer values jf @LAWYER3_667 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_632 :LAWYER3_667 00BC: text_highpriority 'LAW3_B' 10000 ms 1 // Hey, those psychos from up north - they've been on the horn, and they're coming down here soon. :LAWYER3_682 if 13402 > $CUT_SCENE_TIME // integer values jf @LAWYER3_717 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_682 :LAWYER3_717 00BC: text_highpriority 'LAW3_C' 10000 ms 1 // Now where is the goddamn money?! :LAWYER3_732 if 15408 > $CUT_SCENE_TIME // integer values jf @LAWYER3_767 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_732 :LAWYER3_767 00BC: text_highpriority 'LAW3_D' 10000 ms 1 // Relax, relax. We're not at that part yet. :LAWYER3_782 if 18308 > $CUT_SCENE_TIME // integer values jf @LAWYER3_817 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_782 :LAWYER3_817 00BC: text_highpriority 'LAW3_E' 10000 ms 1 // Ohhh... I thought that you were taking care of this, I really did! :LAWYER3_832 if 22306 > $CUT_SCENE_TIME // integer values jf @LAWYER3_867 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_832 :LAWYER3_867 00BC: text_highpriority 'LAW3_F' 10000 ms 1 // And now those guidos say we gotta do them a favor. :LAWYER3_882 if 24656 > $CUT_SCENE_TIME // integer values jf @LAWYER3_917 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_882 :LAWYER3_917 00BC: text_highpriority 'LAW3_G' 10000 ms 1 // You mean I gotta do 'em a favor. :LAWYER3_932 if 26240 > $CUT_SCENE_TIME // integer values jf @LAWYER3_967 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_932 :LAWYER3_967 00BC: text_highpriority 'LAW3_H' 10000 ms 1 // Oh, of course that's what I mean. Do I look like I can intimidate a jury? :LAWYER3_982 if 30832 > $CUT_SCENE_TIME // integer values jf @LAWYER3_1017 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_982 :LAWYER3_1017 00BC: text_highpriority 'LAW3_I' 10000 ms 1 // I couldn't intimidate a child - and believe me, I've tried. :LAWYER3_1032 if 33842 > $CUT_SCENE_TIME // integer values jf @LAWYER3_1069 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_1032 :LAWYER3_1069 00BC: text_highpriority 'LAW3_J' 10000 ms 1 // Now, look. It's either that, or Forelli's cousin, Giorgio, gets five years for fraud. :LAWYER3_1084 if 38624 > $CUT_SCENE_TIME // integer values jf @LAWYER3_1121 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_1084 :LAWYER3_1121 00BC: text_highpriority 'LAW3_K' 10000 ms 1 // You gotta take these guys OUT! :LAWYER3_1136 if 40752 > $CUT_SCENE_TIME // integer values jf @LAWYER3_1173 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_1136 :LAWYER3_1173 00BC: text_highpriority 'LAW3_L' 10000 ms 1 // I understand. Help the jury change their minds. Don't worry about it. :LAWYER3_1188 if 43488 > $CUT_SCENE_TIME // integer values jf @LAWYER3_1225 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_1188 :LAWYER3_1225 00BC: text_highpriority 'LAW3_M' 10000 ms 1 // No no no no no - NO! I tried that. The jury case didn't go so well, :LAWYER3_1240 if 49133 > $CUT_SCENE_TIME // integer values jf @LAWYER3_1277 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_1240 :LAWYER3_1277 00BC: text_highpriority 'LAW3_N' 10000 ms 1 // so MAKE them change their minds. :LAWYER3_1292 if 51776 > $CUT_SCENE_TIME // integer values jf @LAWYER3_1329 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_1292 :LAWYER3_1329 00BE: text_clear_all :LAWYER3_1331 if 52896 > $CUT_SCENE_TIME // integer values jf @LAWYER3_1368 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER3_1331 :LAWYER3_1368 fade 0 1500 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @LAWYER3_1440 if 03D0: wav 1 loaded jf @LAWYER3_1440 03D1: play_wav 1 :LAWYER3_1414 if 83D2: not wav 1 ended jf @LAWYER3_1440 wait 0 jump @LAWYER3_1414 :LAWYER3_1440 if fading jf @LAWYER3_1464 wait 0 jump @LAWYER3_1440 :LAWYER3_1464 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#CUTOBJ04) Model.Load(#HMORI) Model.Load(#BMYBU) Model.Load(#ADMIRAL) Model.Load(#BFYBE) Model.Load(#SPAND) Model.Load(#GLENDALE) Model.Load(#HMYAP) Model.Load(#HAMMER) Model.Load(#SENTINEL) Model.Load(#WMOGO) 023C: load_special_actor 4 'SPANDXA' $2154 = 0 // integer values $2155 = 0 // integer values 5@ = 0 // integer values 6@ = 0 // integer values 7@ = 0 // integer values $2163 = 0 // integer values $2164 = 0 // integer values $2153 = 0 // integer values :LAWYER3_1611 if or not Model.Available(#HMORI) not Model.Available(#ADMIRAL) not Model.Available(#BFYBE) not Model.Available(#SPAND) not Model.Available(#GLENDALE) not Model.Available(#BMYBU) jf @LAWYER3_1660 wait 0 jump @LAWYER3_1611 :LAWYER3_1660 if or not Model.Available(#HMYAP) not Model.Available(#SENTINEL) not Model.Available(#WMOGO) jf @LAWYER3_1695 wait 0 jump @LAWYER3_1660 :LAWYER3_1695 select_interior 0 Camera.SetAtPos(117.1, -825.6, 9.8) 03CF: load_wav 'LAW3_24' as 1 wait 0 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03C8: set_camera_directly_before_player fade 1 1000 Camera.SetPosition(110.714, -816.945, 14.589, 0.0, 0.0, 0.0) Camera.PointAt(111.238, -817.658, 14.123, 2) 0395: clear_area 1 at 95.8 -843.2 range 10.0 20.0 0@ = Car.Create(#GLENDALE, 95.8, -843.2, 10.0) 0129: 15@ = create_actor 4 #WMOGO in_car 0@ driverseat Car.Angle(0@) = 316.0 0395: clear_area 1 at 113.7 -825.0 range 9.7 10.0 1@ = Actor.Create(CivMale, #HMYAP, 113.7, -825.0, 9.7) Actor.Angle(1@) = 67.0 01ED: clear_actor 1@ threat_search 0372: set_actor 1@ anim 3 wait_state_time 3000 ms :LAWYER3_1945 if fading jf @LAWYER3_1969 wait 0 jump @LAWYER3_1945 :LAWYER3_1969 wait 1000 if not Actor.Dead(1@) jf @LAWYER3_2005 0211: actor 1@ walk_to 104.0 -819.8 :LAWYER3_2005 if not Car.Wrecked(0@) jf @LAWYER3_2076 Car.SetMaxSpeed(0@, 40.0) 00AE: set_vehicle 0@ traffic_behavior_to 3 04BA: set_car 0@ speed_instantly 20.0 Actor.StorePos(1@, $2171, $2172, $2173) 02C2: car 0@ drive_to_point $2171 $2172 $2173 :LAWYER3_2076 16@ = 0 // integer values :LAWYER3_2083 if not 16@ > 3000 // integer values jf @LAWYER3_2197 wait 0 if Actor.Dead(1@) jf @LAWYER3_2190 if 4@ == 0 // integer values jf @LAWYER3_2190 Actor.StoreDeadActorPos(1@, $2174, $2175, $2176) $2176 += 0.5 // floating-point values 3@ = Pickup.Create(#HAMMER, 3, $2174, $2175, $2176) 4@ = 1 // integer values :LAWYER3_2190 jump @LAWYER3_2083 :LAWYER3_2197 if not Actor.Dead(15@) jf @LAWYER3_2244 if not Car.Wrecked(0@) jf @LAWYER3_2244 01D3: actor 15@ leave_car 0@ 0243: set_actor 15@ ped_stats_to 39 :LAWYER3_2244 Camera.SetPosition(110.834, -827.258, 12.204, 0.0, 0.0, 0.0) Camera.PointAt(111.632, -826.843, 11.761, 2) 00BC: text_highpriority 'LAW3_24' 3000 ms 2 // ~g~That hammer would be useful. 16@ = 0 // integer values :LAWYER3_2317 if not 16@ > 3000 // integer values jf @LAWYER3_2413 wait 0 if not Actor.Dead(15@) jf @LAWYER3_2406 if not Car.Wrecked(0@) jf @LAWYER3_2406 if not Actor.InCar(15@, 0@) jf @LAWYER3_2406 0239: actor 15@ run_to 137.6 -786.9 :LAWYER3_2406 jump @LAWYER3_2317 :LAWYER3_2413 if 03D0: wav 1 loaded jf @LAWYER3_2432 03D1: play_wav 1 :LAWYER3_2432 02A8: $2165 = create_marker 18 at $540 $541 $542 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 03C8: set_camera_directly_before_player :LAWYER3_2463 if 823D: not special_actor 4 loaded jf @LAWYER3_2489 wait 0 jump @LAWYER3_2463 :LAWYER3_2489 Model.Destroy(#GLENDALE) Model.Destroy(#WMOGO) Model.Destroy(#HMYAP) Actor.RemoveReferences(15@) 0395: clear_area 1 at 191.4 -1026.7 range 9.4 2.0 $2147 = Actor.Create(CivMale, #HMORI, 191.4, -1026.7, 9.4) 0243: set_actor $2147 ped_stats_to 39 02A9: set_actor $2147 immune_to_nonplayer 1 $2157 = Marker.CreateAboveActor($2147) Actor.Health($2147) = 300 Actor.Angle($2147) = 202.0 01ED: clear_actor $2147 threat_search 0319: set_actor $2147 running 1 0395: clear_area 1 at 189.3 -1033.0 range 10.2 4.0 $2159 = Car.Create(#ADMIRAL, 189.3, -1033.0, 9.4) Car.Angle($2159) = 261.0 020A: set_car $2159 door_status_to 3 01EC: make_car $2159 very_heavy 1 053F: set_car $2159 tires_vulnerable 0 $2149 = Actor.Create(CivMale, #BFYBE, 191.6, -1028.0, 9.4) 0243: set_actor $2149 ped_stats_to 39 01ED: clear_actor $2149 threat_search 0395: clear_area 1 at 536.4 217.4 range 13.6 4.0 $2166 = Car.Create(#SENTINEL, 536.4, 217.4, 13.6) Car.Angle($2166) = 270.0 020A: set_car $2166 door_status_to 3 $2158 = Marker.CreateAboveCar($2166) Car.SetMaxSpeed($2166, 0.0) 01EC: make_car $2166 very_heavy 1 00BC: text_highpriority 'LAW3_7' 15000 ms 2 // ~g~Go and intimidate the two jurors, but DON'T kill them! wait 4000 if not Car.Wrecked($2159) jf @LAWYER3_2853 Car.LockInCurrentPosition($2159) = True :LAWYER3_2853 if not Car.Wrecked($2166) jf @LAWYER3_2876 Car.LockInCurrentPosition($2166) = True :LAWYER3_2876 if not Actor.Dead($2147) jf @LAWYER3_2899 Actor.LockInCurrentPosition($2147) = True :LAWYER3_2899 if not Actor.Dead($2149) jf @LAWYER3_2922 Actor.LockInCurrentPosition($2149) = True :LAWYER3_2922 03E5: text_box 'HELP23' // You can follow the ~h~hammer blip~w~ on the radar if you want to buy melee weapons from the hardware store. 03E7: flash_hud 8 wait 2000 03E7: flash_hud -1 17@ = 0 // integer values 0209: $2160 = random_int_in_ranges 0 6 gosub @LAWYER3_8310 16@ = 0 // integer values :LAWYER3_2975 if not $2153 == 2 // integer values jf @LAWYER3_8042 wait 0 if $2154 == 0 // integer values jf @LAWYER3_3098 if Actor.Dead($2147) jf @LAWYER3_3060 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_3098 :LAWYER3_3060 if 050D: unknown_actor $2147 dead jf @LAWYER3_3098 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_3098 if not Car.Wrecked($2159) jf @LAWYER3_4978 if 14@ == 0 // integer values jf @LAWYER3_3239 if 01FC: player $PLAYER_CHAR near_car $2159 radius 30.0 30.0 0 jf @LAWYER3_3239 if not Car.Wrecked($2159) jf @LAWYER3_3232 Car.LockInCurrentPosition($2159) = False if not Actor.Dead($2147) jf @LAWYER3_3209 Actor.LockInCurrentPosition($2147) = False :LAWYER3_3209 if not Actor.Dead($2149) jf @LAWYER3_3232 Actor.LockInCurrentPosition($2149) = False :LAWYER3_3232 14@ = 1 // integer values :LAWYER3_3239 if not Actor.Dead($2147) jf @LAWYER3_4978 if not Car.Wrecked($2159) jf @LAWYER3_4978 if Actor.InCar($2147, $2159) jf @LAWYER3_4978 if 8185: not car $2159 health >= 700 jf @LAWYER3_3338 01D3: actor $2147 leave_car $2159 020A: set_car $2159 door_status_to 1 9@ = 1 // integer values $2151 = 1 // integer values :LAWYER3_3338 if and 9@ == 0 // integer values $2154 == 0 // integer values jf @LAWYER3_4978 if 00E0: player $PLAYER_CHAR driving jf @LAWYER3_3481 00DA: $2156 = player $PLAYER_CHAR car if not Car.Wrecked($2156) jf @LAWYER3_3481 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 197.1 -1033.8 10.2 radius 8.0 6.0 4.0 jf @LAWYER3_3481 Car.PutAt($2156, 201.9, -1020.8, 9.4) Car.Angle($2156) = 180.0 :LAWYER3_3481 if not Car.Wrecked($2159) jf @LAWYER3_3504 01EC: make_car $2159 very_heavy 0 :LAWYER3_3504 020A: set_car $2159 door_status_to 7 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Car.SetMaxSpeed($2159, 0.0) Camera.SetPosition(183.803, -1029.408, 11.956, 0.0, 0.0, 0.0) Camera.PointAt(184.615, -1029.963, 11.78, 2) 0395: clear_area 1 at 189.3 -1033.0 range 10.2 10.0 0395: clear_area 1 at 208.8 -1008.1 range 9.5 10.0 $2161 = Car.Create(#SPAND, 208.8, -1008.1, 9.5) 0129: 11@ = create_actor 4 #SPECIAL04 in_car $2161 driverseat 0243: set_actor 11@ ped_stats_to 14 Car.Angle($2161) = 165.0 Car.SetMaxSpeed($2161, 40.0) 04BA: set_car $2161 speed_instantly 19.0 00AE: set_vehicle $2161 traffic_behavior_to 3 Car.DriveTo($2161, 203.5, -1037.7, 10.1) 01EC: make_car $2161 very_heavy 1 0395: clear_area 1 at 202.8 -1035.7 range 10.1 10.0 Car.DriveTo($2159, 202.8, -1035.7, 10.1) Car.SetMaxSpeed($2159, 50.0) 00AE: set_vehicle $2159 traffic_behavior_to 3 17@ = 0 // integer values :LAWYER3_3805 if not 17@ > 1200 // integer values jf @LAWYER3_3918 wait 0 if Actor.Dead($2147) jf @LAWYER3_3873 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_3911 :LAWYER3_3873 if 050D: unknown_actor $2147 dead jf @LAWYER3_3911 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_3911 jump @LAWYER3_3805 :LAWYER3_3918 if not Car.Wrecked($2159) jf @LAWYER3_4015 053F: set_car $2159 tires_vulnerable 1 04FE: set_vehicle $2159 deflate_tire 0 050B: open_trunk_of_car $2159 if not Car.Wrecked($2161) jf @LAWYER3_3974 050B: open_trunk_of_car $2161 :LAWYER3_3974 Car.SetToNormalDriver($2159) Car.SetMaxSpeed($2159, 0.0) if not Car.Wrecked($2161) jf @LAWYER3_4015 Car.SetMaxSpeed($2161, 0.0) :LAWYER3_4015 17@ = 0 // integer values :LAWYER3_4022 if not 17@ > 250 // integer values jf @LAWYER3_4135 wait 0 if Actor.Dead($2147) jf @LAWYER3_4090 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_4128 :LAWYER3_4090 if 050D: unknown_actor $2147 dead jf @LAWYER3_4128 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_4128 jump @LAWYER3_4022 :LAWYER3_4135 if not Car.Wrecked($2161) jf @LAWYER3_4199 0407: create_coordinate $2168 $2169 $2170 from_car $2161 offset 0.0 -3.0 0.0 12@ = Pickup.Create(#HAMMER, 3, $2168, $2169, $2170) :LAWYER3_4199 if not 17@ > 500 // integer values jf @LAWYER3_4312 wait 0 if Actor.Dead($2147) jf @LAWYER3_4267 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_4305 :LAWYER3_4267 if 050D: unknown_actor $2147 dead jf @LAWYER3_4305 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_4305 jump @LAWYER3_4199 :LAWYER3_4312 if not Car.Wrecked($2161) jf @LAWYER3_4376 0407: create_coordinate $2168 $2169 $2170 from_car $2161 offset 0.0 -3.0 0.0 13@ = Pickup.Create(#HAMMER, 3, $2168, $2169, $2170) :LAWYER3_4376 17@ = 0 // integer values :LAWYER3_4383 if not 17@ > 1500 // integer values jf @LAWYER3_4496 wait 0 if Actor.Dead($2147) jf @LAWYER3_4451 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_4489 :LAWYER3_4451 if 050D: unknown_actor $2147 dead jf @LAWYER3_4489 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_4489 jump @LAWYER3_4383 :LAWYER3_4496 02A3: enable_widescreen 0 Camera.SetPosition(206.657, -1030.398, 13.139, 0.0, 0.0, 0.0) Camera.PointAt(206.057, -1031.136, 12.829, 2) if $2152 == 0 // integer values jf @LAWYER3_4600 03E5: text_box 'HELP40' // You can smash cars up by using the hammer or a similar weapon. 16@ = 0 // integer values $2152 = 1 // integer values jump @LAWYER3_4615 :LAWYER3_4600 00BC: text_highpriority 'LAW3_9' 4000 ms 2 // ~g~Smash up the Juror's car to get him out! :LAWYER3_4615 17@ = 0 // integer values :LAWYER3_4622 if not 17@ > 4000 // integer values jf @LAWYER3_4896 wait 0 if Actor.Dead($2147) jf @LAWYER3_4690 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_4728 :LAWYER3_4690 if 050D: unknown_actor $2147 dead jf @LAWYER3_4728 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_4728 if 00E1: player 0 pressed_button 16 jf @LAWYER3_4889 :LAWYER3_4745 if 00E1: player 0 pressed_button 16 jf @LAWYER3_4882 wait 0 if 17@ > 4000 // integer values jf @LAWYER3_4792 jump @LAWYER3_4896 :LAWYER3_4792 if Actor.Dead($2147) jf @LAWYER3_4837 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_4875 :LAWYER3_4837 if 050D: unknown_actor $2147 dead jf @LAWYER3_4875 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_4875 jump @LAWYER3_4745 :LAWYER3_4882 jump @LAWYER3_4896 :LAWYER3_4889 jump @LAWYER3_4622 :LAWYER3_4896 if not Actor.Dead($2147) jf @LAWYER3_4920 Actor.Health($2147) = 300 :LAWYER3_4920 if not Car.Wrecked($2161) jf @LAWYER3_4943 01EC: make_car $2161 very_heavy 0 :LAWYER3_4943 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 00BC: text_highpriority 'LAW3_9' 6000 ms 2 // ~g~Smash up the Juror's car to get him out! 9@ = 1 // integer values :LAWYER3_4978 if Car.Wrecked($2159) jf @LAWYER3_5008 gosub @LAWYER3_8492 jump @LAWYER3_6065 :LAWYER3_5008 if not Car.Wrecked($2159) jf @LAWYER3_6065 if not Actor.Dead($2147) jf @LAWYER3_5221 if $2162 == 0 // integer values jf @LAWYER3_5221 if 01FC: player $PLAYER_CHAR near_car $2159 radius 20.0 20.0 0 jf @LAWYER3_5221 if or 02DF: player $PLAYER_CHAR aggressive 8184: not actor $2147 health >= 299 0457: player $PLAYER_CHAR aiming_at_actor $2147 jf @LAWYER3_5221 if not Car.Wrecked($2159) jf @LAWYER3_5214 if not Actor.Dead($2147) jf @LAWYER3_5176 01D5: actor $2147 go_to_and_drive_car $2159 02A9: set_actor $2147 immune_to_nonplayer 1 Actor.Health($2147) = 300 :LAWYER3_5176 if not Actor.Dead($2149) jf @LAWYER3_5214 0239: actor $2149 run_to 227.2 -1040.8 10@ = 1 // integer values :LAWYER3_5214 $2162 = 1 // integer values :LAWYER3_5221 if 81AF: not car $2159 0 189.3 -1033.0 9.4 radius 2.0 2.0 2.0 jf @LAWYER3_5318 if 8185: not car $2159 health >= 600 jf @LAWYER3_5318 if not Actor.Dead($2147) jf @LAWYER3_5318 9@ = 1 // integer values $2151 = 1 // integer values :LAWYER3_5318 if $2154 == 0 // integer values jf @LAWYER3_6065 if not Car.Wrecked($2159) jf @LAWYER3_5579 if not Actor.Dead($2147) jf @LAWYER3_5579 if Actor.InCar($2147, $2159) jf @LAWYER3_5579 if 8185: not car $2159 health >= 950 jf @LAWYER3_5579 if $2167 == 0 // integer values jf @LAWYER3_5579 03CF: load_wav 'LAW3_11' as 2 :LAWYER3_5436 if 83D0: not wav 2 loaded jf @LAWYER3_5568 wait 0 if Car.Wrecked($2159) jf @LAWYER3_5478 gosub @LAWYER3_8492 :LAWYER3_5478 if Actor.Dead($2147) jf @LAWYER3_5523 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_5561 :LAWYER3_5523 if 050D: unknown_actor $2147 dead jf @LAWYER3_5561 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_5561 jump @LAWYER3_5436 :LAWYER3_5568 03D1: play_wav 2 $2167 = 1 // integer values :LAWYER3_5579 if not Car.Wrecked($2159) jf @LAWYER3_5822 if not Actor.Dead($2147) jf @LAWYER3_5822 if Actor.InCar($2147, $2159) jf @LAWYER3_5822 if 8185: not car $2159 health >= 850 jf @LAWYER3_5822 if $2167 == 1 // integer values jf @LAWYER3_5822 03CF: load_wav 'LAW3_13' as 2 :LAWYER3_5679 if 83D0: not wav 2 loaded jf @LAWYER3_5811 wait 0 if Car.Wrecked($2159) jf @LAWYER3_5721 gosub @LAWYER3_8492 :LAWYER3_5721 if Actor.Dead($2147) jf @LAWYER3_5766 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_5804 :LAWYER3_5766 if 050D: unknown_actor $2147 dead jf @LAWYER3_5804 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_5804 jump @LAWYER3_5679 :LAWYER3_5811 03D1: play_wav 2 $2167 = 2 // integer values :LAWYER3_5822 if not Car.Wrecked($2159) jf @LAWYER3_6065 if not Actor.Dead($2147) jf @LAWYER3_6065 if Actor.InCar($2147, $2159) jf @LAWYER3_6065 if 8185: not car $2159 health >= 750 jf @LAWYER3_6065 if $2167 == 2 // integer values jf @LAWYER3_6065 03CF: load_wav 'LAW3_12' as 2 :LAWYER3_5922 if 83D0: not wav 2 loaded jf @LAWYER3_6054 wait 0 if Car.Wrecked($2159) jf @LAWYER3_5964 gosub @LAWYER3_8492 :LAWYER3_5964 if Actor.Dead($2147) jf @LAWYER3_6009 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 jump @LAWYER3_6047 :LAWYER3_6009 if 050D: unknown_actor $2147 dead jf @LAWYER3_6047 00BC: text_highpriority 'LAW3_8' 5000 ms 2 // ~r~You killed a Juror! jump @LAWYER3_8049 :LAWYER3_6047 jump @LAWYER3_5922 :LAWYER3_6054 03D1: play_wav 2 $2167 = 3 // integer values :LAWYER3_6065 if not Actor.Dead($2149) jf @LAWYER3_6184 if 10@ == 0 // integer values jf @LAWYER3_6177 if or 8184: not actor $2149 health >= 99 5@ == 1 // integer values jf @LAWYER3_6177 0239: actor $2149 run_to 227.2 -1040.8 if not Actor.Dead($2147) jf @LAWYER3_6170 02A9: set_actor $2147 immune_to_nonplayer 1 Actor.Health($2147) = 300 :LAWYER3_6170 10@ = 1 // integer values :LAWYER3_6177 jump @LAWYER3_6191 :LAWYER3_6184 10@ = 1 // integer values :LAWYER3_6191 if not Actor.Dead($2147) jf @LAWYER3_6869 if not Actor.Dead($2149) jf @LAWYER3_6321 if 8@ == 0 // integer values jf @LAWYER3_6321 if 00E9: player $PLAYER_CHAR 0 $2147 radius 50.0 50.0 jf @LAWYER3_6321 020E: actor $2147 look_at_actor $2149 020E: actor $2149 look_at_actor $2147 03F9: make_actors $2147 $2149 converse_in 999999999 ms 03F9: make_actors $2149 $2147 converse_in 999999999 ms 8@ = 1 // integer values :LAWYER3_6321 if 10@ == 1 // integer values jf @LAWYER3_6411 if 5@ == 0 // integer values jf @LAWYER3_6411 if $2150 == 0 // integer values jf @LAWYER3_6411 0467: set_actor $2147 clear_last_weapon_damage if not Car.Wrecked($2159) jf @LAWYER3_6404 01D5: actor $2147 go_to_and_drive_car $2159 :LAWYER3_6404 $2150 = 1 // integer values :LAWYER3_6411 if or 031D: actor $2147 hit_by_weapon 46 031D: actor $2147 hit_by_weapon 40 031D: actor $2147 hit_by_weapon 39 jf @LAWYER3_6530 if 5@ == 0 // integer values jf @LAWYER3_6530 $2163 += 1 // integer values 0467: set_actor $2147 clear_last_weapon_damage if $2151 == 0 // integer values jf @LAWYER3_6515 if not Car.Wrecked($2159) jf @LAWYER3_6515 01D5: actor $2147 go_to_and_drive_car $2159 :LAWYER3_6515 Actor.Health($2147) = 300 5@ = 1 // integer values :LAWYER3_6530 if or 031D: actor $2147 hit_by_weapon 46 031D: actor $2147 hit_by_weapon 40 031D: actor $2147 hit_by_weapon 39 jf @LAWYER3_6649 if 6@ == 0 // integer values jf @LAWYER3_6649 $2163 += 1 // integer values 0467: set_actor $2147 clear_last_weapon_damage if $2151 == 0 // integer values jf @LAWYER3_6634 if not Car.Wrecked($2159) jf @LAWYER3_6634 01D5: actor $2147 go_to_and_drive_car $2159 :LAWYER3_6634 Actor.Health($2147) = 300 6@ = 1 // integer values :LAWYER3_6649 if or 031D: actor $2147 hit_by_weapon 46 031D: actor $2147 hit_by_weapon 40 031D: actor $2147 hit_by_weapon 39 jf @LAWYER3_6768 if 7@ == 0 // integer values jf @LAWYER3_6768 $2163 += 1 // integer values 0467: set_actor $2147 clear_last_weapon_damage if $2151 == 0 // integer values jf @LAWYER3_6753 if not Car.Wrecked($2159) jf @LAWYER3_6753 01D5: actor $2147 go_to_and_drive_car $2159 :LAWYER3_6753 Actor.Health($2147) = 300 7@ = 1 // integer values :LAWYER3_6768 if $2163 == 3 // integer values jf @LAWYER3_6793 gosub @LAWYER3_8492 :LAWYER3_6793 if 9@ == 1 // integer values jf @LAWYER3_6869 if not Actor.Dead($2147) jf @LAWYER3_6869 if not Car.Wrecked($2159) jf @LAWYER3_6869 if not Actor.InCar($2147, $2159) jf @LAWYER3_6869 gosub @LAWYER3_8492 :LAWYER3_6869 if $2152 == 1 // integer values jf @LAWYER3_6923 if 16@ > 5000 // integer values jf @LAWYER3_6923 03E5: text_box 'HELP53' // Press ~h~~k~~PED_CYCLE_WEAPON_LEFT~~w~ button or ~h~~k~~PED_CYCLE_WEAPON_RIGHT~~w~ button to cycle through your available weapons. $2152 = 2 // integer values :LAWYER3_6923 if Car.Wrecked($2166) jf @LAWYER3_6946 jump @LAWYER3_7117 :LAWYER3_6946 if not Car.Wrecked($2166) jf @LAWYER3_8035 if 2@ == 0 // integer values jf @LAWYER3_7098 if 01FC: player $PLAYER_CHAR near_car $2166 radius 20.0 20.0 0 jf @LAWYER3_7098 00BC: text_highpriority 'LAW3_20' 15000 ms 2 // ~g~Smash up the Juror's car! if not Car.Wrecked($2166) jf @LAWYER3_7049 Car.LockInCurrentPosition($2166) = False :LAWYER3_7049 if $2152 == 0 // integer values jf @LAWYER3_7091 03E5: text_box 'HELP40' // You can smash cars up by using the hammer or a similar weapon. 16@ = 0 // integer values $2152 = 1 // integer values :LAWYER3_7091 2@ = 1 // integer values :LAWYER3_7098 if 8185: not car $2166 health >= 600 jf @LAWYER3_8035 :LAWYER3_7117 if $2155 == 0 // integer values jf @LAWYER3_8035 fade 0 500 03CF: load_wav 'LAW3_20' as 2 :LAWYER3_7154 if fading jf @LAWYER3_7178 wait 0 jump @LAWYER3_7154 :LAWYER3_7178 Camera.SetAtPos(551.8, 194.5, 13.6) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if not Car.Wrecked($2166) jf @LAWYER3_7229 020A: set_car $2166 door_status_to 1 :LAWYER3_7229 0395: clear_area 1 at 542.0 207.8 range 13.8 1.0 if 80E0: not player $PLAYER_CHAR driving jf @LAWYER3_7296 0055: put_player $PLAYER_CHAR at 542.0 207.8 13.8 jump @LAWYER3_7316 :LAWYER3_7296 012A: put_player $PLAYER_CHAR at 542.0 207.8 13.8 and_remove_from_car :LAWYER3_7316 if not Car.Wrecked($2166) jf @LAWYER3_7390 if 01AD: car $2166 sphere 0 near_point 551.8 194.5 radius 4.0 4.0 jf @LAWYER3_7390 Car.PutAt($2166, 541.7, 196.0, 13.8) :LAWYER3_7390 0171: set_player $PLAYER_CHAR z_angle_to 225.0 0395: clear_area 1 at 551.8 194.5 range 13.8 1.0 $2148 = Actor.Create(CivMale, #BMYBU, 551.8, 194.5, 13.6) Actor.Angle($2148) = 35.0 Marker.Disable($2158) Camera.SetPosition(553.126, 190.922, 15.789, 0.0, 0.0, 0.0) Camera.PointAt(552.636, 191.782, 15.65, 2) 0211: actor $PLAYER_ACTOR walk_to 551.8 194.5 :LAWYER3_7529 if 83D0: not wav 2 loaded jf @LAWYER3_7555 wait 0 jump @LAWYER3_7529 :LAWYER3_7555 fade 1 500 03D1: play_wav 2 00BC: text_highpriority 'LAW3_21' 3000 ms 2 // I can't believe this is happening! wait 1500 if 03D0: wav 1 loaded jf @LAWYER3_7605 03D1: play_wav 1 :LAWYER3_7605 03CF: load_wav 'LAW3_23' as 2 if $2160 == 0 // integer values jf @LAWYER3_7650 00BC: text_highpriority 'LAW3_1' 3000 ms 1 // Giorgio sends his regards. :LAWYER3_7650 if $2160 == 1 // integer values jf @LAWYER3_7683 00BC: text_highpriority 'LAW3_2' 3000 ms 1 // Remember, guilty is a dirty word. :LAWYER3_7683 if $2160 == 2 // integer values jf @LAWYER3_7716 00BC: text_highpriority 'LAW3_3' 3000 ms 1 // Innocent until I say otherwise. :LAWYER3_7716 if $2160 == 3 // integer values jf @LAWYER3_7749 00BC: text_highpriority 'LAW3_4' 3000 ms 1 // You know he's not guilty. :LAWYER3_7749 if $2160 == 4 // integer values jf @LAWYER3_7782 00BC: text_highpriority 'LAW3_5' 3000 ms 1 // You remember Giorgio? You remember he's innocent. :LAWYER3_7782 if $2160 == 5 // integer values jf @LAWYER3_7815 00BC: text_highpriority 'LAW3_6' 3000 ms 1 // Not guilty, understand? Good. :LAWYER3_7815 wait 1500 :LAWYER3_7820 if 83D2: not wav 1 ended jf @LAWYER3_7846 wait 0 jump @LAWYER3_7820 :LAWYER3_7846 if not Actor.Dead($2148) jf @LAWYER3_7877 0239: actor $2148 run_to 535.7 177.3 :LAWYER3_7877 if 03D0: wav 2 loaded jf @LAWYER3_7896 03D1: play_wav 2 :LAWYER3_7896 Camera.SetPosition(548.683, 203.05, 13.808, 0.0, 0.0, 0.0) Camera.PointAt(548.314, 202.122, 13.859, 2) wait 3000 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 011C: actor $PLAYER_ACTOR clear_objective Actor.DestroyInstantly($2148) Car.RemoveReferences($2166) 0209: $2160 = random_int_in_ranges 0 6 if not Car.Wrecked($2166) jf @LAWYER3_8014 01EC: make_car $2166 very_heavy 0 :LAWYER3_8014 gosub @LAWYER3_8310 $2153 += 1 // integer values $2155 = 1 // integer values :LAWYER3_8035 jump @LAWYER3_2975 :LAWYER3_8042 jump @LAWYER3_8066 :LAWYER3_8049 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :LAWYER3_8066 $PASSED_LAW3_JURY_FURY = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 400 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 400 0318: set_latest_mission_passed 'LAW_3' // Jury Fury 030C: progress_made += 1 $867 = 1 // integer values create_thread @LAW4 return :LAWYER3_8139 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $ONMISSION = 0 // integer values Marker.Disable($2157) Marker.Disable($2158) Marker.Disable($2165) Model.Destroy(#HMORI) Model.Destroy(#ADMIRAL) Model.Destroy(#BFYBE) Model.Destroy(#SPAND) Model.Destroy(#GLENDALE) Model.Destroy(#BMYBU) Model.Destroy(#HAMMER) Model.Destroy(#HMYAP) Model.Destroy(#SENTINEL) Model.Destroy(#WMOGO) Car.RemoveReferences(0@) Car.RemoveReferences($2159) Car.RemoveReferences($2166) Pickup.Destroy(12@) Pickup.Destroy(13@) Pickup.Destroy(3@) 0296: unload_special_actor 4 040D: unload_wav 1 040D: unload_wav 2 mission_cleanup if not Car.Wrecked($2159) jf @LAWYER3_8285 01EC: make_car $2159 very_heavy 0 053F: set_car $2159 tires_vulnerable 1 :LAWYER3_8285 if not Car.Wrecked($2166) jf @LAWYER3_8308 01EC: make_car $2166 very_heavy 0 :LAWYER3_8308 return :LAWYER3_8310 if $2160 == 0 // integer values jf @LAWYER3_8340 03CF: load_wav 'LAW3_1' as 1 :LAWYER3_8340 if $2160 == 1 // integer values jf @LAWYER3_8370 03CF: load_wav 'LAW3_2' as 1 :LAWYER3_8370 if $2160 == 2 // integer values jf @LAWYER3_8400 03CF: load_wav 'LAW3_3' as 1 :LAWYER3_8400 if $2160 == 3 // integer values jf @LAWYER3_8430 03CF: load_wav 'LAW3_4' as 1 :LAWYER3_8430 if $2160 == 4 // integer values jf @LAWYER3_8460 03CF: load_wav 'LAW3_5' as 1 :LAWYER3_8460 if $2160 == 5 // integer values jf @LAWYER3_8490 03CF: load_wav 'LAW3_6' as 1 :LAWYER3_8490 return :LAWYER3_8492 if $2154 == 0 // integer values jf @LAWYER3_9225 if not Actor.Dead($2147) jf @LAWYER3_9225 fade 0 500 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 022E: set_player $PLAYER_CHAR to_look_at_actor $2147 Marker.Disable($2157) 011C: actor $2147 clear_objective if 03D0: wav 1 loaded jf @LAWYER3_8588 03D1: play_wav 1 :LAWYER3_8588 03CF: load_wav 'LAW3_22' as 2 if $2160 == 0 // integer values jf @LAWYER3_8633 00BC: text_highpriority 'LAW3_1' 3000 ms 1 // Giorgio sends his regards. :LAWYER3_8633 if $2160 == 1 // integer values jf @LAWYER3_8666 00BC: text_highpriority 'LAW3_2' 3000 ms 1 // Remember, guilty is a dirty word. :LAWYER3_8666 if $2160 == 2 // integer values jf @LAWYER3_8699 00BC: text_highpriority 'LAW3_3' 3000 ms 1 // Innocent until I say otherwise. :LAWYER3_8699 if $2160 == 3 // integer values jf @LAWYER3_8732 00BC: text_highpriority 'LAW3_4' 3000 ms 1 // You know he's not guilty. :LAWYER3_8732 if $2160 == 4 // integer values jf @LAWYER3_8765 00BC: text_highpriority 'LAW3_5' 3000 ms 1 // You remember Giorgio? You remember he's innocent. :LAWYER3_8765 if $2160 == 5 // integer values jf @LAWYER3_8798 00BC: text_highpriority 'LAW3_6' 3000 ms 1 // Not guilty, understand? Good. :LAWYER3_8798 if fading jf @LAWYER3_8822 wait 0 jump @LAWYER3_8798 :LAWYER3_8822 Camera.SetAtPos(204.5, -1007.6, 9.4) 17@ = 0 // integer values Camera.SetPosition(203.625, -1010.455, 10.988, 0.0, 0.0, 0.0) Camera.PointAt(203.922, -1009.509, 10.862, 2) 0230: set_player $PLAYER_CHAR stop_looking 0395: clear_area 1 at 202.7 -1016.4 range 9.6 1.0 0055: put_player $PLAYER_CHAR at 202.7 -1016.4 9.6 Actor.DestroyInstantly($2147) 0395: clear_area 1 at 204.5 -1007.6 range 9.4 5.0 $2147 = Actor.Create(CivMale, #HMORI, 204.5, -1007.6, 9.4) fade 1 500 if not Actor.Dead($2147) jf @LAWYER3_9051 011A: set_actor $2147 search_threat 1 0319: set_actor $2147 running 1 0239: actor $2147 run_to 215.6 -958.6 :LAWYER3_9051 17@ = 0 // integer values :LAWYER3_9058 if not 17@ > 5000 // integer values jf @LAWYER3_9122 wait 0 if 03D2: wav 1 ended jf @LAWYER3_9115 if 03D0: wav 2 loaded jf @LAWYER3_9115 03D1: play_wav 2 :LAWYER3_9115 jump @LAWYER3_9058 :LAWYER3_9122 0209: $2160 = random_int_in_ranges 0 6 gosub @LAWYER3_8310 0171: set_player $PLAYER_CHAR z_angle_to 0.0 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 $2153 += 1 // integer values Actor.DestroyInstantly($2147) Car.RemoveReferences($2159) Car.RemoveReferences($2161) Actor.RemoveReferences(11@) if not Car.Wrecked($2159) jf @LAWYER3_9218 020A: set_car $2159 door_status_to 1 :LAWYER3_9218 $2154 = 1 // integer values :LAWYER3_9225 return //-------------Mission 6--------------- // Originally: Riot :LAWYER4 gosub @LAWYER4_36 if wasted_or_busted jf @LAWYER4_27 gosub @LAWYER4_9012 :LAWYER4_27 gosub @LAWYER4_9186 end_thread :LAWYER4_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'LAWYER4' wait 0 054C: use_GXT_table 'LAWYER4' 058E: set_restart_mission_taxi_destination 110.6 -824.2 9.6 327.9 $99 = 95.4 // floating-point values $100 = -1135.5 // floating-point values $101 = 9.4 // floating-point values $33 = 0 // integer values $34 = 0 // integer values $38 = 0 // integer values $39 = 0 // integer values $40 = 0 // integer values $41 = 0 // integer values $42 = 0 // integer values $2198 = 0 // integer values $2222 = 0 // integer values $2205 = 0 // integer values $2206 = 0 // integer values $2211 = 0 // integer values $2212 = 0 // integer values 0@ = 0 // integer values 1@ = 0 // integer values 2@ = 0 // integer values 3@ = 0 // integer values 4@ = 0 // integer values 5@ = 0 // integer values 6@ = 0 // integer values 7@ = 0 // integer values 8@ = 0 // integer values 9@ = 0 // integer values 10@ = 0 // integer values 11@ = 0 // integer values 12@ = 0 // integer values 13@ = 0 // integer values 14@ = 0 // integer values 15@ = 0 // integer values $2217 = 0 // integer values $2218 = 0 // integer values $2219 = 0 // integer values $2220 = 0 // integer values $2221 = 0 // integer values $58 = 0 // integer values $2225 = 0 // integer values $2226 = 0 // integer values $2227 = 0 // integer values $2228 = 0 // integer values $2229 = 0 // integer values $2230 = 0 // integer values $2231 = 0 // integer values $2232 = 0 // integer values $2233 = 0 // integer values $2234 = 0 // integer values $2235 = 0 // integer values $2236 = 0 // integer values $2237 = 0 // integer values $2238 = 0 // integer values $2239 = 0 // integer values $2240 = 0 // integer values $2241 = 0 // integer values $2242 = 0 // integer values $2243 = 0 // integer values $2244 = 0 // integer values $2245 = 0 // integer values $2204 = 0 // integer values $2199 = 127 // integer values $2246 = 0 // integer values $2247 = 0 // integer values 03E6: remove_text_box $2213 = 0 // integer values if not Actor.Dead($PLAYER_ACTOR) jf @LAWYER4_602 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @LAWYER4_602 0353: refresh_actor $PLAYER_ACTOR :LAWYER4_602 select_interior 6 03CF: load_wav 'MONO_8' as 1 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 023C: load_special_actor 3 'CSAVERY' 02F3: load_object #CUTOBJ01 'LWCHARA' 02F3: load_object #CUTOBJ02 'LWCHARB' 02F3: load_object #CUTOBJ03 'LCFAN' 02F3: load_object #CUTOBJ04 'LAWDOOR' 038B: load_requested_models :LAWYER4_708 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) jf @LAWYER4_757 wait 0 jump @LAWYER4_708 :LAWYER4_757 if not Model.Available(#CUTOBJ04) jf @LAWYER4_784 wait 0 jump @LAWYER4_757 :LAWYER4_784 Camera.SetAtPos(140.6, -1367.4, 13.1) 02E4: load_cutscene_data 'LAW_4' 0244: set_cutscene_pos 141.441 -1366.722 12.163 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $149 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $149 'CSAVERY' 02E5: $191 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $191 'LWCHARA' 02E5: $192 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $192 'LWCHARB' 02E5: $202 = create_cutscene_object #CUTOBJ03 04BC: 'LCFAN' 02E6: set_cutscene_anim $202 'LCFAN' 02E5: $210 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $210 'LAWDOOR' 0395: clear_area 1 at 119.0 -826.8 range 9.8 0.5 0055: put_player $PLAYER_CHAR at 119.0 -826.8 9.8 0171: set_player $PLAYER_CHAR z_angle_to 60.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :LAWYER4_1065 if 45 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1099 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1065 :LAWYER4_1099 00BC: text_highpriority 'LAW4_A' 10000 ms 1 // Avery, it goes without saying... Tommy! Tommy! Any progress? No, no, no - tell me later, tell me later. :LAWYER4_1114 if 4210 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1149 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1114 :LAWYER4_1149 00BC: text_highpriority 'LAW4_B' 10000 ms 1 // Tommy, this is Avery Carrington - I believe you met at the party? :LAWYER4_1164 if 7190 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1199 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1164 :LAWYER4_1199 00BC: text_highpriority 'LAW4_C' 10000 ms 1 // Not in person. :LAWYER4_1214 if 8052 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1249 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1214 :LAWYER4_1249 00BC: text_highpriority 'LAW4_D' 10000 ms 1 // Howdy. :LAWYER4_1264 if 9403 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1299 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1264 :LAWYER4_1299 00BC: text_highpriority 'LAW4_E' 10000 ms 1 // Avery here has a proposition. :LAWYER4_1314 if 13088 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1349 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1314 :LAWYER4_1349 00BC: text_highpriority 'LAW4_F' 10000 ms 1 // Haven't we got other things on our mind? :LAWYER4_1364 if 15052 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1399 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1364 :LAWYER4_1399 00BC: text_highpriority 'LAW4_G' 10000 ms 1 // I'm trying to keep the wolves from the door, so could you please cut me some slack? :LAWYER4_1414 if 19432 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1449 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1414 :LAWYER4_1449 00BC: text_highpriority 'LAW4_H' 10000 ms 1 // I'm stretched like a wire and even if I'm dead by the end of the week, I'd like to think that I didn't die poor. :LAWYER4_1464 if 23825 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1499 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1464 :LAWYER4_1499 00BC: text_highpriority 'LAW4_I' 10000 ms 1 // Now just calm down, both of you. :LAWYER4_1514 if 26892 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1549 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1514 :LAWYER4_1549 00BC: text_highpriority 'LAW4_J' 10000 ms 1 // Son, you help me and any greaseballs giving you a hard time, I'll see to it they take a long dirt nap. :LAWYER4_1564 if 32978 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1601 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1564 :LAWYER4_1601 00BC: text_highpriority 'LAW4_K' 10000 ms 1 // Ok. What could I do for ya'? :LAWYER4_1616 if 34995 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1653 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1616 :LAWYER4_1653 00BC: text_highpriority 'LAW4_L' 10000 ms 1 // This delivery company's got its depot on some prime land. They won't sell. :LAWYER4_1668 if 40136 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1705 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1668 :LAWYER4_1705 00BC: text_highpriority 'LAW4_M' 10000 ms 1 // They're hanging on like a big old prairie rat, so we gotta go in there and smoke that vermin out. :LAWYER4_1720 if 46049 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1757 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1720 :LAWYER4_1757 00BC: text_highpriority 'LAW4_N' 10000 ms 1 // Head on down there and stir up a hornet's nest :LAWYER4_1772 if 48481 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1809 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1772 :LAWYER4_1809 00BC: text_highpriority 'LAW4_O' 10000 ms 1 // - the security will have their hands full and then you can sneak in and put 'em out of business. :LAWYER4_1824 if 52177 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1861 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1824 :LAWYER4_1861 00BC: text_highpriority 'LAW4_P' 10000 ms 1 // And you could drop by Rafael's for a change of clothes. You might be there a while, but yeah, go for it. :LAWYER4_1876 if 56220 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1913 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1876 :LAWYER4_1913 00BC: text_highpriority 'LAW4_Q' 10000 ms 1 // Should be a riot. :LAWYER4_1928 if 57286 > $CUT_SCENE_TIME // integer values jf @LAWYER4_1965 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1928 :LAWYER4_1965 00BC: text_highpriority 'LAW4_R' 10000 ms 1 // If the balls drop like they should, stop by my office sometime... :LAWYER4_1980 if 60052 > $CUT_SCENE_TIME // integer values jf @LAWYER4_2017 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_1980 :LAWYER4_2017 fade 0 1500 :LAWYER4_2024 if 61052 > $CUT_SCENE_TIME // integer values jf @LAWYER4_2061 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @LAWYER4_2024 :LAWYER4_2061 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @LAWYER4_2126 if 03D0: wav 1 loaded jf @LAWYER4_2126 03D1: play_wav 1 :LAWYER4_2100 if 83D2: not wav 1 ended jf @LAWYER4_2126 wait 0 jump @LAWYER4_2100 :LAWYER4_2126 if fading jf @LAWYER4_2150 wait 0 jump @LAWYER4_2126 :LAWYER4_2150 03AD: set_rubbish 1 02EA: end_cutscene 03C8: set_camera_directly_before_player 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#CUTOBJ04) select_interior 0 Camera.SetAtPos(117.1, -825.6, 9.8) wait 500 fade 1 1500 Pickup.Destroy($1285) 04E3: unknown_player $PLAYER_CHAR 1 60000 00BC: text_highpriority 'LAW1_1' 10000 ms 1 // ~g~Go get some new threads from Rafael's clothes shop. 02A8: $59 = create_marker 28 at $99 $100 $101 018A: $19 = create_checkpoint_at 299.0 -314.6 11.4 Model.Load(#SPAND) 023C: load_special_actor 4 'SPANDXA' 023C: load_special_actor 5 'SPANDXB' Model.Load(#NITESTICK) Model.Load(#GDA) Model.Load(#BARREL4) Model.Load(#COLT45) 04ED: load_animation 'RIOT' :LAWYER4_2348 if or 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded 84EE: not animation 'RIOT' loaded jf @LAWYER4_2388 wait 0 jump @LAWYER4_2348 :LAWYER4_2388 if or not Model.Available(#SPAND) not Model.Available(#NITESTICK) not Model.Available(#GDA) not Model.Available(#BARREL4) not Model.Available(#COLT45) jf @LAWYER4_2433 wait 0 jump @LAWYER4_2388 :LAWYER4_2433 if 80F5: not player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 70.0 70.0 30.0 jf @LAWYER4_2559 wait 0 if $2213 == 0 // integer values jf @LAWYER4_2552 if 00F6: player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 jf @LAWYER4_2552 gosub @LAWYER4_11147 :LAWYER4_2552 jump @LAWYER4_2433 :LAWYER4_2559 0552: set_riot_noise $2199 $2177 = Actor.Create(CivMale, #SPECIAL04, 304.7, -316.8, 10.9) 01ED: clear_actor $2177 threat_search 0243: set_actor $2177 ped_stats_to 16 02A9: set_actor $2177 immune_to_nonplayer 1 0372: set_actor $2177 anim 29 wait_state_time 99999999 ms $2178 = Actor.Create(CivMale, #SPECIAL05, 302.8, -318.8, 10.9) 01ED: clear_actor $2178 threat_search 0243: set_actor $2178 ped_stats_to 16 02A9: set_actor $2178 immune_to_nonplayer 1 0372: set_actor $2178 anim 29 wait_state_time 99999999 ms $2179 = Actor.Create(CivMale, #SPECIAL04, 301.6, -316.7, 10.9) 01ED: clear_actor $2179 threat_search 0243: set_actor $2179 ped_stats_to 16 02A9: set_actor $2179 immune_to_nonplayer 1 0372: set_actor $2179 anim 29 wait_state_time 99999999 ms $2180 = Actor.Create(CivMale, #SPECIAL05, 299.8, -318.2, 10.9) 01ED: clear_actor $2180 threat_search 0243: set_actor $2180 ped_stats_to 16 02A9: set_actor $2180 immune_to_nonplayer 1 0372: set_actor $2180 anim 29 wait_state_time 99999999 ms $2181 = Actor.Create(CivMale, #SPECIAL04, 300.9, -321.6, 10.9) 01ED: clear_actor $2181 threat_search 0243: set_actor $2181 ped_stats_to 16 02A9: set_actor $2181 immune_to_nonplayer 1 0372: set_actor $2181 anim 29 wait_state_time 99999999 ms $2182 = Actor.Create(CivMale, #SPECIAL05, 299.0, -322.1, 10.9) 01ED: clear_actor $2182 threat_search 0243: set_actor $2182 ped_stats_to 16 02A9: set_actor $2182 immune_to_nonplayer 1 0372: set_actor $2182 anim 29 wait_state_time 99999999 ms $2183 = Actor.Create(CivMale, #SPECIAL04, 295.0, -320.7, 10.9) 01ED: clear_actor $2183 threat_search 0243: set_actor $2183 ped_stats_to 16 02A9: set_actor $2183 immune_to_nonplayer 1 0372: set_actor $2183 anim 29 wait_state_time 99999999 ms $2184 = Actor.Create(CivMale, #SPECIAL05, 293.5, -317.8, 10.9) 01ED: clear_actor $2184 threat_search 0243: set_actor $2184 ped_stats_to 16 02A9: set_actor $2184 immune_to_nonplayer 1 0372: set_actor $2184 anim 29 wait_state_time 99999999 ms $2185 = Actor.Create(CivMale, #SPECIAL04, 296.2, -325.3, 10.9) 01ED: clear_actor $2185 threat_search 0243: set_actor $2185 ped_stats_to 16 02A9: set_actor $2185 immune_to_nonplayer 1 0372: set_actor $2185 anim 29 wait_state_time 99999999 ms $2186 = Actor.Create(CivMale, #SPECIAL05, 299.3, -329.3, 10.9) 01ED: clear_actor $2186 threat_search 0243: set_actor $2186 ped_stats_to 16 02A9: set_actor $2186 immune_to_nonplayer 1 0372: set_actor $2186 anim 29 wait_state_time 99999999 ms $2187 = Actor.Create(CivMale, #SPECIAL04, 303.8, -329.7, 10.9) 01ED: clear_actor $2187 threat_search 0243: set_actor $2187 ped_stats_to 16 02A9: set_actor $2187 immune_to_nonplayer 1 0372: set_actor $2187 anim 29 wait_state_time 99999999 ms $2188 = Actor.Create(CivMale, #SPECIAL05, 308.5, -328.4, 10.9) 01ED: clear_actor $2188 threat_search 0243: set_actor $2188 ped_stats_to 16 02A9: set_actor $2188 immune_to_nonplayer 1 0372: set_actor $2188 anim 29 wait_state_time 99999999 ms $2189 = Actor.Create(CivMale, #SPECIAL04, 310.2, -324.2, 10.9) 01ED: clear_actor $2189 threat_search 0243: set_actor $2189 ped_stats_to 16 02A9: set_actor $2189 immune_to_nonplayer 1 0372: set_actor $2189 anim 29 wait_state_time 99999999 ms $2190 = Actor.Create(CivMale, #SPECIAL05, 305.6, -322.2, 10.9) 01ED: clear_actor $2190 threat_search 0243: set_actor $2190 ped_stats_to 16 02A9: set_actor $2190 immune_to_nonplayer 1 0372: set_actor $2190 anim 29 wait_state_time 99999999 ms $2191 = Actor.Create(CivMale, #SPECIAL04, 300.0, -317.5, 10.9) 01ED: clear_actor $2191 threat_search 0243: set_actor $2191 ped_stats_to 16 02A9: set_actor $2191 immune_to_nonplayer 1 0372: set_actor $2191 anim 29 wait_state_time 99999999 ms $2192 = Actor.Create(CivMale, #SPECIAL05, 294.9, -317.6, 10.9) 01ED: clear_actor $2192 threat_search 0243: set_actor $2192 ped_stats_to 16 02A9: set_actor $2192 immune_to_nonplayer 1 0372: set_actor $2192 anim 29 wait_state_time 99999999 ms $2193 = Actor.Create(CivMale, #SPECIAL04, 291.0, -320.0, 10.9) 01ED: clear_actor $2193 threat_search 0243: set_actor $2193 ped_stats_to 16 02A9: set_actor $2193 immune_to_nonplayer 1 0372: set_actor $2193 anim 29 wait_state_time 99999999 ms $2194 = Actor.Create(CivMale, #SPECIAL05, 293.0, -324.8, 10.9) 01ED: clear_actor $2194 threat_search 0243: set_actor $2194 ped_stats_to 16 02A9: set_actor $2194 immune_to_nonplayer 1 0372: set_actor $2194 anim 29 wait_state_time 99999999 ms $2195 = Actor.Create(CivMale, #SPECIAL04, 291.6, -317.2, 10.9) 01ED: clear_actor $2195 threat_search 0243: set_actor $2195 ped_stats_to 16 02A9: set_actor $2195 immune_to_nonplayer 1 0372: set_actor $2195 anim 29 wait_state_time 99999999 ms $2196 = Actor.Create(CivMale, #SPECIAL05, 301.1, -324.0, 10.9) 01ED: clear_actor $2196 threat_search 0243: set_actor $2196 ped_stats_to 16 02A9: set_actor $2196 immune_to_nonplayer 1 0372: set_actor $2196 anim 29 wait_state_time 99999999 ms $2197 = Actor.Create(CivMale, #SPECIAL04, 297.6, -327.649, 10.9) 01ED: clear_actor $2197 threat_search 0243: set_actor $2197 ped_stats_to 16 02A9: set_actor $2197 immune_to_nonplayer 1 0372: set_actor $2197 anim 29 wait_state_time 99999999 ms $2208 = Actor.Create(CivFemale, #GDA, 301.2, -311.5, 10.9) 01ED: clear_actor $2208 threat_search 0243: set_actor $2208 ped_stats_to 16 Actor.Angle($2208) = 180.0 02A9: set_actor $2208 immune_to_nonplayer 1 01B2: give_actor $2208 weapon 4 ammo 0 // Load the weapon model before using this $2209 = Actor.Create(CivFemale, #GDA, 303.2, -311.5, 10.9) 01ED: clear_actor $2209 threat_search 0243: set_actor $2209 ped_stats_to 16 Actor.Angle($2209) = 180.0 02A9: set_actor $2209 immune_to_nonplayer 1 01B2: give_actor $2209 weapon 4 ammo 0 // Load the weapon model before using this $2210 = Actor.Create(CivFemale, #GDA, 304.0, -298.7, 10.9) 01ED: clear_actor $2210 threat_search 0243: set_actor $2210 ped_stats_to 16 Actor.Angle($2210) = 180.0 02A9: set_actor $2210 immune_to_nonplayer 1 Actor.Health($2210) = 70 01B2: give_actor $2210 weapon 17 ammo 300 // Load the weapon model before using this 0350: set_actor $2210 maintain_position_when_attacked 1 $2201 = Car.Create(#SPAND, 286.7, -302.1, 11.9) Car.Angle($2201) = 270.0 $2202 = Car.Create(#SPAND, 312.2, -304.7, 11.9) Car.Angle($2202) = 90.0 $2203 = Car.Create(#SPAND, 312.2, -300.7, 11.9) Car.Angle($2203) = 90.0 $2207 = Object.Create(#BARREL4, 309.3, -298.6, 10.9) $2200 = Object.Create(#BARREL4, 284.3, -312.4, 10.9) 035D: make_object $2200 targetable 035D: make_object $2207 targetable 17@ = 0 // integer values :LAWYER4_4080 if or not Car.Wrecked($2201) not Car.Wrecked($2202) not Car.Wrecked($2203) jf @LAWYER4_8863 wait 0 if not Actor.Dead($2177) jf @LAWYER4_4192 if and 8184: not actor $2177 health >= 99 0@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_4185 $2212 += 1 // integer values 053D: $2177 01CA: actor $2177 kill_player $PLAYER_CHAR 0@ = 1 // integer values :LAWYER4_4185 jump @LAWYER4_4231 :LAWYER4_4192 if $2225 == 0 // integer values jf @LAWYER4_4231 $2198 += 1 // integer values gosub @LAWYER4_11734 $2225 = 1 // integer values :LAWYER4_4231 if not Actor.Dead($2178) jf @LAWYER4_4313 if and 8184: not actor $2178 health >= 99 1@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_4306 $2212 += 1 // integer values 053D: $2178 01CA: actor $2178 kill_player $PLAYER_CHAR 1@ = 1 // integer values :LAWYER4_4306 jump @LAWYER4_4352 :LAWYER4_4313 if $2226 == 0 // integer values jf @LAWYER4_4352 $2198 += 1 // integer values gosub @LAWYER4_11734 $2226 = 1 // integer values :LAWYER4_4352 if not Actor.Dead($2179) jf @LAWYER4_4434 if and 8184: not actor $2179 health >= 99 2@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_4427 $2212 += 1 // integer values 053D: $2179 01CA: actor $2179 kill_player $PLAYER_CHAR 2@ = 1 // integer values :LAWYER4_4427 jump @LAWYER4_4473 :LAWYER4_4434 if $2227 == 0 // integer values jf @LAWYER4_4473 $2198 += 1 // integer values gosub @LAWYER4_11734 $2227 = 1 // integer values :LAWYER4_4473 if not Actor.Dead($2180) jf @LAWYER4_4555 if and 8184: not actor $2180 health >= 99 3@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_4548 $2212 += 1 // integer values 053D: $2180 01CA: actor $2180 kill_player $PLAYER_CHAR 3@ = 1 // integer values :LAWYER4_4548 jump @LAWYER4_4594 :LAWYER4_4555 if $2228 == 0 // integer values jf @LAWYER4_4594 $2198 += 1 // integer values gosub @LAWYER4_11734 $2228 = 1 // integer values :LAWYER4_4594 if not Actor.Dead($2181) jf @LAWYER4_4676 if and 8184: not actor $2181 health >= 99 4@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_4669 $2212 += 1 // integer values 053D: $2181 01CA: actor $2181 kill_player $PLAYER_CHAR 4@ = 1 // integer values :LAWYER4_4669 jump @LAWYER4_4715 :LAWYER4_4676 if $2229 == 0 // integer values jf @LAWYER4_4715 $2198 += 1 // integer values gosub @LAWYER4_11734 $2229 = 1 // integer values :LAWYER4_4715 if not Actor.Dead($2182) jf @LAWYER4_4797 if and 8184: not actor $2182 health >= 99 5@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_4790 $2212 += 1 // integer values 053D: $2182 01CA: actor $2182 kill_player $PLAYER_CHAR 5@ = 1 // integer values :LAWYER4_4790 jump @LAWYER4_4836 :LAWYER4_4797 if $2230 == 0 // integer values jf @LAWYER4_4836 $2198 += 1 // integer values gosub @LAWYER4_11734 $2230 = 1 // integer values :LAWYER4_4836 if not Actor.Dead($2183) jf @LAWYER4_4918 if and 8184: not actor $2183 health >= 99 6@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_4911 $2212 += 1 // integer values 053D: $2183 01CA: actor $2183 kill_player $PLAYER_CHAR 6@ = 1 // integer values :LAWYER4_4911 jump @LAWYER4_4957 :LAWYER4_4918 if $2231 == 0 // integer values jf @LAWYER4_4957 $2198 += 1 // integer values gosub @LAWYER4_11734 $2231 = 1 // integer values :LAWYER4_4957 if not Actor.Dead($2184) jf @LAWYER4_5039 if and 8184: not actor $2184 health >= 99 7@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_5032 $2212 += 1 // integer values 053D: $2184 01CA: actor $2184 kill_player $PLAYER_CHAR 7@ = 1 // integer values :LAWYER4_5032 jump @LAWYER4_5078 :LAWYER4_5039 if $2232 == 0 // integer values jf @LAWYER4_5078 $2198 += 1 // integer values gosub @LAWYER4_11734 $2232 = 1 // integer values :LAWYER4_5078 if not Actor.Dead($2185) jf @LAWYER4_5160 if and 8184: not actor $2185 health >= 99 8@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_5153 $2212 += 1 // integer values 053D: $2185 01CA: actor $2185 kill_player $PLAYER_CHAR 8@ = 1 // integer values :LAWYER4_5153 jump @LAWYER4_5199 :LAWYER4_5160 if $2233 == 0 // integer values jf @LAWYER4_5199 $2198 += 1 // integer values gosub @LAWYER4_11734 $2233 = 1 // integer values :LAWYER4_5199 if not Actor.Dead($2186) jf @LAWYER4_5281 if and 8184: not actor $2186 health >= 99 9@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_5274 $2212 += 1 // integer values 053D: $2186 01CA: actor $2186 kill_player $PLAYER_CHAR 9@ = 1 // integer values :LAWYER4_5274 jump @LAWYER4_5320 :LAWYER4_5281 if $2234 == 0 // integer values jf @LAWYER4_5320 $2198 += 1 // integer values gosub @LAWYER4_11734 $2234 = 1 // integer values :LAWYER4_5320 if not Actor.Dead($2187) jf @LAWYER4_5402 if and 8184: not actor $2187 health >= 99 10@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_5395 $2212 += 1 // integer values 053D: $2187 01CA: actor $2187 kill_player $PLAYER_CHAR 10@ = 1 // integer values :LAWYER4_5395 jump @LAWYER4_5441 :LAWYER4_5402 if $2235 == 0 // integer values jf @LAWYER4_5441 $2198 += 1 // integer values gosub @LAWYER4_11734 $2235 = 1 // integer values :LAWYER4_5441 if not Actor.Dead($2188) jf @LAWYER4_5523 if and 8184: not actor $2188 health >= 99 11@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_5516 $2212 += 1 // integer values 053D: $2188 01CA: actor $2188 kill_player $PLAYER_CHAR 11@ = 1 // integer values :LAWYER4_5516 jump @LAWYER4_5562 :LAWYER4_5523 if $2236 == 0 // integer values jf @LAWYER4_5562 $2198 += 1 // integer values gosub @LAWYER4_11734 $2236 = 1 // integer values :LAWYER4_5562 if not Actor.Dead($2189) jf @LAWYER4_5644 if and 8184: not actor $2189 health >= 99 12@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_5637 $2212 += 1 // integer values 053D: $2189 01CA: actor $2189 kill_player $PLAYER_CHAR 12@ = 1 // integer values :LAWYER4_5637 jump @LAWYER4_5683 :LAWYER4_5644 if $2237 == 0 // integer values jf @LAWYER4_5683 $2198 += 1 // integer values gosub @LAWYER4_11734 $2237 = 1 // integer values :LAWYER4_5683 if not Actor.Dead($2190) jf @LAWYER4_5765 if and 8184: not actor $2190 health >= 99 13@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_5758 $2212 += 1 // integer values 053D: $2190 01CA: actor $2190 kill_player $PLAYER_CHAR 13@ = 1 // integer values :LAWYER4_5758 jump @LAWYER4_5804 :LAWYER4_5765 if $2238 == 0 // integer values jf @LAWYER4_5804 $2198 += 1 // integer values gosub @LAWYER4_11734 $2238 = 1 // integer values :LAWYER4_5804 if not Actor.Dead($2191) jf @LAWYER4_5886 if and 8184: not actor $2191 health >= 99 14@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_5879 $2212 += 1 // integer values 053D: $2191 01CA: actor $2191 kill_player $PLAYER_CHAR 14@ = 1 // integer values :LAWYER4_5879 jump @LAWYER4_5925 :LAWYER4_5886 if $2239 == 0 // integer values jf @LAWYER4_5925 $2198 += 1 // integer values gosub @LAWYER4_11734 $2239 = 1 // integer values :LAWYER4_5925 if not Actor.Dead($2192) jf @LAWYER4_6007 if and 8184: not actor $2192 health >= 99 15@ == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_6000 $2212 += 1 // integer values 053D: $2192 01CA: actor $2192 kill_player $PLAYER_CHAR 15@ = 1 // integer values :LAWYER4_6000 jump @LAWYER4_6046 :LAWYER4_6007 if $2240 == 0 // integer values jf @LAWYER4_6046 $2198 += 1 // integer values gosub @LAWYER4_11734 $2240 = 1 // integer values :LAWYER4_6046 if not Actor.Dead($2193) jf @LAWYER4_6128 if and 8184: not actor $2193 health >= 99 $2217 == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_6121 $2212 += 1 // integer values 053D: $2193 01CA: actor $2193 kill_player $PLAYER_CHAR $2217 = 1 // integer values :LAWYER4_6121 jump @LAWYER4_6167 :LAWYER4_6128 if $2241 == 0 // integer values jf @LAWYER4_6167 $2198 += 1 // integer values gosub @LAWYER4_11734 $2241 = 1 // integer values :LAWYER4_6167 if not Actor.Dead($2194) jf @LAWYER4_6249 if and 8184: not actor $2194 health >= 99 $2218 == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_6242 $2212 += 1 // integer values 053D: $2194 01CA: actor $2194 kill_player $PLAYER_CHAR $2218 = 1 // integer values :LAWYER4_6242 jump @LAWYER4_6288 :LAWYER4_6249 if $2242 == 0 // integer values jf @LAWYER4_6288 $2198 += 1 // integer values gosub @LAWYER4_11734 $2242 = 1 // integer values :LAWYER4_6288 if not Actor.Dead($2195) jf @LAWYER4_6370 if and 8184: not actor $2195 health >= 99 $2219 == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_6363 $2212 += 1 // integer values 053D: $2195 01CA: actor $2195 kill_player $PLAYER_CHAR $2219 = 1 // integer values :LAWYER4_6363 jump @LAWYER4_6409 :LAWYER4_6370 if $2243 == 0 // integer values jf @LAWYER4_6409 $2198 += 1 // integer values gosub @LAWYER4_11734 $2243 = 1 // integer values :LAWYER4_6409 if not Actor.Dead($2196) jf @LAWYER4_6491 if and 8184: not actor $2196 health >= 99 $2220 == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_6484 $2212 += 1 // integer values 053D: $2196 01CA: actor $2196 kill_player $PLAYER_CHAR $2220 = 1 // integer values :LAWYER4_6484 jump @LAWYER4_6530 :LAWYER4_6491 if $2244 == 0 // integer values jf @LAWYER4_6530 $2198 += 1 // integer values gosub @LAWYER4_11734 $2244 = 1 // integer values :LAWYER4_6530 if not Actor.Dead($2197) jf @LAWYER4_6612 if and 8184: not actor $2197 health >= 99 $2221 == 0 // integer values $2205 == 0 // integer values jf @LAWYER4_6605 $2212 += 1 // integer values 053D: $2197 01CA: actor $2197 kill_player $PLAYER_CHAR $2221 = 1 // integer values :LAWYER4_6605 jump @LAWYER4_6651 :LAWYER4_6612 if $2245 == 0 // integer values jf @LAWYER4_6651 $2198 += 1 // integer values gosub @LAWYER4_11734 $2245 = 1 // integer values :LAWYER4_6651 if $2205 == 0 // integer values jf @LAWYER4_6719 if $2212 > 3 // integer values jf @LAWYER4_6694 gosub @LAWYER4_9987 :LAWYER4_6694 if $2198 > 2 // integer values jf @LAWYER4_6719 gosub @LAWYER4_9987 :LAWYER4_6719 if $2198 > 14 // integer values jf @LAWYER4_6766 if $2204 == 0 // integer values jf @LAWYER4_6766 0552: set_riot_noise 0 $2204 = 1 // integer values :LAWYER4_6766 if $2205 == 0 // integer values jf @LAWYER4_6851 if $2213 == 0 // integer values jf @LAWYER4_6851 if 00F6: player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 jf @LAWYER4_6851 gosub @LAWYER4_11147 :LAWYER4_6851 if Actor.Dead($2208) jf @LAWYER4_6953 if $2246 == 0 // integer values jf @LAWYER4_6953 if 056D: actor $2208 defined jf @LAWYER4_6946 Actor.StoreDeadActorPos($2208, $2248, $2249, $2250) $2250 += 0.5 // floating-point values 032B: $2223 = create_weapon_pickup #COLT45 3 ammo 17 at $2248 $2249 $2250 :LAWYER4_6946 $2246 = 1 // integer values :LAWYER4_6953 if Actor.Dead($2209) jf @LAWYER4_7055 if $2247 == 0 // integer values jf @LAWYER4_7055 if 056D: actor $2209 defined jf @LAWYER4_7048 Actor.StoreDeadActorPos($2209, $2248, $2249, $2250) $2250 += 0.5 // floating-point values 032B: $2224 = create_weapon_pickup #COLT45 3 ammo 17 at $2248 $2249 $2250 :LAWYER4_7048 $2247 = 1 // integer values :LAWYER4_7055 if $2205 == 1 // integer values jf @LAWYER4_7645 if 17@ > 2000 // integer values jf @LAWYER4_7638 if $2206 == 0 // integer values jf @LAWYER4_7638 if or not Actor.Dead($2208) not Actor.Dead($2209) jf @LAWYER4_7270 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 03CF: load_wav 'LAW4_10' as 1 Camera.SetPosition(303.649, -309.1, 13.43, 0.0, 0.0, 0.0) Camera.PointAt(303.292, -309.982, 13.122, 2) wait 500 :LAWYER4_7210 if 83D0: not wav 1 loaded jf @LAWYER4_7236 wait 0 jump @LAWYER4_7210 :LAWYER4_7236 if 03D0: wav 1 loaded jf @LAWYER4_7270 03D1: play_wav 1 00BC: text_highpriority 'LAW4_5' 2000 ms 1 // Sticks out, boys! Let's crack some commie skulls! :LAWYER4_7270 Marker.Disable($19) Marker.Disable($59) if not Car.Wrecked($2201) jf @LAWYER4_7304 $2214 = Marker.CreateAboveCar($2201) :LAWYER4_7304 if not Car.Wrecked($2202) jf @LAWYER4_7328 $2215 = Marker.CreateAboveCar($2202) :LAWYER4_7328 if not Car.Wrecked($2203) jf @LAWYER4_7352 $2216 = Marker.CreateAboveCar($2203) :LAWYER4_7352 018C: play_sound 3 at 298.0 -313.6 11.0 018D: $12 = create_sound 2 at 298.0 -313.6 11.0 :LAWYER4_7393 if 834E: not move_object $1778 to 304.0 -313.6 11.0 speed 0.1 0.1 0.0 collision_check 0 jf @LAWYER4_7452 wait 0 jump @LAWYER4_7393 :LAWYER4_7452 018E: stop_sound $12 018C: play_sound 3 at 304.0 -313.6 11.0 if not Actor.Dead($2208) jf @LAWYER4_7513 0243: set_actor $2208 ped_stats_to 30 011A: set_actor $2208 search_threat 16 011A: set_actor $2208 search_threat 1 :LAWYER4_7513 if not Actor.Dead($2209) jf @LAWYER4_7550 0243: set_actor $2209 ped_stats_to 30 011A: set_actor $2209 search_threat 16 011A: set_actor $2209 search_threat 1 :LAWYER4_7550 if not Actor.Dead($2210) jf @LAWYER4_7580 011A: set_actor $2210 search_threat 1 02E2: set_actor $2210 weapon_accuracy_to 10 :LAWYER4_7580 if or not Actor.Dead($2208) not Actor.Dead($2209) jf @LAWYER4_7616 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer :LAWYER4_7616 00BC: text_highpriority 'LAW4_14' 8000 ms 1 // ~g~Destroy the vans in the compound! $2206 = 1 // integer values :LAWYER4_7638 jump @LAWYER4_8144 :LAWYER4_7645 if 00F6: player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 jf @LAWYER4_8144 if and $38 == 0 // integer values 17@ > 6000 // integer values jf @LAWYER4_7915 if $33 == 0 // integer values jf @LAWYER4_7775 03CF: load_wav 'LAW4_1A' as 1 03CF: load_wav 'LAW4_1B' as 2 $33 = 1 // integer values jump @LAWYER4_7801 :LAWYER4_7775 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @LAWYER4_7801 $34 = 1 // integer values :LAWYER4_7801 if $34 == 1 // integer values jf @LAWYER4_7915 03D1: play_wav 1 00BC: text_highpriority 'LAW4_1' 3000 ms 1 // Please disperse. The management will discuss any grievances in the appropriate manner! if and 03D2: wav 1 ended 17@ > 19000 // integer values jf @LAWYER4_7915 03D1: play_wav 2 00BC: text_highpriority 'LAW4_2' 3000 ms 1 // Please disperse. Go back to your homes! $38 = 1 // integer values $39 = 0 // integer values $33 = 0 // integer values $34 = 0 // integer values 17@ = 0 // integer values :LAWYER4_7915 if and $38 == 1 // integer values $39 == 0 // integer values 17@ > 10000 // integer values jf @LAWYER4_8144 if $33 == 0 // integer values jf @LAWYER4_8004 03CF: load_wav 'LAW4_1C' as 1 03CF: load_wav 'LAW4_1D' as 2 $33 = 1 // integer values jump @LAWYER4_8030 :LAWYER4_8004 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @LAWYER4_8030 $34 = 1 // integer values :LAWYER4_8030 if $34 == 1 // integer values jf @LAWYER4_8144 03D1: play_wav 1 00BC: text_highpriority 'LAW4_3' 2000 ms 1 // Please disperse! This is inappropriate! if and 03D2: wav 1 ended 17@ > 23000 // integer values jf @LAWYER4_8144 03D1: play_wav 2 00BC: text_highpriority 'LAW4_4' 2000 ms 1 // Please disperse. You will all end up on the streets. $39 = 1 // integer values $38 = 0 // integer values $33 = 0 // integer values $34 = 0 // integer values 17@ = 0 // integer values :LAWYER4_8144 if $2222 == 0 // integer values jf @LAWYER4_8754 if 0057: player $PLAYER_CHAR 0 315.9 -313.0 9.0 282.4 -297.7 15.0 jf @LAWYER4_8754 if not Actor.Dead($2210) jf @LAWYER4_8284 Player.CanMove($PLAYER_CHAR) = False Camera.SetPosition(301.571, -303.655, 15.242, 0.0, 0.0, 0.0) Camera.PointAt(302.286, -303.089, 14.833, 2) :LAWYER4_8284 03E5: text_box 'HELP38' // If you take out someone who's holding a weapon, they will drop it. wait 500 16@ = 0 // integer values :LAWYER4_8306 if not 16@ > 2500 // integer values jf @LAWYER4_8414 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER4_8407 :LAWYER4_8346 if 00E1: player 0 pressed_button 16 jf @LAWYER4_8400 wait 0 if 16@ > 2500 // integer values jf @LAWYER4_8393 jump @LAWYER4_8539 :LAWYER4_8393 jump @LAWYER4_8346 :LAWYER4_8400 jump @LAWYER4_8539 :LAWYER4_8407 jump @LAWYER4_8306 :LAWYER4_8414 16@ = 0 // integer values 03E5: text_box 'HELP39' // You can target and shoot explosive barrels but keep your distance. :LAWYER4_8431 if not 16@ > 3500 // integer values jf @LAWYER4_8539 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER4_8532 :LAWYER4_8471 if 00E1: player 0 pressed_button 16 jf @LAWYER4_8525 wait 0 if 16@ > 3500 // integer values jf @LAWYER4_8518 jump @LAWYER4_8539 :LAWYER4_8518 jump @LAWYER4_8471 :LAWYER4_8525 jump @LAWYER4_8539 :LAWYER4_8532 jump @LAWYER4_8431 :LAWYER4_8539 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut Camera.SetBehindPlayer if not Actor.Dead($2210) jf @LAWYER4_8573 0350: set_actor $2210 maintain_position_when_attacked 0 :LAWYER4_8573 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @LAWYER4_8613 03E5: text_box 'HELP58' // While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets. jump @LAWYER4_8623 :LAWYER4_8613 03E5: text_box 'HELP59' // While targeting you can press the ~h~~k~~PED_CYCLE_TARGET_LEFT~ button or ~k~~PED_CYCLE_TARGET_RIGHT~ ~w~button to cycle through targets. :LAWYER4_8623 if $2206 == 0 // integer values jf @LAWYER4_8747 if not Actor.Dead($2208) jf @LAWYER4_8679 0243: set_actor $2208 ped_stats_to 30 011A: set_actor $2208 search_threat 1 01CA: actor $2208 kill_player $PLAYER_CHAR :LAWYER4_8679 if not Actor.Dead($2209) jf @LAWYER4_8717 0243: set_actor $2209 ped_stats_to 30 011A: set_actor $2209 search_threat 1 01CA: actor $2209 kill_player $PLAYER_CHAR :LAWYER4_8717 if not Actor.Dead($2210) jf @LAWYER4_8747 011A: set_actor $2210 search_threat 1 02E2: set_actor $2210 weapon_accuracy_to 10 :LAWYER4_8747 $2222 = 1 // integer values :LAWYER4_8754 if $2211 == 0 // integer values jf @LAWYER4_8849 if 00F5: player $PLAYER_CHAR 0 299.0 -314.6 11.4 radius 20.0 20.0 10.0 jf @LAWYER4_8849 00BC: text_highpriority 'LAW4_13' 8000 ms 1 // ~g~Start fighting with at least 4 workers to get a riot started. 17@ = 0 // integer values $2211 = 1 // integer values :LAWYER4_8849 gosub @LAWYER4_11669 jump @LAWYER4_4080 :LAWYER4_8863 if $2206 == 0 // integer values jf @LAWYER4_9005 018C: play_sound 3 at 298.0 -313.6 11.0 018D: $12 = create_sound 2 at 298.0 -313.6 11.0 :LAWYER4_8922 if 834E: not move_object $1778 to 304.0 -313.6 11.0 speed 0.15 0.15 0.0 collision_check 0 jf @LAWYER4_8981 wait 0 jump @LAWYER4_8922 :LAWYER4_8981 018E: stop_sound $12 018C: play_sound 3 at 304.0 -313.6 11.0 :LAWYER4_9005 jump @LAWYER4_9049 :LAWYER4_9012 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 01BC: put_object $1778 at 298.0 -313.6 11.0 return :LAWYER4_9049 $PASSED_LAW4_RIOT = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 1000 0318: set_latest_mission_passed 'LAW_4' // Riot 030C: progress_made += 1 Marker.Disable($223) Marker.Disable($243) $904 = 1 // integer values 055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 $1266 = 1 // integer values create_thread @CLOTH2 02A7: $243 = create_icon_marker_and_sphere $421 at $465 $466 $467 create_thread @SER1 return :LAWYER4_9186 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($19) Marker.Disable($59) Marker.Disable($2214) Marker.Disable($2215) Marker.Disable($2216) Model.Destroy(#SPAND) Model.Destroy(#NITESTICK) Model.Destroy(#GDA) Model.Destroy(#BARREL4) Model.Destroy(#COLT45) if $1265 == 1 // integer values jf @LAWYER4_9286 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 :LAWYER4_9286 Pickup.Destroy($2223) Pickup.Destroy($2224) 0296: unload_special_actor 4 0296: unload_special_actor 5 040D: unload_wav 1 040D: unload_wav 2 0552: set_riot_noise 0 if not Actor.Dead($2177) jf @LAWYER4_9344 053D: $2177 02A9: set_actor $2177 immune_to_nonplayer 0 :LAWYER4_9344 if not Actor.Dead($2178) jf @LAWYER4_9372 053D: $2178 02A9: set_actor $2178 immune_to_nonplayer 0 :LAWYER4_9372 if not Actor.Dead($2179) jf @LAWYER4_9400 053D: $2179 02A9: set_actor $2179 immune_to_nonplayer 0 :LAWYER4_9400 if not Actor.Dead($2180) jf @LAWYER4_9428 053D: $2180 02A9: set_actor $2180 immune_to_nonplayer 0 :LAWYER4_9428 if not Actor.Dead($2181) jf @LAWYER4_9456 053D: $2181 02A9: set_actor $2181 immune_to_nonplayer 0 :LAWYER4_9456 if not Actor.Dead($2182) jf @LAWYER4_9484 053D: $2182 02A9: set_actor $2182 immune_to_nonplayer 0 :LAWYER4_9484 if not Actor.Dead($2183) jf @LAWYER4_9512 053D: $2183 02A9: set_actor $2183 immune_to_nonplayer 0 :LAWYER4_9512 if not Actor.Dead($2184) jf @LAWYER4_9540 053D: $2184 02A9: set_actor $2184 immune_to_nonplayer 0 :LAWYER4_9540 if not Actor.Dead($2185) jf @LAWYER4_9568 053D: $2185 02A9: set_actor $2185 immune_to_nonplayer 0 :LAWYER4_9568 if not Actor.Dead($2186) jf @LAWYER4_9596 053D: $2186 02A9: set_actor $2186 immune_to_nonplayer 0 :LAWYER4_9596 if not Actor.Dead($2187) jf @LAWYER4_9624 053D: $2187 02A9: set_actor $2187 immune_to_nonplayer 0 :LAWYER4_9624 if not Actor.Dead($2188) jf @LAWYER4_9652 053D: $2188 02A9: set_actor $2188 immune_to_nonplayer 0 :LAWYER4_9652 if not Actor.Dead($2189) jf @LAWYER4_9680 053D: $2189 02A9: set_actor $2189 immune_to_nonplayer 0 :LAWYER4_9680 if not Actor.Dead($2190) jf @LAWYER4_9708 053D: $2190 02A9: set_actor $2190 immune_to_nonplayer 0 :LAWYER4_9708 if not Actor.Dead($2191) jf @LAWYER4_9736 053D: $2191 02A9: set_actor $2191 immune_to_nonplayer 0 :LAWYER4_9736 if not Actor.Dead($2192) jf @LAWYER4_9764 053D: $2192 02A9: set_actor $2192 immune_to_nonplayer 0 :LAWYER4_9764 if not Actor.Dead($2193) jf @LAWYER4_9792 053D: $2193 02A9: set_actor $2193 immune_to_nonplayer 0 :LAWYER4_9792 if not Actor.Dead($2194) jf @LAWYER4_9820 053D: $2194 02A9: set_actor $2194 immune_to_nonplayer 0 :LAWYER4_9820 if not Actor.Dead($2195) jf @LAWYER4_9848 053D: $2195 02A9: set_actor $2195 immune_to_nonplayer 0 :LAWYER4_9848 if not Actor.Dead($2196) jf @LAWYER4_9876 053D: $2196 02A9: set_actor $2196 immune_to_nonplayer 0 :LAWYER4_9876 if not Actor.Dead($2197) jf @LAWYER4_9904 053D: $2197 02A9: set_actor $2197 immune_to_nonplayer 0 :LAWYER4_9904 if not Actor.Dead($2208) jf @LAWYER4_9927 02A9: set_actor $2208 immune_to_nonplayer 0 :LAWYER4_9927 if not Actor.Dead($2209) jf @LAWYER4_9950 02A9: set_actor $2209 immune_to_nonplayer 0 :LAWYER4_9950 if not Actor.Dead($2210) jf @LAWYER4_9973 02A9: set_actor $2210 immune_to_nonplayer 0 :LAWYER4_9973 04EF: release_animation 'RIOT' mission_cleanup return :LAWYER4_9987 wait 0 if not Actor.Dead($2177) jf @LAWYER4_10033 053D: $2177 0243: set_actor $2177 ped_stats_to 30 011A: set_actor $2177 search_threat 16 011A: set_actor $2177 search_threat 1 :LAWYER4_10033 if not Actor.Dead($2178) jf @LAWYER4_10075 053D: $2178 0243: set_actor $2178 ped_stats_to 30 011A: set_actor $2178 search_threat 16 011A: set_actor $2178 search_threat 1 :LAWYER4_10075 if not Actor.Dead($2179) jf @LAWYER4_10117 053D: $2179 0243: set_actor $2179 ped_stats_to 30 011A: set_actor $2179 search_threat 16 011A: set_actor $2179 search_threat 1 :LAWYER4_10117 if not Actor.Dead($2180) jf @LAWYER4_10159 053D: $2180 0243: set_actor $2180 ped_stats_to 30 011A: set_actor $2180 search_threat 16 011A: set_actor $2180 search_threat 1 :LAWYER4_10159 if not Actor.Dead($2181) jf @LAWYER4_10201 053D: $2181 0243: set_actor $2181 ped_stats_to 30 011A: set_actor $2181 search_threat 16 011A: set_actor $2181 search_threat 1 :LAWYER4_10201 if not Actor.Dead($2182) jf @LAWYER4_10243 053D: $2182 0243: set_actor $2182 ped_stats_to 30 011A: set_actor $2182 search_threat 16 011A: set_actor $2182 search_threat 1 :LAWYER4_10243 if not Actor.Dead($2183) jf @LAWYER4_10285 053D: $2183 0243: set_actor $2183 ped_stats_to 30 011A: set_actor $2183 search_threat 16 011A: set_actor $2183 search_threat 1 :LAWYER4_10285 if not Actor.Dead($2184) jf @LAWYER4_10327 053D: $2184 0243: set_actor $2184 ped_stats_to 30 011A: set_actor $2184 search_threat 16 011A: set_actor $2184 search_threat 1 :LAWYER4_10327 if not Actor.Dead($2185) jf @LAWYER4_10369 053D: $2185 0243: set_actor $2185 ped_stats_to 30 011A: set_actor $2185 search_threat 16 011A: set_actor $2185 search_threat 1 :LAWYER4_10369 if not Actor.Dead($2186) jf @LAWYER4_10411 053D: $2186 0243: set_actor $2186 ped_stats_to 30 011A: set_actor $2186 search_threat 16 011A: set_actor $2186 search_threat 1 :LAWYER4_10411 if not Actor.Dead($2187) jf @LAWYER4_10453 053D: $2187 0243: set_actor $2187 ped_stats_to 30 011A: set_actor $2187 search_threat 16 011A: set_actor $2187 search_threat 1 :LAWYER4_10453 if not Actor.Dead($2188) jf @LAWYER4_10495 053D: $2188 0243: set_actor $2188 ped_stats_to 30 011A: set_actor $2188 search_threat 16 011A: set_actor $2188 search_threat 1 :LAWYER4_10495 if not Actor.Dead($2189) jf @LAWYER4_10537 053D: $2189 0243: set_actor $2189 ped_stats_to 30 011A: set_actor $2189 search_threat 16 011A: set_actor $2189 search_threat 1 :LAWYER4_10537 if not Actor.Dead($2190) jf @LAWYER4_10579 053D: $2190 0243: set_actor $2190 ped_stats_to 30 011A: set_actor $2190 search_threat 16 011A: set_actor $2190 search_threat 1 :LAWYER4_10579 if not Actor.Dead($2191) jf @LAWYER4_10621 053D: $2191 0243: set_actor $2191 ped_stats_to 30 011A: set_actor $2191 search_threat 16 011A: set_actor $2191 search_threat 1 :LAWYER4_10621 if not Actor.Dead($2192) jf @LAWYER4_10663 053D: $2192 0243: set_actor $2192 ped_stats_to 30 011A: set_actor $2192 search_threat 16 011A: set_actor $2192 search_threat 1 :LAWYER4_10663 if not Actor.Dead($2193) jf @LAWYER4_10705 053D: $2193 0243: set_actor $2193 ped_stats_to 30 011A: set_actor $2193 search_threat 16 011A: set_actor $2193 search_threat 1 :LAWYER4_10705 if not Actor.Dead($2194) jf @LAWYER4_10747 053D: $2194 0243: set_actor $2194 ped_stats_to 30 011A: set_actor $2194 search_threat 16 011A: set_actor $2194 search_threat 1 :LAWYER4_10747 if not Actor.Dead($2195) jf @LAWYER4_10789 053D: $2195 0243: set_actor $2195 ped_stats_to 30 011A: set_actor $2195 search_threat 16 011A: set_actor $2195 search_threat 1 :LAWYER4_10789 if not Actor.Dead($2196) jf @LAWYER4_10831 053D: $2196 0243: set_actor $2196 ped_stats_to 30 011A: set_actor $2196 search_threat 16 011A: set_actor $2196 search_threat 1 :LAWYER4_10831 if not Actor.Dead($2197) jf @LAWYER4_10873 053D: $2197 0243: set_actor $2197 ped_stats_to 30 011A: set_actor $2197 search_threat 16 011A: set_actor $2197 search_threat 1 :LAWYER4_10873 if $2213 == 0 // integer values jf @LAWYER4_11131 if not Actor.Dead($2177) jf @LAWYER4_10915 01CA: actor $2177 kill_player $PLAYER_CHAR :LAWYER4_10915 if not Actor.Dead($2179) jf @LAWYER4_10939 01CA: actor $2179 kill_player $PLAYER_CHAR :LAWYER4_10939 if not Actor.Dead($2181) jf @LAWYER4_10963 01CA: actor $2181 kill_player $PLAYER_CHAR :LAWYER4_10963 if not Actor.Dead($2183) jf @LAWYER4_10987 01CA: actor $2183 kill_player $PLAYER_CHAR :LAWYER4_10987 if not Actor.Dead($2185) jf @LAWYER4_11011 01CA: actor $2185 kill_player $PLAYER_CHAR :LAWYER4_11011 if not Actor.Dead($2187) jf @LAWYER4_11035 01CA: actor $2187 kill_player $PLAYER_CHAR :LAWYER4_11035 if not Actor.Dead($2189) jf @LAWYER4_11059 01CA: actor $2189 kill_player $PLAYER_CHAR :LAWYER4_11059 if not Actor.Dead($2191) jf @LAWYER4_11083 01CA: actor $2191 kill_player $PLAYER_CHAR :LAWYER4_11083 if not Actor.Dead($2193) jf @LAWYER4_11107 01CA: actor $2193 kill_player $PLAYER_CHAR :LAWYER4_11107 if not Actor.Dead($2195) jf @LAWYER4_11131 01CA: actor $2195 kill_player $PLAYER_CHAR :LAWYER4_11131 $2205 = 1 // integer values 17@ = 0 // integer values return :LAWYER4_11147 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(91.813, -1131.116, 17.251, 0.0, 0.0, 0.0) Camera.PointAt(92.39, -1131.74, 16.724, 2) 0211: actor $PLAYER_ACTOR walk_to 96.4 -1136.7 wait 1300 fade 0 1000 :LAWYER4_11236 if fading jf @LAWYER4_11260 wait 0 jump @LAWYER4_11236 :LAWYER4_11260 if not Player.WantedLevel($PLAYER_CHAR) > 2 jf @LAWYER4_11283 Player.ClearWantedLevel($PLAYER_CHAR) :LAWYER4_11283 if not Actor.Dead($PLAYER_ACTOR) jf @LAWYER4_11335 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER3' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @LAWYER4_11335 0353: refresh_actor $PLAYER_ACTOR :LAWYER4_11335 0395: clear_area 0 at 94.9 -1135.0 range 9.4 1.0 011C: actor $PLAYER_ACTOR clear_objective 0055: put_player $PLAYER_CHAR at 94.9 -1135.0 9.4 0171: set_player $PLAYER_CHAR z_angle_to 57.9 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 fade 1 1500 Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0) Camera.PointAt(94.724, -1134.82, 9.797, 2) wait 1000 0460: set_camera_pointing_time 5.0 3000 Camera.SetPosition(94.027, -1134.133, 10.002, 0.0, 0.0, 0.0) Camera.PointAt(94.656, -1134.754, 10.469, 1) 17@ = 0 // integer values :LAWYER4_11532 if not 17@ > 5000 // integer values jf @LAWYER4_11593 wait 0 if 00E1: player 0 pressed_button 16 jf @LAWYER4_11586 $58 = 1 // integer values jump @LAWYER4_11593 :LAWYER4_11586 jump @LAWYER4_11532 :LAWYER4_11593 if $58 == 1 // integer values jf @LAWYER4_11630 fade 0 1000 wait 1000 fade 1 1000 :LAWYER4_11630 0230: set_player $PLAYER_CHAR stop_looking 03C8: set_camera_directly_before_player Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 011C: actor $PLAYER_ACTOR clear_objective Marker.Disable($59) $2213 = 1 // integer values return :LAWYER4_11669 if Car.Wrecked($2201) jf @LAWYER4_11690 Marker.Disable($2214) :LAWYER4_11690 if Car.Wrecked($2202) jf @LAWYER4_11711 Marker.Disable($2215) :LAWYER4_11711 if Car.Wrecked($2203) jf @LAWYER4_11732 Marker.Disable($2216) :LAWYER4_11732 return :LAWYER4_11734 if $2204 == 0 // integer values jf @LAWYER4_11764 $2199 -= 6 // integer values 0552: set_riot_noise $2199 :LAWYER4_11764 return //-------------Mission 7--------------- // Originally: Treacherous Swine :GENERL1 thread 'GENERL1' gosub @GENERL1_46 if wasted_or_busted jf @GENERL1_37 gosub @GENERL1_8868 :GENERL1_37 gosub @GENERL1_8997 end_thread :GENERL1_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'GENERA1' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 $2264 = 0 // integer values $2265 = 0 // integer values $2267 = 0 // integer values $2268 = 0 // integer values $2269 = 0 // integer values 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSCOLO' 023C: load_special_actor 3 'CGONA' 023C: load_special_actor 4 'CSERVRB' 02F3: load_object #CUTOBJ01 'LOBTRAY' 02F3: load_object #CUTOBJ02 'LOBSTER' 02F3: load_object #CUTOBJ03 'COKNIFE' 02F3: load_object #CUTOBJ04 'COLTRAY' Model.Load(#BIG_POLY_TINGS) Object.StorePos($714, $448, $449, $450) $448 += 0.003 // floating-point values $449 -= 1.381 // floating-point values $450 += 3.149 // floating-point values Camera.SetAtPos($448, $449, $450) 038B: load_requested_models :GENERL1_765 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded jf @GENERL1_803 wait 0 jump @GENERL1_765 :GENERL1_803 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) not Model.Available(#CUTOBJ04) not Model.Available(#BIG_POLY_TINGS) jf @GENERL1_849 wait 0 jump @GENERL1_803 :GENERL1_849 Object.StorePos($714, $448, $449, $450) $716 = Object.Init(#BIG_POLY_TINGS, $448, $449, $450) 02E4: load_cutscene_data 'COL_1' Object.StorePos($714, $448, $449, $450) $448 += 0.003 // floating-point values $449 -= 1.381 // floating-point values $450 += 3.149 // floating-point values 0244: set_cutscene_pos $448 $449 $450 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $150 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $150 'CSCOLO' 02E5: $193 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $193 'CGONA' 02E5: $156 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $156 'CSERVRB' 02E5: $198 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $198 'LOBTRAY' 02E5: $199 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $199 'LOBSTER' 02E5: $200 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $200 'COKNIFE' 02E5: $201 = create_cutscene_object #CUTOBJ04 02E6: set_cutscene_anim $201 'COLTRAY' fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :GENERL1_1137 if 1250 > $CUT_SCENE_TIME // integer values jf @GENERL1_1172 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1137 :GENERL1_1172 00BC: text_highpriority 'GEN1_A' 10000 ms 1 // Mr. Vercetti! :GENERL1_1187 if 3050 > $CUT_SCENE_TIME // integer values jf @GENERL1_1222 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1187 :GENERL1_1222 00BC: text_highpriority 'GEN1_B' 10000 ms 1 // Colonel. :GENERL1_1237 if 4110 > $CUT_SCENE_TIME // integer values jf @GENERL1_1272 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1237 :GENERL1_1272 00BC: text_highpriority 'GEN1_C' 10000 ms 1 // Thank you for coming. Please sit. Lobster? :GENERL1_1287 if 8180 > $CUT_SCENE_TIME // integer values jf @GENERL1_1322 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1287 :GENERL1_1322 00BC: text_highpriority 'GEN1_D' 10000 ms 1 // No - thanks. :GENERL1_1337 if 10130 > $CUT_SCENE_TIME // integer values jf @GENERL1_1372 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1337 :GENERL1_1372 00BC: text_highpriority 'GEN1_E' 10000 ms 1 // I'm ashamed to admit that one of the causes of our mutual problem appears to have been the loose tongue of a man I used to trust. :GENERL1_1387 if 17220 > $CUT_SCENE_TIME // integer values jf @GENERL1_1422 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1387 :GENERL1_1422 00BC: text_highpriority 'GEN1_F' 10000 ms 1 // I've been carrying Gonzalez for years, but now his incompetence reaches new heights! :GENERL1_1437 if 23040 > $CUT_SCENE_TIME // integer values jf @GENERL1_1472 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1437 :GENERL1_1472 00BC: text_highpriority 'GEN1_G' 10000 ms 1 // It is only right that you kill Gonzalez... :GENERL1_1487 if 25170 > $CUT_SCENE_TIME // integer values jf @GENERL1_1522 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1487 :GENERL1_1522 00BC: text_highpriority 'GEN1_H' 10000 ms 1 // Did he do it? It's the money that's important to me. :GENERL1_1537 if 28100 > $CUT_SCENE_TIME // integer values jf @GENERL1_1572 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1537 :GENERL1_1572 00BC: text_highpriority 'GEN1_I' 10000 ms 1 // For this kindness I'll reward you, and then we will find your money together. :GENERL1_1587 if 34160 > $CUT_SCENE_TIME // integer values jf @GENERL1_1624 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1587 :GENERL1_1624 00BC: text_highpriority 'GEN1_J' 10000 ms 1 // He will be at his Penthouse, half drunk probably. Use this... :GENERL1_1639 if 37160 > $CUT_SCENE_TIME // integer values jf @GENERL1_1676 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1639 :GENERL1_1676 00BE: text_clear_all :GENERL1_1678 if 42112 > $CUT_SCENE_TIME // integer values jf @GENERL1_1715 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL1_1678 :GENERL1_1715 fade 0 1500 00BE: text_clear_all :GENERL1_1724 if fading jf @GENERL1_1748 wait 0 jump @GENERL1_1724 :GENERL1_1748 03AD: set_rubbish 1 02EA: end_cutscene Object.Destroy($716) Model.Destroy(#BIG_POLY_TINGS) 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) Model.Destroy(#CUTOBJ04) 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 Camera.SetBehindPlayer 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 1 60000 set_weather 4 Model.Load(#CHNSAW) Model.Load(#CLA) :GENERL1_2389 if or not Model.Available(#CHNSAW) not Model.Available(#CLA) jf @GENERL1_2420 wait 0 jump @GENERL1_2389 :GENERL1_2420 023C: load_special_actor 1 'IGGONZ' :GENERL1_2432 if 823D: not special_actor 1 loaded jf @GENERL1_2458 wait 0 jump @GENERL1_2432 :GENERL1_2458 038B: load_requested_models 022B: create_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 // Load the weapon model before using this 018A: $2261 = create_checkpoint_at 476.8 30.4 11.0 0376: $2258 = create_random_actor -242.8 -1342.5 7.1 Actor.Angle($2258) = 204.5 0376: $2259 = create_random_actor -240.8 -1344.1 7.1 Actor.Angle($2259) = 89.6 0376: $2260 = create_random_actor -242.3 -1344.7 7.1 Actor.Angle($2260) = 349.2 03F9: make_actors $2258 $2259 converse_in 86400000 ms 03F9: make_actors $2260 $2259 converse_in 86400000 ms Object.Destroy($1816) $2254 = Object.Init(#SPAD_DR_OPEN3, 464.663, 30.336, 23.881) Object.RemoveFromMissionCleanupList($2254) Object.Destroy($1815) $2255 = Object.Init(#SPAD_DR_OPEN2, 461.961, 31.436, 31.24) Object.RemoveFromMissionCleanupList($2255) Object.Destroy($1814) $2256 = Object.Init(#SPAD_DR_OPEN1, 454.321, 31.436, 35.198) Object.RemoveFromMissionCleanupList($2256) $2257 = Object.Init(#SEXYPOOLCOVER, 470.68, 30.336, 30.19) Object.RemoveFromMissionCleanupList($2257) fade 1 1500 17@ = 0 // integer values 00BC: text_highpriority 'GEN1_05' 5000 ms 1 // ~g~Go and kill Gonzalez! :GENERL1_2789 if 8057: not player $PLAYER_CHAR 0 476.5 27.3 11.28 474.8 33.0 14.3 jf @GENERL1_3045 wait 0 if $2269 == 0 // integer values jf @GENERL1_2905 if 8121: not player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @GENERL1_2905 Actor.RemoveReferences($2258) Actor.RemoveReferences($2259) Actor.RemoveReferences($2260) $2269 = 1 // integer values :GENERL1_2905 if not Actor.Dead($2258) jf @GENERL1_2942 if 02DF: player $PLAYER_CHAR aggressive jf @GENERL1_2942 Actor.RemoveReferences($2258) :GENERL1_2942 if not Actor.Dead($2259) jf @GENERL1_2979 if 02DF: player $PLAYER_CHAR aggressive jf @GENERL1_2979 Actor.RemoveReferences($2259) :GENERL1_2979 if not Actor.Dead($2260) jf @GENERL1_3016 if 02DF: player $PLAYER_CHAR aggressive jf @GENERL1_3016 Actor.RemoveReferences($2260) :GENERL1_3016 03A1: clear_area_with_center_at_3D_coord 475.5 30.3 11.0 radius 3.0 jump @GENERL1_2789 :GENERL1_3045 00BE: text_clear_all Marker.Disable($2261) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 01B1: give_player $PLAYER_CHAR weapon 11 ammo 1 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 11 $2251 = Actor.Create(CivMale, #SPECIAL01, 466.0, 38.2, 32.0) 01ED: clear_actor $2251 threat_search Actor.Health($2251) = 150 02A9: set_actor $2251 immune_to_nonplayer 1 0245: set_actor $2251 walk_style_to 50 $2252 = Actor.Create(CivMale, #CLA, 466.1, 40.1, 32.0) 01ED: clear_actor $2252 threat_search Actor.Angle($2252) = 180.0 03F9: make_actors $2251 $2252 converse_in 9999999 ms $2253 = Actor.Create(CivMale, #CLA, 464.3, 43.7, 32.0) 01ED: clear_actor $2253 threat_search 0239: actor $PLAYER_ACTOR run_to 475.7 30.3 16@ = 0 // integer values :GENERL1_3233 wait 0 if 16@ > 5000 // integer values jf @GENERL1_3263 jump @GENERL1_3314 :GENERL1_3263 if not Actor.Dead($PLAYER_ACTOR) jf @GENERL1_3307 if 0126: actor $PLAYER_ACTOR walking jf @GENERL1_3307 0192: set_actor $PLAYER_ACTOR objective_to_stand_still jump @GENERL1_3314 :GENERL1_3307 jump @GENERL1_3233 :GENERL1_3314 011C: actor $PLAYER_ACTOR clear_objective 0169: set_fade_color 0 0 1 fade 0 500 :GENERL1_3334 if fading jf @GENERL1_3358 wait 0 jump @GENERL1_3334 :GENERL1_3358 0055: put_player $PLAYER_CHAR at 454.4 31.3 33.86 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.SetPosition(468.1, 41.0, 33.5, 0.0, 0.0, 0.0) Camera.PointAt(461.0, 32.8, 33.0, 2) fade 1 500 16@ = 0 // integer values if not Actor.Dead($PLAYER_ACTOR) jf @GENERL1_3484 0211: actor $PLAYER_ACTOR walk_to 460.7 27.5 :GENERL1_3484 if and 80E3: not player $PLAYER_CHAR 0 460.7 27.5 radius 0.5 0.5 5000 > 16@ // integer values jf @GENERL1_3660 wait 0 if 00E3: player $PLAYER_CHAR 0 460.7 27.5 radius 4.0 4.0 jf @GENERL1_3653 if 00E1: player 0 pressed_button 16 jf @GENERL1_3628 if $61 == 1 // integer values jf @GENERL1_3621 $61 = 0 // integer values jump @GENERL1_4463 :GENERL1_3621 jump @GENERL1_3653 :GENERL1_3628 if $61 == 0 // integer values jf @GENERL1_3653 $61 = 1 // integer values :GENERL1_3653 jump @GENERL1_3484 :GENERL1_3660 if not Actor.Dead($2251) jf @GENERL1_3689 011C: actor $PLAYER_ACTOR clear_objective 0210: player $PLAYER_CHAR look_at_actor $2251 :GENERL1_3689 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 03CF: load_wav 'COL1_5' as 1 :GENERL1_3711 if 83D0: not wav 1 loaded jf @GENERL1_3737 wait 0 jump @GENERL1_3711 :GENERL1_3737 00BC: text_highpriority 'GEN1_10' 4000 ms 1 // I'm going to shut that big mouth of yours! 03D1: play_wav 1 :GENERL1_3756 if 83D2: not wav 1 ended jf @GENERL1_3863 wait 0 if 00E1: player 0 pressed_button 16 jf @GENERL1_3831 if $61 == 1 // integer values jf @GENERL1_3824 $61 = 0 // integer values jump @GENERL1_4463 :GENERL1_3824 jump @GENERL1_3856 :GENERL1_3831 if $61 == 0 // integer values jf @GENERL1_3856 $61 = 1 // integer values :GENERL1_3856 jump @GENERL1_3756 :GENERL1_3863 040D: unload_wav 1 03D5: remove_text 'GEN1_10' // I'm going to shut that big mouth of yours! 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($2251) jf @GENERL1_3928 0372: set_actor $2251 anim 0 wait_state_time 100 ms 020F: actor $2251 look_at_player $PLAYER_CHAR 0372: set_actor $2251 anim 0 wait_state_time 100 ms :GENERL1_3928 if not Actor.Dead($2252) jf @GENERL1_3949 011C: actor $2252 clear_objective :GENERL1_3949 Camera.SetPosition(462.4, 23.3, 36.2, 0.0, 0.0, 0.0) Camera.PointAt(459.2, 33.1, 34.0, 2) 03CF: load_wav 'COL1_1' as 1 :GENERL1_4012 if 83D0: not wav 1 loaded jf @GENERL1_4038 wait 0 jump @GENERL1_4012 :GENERL1_4038 00BC: text_highpriority 'GEN1_06' 4000 ms 1 // Eh! He's got a blade! 03D1: play_wav 1 :GENERL1_4057 if 83D2: not wav 1 ended jf @GENERL1_4164 wait 0 if 00E1: player 0 pressed_button 16 jf @GENERL1_4132 if $61 == 1 // integer values jf @GENERL1_4125 $61 = 0 // integer values jump @GENERL1_4463 :GENERL1_4125 jump @GENERL1_4157 :GENERL1_4132 if $61 == 0 // integer values jf @GENERL1_4157 $61 = 1 // integer values :GENERL1_4157 jump @GENERL1_4057 :GENERL1_4164 040D: unload_wav 1 03D5: remove_text 'GEN1_06' // Eh! He's got a blade! if not Actor.Dead($2251) jf @GENERL1_4218 0372: set_actor $2251 anim 0 wait_state_time 100 ms 0239: actor $2251 run_to 466.1 42.7 :GENERL1_4218 if not Actor.Dead($2252) jf @GENERL1_4242 01CA: actor $2252 kill_player $PLAYER_CHAR :GENERL1_4242 if not Actor.Dead($2253) jf @GENERL1_4266 01CA: actor $2253 kill_player $PLAYER_CHAR :GENERL1_4266 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 03CF: load_wav 'COL1_6' as 1 :GENERL1_4288 if 83D0: not wav 1 loaded jf @GENERL1_4314 wait 0 jump @GENERL1_4288 :GENERL1_4314 00BC: text_highpriority 'GEN1_11' 4000 ms 1 // Stop running you fat slimeball! 03D1: play_wav 1 :GENERL1_4333 if 83D2: not wav 1 ended jf @GENERL1_4440 wait 0 if 00E1: player 0 pressed_button 16 jf @GENERL1_4408 if $61 == 1 // integer values jf @GENERL1_4401 $61 = 0 // integer values jump @GENERL1_4463 :GENERL1_4401 jump @GENERL1_4433 :GENERL1_4408 if $61 == 0 // integer values jf @GENERL1_4433 $61 = 1 // integer values :GENERL1_4433 jump @GENERL1_4333 :GENERL1_4440 040D: unload_wav 1 03D5: remove_text 'GEN1_11' // Stop running you fat slimeball! 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms :GENERL1_4463 Object.Destroy($1814) Object.Destroy($2256) $1814 = Object.Init(#SPAD_DR_CLOSED1, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1814) 0055: put_player $PLAYER_CHAR at 460.7 27.5 33.8 00BE: text_clear_all 040D: unload_wav 1 040D: unload_wav 2 011C: actor $PLAYER_ACTOR clear_objective 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($2252) jf @GENERL1_4568 01CA: actor $2252 kill_player $PLAYER_CHAR :GENERL1_4568 if not Actor.Dead($2253) jf @GENERL1_4592 01CA: actor $2253 kill_player $PLAYER_CHAR :GENERL1_4592 if not Actor.Dead($2251) jf @GENERL1_4625 0372: set_actor $2251 anim 0 wait_state_time 100 ms $2262 = Marker.CreateAboveActor($2251) :GENERL1_4625 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 16@ = 0 // integer values 17@ = 250 // integer values :GENERL1_4653 wait 0 if not Actor.Dead($2251) jf @GENERL1_5401 if $2264 == 0 // integer values jf @GENERL1_4789 if not Actor.Dead($2251) jf @GENERL1_4789 if 00EC: actor $2251 0 466.1 42.7 radius 1.0 1.0 jf @GENERL1_4774 0239: actor $2251 run_to 472.3 42.8 $2264 = 1 // integer values jump @GENERL1_4789 :GENERL1_4774 0239: actor $2251 run_to 466.1 42.7 :GENERL1_4789 if $2264 == 1 // integer values jf @GENERL1_4905 if not Actor.Dead($2251) jf @GENERL1_4905 if 00EC: actor $2251 0 472.3 42.8 radius 1.0 1.0 jf @GENERL1_4890 0239: actor $2251 run_to 472.5 35.9 $2264 = 2 // integer values jump @GENERL1_4905 :GENERL1_4890 0239: actor $2251 run_to 472.3 42.8 :GENERL1_4905 if $2264 == 2 // integer values jf @GENERL1_5187 if not Actor.Dead($2251) jf @GENERL1_5187 if 00EC: actor $2251 0 472.5 35.9 radius 1.0 1.0 jf @GENERL1_5172 if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 jf @GENERL1_5127 03CF: load_wav 'COL1_2' as 1 :GENERL1_5037 if 83D0: not wav 1 loaded jf @GENERL1_5063 wait 0 jump @GENERL1_5037 :GENERL1_5063 00BC: text_highpriority 'GEN1_07' 4000 ms 1 // Go away from me, you cheap bastard! 03D1: play_wav 1 :GENERL1_5082 if and 83D2: not wav 1 ended not Actor.Dead($2251) jf @GENERL1_5113 wait 0 jump @GENERL1_5082 :GENERL1_5113 040D: unload_wav 1 03D5: remove_text 'GEN1_07' // Go away from me, you cheap bastard! :GENERL1_5127 if not Actor.Dead($2251) jf @GENERL1_5158 0239: actor $2251 run_to 464.0 35.6 :GENERL1_5158 $2264 = 3 // integer values jump @GENERL1_5187 :GENERL1_5172 0239: actor $2251 run_to 472.5 35.9 :GENERL1_5187 if $2264 == 3 // integer values jf @GENERL1_5303 if not Actor.Dead($2251) jf @GENERL1_5303 if 00EC: actor $2251 0 464.0 35.6 radius 1.0 1.0 jf @GENERL1_5288 0239: actor $2251 run_to 463.0 31.6 $2264 = 4 // integer values jump @GENERL1_5303 :GENERL1_5288 0239: actor $2251 run_to 464.0 35.6 :GENERL1_5303 if $2264 == 4 // integer values jf @GENERL1_5394 if not Actor.Dead($2251) jf @GENERL1_5394 if 00EC: actor $2251 0 463.0 31.6 radius 1.0 1.0 jf @GENERL1_5394 011C: actor $2251 clear_objective 0350: set_actor $2251 maintain_position_when_attacked 1 jump @GENERL1_5484 :GENERL1_5394 jump @GENERL1_5470 :GENERL1_5401 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'GEN1_19' 5000 ms 1 // ~g~The Vice City Police are on to you! Player.SetMinWantedLevel($PLAYER_CHAR, 2) if or 0329: garage $684 respray_done 0329: garage $685 respray_done jf @GENERL1_5463 :GENERL1_5463 jump @GENERL1_8046 :GENERL1_5470 gosub @GENERL1_9214 jump @GENERL1_4653 :GENERL1_5484 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Camera.SetPosition(470.2, 37.1, 34.2, 0.0, 0.0, 0.0) Camera.PointAt(460.1, 31.0, 32.0, 2) 16@ = 0 // integer values :GENERL1_5560 wait 0 if not Actor.Dead($2251) jf @GENERL1_5652 if 00EC: actor $2251 0 457.8 31.4 radius 1.0 1.0 jf @GENERL1_5637 011C: actor $2251 clear_objective jump @GENERL1_5685 jump @GENERL1_5652 :GENERL1_5637 0239: actor $2251 run_to 457.8 31.4 :GENERL1_5652 if 16@ > 3000 // integer values jf @GENERL1_5678 jump @GENERL1_5685 :GENERL1_5678 jump @GENERL1_5560 :GENERL1_5685 0169: set_fade_color 0 0 1 fade 0 500 :GENERL1_5700 if fading jf @GENERL1_5724 wait 0 jump @GENERL1_5700 :GENERL1_5724 if not Actor.Dead($2251) jf @GENERL1_5770 Actor.PutAt($2251, 474.7, 29.9, 11.07) Actor.Angle($2251) = 92.5 :GENERL1_5770 fade 1 500 Camera.SetPosition(484.2, 37.0, 12.8, 0.0, 0.0, 0.0) Camera.PointAt(479.7, 27.5, 11.5, 2) if not Actor.Dead($2251) jf @GENERL1_5866 0350: set_actor $2251 maintain_position_when_attacked 0 0239: actor $2251 run_to 482.8 30.9 :GENERL1_5866 03CF: load_wav 'COL1_3' as 1 :GENERL1_5878 if 83D0: not wav 1 loaded jf @GENERL1_5904 wait 0 jump @GENERL1_5878 :GENERL1_5904 00BC: text_highpriority 'GEN1_08' 4000 ms 1 // Oh sweet Jesus, I've wasted my life and my looks! 03D1: play_wav 1 :GENERL1_5923 if and 83D2: not wav 1 ended not Actor.Dead($2251) jf @GENERL1_5954 wait 0 jump @GENERL1_5923 :GENERL1_5954 040D: unload_wav 1 03D5: remove_text 'GEN1_08' // Oh sweet Jesus, I've wasted my life and my looks! if not Actor.Dead($2251) jf @GENERL1_6004 01BE: set_actor $2251 to_look_at_spot 474.7 29.9 11.07 :GENERL1_6004 wait 1000 if not Actor.Dead($2251) jf @GENERL1_6040 0239: actor $2251 run_to 402.1 -462.2 :GENERL1_6040 if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 jf @GENERL1_6118 Actor.PutAt($PLAYER_ACTOR, 474.7, 29.9, 11.07) Actor.Angle($PLAYER_ACTOR) = 92.5 :GENERL1_6118 0350: set_actor $PLAYER_ACTOR maintain_position_when_attacked 0 0239: actor $PLAYER_ACTOR run_to 482.8 30.9 03CF: load_wav 'COL1_7' as 1 :GENERL1_6152 if and 83D0: not wav 1 loaded not Actor.Dead($2251) jf @GENERL1_6183 wait 0 jump @GENERL1_6152 :GENERL1_6183 00BC: text_highpriority 'GEN1_12' 4000 ms 1 // Stand still and I'll make it quick! 03D1: play_wav 1 :GENERL1_6202 if and 83D2: not wav 1 ended not Actor.Dead($2251) jf @GENERL1_6233 wait 0 jump @GENERL1_6202 :GENERL1_6233 040D: unload_wav 1 03D5: remove_text 'GEN1_12' // Stand still and I'll make it quick! wait 1500 Object.Destroy($2254) Object.Destroy($1816) $1816 = Object.Init(#SPAD_DR_CLOSED3, 464.663, 30.336, 23.881) Object.RemoveFromMissionCleanupList($1816) 011C: actor $PLAYER_ACTOR clear_objective Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 00BC: text_highpriority 'GEN1_05' 5000 ms 1 // ~g~Go and kill Gonzalez! 16@ = 0 // integer values 17@ = 250 // integer values :GENERL1_6344 wait 0 if not Actor.Dead($2251) jf @GENERL1_7495 if 16@ > 500 // integer values jf @GENERL1_6625 if 8510: not unknown_actor $2251 on_path 402.1 -462.2 10.1 radius 1.0 jf @GENERL1_6453 009E: set_actor $2251 path 402.1 -462.2 10.1 unknown 1.0 1 jump @GENERL1_6468 :GENERL1_6453 0239: actor $2251 run_to 402.1 -462.2 :GENERL1_6468 if not Actor.Dead($2252) jf @GENERL1_6618 if 80FB: not player $PLAYER_CHAR 0 $2252 radius 5.0 5.0 5.0 jf @GENERL1_6610 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if 8510: not unknown_actor $2252 on_path $95 $96 $97 radius 1.0 jf @GENERL1_6592 009E: set_actor $2252 path $95 $96 $97 unknown 1.0 1 jump @GENERL1_6603 :GENERL1_6592 0239: actor $2252 run_to $95 $96 :GENERL1_6603 jump @GENERL1_6618 :GENERL1_6610 01CA: actor $2252 kill_player $PLAYER_CHAR :GENERL1_6618 16@ = 0 // integer values :GENERL1_6625 if 17@ > 500 // integer values jf @GENERL1_6801 if not Actor.Dead($2253) jf @GENERL1_6794 if 80FB: not player $PLAYER_CHAR 0 $2253 radius 5.0 5.0 5.0 jf @GENERL1_6786 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if 8510: not unknown_actor $2253 on_path $95 $96 $97 radius 1.0 jf @GENERL1_6768 009E: set_actor $2253 path $95 $96 $97 unknown 1.0 1 jump @GENERL1_6779 :GENERL1_6768 0239: actor $2253 run_to $95 $96 :GENERL1_6779 jump @GENERL1_6794 :GENERL1_6786 01CA: actor $2253 kill_player $PLAYER_CHAR :GENERL1_6794 17@ = 0 // integer values :GENERL1_6801 if $2265 == 0 // integer values jf @GENERL1_6966 if 8057: not player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 jf @GENERL1_6966 if not Actor.Dead($2252) jf @GENERL1_6913 Actor.PutAt($2252, 477.0, 28.7, 11.0) Actor.Angle($2252) = 272.4 :GENERL1_6913 if not Actor.Dead($2253) jf @GENERL1_6959 Actor.PutAt($2253, 477.0, 32.7, 11.0) Actor.Angle($2253) = 272.4 :GENERL1_6959 $2265 = 1 // integer values :GENERL1_6966 if 00E9: player $PLAYER_CHAR 0 $2251 radius 5.0 5.0 jf @GENERL1_7047 if $2264 == 4 // integer values jf @GENERL1_7022 $2264 = 5 // integer values :GENERL1_7022 if $2264 == 6 // integer values jf @GENERL1_7047 $2264 = 7 // integer values :GENERL1_7047 if $2264 == 5 // integer values jf @GENERL1_7174 03CF: load_wav 'COL1_4' as 1 :GENERL1_7077 if 83D0: not wav 1 loaded jf @GENERL1_7103 wait 0 jump @GENERL1_7077 :GENERL1_7103 00BC: text_highpriority 'GEN1_09' 4000 ms 1 // I pay you double, Tommy, DOUBLE! 03D1: play_wav 1 :GENERL1_7122 if and 83D2: not wav 1 ended not Actor.Dead($2251) jf @GENERL1_7153 wait 0 jump @GENERL1_7122 :GENERL1_7153 040D: unload_wav 1 03D5: remove_text 'GEN1_09' // I pay you double, Tommy, DOUBLE! $2264 = 6 // integer values :GENERL1_7174 if Actor.Dead($2251) jf @GENERL1_7259 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'GEN1_19' 5000 ms 1 // ~g~The Vice City Police are on to you! Player.SetMinWantedLevel($PLAYER_CHAR, 2) if or 0329: garage $684 respray_done 0329: garage $685 respray_done jf @GENERL1_7252 :GENERL1_7252 jump @GENERL1_8046 :GENERL1_7259 if $2264 == 7 // integer values jf @GENERL1_7417 if 00E9: player $PLAYER_CHAR 0 $2251 radius 5.0 5.0 jf @GENERL1_7410 03CF: load_wav 'COL1_8' as 1 :GENERL1_7320 if 83D0: not wav 1 loaded jf @GENERL1_7346 wait 0 jump @GENERL1_7320 :GENERL1_7346 00BC: text_highpriority 'GEN1_13' 4000 ms 1 // Quit your squealing, no one cares, fatso! 03D1: play_wav 1 :GENERL1_7365 if and 83D2: not wav 1 ended not Actor.Dead($2251) jf @GENERL1_7396 wait 0 jump @GENERL1_7365 :GENERL1_7396 040D: unload_wav 1 03D5: remove_text 'GEN1_13' // Quit your squealing, no one cares, fatso! :GENERL1_7410 $2264 = 8 // integer values :GENERL1_7417 if not Actor.Dead($2251) jf @GENERL1_7488 if 00FE: actor $2251 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 jf @GENERL1_7488 jump @GENERL1_7571 :GENERL1_7488 jump @GENERL1_7564 :GENERL1_7495 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'GEN1_19' 5000 ms 1 // ~g~The Vice City Police are on to you! Player.SetMinWantedLevel($PLAYER_CHAR, 2) if or 0329: garage $684 respray_done 0329: garage $685 respray_done jf @GENERL1_7557 :GENERL1_7557 jump @GENERL1_8046 :GENERL1_7564 jump @GENERL1_6344 :GENERL1_7571 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 $1000 = 1 // integer values Camera.SetAtPos(393.5, -476.4, 12.3) 0395: clear_area 1 at 405.5 -473.2 range 9.0 30.0 Camera.SetPosition(403.96, -463.42, 15.2, 0.0, 0.0, 0.0) Camera.PointAt(396.33, -472.82, 11.8, 2) if 00F5: player $PLAYER_CHAR 0 398.3 -469.8 11.9 radius 15.0 15.0 15.0 jf @GENERL1_7756 0055: put_player $PLAYER_CHAR at 401.6179 -464.7001 9.6664 :GENERL1_7756 if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 jf @GENERL1_7834 0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07 0171: set_player $PLAYER_CHAR z_angle_to 274.5 :GENERL1_7834 if not Actor.Dead($2251) jf @GENERL1_7885 011C: actor $2251 clear_objective Actor.PutAt($2251, 405.5, -473.2, 9.0) Actor.Angle($2251) = 49.0 :GENERL1_7885 wait 1000 if not Actor.Dead($2251) jf @GENERL1_7985 if 8510: not unknown_actor $2251 on_path $95 $96 $97 radius 1.0 jf @GENERL1_7970 009E: set_actor $2251 path 393.5 -476.4 12.3 unknown 1.0 1 jump @GENERL1_7985 :GENERL1_7970 0239: actor $2251 run_to 393.5 -476.4 :GENERL1_7985 wait 3000 $1000 = 0 // integer values Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Actor.DestroyInstantly($2251) 02A3: enable_widescreen 0 00BC: text_highpriority 'GEN1_18' 5000 ms 1 // ~r~Gonzalez has made it safely to the Police Station! jump @GENERL1_8868 :GENERL1_8046 Marker.Disable($2262) if not $2264 == 1 // integer values jf @GENERL1_8076 $2264 = 0 // integer values :GENERL1_8076 if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 jf @GENERL1_8156 Object.Destroy($1814) $2256 = Object.Init(#SPAD_DR_OPEN1, 454.321, 31.436, 35.198) Object.RemoveFromMissionCleanupList($2256) :GENERL1_8156 00BB: text_lowpriority 'GEN1_23' 10000 ms 1 // ~g~Go back through the doors to return to the ground floor. :GENERL1_8171 if 0057: player $PLAYER_CHAR 0 434.7 51.5 45.6 480.4 12.0 24.0 jf @GENERL1_8546 wait 0 03A1: clear_area_with_center_at_3D_coord 461.7 31.5 29.9 radius 3.0 03A1: clear_area_with_center_at_3D_coord 454.1 31.3 33.8 radius 3.0 if or 0057: player $PLAYER_CHAR 0 463.22 32.4 30.2 462.04 30.47 32.5 0057: player $PLAYER_CHAR 0 455.9 30.33 33.83 454.15 32.56 36.57 jf @GENERL1_8539 0169: set_fade_color 0 0 1 fade 0 500 :GENERL1_8367 if fading jf @GENERL1_8391 wait 0 jump @GENERL1_8367 :GENERL1_8391 Object.Destroy($2256) Object.Destroy($2255) Object.Destroy($2254) Object.Destroy($1814) Object.Destroy($1815) Object.Destroy($1816) $1814 = Object.Init(#SPAD_DR_CLOSED1, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1814) $1815 = Object.Init(#SPAD_DR_CLOSED2, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1815) $1816 = Object.Init(#SPAD_DR_CLOSED3, 464.663, 30.336, 23.881) Object.RemoveFromMissionCleanupList($1816) 0055: put_player $PLAYER_CHAR at 479.5 30.11 10.07 0171: set_player $PLAYER_CHAR z_angle_to 274.5 fade 1 500 :GENERL1_8539 jump @GENERL1_8171 :GENERL1_8546 03D5: remove_text 'GEN1_23' // ~g~Go back through the doors to return to the ground floor. 00BB: text_lowpriority 'GEN1_20' 10000 ms 1 // ~g~Get into a vehicle. :GENERL1_8571 if 80E0: not player $PLAYER_CHAR driving jf @GENERL1_8605 wait 0 gosub @GENERL1_9214 jump @GENERL1_8571 :GENERL1_8605 03D5: remove_text 'GEN1_20' // ~g~Get into a vehicle. 00BB: text_lowpriority 'GEN1_21' 5000 ms 1 // ~g~Get to the~h~ Pay 'N' Spray~g~ in~h~ Vice Point~g~. 0335: set_free_paynspray_to 1 018A: $2263 = create_checkpoint_at 327.2 429.9 10.3 :GENERL1_8654 wait 0 if or 0329: garage $684 respray_done 0329: garage $685 respray_done jf @GENERL1_8713 Marker.Disable($2263) wait 4000 03D5: remove_text 'GEN1_22' // Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free. jump @GENERL1_8885 jump @GENERL1_8738 :GENERL1_8713 if not Player.WantedLevel($PLAYER_CHAR) > 0 jf @GENERL1_8738 jump @GENERL1_8885 :GENERL1_8738 if $2264 == 0 // integer values jf @GENERL1_8826 if and 00F5: player $PLAYER_CHAR 1 327.2 429.9 10.3 radius 2.5 2.5 2.5 00E0: player $PLAYER_CHAR driving jf @GENERL1_8826 03E5: text_box 'GEN1_22' // Drive your vehicle into the spray shop to lose your ~h~wanted level, ~h~repair and ~h~respray your vehicle. Cost - ~h~$100. This time it's free. $2264 = 1 // integer values :GENERL1_8826 if 80E0: not player $PLAYER_CHAR driving jf @GENERL1_8854 Marker.Disable($2263) jump @GENERL1_8046 :GENERL1_8854 gosub @GENERL1_9214 jump @GENERL1_8654 :GENERL1_8868 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :GENERL1_8885 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 250 time 5000 style 1 // MISSION PASSED! $~1~ 055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 $1270 = 1 // integer values create_thread @CLOTH6 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 250 0318: set_latest_mission_passed 'COL_1' // Treacherous Swine 030C: progress_made += 1 $905 = 1 // integer values create_thread @GEN2 $PASSED_COL1_TREACHEROUS_SWINE = 1 // integer values return :GENERL1_8997 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True Actor.DestroyWithFade($2251) 0296: unload_special_actor 1 Model.Destroy(#CLA) Model.Destroy(#CHNSAW) 0335: set_free_paynspray_to 0 01B7: release_weather $1000 = 0 // integer values Object.Destroy($2256) Object.Destroy($2255) Object.Destroy($2254) Object.Destroy($1814) Object.Destroy($1815) Object.Destroy($1816) $1814 = Object.Init(#SPAD_DR_CLOSED1, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1814) $1815 = Object.Init(#SPAD_DR_CLOSED2, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1815) $1816 = Object.Init(#SPAD_DR_CLOSED3, 464.663, 30.336, 23.881) Object.RemoveFromMissionCleanupList($1816) Object.Destroy($2257) Marker.Disable($2261) Marker.Disable($2262) Marker.Disable($2263) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 022A: remove_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 mission_cleanup return :GENERL1_9214 if 16@ > 500 // integer values jf @GENERL1_9390 if not Actor.Dead($2252) jf @GENERL1_9383 if 80FB: not player $PLAYER_CHAR 0 $2252 radius 7.0 7.0 7.0 jf @GENERL1_9375 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if 8510: not unknown_actor $2252 on_path $95 $96 $97 radius 1.0 jf @GENERL1_9357 009E: set_actor $2252 path $95 $96 $97 unknown 1.0 1 jump @GENERL1_9368 :GENERL1_9357 0239: actor $2252 run_to $95 $96 :GENERL1_9368 jump @GENERL1_9383 :GENERL1_9375 01CA: actor $2252 kill_player $PLAYER_CHAR :GENERL1_9383 16@ = 0 // integer values :GENERL1_9390 if 17@ > 500 // integer values jf @GENERL1_9566 if not Actor.Dead($2253) jf @GENERL1_9559 if 80FB: not player $PLAYER_CHAR 0 $2253 radius 7.0 7.0 7.0 jf @GENERL1_9551 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if 8510: not unknown_actor $2253 on_path $95 $96 $97 radius 1.0 jf @GENERL1_9533 009E: set_actor $2253 path $95 $96 $97 unknown 1.0 1 jump @GENERL1_9544 :GENERL1_9533 0239: actor $2253 run_to $95 $96 :GENERL1_9544 jump @GENERL1_9559 :GENERL1_9551 01CA: actor $2253 kill_player $PLAYER_CHAR :GENERL1_9559 17@ = 0 // integer values :GENERL1_9566 return //-------------Mission 8--------------- // Originally: Mall Shootout :COL2 gosub @COL2_36 if wasted_or_busted jf @COL2_27 gosub @COL2_9895 :COL2_27 gosub @COL2_9985 end_thread :COL2_36 $ONMISSION = 1 // integer values increment_mission_attempts thread 'COL2' wait 0 054C: use_GXT_table 'GENERA2' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 $2278 = 0 // integer values $2279 = 0 // integer values $2280 = -1 // integer values $2273 = 0 // integer values $2281 = 0 // integer values $2274 = 0 // integer values $98 = 0.0 // floating-point values $2275 = 0 // integer values $2276 = 0 // integer values $2277 = 0 // integer values $2607 = 1 // integer values $2560 = 0 // integer values $2561 = 0 // integer values $2562 = 0 // integer values $2563 = 0 // integer values $2564 = 0 // integer values $2567 = 0 // integer values $2568 = 0 // integer values $2569 = 0 // integer values $2282 = 2 // integer values $2284 = 0 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSCOLO' 023C: load_special_actor 3 'CGONB' 023C: load_special_actor 4 'CSERVRB' Model.Load(#YT_MAIN_BODY) Model.Load(#YT_MAIN_BODY2) Model.Load(#YT_DOORS14) Model.Load(#YT_TMP_BOAT) Model.Load(#LODMAIN_BODY) Model.Load(#BIG_POLY_TINGS) Model.Load(#YT_GANGPLNK_TMP) Object.StorePos($714, $448, $449, $450) $716 = Object.Init(#BIG_POLY_TINGS, $448, $449, $450) 038B: load_requested_models :COL2_349 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded jf @COL2_387 wait 0 jump @COL2_349 :COL2_387 if or not Model.Available(#YT_MAIN_BODY) not Model.Available(#YT_MAIN_BODY2) not Model.Available(#YT_DOORS14) not Model.Available(#YT_TMP_BOAT) not Model.Available(#LODMAIN_BODY) not Model.Available(#BIG_POLY_TINGS) jf @COL2_433 wait 0 jump @COL2_387 :COL2_433 if not Model.Available(#YT_GANGPLNK_TMP) jf @COL2_459 wait 0 jump @COL2_433 :COL2_459 041D: set_camera_near_clip 0.1 02E4: load_cutscene_data 'COL_2' Object.StorePos($714, $448, $449, $450) $448 += 0.003 // floating-point values $449 -= 1.381 // floating-point values $450 += 3.149 // floating-point values 0244: set_cutscene_pos $448 $449 $450 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSCOLO' 02E5: $2270 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $2270 'CGONB' 02E5: $2271 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $2271 'CSERVRB' 04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 Camera.SetAtPos(-244.2799, -1360.67, 7.0786) 0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 Camera.SetBehindPlayer 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 041D: set_camera_near_clip 0.3 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :COL2_733 if 5347 > $CUT_SCENE_TIME // integer values jf @COL2_768 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_733 :COL2_768 00BC: text_highpriority 'COL2_A' 10000 ms 1 // Tommy! Come, join me. :COL2_783 if 9864 > $CUT_SCENE_TIME // integer values jf @COL2_818 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_783 :COL2_818 00BC: text_highpriority 'COL2_B' 10000 ms 1 // This looks delicious, huh? Tapir snout? :COL2_833 if 13052 > $CUT_SCENE_TIME // integer values jf @COL2_868 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_833 :COL2_868 00BC: text_highpriority 'COL2_C' 10000 ms 1 // Uhhh... no, no. No, thanks. :COL2_883 if 14891 > $CUT_SCENE_TIME // integer values jf @COL2_918 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_883 :COL2_918 00BC: text_highpriority 'COL2_D' 10000 ms 1 // Tommy, you are like a pampas breeze that has freed me from the stench of corruption, :COL2_933 if 20085 > $CUT_SCENE_TIME // integer values jf @COL2_968 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_933 :COL2_968 00BC: text_highpriority 'COL2_E' 10000 ms 1 // although, I must appear to mourn his passing and carry on with business as usual. :COL2_983 if 24630 > $CUT_SCENE_TIME // integer values jf @COL2_1018 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_983 :COL2_1018 00BC: text_highpriority 'COL2_F' 10000 ms 1 // This isn't getting me any closer to my money... :COL2_1033 if 26918 > $CUT_SCENE_TIME // integer values jf @COL2_1068 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_1033 :COL2_1068 00BC: text_highpriority 'COL2_G' 10000 ms 1 // Tommy, my friend, you are not in Liberty now. Here we do things differently. :COL2_1083 if 33020 > $CUT_SCENE_TIME // integer values jf @COL2_1120 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_1083 :COL2_1120 00BC: text_highpriority 'COL2_H' 10000 ms 1 // I will continue with my enquiries but in the meantime I have a valuable deal to close. :COL2_1135 if 38898 > $CUT_SCENE_TIME // integer values jf @COL2_1172 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_1135 :COL2_1172 00BC: text_highpriority 'COL2_I' 10000 ms 1 // A favor for a friend, Cortez? :COL2_1187 if 40828 > $CUT_SCENE_TIME // integer values jf @COL2_1224 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_1187 :COL2_1224 00BC: text_highpriority 'COL2_J' 10000 ms 1 // You're a good friend, Tommy. I knew you would not let me down. :COL2_1239 if 44168 > $CUT_SCENE_TIME // integer values jf @COL2_1276 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_1239 :COL2_1276 00BC: text_highpriority 'COL2_K' 10000 ms 1 // I need you to meet a courier who has obtained some valuable technology for me... :COL2_1291 if 48182 > $CUT_SCENE_TIME // integer values jf @COL2_1328 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL2_1291 :COL2_1328 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :COL2_1345 if fading jf @COL2_1369 wait 0 jump @COL2_1345 :COL2_1369 if 82E9: not cutscene_reached_end jf @COL2_1393 wait 0 jump @COL2_1369 :COL2_1393 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 Object.Destroy($716) Model.Destroy(#YT_MAIN_BODY) Model.Destroy(#YT_MAIN_BODY2) Model.Destroy(#YT_DOORS14) Model.Destroy(#YT_TMP_BOAT) Model.Destroy(#LODMAIN_BODY) Model.Destroy(#BIG_POLY_TINGS) Model.Destroy(#YT_GANGPLNK_TMP) 04E3: unknown_player $PLAYER_CHAR 0 60000 Model.Load(#PCJ600) Model.Load(#COLT45) Model.Load(#UZI) 023C: load_special_actor 1 'FSFA' 023C: load_special_actor 2 'COURIER' 03CF: load_wav 'COL2_1' as 1 03CF: load_wav 'COL2_2' as 2 038B: load_requested_models :COL2_1525 if or not Model.Available(#PCJ600) not Model.Available(#COLT45) not Model.Available(#UZI) 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @COL2_1570 wait 0 jump @COL2_1525 :COL2_1570 0169: set_fade_color 0 0 1 fade 1 1500 00BC: text_highpriority 'COL2_B1' 15000 ms 1 // ~g~Meet the courier at the mall. 01BD: $2283 = current_time_in_ms $2283 += 20000 // integer values 0@ = Actor.Create(CivMale, #SPECIAL02, 6.1112, -937.0656, 15.076) 02A9: set_actor 0@ immune_to_nonplayer 1 0411: set_actor 0@ use_pednode_seek 0 Actor.Angle(0@) = 262.8159 01ED: clear_actor 0@ threat_search 02A9: set_actor 0@ immune_to_nonplayer 1 0350: set_actor 0@ maintain_position_when_attacked 1 0243: set_actor 0@ ped_stats_to 16 0489: set_actor 0@ muted 1 0481: 6.0 $2272 = Marker.CreateAboveActor(0@) if $ONMISSION == 0 // integer values jf @COL2_1943 1@ = Actor.Create(CivMale, #SPECIAL01, 18.9999, -928.7729, 15.0727) 2@ = Actor.Create(CivMale, #SPECIAL01, 18.9999, -928.7729, 15.0727) 3@ = Actor.Create(CivMale, #SPECIAL01, 18.9999, -928.7729, 15.0727) 4@ = Actor.Create(CivMale, #SPECIAL01, 18.9999, -928.7729, 15.0727) 6@ = Actor.Create(CivMale, #SPECIAL01, 18.9999, -928.7729, 15.0727) 7@ = Actor.Create(CivMale, #SPECIAL01, -15.6727, -929.0634, 15.066) 8@ = Actor.Create(CivMale, #SPECIAL01, -10.2667, -937.9695, 9.4077) 9@ = Actor.Create(CivMale, #SPECIAL01, -9.9934, -939.7717, 9.4492) 11@ = Actor.Create(CivMale, #SPECIAL01, -15.225, -949.0593, 15.072) :COL2_1943 $61 = 0 // integer values :COL2_1950 wait 0 01BD: $4811 = current_time_in_ms if $2273 > 0 // integer values jf @COL2_2009 if $2277 == 0 // integer values jf @COL2_2009 Player.SetMinWantedLevel($PLAYER_CHAR, 2) $2277 = 1 // integer values :COL2_2009 if 12 > $2278 // integer values jf @COL2_2131 if Actor.Dead(0@) jf @COL2_2065 00BC: text_highpriority 'COL2_F1' 5000 ms 1 // ~r~You killed the contact! jump @COL2_9895 :COL2_2065 if 1 > $2278 // integer values jf @COL2_2126 if 8184: not actor 0@ health >= 95 jf @COL2_2119 01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 01CA: actor 0@ kill_player $PLAYER_CHAR :COL2_2119 jump @COL2_2131 :COL2_2126 048F: actor 0@ remove_weapons :COL2_2131 if $2284 == 0 // integer values jf @COL2_2228 if 001C: $4811 > $2283 // integer values jf @COL2_2228 03E6: remove_text_box 03E5: text_box 'AMMUHLP' // If you need any weapons visit ~h~Ammu-Nation~w~. Follow the ~h~Gun blip~w~ on the radar. Marker.Disable($433) 02A8: $433 = create_marker 16 at $531 $532 $533 03E7: flash_hud 8 0084: $2283 = $4811 // integer values and handles $2283 += 3000 // integer values $2284 = 1 // integer values :COL2_2228 if $2284 == 1 // integer values jf @COL2_2276 if 001C: $4811 > $2283 // integer values jf @COL2_2276 03E7: flash_hud -1 $2284 = 2 // integer values :COL2_2276 if $2281 == 0 // integer values jf @COL2_2371 if 00E3: player $PLAYER_CHAR 0 3.353 -938.9778 radius 100.0 100.0 jf @COL2_2371 03E6: remove_text_box 03E5: text_box 'BLIPHLP' // The blip on the radar is a triangle pointing up, this shows that the target is higher than the player. 03E7: flash_hud 8 0084: $2274 = $4811 // integer values and handles $2274 += 3000 // integer values $2281 = 1 // integer values :COL2_2371 if $2281 == 1 // integer values jf @COL2_2419 if 001C: $4811 > $2274 // integer values jf @COL2_2419 03E7: flash_hud -1 $2281 = 2 // integer values :COL2_2419 if and $2278 > 1 // integer values 12 > $2278 // integer values jf @COL2_2771 if 00E1: player 0 pressed_button 16 jf @COL2_2746 if $61 == 1 // integer values jf @COL2_2739 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only if 5 > $2278 // integer values jf @COL2_2555 1@ = Actor.Create(CivMale, #SPECIAL01, 4.2931, -947.4683, 20.733) 2@ = Actor.Create(CivMale, #SPECIAL01, 2.4581, -947.4636, 20.733) :COL2_2555 if 9 > $2278 // integer values jf @COL2_2621 3@ = Actor.Create(CivMale, #SPECIAL01, 2.7139, -936.8358, 9.3967) 4@ = Actor.Create(CivMale, #SPECIAL01, 4.6123, -937.3372, 9.3965) :COL2_2621 if 11 > $2278 // integer values jf @COL2_2709 0411: set_actor 0@ use_pednode_seek 0 02A9: set_actor 0@ immune_to_nonplayer 0 Actor.PutAt(0@, -8.3703, -934.7144, 9.4119) 0411: set_actor 0@ use_pednode_seek 0 0502: unknown_actor 0@ sprint_to 1.7873 -928.6034 0411: set_actor 0@ use_pednode_seek 0 $2280 = 4 // integer values :COL2_2709 $2278 = 12 // integer values 0084: $2279 = $4811 // integer values and handles $2279 -= 500 // integer values $61 = 2 // integer values :COL2_2739 jump @COL2_2771 :COL2_2746 if $61 == 0 // integer values jf @COL2_2771 $61 = 1 // integer values :COL2_2771 if $2278 == 13 // integer values jf @COL2_2998 if 8057: not player $PLAYER_CHAR 0 -39.0665 -968.8087 9.4111 47.3099 -909.2296 33.5801 jf @COL2_2896 Actor.RemoveReferences(1@) Actor.RemoveReferences(2@) Actor.RemoveReferences(3@) Actor.RemoveReferences(4@) Actor.RemoveReferences(6@) Actor.RemoveReferences(7@) Actor.RemoveReferences(8@) Actor.RemoveReferences(9@) Actor.RemoveReferences(11@) $2278 = 14 // integer values jump @COL2_2998 :COL2_2896 if not Actor.Dead(0@) jf @COL2_2998 if $2280 == 7 // integer values jf @COL2_2998 if 02CB: actor 0@ bounding_sphere_visible jf @COL2_2998 Actor.RemoveReferences(1@) Actor.RemoveReferences(2@) Actor.RemoveReferences(3@) Actor.RemoveReferences(4@) Actor.RemoveReferences(6@) Actor.RemoveReferences(7@) Actor.RemoveReferences(8@) Actor.RemoveReferences(9@) Actor.RemoveReferences(11@) $2278 = 14 // integer values :COL2_2998 if $2278 == 12 // integer values jf @COL2_3801 if or 03D2: wav 1 ended $61 == 2 // integer values jf @COL2_3801 if or 03D0: wav 2 loaded $61 == 2 // integer values jf @COL2_3801 if 001C: $4811 > $2279 // integer values jf @COL2_3801 Player.CanMove($PLAYER_CHAR) = True 01BE: set_actor $PLAYER_ACTOR to_look_at_spot -2.3434 -939.0732 15.4658 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 03F4: set_all_vehicles_apply_damage_rules 1 Camera.SetBehindPlayer Camera.Restore_WithJumpCut if not $61 == 2 // integer values jf @COL2_3147 03D1: play_wav 2 :COL2_3147 $2607 = 0 // integer values 6@ = Actor.Create(CivMale, #SPECIAL01, 18.9999, -928.7729, 15.0727) 0291: set_actor 6@ attack_when_provoked 1 0243: set_actor 6@ ped_stats_to 16 011A: set_actor 6@ search_threat 1 01B2: give_actor 6@ weapon 17 ammo 999 // Load the weapon model before using this 01CA: actor 6@ kill_player $PLAYER_CHAR 7@ = Actor.Create(CivMale, #SPECIAL01, -15.6727, -929.0634, 15.066) 0291: set_actor 7@ attack_when_provoked 1 0243: set_actor 7@ ped_stats_to 16 011A: set_actor 7@ search_threat 1 01B2: give_actor 7@ weapon 17 ammo 999 // Load the weapon model before using this 01CA: actor 7@ kill_player $PLAYER_CHAR 8@ = Actor.Create(CivMale, #SPECIAL01, -10.2667, -937.9695, 9.4077) 0291: set_actor 8@ attack_when_provoked 1 0243: set_actor 8@ ped_stats_to 16 011A: set_actor 8@ search_threat 1 01B2: give_actor 8@ weapon 17 ammo 999 // Load the weapon model before using this 01CA: actor 8@ kill_player $PLAYER_CHAR 9@ = Actor.Create(CivMale, #SPECIAL01, -9.9934, -939.7717, 9.4492) 0291: set_actor 9@ attack_when_provoked 1 0243: set_actor 9@ ped_stats_to 16 011A: set_actor 9@ search_threat 1 01B2: give_actor 9@ weapon 17 ammo 999 // Load the weapon model before using this 01CA: actor 9@ kill_player $PLAYER_CHAR 11@ = Actor.Create(CivMale, #SPECIAL01, -15.225, -949.0593, 15.072) 0291: set_actor 11@ attack_when_provoked 1 0243: set_actor 11@ ped_stats_to 16 011A: set_actor 11@ search_threat 1 01B2: give_actor 11@ weapon 17 ammo 999 // Load the weapon model before using this 01CA: actor 11@ kill_player $PLAYER_CHAR if not Actor.Dead(1@) jf @COL2_3524 0291: set_actor 1@ attack_when_provoked 1 0243: set_actor 1@ ped_stats_to 16 011A: set_actor 1@ search_threat 1 01B2: give_actor 1@ weapon 17 ammo 999 // Load the weapon model before using this 01CA: actor 1@ kill_player $PLAYER_CHAR :COL2_3524 if not Actor.Dead(2@) jf @COL2_3579 0291: set_actor 2@ attack_when_provoked 1 0243: set_actor 2@ ped_stats_to 16 011A: set_actor 2@ search_threat 1 01B2: give_actor 2@ weapon 17 ammo 999 // Load the weapon model before using this 01CA: actor 2@ kill_player $PLAYER_CHAR :COL2_3579 if not Actor.Dead(3@) jf @COL2_3634 0291: set_actor 3@ attack_when_provoked 1 0243: set_actor 3@ ped_stats_to 16 011A: set_actor 3@ search_threat 1 01B2: give_actor 3@ weapon 17 ammo 999 // Load the weapon model before using this 01CA: actor 3@ kill_player $PLAYER_CHAR :COL2_3634 if not Actor.Dead(4@) jf @COL2_3689 0291: set_actor 4@ attack_when_provoked 1 0243: set_actor 4@ ped_stats_to 16 011A: set_actor 4@ search_threat 1 01B2: give_actor 4@ weapon 17 ammo 999 // Load the weapon model before using this 01CA: actor 4@ kill_player $PLAYER_CHAR :COL2_3689 if not Actor.Dead(0@) jf @COL2_3794 $2272 = Marker.CreateAboveActor(0@) 00BC: text_highpriority 'COL2_B2' 10000 ms 1 // ~g~The courier is fleeing with the guidance chips! Don't let him get away! 5@ = Car.Create(#PCJ600, 41.7295, -897.1017, 9.3919) Car.Angle(5@) = 359.1412 12@ = Car.Create(#PCJ600, 36.1736, -895.8868, 9.3919) Car.Angle(12@) = 266.8658 :COL2_3794 $2278 = 13 // integer values :COL2_3801 if $2278 > 12 // integer values jf @COL2_3862 if 80E3: not player $PLAYER_CHAR 0 36.1736 -895.8868 radius 120.0 120.0 jf @COL2_3862 Car.RemoveReferences(12@) :COL2_3862 if $2278 == 11 // integer values jf @COL2_4044 if 03D0: wav 2 loaded jf @COL2_4044 if 001C: $4811 > $2279 // integer values jf @COL2_4044 Camera.SetPosition(-16.767, -942.2947, 10.064, 0.0, 0.0, 0.0) Camera.PointAt(-15.8789, -941.8711, 10.2422, 2) 0395: clear_area 0 at -5.4288 -939.4909 range 13.0343 10.0 022A: remove_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 0084: $2279 = $4811 // integer values and handles $2279 += 2000 // integer values $2278 = 12 // integer values :COL2_4044 if $2278 == 10 // integer values jf @COL2_4172 if 03D2: wav 2 ended jf @COL2_4172 if 03D0: wav 1 loaded jf @COL2_4172 if 001C: $4811 > $2279 // integer values jf @COL2_4172 03CF: load_wav 'COL2_8' as 2 03D1: play_wav 1 00BC: text_highpriority 'COL2_9' 5000 ms 1 // You American idiot! They followed you here! $2280 = 0 // integer values 0084: $2279 = $4811 // integer values and handles $2279 += 2000 // integer values $2278 = 11 // integer values :COL2_4172 if $2278 == 9 // integer values jf @COL2_4439 if 03D2: wav 1 ended jf @COL2_4439 if 03D0: wav 2 loaded jf @COL2_4439 Camera.SetPosition(2.7282, -949.3295, 23.6051, 0.0, 0.0, 0.0) Camera.PointAt(2.7581, -948.4955, 23.054, 2) if not Actor.Dead(1@) jf @COL2_4328 Actor.PutAt(1@, 4.2931, -947.4683, -100.0) 011C: actor 1@ clear_objective 020F: actor 1@ look_at_player $PLAYER_CHAR 04C6: actor 1@ do_kung_fu_stance_towards_actor $PLAYER_ACTOR :COL2_4328 if not Actor.Dead(2@) jf @COL2_4385 Actor.PutAt(2@, 2.4581, -947.4636, -100.0) 011C: actor 2@ clear_objective 020F: actor 2@ look_at_player $PLAYER_CHAR 04C6: actor 2@ do_kung_fu_stance_towards_actor $PLAYER_ACTOR :COL2_4385 00BC: text_highpriority 'COL2_6A' 5000 ms 1 // Freeze, imperialist American pig! Zat iz propertay of ze government Francais. 'And eet over! 03D1: play_wav 2 03CF: load_wav 'COL2_9' as 1 0084: $2279 = $4811 // integer values and handles $2279 += 1000 // integer values $2278 = 10 // integer values :COL2_4439 if $2278 == 8 // integer values jf @COL2_4570 3@ = Actor.Create(CivMale, #SPECIAL01, 2.5231, -924.9479, 9.3967) 4@ = Actor.Create(CivMale, #SPECIAL01, 5.3188, -924.7693, 9.3965) 0411: set_actor 3@ use_pednode_seek 0 0211: actor 3@ walk_to 2.7139 -936.8358 0411: set_actor 3@ use_pednode_seek 0 0411: set_actor 4@ use_pednode_seek 0 0211: actor 4@ walk_to 4.6123 -937.3372 0411: set_actor 4@ use_pednode_seek 0 $2278 = 9 // integer values :COL2_4570 if $2278 == 7 // integer values jf @COL2_4680 if 03D2: wav 2 ended jf @COL2_4680 if 03D0: wav 1 loaded jf @COL2_4680 00BC: text_highpriority 'COL2_5' 2000 ms 1 // Oh...d'accord. 03D1: play_wav 1 03CF: load_wav 'COL2_6A' as 2 01D2: actor 0@ follow_player $PLAYER_CHAR 0084: $2279 = $4811 // integer values and handles $2279 += 700 // integer values $2278 = 8 // integer values :COL2_4680 if $2278 == 6 // integer values jf @COL2_4782 if 03D2: wav 1 ended jf @COL2_4782 if 03D0: wav 2 loaded jf @COL2_4782 00BC: text_highpriority 'COL2_4' 3000 ms 1 // Look, Cortez sent me. Just give me the damn chips. 03D1: play_wav 2 03CF: load_wav 'COL2_5' as 1 0084: $2279 = $4811 // integer values and handles $2279 += 4000 // integer values $2278 = 7 // integer values :COL2_4782 if $2278 == 5 // integer values jf @COL2_4868 if 03D2: wav 2 ended jf @COL2_4868 if 03D0: wav 1 loaded jf @COL2_4868 00BC: text_highpriority 'COL2_3' 2000 ms 1 // Ah, comment? 03D1: play_wav 1 03CF: load_wav 'COL2_4' as 2 $2278 = 6 // integer values :COL2_4868 if $2278 == 4 // integer values jf @COL2_5135 if 03D0: wav 2 loaded jf @COL2_5135 if 03D2: wav 1 ended jf @COL2_5135 Camera.SetPosition(3.8965, -930.553, 16.1132, 0.0, 0.0, 0.0) Camera.PointAt(3.8828, -931.5497, 16.1934, 2) 020F: actor 0@ look_at_player $PLAYER_CHAR 00BC: text_highpriority 'COL2_2' 5000 ms 1 // What? 03D1: play_wav 2 03CF: load_wav 'COL2_3' as 1 1@ = Actor.Create(CivMale, #SPECIAL01, 4.6792, -951.7053, 20.733) 2@ = Actor.Create(CivMale, #SPECIAL01, 2.1545, -954.6406, 20.733) 0411: set_actor 1@ use_pednode_seek 0 0211: actor 1@ walk_to 4.2931 -947.4683 0411: set_actor 1@ use_pednode_seek 0 0411: set_actor 2@ use_pednode_seek 0 0211: actor 2@ walk_to 2.4581 -947.4636 0411: set_actor 2@ use_pednode_seek 0 0084: $2279 = $4811 // integer values and handles $2279 += 1000 // integer values $2278 = 5 // integer values :COL2_5135 if $2278 == 3 // integer values jf @COL2_5299 if 001C: $4811 > $2279 // integer values jf @COL2_5299 $2285 = Actor.Angle(0@) $2285 -= 12.0 // floating-point values if 115.6022 > $2285 // floating-point values jf @COL2_5278 $2285 = 115.6022 // floating-point values if 03D0: wav 1 loaded jf @COL2_5278 0084: $2279 = $4811 // integer values and handles $2279 += 1500 // integer values $2278 = 4 // integer values 00BC: text_highpriority 'COL2_1' 5000 ms 1 // Ze rain, she is tres wet zis time of the year... 03D1: play_wav 1 :COL2_5278 Actor.Angle(0@) = $2285 022F: set_actor 0@ stop_looking 022D: set_actor 0@ to_look_at_player $PLAYER_CHAR :COL2_5299 if $2278 == 2 // integer values jf @COL2_5369 if 001C: $4811 > $2279 // integer values jf @COL2_5369 0372: set_actor 0@ anim 3 wait_state_time 900 ms 0084: $2279 = $4811 // integer values and handles $2279 += 1000 // integer values $2278 = 3 // integer values :COL2_5369 if $2278 == 1 // integer values jf @COL2_5410 0084: $2279 = $4811 // integer values and handles $2279 += 500 // integer values $2278 = 2 // integer values :COL2_5410 if $2278 == 0 // integer values jf @COL2_5713 if 00FC: player $PLAYER_CHAR 0 0@ on_foot radius 3.0 3.0 2.0 jf @COL2_5713 Marker.Disable($2272) Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 011C: actor 0@ clear_objective 0395: clear_area 1 at 4.1929 -938.9565 range 15.076 5.0 0055: put_player $PLAYER_CHAR at 3.0914 -938.557 15.076 0210: player $PLAYER_CHAR look_at_actor 0@ Camera.SetPosition(8.1222, -935.515, 17.0304, 0.0, 0.0, 0.0) Camera.PointAt(7.3126, -936.0714, 16.8437, 2) Actor.PutAt(0@, 6.1112, -937.0656, 15.076) Actor.Angle(0@) = 262.8159 022B: create_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 0395: clear_area 0 at 3.6782 -939.0247 range 16.0038 6.0 Marker.Disable($433) 04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 $2278 = 1 // integer values :COL2_5713 if $2278 > 10 // integer values jf @COL2_9888 if not Actor.Dead(0@) jf @COL2_9265 Actor.StorePos(0@, $2286, $2287, $2288) if $2280 == 0 // integer values jf @COL2_5822 0411: set_actor 0@ use_pednode_seek 0 0502: unknown_actor 0@ sprint_to 1.8336 -938.0876 0411: set_actor 0@ use_pednode_seek 0 02A9: set_actor 0@ immune_to_nonplayer 0 $2280 = 1 // integer values :COL2_5822 if $2280 == 1 // integer values jf @COL2_5907 if 00ED: actor 0@ 0 1.8336 -938.0876 radius 1.0 1.0 jf @COL2_5907 0502: unknown_actor 0@ sprint_to -11.6307 -938.0319 0411: set_actor 0@ use_pednode_seek 0 $2280 = 2 // integer values :COL2_5907 if $2280 == 2 // integer values jf @COL2_5992 if 00ED: actor 0@ 0 -11.6307 -938.0319 radius 1.0 1.0 jf @COL2_5992 0502: unknown_actor 0@ sprint_to -11.4825 -935.4515 0411: set_actor 0@ use_pednode_seek 0 $2280 = 3 // integer values :COL2_5992 if $2280 == 3 // integer values jf @COL2_6077 if 00ED: actor 0@ 0 -11.4825 -935.4515 radius 1.0 1.0 jf @COL2_6077 0502: unknown_actor 0@ sprint_to 1.7873 -928.6034 0411: set_actor 0@ use_pednode_seek 0 $2280 = 4 // integer values :COL2_6077 if $2280 == 4 // integer values jf @COL2_6162 if 00ED: actor 0@ 0 1.7873 -928.6034 radius 1.0 1.0 jf @COL2_6162 0502: unknown_actor 0@ sprint_to 5.9929 -904.009 0411: set_actor 0@ use_pednode_seek 0 $2280 = 5 // integer values :COL2_6162 if $2280 == 5 // integer values jf @COL2_6247 if 00ED: actor 0@ 0 5.9929 -904.009 radius 1.0 1.0 jf @COL2_6247 0502: unknown_actor 0@ sprint_to 40.2117 -897.6254 0411: set_actor 0@ use_pednode_seek 0 $2280 = 6 // integer values :COL2_6247 if $2280 == 6 // integer values jf @COL2_6348 if 00ED: actor 0@ 0 40.2117 -897.6254 radius 1.0 1.0 jf @COL2_6348 if not Car.Wrecked(5@) jf @COL2_6348 0319: set_actor 0@ running 1 0411: set_actor 0@ use_pednode_seek 1 01D5: actor 0@ go_to_and_drive_car 5@ $2280 = 7 // integer values :COL2_6348 if $2278 > 13 // integer values jf @COL2_6593 if $2280 == 7 // integer values jf @COL2_6593 if not Car.Wrecked(5@) jf @COL2_6511 if Actor.InCar(0@, 5@) jf @COL2_6504 Car.DriveTo(5@, 267.4104, 1287.846, 16.1968) Car.SetMaxSpeed(5@, 25.0) 00AE: set_vehicle 5@ traffic_behavior_to 2 if $2561 == 0 // integer values jf @COL2_6497 $2561 = 1 // integer values 0084: $2586 = $4811 // integer values and handles $2586 += 6000 // integer values :COL2_6497 $2280 = 8 // integer values :COL2_6504 jump @COL2_6593 :COL2_6511 if 82D8: not actor 0@ current_weapon == 23 jf @COL2_6544 01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 011C: actor 0@ clear_objective :COL2_6544 if $2563 == 0 // integer values jf @COL2_6585 $2563 = 1 // integer values 0084: $2588 = $4811 // integer values and handles $2588 += 6000 // integer values :COL2_6585 01CA: actor 0@ kill_player $PLAYER_CHAR :COL2_6593 if $2280 > 7 // integer values jf @COL2_6834 if not Car.Wrecked(5@) jf @COL2_6834 if Actor.InCar(0@, 5@) jf @COL2_6834 0054: store_player $PLAYER_CHAR position_to $95 $96 $447 Actor.StorePos(0@, $445, $446, $447) 0086: $4862 = $95 // floating-point values only 0061: $4862 -= $445 // floating-point values 0086: $4863 = $96 // floating-point values only 0061: $4863 -= $446 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 $6987 = 800.0 // floating-point values 0071: $6987 /= $4864 // floating-point values if $6987 > 38.0 // floating-point values jf @COL2_6795 $6987 = 38.0 // floating-point values :COL2_6795 if 10.0 > $6987 // floating-point values jf @COL2_6826 $6987 = 10.0 // floating-point values :COL2_6826 Car.SetMaxSpeed(5@, $6987) :COL2_6834 if $2280 == 8 // integer values jf @COL2_7242 if not Actor.Driving(0@) jf @COL2_7003 if not Car.Wrecked(5@) jf @COL2_6947 if $2562 == 0 // integer values jf @COL2_6925 $2562 = 1 // integer values 0084: $2587 = $4811 // integer values and handles $2587 += 6000 // integer values :COL2_6925 01D5: actor 0@ go_to_and_drive_car 5@ $2280 = 9 // integer values jump @COL2_6996 :COL2_6947 01D0: actor 0@ avoid_player $PLAYER_CHAR if $2564 == 0 // integer values jf @COL2_6996 $2564 = 1 // integer values 0084: $2589 = $4811 // integer values and handles $2589 += 6000 // integer values :COL2_6996 jump @COL2_7242 :COL2_7003 if not Car.Wrecked(5@) jf @COL2_7242 if $2275 == 0 // integer values jf @COL2_7108 if 01AD: car 5@ sphere 0 near_point 267.4104 1287.846 radius 15.0 15.0 jf @COL2_7108 0477: set_car 5@ action 6 time 200 0084: $2276 = $4811 // integer values and handles $2276 += 199 // integer values $2275 = 1 // integer values :COL2_7108 if $2275 == 1 // integer values jf @COL2_7162 if 001C: $4811 > $2276 // integer values jf @COL2_7162 0477: set_car 5@ action 3 time 5000 $2275 = 2 // integer values :COL2_7162 if $2275 == 2 // integer values jf @COL2_7242 if 01C1: car 5@ stopped jf @COL2_7242 0477: set_car 5@ action 1 time 5000 0502: unknown_actor 0@ sprint_to 266.123 1297.013 0411: set_actor 0@ use_pednode_seek 0 $2280 = 10 // integer values $2275 = 3 // integer values :COL2_7242 if $2280 == 9 // integer values jf @COL2_7428 if not Car.Wrecked(5@) jf @COL2_7346 if Actor.InCar(0@, 5@) jf @COL2_7339 Car.SetMaxSpeed(5@, 25.0) 00AE: set_vehicle 5@ traffic_behavior_to 2 Car.DriveTo(5@, 267.4104, 1287.846, 16.1968) $2280 = 8 // integer values :COL2_7339 jump @COL2_7428 :COL2_7346 if 82D8: not actor 0@ current_weapon == 23 jf @COL2_7379 01B2: give_actor 0@ weapon 23 ammo 9999 // Load the weapon model before using this 011C: actor 0@ clear_objective :COL2_7379 if $2563 == 0 // integer values jf @COL2_7420 $2563 = 1 // integer values 0084: $2588 = $4811 // integer values and handles $2588 += 6000 // integer values :COL2_7420 01CA: actor 0@ kill_player $PLAYER_CHAR :COL2_7428 if $2280 == 10 // integer values jf @COL2_7614 if 4 > $2275 // integer values jf @COL2_7531 if 00ED: actor 0@ 0 266.123 1297.013 radius 1.0 1.0 jf @COL2_7531 0502: unknown_actor 0@ sprint_to 264.7184 1307.362 0411: set_actor 0@ use_pednode_seek 0 $2275 = 4 // integer values :COL2_7531 if $2275 == 4 // integer values jf @COL2_7614 if 00ED: actor 0@ 0 264.7184 1307.362 radius 1.0 1.0 jf @COL2_7614 Actor.DestroyInstantly(0@) 00BC: text_highpriority 'COL2_F4' 5000 ms 1 // ~r~The courier has escaped! You failed to get the guidance chips. jump @COL2_9895 :COL2_7614 if $2560 == 2 // integer values jf @COL2_7668 if 03D2: wav 1 ended jf @COL2_7668 $2560 = 3 // integer values $2607 = 0 // integer values jump @COL2_1950 :COL2_7668 if $2560 == 1 // integer values jf @COL2_7712 if 03D0: wav 1 loaded jf @COL2_7712 03D1: play_wav 1 $2560 = 2 // integer values :COL2_7712 if $2560 == 0 // integer values jf @COL2_7774 if $2607 == 0 // integer values jf @COL2_7774 03CF: load_wav 'COL2_7' as 1 $2560 = 1 // integer values $2607 = 1 // integer values :COL2_7774 if $2561 > 0 // integer values jf @COL2_7979 if $2561 == 3 // integer values jf @COL2_7846 if 03D2: wav 1 ended jf @COL2_7846 $2561 = 0 // integer values $2607 = 0 // integer values jump @COL2_1950 :COL2_7846 if $2561 == 2 // integer values jf @COL2_7917 if 03D0: wav 1 loaded jf @COL2_7917 Actor.StorePos(0@, $445, $446, $447) 03D7: set_wav 1 location $445 $446 $447 03D1: play_wav 1 $2561 = 3 // integer values :COL2_7917 if $2561 == 1 // integer values jf @COL2_7979 if $2607 == 0 // integer values jf @COL2_7979 03CF: load_wav 'COL2_10' as 1 $2561 = 2 // integer values $2607 = 1 // integer values :COL2_7979 if $2562 > 0 // integer values jf @COL2_8184 if $2562 == 3 // integer values jf @COL2_8051 if 03D2: wav 1 ended jf @COL2_8051 $2562 = 0 // integer values $2607 = 0 // integer values jump @COL2_1950 :COL2_8051 if $2562 == 2 // integer values jf @COL2_8122 if 03D0: wav 1 loaded jf @COL2_8122 Actor.StorePos(0@, $445, $446, $447) 03D7: set_wav 1 location $445 $446 $447 03D1: play_wav 1 $2562 = 3 // integer values :COL2_8122 if $2562 == 1 // integer values jf @COL2_8184 if $2607 == 0 // integer values jf @COL2_8184 03CF: load_wav 'COL2_11' as 1 $2562 = 2 // integer values $2607 = 1 // integer values :COL2_8184 if $2563 > 0 // integer values jf @COL2_8389 if $2563 == 3 // integer values jf @COL2_8256 if 03D2: wav 1 ended jf @COL2_8256 $2563 = 4 // integer values $2607 = 0 // integer values jump @COL2_1950 :COL2_8256 if $2563 == 2 // integer values jf @COL2_8327 if 03D0: wav 1 loaded jf @COL2_8327 Actor.StorePos(0@, $445, $446, $447) 03D7: set_wav 1 location $445 $446 $447 03D1: play_wav 1 $2563 = 3 // integer values :COL2_8327 if $2563 == 1 // integer values jf @COL2_8389 if $2607 == 0 // integer values jf @COL2_8389 03CF: load_wav 'COL2_12' as 1 $2563 = 2 // integer values $2607 = 1 // integer values :COL2_8389 if $2564 > 0 // integer values jf @COL2_8594 if $2564 == 3 // integer values jf @COL2_8461 if 03D2: wav 1 ended jf @COL2_8461 $2564 = 4 // integer values $2607 = 0 // integer values jump @COL2_1950 :COL2_8461 if $2564 == 2 // integer values jf @COL2_8532 if 03D0: wav 1 loaded jf @COL2_8532 Actor.StorePos(0@, $445, $446, $447) 03D7: set_wav 1 location $445 $446 $447 03D1: play_wav 1 $2564 = 3 // integer values :COL2_8532 if $2564 == 1 // integer values jf @COL2_8594 if $2607 == 0 // integer values jf @COL2_8594 03CF: load_wav 'COL2_13' as 1 $2564 = 2 // integer values $2607 = 1 // integer values :COL2_8594 if 00E9: player $PLAYER_CHAR 0 0@ radius 15.0 15.0 jf @COL2_8657 if $2282 == 0 // integer values jf @COL2_8650 $2282 = 1 // integer values :COL2_8650 jump @COL2_8664 :COL2_8657 $2282 = 0 // integer values :COL2_8664 if $2278 > 12 // integer values jf @COL2_9258 if $2567 == 2 // integer values jf @COL2_8736 if 03D2: wav 1 ended jf @COL2_8736 $2567 = 3 // integer values $2607 = 0 // integer values jump @COL2_1950 :COL2_8736 if $2567 == 1 // integer values jf @COL2_8780 if 03D0: wav 1 loaded jf @COL2_8780 03D1: play_wav 1 $2567 = 2 // integer values :COL2_8780 if $2282 == 1 // integer values jf @COL2_8874 if $2567 == 0 // integer values jf @COL2_8874 if $2607 == 0 // integer values jf @COL2_8874 03CF: load_wav 'COL2_14' as 1 $2567 = 1 // integer values $2607 = 1 // integer values $2282 = 2 // integer values jump @COL2_1950 :COL2_8874 if $2568 == 2 // integer values jf @COL2_8928 if 03D2: wav 1 ended jf @COL2_8928 $2568 = 3 // integer values $2607 = 0 // integer values jump @COL2_1950 :COL2_8928 if $2568 == 1 // integer values jf @COL2_8972 if 03D0: wav 1 loaded jf @COL2_8972 03D1: play_wav 1 $2568 = 2 // integer values :COL2_8972 if $2282 == 1 // integer values jf @COL2_9066 if $2568 == 0 // integer values jf @COL2_9066 if $2607 == 0 // integer values jf @COL2_9066 03CF: load_wav 'COL2_15' as 1 $2568 = 1 // integer values $2607 = 1 // integer values $2282 = 2 // integer values jump @COL2_1950 :COL2_9066 if $2569 == 2 // integer values jf @COL2_9120 if 03D2: wav 1 ended jf @COL2_9120 $2569 = 3 // integer values $2607 = 0 // integer values jump @COL2_1950 :COL2_9120 if $2569 == 1 // integer values jf @COL2_9164 if 03D0: wav 1 loaded jf @COL2_9164 03D1: play_wav 1 $2569 = 2 // integer values :COL2_9164 if $2282 == 1 // integer values jf @COL2_9258 if $2569 == 0 // integer values jf @COL2_9258 if $2607 == 0 // integer values jf @COL2_9258 03CF: load_wav 'COL2_16' as 1 $2569 = 1 // integer values $2607 = 1 // integer values $2282 = 2 // integer values jump @COL2_1950 :COL2_9258 jump @COL2_9888 :COL2_9265 if $2273 == 0 // integer values jf @COL2_9449 040D: unload_wav 1 040D: unload_wav 2 if 84AD: not actor 0@ in_water jf @COL2_9427 00BC: text_highpriority 'COL2_F2' 5000 ms 1 // ~g~The courier is dead. Grab the guidance chips. Marker.Disable($2272) if 056D: actor 0@ defined jf @COL2_9382 Actor.StoreDeadActorPos(0@, $445, $446, $447) 10@ = Pickup.Create(#BRIEFCASE, 3, $445, $446, $447) jump @COL2_9400 :COL2_9382 10@ = Pickup.Create(#BRIEFCASE, 3, $2286, $2287, $2288) :COL2_9400 Marker.Disable($2272) 03DC: $2272 = create_marker_above_pickup 10@ $2273 = 1 // integer values jump @COL2_9449 :COL2_9427 00BC: text_highpriority 'COL2_F3' 5000 ms 1 // ~r~The guidance chips are at the bottom of the sea. jump @COL2_9895 :COL2_9449 if $2273 == 1 // integer values jf @COL2_9549 if Pickup.Picked_up(10@) jf @COL2_9549 $2273 = 2 // integer values Marker.Disable($2272) 018A: $2272 = create_checkpoint_at -245.002 -1360.817 7.0786 00BC: text_highpriority 'COL2_B3' 5000 ms 1 // ~g~Take the guidance chips back to the Colonel. 018C: play_sound 1 at 0.0 0.0 0.0 :COL2_9549 if $2273 == 2 // integer values jf @COL2_9888 if 00F6: player $PLAYER_CHAR 1 -245.002 -1360.817 7.0786 radius 2.0 2.0 3.0 jf @COL2_9888 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 wait 0 wait 0 Camera.SetPosition(-245.1924, -1364.166, 8.6417, 0.0, 0.0, 0.0) Camera.PointAt(-246.0084, -1363.589, 8.6193, 2) 0055: put_player $PLAYER_CHAR at -245.002 -1360.817 7.0786 02A3: enable_widescreen 1 0239: actor $PLAYER_ACTOR run_to -258.4183 -1360.653 wait 1000 0169: set_fade_color 0 0 1 fade 0 1000 :COL2_9751 if fading jf @COL2_9775 wait 0 jump @COL2_9751 :COL2_9775 011C: actor $PLAYER_ACTOR clear_objective 0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 fade 1 1000 :COL2_9857 if fading jf @COL2_9881 wait 0 jump @COL2_9857 :COL2_9881 jump @COL2_9912 :COL2_9888 jump @COL2_1950 :COL2_9895 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :COL2_9912 $PASSED_COL2_MALL_SHOOTOUT = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 500 0318: set_latest_mission_passed 'COL_2' // Mall Shootout 0394: play_music 1 030C: progress_made += 1 $902 = 1 // integer values create_thread @GEN3 return :COL2_9985 $ONMISSION = 0 // integer values if $2273 == 1 // integer values jf @COL2_10015 Pickup.Destroy(10@) :COL2_10015 Actor.DestroyWithFade(0@) Actor.DestroyWithFade(1@) Actor.DestroyWithFade(2@) Actor.DestroyWithFade(3@) Actor.DestroyWithFade(4@) Actor.DestroyWithFade(6@) Actor.DestroyWithFade(7@) Actor.DestroyWithFade(8@) Actor.DestroyWithFade(9@) Actor.DestroyWithFade(11@) Marker.Disable($433) 04CE: $433 = create_icon_marker_without_sphere 16 at $531 $532 $533 Marker.Disable($2272) 022A: remove_forbidden_for_peds_cube 0.778 -944.7307 14.4913 7.0235 -931.7332 23.0981 Model.Destroy(#PCJ600) Model.Destroy(#COLT45) Model.Destroy(#UZI) 0296: unload_special_actor 1 0296: unload_special_actor 2 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 9--------------- // Originally: Guardian Angels :GENERL3 thread 'GENERL3' gosub @GENERL3_46 if wasted_or_busted jf @GENERL3_37 gosub @GENERL3_26174 :GENERL3_37 gosub @GENERL3_26269 end_thread :GENERL3_46 increment_mission_attempts $ONMISSION = 1 // integer values wait 0 054C: use_GXT_table 'GENERA3' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 $2360 = 0 // integer values $2361 = 156.0404 // floating-point values $2362 = -1193.324 // floating-point values $2363 = 17.8427 // floating-point values $2368 = 462.29 // floating-point values $2369 = -486.0 // floating-point values $2370 = 10.48 // floating-point values $2364 = 463.4609 // floating-point values $2365 = -461.3178 // floating-point values $2366 = 9.486246 // floating-point values $2367 = 178.791 // floating-point values $2309 = 457.6495 // floating-point values $2310 = -512.88 // floating-point values $2311 = 9.899857 // floating-point values $2312 = 454.1362 // floating-point values $2313 = -503.9373 // floating-point values $2314 = 16.9188 // floating-point values $2316 = 462.877 // floating-point values $2317 = -514.963 // floating-point values $2318 = 16.951 // floating-point values $2319 = 12.838 // floating-point values $2303 = 446.7785 // floating-point values $2304 = -525.1792 // floating-point values $2305 = 9.5282 // floating-point values $2306 = 315.6846 // floating-point values $2371 = 0 // integer values $2373 = 0 // integer values $2374 = 497.03 // floating-point values $2375 = -518.829 // floating-point values $2376 = 10.6891 // floating-point values $2377 = 163.719 // floating-point values $2378 = 455.754 // floating-point values $2379 = -528.0207 // floating-point values $2381 = 0 // integer values $2382 = 423.574 // floating-point values $2383 = -513.052 // floating-point values $2384 = 9.774 // floating-point values $2385 = 248.0281 // floating-point values $2386 = 451.082 // floating-point values $2387 = -523.164 // floating-point values $2388 = 10.4 // floating-point values $2390 = 0 // integer values $2391 = 486.535 // floating-point values $2392 = -537.118 // floating-point values $2393 = 11.191 // floating-point values $2394 = 250.382 // floating-point values $2396 = 0 // integer values $2397 = 465.478 // floating-point values $2398 = -416.186 // floating-point values $2399 = 11.2568 // floating-point values $2400 = 172.784 // floating-point values $2401 = 459.131 // floating-point values $2402 = -485.317 // floating-point values $2403 = 11.136 // floating-point values $2405 = 0 // integer values $2406 = 425.64 // floating-point values $2407 = -513.68 // floating-point values $2408 = 9.785 // floating-point values $2409 = 245.37 // floating-point values $2410 = 451.121 // floating-point values $2411 = -519.82 // floating-point values $2412 = 10.486 // floating-point values $2334 = 0 // integer values $2335 = 0 // integer values $2336 = 0 // integer values $2337 = 0 // integer values $2338 = 0 // integer values $2339 = 0 // integer values $2340 = 0 // integer values $2341 = 0 // integer values $2342 = 0 // integer values $2343 = 0 // integer values $2416 = 0 // integer values $2417 = 0 // integer values $2418 = 0 // integer values $2419 = 0 // integer values $2420 = 0 // integer values $2300 = 0 // integer values $2426 = 0 // integer values $2427 = 0 // integer values $2428 = 0 // integer values $2429 = 0 // integer values $2290 = 0 // integer values $2430 = 0 // integer values $2301 = 0 // integer values $2434 = 0 // integer values $2431 = 0 // integer values $2456 = 0 // integer values $2457 = 0 // integer values $2458 = 0 // integer values $2416 = 0 // integer values $2360 = 0 // integer values $2461 = 0 // integer values $2463 = 0 // integer values $2464 = 0 // integer values $2465 = 0 // integer values $2466 = 0 // integer values 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 0 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 0 03CF: load_wav 'MONO_9' as 1 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSCOLO' Object.StorePos($714, $448, $449, $450) $448 += 0.003 // floating-point values $449 -= 1.381 // floating-point values $450 += 3.149 // floating-point values 0244: set_cutscene_pos $448 $449 $450 Camera.SetAtPos($448, $449, $450) 038B: load_requested_models :GENERL3_1507 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @GENERL3_1537 wait 0 jump @GENERL3_1507 :GENERL3_1537 041D: set_camera_near_clip 0.1 02E4: load_cutscene_data 'COL_3A' Object.StorePos($714, $448, $449, $450) $448 += 0.003 // floating-point values $449 -= 1.381 // floating-point values $450 += 3.149 // floating-point values 0244: set_cutscene_pos $448 $449 $450 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $150 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $150 'CSCOLO' 0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :GENERL3_1725 if 2880 > $CUT_SCENE_TIME // integer values jf @GENERL3_1760 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL3_1725 :GENERL3_1760 00BC: text_highpriority 'GEN3_A' 10000 ms 1 // Thomas, I appreciate your coming. :GENERL3_1775 if 4968 > $CUT_SCENE_TIME // integer values jf @GENERL3_1810 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL3_1775 :GENERL3_1810 00BC: text_highpriority 'GEN3_B' 10000 ms 1 // Forgive me for getting straight to business. :GENERL3_1825 if 8932 > $CUT_SCENE_TIME // integer values jf @GENERL3_1860 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL3_1825 :GENERL3_1860 00BC: text_highpriority 'GEN3_C' 10000 ms 1 // Diaz has asked me to oversee a minor business transaction. :GENERL3_1875 if 11868 > $CUT_SCENE_TIME // integer values jf @GENERL3_1910 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL3_1875 :GENERL3_1910 00BC: text_highpriority 'GEN3_D' 10000 ms 1 // Let's hope it goes better than last time, huh? :GENERL3_1925 if 13573 > $CUT_SCENE_TIME // integer values jf @GENERL3_1960 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL3_1925 :GENERL3_1960 00BC: text_highpriority 'GEN3_E' 10000 ms 1 // Which is why I thought of you, my friend. :GENERL3_1975 if 16601 > $CUT_SCENE_TIME // integer values jf @GENERL3_2010 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL3_1975 :GENERL3_2010 00BC: text_highpriority 'GEN3_F' 10000 ms 1 // I've dropped some protection at the multistory carpark. :GENERL3_2025 if 19737 > $CUT_SCENE_TIME // integer values jf @GENERL3_2060 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL3_2025 :GENERL3_2060 00BC: text_highpriority 'GEN3_G' 10000 ms 1 // Pick it up - then go and watch over Diaz's men at the drop off. :GENERL3_2075 if 23717 > $CUT_SCENE_TIME // integer values jf @GENERL3_2110 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL3_2075 :GENERL3_2110 00BC: text_highpriority 'GEN3_H' 10000 ms 1 // Gracias, amigo. :GENERL3_2125 if 24768 > $CUT_SCENE_TIME // integer values jf @GENERL3_2160 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @GENERL3_2125 :GENERL3_2160 fade 0 1500 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @GENERL3_2213 if 03D0: wav 1 loaded jf @GENERL3_2213 03D1: play_wav 1 $2466 = 1 // integer values :GENERL3_2213 if fading jf @GENERL3_2237 wait 0 jump @GENERL3_2213 :GENERL3_2237 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP03 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP04 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP05 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP24 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP25 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP28 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP32 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP35 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP41 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP47 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP50 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP51 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP64 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP70 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP71 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP72 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODCARGOSHP73 1 0363: toggle_model_render_at -647.0 -1323.0 19.9 radius 100.0 object #LODARGOHULL2 1 04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 Camera.SetBehindPlayer select_interior 0 Model.Load(#ADMIRAL) Model.Load(#CLA) Model.Load(#CLB) Model.Load(#INFERNUS) Model.Load(#UZI) Model.Load(#RUGER) 023C: load_special_actor 1 'IGBUDDY' 023C: load_special_actor 2 'IGDIAZ' :GENERL3_2845 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @GENERL3_2875 wait 0 jump @GENERL3_2845 :GENERL3_2875 if or not Model.Available(#ADMIRAL) not Model.Available(#CLA) not Model.Available(#CLB) not Model.Available(#INFERNUS) not Model.Available(#UZI) jf @GENERL3_2920 wait 0 jump @GENERL3_2875 :GENERL3_2920 if not Model.Available(#RUGER) jf @GENERL3_2947 wait 0 jump @GENERL3_2920 :GENERL3_2947 if $2466 == 1 // integer values jf @GENERL3_2991 :GENERL3_2965 if 83D2: not wav 1 ended jf @GENERL3_2991 wait 0 jump @GENERL3_2965 :GENERL3_2991 03CF: load_wav 'COL3_1' as 1 03CF: load_wav 'COL3_2' as 2 :GENERL3_3015 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @GENERL3_3045 wait 0 jump @GENERL3_3015 :GENERL3_3045 set_weather 4 fade 1 1500 032B: $2289 = create_weapon_pickup #RUGER 3 ammo 210 at $2361 $2362 $2363 03DC: $2358 = create_marker_above_pickup $2289 00BC: text_highpriority 'GEN3_20' 10000 ms 2 // ~g~The Colonel has arranged some firepower for you at the multistory carpark. 0481: 3.0 :GENERL3_3108 wait 0 if 00E3: player $PLAYER_CHAR 0 457.6495 -512.88 radius 100.0 100.0 jf @GENERL3_3157 Player.WantedLevel($PLAYER_CHAR) = 0 :GENERL3_3157 if $2300 == 0 // integer values jf @GENERL3_3485 if $2360 == 0 // integer values jf @GENERL3_3485 if Pickup.Picked_up($2289) jf @GENERL3_3485 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Model.Destroy(#RUGER) wait 100 $2446 = Car.Create(#INFERNUS, 132.7045, -1211.924, 15.2615) Car.Angle($2446) = 358.8415 0229: set_car $2446 color_to 1 1 0129: $2291 = create_actor 21 #SPECIAL01 in_car $2446 driverseat 01ED: clear_actor $2291 threat_search 0568: set_actor $2291 untargetable 1 Car.SetToNormalDriver($2446) 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 Actor.Health($2291) = 600 02C2: car $2446 drive_to_point 132.4825 -1199.147 16.7405 Car.SetMaxSpeed($2446, 15.0) 0395: clear_area 1 at 132.7045 -1211.924 range 15.2615 30.0 Camera.SetPosition(146.4568, -1198.275, 17.66698, 0.0, 0.0, 0.0) Camera.OnPed($2291, 15, 2) 0395: clear_area 1 at 154.763 -1193.619 range 16.7333 8.0 0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333 0171: set_player $PLAYER_CHAR z_angle_to 122.5278 $2300 = 1 // integer values $2360 = 1 // integer values 16@ = 0 // integer values :GENERL3_3485 if $2300 == 1 // integer values jf @GENERL3_3738 if $2360 == 1 // integer values jf @GENERL3_3738 if not Actor.Dead($2291) jf @GENERL3_3738 if not Car.Wrecked($2446) jf @GENERL3_3738 if 01AF: car $2446 0 132.4825 -1199.147 16.7405 radius 3.0 3.0 3.0 jf @GENERL3_3682 0055: put_player $PLAYER_CHAR at 154.763 -1193.619 16.7333 0171: set_player $PLAYER_CHAR z_angle_to 122.5278 02C2: car $2446 drive_to_point 151.2979 -1196.164 16.7405 Car.SetMaxSpeed($2446, 15.0) $2300 = 2 // integer values 16@ = 0 // integer values jump @GENERL3_3738 :GENERL3_3682 if 16@ > 25000 // integer values jf @GENERL3_3738 Car.PutAt($2446, 133.0962, -1199.203, 16.7405) Car.Angle($2446) = 272.7057 16@ = 0 // integer values :GENERL3_3738 if $2300 == 2 // integer values jf @GENERL3_4047 if $2360 == 1 // integer values jf @GENERL3_4047 if not Actor.Dead($2291) jf @GENERL3_4047 if not Car.Wrecked($2446) jf @GENERL3_4047 if 01AF: car $2446 0 151.2979 -1196.164 16.7405 radius 3.0 3.0 3.0 jf @GENERL3_3991 Car.SetToNormalDriver($2446) wait 750 Camera.SetPosition(155.74, -1190.988, 17.96301, 0.0, 0.0, 0.0) Camera.PointAt(155.1032, -1191.757, 17.90615, 2) if not Actor.Dead($2291) jf @GENERL3_3970 if not Car.Wrecked($2446) jf @GENERL3_3970 01D3: actor $2291 leave_car $2446 0210: player $PLAYER_CHAR look_at_actor $2291 16@ = 0 // integer values :GENERL3_3970 $2300 = 3 // integer values 16@ = 0 // integer values jump @GENERL3_4047 :GENERL3_3991 if 16@ > 25000 // integer values jf @GENERL3_4047 Car.PutAt($2446, 151.3173, -1196.147, 16.7405) Car.Angle($2446) = 268.9265 16@ = 0 // integer values :GENERL3_4047 if $2300 == 3 // integer values jf @GENERL3_4201 if $2360 == 1 // integer values jf @GENERL3_4201 if not Actor.Dead($2291) jf @GENERL3_4201 if not Actor.Driving($2291) jf @GENERL3_4201 04C2: $2291 $PLAYER_ACTOR 16@ = 0 // integer values 00BC: text_highpriority 'GEN3_1' 5000 ms 1 // Hogging all the action, I see... 03D1: play_wav 1 :GENERL3_4149 if and 83D2: not wav 1 ended not Actor.Dead($2291) jf @GENERL3_4180 wait 0 jump @GENERL3_4149 :GENERL3_4180 040D: unload_wav 1 03D5: remove_text 'GEN3_1' // Hogging all the action, I see... $2300 = 4 // integer values :GENERL3_4201 if not Actor.Dead($2291) jf @GENERL3_4907 if $2300 == 4 // integer values jf @GENERL3_4907 if $2360 == 1 // integer values jf @GENERL3_4907 if or 0126: actor $2291 walking 16@ > 20000 // integer values jf @GENERL3_4907 00BC: text_highpriority 'GEN3_2' 5000 ms 1 // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use. 03D1: play_wav 2 :GENERL3_4296 if and 83D2: not wav 2 ended not Actor.Dead($2291) jf @GENERL3_4351 wait 0 if 00E1: player 0 pressed_button 16 jf @GENERL3_4344 jump @GENERL3_4697 :GENERL3_4344 jump @GENERL3_4296 :GENERL3_4351 040D: unload_wav 2 03D5: remove_text 'GEN3_2' // Look, you wanna do something other than just shadowing me everywhere? Why don't you come along and show me if you're any use. 03CF: load_wav 'COL3_2A' as 1 03CF: load_wav 'COL3_2B' as 2 :GENERL3_4389 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @GENERL3_4419 wait 0 jump @GENERL3_4389 :GENERL3_4419 Camera.SetPosition(156.1723, -1199.14, 18.43115, 0.0, 0.0, 0.0) Camera.PointAt(155.5315, -1198.387, 18.27806, 2) if not Actor.Dead($2291) jf @GENERL3_4496 0372: set_actor $2291 anim 19 wait_state_time 10000 ms :GENERL3_4496 00BC: text_highpriority 'GEN3_3' 5000 ms 1 // I might just do that. The name's Lance, by the way. 03D1: play_wav 1 :GENERL3_4515 if and 83D2: not wav 1 ended not Actor.Dead($2291) jf @GENERL3_4570 wait 0 if 00E1: player 0 pressed_button 16 jf @GENERL3_4563 jump @GENERL3_4697 :GENERL3_4563 jump @GENERL3_4515 :GENERL3_4570 040D: unload_wav 1 03D5: remove_text 'GEN3_3' // I might just do that. The name's Lance, by the way. if not Actor.Dead($2291) jf @GENERL3_4609 0372: set_actor $2291 anim 0 wait_state_time 100 ms :GENERL3_4609 00BC: text_highpriority 'GEN3_4' 5000 ms 1 // Tommy Vercetti. Let's go... 03D1: play_wav 2 :GENERL3_4628 if and 83D2: not wav 2 ended not Actor.Dead($2291) jf @GENERL3_4683 wait 0 if 00E1: player 0 pressed_button 16 jf @GENERL3_4676 jump @GENERL3_4697 :GENERL3_4676 jump @GENERL3_4628 :GENERL3_4683 040D: unload_wav 2 03D5: remove_text 'GEN3_4' // Tommy Vercetti. Let's go... :GENERL3_4697 040D: unload_wav 1 040D: unload_wav 2 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($2291) jf @GENERL3_4739 0372: set_actor $2291 anim 0 wait_state_time 100 ms :GENERL3_4739 03EB: clear_small_messages_only 03CF: load_wav 'COL3_3' as 1 03CF: load_wav 'COL3_4' as 2 :GENERL3_4765 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @GENERL3_4795 wait 0 jump @GENERL3_4765 :GENERL3_4795 if not Actor.Dead($2291) jf @GENERL3_4843 01DF: tie_actor $2291 to_player $PLAYER_CHAR 04F5: unknown_actor $2291 kiss_player $PLAYER_CHAR on 1 $2430 = 1 // integer values 0319: set_actor $2291 running 1 :GENERL3_4843 16@ = 0 // integer values 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut 018A: $2359 = create_checkpoint_at $2309 $2310 11.062 00BC: text_highpriority 'GEN3_44' 10000 ms 2 // ~g~Go with Lance to the drop off and watch over Diaz. 041E: set_radio_station 3 -1 $2360 = 2 // integer values :GENERL3_4907 if $2360 == 2 // integer values jf @GENERL3_4986 if $2464 == 0 // integer values jf @GENERL3_4986 if 16@ > 9500 // integer values jf @GENERL3_4986 03E5: text_box 'GEN3_57' // The Kruger is an assault rifle, which allows you to manually aim in 1st person. 16@ = 0 // integer values $2464 = 1 // integer values :GENERL3_4986 if $2360 == 2 // integer values jf @GENERL3_5119 if $2464 == 1 // integer values jf @GENERL3_5119 if 16@ > 9500 // integer values jf @GENERL3_5119 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @GENERL3_5095 03E5: text_box 'GEN3_59' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle. 16@ = 0 // integer values $2464 = 2 // integer values jump @GENERL3_5119 :GENERL3_5095 03E5: text_box 'GEN3_58' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~~w~ button to ~h~aim~w~ with an assault rifle. 16@ = 0 // integer values $2464 = 2 // integer values :GENERL3_5119 if $2360 == 2 // integer values jf @GENERL3_5301 if $2464 == 2 // integer values jf @GENERL3_5301 if 16@ > 9500 // integer values jf @GENERL3_5301 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @GENERL3_5228 03E5: text_box 'GEN3_62' // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle. 16@ = 0 // integer values $2464 = 3 // integer values jump @GENERL3_5301 :GENERL3_5228 if $18 == 2 // integer values jf @GENERL3_5277 03E5: text_box 'GEN3_61' // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle. 16@ = 0 // integer values $2464 = 3 // integer values jump @GENERL3_5301 :GENERL3_5277 03E5: text_box 'GEN3_60' // Press the ~h~~k~~PED_FIREWEAPON~~w~ button to ~h~fire~w~ an assault rifle. 16@ = 0 // integer values $2464 = 3 // integer values :GENERL3_5301 if $2360 == 2 // integer values jf @GENERL3_6158 if not Actor.Dead($2291) jf @GENERL3_6158 if 00F8: player $PLAYER_CHAR stopped 1 $2309 $2310 $2311 radius 3.0 3.0 1.5 jf @GENERL3_6158 if 0101: actor $2291 stopped_near_point $2309 $2310 $2311 radius 3.0 3.0 1.5 sphere 0 jf @GENERL3_6158 Model.Destroy(#INFERNUS) Car.RemoveReferences($2446) 022B: create_forbidden_for_peds_cube 378.103 -785.55 -10.908 448.572 -365.738 15.096 01E8: create_forbidden_for_cars_cube 378.103 -785.55 -10.908 448.572 -365.738 15.096 022B: create_forbidden_for_peds_cube 461.047 -407.806 -5.549 470.15 -391.0296 16.9967 01E8: create_forbidden_for_cars_cube 461.047 -407.806 -5.549 470.15 -391.0296 16.9967 022B: create_forbidden_for_peds_cube 435.0 -524.0 8.06 471.0 -543.0 10.22 01E8: create_forbidden_for_cars_cube 435.0 -524.0 8.06 471.0 -543.0 10.22 022B: create_forbidden_for_peds_cube 459.0238 -516.2858 -9.8426 442.6711 -521.8006 9.3815 022B: create_forbidden_for_peds_cube 453.827 -521.7261 -9.8193 458.1206 -518.6826 9.8448 022B: create_forbidden_for_peds_cube 463.6935 -522.5222 -9.9304 458.2091 -523.7589 9.9072 01E8: create_forbidden_for_cars_cube 360.1251 -718.2709 5.6599 358.0144 -714.4711 15.5665 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Marker.Disable($2359) $2430 = 2 // integer values if 00E0: player $PLAYER_CHAR driving jf @GENERL3_5793 03E2: actor $PLAYER_ACTOR exit_car :GENERL3_5793 if Actor.Driving($2291) jf @GENERL3_5814 03E2: actor $2291 exit_car :GENERL3_5814 0395: clear_area 1 at $2364 $2365 range 50.0 50.0 $2296 = Car.Create(#ADMIRAL, $2364, $2365, $2366) 0229: set_car $2296 color_to 8 8 Car.Angle($2296) = $2367 Car.SetToNormalDriver($2296) 020A: set_car $2296 door_status_to 3 Car.SetImmunities($2296, 1, 1, 1, 1, 1) 053F: set_car $2296 tires_vulnerable 0 0129: $2295 = create_actor 10 #SPECIAL02 in_car $2296 driverseat Car.SetToNormalDriver($2296) 01ED: clear_actor $2295 threat_search Actor.Health($2295) = 500 0568: set_actor $2295 untargetable 1 01C8: $2293 = create_actor_pedtype 10 model #CLB in_car $2296 passenger_seat 0 01B2: give_actor $2293 weapon 23 ammo 3000 // Load the weapon model before using this 01ED: clear_actor $2293 threat_search Actor.Health($2293) = 10 011A: set_actor $2293 search_threat 256 0243: set_actor $2293 ped_stats_to 16 02E2: set_actor $2293 weapon_accuracy_to 10 0568: set_actor $2293 untargetable 1 01C8: $2294 = create_actor_pedtype 10 model #CLA in_car $2296 passenger_seat 1 01B2: give_actor $2294 weapon 23 ammo 3000 // Load the weapon model before using this 01ED: clear_actor $2294 threat_search Actor.Health($2294) = 10 011A: set_actor $2294 search_threat 256 0243: set_actor $2294 ped_stats_to 16 02E2: set_actor $2294 weapon_accuracy_to 10 0568: set_actor $2294 untargetable 1 Car.SetMaxSpeed($2296, 14.0) 02C2: car $2296 drive_to_point $2368 $2369 $2370 Camera.SetPosition(453.4417, -534.7897, 19.79188, 0.0, 0.0, 0.0) Camera.PointAt(453.7277, -533.8484, 19.61285, 2) $2360 = 3 // integer values 16@ = 0 // integer values :GENERL3_6158 if $2360 == 3 // integer values jf @GENERL3_6761 if not Actor.Dead($2291) jf @GENERL3_6761 if not Actor.Dead($2295) jf @GENERL3_6761 if not Actor.Dead($2293) jf @GENERL3_6761 if not Actor.Dead($2294) jf @GENERL3_6761 if not Car.Wrecked($2296) jf @GENERL3_6761 if 01AD: car $2296 sphere 0 near_point $2368 $2369 radius 1.3 1.0 jf @GENERL3_6711 Camera.SetPosition(462.3437, -491.1512, 11.73179, 0.0, 0.0, 0.0) Camera.PointAt(462.3286, -490.1543, 11.65438, 2) Car.SetToNormalDriver($2296) if not Actor.Driving($2291) jf @GENERL3_6704 if 80E0: not player $PLAYER_CHAR driving jf @GENERL3_6704 0395: clear_area 1 at 461.4244 -493.8346 range 100.0 100.0 0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 Actor.PutAt($2291, 462.4995, -495.6623, -100.0) 0395: clear_area 1 at 461.4244 -493.8346 range 100.0 100.0 0210: player $PLAYER_CHAR look_at_actor $2295 020E: actor $2291 look_at_actor $2295 01E0: clear_leader $2291 0319: set_actor $2291 running 0 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 if Actor.Driving($2295) jf @GENERL3_6522 03E2: actor $2295 exit_car :GENERL3_6522 0211: actor $2295 walk_to 461.4244 -493.8346 wait 350 $2371 = 1 // integer values if not Actor.Dead($2293) jf @GENERL3_6591 if Actor.Driving($2293) jf @GENERL3_6591 03E2: actor $2293 exit_car wait 250 :GENERL3_6591 if not Actor.Dead($2294) jf @GENERL3_6628 if Actor.Driving($2294) jf @GENERL3_6628 03E2: actor $2294 exit_car :GENERL3_6628 if not Actor.Dead($2293) jf @GENERL3_6659 0211: actor $2293 walk_to 460.9342 -492.7018 :GENERL3_6659 if not Actor.Dead($2294) jf @GENERL3_6690 0211: actor $2294 walk_to 462.7259 -492.7736 :GENERL3_6690 $2360 = 4 // integer values 16@ = 0 // integer values :GENERL3_6704 jump @GENERL3_6761 :GENERL3_6711 if 16@ > 20000 // integer values jf @GENERL3_6761 Car.PutAt($2296, $2368, $2369, -100.0) Car.Angle($2296) = $2367 16@ = 0 // integer values :GENERL3_6761 if $2371 == 1 // integer values jf @GENERL3_6875 if not Actor.Dead($2295) jf @GENERL3_6875 if not Actor.Dead($2291) jf @GENERL3_6875 if 82CB: not actor $2295 bounding_sphere_visible jf @GENERL3_6875 Camera.SetPosition(458.0866, -494.786, 11.68491, 0.0, 0.0, 0.0) Camera.OnPed($2295, 15, 2) $2371 = 2 // integer values :GENERL3_6875 if $2360 == 4 // integer values jf @GENERL3_7542 if not Actor.Dead($2295) jf @GENERL3_7542 if not Actor.Dead($2291) jf @GENERL3_7542 if 00E7: player $PLAYER_CHAR stopped 0 461.4445 -495.2143 radius 2.0 2.0 jf @GENERL3_7486 if 00F0: actor $2291 stopped 0 461.4445 -495.2143 radius 2.0 2.0 jf @GENERL3_7423 if 00F0: actor $2295 stopped 0 461.4445 -495.2143 radius 2.0 2.0 jf @GENERL3_7360 if not Actor.Dead($2293) jf @GENERL3_7353 if not Actor.Dead($2294) jf @GENERL3_7353 if not Car.Wrecked($2296) jf @GENERL3_7353 0319: set_actor $2291 running 0 011C: actor $2295 clear_objective 011C: actor $PLAYER_ACTOR clear_objective 020F: actor $2295 look_at_player $PLAYER_CHAR Car.LockInCurrentPosition($2296) = True 0372: set_actor $2295 anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'GEN3_5' 5000 ms 1 // You must be Cortez's new gun. 03D1: play_wav 1 :GENERL3_7148 if and 83D2: not wav 1 ended not Actor.Dead($2295) jf @GENERL3_7179 wait 0 jump @GENERL3_7148 :GENERL3_7179 040D: unload_wav 1 03D5: remove_text 'GEN3_5' // You must be Cortez's new gun. 0372: set_actor $2295 anim 0 wait_state_time 100 ms 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'GEN3_6' 5000 ms 1 // Until more gainful opportunities arise. 03D1: play_wav 2 :GENERL3_7231 if and 83D2: not wav 2 ended not Actor.Dead($2295) jf @GENERL3_7262 wait 0 jump @GENERL3_7231 :GENERL3_7262 040D: unload_wav 2 03D5: remove_text 'GEN3_6' // Until more gainful opportunities arise. 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 03CF: load_wav 'COL3_5' as 1 03CF: load_wav 'COL3_6' as 2 :GENERL3_7309 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @GENERL3_7339 wait 0 jump @GENERL3_7309 :GENERL3_7339 16@ = 0 // integer values $2360 = 5 // integer values :GENERL3_7353 jump @GENERL3_7416 :GENERL3_7360 if 16@ > 20000 // integer values jf @GENERL3_7416 Actor.PutAt($2295, 461.4244, -493.8346, -100.0) Actor.Angle($2295) = 169.954 16@ = 0 // integer values :GENERL3_7416 jump @GENERL3_7479 :GENERL3_7423 if 16@ > 20000 // integer values jf @GENERL3_7479 Actor.PutAt($2291, 462.4995, -495.6623, -100.0) Actor.Angle($2291) = 350.0 16@ = 0 // integer values :GENERL3_7479 jump @GENERL3_7542 :GENERL3_7486 if 16@ > 20000 // integer values jf @GENERL3_7542 0055: put_player $PLAYER_CHAR at 461.4597 -494.8022 -100.0 0171: set_player $PLAYER_CHAR z_angle_to 350.0 16@ = 0 // integer values :GENERL3_7542 if $2360 == 5 // integer values jf @GENERL3_7931 if not Actor.Dead($2295) jf @GENERL3_7931 if not Actor.Dead($2291) jf @GENERL3_7931 if 16@ > 500 // integer values jf @GENERL3_7931 0350: set_actor $2295 maintain_position_when_attacked 1 0210: player $PLAYER_CHAR look_at_actor $2291 020F: actor $2291 look_at_player $PLAYER_CHAR Camera.SetPosition(463.0205, -492.5053, 11.51502, 0.0, 0.0, 0.0) Camera.OnPed($PLAYER_ACTOR, 15, 2) if not Actor.Dead($2294) jf @GENERL3_7698 0337: set_actor $2294 visibility 0 :GENERL3_7698 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'GEN3_7' 5000 ms 1 // They'll be here any minute - we both better get a good vantage point... 03D1: play_wav 1 :GENERL3_7727 if and 83D2: not wav 1 ended not Actor.Dead($2295) jf @GENERL3_7758 wait 0 jump @GENERL3_7727 :GENERL3_7758 040D: unload_wav 1 03D5: remove_text 'GEN3_7' // They'll be here any minute - we both better get a good vantage point... if not Actor.Dead($PLAYER_ACTOR) jf @GENERL3_7797 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms :GENERL3_7797 if not Actor.Dead($2291) jf @GENERL3_7823 0372: set_actor $2291 anim 19 wait_state_time 10000 ms :GENERL3_7823 00BC: text_highpriority 'GEN3_8' 5000 ms 1 // OK! I'll take the balcony, you get the roof across the yard. 03D1: play_wav 2 :GENERL3_7842 if and 83D2: not wav 2 ended not Actor.Dead($2295) jf @GENERL3_7873 wait 0 jump @GENERL3_7842 :GENERL3_7873 040D: unload_wav 2 03D5: remove_text 'GEN3_8' // OK! I'll take the balcony, you get the roof across the yard. if not Actor.Dead($2291) jf @GENERL3_7912 0372: set_actor $2291 anim 0 wait_state_time 100 ms :GENERL3_7912 01E0: clear_leader $2291 16@ = 0 // integer values $2360 = 6 // integer values :GENERL3_7931 if $2360 == 6 // integer values jf @GENERL3_8140 if not Actor.Dead($2295) jf @GENERL3_8140 if not Actor.Dead($2291) jf @GENERL3_8140 if not Actor.Dead($2293) jf @GENERL3_8140 if not Actor.Dead($2294) jf @GENERL3_8140 01B2: give_actor $2295 weapon 23 ammo 3000 // Load the weapon model before using this 0337: set_actor $2294 visibility 1 02A3: enable_widescreen 0 Camera.Restore Player.CanMove($PLAYER_CHAR) = True 018A: $2315 = create_checkpoint_at $2312 $2313 $2314 009E: set_actor $2291 path $2316 $2317 $2318 unknown 1.0 1 0350: set_actor $2295 maintain_position_when_attacked 1 0350: set_actor $2293 maintain_position_when_attacked 1 0350: set_actor $2294 maintain_position_when_attacked 1 0514: unknown_actor $2295 3 0 0514: unknown_actor $2293 3 0 0514: unknown_actor $2294 3 0 16@ = 0 // integer values $2360 = 7 // integer values :GENERL3_8140 if $2360 == 7 // integer values jf @GENERL3_8237 if not Actor.Dead($2291) jf @GENERL3_8237 if 80FF: not actor $2291 0 $2316 $2317 $2318 radius 2.0 2.0 2.0 jf @GENERL3_8237 009E: set_actor $2291 path $2316 $2317 $2318 unknown 1.0 1 :GENERL3_8237 if $2360 > 6 // integer values jf @GENERL3_8391 if not Actor.Dead($2295) jf @GENERL3_8293 $2299 = Actor.Health($2295) $2299 /= 5 // integer values jump @GENERL3_8300 :GENERL3_8293 $2299 = 0 // integer values :GENERL3_8300 if 0 >= $2299 // integer values jf @GENERL3_8323 0151: remove_status_text $2299 :GENERL3_8323 if not Actor.Dead($2291) jf @GENERL3_8361 $2460 = Actor.Health($2291) $2460 /= 6 // integer values jump @GENERL3_8368 :GENERL3_8361 $2460 = 0 // integer values :GENERL3_8368 if 0 >= $2460 // integer values jf @GENERL3_8391 0151: remove_status_text $2460 :GENERL3_8391 if and $2360 > 7 // integer values 13 > $2360 // integer values jf @GENERL3_11131 if not Actor.Dead($2291) jf @GENERL3_10707 if Actor.Dead($2293) jf @GENERL3_8498 if $2428 == 0 // integer values jf @GENERL3_8498 if $2426 == 0 // integer values jf @GENERL3_8498 $2426 = 1 // integer values $2427 = 0 // integer values :GENERL3_8498 if $2456 == 0 // integer values jf @GENERL3_8571 if 031D: actor $2291 hit_by_weapon 22 jf @GENERL3_8571 0467: set_actor $2291 clear_last_weapon_damage if $2426 == 0 // integer values jf @GENERL3_8571 $2426 = 3 // integer values $2427 = 0 // integer values :GENERL3_8571 if 02E0: actor $2291 firing_weapon jf @GENERL3_8637 if $2429 == 0 // integer values jf @GENERL3_8637 if $2426 == 0 // integer values jf @GENERL3_8637 $2426 = 4 // integer values $2427 = 0 // integer values :GENERL3_8637 if 02E0: actor $2291 firing_weapon jf @GENERL3_8703 if $2429 == 1 // integer values jf @GENERL3_8703 if $2426 == 0 // integer values jf @GENERL3_8703 $2426 = 5 // integer values $2427 = 0 // integer values :GENERL3_8703 if 02E0: actor $2291 firing_weapon jf @GENERL3_8769 if $2429 == 2 // integer values jf @GENERL3_8769 if $2426 == 0 // integer values jf @GENERL3_8769 $2426 = 9 // integer values $2427 = 0 // integer values :GENERL3_8769 if $2456 == 1 // integer values jf @GENERL3_8842 if 031D: actor $2291 hit_by_weapon 22 jf @GENERL3_8842 0467: set_actor $2291 clear_last_weapon_damage if $2426 == 0 // integer values jf @GENERL3_8842 $2426 = 6 // integer values $2427 = 0 // integer values :GENERL3_8842 if $2456 == 2 // integer values jf @GENERL3_8915 if 031D: actor $2291 hit_by_weapon 22 jf @GENERL3_8915 0467: set_actor $2291 clear_last_weapon_damage if $2426 == 0 // integer values jf @GENERL3_8915 $2426 = 7 // integer values $2427 = 0 // integer values :GENERL3_8915 if $2456 == 3 // integer values jf @GENERL3_8988 if 031D: actor $2291 hit_by_weapon 22 jf @GENERL3_8988 0467: set_actor $2291 clear_last_weapon_damage if $2426 == 0 // integer values jf @GENERL3_8988 $2426 = 8 // integer values $2427 = 0 // integer values :GENERL3_8988 if $2426 == 1 // integer values jf @GENERL3_9202 if $2427 == 0 // integer values jf @GENERL3_9050 03CF: load_wav 'COL3_10' as 1 $2427 = 1 // integer values jump @GENERL3_9202 :GENERL3_9050 if $2427 == 1 // integer values jf @GENERL3_9090 if 03D0: wav 1 loaded jf @GENERL3_9090 $2427 = 2 // integer values :GENERL3_9090 if $2427 == 2 // integer values jf @GENERL3_9134 00BC: text_highpriority 'GEN3_16' 5000 ms 1 // Diaz's men are getting cut down! 03D1: play_wav 1 $2427 = 3 // integer values :GENERL3_9134 if $2427 == 3 // integer values jf @GENERL3_9202 if 03D2: wav 1 ended jf @GENERL3_9202 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_16' // Diaz's men are getting cut down! $2428 = 1 // integer values :GENERL3_9202 if $2426 == 3 // integer values jf @GENERL3_9416 if $2427 == 0 // integer values jf @GENERL3_9264 03CF: load_wav 'COL3_8' as 1 $2427 = 1 // integer values jump @GENERL3_9416 :GENERL3_9264 if $2427 == 1 // integer values jf @GENERL3_9304 if 03D0: wav 1 loaded jf @GENERL3_9304 $2427 = 2 // integer values :GENERL3_9304 if $2427 == 2 // integer values jf @GENERL3_9348 00BC: text_highpriority 'GEN3_14' 5000 ms 1 // Tommy! I need some help here! 03D1: play_wav 1 $2427 = 3 // integer values :GENERL3_9348 if $2427 == 3 // integer values jf @GENERL3_9416 if 03D2: wav 1 ended jf @GENERL3_9416 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_14' // Tommy! I need some help here! $2456 = 1 // integer values :GENERL3_9416 if $2426 == 4 // integer values jf @GENERL3_9630 if $2427 == 0 // integer values jf @GENERL3_9478 03CF: load_wav 'COL3_18' as 1 $2427 = 1 // integer values jump @GENERL3_9630 :GENERL3_9478 if $2427 == 1 // integer values jf @GENERL3_9518 if 03D0: wav 1 loaded jf @GENERL3_9518 $2427 = 2 // integer values :GENERL3_9518 if $2427 == 2 // integer values jf @GENERL3_9562 00BC: text_highpriority 'GEN3_46' 5000 ms 1 // Sheeit! 03D1: play_wav 1 $2427 = 3 // integer values :GENERL3_9562 if $2427 == 3 // integer values jf @GENERL3_9630 if 03D2: wav 1 ended jf @GENERL3_9630 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_46' // Sheeit! $2429 = 1 // integer values :GENERL3_9630 if $2426 == 5 // integer values jf @GENERL3_9844 if $2427 == 0 // integer values jf @GENERL3_9692 03CF: load_wav 'COL3_9' as 1 $2427 = 1 // integer values jump @GENERL3_9844 :GENERL3_9692 if $2427 == 1 // integer values jf @GENERL3_9732 if 03D0: wav 1 loaded jf @GENERL3_9732 $2427 = 2 // integer values :GENERL3_9732 if $2427 == 2 // integer values jf @GENERL3_9776 00BC: text_highpriority 'GEN3_15' 5000 ms 1 // Don't worry, I got you covered! 03D1: play_wav 1 $2427 = 3 // integer values :GENERL3_9776 if $2427 == 3 // integer values jf @GENERL3_9844 if 03D2: wav 1 ended jf @GENERL3_9844 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_15' // Don't worry, I got you covered! $2429 = 2 // integer values :GENERL3_9844 if $2426 == 6 // integer values jf @GENERL3_10058 if $2427 == 0 // integer values jf @GENERL3_9906 03CF: load_wav 'COL3_20' as 1 $2427 = 1 // integer values jump @GENERL3_10058 :GENERL3_9906 if $2427 == 1 // integer values jf @GENERL3_9946 if 03D0: wav 1 loaded jf @GENERL3_9946 $2427 = 2 // integer values :GENERL3_9946 if $2427 == 2 // integer values jf @GENERL3_9990 00BC: text_highpriority 'GEN3_48' 5000 ms 1 // Damn! 03D1: play_wav 1 $2427 = 3 // integer values :GENERL3_9990 if $2427 == 3 // integer values jf @GENERL3_10058 if 03D2: wav 1 ended jf @GENERL3_10058 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_48' // Damn! $2456 = 2 // integer values :GENERL3_10058 if $2426 == 7 // integer values jf @GENERL3_10272 if $2427 == 0 // integer values jf @GENERL3_10120 03CF: load_wav 'COL3_17' as 1 $2427 = 1 // integer values jump @GENERL3_10272 :GENERL3_10120 if $2427 == 1 // integer values jf @GENERL3_10160 if 03D0: wav 1 loaded jf @GENERL3_10160 $2427 = 2 // integer values :GENERL3_10160 if $2427 == 2 // integer values jf @GENERL3_10204 00BC: text_highpriority 'GEN3_47' 5000 ms 1 // Tommy! 03D1: play_wav 1 $2427 = 3 // integer values :GENERL3_10204 if $2427 == 3 // integer values jf @GENERL3_10272 if 03D2: wav 1 ended jf @GENERL3_10272 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_47' // Tommy! $2456 = 3 // integer values :GENERL3_10272 if $2426 == 8 // integer values jf @GENERL3_10486 if $2427 == 0 // integer values jf @GENERL3_10334 03CF: load_wav 'COL3_19' as 1 $2427 = 1 // integer values jump @GENERL3_10486 :GENERL3_10334 if $2427 == 1 // integer values jf @GENERL3_10374 if 03D0: wav 1 loaded jf @GENERL3_10374 $2427 = 2 // integer values :GENERL3_10374 if $2427 == 2 // integer values jf @GENERL3_10418 00BC: text_highpriority 'GEN3_48' 5000 ms 1 // Damn! 03D1: play_wav 1 $2427 = 3 // integer values :GENERL3_10418 if $2427 == 3 // integer values jf @GENERL3_10486 if 03D2: wav 1 ended jf @GENERL3_10486 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_48' // Damn! $2456 = 4 // integer values :GENERL3_10486 if $2426 == 9 // integer values jf @GENERL3_10700 if $2427 == 0 // integer values jf @GENERL3_10548 03CF: load_wav 'COL3_23' as 1 $2427 = 1 // integer values jump @GENERL3_10700 :GENERL3_10548 if $2427 == 1 // integer values jf @GENERL3_10588 if 03D0: wav 1 loaded jf @GENERL3_10588 $2427 = 2 // integer values :GENERL3_10588 if $2427 == 2 // integer values jf @GENERL3_10632 00BC: text_highpriority 'GEN3_52' 5000 ms 1 // These Haitians think they can take RICARDO DIAZ!?! 03D1: play_wav 1 $2427 = 3 // integer values :GENERL3_10632 if $2427 == 3 // integer values jf @GENERL3_10700 if 03D2: wav 1 ended jf @GENERL3_10700 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_52' // These Haitians think they can take RICARDO DIAZ!?! $2429 = 3 // integer values :GENERL3_10700 jump @GENERL3_11131 :GENERL3_10707 if $2426 == 1 // integer values jf @GENERL3_10760 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_16' // Diaz's men are getting cut down! $2428 = 1 // integer values :GENERL3_10760 if $2426 == 3 // integer values jf @GENERL3_10813 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_14' // Tommy! I need some help here! $2456 = 1 // integer values :GENERL3_10813 if $2426 == 4 // integer values jf @GENERL3_10866 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_46' // Sheeit! $2429 = 1 // integer values :GENERL3_10866 if $2426 == 5 // integer values jf @GENERL3_10919 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_15' // Don't worry, I got you covered! $2429 = 2 // integer values :GENERL3_10919 if $2426 == 6 // integer values jf @GENERL3_10972 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_48' // Damn! $2456 = 2 // integer values :GENERL3_10972 if $2426 == 7 // integer values jf @GENERL3_11025 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_47' // Tommy! $2456 = 3 // integer values :GENERL3_11025 if $2426 == 8 // integer values jf @GENERL3_11078 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_48' // Damn! $2456 = 4 // integer values :GENERL3_11078 if $2426 == 9 // integer values jf @GENERL3_11131 $2427 = 0 // integer values $2426 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'GEN3_52' // These Haitians think they can take RICARDO DIAZ!?! $2429 = 3 // integer values :GENERL3_11131 if $2360 == 7 // integer values jf @GENERL3_11853 if not Actor.Dead($2295) jf @GENERL3_11853 if not Actor.Dead($2291) jf @GENERL3_11853 if 00F9: player $PLAYER_CHAR stopped 1 $2312 $2313 $2314 radius 1.0 1.0 2.0 jf @GENERL3_11853 if 00FF: actor $2291 0 $2316 $2317 $2318 radius 2.0 2.0 2.0 jf @GENERL3_11811 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 01EB: set_traffic_density_multiplier_to 0.0 Actor.Angle($2291) = $2319 Marker.Disable($2315) 02A9: set_actor $2295 immune_to_nonplayer 1 Model.Load(#CUBAN) Model.Load(#CBA) Model.Load(#HNA) Model.Load(#HNB) Model.Load(#BURRITO) Model.Load(#VOODOO) Model.Load(#TEC9) :GENERL3_11335 if or not Model.Available(#CUBAN) not Model.Available(#CBA) not Model.Available(#VOODOO) jf @GENERL3_11371 wait 0 jump @GENERL3_11335 :GENERL3_11371 if or not Model.Available(#TEC9) not Model.Available(#HNA) not Model.Available(#HNB) not Model.Available(#BURRITO) jf @GENERL3_11411 wait 0 jump @GENERL3_11371 :GENERL3_11411 0395: clear_area 1 at $2303 $2304 range 500.0 500.0 $2302 = Car.Create(#CUBAN, $2303, $2304, $2305) 053F: set_car $2302 tires_vulnerable 0 Car.ImmuneToNonPlayer($2302) = True 04E0: car $2302 abandon_path_radius 3 Car.Angle($2302) = $2306 Car.Health($2302) = 3500 0129: $2307 = create_actor 7 #CBA in_car $2302 driverseat 01B2: give_actor $2307 weapon 22 ammo 3000 // Load the weapon model before using this Car.SetToNormalDriver($2302) 01ED: clear_actor $2307 threat_search 011A: set_actor $2307 search_threat 256 Actor.Health($2307) = 10 0568: set_actor $2307 untargetable 1 01C8: $2308 = create_actor_pedtype 7 model #CBA in_car $2302 passenger_seat 0 01B2: give_actor $2308 weapon 22 ammo 3000 // Load the weapon model before using this 01ED: clear_actor $2308 threat_search 011A: set_actor $2308 search_threat 256 Actor.Health($2308) = 10 01DE: tie_actor $2308 to_actor $2307 0568: set_actor $2308 untargetable 1 if not Actor.Dead($2295) jf @GENERL3_11622 020E: actor $2295 look_at_actor $2307 :GENERL3_11622 Camera.SetPosition(461.6999, -476.1379, 18.4551, 0.0, 0.0, 0.0) Camera.PointAt(461.5766, -477.0688, 18.11078, 2) Car.PutAt($2302, 448.662, -525.4344, 9.576) Car.Angle($2302) = 329.7276 02C2: car $2302 drive_to_point 465.2766 -496.3094 10.82948 Car.SetMaxSpeed($2302, 8.0) 020E: actor $PLAYER_ACTOR look_at_actor $2307 00BC: text_highpriority 'GEN3_37' 10000 ms 2 // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe. 04F7: status_text $2299 1 line 1 'GEN3_22' // Diaz's Health: 04F7: status_text $2460 1 line 2 'GEN3_49' // lance's health: 16@ = 0 // integer values $2360 = 8 // integer values jump @GENERL3_11853 :GENERL3_11811 if 16@ > 35000 // integer values jf @GENERL3_11853 Actor.PutAt($2291, $2316, $2317, $2318) 16@ = 0 // integer values :GENERL3_11853 if $2360 == 8 // integer values jf @GENERL3_12140 if not Actor.Dead($2295) jf @GENERL3_12140 if not Actor.Dead($2291) jf @GENERL3_12140 if not Actor.Dead($2307) jf @GENERL3_12140 if not Actor.Dead($2308) jf @GENERL3_12140 if not Car.Wrecked($2302) jf @GENERL3_12140 if 01AD: car $2302 sphere 0 near_point 465.2766 -496.3094 radius 1.5 1.5 jf @GENERL3_12084 Car.SetMaxSpeed($2302, 0.0) 0210: player $PLAYER_CHAR look_at_actor $2307 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 03D5: remove_text 'GEN3_37' // ~g~Here come the Cubans. Watch over the deal making sure Diaz and Lance are safe. Camera.Restore_WithJumpCut Camera.SetBehindPlayer 011A: set_actor $2295 search_threat 256 0243: set_actor $2295 ped_stats_to 16 01D3: actor $2307 leave_car $2302 01D3: actor $2308 leave_car $2302 $2360 = 9 // integer values 16@ = 0 // integer values jump @GENERL3_12140 :GENERL3_12084 if 16@ > 20000 // integer values jf @GENERL3_12140 Car.PutAt($2302, 465.2766, -496.3094, -100.0) Car.Angle($2302) = 349.697 16@ = 0 // integer values :GENERL3_12140 if $2360 == 9 // integer values jf @GENERL3_12314 if not Actor.Dead($2295) jf @GENERL3_12314 if not Actor.Dead($2291) jf @GENERL3_12314 if not Actor.Dead($2307) jf @GENERL3_12314 if not Actor.Dead($2308) jf @GENERL3_12314 if not Actor.Driving($2307) jf @GENERL3_12314 if not Actor.Driving($2308) jf @GENERL3_12314 if not Car.Wrecked($2302) jf @GENERL3_12314 020A: set_car $2302 door_status_to 3 0211: actor $2307 walk_to 461.4597 -494.8022 0211: actor $2308 walk_to 462.4995 -495.6623 $2360 = 10 // integer values :GENERL3_12314 if $2360 == 10 // integer values jf @GENERL3_12697 if not Actor.Dead($2295) jf @GENERL3_12697 if not Actor.Dead($2291) jf @GENERL3_12697 if not Actor.Dead($2307) jf @GENERL3_12697 if not Actor.Dead($2308) jf @GENERL3_12697 if or 00F0: actor $2307 stopped 0 461.4445 -495.2143 radius 2.5 2.5 16@ > 35000 // integer values jf @GENERL3_12697 if or 00F0: actor $2308 stopped 0 461.4445 -495.2143 radius 3.0 3.0 16@ > 35000 // integer values jf @GENERL3_12697 Actor.StorePos($2307, $2435, $2436, $2437) Actor.StorePos($2295, $2438, $2439, $2440) $2436 *= -1.0 // floating-point values $2439 *= -1.0 // floating-point values 0086: $2441 = $2435 // floating-point values only 0059: $2441 += $2438 // floating-point values 0086: $2442 = $2439 // floating-point values only 0059: $2442 += $2436 // floating-point values $2441 /= 2.0 // floating-point values $2442 /= 2.0 // floating-point values $2442 *= -1.0 // floating-point values $2433 = Object.Create(#BRIEFCASE, $2441, $2442, 10.0625) 02A9: set_actor $2295 immune_to_nonplayer 0 0446: set_actor $2295 dismemberment_possible 0 0446: set_actor $2291 dismemberment_possible 0 03F9: make_actors $2307 $2295 converse_in 20000 ms 01E0: clear_leader $2308 0350: set_actor $2308 maintain_position_when_attacked 1 0350: set_actor $2307 maintain_position_when_attacked 1 16@ = 0 // integer values 04E3: unknown_player $PLAYER_CHAR 2 120000 $2360 = 11 // integer values :GENERL3_12697 if $2360 == 11 // integer values jf @GENERL3_12884 if 16@ > 4000 // integer values jf @GENERL3_12884 if not Actor.Dead($2291) jf @GENERL3_12884 if not Actor.Dead($2293) jf @GENERL3_12884 if not Actor.Dead($2294) jf @GENERL3_12884 if not Actor.Dead($2308) jf @GENERL3_12884 0350: set_actor $2291 maintain_position_when_attacked 1 011A: set_actor $2291 search_threat 256 01B2: give_actor $2291 weapon 23 ammo 300000 // Load the weapon model before using this 0243: set_actor $2291 ped_stats_to 16 0350: set_actor $2293 maintain_position_when_attacked 0 0350: set_actor $2294 maintain_position_when_attacked 0 0350: set_actor $2308 maintain_position_when_attacked 0 03E5: text_box 'HELP45' // Press the ~h~~k~~PED_DUCK~~w~ button to duck. This will increase the accuracy of guns you are holding. 16@ = 0 // integer values 17@ = 0 // integer values $2360 = 12 // integer values :GENERL3_12884 if $2360 > 5 // integer values jf @GENERL3_13137 if 13 > $2360 // integer values jf @GENERL3_13137 if $2416 == 0 // integer values jf @GENERL3_13137 if or 051A: actor $2295 damaged_by_actor $PLAYER_ACTOR 051A: actor $2293 damaged_by_actor $PLAYER_ACTOR 051A: actor $2294 damaged_by_actor $PLAYER_ACTOR Actor.Dead($2293) Actor.Dead($2294) jf @GENERL3_13137 if not Actor.Dead($2295) jf @GENERL3_13006 011A: set_actor $2295 search_threat 1 :GENERL3_13006 if not Actor.Dead($2293) jf @GENERL3_13029 011A: set_actor $2293 search_threat 1 :GENERL3_13029 if not Actor.Dead($2294) jf @GENERL3_13052 011A: set_actor $2294 search_threat 1 :GENERL3_13052 if not Actor.Dead($2295) jf @GENERL3_13073 054E: clear_actor $2295 damage :GENERL3_13073 if not Actor.Dead($2293) jf @GENERL3_13094 054E: clear_actor $2293 damage :GENERL3_13094 if not Actor.Dead($2294) jf @GENERL3_13115 054E: clear_actor $2294 damage :GENERL3_13115 00BC: text_highpriority 'GEN3_33' 7000 ms 1 // ~r~Check your fire!! You're supposed to be watching over Diaz and his men, not shooting them! jump @GENERL3_26174 :GENERL3_13137 if $2360 > 7 // integer values jf @GENERL3_13328 if 13 > $2360 // integer values jf @GENERL3_13328 if $2416 == 0 // integer values jf @GENERL3_13328 if or 051A: actor $2307 damaged_by_actor $PLAYER_ACTOR 051A: actor $2308 damaged_by_actor $PLAYER_ACTOR jf @GENERL3_13328 if not Actor.Dead($2307) jf @GENERL3_13241 011A: set_actor $2307 search_threat 1 :GENERL3_13241 if not Actor.Dead($2308) jf @GENERL3_13264 011A: set_actor $2308 search_threat 1 :GENERL3_13264 00BC: text_highpriority 'GEN3_34' 7000 ms 1 // ~r~There ain't gonna be a deal if you shoot the Cubans! if not Actor.Dead($2307) jf @GENERL3_13300 054E: clear_actor $2295 damage :GENERL3_13300 if not Actor.Dead($2308) jf @GENERL3_13321 054E: clear_actor $2293 damage :GENERL3_13321 jump @GENERL3_26174 :GENERL3_13328 if $2457 == 1 // integer values jf @GENERL3_13434 if $2360 == 12 // integer values jf @GENERL3_13434 if not Actor.Dead($2295) jf @GENERL3_13434 if $2461 == 0 // integer values jf @GENERL3_13434 0350: set_actor $2295 maintain_position_when_attacked 0 0239: actor $2295 run_to 463.2771 -495.5872 $2461 = 1 // integer values $2457 = 2 // integer values :GENERL3_13434 if $2457 == 2 // integer values jf @GENERL3_13548 if $2360 == 12 // integer values jf @GENERL3_13548 if not Actor.Dead($2295) jf @GENERL3_13548 if 00ED: actor $2295 0 463.2771 -495.5872 radius 1.0 1.0 jf @GENERL3_13548 0350: set_actor $2295 maintain_position_when_attacked 1 Actor.Angle($2295) = 69.0 $2457 = 3 // integer values :GENERL3_13548 if $2360 == 12 // integer values jf @GENERL3_13642 if $2457 == 3 // integer values jf @GENERL3_13642 if not Actor.Dead($2295) jf @GENERL3_13642 if not Actor.Dead($2291) jf @GENERL3_13642 if 02E0: actor $2291 firing_weapon jf @GENERL3_13642 04EB: actor $2295 crouch 1 5000 ms :GENERL3_13642 if $2360 == 12 // integer values jf @GENERL3_13798 if 82AD: not player $PLAYER_CHAR in_area 453.5544 -461.5191 441.1417 -531.2878 radius 33.5 sphere 0 jf @GENERL3_13798 if not Actor.Dead($2295) jf @GENERL3_13798 if 82CB: not actor $2295 bounding_sphere_visible jf @GENERL3_13798 if not $2420 == 1 // integer values jf @GENERL3_13798 if not $2419 == 1 // integer values jf @GENERL3_13798 0321: kill_actor $2295 00BC: text_highpriority 'GEN3_56' 5000 ms 1 // ~r~Diaz was ambushed and died! Next time keep him in your sights! jump @GENERL3_26174 :GENERL3_13798 if $2360 == 12 // integer values jf @GENERL3_19656 if 16@ > 5000 // integer values jf @GENERL3_14711 if $2373 == 0 // integer values jf @GENERL3_14118 0395: clear_area 0 at $2374 $2375 range $2376 5.0 $2372 = Car.Create(#VOODOO, $2374, $2375, $2376) 053F: set_car $2372 tires_vulnerable 0 Car.ImmuneToNonPlayer($2372) = True Car.Angle($2372) = $2377 0129: $2320 = create_actor 8 #HNA in_car $2372 driverseat 054A: set_actor $2320 can_be_shot_in_a_car 0 01B2: give_actor $2320 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2320 threat_search 011A: set_actor $2320 search_threat 1024 011A: set_actor $2320 search_threat 128 0243: set_actor $2320 ped_stats_to 16 0162: tie_marker $2344 to_actor $2320 4 2 0168: set_blip $2344 size 2 Actor.Health($2320) = 150 01C8: $2321 = create_actor_pedtype 8 model #HNB in_car $2372 passenger_seat 0 054A: set_actor $2321 can_be_shot_in_a_car 0 01B2: give_actor $2321 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2321 threat_search 011A: set_actor $2321 search_threat 1024 011A: set_actor $2321 search_threat 128 0243: set_actor $2321 ped_stats_to 16 0162: tie_marker $2345 to_actor $2321 4 2 0168: set_blip $2345 size 2 Actor.Health($2321) = 150 020A: set_car $2372 door_status_to 3 Car.Health($2372) = 5000 Car.SetToNormalDriver($2372) $2416 = 1 // integer values $2373 = 1 // integer values :GENERL3_14118 if $2373 == 1 // integer values jf @GENERL3_14196 if not Car.Wrecked($2372) jf @GENERL3_14196 02C2: car $2372 drive_to_point 462.3186 -503.6335 10.77767 Car.SetMaxSpeed($2372, 24.0) 00AE: set_vehicle $2372 traffic_behavior_to 3 $2373 = 2 // integer values :GENERL3_14196 if $2373 == 2 // integer values jf @GENERL3_14271 if not Car.Wrecked($2372) jf @GENERL3_14271 if 01AD: car $2372 sphere 0 near_point $2378 $2379 radius 4.0 4.0 jf @GENERL3_14271 $2373 = 3 // integer values :GENERL3_14271 if $2373 == 3 // integer values jf @GENERL3_14312 if not Car.Wrecked($2372) jf @GENERL3_14312 $2373 = 4 // integer values :GENERL3_14312 if $2373 == 4 // integer values jf @GENERL3_14541 if not Car.Wrecked($2372) jf @GENERL3_14541 if not Actor.Dead($2320) jf @GENERL3_14541 if not Actor.Dead($2321) jf @GENERL3_14541 if 01AD: car $2372 sphere 0 near_point 462.3186 -503.6335 radius 3.0 3.0 jf @GENERL3_14541 if $2457 == 0 // integer values jf @GENERL3_14456 00BC: text_highpriority 'GEN3_19' 7000 ms 2 // ~g~Haitians! They're busting the deal! Protect Diaz! $2457 = 1 // integer values :GENERL3_14456 Car.SetToNormalDriver($2372) Car.Health($2372) = 1000 Car.ImmuneToNonPlayer($2372) = True 03E2: actor $2320 exit_car 03E2: actor $2321 exit_car if not Actor.Dead($2308) jf @GENERL3_14510 020E: actor $2308 look_at_actor $2320 :GENERL3_14510 if not Actor.Dead($2307) jf @GENERL3_14534 020E: actor $2307 look_at_actor $2321 :GENERL3_14534 $2373 = 5 // integer values :GENERL3_14541 if not Actor.Dead($2320) jf @GENERL3_14711 if not Actor.Driving($2320) jf @GENERL3_14711 if $2373 == 5 // integer values jf @GENERL3_14711 if 02DF: player $PLAYER_CHAR aggressive jf @GENERL3_14662 if 80E9: not player $PLAYER_CHAR 0 $2320 radius 5.0 5.0 jf @GENERL3_14655 01BD: $2447 = current_time_in_ms 04EB: actor $2320 crouch 1 300000 ms :GENERL3_14655 jump @GENERL3_14711 :GENERL3_14662 01BD: $2448 = current_time_in_ms 0084: $2449 = $2448 // integer values and handles 0060: $2449 -= $2447 // integer values if $2449 > 1000 // integer values jf @GENERL3_14711 04EB: actor $2320 crouch 0 100 ms :GENERL3_14711 if 17@ > 14000 // integer values jf @GENERL3_15420 if $2381 == 0 // integer values jf @GENERL3_15062 if $2416 == 1 // integer values jf @GENERL3_15062 if or $2373 > 3 // integer values Car.Wrecked($2372) jf @GENERL3_15062 0395: clear_area 0 at $2382 $2383 range $2384 3.0 $2380 = Car.Create(#VOODOO, $2382, $2383, $2384) 053F: set_car $2380 tires_vulnerable 0 Car.ImmuneToNonPlayer($2380) = True Car.Angle($2380) = $2385 0129: $2322 = create_actor 8 #HNB in_car $2380 driverseat 054A: set_actor $2322 can_be_shot_in_a_car 0 01B2: give_actor $2322 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2322 threat_search 011A: set_actor $2322 search_threat 1024 011A: set_actor $2322 search_threat 128 011A: set_actor $2322 search_threat 8192 0243: set_actor $2322 ped_stats_to 16 0162: tie_marker $2346 to_actor $2322 4 2 0168: set_blip $2346 size 2 Actor.Health($2322) = 130 01C8: $2323 = create_actor_pedtype 8 model #HNA in_car $2380 passenger_seat 0 054A: set_actor $2323 can_be_shot_in_a_car 0 01B2: give_actor $2323 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2323 threat_search 011A: set_actor $2323 search_threat 1024 011A: set_actor $2323 search_threat 128 0243: set_actor $2323 ped_stats_to 16 0162: tie_marker $2347 to_actor $2323 4 2 0168: set_blip $2347 size 2 Actor.Health($2323) = 130 Car.SetToNormalDriver($2380) Car.Health($2380) = 5000 $2417 = 1 // integer values 020A: set_car $2380 door_status_to 3 $2381 = 1 // integer values :GENERL3_15062 if $2381 == 1 // integer values jf @GENERL3_15134 if not Car.Wrecked($2380) jf @GENERL3_15134 Car.DriveTo($2380, $2386, $2387, $2388) Car.SetMaxSpeed($2380, 30.0) 00AE: set_vehicle $2380 traffic_behavior_to 3 $2381 = 2 // integer values :GENERL3_15134 if $2381 == 2 // integer values jf @GENERL3_15175 if not Car.Wrecked($2380) jf @GENERL3_15175 $2381 = 3 // integer values :GENERL3_15175 if $2381 == 3 // integer values jf @GENERL3_15246 if not Car.Wrecked($2380) jf @GENERL3_15246 02C2: car $2380 drive_to_point 458.637 -512.0005 10.6906 Car.SetMaxSpeed($2380, 30.0) $2381 = 4 // integer values :GENERL3_15246 if $2381 == 4 // integer values jf @GENERL3_15420 if not Car.Wrecked($2380) jf @GENERL3_15420 if 01AD: car $2380 sphere 0 near_point 459.637 -512.0005 radius 3.0 3.0 jf @GENERL3_15420 Car.SetToNormalDriver($2380) Car.Health($2380) = 1000 if $2457 == 0 // integer values jf @GENERL3_15371 00BC: text_highpriority 'GEN3_19' 7000 ms 2 // ~g~Haitians! They're busting the deal! Protect Diaz! $2457 = 1 // integer values :GENERL3_15371 if not Actor.Dead($2322) jf @GENERL3_15392 03E2: actor $2322 exit_car :GENERL3_15392 if not Actor.Dead($2323) jf @GENERL3_15420 03E2: actor $2323 exit_car $2381 = 5 // integer values :GENERL3_15420 if 17@ > 24000 // integer values jf @GENERL3_16874 if $2390 == 0 // integer values jf @GENERL3_15901 if $2417 == 1 // integer values jf @GENERL3_15901 if or $2381 > 3 // integer values Car.Wrecked($2380) jf @GENERL3_15901 0395: clear_area 0 at $2391 $2392 range $2393 3.0 $2389 = Car.Create(#BURRITO, $2391, $2392, $2393) 053F: set_car $2389 tires_vulnerable 0 Car.ImmuneToNonPlayer($2389) = True Car.Angle($2389) = $2394 0129: $2324 = create_actor 8 #HNA in_car $2389 driverseat 054A: set_actor $2324 can_be_shot_in_a_car 0 01B2: give_actor $2324 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2324 threat_search 011A: set_actor $2324 search_threat 1024 011A: set_actor $2324 search_threat 128 0243: set_actor $2324 ped_stats_to 16 Actor.Health($2324) = 150 0162: tie_marker $2348 to_actor $2324 4 2 0168: set_blip $2348 size 2 01C8: $2325 = create_actor_pedtype 8 model #HNB in_car $2389 passenger_seat 0 054A: set_actor $2325 can_be_shot_in_a_car 0 01B2: give_actor $2325 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2325 threat_search 011A: set_actor $2325 search_threat 1024 011A: set_actor $2325 search_threat 128 0243: set_actor $2325 ped_stats_to 16 0162: tie_marker $2349 to_actor $2325 4 2 0168: set_blip $2349 size 2 01C8: $2326 = create_actor_pedtype 8 model #HNB in_car $2389 passenger_seat 1 01B2: give_actor $2326 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2326 threat_search 011A: set_actor $2326 search_threat 1024 011A: set_actor $2326 search_threat 128 0243: set_actor $2326 ped_stats_to 16 0162: tie_marker $2350 to_actor $2326 4 2 0168: set_blip $2350 size 2 01C8: $2327 = create_actor_pedtype 8 model #HNA in_car $2389 passenger_seat 2 01B2: give_actor $2327 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2327 threat_search 011A: set_actor $2327 search_threat 1024 011A: set_actor $2327 search_threat 128 0243: set_actor $2327 ped_stats_to 16 0162: tie_marker $2351 to_actor $2327 4 2 0168: set_blip $2351 size 2 Car.SetToNormalDriver($2389) Car.Health($2389) = 1000 020A: set_car $2389 door_status_to 3 $2418 = 1 // integer values $2390 = 1 // integer values :GENERL3_15901 if $2390 == 1 // integer values jf @GENERL3_15957 if not Car.Wrecked($2389) jf @GENERL3_15957 0477: set_car $2389 action 2 time 4000 01BD: $2415 = current_time_in_ms $2390 = 2 // integer values :GENERL3_15957 if $2390 == 2 // integer values jf @GENERL3_16127 if not Car.Wrecked($2389) jf @GENERL3_16127 01BD: $2413 = current_time_in_ms 0084: $2414 = $2413 // integer values and handles 0060: $2414 -= $2415 // integer values if or $2414 > 3999 // integer values 0495: vehicle $2389 burning jf @GENERL3_16127 if not Actor.Dead($2324) jf @GENERL3_16057 03E2: actor $2324 exit_car :GENERL3_16057 if not Actor.Dead($2325) jf @GENERL3_16078 03E2: actor $2325 exit_car :GENERL3_16078 if not Actor.Dead($2326) jf @GENERL3_16099 03E2: actor $2326 exit_car :GENERL3_16099 if not Actor.Dead($2327) jf @GENERL3_16120 03E2: actor $2327 exit_car :GENERL3_16120 $2390 = 3 // integer values :GENERL3_16127 if $2390 == 3 // integer values jf @GENERL3_16874 if $2334 == 0 // integer values jf @GENERL3_16247 if not Actor.Dead($2324) jf @GENERL3_16247 if not Actor.Driving($2324) jf @GENERL3_16247 if not Actor.Dead($2291) jf @GENERL3_16247 0319: set_actor $2324 running 1 0239: actor $2324 run_to 472.159 -528.149 0411: set_actor $2324 use_pednode_seek 0 $2334 = 1 // integer values :GENERL3_16247 if $2334 == 1 // integer values jf @GENERL3_16364 if not Actor.Dead($2324) jf @GENERL3_16364 if 00ED: actor $2324 0 472.159 -528.149 radius 1.0 1.0 jf @GENERL3_16364 if not Actor.Dead($2291) jf @GENERL3_16364 0239: actor $2324 run_to 473.9421 -522.4988 0411: set_actor $2324 use_pednode_seek 0 $2334 = 2 // integer values :GENERL3_16364 if $2334 == 2 // integer values jf @GENERL3_16481 if not Actor.Dead($2324) jf @GENERL3_16481 if 00ED: actor $2324 0 473.9421 -522.4988 radius 1.0 1.0 jf @GENERL3_16481 if not Actor.Dead($2291) jf @GENERL3_16481 0239: actor $2324 run_to 461.8707 -519.9243 0411: set_actor $2324 use_pednode_seek 0 $2334 = 3 // integer values :GENERL3_16481 if $2334 == 3 // integer values jf @GENERL3_16584 if not Actor.Dead($2324) jf @GENERL3_16584 if 00ED: actor $2324 0 461.8707 -519.9243 radius 1.0 1.0 jf @GENERL3_16584 if not Actor.Dead($2291) jf @GENERL3_16584 01C9: actor $2324 kill_actor $2291 $2334 = 4 // integer values :GENERL3_16584 if $2335 == 0 // integer values jf @GENERL3_16712 if not Car.Wrecked($2389) jf @GENERL3_16712 if not Actor.Dead($2325) jf @GENERL3_16712 if not Actor.Driving($2325) jf @GENERL3_16712 if not Actor.Dead($2295) jf @GENERL3_16712 if 00F2: actor $2325 near_actor $2295 radius 100.0 100.0 0 jf @GENERL3_16712 01C9: actor $2325 kill_actor $2295 $2335 = 1 // integer values :GENERL3_16712 if $2336 == 0 // integer values jf @GENERL3_16793 if not Actor.Dead($2326) jf @GENERL3_16793 if not Actor.Driving($2326) jf @GENERL3_16793 if not Actor.Dead($2295) jf @GENERL3_16793 01C9: actor $2326 kill_actor $2295 $2336 = 1 // integer values :GENERL3_16793 if $2337 == 0 // integer values jf @GENERL3_16874 if not Actor.Dead($2327) jf @GENERL3_16874 if not Actor.Driving($2327) jf @GENERL3_16874 if not Actor.Dead($2295) jf @GENERL3_16874 01C9: actor $2327 kill_actor $2295 $2337 = 1 // integer values :GENERL3_16874 if 17@ > 41000 // integer values jf @GENERL3_18292 if $2396 == 0 // integer values jf @GENERL3_17348 if $2417 == 1 // integer values jf @GENERL3_17348 0395: clear_area 0 at $2397 $2398 range $2399 3.0 $2395 = Car.Create(#BURRITO, $2397, $2398, $2399) 053F: set_car $2395 tires_vulnerable 0 Car.ImmuneToNonPlayer($2395) = True Car.Angle($2395) = $2400 0129: $2328 = create_actor 8 #HNB in_car $2395 driverseat 054A: set_actor $2328 can_be_shot_in_a_car 0 01B2: give_actor $2328 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2328 threat_search 011A: set_actor $2328 search_threat 1024 011A: set_actor $2328 search_threat 128 0243: set_actor $2328 ped_stats_to 16 0162: tie_marker $2352 to_actor $2328 4 2 0168: set_blip $2352 size 2 01C8: $2329 = create_actor_pedtype 8 model #HNA in_car $2395 passenger_seat 0 054A: set_actor $2329 can_be_shot_in_a_car 0 01B2: give_actor $2329 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2329 threat_search 011A: set_actor $2329 search_threat 1024 011A: set_actor $2329 search_threat 128 011A: set_actor $2329 search_threat 1 0243: set_actor $2329 ped_stats_to 16 0162: tie_marker $2353 to_actor $2329 4 2 Actor.Health($2329) = 130 0168: set_blip $2353 size 2 01C8: $2330 = create_actor_pedtype 8 model #HNB in_car $2395 passenger_seat 1 01B2: give_actor $2330 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2330 threat_search 011A: set_actor $2330 search_threat 1 011A: set_actor $2330 search_threat 1024 011A: set_actor $2330 search_threat 128 0243: set_actor $2330 ped_stats_to 16 0162: tie_marker $2354 to_actor $2330 4 2 Actor.Health($2330) = 130 0168: set_blip $2354 size 2 01C8: $2331 = create_actor_pedtype 8 model #HNA in_car $2395 passenger_seat 2 01B2: give_actor $2331 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2331 threat_search 011A: set_actor $2331 search_threat 1024 011A: set_actor $2331 search_threat 128 011A: set_actor $2331 search_threat 1 0243: set_actor $2331 ped_stats_to 16 0162: tie_marker $2355 to_actor $2331 4 2 0168: set_blip $2355 size 2 Car.SetToNormalDriver($2395) 020A: set_car $2395 door_status_to 3 $2396 = 1 // integer values :GENERL3_17348 if $2396 == 1 // integer values jf @GENERL3_17427 if not Car.Wrecked($2395) jf @GENERL3_17427 Car.DriveTo($2395, $2401, $2402, $2403) Car.SetMaxSpeed($2395, 22.0) 00AE: set_vehicle $2395 traffic_behavior_to 3 $2419 = 1 // integer values $2396 = 2 // integer values :GENERL3_17427 if not Car.Wrecked($2395) jf @GENERL3_17596 if or 01AD: car $2395 sphere 0 near_point $2401 $2402 radius 10.0 10.0 0495: vehicle $2395 burning jf @GENERL3_17596 if $2396 == 2 // integer values jf @GENERL3_17596 Car.SetToNormalDriver($2395) if not Actor.Dead($2328) jf @GENERL3_17526 03E2: actor $2328 exit_car :GENERL3_17526 if not Actor.Dead($2329) jf @GENERL3_17547 03E2: actor $2329 exit_car :GENERL3_17547 if not Actor.Dead($2330) jf @GENERL3_17568 03E2: actor $2330 exit_car :GENERL3_17568 if not Actor.Dead($2331) jf @GENERL3_17589 03E2: actor $2331 exit_car :GENERL3_17589 $2396 = 3 // integer values :GENERL3_17596 if $2396 == 3 // integer values jf @GENERL3_18292 if $2338 == 0 // integer values jf @GENERL3_17726 if not Actor.Dead($2328) jf @GENERL3_17726 if not Actor.Driving($2328) jf @GENERL3_17726 if not Actor.Dead($2295) jf @GENERL3_17726 if 00F2: actor $2328 near_actor $2295 radius 50.0 100.0 0 jf @GENERL3_17726 01C9: actor $2328 kill_actor $2295 $2338 = 1 // integer values :GENERL3_17726 if $2339 == 0 // integer values jf @GENERL3_17838 if not Actor.Dead($2329) jf @GENERL3_17838 if not Actor.Driving($2329) jf @GENERL3_17838 if not Actor.Dead($2295) jf @GENERL3_17838 if 00F2: actor $2329 near_actor $2295 radius 100.0 100.0 0 jf @GENERL3_17838 01C9: actor $2329 kill_actor $2295 $2339 = 1 // integer values :GENERL3_17838 if $2340 == 0 // integer values jf @GENERL3_17903 if not Actor.Dead($2330) jf @GENERL3_17903 if not Actor.Driving($2330) jf @GENERL3_17903 01CA: actor $2330 kill_player $PLAYER_CHAR $2340 = 1 // integer values :GENERL3_17903 if $2341 == 0 // integer values jf @GENERL3_17984 if not Actor.Dead($2331) jf @GENERL3_17984 if not Actor.Driving($2331) jf @GENERL3_17984 if not Actor.Dead($2295) jf @GENERL3_17984 01C9: actor $2331 kill_actor $2295 $2341 = 1 // integer values :GENERL3_17984 if not Actor.Dead($2328) jf @GENERL3_18138 if $2338 == 1 // integer values jf @GENERL3_18138 if 02DF: player $PLAYER_CHAR aggressive jf @GENERL3_18089 if 80E9: not player $PLAYER_CHAR 0 $2328 radius 5.0 5.0 jf @GENERL3_18082 01BD: $2450 = current_time_in_ms 04EB: actor $2328 crouch 1 300000 ms :GENERL3_18082 jump @GENERL3_18138 :GENERL3_18089 01BD: $2451 = current_time_in_ms 0084: $2452 = $2451 // integer values and handles 0060: $2452 -= $2450 // integer values if $2452 > 500 // integer values jf @GENERL3_18138 04EB: actor $2328 crouch 0 100 ms :GENERL3_18138 if not Actor.Dead($2329) jf @GENERL3_18292 if $2339 == 1 // integer values jf @GENERL3_18292 if 02DF: player $PLAYER_CHAR aggressive jf @GENERL3_18243 if 80E9: not player $PLAYER_CHAR 0 $2329 radius 5.0 5.0 jf @GENERL3_18236 01BD: $2453 = current_time_in_ms 04EB: actor $2329 crouch 1 300000 ms :GENERL3_18236 jump @GENERL3_18292 :GENERL3_18243 01BD: $2454 = current_time_in_ms 0084: $2455 = $2454 // integer values and handles 0060: $2455 -= $2453 // integer values if $2455 > 1000 // integer values jf @GENERL3_18292 04EB: actor $2329 crouch 0 100 ms :GENERL3_18292 if 17@ > 56000 // integer values jf @GENERL3_19593 if $2405 == 0 // integer values jf @GENERL3_18653 if $2418 == 1 // integer values jf @GENERL3_18653 if $2417 == 1 // integer values jf @GENERL3_18653 if or $2381 > 3 // integer values Car.Wrecked($2380) jf @GENERL3_18653 0395: clear_area 0 at $2406 $2407 range $2408 3.0 $2404 = Car.Create(#VOODOO, $2406, $2407, $2408) 053F: set_car $2404 tires_vulnerable 0 Car.ImmuneToNonPlayer($2404) = True Car.Angle($2404) = $2409 0129: $2332 = create_actor 8 #HNB in_car $2404 driverseat 054A: set_actor $2332 can_be_shot_in_a_car 0 01B2: give_actor $2332 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2332 threat_search 011A: set_actor $2332 search_threat 1024 011A: set_actor $2332 search_threat 128 011A: set_actor $2332 search_threat 1 0243: set_actor $2332 ped_stats_to 16 0162: tie_marker $2356 to_actor $2332 4 2 0168: set_blip $2356 size 2 01C8: $2333 = create_actor_pedtype 8 model #HNA in_car $2404 passenger_seat 0 Actor.Health($2333) = 130 054A: set_actor $2333 can_be_shot_in_a_car 0 01B2: give_actor $2333 weapon 22 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $2333 threat_search 011A: set_actor $2333 search_threat 1024 011A: set_actor $2333 search_threat 128 011A: set_actor $2333 search_threat 1 0243: set_actor $2333 ped_stats_to 16 0162: tie_marker $2357 to_actor $2333 4 2 0168: set_blip $2357 size 2 Car.SetToNormalDriver($2404) 020A: set_car $2404 door_status_to 3 $2420 = 1 // integer values $2405 = 1 // integer values :GENERL3_18653 if $2405 == 1 // integer values jf @GENERL3_18725 if not Car.Wrecked($2404) jf @GENERL3_18725 Car.DriveTo($2404, $2410, $2411, $2412) Car.SetMaxSpeed($2404, 30.0) 00AE: set_vehicle $2404 traffic_behavior_to 3 $2405 = 2 // integer values :GENERL3_18725 if $2405 == 2 // integer values jf @GENERL3_18884 if not Car.Wrecked($2404) jf @GENERL3_18884 if or 01AD: car $2404 sphere 0 near_point $2410 $2411 radius 3.5 3.5 0495: vehicle $2404 burning jf @GENERL3_18884 Car.SetToNormalDriver($2404) if not Actor.Dead($2332) jf @GENERL3_18840 if Actor.Driving($2332) jf @GENERL3_18840 03E2: actor $2332 exit_car :GENERL3_18840 if not Actor.Dead($2333) jf @GENERL3_18877 if Actor.Driving($2333) jf @GENERL3_18877 03E2: actor $2333 exit_car :GENERL3_18877 $2405 = 3 // integer values :GENERL3_18884 if $2405 == 3 // integer values jf @GENERL3_19593 if $2342 == 0 // integer values jf @GENERL3_19030 if not Car.Wrecked($2404) jf @GENERL3_19030 if not Actor.Dead($2332) jf @GENERL3_19030 if not Actor.Driving($2332) jf @GENERL3_19030 if not Actor.Dead($2295) jf @GENERL3_19030 if 00F2: actor $2332 near_actor $2295 radius 50.0 50.0 0 jf @GENERL3_19030 01C9: actor $2332 kill_actor $2295 $2342 = 1 // integer values :GENERL3_19030 if $2343 == 0 // integer values jf @GENERL3_19132 if not Actor.Dead($2333) jf @GENERL3_19132 if not Actor.Driving($2333) jf @GENERL3_19132 if not Actor.Dead($2291) jf @GENERL3_19132 0319: set_actor $2333 running 1 0239: actor $2333 run_to 456.27 -524.856 0411: set_actor $2333 use_pednode_seek 0 $2343 = 1 // integer values :GENERL3_19132 if $2343 == 1 // integer values jf @GENERL3_19256 if not Actor.Dead($2333) jf @GENERL3_19256 if 00ED: actor $2333 0 456.27 -524.856 radius 1.0 1.0 jf @GENERL3_19256 if not Actor.Dead($2291) jf @GENERL3_19256 0319: set_actor $2333 running 1 0239: actor $2333 run_to 472.159 -528.149 0411: set_actor $2333 use_pednode_seek 0 $2343 = 2 // integer values :GENERL3_19256 if $2343 == 2 // integer values jf @GENERL3_19373 if not Actor.Dead($2333) jf @GENERL3_19373 if 00ED: actor $2333 0 472.159 -528.149 radius 1.0 1.0 jf @GENERL3_19373 if not Actor.Dead($2291) jf @GENERL3_19373 0239: actor $2333 run_to 473.9421 -522.4988 0411: set_actor $2333 use_pednode_seek 0 $2343 = 3 // integer values :GENERL3_19373 if $2343 == 3 // integer values jf @GENERL3_19490 if not Actor.Dead($2333) jf @GENERL3_19490 if 00ED: actor $2333 0 473.9421 -522.4988 radius 1.0 1.0 jf @GENERL3_19490 if not Actor.Dead($2291) jf @GENERL3_19490 0239: actor $2333 run_to 461.8707 -519.9243 0411: set_actor $2333 use_pednode_seek 0 $2343 = 4 // integer values :GENERL3_19490 if $2343 == 4 // integer values jf @GENERL3_19593 if not Actor.Dead($2333) jf @GENERL3_19593 if 00ED: actor $2333 0 461.8707 -519.9243 radius 1.0 1.0 jf @GENERL3_19593 if not Actor.Dead($2291) jf @GENERL3_19593 01C9: actor $2333 kill_actor $2291 $2343 = 5 // integer values :GENERL3_19593 if Car.Wrecked($2372) jf @GENERL3_19614 Car.RemoveReferences($2372) :GENERL3_19614 if Car.Wrecked($2380) jf @GENERL3_19635 Car.RemoveReferences($2380) :GENERL3_19635 if Car.Wrecked($2389) jf @GENERL3_19656 Car.RemoveReferences($2389) :GENERL3_19656 if $2360 == 12 // integer values jf @GENERL3_19932 if $2420 == 1 // integer values jf @GENERL3_19932 if Actor.Dead($2320) jf @GENERL3_19932 if Actor.Dead($2321) jf @GENERL3_19932 if Actor.Dead($2322) jf @GENERL3_19932 if Actor.Dead($2323) jf @GENERL3_19932 if Actor.Dead($2324) jf @GENERL3_19932 if Actor.Dead($2325) jf @GENERL3_19932 if Actor.Dead($2326) jf @GENERL3_19932 if Actor.Dead($2327) jf @GENERL3_19932 if Actor.Dead($2328) jf @GENERL3_19932 if Actor.Dead($2329) jf @GENERL3_19932 if Actor.Dead($2330) jf @GENERL3_19932 if Actor.Dead($2331) jf @GENERL3_19932 if Actor.Dead($2332) jf @GENERL3_19932 if Actor.Dead($2333) jf @GENERL3_19932 00BE: text_clear_all $2360 = 13 // integer values 16@ = 0 // integer values :GENERL3_19932 if $2360 == 13 // integer values jf @GENERL3_20991 if 16@ > 100 // integer values jf @GENERL3_20991 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Model.Load(#SANCHEZ) :GENERL3_19984 if not Model.Available(#SANCHEZ) jf @GENERL3_20011 wait 0 jump @GENERL3_19984 :GENERL3_20011 03CF: load_wav 'SNIPER' as 1 03CF: load_wav 'COL3_24' as 2 :GENERL3_20035 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @GENERL3_20065 wait 0 jump @GENERL3_20035 :GENERL3_20065 $2421 = Car.Create(#SANCHEZ, 467.9877, -432.7724, 9.5777) 0229: set_car $2421 color_to 6 6 Car.Angle($2421) = 176.3589 0129: $2423 = create_actor 8 #HNB in_car $2421 driverseat 01ED: clear_actor $2423 threat_search 02A9: set_actor $2423 immune_to_nonplayer 1 Car.ImmuneToNonPlayer($2421) = True Car.SetToNormalDriver($2421) Car.SetMaxSpeed($2421, 20.0) 02C2: car $2421 drive_to_point 461.5507 -495.9435 10.06 04E0: car $2421 abandon_path_radius 5 00AE: set_vehicle $2421 traffic_behavior_to 2 $2424 = Car.Create(#SANCHEZ, 465.387, -430.1095, 9.53) 0229: set_car $2424 color_to 6 6 Car.Angle($2424) = 176.3589 0129: $2425 = create_actor 8 #HNB in_car $2424 driverseat 01ED: clear_actor $2425 threat_search 02A9: set_actor $2425 immune_to_nonplayer 1 Car.ImmuneToNonPlayer($2424) = True Car.SetToNormalDriver($2424) Car.SetMaxSpeed($2424, 30.0) 02C2: car $2424 drive_to_point 449.048 -548.812 9.71657 04E0: car $2424 abandon_path_radius 5 0395: clear_area 0 at 459.17 -384.687 range 300.0 300.0 if not Car.Wrecked($2296) jf @GENERL3_20349 Car.LockInCurrentPosition($2296) = False :GENERL3_20349 Car.Destroy($2302) Car.Destroy($2372) Car.Destroy($2380) Car.Destroy($2389) Car.Destroy($2395) Car.Destroy($2404) Car.Destroy($2296) Object.Destroy($2433) Actor.DestroyInstantly($2307) Actor.DestroyInstantly($2308) Model.Destroy(#CBA) Model.Destroy(#BURRITO) Model.Destroy(#HNA) $2296 = Car.Create(#ADMIRAL, 462.8591, -482.4778, 10.09055) Car.Angle($2296) = 177.3171 0229: set_car $2296 color_to 8 8 020A: set_car $2296 door_status_to 3 Car.ImmuneToNonPlayer($2296) = True 053F: set_car $2296 tires_vulnerable 0 $2302 = Car.Create(#CUBAN, 466.8876, -495.2599, 10.79347) Car.Angle($2302) = 339.8893 053F: set_car $2302 tires_vulnerable 0 $2372 = Car.Create(#VOODOO, 464.6875, -501.6888, 10.79347) Car.Angle($2372) = 327.731 053F: set_car $2372 tires_vulnerable 0 $2433 = Object.Create(#BRIEFCASE, 461.5507, -495.9435, 10.06) Model.Destroy(#CUBAN) Model.Destroy(#VOODOO) Model.Destroy(#TEC9) if 0057: player $PLAYER_CHAR 0 452.2447 -472.5703 -5.0 462.9531 -541.2667 12.743 jf @GENERL3_20647 $2434 = 1 // integer values :GENERL3_20647 if $2434 == 1 // integer values jf @GENERL3_20702 0055: put_player $PLAYER_CHAR at 453.3544 -508.6663 9.9747 0171: set_player $PLAYER_CHAR z_angle_to 174.428 jump @GENERL3_20732 :GENERL3_20702 0055: put_player $PLAYER_CHAR at 454.112 -503.8624 16.9188 0171: set_player $PLAYER_CHAR z_angle_to 162.0138 :GENERL3_20732 if not Actor.Dead($2295) jf @GENERL3_20801 04EB: actor $2295 crouch 0 100 ms 02A9: set_actor $2295 immune_to_nonplayer 1 Actor.PutAt($2295, 463.8191, -496.5726, 10.0225) Actor.Angle($2295) = 154.3421 02E2: set_actor $2295 weapon_accuracy_to 70 :GENERL3_20801 if not Actor.Dead($2293) jf @GENERL3_20875 Actor.PutAt($2293, 464.8956, -493.4782, 10.0225) Actor.Angle($2293) = 167.202 0350: set_actor $2293 maintain_position_when_attacked 1 02E2: set_actor $2293 weapon_accuracy_to 70 02A9: set_actor $2293 immune_to_nonplayer 1 jump @GENERL3_20884 :GENERL3_20875 Actor.DestroyInstantly($2293) Model.Destroy(#CLA) :GENERL3_20884 if not Actor.Dead($2294) jf @GENERL3_20958 Actor.PutAt($2294, 463.9327, -505.5049, 9.9656) Actor.Angle($2294) = 90.4333 0350: set_actor $2294 maintain_position_when_attacked 1 02E2: set_actor $2294 weapon_accuracy_to 60 02A9: set_actor $2294 immune_to_nonplayer 1 jump @GENERL3_20967 :GENERL3_20958 Actor.DestroyInstantly($2294) Model.Destroy(#CLB) :GENERL3_20967 0151: remove_status_text $2299 0151: remove_status_text $2460 $2360 = 14 // integer values 16@ = 0 // integer values :GENERL3_20991 if $2360 == 14 // integer values jf @GENERL3_21134 if not Actor.Dead($2423) jf @GENERL3_21134 if not Car.Wrecked($2421) jf @GENERL3_21134 if Actor.InCar($2423, $2421) jf @GENERL3_21134 if not Actor.Dead($2425) jf @GENERL3_21134 if not Car.Wrecked($2424) jf @GENERL3_21134 if Actor.InCar($2425, $2424) jf @GENERL3_21134 Camera.OnVehicle($2424, 14, 2) 16@ = 0 // integer values $2360 = 15 // integer values :GENERL3_21134 if $2360 == 15 // integer values jf @GENERL3_21457 if not Actor.Dead($2423) jf @GENERL3_21457 if not Car.Wrecked($2421) jf @GENERL3_21457 if Actor.InCar($2423, $2421) jf @GENERL3_21457 if not Actor.Dead($2425) jf @GENERL3_21457 if not Car.Wrecked($2424) jf @GENERL3_21457 if Actor.InCar($2425, $2424) jf @GENERL3_21457 if 01AD: car $2421 sphere 0 near_point 460.9107 -477.6669 radius 5.0 5.0 jf @GENERL3_21354 Camera.SetPosition(454.5264, -507.1066, 13.64925, 0.0, 0.0, 0.0) Camera.OnVehicle($2421, 15, 2) $2360 = 16 // integer values 16@ = 0 // integer values jump @GENERL3_21457 :GENERL3_21354 if 16@ > 15000 // integer values jf @GENERL3_21457 Car.PutAt($2421, 460.9107, -477.6669, -100.0) Car.Angle($2421) = 169.954 if 8448: not actor $2423 in_car $2421 jf @GENERL3_21430 036A: put_actor $2423 in_car $2421 :GENERL3_21430 02C2: car $2421 drive_to_point 461.5507 -495.9435 10.06 16@ = 0 // integer values :GENERL3_21457 if $2360 == 16 // integer values jf @GENERL3_21877 if not Actor.Dead($2423) jf @GENERL3_21877 if not Car.Wrecked($2421) jf @GENERL3_21877 if Actor.InCar($2423, $2421) jf @GENERL3_21877 if 01AD: car $2421 sphere 0 near_point 461.5507 -495.9435 radius 1.5 1.5 jf @GENERL3_21794 Object.Destroy($2433) 00BC: text_highpriority 'GEN3_35' 7000 ms 2 // ~g~He's stolen Diaz's money! $2422 = Marker.CreateAboveActor($2423) 00AE: set_vehicle $2421 traffic_behavior_to 2 Car.SetMaxSpeed($2421, 16.0) 02C2: car $2421 drive_to_point 449.048 -548.812 9.71657 if not Actor.Dead($2295) jf @GENERL3_21669 if not Actor.Dead($2423) jf @GENERL3_21669 01C9: actor $2295 kill_actor $2423 :GENERL3_21669 if not Actor.Dead($2291) jf @GENERL3_21709 if not Actor.Dead($2425) jf @GENERL3_21709 01C9: actor $2291 kill_actor $2425 :GENERL3_21709 00BC: text_highpriority 'GEN3_53' 5000 ms 1 // MY MONEY! 03D1: play_wav 2 :GENERL3_21728 if and 83D2: not wav 2 ended not Actor.Dead($2295) jf @GENERL3_21759 wait 0 jump @GENERL3_21728 :GENERL3_21759 040D: unload_wav 2 03D5: remove_text 'GEN3_53' // MY MONEY! $2360 = 17 // integer values 16@ = 0 // integer values jump @GENERL3_21877 :GENERL3_21794 if 16@ > 15000 // integer values jf @GENERL3_21877 Car.PutAt($2421, 461.5507, -495.9435, -100.0) Car.Angle($2421) = 169.954 if 8448: not actor $2423 in_car $2421 jf @GENERL3_21870 036A: put_actor $2423 in_car $2421 :GENERL3_21870 16@ = 0 // integer values :GENERL3_21877 if $2360 == 17 // integer values jf @GENERL3_22454 if not Actor.Dead($2423) jf @GENERL3_22454 if not Car.Wrecked($2421) jf @GENERL3_22454 if Actor.InCar($2423, $2421) jf @GENERL3_22454 if not Actor.Dead($2295) jf @GENERL3_22454 if 01AD: car $2421 sphere 0 near_point 449.048 -548.812 radius 7.5 7.5 jf @GENERL3_22371 if not Car.Wrecked($2424) jf @GENERL3_22023 Car.SetDriverBehaviour($2424, 10) :GENERL3_22023 03D1: play_wav 1 if not Actor.Dead($2425) jf @GENERL3_22048 0321: kill_actor $2425 :GENERL3_22048 if and 83D2: not wav 1 ended not Actor.Dead($2295) jf @GENERL3_22079 wait 0 jump @GENERL3_22048 :GENERL3_22079 040D: unload_wav 1 if not Car.Wrecked($2296) jf @GENERL3_22114 036A: put_actor $2295 in_car $2296 054A: set_actor $2295 can_be_shot_in_a_car 0 :GENERL3_22114 wait 0 if not Car.Wrecked($2296) jf @GENERL3_22179 Car.PutAt($2296, 460.7918, -488.6781, 10.0225) Car.Angle($2296) = 177.0297 Car.SetImmunities($2296, 1, 1, 1, 1, 1) :GENERL3_22179 Actor.DestroyInstantly($2293) Model.Destroy(#CLA) Actor.DestroyInstantly($2294) Model.Destroy(#CLB) if not Car.Wrecked($2424) jf @GENERL3_22243 Car.PutAt($2424, 453.323, -541.0601, 9.7917) Car.Angle($2424) = 161.5261 :GENERL3_22243 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut Camera.SetBehindPlayer 01EB: set_traffic_density_multiplier_to 1.0 032B: $2462 = create_weapon_pickup #UZI 3 ammo 90 at 455.9854 -531.2479 10.7576 if not Car.Wrecked($2424) jf @GENERL3_22320 Marker.TieToCar($2459, $2424, 0, 1) :GENERL3_22320 if not Car.Wrecked($2296) jf @GENERL3_22343 Car.LockInCurrentPosition($2296) = True :GENERL3_22343 16@ = 0 // integer values $2301 = 1 // integer values $2360 = 18 // integer values jump @GENERL3_22454 :GENERL3_22371 if 16@ > 25000 // integer values jf @GENERL3_22454 Car.PutAt($2421, 449.048, -548.812, -100.0) Car.Angle($2421) = 169.954 if 8448: not actor $2423 in_car $2421 jf @GENERL3_22447 036A: put_actor $2423 in_car $2421 :GENERL3_22447 16@ = 0 // integer values :GENERL3_22454 if $2360 == 18 // integer values jf @GENERL3_22689 if not Actor.Dead($2295) jf @GENERL3_22685 if $2463 == 0 // integer values jf @GENERL3_22525 03CF: load_wav 'COL3_25' as 1 $2463 = 1 // integer values :GENERL3_22525 if $2463 == 1 // integer values jf @GENERL3_22565 if 03D0: wav 1 loaded jf @GENERL3_22565 $2463 = 2 // integer values :GENERL3_22565 if $2463 == 2 // integer values jf @GENERL3_22609 00BC: text_highpriority 'GEN3_54' 5000 ms 1 // Don't just stand there, you pricks, chase that Haitian dickhead down! 03D1: play_wav 1 $2463 = 3 // integer values :GENERL3_22609 if $2463 == 3 // integer values jf @GENERL3_22678 if 03D2: wav 1 ended jf @GENERL3_22678 040D: unload_wav 1 03D5: remove_text 'GEN3_54' // Don't just stand there, you pricks, chase that Haitian dickhead down! 00BC: text_highpriority 'GEN3_36' 7000 ms 2 // ~g~Grab the bike, chase him down and get Diaz's money back! $2463 = 4 // integer values :GENERL3_22678 jump @GENERL3_22689 :GENERL3_22685 040D: unload_wav 1 :GENERL3_22689 if not Car.Wrecked($2424) jf @GENERL3_22942 if 0442: player $PLAYER_CHAR in_car $2424 jf @GENERL3_22942 if $2465 == 0 // integer values jf @GENERL3_22785 if 16@ > 9500 // integer values jf @GENERL3_22785 03E5: text_box 'GEN3_63' // As well as performing drive-by's,~h~ motorbikes ~w~allow you to ~h~shoot forwards~w~. 16@ = 0 // integer values $2465 = 1 // integer values :GENERL3_22785 if $2465 == 1 // integer values jf @GENERL3_22881 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @GENERL3_22857 03E5: text_box 'GEN3_66' // To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button. 16@ = 0 // integer values $2465 = 2 // integer values jump @GENERL3_22881 :GENERL3_22857 03E5: text_box 'GEN3_64' // To shoot forwards while on a bike press the ~h~~k~~PED_FIREWEAPON~~w~ button. 16@ = 0 // integer values $2465 = 2 // integer values :GENERL3_22881 if $2465 == 2 // integer values jf @GENERL3_22942 if 16@ > 9500 // integer values jf @GENERL3_22942 03E5: text_box 'GEN3_67' // You must have a sub machine gun to shoot forwards on a motorbike. 16@ = 0 // integer values $2465 = 3 // integer values :GENERL3_22942 if $2458 == 0 // integer values jf @GENERL3_23067 if $2360 > 17 // integer values jf @GENERL3_23067 if not $2360 == 50 // integer values jf @GENERL3_23067 if not Car.Wrecked($2424) jf @GENERL3_23067 if or 0443: player $PLAYER_CHAR in_a_car 81FC: not player $PLAYER_CHAR near_car $2424 radius 65.0 65.0 0 $2431 > 0 // integer values jf @GENERL3_23067 Marker.Disable($2459) $2458 = 1 // integer values :GENERL3_23067 if $2360 > 17 // integer values jf @GENERL3_23228 if 20 > $2360 // integer values jf @GENERL3_23228 if not Actor.Dead($2423) jf @GENERL3_23228 if not Car.Wrecked($2421) jf @GENERL3_23228 if 02CB: actor $2423 bounding_sphere_visible jf @GENERL3_23228 if 0448: actor $2423 in_car $2421 jf @GENERL3_23228 if 00EB: player $PLAYER_CHAR 0 $2423 radius 50.0 50.0 jf @GENERL3_23218 Car.SetMaxSpeed($2421, 30.0) jump @GENERL3_23228 :GENERL3_23218 Car.SetMaxSpeed($2421, 22.0) :GENERL3_23228 if $2360 == 18 // integer values jf @GENERL3_23356 if not Actor.Dead($2423) jf @GENERL3_23356 gosub @GENERL3_27583 if not Car.Wrecked($2421) jf @GENERL3_23356 if Actor.InCar($2423, $2421) jf @GENERL3_23356 if 01AD: car $2421 sphere 0 near_point 258.262 -957.993 radius 10.0 10.0 jf @GENERL3_23356 $2301 = 1 // integer values $2360 = 19 // integer values :GENERL3_23356 if $2360 == 19 // integer values jf @GENERL3_23484 if not Actor.Dead($2423) jf @GENERL3_23484 gosub @GENERL3_27583 if not Car.Wrecked($2421) jf @GENERL3_23484 if Actor.InCar($2423, $2421) jf @GENERL3_23484 if 01AD: car $2421 sphere 0 near_point 191.64 -1305.0 radius 10.0 10.0 jf @GENERL3_23484 $2301 = 1 // integer values $2360 = 20 // integer values :GENERL3_23484 if $2360 == 20 // integer values jf @GENERL3_23525 if not Actor.Dead($2423) jf @GENERL3_23525 gosub @GENERL3_27583 :GENERL3_23525 if $2360 > 17 // integer values jf @GENERL3_23714 if not $2360 == 50 // integer values jf @GENERL3_23714 if $2431 == 0 // integer values jf @GENERL3_23714 if Actor.Dead($2423) jf @GENERL3_23714 if 056D: actor $2423 defined jf @GENERL3_23685 Marker.Disable($2422) Actor.StoreDeadActorPos($2423, $2443, $2444, $2445) $2297 = Pickup.Create(#BRIEFCASE, 3, $2443, $2444, $2445) 03DC: $2298 = create_marker_above_pickup $2297 00BC: text_highpriority 'GEN3_29' 7000 ms 2 // ~g~Collect the briefcase and take it back to Diaz. $2431 = 1 // integer values jump @GENERL3_23714 :GENERL3_23685 00BC: text_highpriority 'GEN3_50' 5000 ms 1 // ~r~You lost Diaz's money! Next time try not to reduce the money to ashes! $2431 = 1 // integer values jump @GENERL3_26174 :GENERL3_23714 if $2431 == 1 // integer values jf @GENERL3_23795 if Pickup.Picked_up($2297) jf @GENERL3_23795 Marker.Disable($2298) 00BC: text_highpriority 'GEN3_28' 7000 ms 2 // ~g~Take the briefcase back to Diaz. 018A: $2432 = create_checkpoint_at 461.1141 -483.7427 10.0225 $2431 = 2 // integer values :GENERL3_23795 if $2431 == 2 // integer values jf @GENERL3_24693 if 00E7: player $PLAYER_CHAR stopped 1 462.8465 -488.8573 radius 1.0 1.0 jf @GENERL3_24693 if not Actor.Dead($2295) jf @GENERL3_24693 if not Car.Wrecked($2296) jf @GENERL3_24693 0395: clear_area 1 at 461.1141 -483.7427 range 50.0 50.0 Marker.Disable($2432) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False Car.LockInCurrentPosition($2296) = False Camera.SetPosition(458.3597, -492.0299, 11.40805, 0.0, 0.0, 0.0) Camera.PointAt(459.0232, -491.3191, 11.1746, 2) 022D: set_actor $2295 to_look_at_player $PLAYER_CHAR 022E: set_player $PLAYER_CHAR to_look_at_actor $2295 0395: clear_area 0 at 459.03 -492.26 range 50.0 50.0 0055: put_player $PLAYER_CHAR at 462.3976 -488.8137 10.0225 0171: set_player $PLAYER_CHAR z_angle_to 94.7362 022E: set_player $PLAYER_CHAR to_look_at_actor $2295 020F: actor $2295 look_at_player $PLAYER_CHAR 0210: player $PLAYER_CHAR look_at_actor $2295 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 01B9: set_actor $2295 armed_weapon_to 0 Car.RemoveReferences($2302) Car.RemoveReferences($2372) Car.Destroy($2421) Car.Destroy($2424) 0395: clear_area 0 at 462.5829 -507.5089 range 10.62216 1.0 $2421 = Car.Create(#SANCHEZ, 462.5829, -507.5089, 10.62216) Car.Angle($2421) = 345.749 0229: set_car $2421 color_to 6 6 Car.RemoveReferences($2302) Car.RemoveReferences($2372) 0395: clear_area 1 at 460.8782 -495.8145 range 10.018 2.0 0395: clear_area 1 at 460.3542 -498.9017 range 9.9931 2.0 0395: clear_area 1 at 459.4139 -503.3691 range 9.9561 2.0 0395: clear_area 1 at 458.4541 -507.1656 range 9.9158 2.0 0395: clear_area 1 at 457.2427 -513.5924 range 9.8549 2.0 03CF: load_wav 'COL3_12' as 1 03CF: load_wav 'COL3_13' as 2 :GENERL3_24329 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @GENERL3_24359 wait 0 jump @GENERL3_24329 :GENERL3_24359 00BC: text_highpriority 'GEN3_9' 5000 ms 1 // I live! Dickheads! And it's all down to you! What is your name? 03D1: play_wav 1 :GENERL3_24378 if and 83D2: not wav 1 ended not Actor.Dead($2295) jf @GENERL3_24409 wait 0 jump @GENERL3_24378 :GENERL3_24409 040D: unload_wav 1 03D5: remove_text 'GEN3_9' // I live! Dickheads! And it's all down to you! What is your name? if not Car.Wrecked($2296) jf @GENERL3_24448 Camera.OnVehicle($2296, 14, 2) :GENERL3_24448 Camera.SetPosition(464.5828, -484.9439, 11.91287, 0.0, 0.0, 0.0) Camera.PointAt(463.8417, -485.5769, 11.68894, 2) 00BC: text_highpriority 'GEN3_10' 5000 ms 1 // Tommy. 03D1: play_wav 2 :GENERL3_24518 if and 83D2: not wav 2 ended not Actor.Dead($PLAYER_ACTOR) jf @GENERL3_24549 wait 0 jump @GENERL3_24518 :GENERL3_24549 040D: unload_wav 2 03D5: remove_text 'GEN3_10' // Tommy. 03CF: load_wav 'COL3_14' as 1 03CF: load_wav 'COL3_15' as 2 :GENERL3_24587 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @GENERL3_24617 wait 0 jump @GENERL3_24587 :GENERL3_24617 00BC: text_highpriority 'GEN3_11' 5000 ms 1 // I see you soon, amigo, I think! 03D1: play_wav 1 :GENERL3_24636 if and 83D2: not wav 1 ended not Actor.Dead($2295) jf @GENERL3_24667 wait 0 jump @GENERL3_24636 :GENERL3_24667 040D: unload_wav 1 03D5: remove_text 'GEN3_11' // I see you soon, amigo, I think! $2431 = 3 // integer values Actor.DestroyInstantly($2291) :GENERL3_24693 if $2431 == 3 // integer values jf @GENERL3_24813 if not Actor.Dead($2295) jf @GENERL3_24813 if not Car.Wrecked($2296) jf @GENERL3_24813 if 0448: actor $2295 in_car $2296 jf @GENERL3_24813 Car.SetMaxSpeed($2296, 20.0) Car.DriveTo($2296, 454.0, -629.2, 9.65577) 00AE: set_vehicle $2296 traffic_behavior_to 2 16@ = 0 // integer values $2431 = 4 // integer values :GENERL3_24813 if $2431 == 4 // integer values jf @GENERL3_25022 if not Car.Wrecked($2296) jf @GENERL3_25022 if or 81FC: not player $PLAYER_CHAR near_car $2296 radius 30.0 30.0 0 16@ > 15000 // integer values jf @GENERL3_25022 0230: set_player $PLAYER_CHAR stop_looking 0372: set_actor $PLAYER_ACTOR anim 3 wait_state_time 2000 ms 00BC: text_highpriority 'GEN3_12' 5000 ms 1 // Shit. Where's that guy Lance? 03D1: play_wav 2 :GENERL3_24920 if and 83D2: not wav 2 ended not Actor.Dead($PLAYER_ACTOR) jf @GENERL3_24951 wait 0 jump @GENERL3_24920 :GENERL3_24951 040D: unload_wav 2 03D5: remove_text 'GEN3_12' // Shit. Where's that guy Lance? 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($2295) jf @GENERL3_24995 022F: set_actor $2295 stop_looking :GENERL3_24995 Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True jump @GENERL3_26195 $2431 = 5 // integer values :GENERL3_25022 if $2430 == 1 // integer values jf @GENERL3_25135 if not Actor.Dead($2291) jf @GENERL3_25135 if 8320: not actor $2291 in_range_of_player $PLAYER_CHAR jf @GENERL3_25135 if $2290 == 0 // integer values jf @GENERL3_25135 00BC: text_highpriority 'GEN3_23' 10000 ms 1 // ~g~You've left Lance behind! Go and get him! Marker.Disable($2359) $2292 = Marker.CreateAboveActor($2291) $2360 = 50 // integer values $2290 = 1 // integer values :GENERL3_25135 if $2360 == 50 // integer values jf @GENERL3_25266 if not Actor.Dead($2291) jf @GENERL3_25266 if 0320: actor $2291 in_range_of_player $PLAYER_CHAR jf @GENERL3_25266 if $2290 == 1 // integer values jf @GENERL3_25266 018A: $2359 = create_checkpoint_at $2309 $2310 11.062 Marker.Disable($2292) 03D5: remove_text 'GEN3_23' // ~g~You've left Lance behind! Go and get him! 00BC: text_highpriority 'GEN3_44' 5000 ms 2 // ~g~Go with Lance to the drop off and watch over Diaz. $2290 = 0 // integer values $2360 = 2 // integer values :GENERL3_25266 if $2360 > 11 // integer values jf @GENERL3_25368 if Actor.Dead($2307) jf @GENERL3_25305 Actor.RemoveReferences($2307) :GENERL3_25305 if Actor.Dead($2308) jf @GENERL3_25326 Actor.RemoveReferences($2308) :GENERL3_25326 if Actor.Dead($2293) jf @GENERL3_25347 Actor.RemoveReferences($2293) :GENERL3_25347 if Actor.Dead($2294) jf @GENERL3_25368 Actor.RemoveReferences($2294) :GENERL3_25368 if $2373 > 1 // integer values jf @GENERL3_25438 if Actor.Dead($2320) jf @GENERL3_25412 Marker.Disable($2344) Actor.RemoveReferences($2320) :GENERL3_25412 if Actor.Dead($2321) jf @GENERL3_25438 Marker.Disable($2345) Actor.RemoveReferences($2321) :GENERL3_25438 if $2381 > 1 // integer values jf @GENERL3_25508 if Actor.Dead($2322) jf @GENERL3_25482 Marker.Disable($2346) Actor.RemoveReferences($2322) :GENERL3_25482 if Actor.Dead($2323) jf @GENERL3_25508 Marker.Disable($2347) Actor.RemoveReferences($2323) :GENERL3_25508 if $2390 > 1 // integer values jf @GENERL3_25630 if Actor.Dead($2324) jf @GENERL3_25552 Marker.Disable($2348) Actor.RemoveReferences($2324) :GENERL3_25552 if Actor.Dead($2325) jf @GENERL3_25578 Marker.Disable($2349) Actor.RemoveReferences($2325) :GENERL3_25578 if Actor.Dead($2326) jf @GENERL3_25604 Marker.Disable($2350) Actor.RemoveReferences($2326) :GENERL3_25604 if Actor.Dead($2327) jf @GENERL3_25630 Marker.Disable($2351) Actor.RemoveReferences($2327) :GENERL3_25630 if $2396 > 1 // integer values jf @GENERL3_25752 if Actor.Dead($2328) jf @GENERL3_25674 Marker.Disable($2352) Actor.RemoveReferences($2328) :GENERL3_25674 if Actor.Dead($2329) jf @GENERL3_25700 Marker.Disable($2353) Actor.RemoveReferences($2329) :GENERL3_25700 if Actor.Dead($2330) jf @GENERL3_25726 Marker.Disable($2354) Actor.RemoveReferences($2330) :GENERL3_25726 if Actor.Dead($2331) jf @GENERL3_25752 Marker.Disable($2355) Actor.RemoveReferences($2331) :GENERL3_25752 if $2405 > 1 // integer values jf @GENERL3_25822 if Actor.Dead($2332) jf @GENERL3_25796 Marker.Disable($2356) Actor.RemoveReferences($2332) :GENERL3_25796 if Actor.Dead($2333) jf @GENERL3_25822 Marker.Disable($2357) Actor.RemoveReferences($2333) :GENERL3_25822 if $2360 > 1 // integer values jf @GENERL3_25914 if 21 > $2360 // integer values jf @GENERL3_25914 if 3 > $2431 // integer values jf @GENERL3_25914 if Actor.Dead($2291) jf @GENERL3_25914 00BC: text_highpriority 'GEN3_25' 5000 ms 1 // ~r~Lance died! jump @GENERL3_26174 :GENERL3_25914 if $2360 == 50 // integer values jf @GENERL3_25970 if Actor.Dead($2291) jf @GENERL3_25970 00BC: text_highpriority 'GEN3_25' 5000 ms 1 // ~r~Lance died! jump @GENERL3_26174 :GENERL3_25970 if $2360 > 3 // integer values jf @GENERL3_26044 if 50 > $2360 // integer values jf @GENERL3_26044 if Actor.Dead($2295) jf @GENERL3_26044 00BC: text_highpriority 'GEN3_38' 5000 ms 1 // ~r~Diaz died! You failed to protect him! jump @GENERL3_26174 :GENERL3_26044 if $2431 == 0 // integer values jf @GENERL3_26167 if $2360 > 17 // integer values jf @GENERL3_26167 if not $2360 == 50 // integer values jf @GENERL3_26167 if not Actor.Dead($2423) jf @GENERL3_26167 if 80E9: not player $PLAYER_CHAR 0 $2423 radius 300.0 300.0 jf @GENERL3_26167 00BC: text_highpriority 'GEN3_30' 5000 ms 1 // ~r~He got away with the money! Diaz will have your balls for this! jump @GENERL3_26174 :GENERL3_26167 jump @GENERL3_3108 :GENERL3_26174 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 01F0: set_max_wanted_level_to 4 return :GENERL3_26195 $PASSED_COL3_GUARDIAN_ANGELS = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 1000 030C: progress_made += 1 01F0: set_max_wanted_level_to 5 0394: play_music 1 0318: set_latest_mission_passed 'COL_3' // Guardian Angels $903 = 1 // integer values Marker.Disable($228) return :GENERL3_26269 $ONMISSION = 0 // integer values Marker.Disable($2358) Marker.Disable($2359) Marker.Disable($2315) Marker.Disable($2432) Pickup.Destroy($2289) Pickup.Destroy($2462) Actor.DestroyWithFade($2295) Actor.DestroyWithFade($2291) 0296: unload_special_actor 1 0296: unload_special_actor 2 Object.Destroy($2433) if not Car.Wrecked($2302) jf @GENERL3_26352 020A: set_car $2302 door_status_to 1 :GENERL3_26352 if not Car.Wrecked($2372) jf @GENERL3_26375 020A: set_car $2372 door_status_to 1 :GENERL3_26375 if not Car.Wrecked($2296) jf @GENERL3_26405 020A: set_car $2296 door_status_to 1 Car.LockInCurrentPosition($2296) = False :GENERL3_26405 Model.Destroy(#ADMIRAL) Model.Destroy(#CLA) Model.Destroy(#CLB) Model.Destroy(#CUBAN) Model.Destroy(#HNA) Model.Destroy(#HNB) Model.Destroy(#CBA) Model.Destroy(#BURRITO) Model.Destroy(#VOODOO) Model.Destroy(#TEC9) Model.Destroy(#SANCHEZ) Model.Destroy(#UZI) Model.Destroy(#RUGER) Model.Destroy(#INFERNUS) Marker.Disable($2344) Marker.Disable($2345) Marker.Disable($2346) Marker.Disable($2347) Marker.Disable($2348) Marker.Disable($2349) Marker.Disable($2350) Marker.Disable($2351) Marker.Disable($2352) Marker.Disable($2353) Marker.Disable($2354) Marker.Disable($2355) Marker.Disable($2356) Marker.Disable($2357) Marker.Disable($2422) Marker.Disable($2298) Pickup.Destroy($2297) Marker.Disable($2459) 01E7: remove_forbidden_for_cars_cube 360.1251 -718.2709 5.6599 358.0144 -714.4711 15.5665 022A: remove_forbidden_for_peds_cube 378.103 -785.55 -10.908 448.572 -365.738 15.096 022A: remove_forbidden_for_peds_cube 461.047 -407.806 -5.549 470.15 -391.0296 16.9967 022A: remove_forbidden_for_peds_cube 435.0 -524.0 8.06 471.0 -543.0 10.22 022A: remove_forbidden_for_peds_cube 459.0238 -516.2858 -9.8426 442.6711 -521.8006 9.3815 01E7: remove_forbidden_for_cars_cube 378.103 -785.55 -10.908 448.572 -365.738 15.096 01E7: remove_forbidden_for_cars_cube 461.047 -407.806 -5.549 470.15 -391.0296 16.9967 01E7: remove_forbidden_for_cars_cube 435.0 -524.0 8.06 471.0 -543.0 10.22 022A: remove_forbidden_for_peds_cube 453.827 -521.7261 -9.8193 458.1206 -518.6826 9.8448 022B: create_forbidden_for_peds_cube 448.1194 -547.571 -9.5965 451.8866 -545.3828 9.7703 022B: create_forbidden_for_peds_cube 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132 022B: create_forbidden_for_peds_cube 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132 022B: create_forbidden_for_peds_cube 252.7259 -1010.698 -9.3932 247.8766 -1015.847 9.4152 01E8: create_forbidden_for_cars_cube 448.1194 -547.571 -9.5965 451.8866 -545.3828 9.7703 01E8: create_forbidden_for_cars_cube 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132 01E8: create_forbidden_for_cars_cube 363.3187 -740.4727 -9.8304 358.7317 -742.9393 9.8132 01E8: create_forbidden_for_cars_cube 252.7259 -1010.698 -9.3932 247.8766 -1015.847 9.4152 01E8: create_forbidden_for_cars_cube 458.3911 -489.0092 -10.0225 463.1796 -482.4622 10.0225 01E8: create_forbidden_for_cars_cube 433.9177 -580.8214 -9.7481 430.8031 -571.5383 9.644 022B: create_forbidden_for_peds_cube 433.9177 -580.8214 -9.7481 430.8031 -571.5383 9.644 022B: create_forbidden_for_peds_cube 461.4449 -458.5997 -9.5192 466.4395 -452.1389 9.5569 022B: create_forbidden_for_peds_cube 409.9822 -628.7527 -9.6987 401.5934 -633.8622 9.7065 022B: create_forbidden_for_peds_cube 397.3751 -659.5804 -9.9223 392.3924 -652.4006 12.6895 022B: create_forbidden_for_peds_cube 451.3571 -549.2508 -9.72 371.0886 -706.9174 12.9341 022A: remove_forbidden_for_peds_cube 467.448 -562.4217 10.0455 498.3176 -559.6038 10.0255 022A: remove_forbidden_for_peds_cube 463.6935 -522.5222 -9.9304 458.2091 -523.7589 9.9072 022A: remove_forbidden_for_peds_cube 403.8958 -706.7869 5.047491 401.1646 -707.5736 12.05998 022A: remove_forbidden_for_peds_cube 512.5228 -414.8388 5.066745 515.016 -419.5481 12.06674 022A: remove_forbidden_for_peds_cube 409.0673 -567.9186 5.203645 407.8025 -563.9974 11.11817 022A: remove_forbidden_for_peds_cube 387.9402 -553.2854 5.080599 388.5724 -557.2783 11.06856 022A: remove_forbidden_for_peds_cube 369.0032 -563.5308 8.19 374.3449 -563.1741 10.09998 01B7: release_weather 0151: remove_status_text $2299 0151: remove_status_text $2460 Marker.Disable($2292) Marker.Disable($2459) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :GENERL3_27583 if 2 > $2301 // integer values jf @GENERL3_27687 if not Car.Wrecked($2421) jf @GENERL3_27680 if 80DC: not player $PLAYER_CHAR driving $2421 jf @GENERL3_27666 if 02BF: car $2421 sunk jf @GENERL3_27659 $2301 = 2 // integer values :GENERL3_27659 jump @GENERL3_27673 :GENERL3_27666 $2301 = 2 // integer values :GENERL3_27673 jump @GENERL3_27687 :GENERL3_27680 $2301 = 2 // integer values :GENERL3_27687 if $2301 == 0 // integer values jf @GENERL3_27743 if not Actor.Driving($2423) jf @GENERL3_27743 01D5: actor $2423 go_to_and_drive_car $2421 0319: set_actor $2423 running 1 $2301 = 1 // integer values :GENERL3_27743 if $2301 == 1 // integer values jf @GENERL3_27899 if 0448: actor $2423 in_car $2421 jf @GENERL3_27899 Car.SetMaxSpeed($2421, 30.0) 00AE: set_vehicle $2421 traffic_behavior_to 2 if $2360 == 18 // integer values jf @GENERL3_27842 02C2: car $2421 drive_to_point 256.0 -969.15 9.622 jump @GENERL3_27892 :GENERL3_27842 if $2360 == 19 // integer values jf @GENERL3_27887 02C2: car $2421 drive_to_point 191.64 -1305.0 9.101 jump @GENERL3_27892 :GENERL3_27887 Car.SetToPsychoDriver($2421) :GENERL3_27892 $2301 = 0 // integer values :GENERL3_27899 if $2301 == 2 // integer values jf @GENERL3_27986 if or 044B: actor $2423 on_foot Car.Wrecked($2421) jf @GENERL3_27965 011C: actor $2423 clear_objective 01D0: actor $2423 avoid_player $PLAYER_CHAR $2301 = 3 // integer values jump @GENERL3_27986 :GENERL3_27965 if 0449: actor $2423 in_a_car jf @GENERL3_27986 03E2: actor $2423 exit_car :GENERL3_27986 return //-------------Mission 10--------------- // Originally: Sir, Yes Sir! :COL_4 gosub @COL_4_36 if wasted_or_busted jf @COL_4_27 gosub @COL_4_28407 :COL_4_27 gosub @COL_4_28487 end_thread :COL_4_36 $ONMISSION = 1 // integer values $1603 = 1 // integer values thread 'COL_4' increment_mission_attempts wait 0 054C: use_GXT_table 'GENERA4' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 9@ = 7.5 // floating-point values 14@ = 7.5 // floating-point values $2656 = 7.5 // floating-point values $2471 = -1 // integer values $2506 = -1 // integer values $2507 = -1 // integer values $2495 = -1 // integer values $2496 = -1 // integer values $2497 = -1 // integer values $2498 = -1 // integer values $2494 = -1 // integer values $2499 = -1 // integer values $2500 = -1 // integer values $2501 = -1 // integer values $2502 = -1 // integer values $2505 = -1 // integer values $2521 = 0 // integer values $2522 = 0 // integer values $2525 = 0 // integer values $2526 = 0 // integer values $2527 = 0 // integer values $2530 = 0 // integer values $2517 = 0 // integer values $2518 = 0 // integer values $2531 = 0 // integer values $2543 = 0 // integer values $2544 = 0 // integer values $2519 = 0 // integer values $2520 = 0 // integer values $2647 = 0.0 // floating-point values $2533 = 0 // integer values $2534 = 0 // integer values $2536 = 0 // integer values $2537 = 0 // integer values $2548 = 0 // integer values $2549 = 0 // integer values $2550 = 0 // integer values $2551 = 0 // integer values $2552 = 0 // integer values $2553 = 0 // integer values $2554 = 0 // integer values $2555 = 0 // integer values $2539 = 0 // integer values $2540 = 0 // integer values $2541 = 0 // integer values $2542 = 0 // integer values $2558 = 0 // integer values $2559 = 0 // integer values $2612 = 0 // integer values $2523 = 0 // integer values $2524 = 0 // integer values $2613 = 0 // integer values $2556 = 0 // integer values $2557 = 0 // integer values $2652 = 0.0 // floating-point values $2653 = 0.0 // floating-point values $2648 = 0.0 // floating-point values $2649 = 0.0 // floating-point values $2650 = 0.0 // floating-point values $2651 = 0.0 // floating-point values $2645 = 0.0 // floating-point values $2646 = 0.0 // floating-point values 10@ = -100.0 // floating-point values $2659 = 0.0 // floating-point values $2660 = 0.0 // floating-point values $2663 = 0.0 // floating-point values $2665 = 0.0 // floating-point values $2664 = 0.0 // floating-point values $2666 = 0.0 // floating-point values $2616 = 0 // integer values $2617 = 0 // integer values $2618 = 0 // integer values $2619 = 0 // integer values $2620 = 0 // integer values $2607 = 0 // integer values $2560 = 0 // integer values $2561 = 0 // integer values $2562 = 0 // integer values $2563 = 0 // integer values $2564 = 0 // integer values $2567 = 0 // integer values $2568 = 0 // integer values $2569 = 0 // integer values $2570 = 0 // integer values $2571 = 0 // integer values $2573 = 0 // integer values $2574 = 0 // integer values $2575 = 0 // integer values $2576 = 0 // integer values $2577 = 0 // integer values $2579 = 0 // integer values $2580 = 0 // integer values $2581 = 0 // integer values $2582 = 0 // integer values $2583 = 0 // integer values $2584 = 0 // integer values $2589 = 0 // integer values $2603 = 0 // integer values $2605 = 0 // integer values $2608 = 0 // integer values $2609 = 0 // integer values $2614 = 0 // integer values $2610 = 0 // integer values $2615 = 0 // integer values $2545 = 0 // integer values $2546 = 0 // integer values $2532 = 0 // integer values $2528 = 0 // integer values $2565 = 0 // integer values $2535 = 0 // integer values $2621 = 0 // integer values $2622 = 0 // integer values $2623 = 0 // integer values $2624 = 0 // integer values $2625 = 0 // integer values $2626 = 0 // integer values $2627 = 0 // integer values $2628 = 0 // integer values $2538 = 0 // integer values $2629 = 0 // integer values $2630 = 0 // integer values $2611 = 0 // integer values $2547 = 0 // integer values $2529 = 0 // integer values $2631 = 0 // integer values $2632 = 0 // integer values $2633 = 0 // integer values $2634 = 0 // integer values $2635 = 0 // integer values $2572 = 0 // integer values $2578 = 0 // integer values $2636 = 0 // integer values $2637 = 0 // integer values $2638 = 0 // integer values $2642 = 0 // integer values $2643 = 0 // integer values $2644 = 0 // integer values $2595 = 0 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSCOLO' Model.Load(#YT_MAIN_BODY) Model.Load(#YT_MAIN_BODY2) Model.Load(#YT_DOORS14) Model.Load(#YT_TMP_BOAT) Model.Load(#LODMAIN_BODY) Model.Load(#BIG_POLY_TINGS) Model.Load(#YT_GANGPLNK_TMP) 038B: load_requested_models :COL_4_1175 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @COL_4_1205 wait 0 jump @COL_4_1175 :COL_4_1205 if or not Model.Available(#YT_MAIN_BODY) not Model.Available(#YT_MAIN_BODY2) not Model.Available(#YT_DOORS14) not Model.Available(#YT_TMP_BOAT) not Model.Available(#LODMAIN_BODY) not Model.Available(#BIG_POLY_TINGS) jf @COL_4_1251 wait 0 jump @COL_4_1205 :COL_4_1251 if not Model.Available(#YT_GANGPLNK_TMP) jf @COL_4_1277 wait 0 jump @COL_4_1251 :COL_4_1277 041D: set_camera_near_clip 0.1 02E4: load_cutscene_data 'COL_4A' Object.StorePos($714, $448, $449, $450) $448 += 0.003 // floating-point values $449 -= 1.381 // floating-point values $450 += 3.149 // floating-point values 0244: set_cutscene_pos $448 $449 $450 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSCOLO' 04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 Camera.SetBehindPlayer 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime $2781 = 210 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL4_01' 10000 ms 1 // Diaz was pleased, and would like to meet you again. $2781 = 2773 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL4_02' 10000 ms 1 // Is that a good thing? $2781 = 3669 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL4_03' 10000 ms 1 // Of course! Although I'm starting to think that Diaz was responsible for our unfortunate loss... $2781 = 8935 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL4_04' 10000 ms 1 // What makes you say that? $2781 = 10386 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL4_05' 10000 ms 1 // One does not wave accusations at a man like Diaz - I'm merely thinking out loud... $2781 = 14243 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL4_06' 10000 ms 1 // No matter. I have a proposal that you could profit from... $2781 = 16762 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL4_07' 10000 ms 1 // I don't have time to run more errands, Cortez. $2781 = 19154 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL4_08' 10000 ms 1 // I would have thought a man with such dangerous debts would be hungry for opportunities. Please, Tommy, at least hear me out. $2781 = 25653 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL4_09' 10000 ms 1 // Go on... $2781 = 26526 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL410' 10000 ms 1 // I have a buyer for a piece of military hardware that is being taken through town. Pick it up for me... $2781 = 32640 // integer values gosub @COL_4_31318 00BC: text_highpriority 'COL411' 10000 ms 1 // and once you get it, I want you to call me immediately, then... $2781 = 34964 // integer values gosub @COL_4_31318 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :COL_4_1851 if fading jf @COL_4_1875 wait 0 jump @COL_4_1851 :COL_4_1875 if 82E9: not cutscene_reached_end jf @COL_4_1899 wait 0 jump @COL_4_1875 :COL_4_1899 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#YT_MAIN_BODY) Model.Destroy(#YT_MAIN_BODY2) Model.Destroy(#YT_DOORS14) Model.Destroy(#YT_TMP_BOAT) Model.Destroy(#LODMAIN_BODY) Model.Destroy(#BIG_POLY_TINGS) Model.Destroy(#YT_GANGPLNK_TMP) 04E3: unknown_player $PLAYER_CHAR 1 60000 Model.Load(#RHINO) Model.Load(#BARRACKS) Model.Load(#ARMY) Model.Load(#PATRIOT) Model.Load(#RUGER) 038B: load_requested_models :COL_4_1981 if or not Model.Available(#RHINO) not Model.Available(#BARRACKS) not Model.Available(#ARMY) not Model.Available(#PATRIOT) not Model.Available(#RUGER) jf @COL_4_2027 wait 0 jump @COL_4_1981 :COL_4_2027 0169: set_fade_color 0 0 1 fade 1 1500 035E: set_player $PLAYER_CHAR armour_to 200 0225: $7453 = player $PLAYER_CHAR health if 100 > $7453 // integer values jf @COL_4_2083 0222: set_player $PLAYER_CHAR health_to 100 :COL_4_2083 if fading jf @COL_4_2107 wait 0 jump @COL_4_2083 :COL_4_2107 00BC: text_highpriority 'COL4_B1' 20000 ms 1 // ~g~Go and acquire the piece of military hardware that is being taken through town. 01E8: create_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0 01E8: create_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0 01E8: create_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0 01E8: create_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 0.308 25.0 01E8: create_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0 01E8: create_forbidden_for_cars_cube -837.282 -1041.814 5.0 -770.282 -591.814 25.0 01E8: create_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617 25.0 0481: 6.0 $2467 = Car.Create(#PATRIOT, -751.1733, 113.8836, 9.8756) Car.Angle($2467) = 167.7853 Car.SetMaxSpeed($2467, 9@) 00AE: set_vehicle $2467 traffic_behavior_to 4 0466: unknown_car $2467 flag 0 0229: set_car $2467 color_to 43 72 Car.ImmuneToNonPlayer($2467) = True 0129: $2473 = create_actor 4 #ARMY in_car $2467 driverseat 0084: $2472 = $2473 // integer values and handles gosub @COL_4_30995 01C8: $2474 = create_actor_pedtype 4 model #ARMY in_car $2467 passenger_seat 0 0084: $2472 = $2474 // integer values and handles gosub @COL_4_30995 02C2: car $2467 drive_to_point -843.4301 -1503.7 11.9556 0506: vehicle_model 163 set_next_variation -1 1 $2468 = Car.Create(#BARRACKS, -749.1604, 123.1814, 9.8749) Car.Angle($2468) = 167.7853 Car.SetMaxSpeed($2468, 1.0) 00AE: set_vehicle $2468 traffic_behavior_to 4 0466: unknown_car $2468 flag 0 Car.ImmuneToNonPlayer($2468) = True 0129: $2477 = create_actor 4 #ARMY in_car $2468 driverseat 0084: $2472 = $2477 // integer values and handles gosub @COL_4_30995 01C8: $2478 = create_actor_pedtype 4 model #ARMY in_car $2468 passenger_seat 0 0084: $2472 = $2478 // integer values and handles gosub @COL_4_30995 $2485 = Actor.Create(CivMale, #ARMY, -686.0, 665.0, 10.1) 0084: $2472 = $2485 // integer values and handles gosub @COL_4_30995 0464: put_actor $2485 into_turret_on_car $2468 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 27 $2486 = Actor.Create(CivMale, #ARMY, -686.0, 664.0, 10.1) 0084: $2472 = $2486 // integer values and handles gosub @COL_4_30995 0464: put_actor $2486 into_turret_on_car $2468 at_car_offset -0.7608 -1.4 1.1138 position 1 angle 270.0 with_weapon 27 $2487 = Actor.Create(CivMale, #ARMY, -686.0, 663.0, 10.1) 0084: $2472 = $2487 // integer values and handles gosub @COL_4_30995 0464: put_actor $2487 into_turret_on_car $2468 at_car_offset -0.7595 -3.5704 1.1108 position 2 angle 270.0 with_weapon 27 $2488 = Actor.Create(CivMale, #ARMY, -686.0, 662.0, 10.1) 0084: $2472 = $2488 // integer values and handles gosub @COL_4_30995 0464: put_actor $2488 into_turret_on_car $2468 at_car_offset 0.7158 -3.6996 1.1162 position 2 angle 270.0 with_weapon 27 02C2: car $2468 drive_to_point -848.7084 -1482.733 10.992 $2470 = Car.Create(#RHINO, -747.1234, 132.5895, 9.8742) Car.Angle($2470) = 167.7853 Car.SetMaxSpeed($2470, 1.0) 00AE: set_vehicle $2470 traffic_behavior_to 4 0466: unknown_car $2470 flag 0 $2516 = Marker.CreateAboveCar($2470) 0493: set_tank $2470 contact_explosion 0 0129: $2503 = create_actor 4 #ARMY in_car $2470 driverseat 0084: $2472 = $2503 // integer values and handles gosub @COL_4_30995 01C8: $2504 = create_actor_pedtype 4 model #ARMY in_car $2470 passenger_seat 0 0084: $2472 = $2504 // integer values and handles gosub @COL_4_30995 $2493 = Actor.Create(CivMale, #ARMY, -686.0, 662.0, 10.1) 0084: $2472 = $2493 // integer values and handles gosub @COL_4_30995 0464: put_actor $2493 into_turret_on_car $2470 at_car_offset 0.0455 -1.0043 1.9962 position 0 angle 360.0 with_weapon 27 02C2: car $2470 drive_to_point -838.3314 -1492.5 11.0623 0506: vehicle_model 163 set_next_variation -1 1 $2469 = Car.Create(#BARRACKS, -744.8403, 143.1341, 9.8734) Car.Angle($2469) = 167.7853 00AE: set_vehicle $2469 traffic_behavior_to 4 Car.SetMaxSpeed($2469, 1.0) 0466: unknown_car $2469 flag 0 Car.ImmuneToNonPlayer($2469) = True 0129: $2481 = create_actor 4 #ARMY in_car $2469 driverseat 0084: $2472 = $2481 // integer values and handles gosub @COL_4_30995 01C8: $2482 = create_actor_pedtype 4 model #ARMY in_car $2469 passenger_seat 0 0084: $2472 = $2482 // integer values and handles gosub @COL_4_30995 $2489 = Actor.Create(CivMale, #ARMY, -686.0, 665.0, 10.1) 0084: $2472 = $2489 // integer values and handles gosub @COL_4_30995 0464: put_actor $2489 into_turret_on_car $2469 at_car_offset 0.4242 -0.0679 1.1322 position 3 angle 270.0 with_weapon 27 $2490 = Actor.Create(CivMale, #ARMY, -686.0, 664.0, 10.1) 0084: $2472 = $2490 // integer values and handles gosub @COL_4_30995 0464: put_actor $2490 into_turret_on_car $2469 at_car_offset -0.7608 -1.4 1.1138 position 1 angle 270.0 with_weapon 27 $2491 = Actor.Create(CivMale, #ARMY, -686.0, 663.0, 10.1) 0084: $2472 = $2491 // integer values and handles gosub @COL_4_30995 0464: put_actor $2491 into_turret_on_car $2469 at_car_offset -0.7595 -3.5704 1.1108 position 2 angle 270.0 with_weapon 27 $2492 = Actor.Create(CivMale, #ARMY, -686.0, 662.0, 10.1) 0084: $2472 = $2492 // integer values and handles gosub @COL_4_30995 0464: put_actor $2492 into_turret_on_car $2469 at_car_offset 0.7158 -3.6996 1.1162 position 2 angle 270.0 with_weapon 27 02C2: car $2469 drive_to_point -856.1463 -1480.377 10.9387 0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 2.0 0.0 $2483 = Actor.Create(CivMale, #ARMY, $445, $446, 10.0) 0084: $2472 = $2483 // integer values and handles gosub @COL_4_30995 02A9: set_actor $2483 immune_to_nonplayer 1 0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -1.0 0.0 $2484 = Actor.Create(CivMale, #ARMY, $445, $446, 10.0) 0084: $2472 = $2484 // integer values and handles gosub @COL_4_30995 02A9: set_actor $2484 immune_to_nonplayer 1 0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -4.0 0.0 $2475 = Actor.Create(CivMale, #ARMY, $445, $446, 10.0) 0084: $2472 = $2475 // integer values and handles gosub @COL_4_30995 02A9: set_actor $2475 immune_to_nonplayer 1 0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 2.0 0.0 $2476 = Actor.Create(CivMale, #ARMY, $445, $446, 10.0) 0084: $2472 = $2476 // integer values and handles gosub @COL_4_30995 02A9: set_actor $2476 immune_to_nonplayer 1 0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -1.0 0.0 $2479 = Actor.Create(CivMale, #ARMY, $445, $446, 10.0) 0084: $2472 = $2479 // integer values and handles gosub @COL_4_30995 02A9: set_actor $2479 immune_to_nonplayer 1 0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -4.0 0.0 $2480 = Actor.Create(CivMale, #ARMY, $445, $446, 10.0) 0084: $2472 = $2480 // integer values and handles gosub @COL_4_30995 02A9: set_actor $2480 immune_to_nonplayer 1 :COL_4_4011 wait 0 $2565 += 1 // integer values if $2565 > 3 // integer values jf @COL_4_4047 $2565 = 0 // integer values :COL_4_4047 01BD: $4811 = current_time_in_ms if $2565 == 0 // integer values jf @COL_4_5462 if not Car.Wrecked($2467) jf @COL_4_5430 if 80DC: not player $PLAYER_CHAR driving $2467 jf @COL_4_5336 if not Actor.Dead($2473) jf @COL_4_5279 if Actor.InCar($2473, $2467) jf @COL_4_5222 Car.StorePos($2467, 0@, 1@, 2@) 0088: $4862 = 0@ // floating-point values only $4862 -= -837.0244 // floating-point values 0088: $4863 = 1@ // floating-point values only $4863 -= -1509.279 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $2663 = square_root $4864 if $2525 == 0 // integer values jf @COL_4_4840 if not Actor.Dead($2474) jf @COL_4_4419 if $2630 == 0 // integer values jf @COL_4_4412 if $2533 == 5 // integer values jf @COL_4_4412 if Actor.InCar($2474, $2467) jf @COL_4_4365 $2533 = 0 // integer values if or $2616 == 0 // integer values $2616 == 7 // integer values jf @COL_4_4358 $2527 = 0 // integer values :COL_4_4358 jump @COL_4_4412 :COL_4_4365 if Actor.Driving($2474) jf @COL_4_4404 $2499 = Actor.CurrentCar($2474) 01D3: actor $2474 leave_car $2499 jump @COL_4_4412 :COL_4_4404 01D4: actor $2474 go_to_car $2467 and_enter_it_as_a_passenger :COL_4_4412 jump @COL_4_4462 :COL_4_4419 if not $2630 == 3 // integer values jf @COL_4_4462 if $2525 == 0 // integer values jf @COL_4_4462 $2525 = 1 // integer values :COL_4_4462 if Actor.Dead($2473) jf @COL_4_4521 if not $2629 == 3 // integer values jf @COL_4_4521 if $2525 == 0 // integer values jf @COL_4_4521 $2525 = 1 // integer values :COL_4_4521 if 031E: vehicle $2467 hit_by_weapon 39 jf @COL_4_4577 if 01FC: player $PLAYER_CHAR near_car $2467 radius 20.0 20.0 0 jf @COL_4_4577 $2636 = 1 // integer values :COL_4_4577 if 031E: vehicle $2467 hit_by_weapon 47 jf @COL_4_4629 $2639 = Car.Health($2467) if 800 > $2639 // integer values jf @COL_4_4629 $2525 = 1 // integer values :COL_4_4629 0468: set_vehicle $2467 clear_last_weapon_damage if 81AD: not car $2467 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 jf @COL_4_4746 0086: $2667 = $2665 // floating-point values only 0061: $2667 -= $2663 // floating-point values if $2667 > 20.0 // floating-point values jf @COL_4_4736 Car.SetMaxSpeed($2467, 0.0) 0477: set_car $2467 action 1 time 200 jump @COL_4_4746 :COL_4_4736 Car.SetMaxSpeed($2467, 7.5) :COL_4_4746 if not $2630 == 3 // integer values jf @COL_4_4795 0084: $2506 = $2467 // integer values and handles 0084: $2507 = $2474 // integer values and handles 0087: 10@ = 2@ // floating-point values only gosub @COL_4_28778 :COL_4_4795 if $2527 == 1 // integer values jf @COL_4_4833 Car.SetMaxSpeed($2467, 0.0) 0477: set_car $2467 action 1 time 500 :COL_4_4833 jump @COL_4_5215 :COL_4_4840 if $2595 == 1 // integer values jf @COL_4_5058 if or $2612 == 2 // integer values $2612 == 3 // integer values jf @COL_4_4890 $2612 = 0 // integer values :COL_4_4890 if $2612 == 0 // integer values jf @COL_4_4939 Car.SetMaxSpeed($2467, 100.0) 00AE: set_vehicle $2467 traffic_behavior_to 2 Car.SetDriverBehaviour($2467, KillThePlayer) $2612 = 1 // integer values :COL_4_4939 if $2612 == 1 // integer values jf @COL_4_5051 if $2613 == 10 // integer values jf @COL_4_5044 if 01FC: player $PLAYER_CHAR near_car $2467 radius 20.0 20.0 0 jf @COL_4_5030 if not Actor.Dead($2474) jf @COL_4_5030 01CA: actor $2474 kill_player $PLAYER_CHAR :COL_4_5030 $2613 = 0 // integer values jump @COL_4_5051 :COL_4_5044 $2613 += 1 // integer values :COL_4_5051 jump @COL_4_5215 :COL_4_5058 if or $2612 == 0 // integer values $2612 == 1 // integer values jf @COL_4_5090 $2612 = 2 // integer values :COL_4_5090 if $2612 == 2 // integer values jf @COL_4_5146 Car.SetMaxSpeed($2467, 100.0) 00AE: set_vehicle $2467 traffic_behavior_to 2 Car.DriveTo($2467, 3@, 4@, 5@) $2612 = 3 // integer values :COL_4_5146 if $2612 == 3 // integer values jf @COL_4_5215 if 01AD: car $2467 sphere 0 near_point 3@ 4@ radius 20.0 20.0 jf @COL_4_5215 Car.SetDriverBehaviour($2467, 11) 0477: set_car $2467 action 1 time 500 :COL_4_5215 jump @COL_4_5272 :COL_4_5222 if not $2629 == 3 // integer values jf @COL_4_5272 $2521 = 1 // integer values if $2525 == 0 // integer values jf @COL_4_5272 $2525 = 1 // integer values :COL_4_5272 jump @COL_4_5329 :COL_4_5279 if not $2629 == 3 // integer values jf @COL_4_5329 $2521 = 1 // integer values if $2525 == 0 // integer values jf @COL_4_5329 $2525 = 1 // integer values :COL_4_5329 jump @COL_4_5423 :COL_4_5336 Car.ImmuneToNonPlayer($2467) = False if not Actor.Dead($2473) jf @COL_4_5367 01CA: actor $2473 kill_player $PLAYER_CHAR :COL_4_5367 if not Actor.Dead($2474) jf @COL_4_5391 01CA: actor $2474 kill_player $PLAYER_CHAR :COL_4_5391 if $2525 == 0 // integer values jf @COL_4_5416 $2525 = 1 // integer values :COL_4_5416 $2521 = 1 // integer values :COL_4_5423 jump @COL_4_5462 :COL_4_5430 if $2525 == 0 // integer values jf @COL_4_5455 $2525 = 1 // integer values :COL_4_5455 $2521 = 1 // integer values :COL_4_5462 if $2565 == 1 // integer values jf @COL_4_7208 if not Car.Wrecked($2468) jf @COL_4_6988 if 80DC: not player $PLAYER_CHAR driving $2468 jf @COL_4_6894 if not Actor.Dead($2477) jf @COL_4_6855 if Actor.InCar($2477, $2468) jf @COL_4_6816 Car.StorePos($2468, 6@, 7@, 8@) 0088: $4862 = 6@ // floating-point values only $4862 -= -837.0244 // floating-point values 0088: $4863 = 7@ // floating-point values only $4863 -= -1509.279 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $2665 = square_root $4864 if $2525 == 0 // integer values jf @COL_4_6434 if not Actor.Dead($2478) jf @COL_4_5811 if $2534 == 5 // integer values jf @COL_4_5804 if Actor.InCar($2478, $2468) jf @COL_4_5757 $2534 = 0 // integer values if or $2616 == 0 // integer values $2616 == 7 // integer values jf @COL_4_5750 $2527 = 0 // integer values :COL_4_5750 jump @COL_4_5804 :COL_4_5757 if Actor.Driving($2478) jf @COL_4_5796 $2500 = Actor.CurrentCar($2478) 01D3: actor $2478 leave_car $2500 jump @COL_4_5804 :COL_4_5796 01D4: actor $2478 go_to_car $2468 and_enter_it_as_a_passenger :COL_4_5804 jump @COL_4_5836 :COL_4_5811 if $2525 == 0 // integer values jf @COL_4_5836 $2525 = 1 // integer values :COL_4_5836 if Actor.Dead($2477) jf @COL_4_5877 if $2525 == 0 // integer values jf @COL_4_5877 $2525 = 1 // integer values :COL_4_5877 if 031E: vehicle $2468 hit_by_weapon 39 jf @COL_4_5933 if 01FC: player $PLAYER_CHAR near_car $2468 radius 20.0 20.0 0 jf @COL_4_5933 $2637 = 1 // integer values :COL_4_5933 if 031E: vehicle $2468 hit_by_weapon 47 jf @COL_4_5985 $2640 = Car.Health($2468) if 800 > $2640 // integer values jf @COL_4_5985 $2525 = 1 // integer values :COL_4_5985 0468: set_vehicle $2468 clear_last_weapon_damage if not $2521 == 1 // integer values jf @COL_4_6295 0088: $4862 = 6@ // floating-point values only 0067: $4862 -= 0@ // floating-point values 0088: $4863 = 7@ // floating-point values only 0067: $4863 -= 1@ // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 0089: 9@ = $4864 // floating-point values only 9@ -= 3.0 // floating-point values if 9@ > 100.0 // floating-point values jf @COL_4_6129 9@ = 100.0 // floating-point values :COL_4_6129 if 0.0 > 9@ // floating-point values jf @COL_4_6160 9@ = 0.0 // floating-point values :COL_4_6160 if 81AD: not car $2468 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 jf @COL_4_6281 if 0024: $2663 > $2665 // floating-point values only jf @COL_4_6227 9@ = 0.0 // floating-point values :COL_4_6227 0086: $2668 = $2664 // floating-point values only 0061: $2668 -= $2665 // floating-point values if $2668 > 20.0 // floating-point values jf @COL_4_6274 9@ = 0.0 // floating-point values :COL_4_6274 jump @COL_4_6288 :COL_4_6281 04E0: car $2468 abandon_path_radius 40 :COL_4_6288 jump @COL_4_6305 :COL_4_6295 9@ = 12.0 // floating-point values :COL_4_6305 0084: $2506 = $2468 // integer values and handles 0084: $2507 = $2478 // integer values and handles 0087: 10@ = 8@ // floating-point values only gosub @COL_4_28778 if $2527 == 0 // integer values jf @COL_4_6407 if 9@ == 0.0 // floating-point values jf @COL_4_6392 0477: set_car $2468 action 1 time 200 jump @COL_4_6400 :COL_4_6392 Car.SetMaxSpeed($2468, 9@) :COL_4_6400 jump @COL_4_6427 :COL_4_6407 9@ = 0.0 // floating-point values 0477: set_car $2468 action 1 time 500 :COL_4_6427 jump @COL_4_6809 :COL_4_6434 if $2595 == 1 // integer values jf @COL_4_6652 if or $2523 == 2 // integer values $2523 == 3 // integer values jf @COL_4_6484 $2523 = 0 // integer values :COL_4_6484 if $2523 == 0 // integer values jf @COL_4_6533 Car.SetMaxSpeed($2468, 100.0) 00AE: set_vehicle $2468 traffic_behavior_to 2 Car.SetDriverBehaviour($2468, KillThePlayer) $2523 = 1 // integer values :COL_4_6533 if $2523 == 1 // integer values jf @COL_4_6645 if $2556 == 10 // integer values jf @COL_4_6638 if 01FC: player $PLAYER_CHAR near_car $2468 radius 20.0 20.0 0 jf @COL_4_6624 if not Actor.Dead($2478) jf @COL_4_6624 01CA: actor $2478 kill_player $PLAYER_CHAR :COL_4_6624 $2556 = 0 // integer values jump @COL_4_6645 :COL_4_6638 $2556 += 1 // integer values :COL_4_6645 jump @COL_4_6809 :COL_4_6652 if or $2523 == 0 // integer values $2523 == 1 // integer values jf @COL_4_6684 $2523 = 2 // integer values :COL_4_6684 if $2523 == 2 // integer values jf @COL_4_6740 Car.SetMaxSpeed($2468, 100.0) 00AE: set_vehicle $2468 traffic_behavior_to 2 Car.DriveTo($2468, 3@, 4@, 5@) $2523 = 3 // integer values :COL_4_6740 if $2523 == 3 // integer values jf @COL_4_6809 if 01AD: car $2468 sphere 0 near_point 3@ 4@ radius 20.0 20.0 jf @COL_4_6809 Car.SetDriverBehaviour($2468, 11) 0477: set_car $2468 action 1 time 500 :COL_4_6809 jump @COL_4_6848 :COL_4_6816 if $2525 == 0 // integer values jf @COL_4_6841 $2525 = 1 // integer values :COL_4_6841 $2522 = 1 // integer values :COL_4_6848 jump @COL_4_6887 :COL_4_6855 if $2525 == 0 // integer values jf @COL_4_6880 $2525 = 1 // integer values :COL_4_6880 $2522 = 1 // integer values :COL_4_6887 jump @COL_4_6981 :COL_4_6894 Car.ImmuneToNonPlayer($2468) = False if not Actor.Dead($2477) jf @COL_4_6925 01CA: actor $2477 kill_player $PLAYER_CHAR :COL_4_6925 if not Actor.Dead($2478) jf @COL_4_6949 01CA: actor $2478 kill_player $PLAYER_CHAR :COL_4_6949 if $2525 == 0 // integer values jf @COL_4_6974 $2525 = 1 // integer values :COL_4_6974 $2522 = 1 // integer values :COL_4_6981 jump @COL_4_7020 :COL_4_6988 if $2525 == 0 // integer values jf @COL_4_7013 $2525 = 1 // integer values :COL_4_7013 $2522 = 1 // integer values :COL_4_7020 0084: $2513 = $2485 // integer values and handles 0084: $2514 = $2468 // integer values and handles 0084: $2515 = $2477 // integer values and handles 0084: $2566 = $2548 // integer values and handles gosub @COL_4_31355 0084: $2548 = $2566 // integer values and handles 0084: $2513 = $2486 // integer values and handles 0084: $2514 = $2468 // integer values and handles 0084: $2515 = $2477 // integer values and handles 0084: $2566 = $2549 // integer values and handles gosub @COL_4_31355 0084: $2549 = $2566 // integer values and handles 0084: $2513 = $2487 // integer values and handles 0084: $2514 = $2468 // integer values and handles 0084: $2515 = $2477 // integer values and handles 0084: $2566 = $2550 // integer values and handles gosub @COL_4_31355 0084: $2550 = $2566 // integer values and handles 0084: $2513 = $2488 // integer values and handles 0084: $2514 = $2468 // integer values and handles 0084: $2515 = $2477 // integer values and handles 0084: $2566 = $2551 // integer values and handles gosub @COL_4_31355 0084: $2551 = $2566 // integer values and handles :COL_4_7208 if $2565 == 2 // integer values jf @COL_4_16056 if not Car.Wrecked($2470) jf @COL_4_16016 if 80DC: not player $PLAYER_CHAR driving $2470 jf @COL_4_15097 if and 03B1: garage $689 door_closed $2608 > 0 // integer values jf @COL_4_7306 00BC: text_highpriority 'COL4_B2' 5000 ms 1 // ~r~The tank arrived at its destination safely! jump @COL_4_28407 :COL_4_7306 if $2608 == 1 // integer values jf @COL_4_7580 if 01AD: car $2470 sphere 0 near_point -836.007 -1500.523 radius 13.5 13.5 jf @COL_4_7580 if 02B3: player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 jf @COL_4_7580 if 00F5: player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 jf @COL_4_7495 if $2611 == 0 // integer values jf @COL_4_7488 $2611 = 1 // integer values :COL_4_7488 jump @COL_4_7580 :COL_4_7495 if or 3 > $2621 // integer values 3 > $2629 // integer values 3 > $2623 // integer values 3 > $2624 // integer values 3 > $2630 // integer values 3 > $2626 // integer values jf @COL_4_7573 if $2525 == 0 // integer values jf @COL_4_7573 $2525 = 1 // integer values :COL_4_7573 $2608 = 2 // integer values :COL_4_7580 if 01FC: player $PLAYER_CHAR near_car $2470 radius 60.0 60.0 0 jf @COL_4_7688 $2610 = 1 // integer values if $2615 == 0 // integer values jf @COL_4_7674 00BC: text_highpriority 'COL4_B6' 5000 ms 1 // ~g~Find a way to steal the tank! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $2615 = 1 // integer values :COL_4_7674 Player.WantedLevel($PLAYER_CHAR) = 0 jump @COL_4_7695 :COL_4_7688 $2610 = 0 // integer values :COL_4_7695 if 01FC: player $PLAYER_CHAR near_car $2470 radius 250.0 250.0 0 jf @COL_4_7740 $2595 = 1 // integer values jump @COL_4_7747 :COL_4_7740 $2595 = 0 // integer values :COL_4_7747 Car.StorePos($2470, 3@, 4@, 5@) 0088: $4862 = 3@ // floating-point values only $4862 -= -837.0244 // floating-point values 0088: $4863 = 4@ // floating-point values only $4863 -= -1509.279 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $2664 = square_root $4864 if Actor.Dead($2503) jf @COL_4_7944 if not $2627 == 3 // integer values jf @COL_4_7944 if $2525 == 0 // integer values jf @COL_4_7944 if 056D: actor $2503 defined jf @COL_4_7937 Actor.StoreDeadActorPos($2503, $445, $446, $447) $2510 = Pickup.Create(#BODYARMOUR, 3, $445, $446, $447) :COL_4_7937 $2525 = 1 // integer values :COL_4_7944 if Actor.Dead($2504) jf @COL_4_8051 if not $2628 == 3 // integer values jf @COL_4_8051 if $2525 == 0 // integer values jf @COL_4_8051 if 056D: actor $2504 defined jf @COL_4_8044 Actor.StoreDeadActorPos($2504, $445, $446, $447) $2511 = Pickup.Create(#BODYARMOUR, 3, $445, $446, $447) :COL_4_8044 $2525 = 1 // integer values :COL_4_8051 if $2529 == 0 // integer values jf @COL_4_8204 if not $2544 == 2 // integer values jf @COL_4_8204 if 844A: not player $PLAYER_CHAR on_foot jf @COL_4_8204 0407: create_coordinate $445 $446 $447 from_car $2470 offset -2.5017 0.3918 -0.1973 if 00E4: player $PLAYER_CHAR 0 $445 $446 radius 1.0 1.0 jf @COL_4_8204 00BC: text_highpriority 'COL4_B4' 5000 ms 1 // ~g~The tank is locked. Find a way to lure out the occupants. 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $2529 = 1 // integer values :COL_4_8204 if $2572 == 0 // integer values jf @COL_4_8411 if 0495: vehicle $2470 burning jf @COL_4_8411 if not Actor.Dead($2503) jf @COL_4_8281 if Actor.InCar($2503, $2470) jf @COL_4_8281 01CE: actor $2503 avoid_player $PLAYER_CHAR :COL_4_8281 if not Actor.Dead($2504) jf @COL_4_8324 if Actor.InCar($2504, $2470) jf @COL_4_8324 01CE: actor $2504 avoid_player $PLAYER_CHAR :COL_4_8324 if $2568 == 0 // integer values jf @COL_4_8365 $2568 = 1 // integer values 0084: $2591 = $4811 // integer values and handles $2591 += 6000 // integer values :COL_4_8365 020A: set_car $2470 door_status_to 1 $2544 = 2 // integer values if $2525 == 0 // integer values jf @COL_4_8404 $2525 = 1 // integer values :COL_4_8404 $2572 = 1 // integer values :COL_4_8411 if not $2538 == 3 // integer values jf @COL_4_9004 if not Actor.Dead($2493) jf @COL_4_8519 if $2525 == 0 // integer values jf @COL_4_8504 if $2538 == 0 // integer values jf @COL_4_8497 $4886 = Car.Angle($2470) Actor.Angle($2493) = $4886 :COL_4_8497 jump @COL_4_8512 :COL_4_8504 01CA: actor $2493 kill_player $PLAYER_CHAR :COL_4_8512 jump @COL_4_9004 :COL_4_8519 if $2525 == 0 // integer values jf @COL_4_8999 if $2558 == 0 // integer values jf @COL_4_8585 $2527 = 1 // integer values $2558 = 1 // integer values 0084: $2559 = $4811 // integer values and handles $2559 += 2000 // integer values :COL_4_8585 if $2558 == 1 // integer values jf @COL_4_8711 if 001C: $4811 > $2559 // integer values jf @COL_4_8711 if $2574 == 0 // integer values jf @COL_4_8663 $2574 = 1 // integer values 0084: $2597 = $4811 // integer values and handles $2597 += 6000 // integer values :COL_4_8663 if $2584 == 0 // integer values jf @COL_4_8704 $2584 = 1 // integer values 0084: $2606 = $4811 // integer values and handles $2606 += 8000 // integer values :COL_4_8704 $2558 = 2 // integer values :COL_4_8711 if $2558 == 2 // integer values jf @COL_4_8930 if not Actor.Dead($2503) jf @COL_4_8930 0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 0.0 0.0 0239: actor $2503 run_to $445 $446 020A: set_car $2470 door_status_to 1 $2544 = 2 // integer values if 00ED: actor $2503 0 $445 $446 radius 1.0 1.0 jf @COL_4_8930 011C: actor $2503 clear_objective Car.StorePos($2470, $445, $446, $447) if $2569 == 0 // integer values jf @COL_4_8893 $2569 = 1 // integer values 0084: $2592 = $4811 // integer values and handles $2592 += 6000 // integer values :COL_4_8893 01BE: set_actor $2503 to_look_at_spot $445 $446 $447 $2558 = 3 // integer values 0084: $2559 = $4811 // integer values and handles $2559 += 2000 // integer values :COL_4_8930 if $2558 == 3 // integer values jf @COL_4_8992 if 001C: $4811 > $2559 // integer values jf @COL_4_8992 if $2525 == 0 // integer values jf @COL_4_8992 $2525 = 1 // integer values :COL_4_8992 jump @COL_4_9004 :COL_4_8999 0465: remove_actor $2493 from_turret_mode :COL_4_9004 if $2525 == 0 // integer values jf @COL_4_10841 if $2621 == 0 // integer values jf @COL_4_9178 if not Actor.Dead($2483) jf @COL_4_9135 0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 2.0 0.0 if $2527 == 0 // integer values jf @COL_4_9128 0411: set_actor $2483 use_pednode_seek 0 0239: actor $2483 run_to $445 $446 0411: set_actor $2483 use_pednode_seek 0 :COL_4_9128 jump @COL_4_9178 :COL_4_9135 if not $2621 == 3 // integer values jf @COL_4_9178 if $2525 == 0 // integer values jf @COL_4_9178 $2525 = 1 // integer values :COL_4_9178 if $2622 == 0 // integer values jf @COL_4_9316 if not Actor.Dead($2484) jf @COL_4_9273 0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -1.0 0.0 0411: set_actor $2484 use_pednode_seek 0 0239: actor $2484 run_to $445 $446 0411: set_actor $2484 use_pednode_seek 0 jump @COL_4_9316 :COL_4_9273 if not $2622 == 3 // integer values jf @COL_4_9316 if $2525 == 0 // integer values jf @COL_4_9316 $2525 = 1 // integer values :COL_4_9316 if $2623 == 0 // integer values jf @COL_4_9683 if not Actor.Dead($2475) jf @COL_4_9640 if or $2636 == 1 // integer values $2637 == 1 // integer values $2638 == 1 // integer values jf @COL_4_9556 if $2578 == 0 // integer values jf @COL_4_9448 if $2582 == 0 // integer values jf @COL_4_9441 $2582 = 1 // integer values 0084: $2604 = $4811 // integer values and handles $2604 += 6000 // integer values :COL_4_9441 $2578 = 1 // integer values :COL_4_9448 0350: set_actor $2475 maintain_position_when_attacked 1 if 00E0: player $PLAYER_CHAR driving jf @COL_4_9494 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $2475 destroy_car $4790 jump @COL_4_9502 :COL_4_9494 01CA: actor $2475 kill_player $PLAYER_CHAR :COL_4_9502 if 001C: $4811 > $2642 // integer values jf @COL_4_9549 $2636 = 0 // integer values $2637 = 0 // integer values $2638 = 0 // integer values $2578 = 0 // integer values :COL_4_9549 jump @COL_4_9633 :COL_4_9556 0350: set_actor $2475 maintain_position_when_attacked 0 0084: $2642 = $4811 // integer values and handles $2642 += 6000 // integer values 0407: create_coordinate $445 $446 $447 from_car $2470 offset 5.0 -4.0 0.0 0411: set_actor $2475 use_pednode_seek 0 0239: actor $2475 run_to $445 $446 0411: set_actor $2475 use_pednode_seek 0 :COL_4_9633 jump @COL_4_9683 :COL_4_9640 if not $2623 == 3 // integer values jf @COL_4_9683 if $2525 == 0 // integer values jf @COL_4_9683 $2525 = 1 // integer values :COL_4_9683 if 01AD: car $2470 sphere 0 near_point -860.463 -204.449 radius 8.0 75.0 jf @COL_4_9735 $2528 = 1 // integer values jump @COL_4_9742 :COL_4_9735 $2528 = 0 // integer values :COL_4_9742 if $2624 == 0 // integer values jf @COL_4_9952 if not Actor.Dead($2476) jf @COL_4_9909 if $2528 == 1 // integer values jf @COL_4_9830 0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 -4.0 0.0 jump @COL_4_9859 :COL_4_9830 0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 2.0 0.0 :COL_4_9859 if $2527 == 0 // integer values jf @COL_4_9902 0411: set_actor $2476 use_pednode_seek 0 0239: actor $2476 run_to $445 $446 0411: set_actor $2476 use_pednode_seek 0 :COL_4_9902 jump @COL_4_9952 :COL_4_9909 if not $2624 == 3 // integer values jf @COL_4_9952 if $2525 == 0 // integer values jf @COL_4_9952 $2525 = 1 // integer values :COL_4_9952 if $2625 == 0 // integer values jf @COL_4_10428 if not Actor.Dead($2479) jf @COL_4_10385 if or $2636 == 1 // integer values $2637 == 1 // integer values $2638 == 1 // integer values jf @COL_4_10224 if Actor.Dead($2475) jf @COL_4_10100 if $2578 == 0 // integer values jf @COL_4_10100 if $2582 == 0 // integer values jf @COL_4_10093 $2582 = 1 // integer values 0084: $2604 = $4811 // integer values and handles $2604 += 6000 // integer values :COL_4_10093 $2578 = 1 // integer values :COL_4_10100 0350: set_actor $2479 maintain_position_when_attacked 1 if 00E0: player $PLAYER_CHAR driving jf @COL_4_10146 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $2479 destroy_car $4790 jump @COL_4_10154 :COL_4_10146 01CA: actor $2479 kill_player $PLAYER_CHAR :COL_4_10154 if Actor.Dead($2475) jf @COL_4_10217 if 001C: $4811 > $2642 // integer values jf @COL_4_10217 $2636 = 0 // integer values $2637 = 0 // integer values $2638 = 0 // integer values $2578 = 0 // integer values :COL_4_10217 jump @COL_4_10378 :COL_4_10224 if Actor.Dead($2475) jf @COL_4_10263 0084: $2642 = $4811 // integer values and handles $2642 += 6000 // integer values jump @COL_4_10270 :COL_4_10263 0350: set_actor $2475 maintain_position_when_attacked 0 :COL_4_10270 if $2528 == 1 // integer values jf @COL_4_10324 0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 -1.0 0.0 jump @COL_4_10353 :COL_4_10324 0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -1.0 0.0 :COL_4_10353 0411: set_actor $2479 use_pednode_seek 0 0239: actor $2479 run_to $445 $446 0411: set_actor $2479 use_pednode_seek 0 :COL_4_10378 jump @COL_4_10428 :COL_4_10385 if not $2625 == 3 // integer values jf @COL_4_10428 if $2525 == 0 // integer values jf @COL_4_10428 $2525 = 1 // integer values :COL_4_10428 if $2626 == 0 // integer values jf @COL_4_10620 if not Actor.Dead($2480) jf @COL_4_10577 if $2528 == 1 // integer values jf @COL_4_10516 0407: create_coordinate $445 $446 $447 from_car $2470 offset -3.5 2.0 0.0 jump @COL_4_10545 :COL_4_10516 0407: create_coordinate $445 $446 $447 from_car $2470 offset -5.0 -4.0 0.0 :COL_4_10545 0411: set_actor $2480 use_pednode_seek 0 0239: actor $2480 run_to $445 $446 0411: set_actor $2480 use_pednode_seek 0 jump @COL_4_10620 :COL_4_10577 if not $2626 == 3 // integer values jf @COL_4_10620 if $2525 == 0 // integer values jf @COL_4_10620 $2525 = 1 // integer values :COL_4_10620 if not Actor.Dead($2504) jf @COL_4_10791 if $2628 == 0 // integer values jf @COL_4_10784 if $2536 == 5 // integer values jf @COL_4_10784 if Actor.InCar($2504, $2470) jf @COL_4_10737 $2536 = 0 // integer values if or $2616 == 0 // integer values $2616 == 7 // integer values jf @COL_4_10730 $2527 = 0 // integer values :COL_4_10730 jump @COL_4_10784 :COL_4_10737 if Actor.Driving($2504) jf @COL_4_10776 $2501 = Actor.CurrentCar($2504) 01D3: actor $2504 leave_car $2501 jump @COL_4_10784 :COL_4_10776 01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger :COL_4_10784 jump @COL_4_10834 :COL_4_10791 if not $2628 == 3 // integer values jf @COL_4_10834 if $2525 == 0 // integer values jf @COL_4_10834 $2525 = 1 // integer values :COL_4_10834 jump @COL_4_11328 :COL_4_10841 if $2544 == 0 // integer values jf @COL_4_10884 0084: $2543 = $4811 // integer values and handles $2543 += 100000 // integer values $2544 = 1 // integer values :COL_4_10884 if $2544 == 1 // integer values jf @COL_4_11184 if Car.Wrecked($2467) jf @COL_4_11062 if Car.Wrecked($2468) jf @COL_4_11062 if Car.Wrecked($2469) jf @COL_4_11062 if Actor.Dead($2483) jf @COL_4_11062 if Actor.Dead($2484) jf @COL_4_11062 if Actor.Dead($2475) jf @COL_4_11062 if Actor.Dead($2476) jf @COL_4_11062 if Actor.Dead($2479) jf @COL_4_11062 if Actor.Dead($2480) jf @COL_4_11062 0084: $2543 = $4811 // integer values and handles $2543 -= 500 // integer values :COL_4_11062 if 001C: $4811 > $2543 // integer values jf @COL_4_11184 if not Actor.Dead($2503) jf @COL_4_11105 01CE: actor $2503 avoid_player $PLAYER_CHAR :COL_4_11105 if not Actor.Dead($2504) jf @COL_4_11129 01CE: actor $2504 avoid_player $PLAYER_CHAR :COL_4_11129 if $2568 == 0 // integer values jf @COL_4_11170 $2568 = 1 // integer values 0084: $2591 = $4811 // integer values and handles $2591 += 6000 // integer values :COL_4_11170 020A: set_car $2470 door_status_to 1 $2544 = 2 // integer values :COL_4_11184 if not Actor.Dead($2483) jf @COL_4_11208 01CA: actor $2483 kill_player $PLAYER_CHAR :COL_4_11208 if not Actor.Dead($2484) jf @COL_4_11232 01CA: actor $2484 kill_player $PLAYER_CHAR :COL_4_11232 if not Actor.Dead($2475) jf @COL_4_11256 01CA: actor $2475 kill_player $PLAYER_CHAR :COL_4_11256 if not Actor.Dead($2476) jf @COL_4_11280 01CA: actor $2476 kill_player $PLAYER_CHAR :COL_4_11280 if not Actor.Dead($2479) jf @COL_4_11304 01CA: actor $2479 kill_player $PLAYER_CHAR :COL_4_11304 if not Actor.Dead($2480) jf @COL_4_11328 01CA: actor $2480 kill_player $PLAYER_CHAR :COL_4_11328 if $2525 == 0 // integer values jf @COL_4_14357 if not Actor.Dead($2503) jf @COL_4_11482 if 050D: unknown_actor $2503 dead jf @COL_4_11482 if not Actor.Dead($2504) jf @COL_4_11482 01CE: actor $2504 avoid_player $PLAYER_CHAR 020A: set_car $2470 door_status_to 1 $2544 = 2 // integer values if $2567 == 0 // integer values jf @COL_4_11457 $2567 = 1 // integer values 0084: $2590 = $4811 // integer values and handles $2590 += 6000 // integer values :COL_4_11457 if $2525 == 0 // integer values jf @COL_4_11482 $2525 = 1 // integer values :COL_4_11482 if not Actor.Dead($2504) jf @COL_4_12470 if 050D: unknown_actor $2504 dead jf @COL_4_11618 if not Actor.Dead($2503) jf @COL_4_11618 01CE: actor $2503 avoid_player $PLAYER_CHAR 020A: set_car $2470 door_status_to 1 $2544 = 2 // integer values if $2567 == 0 // integer values jf @COL_4_11593 $2567 = 1 // integer values 0084: $2590 = $4811 // integer values and handles $2590 += 6000 // integer values :COL_4_11593 if $2525 == 0 // integer values jf @COL_4_11618 $2525 = 1 // integer values :COL_4_11618 if $2616 == 0 // integer values jf @COL_4_11776 if 01AD: car $2470 sphere 0 near_point -834.422 -634.884 radius 5.0 5.0 jf @COL_4_11776 $2527 = 1 // integer values if $2536 == 0 // integer values jf @COL_4_11776 020A: set_car $2470 door_status_to 1 $2544 = 2 // integer values if $2570 == 0 // integer values jf @COL_4_11754 $2570 = 1 // integer values 0084: $2593 = $4811 // integer values and handles $2593 += 6000 // integer values :COL_4_11754 0239: actor $2504 run_to -844.5248 -639.313 $2616 = 1 // integer values :COL_4_11776 if $2616 == 1 // integer values jf @COL_4_11854 if 00ED: actor $2504 0 -844.5248 -639.313 radius 1.0 1.0 jf @COL_4_11854 0239: actor $2504 run_to -850.9821 -633.8697 $2616 = 2 // integer values :COL_4_11854 if $2616 == 2 // integer values jf @COL_4_11933 if 00ED: actor $2504 0 -850.9821 -633.8697 radius 1.0 1.0 jf @COL_4_11933 0084: $2617 = $4811 // integer values and handles $2617 += 2000 // integer values $2616 = 3 // integer values :COL_4_11933 if $2616 == 3 // integer values jf @COL_4_11992 if 001C: $4811 > $2617 // integer values jf @COL_4_11992 0239: actor $2504 run_to -850.9821 -633.8697 $2616 = 4 // integer values :COL_4_11992 if $2616 == 4 // integer values jf @COL_4_12070 if 00ED: actor $2504 0 -850.9821 -633.8697 radius 1.0 1.0 jf @COL_4_12070 0239: actor $2504 run_to -844.5248 -639.313 $2616 = 5 // integer values :COL_4_12070 if $2616 == 5 // integer values jf @COL_4_12141 if 00ED: actor $2504 0 -844.5248 -639.313 radius 1.0 1.0 jf @COL_4_12141 01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger $2616 = 6 // integer values :COL_4_12141 if $2616 == 6 // integer values jf @COL_4_12463 if Actor.InCar($2504, $2470) jf @COL_4_12463 if $2608 == 0 // integer values jf @COL_4_12411 if $2571 == 0 // integer values jf @COL_4_12237 $2571 = 1 // integer values 0084: $2594 = $4811 // integer values and handles $2594 += 6000 // integer values :COL_4_12237 021B: set_garage $689 to_accept_car $2470 0360: open_garage $689 $2508 = Actor.Create(CivMale, #ARMY, -830.7947, -1500.054, 11.067) Actor.Angle($2508) = 2.1778 01B2: give_actor $2508 weapon 27 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $2508 threat_search 0243: set_actor $2508 ped_stats_to 16 02A9: set_actor $2508 immune_to_nonplayer 1 0350: set_actor $2508 maintain_position_when_attacked 1 0411: set_actor $2508 use_pednode_seek 0 $2509 = Actor.Create(CivMale, #ARMY, -824.3466, -1488.274, 10.9186) Actor.Angle($2509) = 117.421 01B2: give_actor $2509 weapon 27 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $2509 threat_search 0243: set_actor $2509 ped_stats_to 16 02A9: set_actor $2509 immune_to_nonplayer 1 0350: set_actor $2509 maintain_position_when_attacked 1 0411: set_actor $2509 use_pednode_seek 0 $2608 = 1 // integer values :COL_4_12411 if $2526 == 0 // integer values jf @COL_4_12443 $2527 = 0 // integer values $2616 = 7 // integer values :COL_4_12443 02C2: car $2470 drive_to_point -838.3314 -1492.5 11.0623 :COL_4_12463 jump @COL_4_12513 :COL_4_12470 if not $2628 == 3 // integer values jf @COL_4_12513 if $2525 == 0 // integer values jf @COL_4_12513 $2525 = 1 // integer values :COL_4_12513 if 01AD: car $2470 sphere 0 near_point -838.3314 -1492.5 radius 3.0 3.0 jf @COL_4_12664 if $2609 == 0 // integer values jf @COL_4_12650 if 02B3: player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 jf @COL_4_12636 $2532 = 1 // integer values jump @COL_4_12643 :COL_4_12636 $2532 = 0 // integer values :COL_4_12643 jump @COL_4_12657 :COL_4_12650 $2532 = 0 // integer values :COL_4_12657 jump @COL_4_12671 :COL_4_12664 $2532 = 0 // integer values :COL_4_12671 if $2621 == 0 // integer values jf @COL_4_14350 if $2624 == 0 // integer values jf @COL_4_14350 if $2526 == 0 // integer values jf @COL_4_13119 if or 01FF: player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 $2532 == 1 // integer values jf @COL_4_13103 if 001C: $4811 > $2643 // integer values jf @COL_4_13096 Actor.StorePos($2483, $445, $446, $447) 0054: store_player $PLAYER_CHAR position_to $95 $96 $447 0086: $4862 = $445 // floating-point values only 0061: $4862 -= $95 // floating-point values 0086: $4863 = $446 // floating-point values only 0061: $4863 -= $96 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $2654 = square_root $4864 Actor.StorePos($2476, $445, $446, $447) 0086: $4862 = $445 // floating-point values only 0061: $4862 -= $95 // floating-point values 0086: $4863 = $446 // floating-point values only 0061: $4863 -= $96 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $2655 = square_root $4864 if 0024: $2655 > $2654 // floating-point values only jf @COL_4_13017 022D: set_actor $2483 to_look_at_player $PLAYER_CHAR $2654 = -100.0 // floating-point values jump @COL_4_13035 :COL_4_13017 022D: set_actor $2476 to_look_at_player $PLAYER_CHAR $2655 = -100.0 // floating-point values :COL_4_13035 if $2575 == 0 // integer values jf @COL_4_13076 $2575 = 1 // integer values 0084: $2598 = $4811 // integer values and handles $2598 += 6000 // integer values :COL_4_13076 01BD: $6898 = current_time_in_ms $6898 += 5000 // integer values $2526 = 1 // integer values :COL_4_13096 jump @COL_4_13119 :COL_4_13103 0084: $2643 = $4811 // integer values and handles $2643 += 2000 // integer values :COL_4_13119 if $2526 == 1 // integer values jf @COL_4_13360 if or 01FF: player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 $2532 == 1 // integer values jf @COL_4_13282 if 001C: $4811 > $6898 // integer values jf @COL_4_13275 if $2527 == 0 // integer values jf @COL_4_13224 $2527 = 1 // integer values :COL_4_13224 $2526 = 2 // integer values if $2654 == -100.0 // floating-point values jf @COL_4_13267 01D2: actor $2483 follow_player $PLAYER_CHAR jump @COL_4_13275 :COL_4_13267 01D2: actor $2476 follow_player $PLAYER_CHAR :COL_4_13275 jump @COL_4_13360 :COL_4_13282 if and $2533 == 0 // integer values $2534 == 0 // integer values $2536 == 0 // integer values $2537 == 0 // integer values jf @COL_4_13353 if or $2616 == 0 // integer values $2616 == 7 // integer values jf @COL_4_13353 $2527 = 0 // integer values :COL_4_13353 $2526 = 0 // integer values :COL_4_13360 if $2526 == 2 // integer values jf @COL_4_13718 if or 01FF: player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 $2532 == 1 // integer values jf @COL_4_13640 if $2654 == -100.0 // floating-point values jf @COL_4_13541 if 00E9: player $PLAYER_CHAR 0 $2483 radius 4.0 4.0 jf @COL_4_13534 if $2580 == 0 // integer values jf @COL_4_13514 $2580 = 1 // integer values 0084: $2602 = $4811 // integer values and handles $2602 += 6000 // integer values :COL_4_13514 01BD: $6898 = current_time_in_ms $6898 += 6000 // integer values $2526 = 3 // integer values :COL_4_13534 jump @COL_4_13633 :COL_4_13541 if 00E9: player $PLAYER_CHAR 0 $2476 radius 4.0 4.0 jf @COL_4_13633 if $2580 == 0 // integer values jf @COL_4_13613 $2580 = 1 // integer values 0084: $2602 = $4811 // integer values and handles $2602 += 6000 // integer values :COL_4_13613 01BD: $6898 = current_time_in_ms $6898 += 6000 // integer values $2526 = 3 // integer values :COL_4_13633 jump @COL_4_13718 :COL_4_13640 if and $2533 == 0 // integer values $2534 == 0 // integer values $2536 == 0 // integer values $2537 == 0 // integer values jf @COL_4_13711 if or $2616 == 0 // integer values $2616 == 7 // integer values jf @COL_4_13711 $2527 = 0 // integer values :COL_4_13711 $2526 = 0 // integer values :COL_4_13718 if $2526 == 3 // integer values jf @COL_4_14168 if or 01FF: player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 $2532 == 1 // integer values jf @COL_4_14090 if 001C: $4811 > $6898 // integer values jf @COL_4_14083 if $2579 == 0 // integer values jf @COL_4_13839 $2579 = 1 // integer values 0084: $2601 = $4811 // integer values and handles $2601 += 6000 // integer values :COL_4_13839 if $2654 == -100.0 // floating-point values jf @COL_4_13914 if 00E0: player $PLAYER_CHAR driving jf @COL_4_13899 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $2483 destroy_car $4790 jump @COL_4_13907 :COL_4_13899 01CA: actor $2483 kill_player $PLAYER_CHAR :COL_4_13907 jump @COL_4_13961 :COL_4_13914 if 00E0: player $PLAYER_CHAR driving jf @COL_4_13953 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $2476 destroy_car $4790 jump @COL_4_13961 :COL_4_13953 01CA: actor $2476 kill_player $PLAYER_CHAR :COL_4_13961 if 01FF: player $PLAYER_CHAR near_car $2470 radius 2.0 2.0 1.0 unknown 0 jf @COL_4_14076 if $2573 == 0 // integer values jf @COL_4_14038 $2573 = 1 // integer values 0084: $2596 = $4811 // integer values and handles $2596 += 6000 // integer values :COL_4_14038 if not Actor.Dead($2504) jf @COL_4_14062 01CA: actor $2504 kill_player $PLAYER_CHAR :COL_4_14062 020A: set_car $2470 door_status_to 1 $2544 = 2 // integer values :COL_4_14076 $2526 = 4 // integer values :COL_4_14083 jump @COL_4_14168 :COL_4_14090 if and $2533 == 0 // integer values $2534 == 0 // integer values $2536 == 0 // integer values $2537 == 0 // integer values jf @COL_4_14161 if or $2616 == 0 // integer values $2616 == 7 // integer values jf @COL_4_14161 $2527 = 0 // integer values :COL_4_14161 $2526 = 0 // integer values :COL_4_14168 if $2526 == 4 // integer values jf @COL_4_14350 if and 81FF: not player $PLAYER_CHAR near_car $2470 radius 8.0 10.0 3.0 unknown 0 $2532 == 0 // integer values jf @COL_4_14350 if not Actor.Dead($2504) jf @COL_4_14272 if not Actor.InCar($2504, $2470) jf @COL_4_14272 01D4: actor $2504 go_to_car $2470 and_enter_it_as_a_passenger :COL_4_14272 if and $2533 == 0 // integer values $2534 == 0 // integer values $2536 == 0 // integer values $2537 == 0 // integer values jf @COL_4_14343 if or $2616 == 0 // integer values $2616 == 7 // integer values jf @COL_4_14343 $2527 = 0 // integer values :COL_4_14343 $2526 = 0 // integer values :COL_4_14350 jump @COL_4_14389 :COL_4_14357 if not $2526 == -1 // integer values jf @COL_4_14389 00AE: set_vehicle $2470 traffic_behavior_to 3 $2526 = -1 // integer values :COL_4_14389 if 81AD: not car $2470 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 jf @COL_4_14441 $2535 = 1 // integer values jump @COL_4_14448 :COL_4_14441 $2535 = 0 // integer values :COL_4_14448 if not $2522 == 1 // integer values jf @COL_4_14609 0088: $4862 = 3@ // floating-point values only 0067: $4862 -= 6@ // floating-point values 0088: $4863 = 4@ // floating-point values only 0067: $4863 -= 7@ // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 if 0024: $2665 > $2664 // floating-point values only jf @COL_4_14602 if $2535 == 1 // integer values jf @COL_4_14592 $4864 = 5.0 // floating-point values jump @COL_4_14602 :COL_4_14592 $4864 = 10.0 // floating-point values :COL_4_14602 jump @COL_4_14780 :COL_4_14609 if not $2521 == 1 // integer values jf @COL_4_14770 0088: $4862 = 3@ // floating-point values only 0067: $4862 -= 0@ // floating-point values 0088: $4863 = 4@ // floating-point values only 0067: $4863 -= 1@ // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 if 0024: $2663 > $2664 // floating-point values only jf @COL_4_14763 if $2535 == 1 // integer values jf @COL_4_14753 $4864 = 5.0 // floating-point values jump @COL_4_14763 :COL_4_14753 $4864 = 10.0 // floating-point values :COL_4_14763 jump @COL_4_14780 :COL_4_14770 $4864 = 12.0 // floating-point values :COL_4_14780 0086: $2656 = $4864 // floating-point values only $2656 -= 5.0 // floating-point values if $2656 > 100.0 // floating-point values jf @COL_4_14829 $2656 = 100.0 // floating-point values :COL_4_14829 if 0.0 > $2656 // floating-point values jf @COL_4_14860 $2656 = 0.0 // floating-point values :COL_4_14860 if $2535 == 1 // integer values jf @COL_4_14925 0086: $2669 = $2666 // floating-point values only 0061: $2669 -= $2664 // floating-point values if $2669 > 20.0 // floating-point values jf @COL_4_14925 $2656 = 0.0 // floating-point values :COL_4_14925 if $2527 == 0 // integer values jf @COL_4_14996 if $2656 == 0.0 // floating-point values jf @COL_4_14981 0477: set_car $2470 action 1 time 500 jump @COL_4_14989 :COL_4_14981 Car.SetMaxSpeed($2470, $2656) :COL_4_14989 jump @COL_4_15016 :COL_4_14996 $2656 = 0.0 // floating-point values 0477: set_car $2470 action 1 time 500 :COL_4_15016 if or $2616 == 0 // integer values $2616 == 7 // integer values jf @COL_4_15090 if not $2628 == 3 // integer values jf @COL_4_15090 0084: $2506 = $2470 // integer values and handles 0084: $2507 = $2504 // integer values and handles 0087: 10@ = 5@ // floating-point values only gosub @COL_4_28778 :COL_4_15090 jump @COL_4_16009 :COL_4_15097 if not Actor.Dead($2493) jf @COL_4_15156 Actor.StorePos($2493, $445, $446, $447) 0465: remove_actor $2493 from_turret_mode $447 += 0.5 // floating-point values Actor.PutAt($2493, $445, $446, $447) :COL_4_15156 if $2519 == 0 // integer values jf @COL_4_16009 if $2563 == 0 // integer values jf @COL_4_15215 $2563 = 1 // integer values 0084: $2588 = $4811 // integer values and handles $2588 += 6000 // integer values :COL_4_15215 0084: $2619 = $4811 // integer values and handles $2619 += 6000 // integer values 00BC: text_highpriority 'COL4_B3' 5000 ms 1 // ~g~Drop the tank off in the Colonels lockup before it self destructs. 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values Marker.Disable($2516) 018A: $2516 = create_checkpoint_at -1053.572 -478.045 11.2887 01E7: remove_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0 01E7: remove_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0 01E7: remove_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0 01E7: remove_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 0.308 25.0 01E7: remove_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0 01E7: remove_forbidden_for_cars_cube -837.282 -1041.814 5.0 -777.282 -591.814 25.0 01E7: remove_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617 25.0 0084: $2505 = $2470 // integer values and handles 021B: set_garage $688 to_accept_car $2505 0493: set_tank $2470 contact_explosion 1 $2470 = -1 // integer values $2517 = 1 // integer values $2525 = 1 // integer values $2519 = 1 // integer values if not Actor.Dead($2483) jf @COL_4_15598 011A: set_actor $2483 search_threat 1 01CA: actor $2483 kill_player $PLAYER_CHAR Actor.RemoveReferences($2483) :COL_4_15598 if not Actor.Dead($2484) jf @COL_4_15634 011A: set_actor $2484 search_threat 1 01CA: actor $2484 kill_player $PLAYER_CHAR Actor.RemoveReferences($2484) :COL_4_15634 if not Actor.Dead($2475) jf @COL_4_15670 011A: set_actor $2475 search_threat 1 01CA: actor $2475 kill_player $PLAYER_CHAR Actor.RemoveReferences($2475) :COL_4_15670 if not Actor.Dead($2476) jf @COL_4_15706 011A: set_actor $2476 search_threat 1 01CA: actor $2476 kill_player $PLAYER_CHAR Actor.RemoveReferences($2476) :COL_4_15706 if not Actor.Dead($2479) jf @COL_4_15742 011A: set_actor $2479 search_threat 1 01CA: actor $2479 kill_player $PLAYER_CHAR Actor.RemoveReferences($2479) :COL_4_15742 if not Actor.Dead($2480) jf @COL_4_15778 011A: set_actor $2480 search_threat 1 01CA: actor $2480 kill_player $PLAYER_CHAR Actor.RemoveReferences($2480) :COL_4_15778 if not Actor.Dead($2503) jf @COL_4_15814 011A: set_actor $2503 search_threat 1 01CA: actor $2503 kill_player $PLAYER_CHAR Actor.RemoveReferences($2503) :COL_4_15814 if not Actor.Dead($2504) jf @COL_4_15850 011A: set_actor $2504 search_threat 1 01CA: actor $2504 kill_player $PLAYER_CHAR Actor.RemoveReferences($2504) :COL_4_15850 if not Actor.Dead($2473) jf @COL_4_15886 011A: set_actor $2473 search_threat 1 01CA: actor $2473 kill_player $PLAYER_CHAR Actor.RemoveReferences($2473) :COL_4_15886 if not Actor.Dead($2474) jf @COL_4_15922 011A: set_actor $2474 search_threat 1 01CA: actor $2474 kill_player $PLAYER_CHAR Actor.RemoveReferences($2474) :COL_4_15922 if not Actor.Dead($2478) jf @COL_4_15958 011A: set_actor $2478 search_threat 1 01CA: actor $2478 kill_player $PLAYER_CHAR Actor.RemoveReferences($2478) :COL_4_15958 if not Actor.Dead($2482) jf @COL_4_15994 011A: set_actor $2482 search_threat 1 01CA: actor $2482 kill_player $PLAYER_CHAR Actor.RemoveReferences($2482) :COL_4_15994 Car.RemoveReferences($2467) Car.RemoveReferences($2468) Car.RemoveReferences($2469) :COL_4_16009 jump @COL_4_16056 :COL_4_16016 if $2519 == 0 // integer values jf @COL_4_16056 00BC: text_highpriority 'COL4_B5' 5000 ms 1 // ~r~The tank has been destroyed! jump @COL_4_28407 :COL_4_16056 if $2519 == 1 // integer values jf @COL_4_16794 if 021C: car_inside_garage $688 jf @COL_4_16097 jump @COL_4_28424 :COL_4_16097 if Car.Wrecked($2505) jf @COL_4_16135 00BC: text_highpriority 'COL4_B5' 5000 ms 1 // ~r~The tank has been destroyed! jump @COL_4_28407 :COL_4_16135 if 81AD: not car $2505 sphere 0 near_point -1058.095 -478.054 radius 30.0 30.0 jf @COL_4_16187 Player.SetMinWantedLevel($PLAYER_CHAR, 3) jump @COL_4_16194 :COL_4_16187 Player.WantedLevel($PLAYER_CHAR) = 0 :COL_4_16194 if 00DC: player $PLAYER_CHAR driving $2505 jf @COL_4_16478 if $2614 == 0 // integer values jf @COL_4_16317 if 00F7: player $PLAYER_CHAR sphere 1 near_point_in_car -1058.095 -478.054 10.0896 radius 4.0 4.0 3.0 jf @COL_4_16317 00BC: text_highpriority 'COL4_B7' 5000 ms 1 // ~g~Drive the tank into the garage. 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $2614 = 1 // integer values :COL_4_16317 if $2614 == 1 // integer values jf @COL_4_16421 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1043.661 -476.886 12.038 radius 7.0 8.0 2.0 jf @COL_4_16421 00BC: text_highpriority 'COL4_B8' 5000 ms 1 // ~g~Get out of the tank and walk out of the garage. 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $2614 = 2 // integer values :COL_4_16421 if $2517 == 0 // integer values jf @COL_4_16471 Marker.Disable($2516) 018A: $2516 = create_checkpoint_at -1053.572 -478.045 11.2887 $2517 = 1 // integer values :COL_4_16471 jump @COL_4_16534 :COL_4_16478 if $2517 == 1 // integer values jf @COL_4_16534 if not $2614 == 2 // integer values jf @COL_4_16534 Marker.Disable($2516) $2516 = Marker.CreateAboveCar($2505) $2517 = 0 // integer values :COL_4_16534 if 001C: $4811 > $2619 // integer values jf @COL_4_16634 if $2620 == 0 // integer values jf @COL_4_16634 if $2560 == 0 // integer values jf @COL_4_16612 $2560 = 1 // integer values 0084: $2585 = $4811 // integer values and handles $2585 += 6000 // integer values :COL_4_16612 03C4: set_status_text_to $2520 1 'DETON' // DETONATION: $2620 = 1 // integer values :COL_4_16634 if $2620 > 0 // integer values jf @COL_4_16794 if $2647 > 100.0 // floating-point values jf @COL_4_16692 $2520 = 100 // integer values 020B: explode_car $2505 jump @COL_4_16710 :COL_4_16692 0078: $2647 += frame_delta_time * 0.017 // floating-point values 008C: $2520 = float_to_integer $2647 :COL_4_16710 if $2520 > 95 // integer values jf @COL_4_16794 if $2620 == 1 // integer values jf @COL_4_16794 if $2561 == 0 // integer values jf @COL_4_16787 $2561 = 1 // integer values 0084: $2586 = $4811 // integer values and handles $2586 += 6000 // integer values :COL_4_16787 $2620 = 2 // integer values :COL_4_16794 if $2608 > 0 // integer values jf @COL_4_18145 if 02B3: player $PLAYER_CHAR in_cube -823.448 -1488.083 10.852 -841.991 -1480.591 16.165 radius 30.0 sphere 0 jf @COL_4_17489 if 00F5: player $PLAYER_CHAR 0 -833.708 -1509.877 12.489 radius 4.0 6.0 1.5 jf @COL_4_17403 if not Actor.Dead($2508) jf @COL_4_17146 if $2545 == 0 // integer values jf @COL_4_16983 0411: set_actor $2508 use_pednode_seek 0 0239: actor $2508 run_to -838.6741 -1498.07 0411: set_actor $2508 use_pednode_seek 0 $2545 = 1 // integer values :COL_4_16983 if $2545 == 1 // integer values jf @COL_4_17068 if 00ED: actor $2508 0 -838.6741 -1498.07 radius 1.0 1.0 jf @COL_4_17068 0239: actor $2508 run_to -845.7342 -1501.918 0411: set_actor $2508 use_pednode_seek 0 $2545 = 2 // integer values :COL_4_17068 if $2545 == 2 // integer values jf @COL_4_17139 if 00ED: actor $2508 0 -845.7342 -1501.918 radius 1.0 1.0 jf @COL_4_17139 01CA: actor $2508 kill_player $PLAYER_CHAR $2545 = 3 // integer values :COL_4_17139 jump @COL_4_17396 :COL_4_17146 Actor.RemoveReferences($2508) if not Actor.Dead($2509) jf @COL_4_17384 if $2546 == 0 // integer values jf @COL_4_17221 0411: set_actor $2509 use_pednode_seek 0 0239: actor $2509 run_to -838.6741 -1498.07 0411: set_actor $2509 use_pednode_seek 0 $2546 = 1 // integer values :COL_4_17221 if $2546 == 1 // integer values jf @COL_4_17306 if 00ED: actor $2509 0 -838.6741 -1498.07 radius 1.0 1.0 jf @COL_4_17306 0239: actor $2509 run_to -845.7342 -1501.918 0411: set_actor $2509 use_pednode_seek 0 $2546 = 2 // integer values :COL_4_17306 if $2546 == 2 // integer values jf @COL_4_17377 if 00ED: actor $2509 0 -845.7342 -1501.918 radius 1.0 1.0 jf @COL_4_17377 01CA: actor $2509 kill_player $PLAYER_CHAR $2546 = 3 // integer values :COL_4_17377 jump @COL_4_17396 :COL_4_17384 Actor.RemoveReferences($2509) $2609 = 1 // integer values :COL_4_17396 jump @COL_4_17482 :COL_4_17403 if not Actor.Dead($2508) jf @COL_4_17434 01CA: actor $2508 kill_player $PLAYER_CHAR jump @COL_4_17439 :COL_4_17434 Actor.RemoveReferences($2508) :COL_4_17439 if not Actor.Dead($2509) jf @COL_4_17470 01CA: actor $2509 kill_player $PLAYER_CHAR jump @COL_4_17475 :COL_4_17470 Actor.RemoveReferences($2509) :COL_4_17475 $2609 = 0 // integer values :COL_4_17482 jump @COL_4_18145 :COL_4_17489 if not Actor.Dead($2508) jf @COL_4_17812 if $2545 == 0 // integer values jf @COL_4_17576 if 00ED: actor $2508 0 -830.7947 -1500.054 radius 1.0 1.0 jf @COL_4_17576 011C: actor $2508 clear_objective Actor.Angle($2508) = 2.1778 :COL_4_17576 if $2545 == 1 // integer values jf @COL_4_17630 0411: set_actor $2508 use_pednode_seek 0 0239: actor $2508 run_to -830.7947 -1500.054 0411: set_actor $2508 use_pednode_seek 0 $2545 = 0 // integer values :COL_4_17630 if $2545 == 3 // integer values jf @COL_4_17684 0411: set_actor $2508 use_pednode_seek 0 0239: actor $2508 run_to -839.5587 -1496.724 0411: set_actor $2508 use_pednode_seek 0 $2545 = 2 // integer values :COL_4_17684 if $2545 == 2 // integer values jf @COL_4_17805 0411: set_actor $2508 use_pednode_seek 0 0239: actor $2508 run_to -839.5587 -1496.724 0411: set_actor $2508 use_pednode_seek 0 if 00ED: actor $2508 0 -839.5587 -1496.724 radius 1.0 1.0 jf @COL_4_17805 0411: set_actor $2508 use_pednode_seek 0 0239: actor $2508 run_to -830.7947 -1500.054 0411: set_actor $2508 use_pednode_seek 0 $2545 = 0 // integer values :COL_4_17805 jump @COL_4_17817 :COL_4_17812 Actor.RemoveReferences($2508) :COL_4_17817 if not Actor.Dead($2509) jf @COL_4_18140 if $2546 == 0 // integer values jf @COL_4_17904 if 00ED: actor $2509 0 -824.3466 -1488.274 radius 1.0 1.0 jf @COL_4_17904 011C: actor $2509 clear_objective Actor.Angle($2509) = 117.421 :COL_4_17904 if $2546 == 1 // integer values jf @COL_4_17958 0411: set_actor $2509 use_pednode_seek 0 0239: actor $2509 run_to -824.3466 -1488.274 0411: set_actor $2509 use_pednode_seek 0 $2546 = 0 // integer values :COL_4_17958 if $2546 == 3 // integer values jf @COL_4_18012 0411: set_actor $2509 use_pednode_seek 0 0239: actor $2509 run_to -839.5587 -1496.724 0411: set_actor $2509 use_pednode_seek 0 $2546 = 2 // integer values :COL_4_18012 if $2546 == 2 // integer values jf @COL_4_18133 0411: set_actor $2509 use_pednode_seek 0 0239: actor $2509 run_to -839.5587 -1496.724 0411: set_actor $2509 use_pednode_seek 0 if 00ED: actor $2509 0 -839.5587 -1496.724 radius 1.0 1.0 jf @COL_4_18133 0411: set_actor $2509 use_pednode_seek 0 0239: actor $2509 run_to -824.3466 -1488.274 0411: set_actor $2509 use_pednode_seek 0 $2546 = 0 // integer values :COL_4_18133 jump @COL_4_18145 :COL_4_18140 Actor.RemoveReferences($2509) :COL_4_18145 if $2611 == 1 // integer values jf @COL_4_19375 if $2562 == 0 // integer values jf @COL_4_18204 $2562 = 1 // integer values 0084: $2587 = $4811 // integer values and handles $2587 += 6000 // integer values :COL_4_18204 if not Actor.Dead($2483) jf @COL_4_18258 0084: $2512 = $2483 // integer values and handles 0084: $2644 = $2621 // integer values and handles gosub @COL_4_31026 0084: $2621 = $2644 // integer values and handles jump @COL_4_18283 :COL_4_18258 if not $2621 == 3 // integer values jf @COL_4_18283 $2525 = 1 // integer values :COL_4_18283 if not Actor.Dead($2484) jf @COL_4_18337 0084: $2512 = $2484 // integer values and handles 0084: $2644 = $2622 // integer values and handles gosub @COL_4_31026 0084: $2622 = $2644 // integer values and handles jump @COL_4_18362 :COL_4_18337 if not $2622 == 3 // integer values jf @COL_4_18362 $2525 = 1 // integer values :COL_4_18362 if not Actor.Dead($2475) jf @COL_4_18416 0084: $2512 = $2475 // integer values and handles 0084: $2644 = $2623 // integer values and handles gosub @COL_4_31026 0084: $2623 = $2644 // integer values and handles jump @COL_4_18441 :COL_4_18416 if not $2623 == 3 // integer values jf @COL_4_18441 $2525 = 1 // integer values :COL_4_18441 if not Actor.Dead($2476) jf @COL_4_18495 0084: $2512 = $2476 // integer values and handles 0084: $2644 = $2624 // integer values and handles gosub @COL_4_31026 0084: $2624 = $2644 // integer values and handles jump @COL_4_18520 :COL_4_18495 if not $2624 == 3 // integer values jf @COL_4_18520 $2525 = 1 // integer values :COL_4_18520 if not Actor.Dead($2479) jf @COL_4_18574 0084: $2512 = $2479 // integer values and handles 0084: $2644 = $2625 // integer values and handles gosub @COL_4_31026 0084: $2625 = $2644 // integer values and handles jump @COL_4_18599 :COL_4_18574 if not $2625 == 3 // integer values jf @COL_4_18599 $2525 = 1 // integer values :COL_4_18599 if not Actor.Dead($2480) jf @COL_4_18653 0084: $2512 = $2480 // integer values and handles 0084: $2644 = $2626 // integer values and handles gosub @COL_4_31026 0084: $2626 = $2644 // integer values and handles jump @COL_4_18678 :COL_4_18653 if not $2626 == 3 // integer values jf @COL_4_18678 $2525 = 1 // integer values :COL_4_18678 if not Actor.Dead($2473) jf @COL_4_18732 0084: $2512 = $2473 // integer values and handles 0084: $2644 = $2629 // integer values and handles gosub @COL_4_31026 0084: $2629 = $2644 // integer values and handles jump @COL_4_18757 :COL_4_18732 if not $2629 == 3 // integer values jf @COL_4_18757 $2525 = 1 // integer values :COL_4_18757 if not Actor.Dead($2474) jf @COL_4_18811 0084: $2512 = $2474 // integer values and handles 0084: $2644 = $2630 // integer values and handles gosub @COL_4_31026 0084: $2630 = $2644 // integer values and handles jump @COL_4_18836 :COL_4_18811 if not $2630 == 3 // integer values jf @COL_4_18836 $2525 = 1 // integer values :COL_4_18836 if not Actor.Dead($2503) jf @COL_4_18890 0084: $2512 = $2503 // integer values and handles 0084: $2644 = $2627 // integer values and handles gosub @COL_4_31026 0084: $2627 = $2644 // integer values and handles jump @COL_4_18915 :COL_4_18890 if not $2627 == 3 // integer values jf @COL_4_18915 $2525 = 1 // integer values :COL_4_18915 if not Actor.Dead($2504) jf @COL_4_18969 0084: $2512 = $2504 // integer values and handles 0084: $2644 = $2628 // integer values and handles gosub @COL_4_31026 0084: $2628 = $2644 // integer values and handles jump @COL_4_18994 :COL_4_18969 if not $2628 == 3 // integer values jf @COL_4_18994 $2525 = 1 // integer values :COL_4_18994 if not Actor.Dead($2493) jf @COL_4_19350 if $2538 == 0 // integer values jf @COL_4_19114 0465: remove_actor $2493 from_turret_mode Actor.StorePos($2493, $445, $446, $447) $447 += 1.0 // floating-point values Actor.PutAt($2493, $445, $446, $447) 0291: set_actor $2493 attack_when_provoked 1 011A: set_actor $2493 search_threat 1 0239: actor $2493 run_to -829.7494 -1491.996 0411: set_actor $2493 use_pednode_seek 0 $2538 = 1 // integer values :COL_4_19114 if $2538 == 1 // integer values jf @COL_4_19237 if 04FF: $2493 jf @COL_4_19170 0239: actor $2493 run_to -829.7494 -1491.996 0411: set_actor $2493 use_pednode_seek 0 :COL_4_19170 if 00ED: actor $2493 0 -829.7494 -1491.996 radius 1.0 1.0 jf @COL_4_19237 0239: actor $2493 run_to -826.0425 -1493.517 0411: set_actor $2493 use_pednode_seek 0 $2538 = 2 // integer values :COL_4_19237 if $2538 == 2 // integer values jf @COL_4_19343 if 04FF: $2493 jf @COL_4_19293 0239: actor $2493 run_to -826.0425 -1493.517 0411: set_actor $2493 use_pednode_seek 0 :COL_4_19293 if 00ED: actor $2493 0 -826.0425 -1493.517 radius 1.0 1.0 jf @COL_4_19343 Actor.DestroyInstantly($2493) $2538 = 3 // integer values :COL_4_19343 jump @COL_4_19375 :COL_4_19350 if not $2538 == 3 // integer values jf @COL_4_19375 $2525 = 1 // integer values :COL_4_19375 if $2565 == 3 // integer values jf @COL_4_21011 if not Car.Wrecked($2469) jf @COL_4_20798 if 80DC: not player $PLAYER_CHAR driving $2469 jf @COL_4_20711 if not Actor.Dead($2481) jf @COL_4_20679 if Actor.InCar($2481, $2469) jf @COL_4_20647 Car.StorePos($2469, 11@, 12@, 13@) 0088: $4862 = 11@ // floating-point values only $4862 -= -837.0244 // floating-point values 0088: $4863 = 12@ // floating-point values only $4863 -= -1509.279 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $2666 = square_root $4864 if $2525 == 0 // integer values jf @COL_4_20265 if not Actor.Dead($2482) jf @COL_4_19724 if $2537 == 5 // integer values jf @COL_4_19717 if Actor.InCar($2482, $2469) jf @COL_4_19670 $2537 = 0 // integer values if or $2616 == 0 // integer values $2616 == 7 // integer values jf @COL_4_19663 $2527 = 0 // integer values :COL_4_19663 jump @COL_4_19717 :COL_4_19670 if Actor.Driving($2482) jf @COL_4_19709 $2502 = Actor.CurrentCar($2482) 01D3: actor $2482 leave_car $2502 jump @COL_4_19717 :COL_4_19709 01D4: actor $2482 go_to_car $2469 and_enter_it_as_a_passenger :COL_4_19717 jump @COL_4_19749 :COL_4_19724 if $2525 == 0 // integer values jf @COL_4_19749 $2525 = 1 // integer values :COL_4_19749 if Actor.Dead($2481) jf @COL_4_19790 if $2525 == 0 // integer values jf @COL_4_19790 $2525 = 1 // integer values :COL_4_19790 if 031E: vehicle $2469 hit_by_weapon 39 jf @COL_4_19846 if 01FC: player $PLAYER_CHAR near_car $2469 radius 20.0 20.0 0 jf @COL_4_19846 $2638 = 1 // integer values :COL_4_19846 if 031E: vehicle $2469 hit_by_weapon 47 jf @COL_4_19898 $2641 = Car.Health($2469) if 800 > $2641 // integer values jf @COL_4_19898 $2525 = 1 // integer values :COL_4_19898 0468: set_vehicle $2469 clear_last_weapon_damage 0088: $4862 = 11@ // floating-point values only 0067: $4862 -= 3@ // floating-point values 0088: $4863 = 12@ // floating-point values only 0067: $4863 -= 4@ // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 0089: 14@ = $4864 // floating-point values only 14@ -= 4.0 // floating-point values if 14@ > 100.0 // floating-point values jf @COL_4_20024 14@ = 100.0 // floating-point values :COL_4_20024 if 0.0 > 14@ // floating-point values jf @COL_4_20055 14@ = 0.0 // floating-point values :COL_4_20055 if 81AD: not car $2469 sphere 0 near_point -838.3314 -1490.493 radius 50.0 50.0 jf @COL_4_20129 if 0024: $2664 > $2666 // floating-point values only jf @COL_4_20122 14@ = 0.0 // floating-point values :COL_4_20122 jump @COL_4_20136 :COL_4_20129 04E0: car $2469 abandon_path_radius 40 :COL_4_20136 0084: $2506 = $2469 // integer values and handles 0084: $2507 = $2482 // integer values and handles 0087: 10@ = 13@ // floating-point values only gosub @COL_4_28778 if $2527 == 0 // integer values jf @COL_4_20238 if 14@ == 0.0 // floating-point values jf @COL_4_20223 0477: set_car $2469 action 1 time 500 jump @COL_4_20231 :COL_4_20223 Car.SetMaxSpeed($2469, 14@) :COL_4_20231 jump @COL_4_20258 :COL_4_20238 14@ = 0.0 // floating-point values 0477: set_car $2469 action 1 time 500 :COL_4_20258 jump @COL_4_20640 :COL_4_20265 if $2595 == 1 // integer values jf @COL_4_20483 if or $2524 == 2 // integer values $2524 == 3 // integer values jf @COL_4_20315 $2524 = 0 // integer values :COL_4_20315 if $2524 == 0 // integer values jf @COL_4_20364 Car.SetMaxSpeed($2469, 100.0) 00AE: set_vehicle $2469 traffic_behavior_to 2 Car.SetDriverBehaviour($2469, KillThePlayer) $2524 = 1 // integer values :COL_4_20364 if $2524 == 1 // integer values jf @COL_4_20476 if $2557 == 10 // integer values jf @COL_4_20469 if 01FC: player $PLAYER_CHAR near_car $2469 radius 20.0 20.0 0 jf @COL_4_20455 if not Actor.Dead($2482) jf @COL_4_20455 01CA: actor $2482 kill_player $PLAYER_CHAR :COL_4_20455 $2557 = 0 // integer values jump @COL_4_20476 :COL_4_20469 $2557 += 1 // integer values :COL_4_20476 jump @COL_4_20640 :COL_4_20483 if or $2524 == 0 // integer values $2524 == 1 // integer values jf @COL_4_20515 $2524 = 2 // integer values :COL_4_20515 if $2524 == 2 // integer values jf @COL_4_20571 Car.SetMaxSpeed($2469, 100.0) 00AE: set_vehicle $2469 traffic_behavior_to 2 Car.DriveTo($2469, 3@, 4@, 5@) $2524 = 3 // integer values :COL_4_20571 if $2524 == 3 // integer values jf @COL_4_20640 if 01AD: car $2469 sphere 0 near_point 3@ 4@ radius 20.0 20.0 jf @COL_4_20640 Car.SetDriverBehaviour($2469, 11) 0477: set_car $2469 action 1 time 500 :COL_4_20640 jump @COL_4_20672 :COL_4_20647 if $2525 == 0 // integer values jf @COL_4_20672 $2525 = 1 // integer values :COL_4_20672 jump @COL_4_20704 :COL_4_20679 if $2525 == 0 // integer values jf @COL_4_20704 $2525 = 1 // integer values :COL_4_20704 jump @COL_4_20791 :COL_4_20711 Car.ImmuneToNonPlayer($2469) = False if not Actor.Dead($2481) jf @COL_4_20742 01CA: actor $2481 kill_player $PLAYER_CHAR :COL_4_20742 if not Actor.Dead($2482) jf @COL_4_20766 01CA: actor $2482 kill_player $PLAYER_CHAR :COL_4_20766 if $2525 == 0 // integer values jf @COL_4_20791 $2525 = 1 // integer values :COL_4_20791 jump @COL_4_20823 :COL_4_20798 if $2525 == 0 // integer values jf @COL_4_20823 $2525 = 1 // integer values :COL_4_20823 0084: $2513 = $2489 // integer values and handles 0084: $2514 = $2469 // integer values and handles 0084: $2515 = $2481 // integer values and handles 0084: $2566 = $2552 // integer values and handles gosub @COL_4_31355 0084: $2552 = $2566 // integer values and handles 0084: $2513 = $2490 // integer values and handles 0084: $2514 = $2469 // integer values and handles 0084: $2515 = $2481 // integer values and handles 0084: $2566 = $2553 // integer values and handles gosub @COL_4_31355 0084: $2553 = $2566 // integer values and handles 0084: $2513 = $2491 // integer values and handles 0084: $2514 = $2469 // integer values and handles 0084: $2515 = $2481 // integer values and handles 0084: $2566 = $2554 // integer values and handles gosub @COL_4_31355 0084: $2554 = $2566 // integer values and handles 0084: $2513 = $2492 // integer values and handles 0084: $2514 = $2469 // integer values and handles 0084: $2515 = $2481 // integer values and handles 0084: $2566 = $2555 // integer values and handles gosub @COL_4_31355 0084: $2555 = $2566 // integer values and handles :COL_4_21011 if 803A: not $2527 == $2618 // integer values and handles jf @COL_4_21145 0084: $2618 = $2527 // integer values and handles if $2527 == 1 // integer values jf @COL_4_21104 if $2576 == 0 // integer values jf @COL_4_21097 $2576 = 1 // integer values 0084: $2599 = $4811 // integer values and handles $2599 += 6000 // integer values :COL_4_21097 jump @COL_4_21145 :COL_4_21104 if $2577 == 0 // integer values jf @COL_4_21145 $2577 = 1 // integer values 0084: $2600 = $4811 // integer values and handles $2600 += 6000 // integer values :COL_4_21145 if $2560 > 0 // integer values jf @COL_4_21407 if $2560 == 3 // integer values jf @COL_4_21227 if 03D2: wav 1 ended jf @COL_4_21227 03D5: remove_text 'COL4_24' // Security protocol Delta India Echo triggered! Vehicle self destruct initiated! $2560 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_21227 if $2560 == 2 // integer values jf @COL_4_21305 if 03D0: wav 1 loaded jf @COL_4_21305 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_21298 00BC: text_highpriority 'COL4_24' 10000 ms 1 // Security protocol Delta India Echo triggered! Vehicle self destruct initiated! :COL_4_21298 $2560 = 3 // integer values :COL_4_21305 if $2560 == 1 // integer values jf @COL_4_21400 if $2607 == 0 // integer values jf @COL_4_21374 03CF: load_wav 'COL4_24' as 1 $2560 = 2 // integer values $2607 = 1 // integer values jump @COL_4_21400 :COL_4_21374 if 001C: $4811 > $2585 // integer values jf @COL_4_21400 $2560 = 0 // integer values :COL_4_21400 jump @COL_4_21478 :COL_4_21407 if $2560 > 0 // integer values jf @COL_4_21478 if $2560 > 1 // integer values jf @COL_4_21471 $2560 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_21478 :COL_4_21471 $2560 = 0 // integer values :COL_4_21478 if $2561 > 0 // integer values jf @COL_4_21740 if $2561 == 3 // integer values jf @COL_4_21560 if 03D2: wav 1 ended jf @COL_4_21560 03D5: remove_text 'COL4_26' // Prepare to die Communist scum! $2561 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_21560 if $2561 == 2 // integer values jf @COL_4_21638 if 03D0: wav 1 loaded jf @COL_4_21638 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_21631 00BC: text_highpriority 'COL4_26' 10000 ms 1 // Prepare to die Communist scum! :COL_4_21631 $2561 = 3 // integer values :COL_4_21638 if $2561 == 1 // integer values jf @COL_4_21733 if $2607 == 0 // integer values jf @COL_4_21707 03CF: load_wav 'COL4_26' as 1 $2561 = 2 // integer values $2607 = 1 // integer values jump @COL_4_21733 :COL_4_21707 if 001C: $4811 > $2586 // integer values jf @COL_4_21733 $2561 = 0 // integer values :COL_4_21733 jump @COL_4_21811 :COL_4_21740 if $2561 > 0 // integer values jf @COL_4_21811 if $2561 > 1 // integer values jf @COL_4_21804 $2561 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_21811 :COL_4_21804 $2561 = 0 // integer values :COL_4_21811 if and $2562 > 0 // integer values $2610 == 1 // integer values jf @COL_4_22080 if $2562 == 3 // integer values jf @COL_4_21900 if 03D2: wav 1 ended jf @COL_4_21900 03D5: remove_text 'COL4_23' // Objective completed! Platoon dismissed! - Lets go eat some doughnuts. $2562 = 4 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_21900 if $2562 == 2 // integer values jf @COL_4_21978 if 03D0: wav 1 loaded jf @COL_4_21978 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_21971 00BC: text_highpriority 'COL4_23' 10000 ms 1 // Objective completed! Platoon dismissed! - Lets go eat some doughnuts. :COL_4_21971 $2562 = 3 // integer values :COL_4_21978 if $2562 == 1 // integer values jf @COL_4_22073 if $2607 == 0 // integer values jf @COL_4_22047 03CF: load_wav 'COL4_23' as 1 $2562 = 2 // integer values $2607 = 1 // integer values jump @COL_4_22073 :COL_4_22047 if 001C: $4811 > $2587 // integer values jf @COL_4_22073 $2562 = 0 // integer values :COL_4_22073 jump @COL_4_22151 :COL_4_22080 if $2562 > 0 // integer values jf @COL_4_22151 if $2562 > 1 // integer values jf @COL_4_22144 $2562 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_22151 :COL_4_22144 $2562 = 0 // integer values :COL_4_22151 if and $2563 > 0 // integer values $2610 == 1 // integer values jf @COL_4_22420 if $2563 == 3 // integer values jf @COL_4_22240 if 03D2: wav 1 ended jf @COL_4_22240 03D5: remove_text 'COL4_12' // Civilian in the TANK! STOP HIM! $2563 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_22240 if $2563 == 2 // integer values jf @COL_4_22318 if 03D0: wav 1 loaded jf @COL_4_22318 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_22311 00BC: text_highpriority 'COL4_12' 10000 ms 1 // Civilian in the TANK! STOP HIM! :COL_4_22311 $2563 = 3 // integer values :COL_4_22318 if $2563 == 1 // integer values jf @COL_4_22413 if $2607 == 0 // integer values jf @COL_4_22387 03CF: load_wav 'COL4_12' as 1 $2563 = 2 // integer values $2607 = 1 // integer values jump @COL_4_22413 :COL_4_22387 if 001C: $4811 > $2588 // integer values jf @COL_4_22413 $2563 = 0 // integer values :COL_4_22413 jump @COL_4_22491 :COL_4_22420 if $2563 > 0 // integer values jf @COL_4_22491 if $2563 > 1 // integer values jf @COL_4_22484 $2563 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_22491 :COL_4_22484 $2563 = 0 // integer values :COL_4_22491 if and $2567 > 0 // integer values $2610 == 1 // integer values jf @COL_4_22760 if $2567 == 3 // integer values jf @COL_4_22580 if 03D2: wav 1 ended jf @COL_4_22580 03D5: remove_text 'COL4_21' // SNIPER! $2567 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_22580 if $2567 == 2 // integer values jf @COL_4_22658 if 03D0: wav 1 loaded jf @COL_4_22658 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_22651 00BC: text_highpriority 'COL4_21' 10000 ms 1 // SNIPER! :COL_4_22651 $2567 = 3 // integer values :COL_4_22658 if $2567 == 1 // integer values jf @COL_4_22753 if $2607 == 0 // integer values jf @COL_4_22727 03CF: load_wav 'COL4_21' as 1 $2567 = 2 // integer values $2607 = 1 // integer values jump @COL_4_22753 :COL_4_22727 if 001C: $4811 > $2590 // integer values jf @COL_4_22753 $2567 = 0 // integer values :COL_4_22753 jump @COL_4_22831 :COL_4_22760 if $2567 > 0 // integer values jf @COL_4_22831 if $2567 > 1 // integer values jf @COL_4_22824 $2567 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_22831 :COL_4_22824 $2567 = 0 // integer values :COL_4_22831 if and $2568 > 0 // integer values $2610 == 1 // integer values jf @COL_4_23100 if $2568 == 3 // integer values jf @COL_4_22920 if 03D2: wav 1 ended jf @COL_4_22920 03D5: remove_text 'COL4_22' // I'm getting out of here. $2568 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_22920 if $2568 == 2 // integer values jf @COL_4_22998 if 03D0: wav 1 loaded jf @COL_4_22998 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_22991 00BC: text_highpriority 'COL4_22' 10000 ms 1 // I'm getting out of here. :COL_4_22991 $2568 = 3 // integer values :COL_4_22998 if $2568 == 1 // integer values jf @COL_4_23093 if $2607 == 0 // integer values jf @COL_4_23067 03CF: load_wav 'COL4_22' as 1 $2568 = 2 // integer values $2607 = 1 // integer values jump @COL_4_23093 :COL_4_23067 if 001C: $4811 > $2591 // integer values jf @COL_4_23093 $2568 = 0 // integer values :COL_4_23093 jump @COL_4_23171 :COL_4_23100 if $2568 > 0 // integer values jf @COL_4_23171 if $2568 > 1 // integer values jf @COL_4_23164 $2568 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_23171 :COL_4_23164 $2568 = 0 // integer values :COL_4_23171 if and $2525 > 0 // integer values $2610 == 1 // integer values jf @COL_4_23481 if $2564 == 3 // integer values jf @COL_4_23260 if 03D2: wav 1 ended jf @COL_4_23260 03D5: remove_text 'COL4_9' // DEFENSIVE POSITIONS! $2564 = 4 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_23260 if $2564 == 2 // integer values jf @COL_4_23338 if 03D0: wav 1 loaded jf @COL_4_23338 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_23331 00BC: text_highpriority 'COL4_9' 10000 ms 1 // DEFENSIVE POSITIONS! :COL_4_23331 $2564 = 3 // integer values :COL_4_23338 if $2564 == 1 // integer values jf @COL_4_23433 if $2607 == 0 // integer values jf @COL_4_23407 03CF: load_wav 'COL4_9' as 1 $2564 = 2 // integer values $2607 = 1 // integer values jump @COL_4_23433 :COL_4_23407 if 001C: $4811 > $2589 // integer values jf @COL_4_23433 $2564 = 0 // integer values :COL_4_23433 if $2564 == 0 // integer values jf @COL_4_23474 0084: $2589 = $4811 // integer values and handles $2589 += 6000 // integer values $2564 = 1 // integer values :COL_4_23474 jump @COL_4_23570 :COL_4_23481 if $2564 > 0 // integer values jf @COL_4_23570 if $2564 > 1 // integer values jf @COL_4_23563 if not $2564 == 4 // integer values jf @COL_4_23542 $2564 = 0 // integer values :COL_4_23542 $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_23570 :COL_4_23563 $2564 = 0 // integer values :COL_4_23570 if and $2569 > 0 // integer values $2610 == 1 // integer values jf @COL_4_23839 if $2569 == 3 // integer values jf @COL_4_23659 if 03D2: wav 1 ended jf @COL_4_23659 03D5: remove_text 'COL4_6' // WE'RE TAKING ENEMY FIRE! $2569 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_23659 if $2569 == 2 // integer values jf @COL_4_23737 if 03D0: wav 1 loaded jf @COL_4_23737 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_23730 00BC: text_highpriority 'COL4_6' 10000 ms 1 // WE'RE TAKING ENEMY FIRE! :COL_4_23730 $2569 = 3 // integer values :COL_4_23737 if $2569 == 1 // integer values jf @COL_4_23832 if $2607 == 0 // integer values jf @COL_4_23806 03CF: load_wav 'COL4_6' as 1 $2569 = 2 // integer values $2607 = 1 // integer values jump @COL_4_23832 :COL_4_23806 if 001C: $4811 > $2592 // integer values jf @COL_4_23832 $2569 = 0 // integer values :COL_4_23832 jump @COL_4_23910 :COL_4_23839 if $2569 > 0 // integer values jf @COL_4_23910 if $2569 > 1 // integer values jf @COL_4_23903 $2569 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_23910 :COL_4_23903 $2569 = 0 // integer values :COL_4_23910 if and $2570 > 0 // integer values $2610 == 1 // integer values jf @COL_4_24179 if $2570 == 3 // integer values jf @COL_4_23999 if 03D2: wav 1 ended jf @COL_4_23999 03D5: remove_text 'COL4_19' // Go get some doughnuts, soldier! - Sir, Yes Sir! $2570 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_23999 if $2570 == 2 // integer values jf @COL_4_24077 if 03D0: wav 1 loaded jf @COL_4_24077 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_24070 00BC: text_highpriority 'COL4_19' 10000 ms 1 // Go get some doughnuts, soldier! - Sir, Yes Sir! :COL_4_24070 $2570 = 3 // integer values :COL_4_24077 if $2570 == 1 // integer values jf @COL_4_24172 if $2607 == 0 // integer values jf @COL_4_24146 03CF: load_wav 'COL4_19' as 1 $2570 = 2 // integer values $2607 = 1 // integer values jump @COL_4_24172 :COL_4_24146 if 001C: $4811 > $2593 // integer values jf @COL_4_24172 $2570 = 0 // integer values :COL_4_24172 jump @COL_4_24250 :COL_4_24179 if $2570 > 0 // integer values jf @COL_4_24250 if $2570 > 1 // integer values jf @COL_4_24243 $2570 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_24250 :COL_4_24243 $2570 = 0 // integer values :COL_4_24250 if and $2571 > 0 // integer values $2610 == 1 // integer values jf @COL_4_24519 if $2571 == 3 // integer values jf @COL_4_24339 if 03D2: wav 1 ended jf @COL_4_24339 03D5: remove_text 'COL4_20' // Target acquired, Sir $2571 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_24339 if $2571 == 2 // integer values jf @COL_4_24417 if 03D0: wav 1 loaded jf @COL_4_24417 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_24410 00BC: text_highpriority 'COL4_20' 10000 ms 1 // Target acquired, Sir :COL_4_24410 $2571 = 3 // integer values :COL_4_24417 if $2571 == 1 // integer values jf @COL_4_24512 if $2607 == 0 // integer values jf @COL_4_24486 03CF: load_wav 'COL4_20' as 1 $2571 = 2 // integer values $2607 = 1 // integer values jump @COL_4_24512 :COL_4_24486 if 001C: $4811 > $2594 // integer values jf @COL_4_24512 $2571 = 0 // integer values :COL_4_24512 jump @COL_4_24590 :COL_4_24519 if $2571 > 0 // integer values jf @COL_4_24590 if $2571 > 1 // integer values jf @COL_4_24583 $2571 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_24590 :COL_4_24583 $2571 = 0 // integer values :COL_4_24590 if and $2573 > 0 // integer values $2610 == 1 // integer values jf @COL_4_24859 if $2573 == 3 // integer values jf @COL_4_24679 if 03D2: wav 1 ended jf @COL_4_24679 03D5: remove_text 'COL4_18' // Someone's on the tank Sir! $2573 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_24679 if $2573 == 2 // integer values jf @COL_4_24757 if 03D0: wav 1 loaded jf @COL_4_24757 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_24750 00BC: text_highpriority 'COL4_18' 10000 ms 1 // Someone's on the tank Sir! :COL_4_24750 $2573 = 3 // integer values :COL_4_24757 if $2573 == 1 // integer values jf @COL_4_24852 if $2607 == 0 // integer values jf @COL_4_24826 03CF: load_wav 'COL4_18' as 1 $2573 = 2 // integer values $2607 = 1 // integer values jump @COL_4_24852 :COL_4_24826 if 001C: $4811 > $2596 // integer values jf @COL_4_24852 $2573 = 0 // integer values :COL_4_24852 jump @COL_4_24930 :COL_4_24859 if $2573 > 0 // integer values jf @COL_4_24930 if $2573 > 1 // integer values jf @COL_4_24923 $2573 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_24930 :COL_4_24923 $2573 = 0 // integer values :COL_4_24930 if and $2574 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_25206 if $2574 == 3 // integer values jf @COL_4_25026 if 03D2: wav 1 ended jf @COL_4_25026 03D5: remove_text 'COL4_1' // What's up with the Gunner? - Don't know Sir! $2574 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_25026 if $2574 == 2 // integer values jf @COL_4_25104 if 03D0: wav 1 loaded jf @COL_4_25104 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_25097 00BC: text_highpriority 'COL4_1' 10000 ms 1 // What's up with the Gunner? - Don't know Sir! :COL_4_25097 $2574 = 3 // integer values :COL_4_25104 if $2574 == 1 // integer values jf @COL_4_25199 if $2607 == 0 // integer values jf @COL_4_25173 03CF: load_wav 'COL4_1' as 1 $2574 = 2 // integer values $2607 = 1 // integer values jump @COL_4_25199 :COL_4_25173 if 001C: $4811 > $2597 // integer values jf @COL_4_25199 $2574 = 0 // integer values :COL_4_25199 jump @COL_4_25277 :COL_4_25206 if $2574 > 0 // integer values jf @COL_4_25277 if $2574 > 1 // integer values jf @COL_4_25270 $2574 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_25277 :COL_4_25270 $2574 = 0 // integer values :COL_4_25277 if and $2584 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_25553 if $2584 == 3 // integer values jf @COL_4_25373 if 03D2: wav 1 ended jf @COL_4_25373 03D5: remove_text 'COL4_4' // Get topside soldier. - Sir, Yes Sir! $2584 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_25373 if $2584 == 2 // integer values jf @COL_4_25451 if 03D0: wav 1 loaded jf @COL_4_25451 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_25444 00BC: text_highpriority 'COL4_4' 10000 ms 1 // Get topside soldier. - Sir, Yes Sir! :COL_4_25444 $2584 = 3 // integer values :COL_4_25451 if $2584 == 1 // integer values jf @COL_4_25546 if $2607 == 0 // integer values jf @COL_4_25520 03CF: load_wav 'COL4_4' as 1 $2584 = 2 // integer values $2607 = 1 // integer values jump @COL_4_25546 :COL_4_25520 if 001C: $4811 > $2606 // integer values jf @COL_4_25546 $2584 = 0 // integer values :COL_4_25546 jump @COL_4_25624 :COL_4_25553 if $2584 > 0 // integer values jf @COL_4_25624 if $2584 > 1 // integer values jf @COL_4_25617 $2584 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_25624 :COL_4_25617 $2584 = 0 // integer values :COL_4_25624 if and $2576 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_25900 if $2576 == 3 // integer values jf @COL_4_25720 if 03D2: wav 1 ended jf @COL_4_25720 03D5: remove_text 'COL4_3' // CONVOY HALT! $2576 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_25720 if $2576 == 2 // integer values jf @COL_4_25798 if 03D0: wav 1 loaded jf @COL_4_25798 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_25791 00BC: text_highpriority 'COL4_3' 10000 ms 1 // CONVOY HALT! :COL_4_25791 $2576 = 3 // integer values :COL_4_25798 if $2576 == 1 // integer values jf @COL_4_25893 if $2607 == 0 // integer values jf @COL_4_25867 03CF: load_wav 'COL4_3' as 1 $2576 = 2 // integer values $2607 = 1 // integer values jump @COL_4_25893 :COL_4_25867 if 001C: $4811 > $2599 // integer values jf @COL_4_25893 $2576 = 0 // integer values :COL_4_25893 jump @COL_4_25971 :COL_4_25900 if $2576 > 0 // integer values jf @COL_4_25971 if $2576 > 1 // integer values jf @COL_4_25964 $2576 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_25971 :COL_4_25964 $2576 = 0 // integer values :COL_4_25971 if and $2577 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_26247 if $2577 == 3 // integer values jf @COL_4_26067 if 03D2: wav 1 ended jf @COL_4_26067 03D5: remove_text 'COL4_17' // Ok, PLATOON MOVE IT OUT! $2577 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_26067 if $2577 == 2 // integer values jf @COL_4_26145 if 03D0: wav 1 loaded jf @COL_4_26145 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_26138 00BC: text_highpriority 'COL4_17' 10000 ms 1 // Ok, PLATOON MOVE IT OUT! :COL_4_26138 $2577 = 3 // integer values :COL_4_26145 if $2577 == 1 // integer values jf @COL_4_26240 if $2607 == 0 // integer values jf @COL_4_26214 03CF: load_wav 'COL4_17' as 1 $2577 = 2 // integer values $2607 = 1 // integer values jump @COL_4_26240 :COL_4_26214 if 001C: $4811 > $2600 // integer values jf @COL_4_26240 $2577 = 0 // integer values :COL_4_26240 jump @COL_4_26318 :COL_4_26247 if $2577 > 0 // integer values jf @COL_4_26318 if $2577 > 1 // integer values jf @COL_4_26311 $2577 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_26318 :COL_4_26311 $2577 = 0 // integer values :COL_4_26318 if and $2575 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_26594 if $2575 == 3 // integer values jf @COL_4_26414 if 03D2: wav 1 ended jf @COL_4_26414 03D5: remove_text 'COL4_7' // Civilian, move away from the tank! $2575 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_26414 if $2575 == 2 // integer values jf @COL_4_26492 if 03D0: wav 1 loaded jf @COL_4_26492 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_26485 00BC: text_highpriority 'COL4_7' 10000 ms 1 // Civilian, move away from the tank! :COL_4_26485 $2575 = 3 // integer values :COL_4_26492 if $2575 == 1 // integer values jf @COL_4_26587 if $2607 == 0 // integer values jf @COL_4_26561 03CF: load_wav 'COL4_7' as 1 $2575 = 2 // integer values $2607 = 1 // integer values jump @COL_4_26587 :COL_4_26561 if 001C: $4811 > $2598 // integer values jf @COL_4_26587 $2575 = 0 // integer values :COL_4_26587 jump @COL_4_26665 :COL_4_26594 if $2575 > 0 // integer values jf @COL_4_26665 if $2575 > 1 // integer values jf @COL_4_26658 $2575 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_26665 :COL_4_26658 $2575 = 0 // integer values :COL_4_26665 if and $2579 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_26941 if $2579 == 3 // integer values jf @COL_4_26761 if 03D2: wav 1 ended jf @COL_4_26761 03D5: remove_text 'COL4_14' // Drop him soldier. $2579 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_26761 if $2579 == 2 // integer values jf @COL_4_26839 if 03D0: wav 1 loaded jf @COL_4_26839 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_26832 00BC: text_highpriority 'COL4_14' 10000 ms 1 // Drop him soldier. :COL_4_26832 $2579 = 3 // integer values :COL_4_26839 if $2579 == 1 // integer values jf @COL_4_26934 if $2607 == 0 // integer values jf @COL_4_26908 03CF: load_wav 'COL4_14' as 1 $2579 = 2 // integer values $2607 = 1 // integer values jump @COL_4_26934 :COL_4_26908 if 001C: $4811 > $2601 // integer values jf @COL_4_26934 $2579 = 0 // integer values :COL_4_26934 jump @COL_4_27012 :COL_4_26941 if $2579 > 0 // integer values jf @COL_4_27012 if $2579 > 1 // integer values jf @COL_4_27005 $2579 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_27012 :COL_4_27005 $2579 = 0 // integer values :COL_4_27012 if and $2580 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_27288 if $2580 == 3 // integer values jf @COL_4_27108 if 03D2: wav 1 ended jf @COL_4_27108 03D5: remove_text 'COL4_8' // I SAID, move away, IMMEDIATELY! $2580 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_27108 if $2580 == 2 // integer values jf @COL_4_27186 if 03D0: wav 1 loaded jf @COL_4_27186 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_27179 00BC: text_highpriority 'COL4_8' 10000 ms 1 // I SAID, move away, IMMEDIATELY! :COL_4_27179 $2580 = 3 // integer values :COL_4_27186 if $2580 == 1 // integer values jf @COL_4_27281 if $2607 == 0 // integer values jf @COL_4_27255 03CF: load_wav 'COL4_8' as 1 $2580 = 2 // integer values $2607 = 1 // integer values jump @COL_4_27281 :COL_4_27255 if 001C: $4811 > $2602 // integer values jf @COL_4_27281 $2580 = 0 // integer values :COL_4_27281 jump @COL_4_27359 :COL_4_27288 if $2580 > 0 // integer values jf @COL_4_27359 if $2580 > 1 // integer values jf @COL_4_27352 $2580 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_27359 :COL_4_27352 $2580 = 0 // integer values :COL_4_27359 if and $2581 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_27635 if $2581 == 3 // integer values jf @COL_4_27455 if 03D2: wav 1 ended jf @COL_4_27455 03D5: remove_text 'COL4_11' // Get that civilian out of our way soldier! - Sir, Yes Sir! $2581 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_27455 if $2581 == 2 // integer values jf @COL_4_27533 if 03D0: wav 1 loaded jf @COL_4_27533 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_27526 00BC: text_highpriority 'COL4_11' 10000 ms 1 // Get that civilian out of our way soldier! - Sir, Yes Sir! :COL_4_27526 $2581 = 3 // integer values :COL_4_27533 if $2581 == 1 // integer values jf @COL_4_27628 if $2607 == 0 // integer values jf @COL_4_27602 03CF: load_wav 'COL4_11' as 1 $2581 = 2 // integer values $2607 = 1 // integer values jump @COL_4_27628 :COL_4_27602 if 001C: $4811 > $2603 // integer values jf @COL_4_27628 $2581 = 0 // integer values :COL_4_27628 jump @COL_4_27706 :COL_4_27635 if $2581 > 0 // integer values jf @COL_4_27706 if $2581 > 1 // integer values jf @COL_4_27699 $2581 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_27706 :COL_4_27699 $2581 = 0 // integer values :COL_4_27706 if and $2582 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_27982 if $2582 == 3 // integer values jf @COL_4_27802 if 03D2: wav 1 ended jf @COL_4_27802 03D5: remove_text 'COL4_13' // This is a military convoy, do not obstruct our route. $2582 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_27802 if $2582 == 2 // integer values jf @COL_4_27880 if 03D0: wav 1 loaded jf @COL_4_27880 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_27873 00BC: text_highpriority 'COL4_13' 10000 ms 1 // This is a military convoy, do not obstruct our route. :COL_4_27873 $2582 = 3 // integer values :COL_4_27880 if $2582 == 1 // integer values jf @COL_4_27975 if $2607 == 0 // integer values jf @COL_4_27949 03CF: load_wav 'COL4_13' as 1 $2582 = 2 // integer values $2607 = 1 // integer values jump @COL_4_27975 :COL_4_27949 if 001C: $4811 > $2604 // integer values jf @COL_4_27975 $2582 = 0 // integer values :COL_4_27975 jump @COL_4_28053 :COL_4_27982 if $2582 > 0 // integer values jf @COL_4_28053 if $2582 > 1 // integer values jf @COL_4_28046 $2582 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_28053 :COL_4_28046 $2582 = 0 // integer values :COL_4_28053 if and $2583 > 0 // integer values $2610 == 1 // integer values $2525 == 0 // integer values jf @COL_4_28329 if $2583 == 3 // integer values jf @COL_4_28149 if 03D2: wav 1 ended jf @COL_4_28149 03D5: remove_text 'COL4_15' // Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir! $2583 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 :COL_4_28149 if $2583 == 2 // integer values jf @COL_4_28227 if 03D0: wav 1 loaded jf @COL_4_28227 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @COL_4_28220 00BC: text_highpriority 'COL4_15' 10000 ms 1 // Get that civilian vehicle out of our way! - Sir! Moving vehicle Sir! :COL_4_28220 $2583 = 3 // integer values :COL_4_28227 if $2583 == 1 // integer values jf @COL_4_28322 if $2607 == 0 // integer values jf @COL_4_28296 03CF: load_wav 'COL4_15' as 1 $2583 = 2 // integer values $2607 = 1 // integer values jump @COL_4_28322 :COL_4_28296 if 001C: $4811 > $2605 // integer values jf @COL_4_28322 $2583 = 0 // integer values :COL_4_28322 jump @COL_4_28400 :COL_4_28329 if $2583 > 0 // integer values jf @COL_4_28400 if $2583 > 1 // integer values jf @COL_4_28393 $2583 = 0 // integer values $2607 = 0 // integer values jump @COL_4_4011 jump @COL_4_28400 :COL_4_28393 $2583 = 0 // integer values :COL_4_28400 jump @COL_4_4011 :COL_4_28407 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :COL_4_28424 $PASSED_COL4_SIR_YES_SIR = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 2000 0318: set_latest_mission_passed 'COL_4' // Sir, Yes Sir! 030C: progress_made += 1 0394: play_music 1 Marker.Disable($228) return :COL_4_28487 $ONMISSION = 0 // integer values Marker.Disable($2516) 01E7: remove_forbidden_for_cars_cube -721.211 243.998 5.0 -651.211 693.998 25.0 01E7: remove_forbidden_for_cars_cube -760.362 101.883 5.0 -700.362 251.883 25.0 01E7: remove_forbidden_for_cars_cube -783.906 -46.826 5.0 -723.906 103.174 25.0 01E7: remove_forbidden_for_cars_cube -853.397 -149.692 5.0 -773.397 0.308 25.0 01E7: remove_forbidden_for_cars_cube -870.656 -594.54 5.0 -810.656 -144.54 25.0 01E7: remove_forbidden_for_cars_cube -837.282 -1041.814 5.0 -777.282 -591.814 25.0 01E7: remove_forbidden_for_cars_cube -827.532 -1539.617 5.0 -747.532 -1039.617 25.0 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Model.Destroy(#RHINO) Model.Destroy(#BARRACKS) Model.Destroy(#ARMY) Model.Destroy(#PATRIOT) Model.Destroy(#RUGER) 0151: remove_status_text $2520 Pickup.Destroy($2510) Pickup.Destroy($2511) $1603 = 0 // integer values mission_cleanup return :COL_4_28778 if 003A: $2507 == $2474 // integer values and handles jf @COL_4_28845 0084: $2530 = $2533 // integer values and handles 0084: $2531 = $2539 // integer values and handles 0086: $2661 = $2652 // floating-point values only 0086: $2662 = $2653 // floating-point values only 0084: $2471 = $2495 // integer values and handles 0084: $2631 = $2632 // integer values and handles :COL_4_28845 if 003A: $2507 == $2478 // integer values and handles jf @COL_4_28912 0084: $2530 = $2534 // integer values and handles 0084: $2531 = $2540 // integer values and handles 0086: $2661 = $2648 // floating-point values only 0086: $2662 = $2649 // floating-point values only 0084: $2471 = $2496 // integer values and handles 0084: $2631 = $2633 // integer values and handles :COL_4_28912 if 003A: $2507 == $2504 // integer values and handles jf @COL_4_28979 0084: $2530 = $2536 // integer values and handles 0084: $2531 = $2541 // integer values and handles 0086: $2661 = $2650 // floating-point values only 0086: $2662 = $2651 // floating-point values only 0084: $2471 = $2497 // integer values and handles 0084: $2631 = $2634 // integer values and handles :COL_4_28979 if 003A: $2507 == $2482 // integer values and handles jf @COL_4_29046 0084: $2530 = $2537 // integer values and handles 0084: $2531 = $2542 // integer values and handles 0086: $2661 = $2645 // floating-point values only 0086: $2662 = $2646 // floating-point values only 0084: $2471 = $2498 // integer values and handles 0084: $2631 = $2635 // integer values and handles :COL_4_29046 if 01C1: car $2506 stopped jf @COL_4_30693 0407: create_coordinate $2659 $2660 $447 from_car $2506 offset 0.0 7.0 0.0 if not Actor.Dead($2507) jf @COL_4_30686 if 00F6: player $PLAYER_CHAR 0 $2659 $2660 10@ radius 4.0 4.0 2.0 jf @COL_4_29607 if $2530 == 5 // integer values jf @COL_4_29174 $2530 = 0 // integer values :COL_4_29174 if $2530 == 0 // integer values jf @COL_4_29385 if 044B: actor $2507 on_foot jf @COL_4_29276 011C: actor $2507 clear_objective 01D2: actor $2507 follow_player $PLAYER_CHAR if $2581 == 0 // integer values jf @COL_4_29262 $2581 = 1 // integer values 0084: $2603 = $4811 // integer values and handles $2603 += 6000 // integer values :COL_4_29262 $2530 = 1 // integer values jump @COL_4_29360 :COL_4_29276 if 803A: not $2507 == $2504 // integer values and handles jf @COL_4_29360 if Actor.Driving($2507) jf @COL_4_29360 $2494 = Actor.CurrentCar($2507) 020A: set_car $2494 door_status_to 1 if 003A: $2494 == $2470 // integer values and handles jf @COL_4_29352 $2544 = 2 // integer values :COL_4_29352 01D3: actor $2507 leave_car $2494 :COL_4_29360 if $2527 == 0 // integer values jf @COL_4_29385 $2527 = 1 // integer values :COL_4_29385 if $2530 == 1 // integer values jf @COL_4_29514 if not Actor.Driving($2507) jf @COL_4_29514 if 00E9: player $PLAYER_CHAR 0 $2507 radius 2.5 2.5 jf @COL_4_29514 if $2582 == 0 // integer values jf @COL_4_29491 $2582 = 1 // integer values 0084: $2604 = $4811 // integer values and handles $2604 += 6000 // integer values :COL_4_29491 0084: $2531 = $4811 // integer values and handles $2531 += 7000 // integer values $2530 = 2 // integer values :COL_4_29514 if $2530 == 2 // integer values jf @COL_4_29607 if 001C: $4811 > $2531 // integer values jf @COL_4_29607 if $2579 == 0 // integer values jf @COL_4_29592 $2579 = 1 // integer values 0084: $2601 = $4811 // integer values and handles $2601 += 6000 // integer values :COL_4_29592 01CA: actor $2507 kill_player $PLAYER_CHAR $2530 = 3 // integer values :COL_4_29607 if $2530 == 0 // integer values jf @COL_4_29648 if not Actor.Driving($2507) jf @COL_4_29648 $2530 = 5 // integer values :COL_4_29648 if 80F6: not player $PLAYER_CHAR 0 $2659 $2660 10@ radius 4.0 4.0 2.0 jf @COL_4_30321 if or $2530 == 1 // integer values $2530 == 2 // integer values $2530 == 3 // integer values jf @COL_4_29866 0086: $2657 = $2659 // floating-point values only $2657 += 4.0 // floating-point values 0086: $2658 = $2660 // floating-point values only $2658 += 4.0 // floating-point values 0086: $445 = $2657 // floating-point values only $445 -= 8.0 // floating-point values 0086: $446 = $2658 // floating-point values only $446 -= 8.0 // floating-point values 053E: $2471 = get_random_car_with_actors -1 in_area $2657 $2658 $445 $446 if $2471 == -1 // integer values jf @COL_4_29852 $2530 = 5 // integer values $2518 = 0 // integer values jump @COL_4_29866 :COL_4_29852 $2530 = 0 // integer values $2518 = 1 // integer values :COL_4_29866 if $2530 == 8 // integer values jf @COL_4_29996 if not Actor.Driving($2507) jf @COL_4_29996 if not Car.Wrecked($2471) jf @COL_4_29931 01D5: actor $2507 go_to_and_drive_car $2471 jump @COL_4_29943 :COL_4_29931 011C: actor $2507 clear_objective $2530 = 5 // integer values :COL_4_29943 Car.RemoveReferences($2471) if $2583 == 0 // integer values jf @COL_4_29989 $2583 = 1 // integer values 0084: $2605 = $4811 // integer values and handles $2605 += 4000 // integer values :COL_4_29989 $2530 = 4 // integer values :COL_4_29996 if $2530 == 0 // integer values jf @COL_4_30314 if not $2518 == 1 // integer values jf @COL_4_30123 0086: $2657 = $2659 // floating-point values only $2657 += 4.0 // floating-point values 0086: $2658 = $2660 // floating-point values only $2658 += 4.0 // floating-point values 0086: $445 = $2657 // floating-point values only $445 -= 8.0 // floating-point values 0086: $446 = $2658 // floating-point values only $446 -= 8.0 // floating-point values 053E: $2471 = get_random_car_with_actors -1 in_area $2657 $2658 $445 $446 :COL_4_30123 if not $2471 == -1 // integer values jf @COL_4_30314 if Car.Wrecked($2471) jf @COL_4_30190 00AE: set_vehicle $2506 traffic_behavior_to 3 Car.RemoveReferences($2471) $2530 = 5 // integer values $2471 = -1 // integer values jump @COL_4_30314 :COL_4_30190 if not Actor.Driving($2507) jf @COL_4_30233 01D5: actor $2507 go_to_and_drive_car $2471 Car.RemoveReferences($2471) $2530 = 4 // integer values jump @COL_4_30289 :COL_4_30233 $2494 = Actor.CurrentCar($2507) 020A: set_car $2494 door_status_to 1 if 003A: $2494 == $2470 // integer values and handles jf @COL_4_30274 $2544 = 2 // integer values :COL_4_30274 01D3: actor $2507 leave_car $2494 $2530 = 8 // integer values :COL_4_30289 if $2527 == 0 // integer values jf @COL_4_30314 $2527 = 1 // integer values :COL_4_30314 $2518 = 0 // integer values :COL_4_30321 if $2530 == 4 // integer values jf @COL_4_30571 if Actor.Driving($2507) jf @COL_4_30490 Car.RemoveReferences($2471) $2471 = -1 // integer values $2471 = Actor.CurrentCar($2507) Car.StorePos($2471, $445, $446, $447) $445 -= 10.0 // floating-point values $446 -= 25.0 // floating-point values 02C0: set $2661 $2662 $447 to_ped_path_coords_closest_to $445 $446 $447 Car.SetMaxSpeed($2471, 20.0) 00AE: set_vehicle $2471 traffic_behavior_to 2 02C2: car $2471 drive_to_point $2661 $2662 $447 0084: $2531 = $4811 // integer values and handles $2531 += 10000 // integer values $2530 = 6 // integer values jump @COL_4_30571 :COL_4_30490 if Car.Wrecked($2471) jf @COL_4_30525 011C: actor $2507 clear_objective $2530 = 5 // integer values jump @COL_4_30571 :COL_4_30525 if 81AD: not car $2471 sphere 0 near_point $2659 $2660 radius 4.0 4.0 jf @COL_4_30571 011C: actor $2507 clear_objective $2530 = 5 // integer values :COL_4_30571 if $2530 == 6 // integer values jf @COL_4_30686 if 00EE: actor $2507 0 $2661 $2662 radius 3.0 3.0 jf @COL_4_30637 $2530 = 5 // integer values jump @COL_4_30686 :COL_4_30637 if 001C: $4811 > $2531 // integer values jf @COL_4_30663 $2530 = 5 // integer values :COL_4_30663 if not Actor.Driving($2507) jf @COL_4_30686 $2530 = 5 // integer values :COL_4_30686 jump @COL_4_30725 :COL_4_30693 if and not $2530 == 0 // integer values not $2530 == 5 // integer values jf @COL_4_30725 $2530 = 5 // integer values :COL_4_30725 if 003A: $2507 == $2474 // integer values and handles jf @COL_4_30792 0084: $2533 = $2530 // integer values and handles 0084: $2539 = $2531 // integer values and handles 0086: $2652 = $2661 // floating-point values only 0086: $2653 = $2662 // floating-point values only 0084: $2495 = $2471 // integer values and handles 0084: $2632 = $2631 // integer values and handles :COL_4_30792 if 003A: $2507 == $2478 // integer values and handles jf @COL_4_30859 0084: $2534 = $2530 // integer values and handles 0084: $2540 = $2531 // integer values and handles 0086: $2648 = $2661 // floating-point values only 0086: $2649 = $2662 // floating-point values only 0084: $2496 = $2471 // integer values and handles 0084: $2633 = $2631 // integer values and handles :COL_4_30859 if 003A: $2507 == $2504 // integer values and handles jf @COL_4_30926 0084: $2536 = $2530 // integer values and handles 0084: $2541 = $2531 // integer values and handles 0086: $2650 = $2661 // floating-point values only 0086: $2651 = $2662 // floating-point values only 0084: $2497 = $2471 // integer values and handles 0084: $2634 = $2631 // integer values and handles :COL_4_30926 if 003A: $2507 == $2482 // integer values and handles jf @COL_4_30993 0084: $2537 = $2530 // integer values and handles 0084: $2542 = $2531 // integer values and handles 0086: $2645 = $2661 // floating-point values only 0086: $2646 = $2662 // floating-point values only 0084: $2498 = $2471 // integer values and handles 0084: $2635 = $2631 // integer values and handles :COL_4_30993 return :COL_4_30995 01B2: give_actor $2472 weapon 27 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $2472 threat_search 0243: set_actor $2472 ped_stats_to 16 0319: set_actor $2472 running 1 return :COL_4_31026 if $2644 == 0 // integer values jf @COL_4_31087 0291: set_actor $2512 attack_when_provoked 1 011A: set_actor $2512 search_threat 1 0239: actor $2512 run_to -829.7494 -1491.996 0411: set_actor $2512 use_pednode_seek 0 $2644 = 1 // integer values :COL_4_31087 if $2644 == 1 // integer values jf @COL_4_31210 if 04FF: $2512 jf @COL_4_31143 0239: actor $2512 run_to -829.7494 -1491.996 0411: set_actor $2512 use_pednode_seek 0 :COL_4_31143 if 00ED: actor $2512 0 -829.7494 -1491.996 radius 1.0 1.0 jf @COL_4_31210 0239: actor $2512 run_to -826.0425 -1493.517 0411: set_actor $2512 use_pednode_seek 0 $2644 = 2 // integer values :COL_4_31210 if $2644 == 2 // integer values jf @COL_4_31316 if 04FF: $2512 jf @COL_4_31266 0239: actor $2512 run_to -826.0425 -1493.517 0411: set_actor $2512 use_pednode_seek 0 :COL_4_31266 if 00ED: actor $2512 0 -826.0425 -1493.517 radius 1.0 1.0 jf @COL_4_31316 Actor.DestroyInstantly($2512) $2644 = 3 // integer values :COL_4_31316 return :COL_4_31318 if 001C: $2781 > $CUT_SCENE_TIME // integer values jf @COL_4_31353 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL_4_31318 :COL_4_31353 return :COL_4_31355 if not Car.Wrecked($2514) jf @COL_4_31895 if 80DC: not player $PLAYER_CHAR driving $2514 jf @COL_4_31852 if not Actor.Dead($2515) jf @COL_4_31692 if Actor.InCar($2515, $2514) jf @COL_4_31557 if not $2525 == 0 // integer values jf @COL_4_31486 if not Actor.Dead($2513) jf @COL_4_31474 01CA: actor $2513 kill_player $PLAYER_CHAR jump @COL_4_31479 :COL_4_31474 0465: remove_actor $2513 from_turret_mode :COL_4_31479 jump @COL_4_31550 :COL_4_31486 if Actor.Dead($2513) jf @COL_4_31534 if $2525 == 0 // integer values jf @COL_4_31527 $2525 = 1 // integer values :COL_4_31527 jump @COL_4_31550 :COL_4_31534 020F: actor $2513 look_at_player $PLAYER_CHAR 04C6: actor $2513 do_kung_fu_stance_towards_actor $PLAYER_ACTOR :COL_4_31550 jump @COL_4_31685 :COL_4_31557 if $2566 == 0 // integer values jf @COL_4_31685 if not Actor.Dead($2513) jf @COL_4_31685 0465: remove_actor $2513 from_turret_mode 0407: create_coordinate $445 $446 $447 from_car $2514 offset 0.0 -11.0 0.0 0239: actor $2513 run_to $445 $446 if 00ED: actor $2513 0 $445 $446 radius 2.0 2.0 jf @COL_4_31685 01CA: actor $2513 kill_player $PLAYER_CHAR $2566 = 1 // integer values :COL_4_31685 jump @COL_4_31845 :COL_4_31692 if $2525 == 0 // integer values jf @COL_4_31717 $2525 = 1 // integer values :COL_4_31717 if $2566 == 0 // integer values jf @COL_4_31845 if not Actor.Dead($2513) jf @COL_4_31845 0465: remove_actor $2513 from_turret_mode 0407: create_coordinate $445 $446 $447 from_car $2514 offset 0.0 -11.0 0.0 0239: actor $2513 run_to $445 $446 if 00ED: actor $2513 0 $445 $446 radius 2.0 2.0 jf @COL_4_31845 01CA: actor $2513 kill_player $PLAYER_CHAR $2566 = 1 // integer values :COL_4_31845 jump @COL_4_31888 :COL_4_31852 Car.ImmuneToNonPlayer($2514) = False 0465: remove_actor $2513 from_turret_mode if not Actor.Dead($2513) jf @COL_4_31888 01CA: actor $2513 kill_player $PLAYER_CHAR :COL_4_31888 jump @COL_4_31924 :COL_4_31895 0465: remove_actor $2513 from_turret_mode if not Actor.Dead($2513) jf @COL_4_31924 01CA: actor $2513 kill_player $PLAYER_CHAR :COL_4_31924 return //-------------Mission 11--------------- // Originally: All Hands On Deck! :COL_5 gosub @COL_5_36 if wasted_or_busted jf @COL_5_27 gosub @COL_5_30422 :COL_5_27 gosub @COL_5_30913 end_thread :COL_5_36 $ONMISSION = 1 // integer values thread 'COL_5' increment_mission_attempts wait 0 054C: use_GXT_table 'GENERA5' 058E: set_restart_mission_taxi_destination -163.0 -1439.4 9.0 201.5 $2810 = 0.0 // floating-point values $2749 = 0 // integer values $2750 = 0 // integer values $2741 = 0 // integer values $2742 = 0 // integer values $2746 = 0 // integer values $2747 = 0 // integer values $2748 = 0 // integer values $2751 = 0 // integer values $2753 = 0 // integer values $2754 = 0 // integer values $2755 = 0 // integer values $2756 = 0 // integer values $2757 = 0 // integer values $2759 = 0 // integer values $2760 = 0 // integer values $2761 = 0 // integer values $2762 = 0 // integer values $2763 = -2 // integer values $2607 = 0 // integer values $2560 = 0 // integer values $2561 = 0 // integer values $2562 = 0 // integer values $2563 = 0 // integer values $2568 = 0 // integer values $2570 = 0 // integer values $2571 = 0 // integer values $2573 = 0 // integer values $2574 = 0 // integer values $2575 = 0 // integer values $2576 = 0 // integer values $2577 = 0 // integer values $2579 = 0 // integer values $2585 = 0 // integer values $2586 = 0 // integer values $2587 = 0 // integer values $2588 = 0 // integer values $2591 = 0 // integer values $2593 = 0 // integer values $2594 = 0 // integer values $2596 = 0 // integer values $2597 = 0 // integer values $2598 = 0 // integer values $2599 = 0 // integer values $2600 = 0 // integer values $2601 = 0 // integer values $2768 = 0 // integer values $2769 = 0 // integer values $2770 = 0 // integer values $2771 = 0 // integer values $2772 = 0 // integer values $2766 = 0 // integer values $2784 = -1 // integer values $2785 = -1 // integer values $2799 = -1 // integer values $2786 = -1 // integer values $2767 = -1 // integer values $2775 = 0 // integer values $2776 = 0 // integer values $2779 = 0 // integer values $2780 = 0 // integer values $2788 = 0 // integer values $2789 = 0 // integer values $2790 = 0 // integer values $2791 = 0 // integer values $2792 = 0 // integer values $2793 = 0 // integer values $2794 = 0 // integer values $2795 = 0 // integer values $2796 = 0 // integer values $2797 = 0 // integer values $2798 = 0 // integer values $2787 = 0 // integer values $2800 = 0 // integer values $2801 = 0 // integer values $2773 = 0 // integer values $2774 = 0 // integer values $2805 = 10.0 // floating-point values $2739 = 0 // integer values $2778 = 0 // integer values $2783 = 0 // integer values $2740 = 0 // integer values $2764 = -1 // integer values Object.StorePos($714, $448, $449, $450) 0086: $2812 = $448 // floating-point values only 0086: $2813 = $449 // floating-point values only 0086: $2814 = $450 // floating-point values only 0482: 6.0 00C0: set_current_time 6 0 set_weather 0 014C: set_parked_car_generator $1849 cars_to_generate_to 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSCOLO' 023C: load_special_actor 3 'CGONA' 023C: load_special_actor 4 'CGONB' Model.Load(#YT_MAIN_BODY) Model.Load(#YT_MAIN_BODY2) Model.Load(#YT_DOORS14) Model.Load(#YT_TMP_BOAT) Model.Load(#LODMAIN_BODY) Model.Load(#BIG_POLY_TINGS) Model.Load(#YT_GANGPLNK_TMP) 038B: load_requested_models :COL_5_818 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded jf @COL_5_856 wait 0 jump @COL_5_818 :COL_5_856 if or not Model.Available(#YT_MAIN_BODY) not Model.Available(#YT_MAIN_BODY2) not Model.Available(#YT_DOORS14) not Model.Available(#YT_TMP_BOAT) not Model.Available(#LODMAIN_BODY) not Model.Available(#BIG_POLY_TINGS) jf @COL_5_902 wait 0 jump @COL_5_856 :COL_5_902 if not Model.Available(#YT_GANGPLNK_TMP) jf @COL_5_928 wait 0 jump @COL_5_902 :COL_5_928 041D: set_camera_near_clip 0.1 02E4: load_cutscene_data 'COL_5A' Object.StorePos($714, $448, $449, $450) $448 += 0.003 // floating-point values $449 -= 1.381 // floating-point values $450 += 3.149 // floating-point values 0244: set_cutscene_pos $448 $449 $450 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSCOLO' 02E5: $2270 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $2270 'CGONA' 02E5: $2271 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $2271 'CGONB' 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime $2781 = 791 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5A_1' 10000 ms 1 // Circumstances force a hasty departure, amigo. $2781 = 3435 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5A_2' 10000 ms 1 // What's the problem? $2781 = 4140 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5A_3' 10000 ms 1 // Ehh, the French want their missile technology back and after that last incident, $2781 = 7919 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5A_4' 10000 ms 1 // I feel it is time to find safer harbors. $2781 = 9945 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5A_5' 10000 ms 1 // Wouldn't it be safer to fly? $2781 = 11371 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5A_6' 10000 ms 1 // I'd be dead before I reached check-in. Besides, I need to get my merchandise out of the country. $2781 = 16000 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5A_7' 10000 ms 1 // Need another gun? $2781 = 17365 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5A_8' 10000 ms 1 // You, my friend, are worth ten guns... $2781 = 21837 // integer values gosub @COL_5_30059 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :COL_5_1382 if fading jf @COL_5_1406 wait 0 jump @COL_5_1382 :COL_5_1406 if 82E9: not cutscene_reached_end jf @COL_5_1430 wait 0 jump @COL_5_1406 :COL_5_1430 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 Model.Destroy(#YT_MAIN_BODY) Model.Destroy(#YT_MAIN_BODY2) Model.Destroy(#YT_DOORS14) Model.Destroy(#YT_TMP_BOAT) Model.Destroy(#LODMAIN_BODY) Model.Destroy(#BIG_POLY_TINGS) Model.Destroy(#YT_GANGPLNK_TMP) 04E3: unknown_player $PLAYER_CHAR 3 60000 Model.Load(#HUNTER) Model.Load(#DINGHY) Model.Load(#SPEEDER) Model.Load(#RIO) Model.Load(#WASHING) Model.Load(#MAVERICK) Model.Load(#MARQUIS) Model.Load(#TROPIC) Model.Load(#RUGER) Model.Load(#KATANA) Model.Load(#HMOST) Model.Load(#UZI) Model.Load(#COLT45) 023C: load_special_actor 1 'IGCOLON' 023C: load_special_actor 2 'CGONA' 038B: load_requested_models :COL_5_1584 if or not Model.Available(#HUNTER) not Model.Available(#DINGHY) not Model.Available(#SPEEDER) not Model.Available(#RIO) not Model.Available(#WASHING) jf @COL_5_1631 wait 0 jump @COL_5_1584 :COL_5_1631 if or not Model.Available(#MAVERICK) not Model.Available(#MARQUIS) not Model.Available(#TROPIC) not Model.Available(#KATANA) not Model.Available(#RUGER) jf @COL_5_1678 wait 0 jump @COL_5_1631 :COL_5_1678 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#HMOST) not Model.Available(#UZI) not Model.Available(#COLT45) jf @COL_5_1722 wait 0 jump @COL_5_1678 :COL_5_1722 01B1: give_player $PLAYER_CHAR weapon 10 ammo 1 // Load the weapon model before using this 035E: set_player $PLAYER_CHAR armour_to 200 0225: $7453 = player $PLAYER_CHAR health if 100 > $7453 // integer values jf @COL_5_1772 0222: set_player $PLAYER_CHAR health_to 100 :COL_5_1772 Object.Destroy($1784) 0169: set_fade_color 0 0 1 fade 1 1500 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 Object.Destroy($716) Object.Destroy($720) Object.Destroy($721) 0400: create_coordinate $448 $449 $450 from_object $714 offset -0.277 -16.662 3.152 0055: put_player $PLAYER_CHAR at $448 $449 $450 0171: set_player $PLAYER_CHAR z_angle_to 0.0 Camera.SetBehindPlayer $2684 = Actor.Create(CivMale, #SPECIAL01, $448, $449, $450) 0084: $2735 = $2684 // integer values and handles gosub @COL_5_30348 0446: set_actor $2684 dismemberment_possible 0 02AB: set_actor $2684 immunities BP 0 FP 0 EP 1 CP 1 MP 0 02E2: set_actor $2684 weapon_accuracy_to 40 Actor.Health($2684) = 500 04F4: put_actor $2684 into_turret_on_object $714 at_object_offset -2.5 -1.996 4.179 position 0 shooting_angle 360.0 with_weapon 27 $2685 = Actor.Create(CivMale, #SPECIAL02, $448, $449, $450) 0084: $2735 = $2685 // integer values and handles gosub @COL_5_30348 04F4: put_actor $2685 into_turret_on_object $714 at_object_offset 4.288 -11.674 4.179 position 0 shooting_angle 360.0 with_weapon 27 $2686 = Actor.Create(CivMale, #SPECIAL02, $448, $449, $450) 0084: $2735 = $2686 // integer values and handles gosub @COL_5_30348 04F4: put_actor $2686 into_turret_on_object $714 at_object_offset -4.215 -8.161 4.179 position 0 shooting_angle 360.0 with_weapon 27 $2687 = Actor.Create(CivMale, #SPECIAL02, $448, $449, $450) 0084: $2735 = $2687 // integer values and handles gosub @COL_5_30348 04F4: put_actor $2687 into_turret_on_object $714 at_object_offset 4.267 -4.745 4.179 position 0 shooting_angle 360.0 with_weapon 27 $2730 = Actor.Create(CivMale, #SPECIAL02, $448, $449, $450) 0084: $2735 = $2730 // integer values and handles gosub @COL_5_30348 04F4: put_actor $2730 into_turret_on_object $714 at_object_offset -4.225 -12.46 4.179 position 0 shooting_angle 360.0 with_weapon 27 049E: set_scripted_file $722 speed_to 0.0 if $ONMISSION == 0 // integer values jf @COL_5_2814 $2691 = Car.Create(#HUNTER, 36.0195, -447.5407, 15.017) $2689 = Car.Create(#HUNTER, 36.0195, -447.5407, 15.017) $2690 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2670 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2671 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2672 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2673 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2678 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2679 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2680 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2681 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2703 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2704 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2705 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2706 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2708 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2709 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2710 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2725 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2726 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2727 = Actor.Create(Gang3, #HMOST, 36.0195, -447.5407, 15.017) $2682 = Car.Create(#WASHING, -238.2693, -1361.33, 7.0786) $2677 = Car.Create(#WASHING, -238.2693, -1361.33, 7.0786) :COL_5_2814 $2674 = Car.Create(#MARQUIS, -327.2818, -1207.3, 6.0) Car.Angle($2674) = 90.0 Car.ImmuneToNonPlayer($2674) = True $2675 = Car.Create(#SPEEDER, -332.1327, -1221.623, 6.0) Car.Angle($2675) = 90.0 Car.ImmuneToNonPlayer($2675) = True $2676 = Car.Create(#RIO, -332.6164, -1233.008, 6.0) Car.Angle($2676) = 90.0 Car.ImmuneToNonPlayer($2676) = True 01BD: $4811 = current_time_in_ms 0084: $2752 = $4811 // integer values and handles $2752 += 12000 // integer values wait 0 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 Camera.SetPosition(-410.4125, -1320.864, 12.1604, 0.0, 0.0, 0.0) Camera.PointAt(-409.6047, -1320.275, 12.1915, 2) 0084: $2797 = $4811 // integer values and handles $2797 += 6100 // integer values :COL_5_3048 wait 0 01BD: $4811 = current_time_in_ms 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 Player.WantedLevel($PLAYER_CHAR) = 0 if 00E0: player $PLAYER_CHAR driving jf @COL_5_3195 if 84A8: not player $PLAYER_CHAR driving_boat jf @COL_5_3195 if not Actor.Dead($2684) jf @COL_5_3131 0321: kill_actor $2684 :COL_5_3131 00BC: text_highpriority 'COL5_B3' 5000 ms 1 // ~r~The Colonel is dead! 0169: set_fade_color 225 225 225 fade 0 1000 :COL_5_3164 if fading jf @COL_5_3188 wait 0 jump @COL_5_3164 :COL_5_3188 jump @COL_5_30422 :COL_5_3195 if $2787 == 0 // integer values jf @COL_5_3257 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $2743 ammo $2744 model $2745 if 1 > $2744 // integer values jf @COL_5_3257 01B1: give_player $PLAYER_CHAR weapon 27 ammo 180 // Load the weapon model before using this :COL_5_3257 if $2740 == 0 // integer values jf @COL_5_3325 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 6 weapon $2743 ammo $2744 model $2745 if 1 > $2744 // integer values jf @COL_5_3325 01B1: give_player $PLAYER_CHAR weapon 23 ammo 80 // Load the weapon model before using this $2740 = 1 // integer values :COL_5_3325 if $2766 == 2 // integer values jf @COL_5_3507 if $2773 == 0 // integer values jf @COL_5_3433 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 7 weapon $2743 ammo $2744 model $2745 if 1 > $2744 // integer values jf @COL_5_3433 00BC: text_highpriority 'COL5_B6' 5000 ms 1 // ~g~You have run out of ammo, get more from the stairs on the top deck. 0084: $2801 = $4811 // integer values and handles $2801 += 4000 // integer values $2773 = 1 // integer values :COL_5_3433 if $2774 == 0 // integer values jf @COL_5_3507 if 8183: not player $PLAYER_CHAR health > 40 jf @COL_5_3507 00BC: text_highpriority 'COL5_B7' 5000 ms 1 // ~g~You are running low on health, get more from the stairs on the top deck. 0084: $2801 = $4811 // integer values and handles $2801 += 4000 // integer values $2774 = 1 // integer values :COL_5_3507 if $2798 == 0 // integer values jf @COL_5_3602 if 001C: $4811 > $2797 // integer values jf @COL_5_3602 Camera.SetPosition(-381.3522, -1363.918, 18.9859, 0.0, 0.0, 0.0) Camera.PointAt(-381.1456, -1362.953, 18.8254, 2) $2798 = 1 // integer values :COL_5_3602 if $2798 == 1 // integer values jf @COL_5_3735 if $2751 > 0 // integer values jf @COL_5_3735 Camera.SetAtPos(-264.5628, -1231.901, 10.8113) Camera.SetPosition(-264.5628, -1231.901, 10.8113, 0.0, 0.0, 0.0) if not Car.Wrecked($2677) jf @COL_5_3712 Camera.OnVehicle($2677, 15, 2) :COL_5_3712 0084: $2797 = $4811 // integer values and handles $2797 += 5500 // integer values $2798 = 2 // integer values :COL_5_3735 if $2798 == 2 // integer values jf @COL_5_3846 if 001C: $4811 > $2797 // integer values jf @COL_5_3846 Camera.SetPosition(-233.0363, -1221.283, 9.3205, 0.0, 0.0, 0.0) Camera.PointAt(-233.9623, -1220.907, 9.3547, 2) 0084: $2797 = $4811 // integer values and handles $2797 += 4000 // integer values $2798 = 3 // integer values :COL_5_3846 if $2798 == 3 // integer values jf @COL_5_3957 if 001C: $4811 > $2797 // integer values jf @COL_5_3957 Camera.SetPosition(-267.5756, -1219.911, 10.2994, 0.0, 0.0, 0.0) Camera.PointAt(-268.5739, -1219.966, 10.2809, 2) 0084: $2797 = $4811 // integer values and handles $2797 += 4000 // integer values $2798 = 4 // integer values :COL_5_3957 if $2798 == 4 // integer values jf @COL_5_4068 if 001C: $4811 > $2797 // integer values jf @COL_5_4068 Camera.SetPosition(-351.4564, -1232.334, 10.4296, 0.0, 0.0, 0.0) Camera.PointAt(-350.6927, -1231.689, 10.4065, 2) 0084: $2797 = $4811 // integer values and handles $2797 += 4000 // integer values $2798 = 5 // integer values :COL_5_4068 if $2798 == 5 // integer values jf @COL_5_4266 if 001C: $4811 > $2797 // integer values jf @COL_5_4266 $2811 = Object.Angle($714) 0171: set_player $PLAYER_CHAR z_angle_to $2811 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 03F4: set_all_vehicles_apply_damage_rules 1 Camera.SetBehindPlayer Camera.Restore_WithJumpCut if $2800 == 1 // integer values jf @COL_5_4203 00BC: text_highpriority 'COL5_B2' 5000 ms 1 // ~g~Get up front and clear the route for the Colonel's yacht. 0084: $2801 = $4811 // integer values and handles $2801 += 4000 // integer values $2800 += 1 // integer values :COL_5_4203 if $2800 == 0 // integer values jf @COL_5_4259 00BC: text_highpriority 'COL5_B1' 5000 ms 1 // ~g~Defend the Colonel and his yacht at all costs. 0084: $2801 = $4811 // integer values and handles $2801 += 4000 // integer values $2800 += 1 // integer values :COL_5_4259 $2798 = 6 // integer values :COL_5_4266 if $2798 == 10 // integer values jf @COL_5_4394 if 001C: $4811 > $2797 // integer values jf @COL_5_4394 Camera.SetPosition(223.1382, 976.4195, 11.1547, 0.0, 0.0, 0.0) Camera.PointAt(222.8153, 975.4747, 11.2115, 2) Camera.SetAtPos(222.8153, 975.4747, 11.2115) 0084: $2797 = $4811 // integer values and handles $2797 += 4000 // integer values $2798 = 5 // integer values :COL_5_4394 if $2798 == 15 // integer values jf @COL_5_4505 if 001C: $4811 > $2797 // integer values jf @COL_5_4505 Camera.SetPosition(203.4923, 871.4227, 23.2555, 0.0, 0.0, 0.0) Camera.PointAt(203.3397, 872.3857, 23.0336, 2) 0084: $2797 = $4811 // integer values and handles $2797 += 4000 // integer values $2798 = 16 // integer values :COL_5_4505 if $2742 == 2 // integer values jf @COL_5_4662 if not fading jf @COL_5_4662 Camera.SetPosition(75.9, 748.5027, 10.4895, 0.0, 0.0, 0.0) if not Car.Wrecked($2689) jf @COL_5_4593 Camera.OnVehicle($2689, 15, 2) :COL_5_4593 0169: set_fade_color 0 0 1 fade 1 500 0395: clear_area 1 at 189.6395 888.1066 range 12.6813 60.0 0084: $2797 = $4811 // integer values and handles $2797 += 4000 // integer values $2798 = 5 // integer values $2742 = 3 // integer values :COL_5_4662 if $2798 == 16 // integer values jf @COL_5_4782 if 001C: $4811 > $2797 // integer values jf @COL_5_4782 0169: set_fade_color 0 0 1 fade 0 1500 :COL_5_4714 if fading jf @COL_5_4738 wait 0 jump @COL_5_4714 :COL_5_4738 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True 049F: set_scripted_file $722 distance_along_path_to 3250.0 049E: set_scripted_file $722 speed_to 0.0 Camera.Restore_WithJumpCut wait 0 wait 0 jump @COL_5_26456 :COL_5_4782 Object.StorePos($714, $448, $449, $450) $2811 = Object.Angle($714) if $2741 == 0 // integer values jf @COL_5_4885 if 5.0 > $2810 // floating-point values jf @COL_5_4860 0078: $2810 += frame_delta_time * 0.01 // floating-point values jump @COL_5_4877 :COL_5_4860 $2810 = 5.0 // floating-point values $2741 = 1 // integer values :COL_5_4877 049E: set_scripted_file $722 speed_to $2810 :COL_5_4885 if $2768 == 0 // integer values jf @COL_5_5035 if 04E5: object $714 near_point -277.999 614.19 radius 25.0 25.0 sphere 0 jf @COL_5_4980 if $2787 == 0 // integer values jf @COL_5_4966 $2787 = 1 // integer values :COL_5_4966 $2768 = 3 // integer values jump @COL_5_5035 :COL_5_4980 if and $2769 == 1 // integer values $2770 == 1 // integer values $2771 == 1 // integer values jf @COL_5_5035 0084: $2772 = $4811 // integer values and handles $2772 += 8000 // integer values $2768 = 1 // integer values :COL_5_5035 if $2787 == 1 // integer values jf @COL_5_5979 Car.RemoveReferences($2677) Car.RemoveReferences($2682) Car.RemoveReferences($2674) Car.RemoveReferences($2675) Car.RemoveReferences($2676) Actor.RemoveReferences($2670) Actor.RemoveReferences($2671) Actor.RemoveReferences($2672) Actor.RemoveReferences($2673) Actor.RemoveReferences($2678) Actor.RemoveReferences($2679) Actor.RemoveReferences($2680) Actor.RemoveReferences($2681) $2694 = Car.Create(#DINGHY, 246.161, 934.99, 6.0) Car.Angle($2694) = 165.0 0129: $2711 = create_actor 9 #HMOST in_car $2694 driverseat $2712 = Actor.Create(Gang3, #HMOST, 274.1312, 969.9899, 23.4139) 0084: $2734 = $2712 // integer values and handles gosub @COL_5_30233 0464: put_actor $2712 into_turret_on_car $2694 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 $2695 = Car.Create(#DINGHY, 252.074, 929.9, 6.0) Car.Angle($2695) = 165.0 0129: $2713 = create_actor 9 #HMOST in_car $2695 driverseat $2714 = Actor.Create(Gang3, #HMOST, 274.1312, 969.9899, 23.4139) 0084: $2734 = $2714 // integer values and handles gosub @COL_5_30233 0464: put_actor $2714 into_turret_on_car $2695 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 $2696 = Car.Create(#RIO, 229.653, 929.049, 6.0) Car.Angle($2696) = 124.5 0129: $2721 = create_actor 9 #HMOST in_car $2696 driverseat $2715 = Actor.Create(Gang3, #HMOST, 274.1312, 969.9899, 23.4139) 0084: $2734 = $2715 // integer values and handles gosub @COL_5_30233 0464: put_actor $2715 into_turret_on_car $2696 at_car_offset 0.0 4.0 1.5 position 0 angle 360.0 with_weapon 23 $2697 = Car.Create(#TROPIC, 217.382, 940.656, 6.0) Car.Angle($2697) = -136.5 $2698 = Car.Create(#DINGHY, 210.127, 932.185, 6.0) Car.Angle($2698) = 166.5 0129: $2716 = create_actor 9 #HMOST in_car $2698 driverseat $2717 = Actor.Create(Gang3, #HMOST, 274.1312, 969.9899, 23.4139) 0084: $2734 = $2717 // integer values and handles gosub @COL_5_30233 0464: put_actor $2717 into_turret_on_car $2698 at_car_offset 0.0742 -0.8961 1.0623 position 2 angle 360.0 with_weapon 23 $2699 = Car.Create(#MARQUIS, 201.639, 942.166, 6.0) Car.Angle($2699) = 72.0 $2718 = Actor.Create(Gang3, #HMOST, 274.1312, 969.9899, 23.4139) 0084: $2734 = $2718 // integer values and handles gosub @COL_5_30233 0464: put_actor $2718 into_turret_on_car $2699 at_car_offset 0.0 -2.0 1.2 position 0 angle 360.0 with_weapon 23 $2719 = Actor.Create(Gang3, #HMOST, 274.1312, 969.9899, 23.4139) 0084: $2734 = $2719 // integer values and handles gosub @COL_5_30233 0464: put_actor $2719 into_turret_on_car $2699 at_car_offset 0.0 6.0 2.65 position 0 angle 360.0 with_weapon 23 $2720 = Actor.Create(Gang3, #HMOST, 274.1312, 969.9899, 23.4139) 0084: $2734 = $2720 // integer values and handles gosub @COL_5_30233 0464: put_actor $2720 into_turret_on_car $2699 at_car_offset 0.0 10.0 1.9 position 0 angle 360.0 with_weapon 23 $2700 = Car.Create(#TROPIC, 187.631, 953.41, 6.0) Car.Angle($2700) = -126.0 $2701 = Car.Create(#MARQUIS, 168.216, 955.625, 6.0) Car.Angle($2701) = -106.5 $2702 = Car.Create(#TROPIC, 195.398, 767.808, 6.0) Car.Angle($2702) = -7.5 0129: $2722 = create_actor 9 #HMOST in_car $2702 driverseat $2787 = 2 // integer values :COL_5_5979 if $2768 == 1 // integer values jf @COL_5_6038 if 001C: $4811 > $2772 // integer values jf @COL_5_6038 0169: set_fade_color 0 0 1 fade 0 1500 $2768 = 2 // integer values :COL_5_6038 if $2768 == 3 // integer values jf @COL_5_6312 if $2787 == 0 // integer values jf @COL_5_6081 $2787 = 1 // integer values :COL_5_6081 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False 0400: create_coordinate $448 $449 $450 from_object $714 offset -0.277 -16.662 3.152 if 80E0: not player $PLAYER_CHAR driving jf @COL_5_6154 0055: put_player $PLAYER_CHAR at $448 $449 $450 jump @COL_5_6168 :COL_5_6154 012A: put_player $PLAYER_CHAR at $448 $449 $450 and_remove_from_car :COL_5_6168 0171: set_player $PLAYER_CHAR z_angle_to $2811 Camera.SetBehindPlayer Camera.SetAtPos($448, $449, $450) Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 Camera.SetPosition(160.3909, 797.2673, 7.6438, 0.0, 0.0, 0.0) Camera.PointAt(159.4485, 797.5592, 7.8072, 2) 0084: $2797 = $4811 // integer values and handles $2797 += 8500 // integer values $2798 = 10 // integer values wait 500 0169: set_fade_color 0 0 1 fade 1 1500 $2768 = 4 // integer values :COL_5_6312 if $2768 == 2 // integer values jf @COL_5_6367 if not fading jf @COL_5_6367 049F: set_scripted_file $722 distance_along_path_to 2700.0 Actor.LockInCurrentPosition($PLAYER_ACTOR) = True $2768 = 3 // integer values :COL_5_6367 if $2766 == 0 // integer values jf @COL_5_6430 if 04E5: object $714 near_point 194.999 891.496 radius 25.0 25.0 sphere 0 jf @COL_5_6430 $2766 = 1 // integer values :COL_5_6430 if $2766 == 1 // integer values jf @COL_5_6656 if $2788 == 0 // integer values jf @COL_5_6514 if $2562 == 0 // integer values jf @COL_5_6507 $2562 = 1 // integer values 0084: $2587 = $4811 // integer values and handles $2587 += 5000 // integer values :COL_5_6507 $2788 = 1 // integer values :COL_5_6514 if not $2810 == 0.0 // floating-point values jf @COL_5_6598 if 0.0 > $2810 // floating-point values jf @COL_5_6573 $2810 = 0.0 // floating-point values jump @COL_5_6583 :COL_5_6573 007E: $2810 -= frame_delta_time * 0.01 // floating-point values :COL_5_6583 049E: set_scripted_file $722 speed_to $2810 jump @COL_5_6656 :COL_5_6598 $2766 = 2 // integer values $2728 = Pickup.Create(#HEALTH, 2, 189.4928, 885.3084, 13.7132) 032B: $2729 = create_weapon_pickup #RUGER 2 ammo 120 at 190.5261 885.2347 13.7132 :COL_5_6656 if $2766 == 2 // integer values jf @COL_5_6842 if $2767 == -1 // integer values jf @COL_5_6699 $2767 = 1 // integer values :COL_5_6699 if $2763 == -2 // integer values jf @COL_5_6742 0084: $2782 = $4811 // integer values and handles $2782 += 45000 // integer values $2763 = -1 // integer values :COL_5_6742 if $2784 == -1 // integer values jf @COL_5_6767 $2784 = 0 // integer values :COL_5_6767 if $2785 == -1 // integer values jf @COL_5_6792 $2785 = 0 // integer values :COL_5_6792 if $2799 == -1 // integer values jf @COL_5_6817 $2799 = 0 // integer values :COL_5_6817 if $2786 == -1 // integer values jf @COL_5_6842 $2786 = 0 // integer values :COL_5_6842 if $2792 == 0 // integer values jf @COL_5_6955 if $2742 > 0 // integer values jf @COL_5_6955 if Car.Wrecked($2689) jf @COL_5_6955 if not Car.Wrecked($2699) jf @COL_5_6932 00BC: text_highpriority 'COL5_B2' 200 ms 1 // ~g~Get up front and clear the route for the Colonel's yacht. jump @COL_5_6955 :COL_5_6932 0084: $2797 = $4811 // integer values and handles $2797 += 6000 // integer values $2792 = 1 // integer values :COL_5_6955 if $2792 == 1 // integer values jf @COL_5_7188 if 001C: $4811 > $2797 // integer values jf @COL_5_7188 Actor.RemoveReferences($2703) Actor.RemoveReferences($2704) Actor.RemoveReferences($2705) Actor.RemoveReferences($2706) Actor.RemoveReferences($2708) Actor.RemoveReferences($2709) Actor.RemoveReferences($2710) Actor.RemoveReferences($2725) Actor.RemoveReferences($2726) Actor.RemoveReferences($2727) Car.Destroy($2699) Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 Camera.SetPosition(218.3319, 1001.141, 10.0492, 0.0, 0.0, 0.0) Camera.PointAt(218.0191, 1000.191, 10.0691, 2) 049E: set_scripted_file $722 speed_to 5.0 0395: clear_area 1 at $448 $449 range $450 100.0 Pickup.Destroy($2728) Pickup.Destroy($2729) 0084: $2797 = $4811 // integer values and handles $2797 += 4000 // integer values $2798 = 15 // integer values $2792 = 2 // integer values :COL_5_7188 if $2792 == 2 // integer values jf @COL_5_7288 if 001C: $4811 > $2797 // integer values jf @COL_5_7288 if 5.0 > $2810 // floating-point values jf @COL_5_7263 0078: $2810 += frame_delta_time * 0.01 // floating-point values jump @COL_5_7280 :COL_5_7263 $2810 = 5.0 // floating-point values $2792 = 2 // integer values :COL_5_7280 049E: set_scripted_file $722 speed_to $2810 :COL_5_7288 if not Actor.Dead($2684) jf @COL_5_7564 if $2795 == 0 // integer values jf @COL_5_7388 if 8183: not player $PLAYER_CHAR health > 50 jf @COL_5_7388 if $2577 == 0 // integer values jf @COL_5_7381 $2577 = 1 // integer values 0084: $2600 = $4811 // integer values and handles $2600 += 5000 // integer values :COL_5_7381 $2795 = 1 // integer values :COL_5_7388 if $2793 == 0 // integer values jf @COL_5_7473 if 8184: not actor $2684 health >= 180 jf @COL_5_7473 if $2568 == 0 // integer values jf @COL_5_7466 $2568 = 1 // integer values 0084: $2591 = $4811 // integer values and handles $2591 += 5000 // integer values :COL_5_7466 $2793 = 1 // integer values :COL_5_7473 if $2794 == 0 // integer values jf @COL_5_7557 if 8184: not actor $2684 health >= 100 jf @COL_5_7557 if $2570 == 0 // integer values jf @COL_5_7550 $2570 = 1 // integer values 0084: $2593 = $4811 // integer values and handles $2593 += 5000 // integer values :COL_5_7550 $2794 = 1 // integer values :COL_5_7557 jump @COL_5_7628 :COL_5_7564 00BC: text_highpriority 'COL5_B3' 5000 ms 1 // ~r~The Colonel is dead! 0169: set_fade_color 225 225 225 fade 0 1000 :COL_5_7597 if fading jf @COL_5_7621 wait 0 jump @COL_5_7597 :COL_5_7621 jump @COL_5_30422 :COL_5_7628 if Actor.Dead($2685) jf @COL_5_7649 Actor.DestroyWithFade($2685) :COL_5_7649 if Actor.Dead($2686) jf @COL_5_7670 Actor.DestroyWithFade($2686) :COL_5_7670 if Actor.Dead($2687) jf @COL_5_7691 Actor.DestroyWithFade($2687) :COL_5_7691 if Actor.Dead($2730) jf @COL_5_7712 Actor.DestroyWithFade($2730) :COL_5_7712 0084: $2731 = $2694 // integer values and handles 0084: $2732 = $2711 // integer values and handles 0084: $2733 = $2712 // integer values and handles 0084: $2777 = $2784 // integer values and handles gosub @COL_5_27636 0084: $2694 = $2731 // integer values and handles 0084: $2784 = $2777 // integer values and handles 0084: $2731 = $2695 // integer values and handles 0084: $2732 = $2713 // integer values and handles 0084: $2733 = $2714 // integer values and handles 0084: $2777 = $2785 // integer values and handles gosub @COL_5_27636 0084: $2695 = $2731 // integer values and handles 0084: $2785 = $2777 // integer values and handles 0084: $2731 = $2698 // integer values and handles 0084: $2732 = $2716 // integer values and handles 0084: $2733 = $2717 // integer values and handles 0084: $2777 = $2786 // integer values and handles gosub @COL_5_27636 0084: $2698 = $2731 // integer values and handles 0084: $2786 = $2777 // integer values and handles if not Car.Wrecked($2696) jf @COL_5_8668 if not Actor.Dead($2721) jf @COL_5_8644 if $2799 == 0 // integer values jf @COL_5_7964 02DB: set_boat $2696 speed_to 10.0 02D3: boat $2696 drive_to 171.0578 942.3843 6.0 $2799 = 1 // integer values :COL_5_7964 if $2799 == 1 // integer values jf @COL_5_8047 if 01AD: car $2696 sphere 0 near_point 171.0578 942.3843 radius 8.0 8.0 jf @COL_5_8047 02D3: boat $2696 drive_to 148.7975 947.8748 6.0 $2799 = 2 // integer values :COL_5_8047 if $2799 == 2 // integer values jf @COL_5_8130 if 01AD: car $2696 sphere 0 near_point 148.7975 947.8748 radius 8.0 8.0 jf @COL_5_8130 02D3: boat $2696 drive_to 129.6003 936.7351 6.0 $2799 = 3 // integer values :COL_5_8130 if $2799 == 3 // integer values jf @COL_5_8213 if 01AD: car $2696 sphere 0 near_point 129.6003 936.7351 radius 8.0 8.0 jf @COL_5_8213 02D3: boat $2696 drive_to 122.3512 920.2498 6.0 $2799 = 4 // integer values :COL_5_8213 if $2799 == 4 // integer values jf @COL_5_8296 if 01AD: car $2696 sphere 0 near_point 122.3512 920.2498 radius 8.0 8.0 jf @COL_5_8296 02D3: boat $2696 drive_to 124.624 909.1359 6.0 $2799 = 5 // integer values :COL_5_8296 if $2799 == 5 // integer values jf @COL_5_8379 if 01AD: car $2696 sphere 0 near_point 124.624 909.1359 radius 8.0 8.0 jf @COL_5_8379 02D3: boat $2696 drive_to 138.0438 900.7563 6.0 $2799 = 6 // integer values :COL_5_8379 if $2799 == 6 // integer values jf @COL_5_8462 if 01AD: car $2696 sphere 0 near_point 138.0438 900.7563 radius 8.0 8.0 jf @COL_5_8462 02D3: boat $2696 drive_to 161.4032 891.2236 6.0 $2799 = 7 // integer values :COL_5_8462 if $2799 == 7 // integer values jf @COL_5_8545 if 01AD: car $2696 sphere 0 near_point 161.4032 891.2236 radius 8.0 8.0 jf @COL_5_8545 02D3: boat $2696 drive_to 176.3047 887.8659 6.0 $2799 = 8 // integer values :COL_5_8545 if $2799 == 8 // integer values jf @COL_5_8637 if 01AD: car $2696 sphere 0 near_point 176.3047 887.8659 radius 8.0 8.0 jf @COL_5_8637 02DB: set_boat $2696 speed_to 0.0 02D4: car $2696 turn_off_engine 0323: enable_boat $2696 anchor 1 Car.SetDriverBehaviour($2696, 11) $2799 = 9 // integer values :COL_5_8637 jump @COL_5_8661 :COL_5_8644 Actor.RemoveReferences($2721) Car.RemoveReferences($2696) $2698 = -1 // integer values :COL_5_8661 jump @COL_5_8692 :COL_5_8668 Actor.RemoveReferences($2721) Car.RemoveReferences($2696) $2698 = -1 // integer values $2799 = -1 // integer values :COL_5_8692 if not Car.Wrecked($2702) jf @COL_5_8938 if not Actor.Dead($2722) jf @COL_5_8878 if $2767 == 1 // integer values jf @COL_5_8779 02D3: boat $2702 drive_to 200.4224 885.9669 6.0 02DB: set_boat $2702 speed_to 8.0 $2767 = 2 // integer values :COL_5_8779 if $2767 == 2 // integer values jf @COL_5_8871 if 01AD: car $2702 sphere 0 near_point 200.4224 885.9669 radius 8.0 8.0 jf @COL_5_8871 02DB: set_boat $2702 speed_to 0.0 Car.SetDriverBehaviour($2702, 11) 02D4: car $2702 turn_off_engine 0323: enable_boat $2702 anchor 1 $2767 = 3 // integer values :COL_5_8871 jump @COL_5_8931 :COL_5_8878 Car.SetDriverBehaviour($2702, 11) 02DB: set_boat $2702 speed_to 0.0 02D4: car $2702 turn_off_engine 0323: enable_boat $2702 anchor 1 03A2: set_vehicle $2702 action 4 Car.RemoveReferences($2702) Actor.RemoveReferences($2722) $2702 = -1 // integer values :COL_5_8931 jump @COL_5_8962 :COL_5_8938 Car.RemoveReferences($2702) Actor.RemoveReferences($2722) $2702 = -1 // integer values $2767 = -1 // integer values :COL_5_8962 if $2767 == 3 // integer values jf @COL_5_9079 if $2775 == 0 // integer values jf @COL_5_9079 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 if $447 > 11.2 // floating-point values jf @COL_5_9079 $2703 = Actor.Create(Gang3, #HMOST, 195.7159, 886.0515, 8.0) 0084: $2693 = $2703 // integer values and handles gosub @COL_5_30141 $2775 = 1 // integer values :COL_5_9079 if not Actor.Dead($2703) jf @COL_5_9886 if $2775 == 1 // integer values jf @COL_5_9218 if 04FF: $2703 jf @COL_5_9151 0239: actor $2703 run_to 196.3903 888.9396 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9151 if 00ED: actor $2703 0 196.3903 888.9396 radius 1.0 1.0 jf @COL_5_9218 0239: actor $2703 run_to 194.5447 914.6995 0411: set_actor $2703 use_pednode_seek 0 $2775 = 2 // integer values :COL_5_9218 if $2775 == 2 // integer values jf @COL_5_9341 if 04FF: $2703 jf @COL_5_9274 0239: actor $2703 run_to 194.5447 914.6995 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9274 if 00ED: actor $2703 0 194.5447 914.6995 radius 1.0 1.0 jf @COL_5_9341 0239: actor $2703 run_to 192.41 901.3952 0411: set_actor $2703 use_pednode_seek 0 $2775 = 3 // integer values :COL_5_9341 if $2775 == 3 // integer values jf @COL_5_9464 if 04FF: $2703 jf @COL_5_9397 0239: actor $2703 run_to 192.41 901.3952 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9397 if 00ED: actor $2703 0 192.41 901.3952 radius 1.0 1.0 jf @COL_5_9464 0239: actor $2703 run_to 196.3216 899.4728 0411: set_actor $2703 use_pednode_seek 0 $2775 = 4 // integer values :COL_5_9464 if $2775 == 4 // integer values jf @COL_5_9587 if 04FF: $2703 jf @COL_5_9520 0239: actor $2703 run_to 196.3216 899.4728 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9520 if 00ED: actor $2703 0 196.3216 899.4728 radius 1.0 1.0 jf @COL_5_9587 0239: actor $2703 run_to 192.9792 875.6545 0411: set_actor $2703 use_pednode_seek 0 $2775 = 5 // integer values :COL_5_9587 if $2775 == 5 // integer values jf @COL_5_9703 if 04FF: $2703 jf @COL_5_9636 0239: actor $2703 run_to 192.9792 875.6545 :COL_5_9636 if 00ED: actor $2703 0 192.9792 875.6545 radius 1.0 1.0 jf @COL_5_9703 0239: actor $2703 run_to 191.2296 869.7584 0411: set_actor $2703 use_pednode_seek 0 $2775 = 6 // integer values :COL_5_9703 if $2775 == 6 // integer values jf @COL_5_9853 if 04FF: $2703 jf @COL_5_9759 0239: actor $2703 run_to 191.2296 869.7584 0411: set_actor $2703 use_pednode_seek 0 :COL_5_9759 if 00ED: actor $2703 0 191.2296 869.7584 radius 2.0 2.0 jf @COL_5_9853 01CA: actor $2703 kill_player $PLAYER_CHAR if $2575 == 0 // integer values jf @COL_5_9846 $2575 = 1 // integer values 0084: $2598 = $4811 // integer values and handles $2598 += 5000 // integer values :COL_5_9846 $2775 = 7 // integer values :COL_5_9853 if $2775 == 7 // integer values jf @COL_5_9879 01CA: actor $2703 kill_player $PLAYER_CHAR :COL_5_9879 jump @COL_5_9898 :COL_5_9886 Actor.DestroyWithFade($2703) $2775 = 0 // integer values :COL_5_9898 if $2775 > 1 // integer values jf @COL_5_10015 if $2776 == 0 // integer values jf @COL_5_10015 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 if $447 > 11.2 // floating-point values jf @COL_5_10015 $2704 = Actor.Create(Gang3, #HMOST, 195.7159, 886.0515, 8.0) 0084: $2693 = $2704 // integer values and handles gosub @COL_5_30141 $2776 = 1 // integer values :COL_5_10015 if not Actor.Dead($2704) jf @COL_5_10788 if $2776 == 1 // integer values jf @COL_5_10154 if 04FF: $2704 jf @COL_5_10087 0239: actor $2704 run_to 196.3903 888.9396 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10087 if 00ED: actor $2704 0 196.3903 888.9396 radius 1.0 1.0 jf @COL_5_10154 0239: actor $2704 run_to 194.5447 914.6995 0411: set_actor $2704 use_pednode_seek 0 $2776 = 2 // integer values :COL_5_10154 if $2776 == 2 // integer values jf @COL_5_10277 if 04FF: $2704 jf @COL_5_10210 0239: actor $2704 run_to 194.5447 914.6995 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10210 if 00ED: actor $2704 0 194.5447 914.6995 radius 1.0 1.0 jf @COL_5_10277 0239: actor $2704 run_to 192.41 901.3952 0411: set_actor $2704 use_pednode_seek 0 $2776 = 3 // integer values :COL_5_10277 if $2776 == 3 // integer values jf @COL_5_10400 if 04FF: $2704 jf @COL_5_10333 0239: actor $2704 run_to 192.41 901.3952 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10333 if 00ED: actor $2704 0 192.41 901.3952 radius 1.0 1.0 jf @COL_5_10400 0239: actor $2704 run_to 187.9892 900.3357 0411: set_actor $2704 use_pednode_seek 0 $2776 = 4 // integer values :COL_5_10400 if $2776 == 4 // integer values jf @COL_5_10523 if 04FF: $2704 jf @COL_5_10456 0239: actor $2704 run_to 187.9892 900.3357 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10456 if 00ED: actor $2704 0 187.9892 900.3357 radius 1.0 1.0 jf @COL_5_10523 0239: actor $2704 run_to 184.6517 876.7971 0411: set_actor $2704 use_pednode_seek 0 $2776 = 5 // integer values :COL_5_10523 if $2776 == 5 // integer values jf @COL_5_10646 if 04FF: $2704 jf @COL_5_10579 0239: actor $2704 run_to 184.6517 876.7971 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10579 if 00ED: actor $2704 0 184.6517 876.7971 radius 1.0 1.0 jf @COL_5_10646 0239: actor $2704 run_to 184.4611 870.8157 0411: set_actor $2704 use_pednode_seek 0 $2776 = 6 // integer values :COL_5_10646 if $2776 == 6 // integer values jf @COL_5_10755 if 04FF: $2704 jf @COL_5_10702 0239: actor $2704 run_to 184.4611 870.8157 0411: set_actor $2704 use_pednode_seek 0 :COL_5_10702 if 00ED: actor $2704 0 184.4611 870.8157 radius 2.0 2.0 jf @COL_5_10755 01CA: actor $2704 kill_player $PLAYER_CHAR $2776 = 7 // integer values :COL_5_10755 if $2776 == 7 // integer values jf @COL_5_10781 01CA: actor $2704 kill_player $PLAYER_CHAR :COL_5_10781 jump @COL_5_10800 :COL_5_10788 Actor.DestroyWithFade($2704) $2776 = 0 // integer values :COL_5_10800 if $2799 == 9 // integer values jf @COL_5_10917 if $2779 == 0 // integer values jf @COL_5_10917 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 if $447 > 11.2 // floating-point values jf @COL_5_10917 $2705 = Actor.Create(Gang3, #HMOST, 184.5751, 887.7821, 8.0) 0084: $2693 = $2705 // integer values and handles gosub @COL_5_30141 $2779 = 1 // integer values :COL_5_10917 if not Actor.Dead($2705) jf @COL_5_11731 if $2779 == 1 // integer values jf @COL_5_11056 if 04FF: $2705 jf @COL_5_10989 0239: actor $2705 run_to 184.8738 891.4559 0411: set_actor $2705 use_pednode_seek 0 :COL_5_10989 if 00ED: actor $2705 0 184.8738 891.4559 radius 1.0 1.0 jf @COL_5_11056 0239: actor $2705 run_to 194.5447 914.6995 0411: set_actor $2705 use_pednode_seek 0 $2779 = 2 // integer values :COL_5_11056 if $2779 == 2 // integer values jf @COL_5_11179 if 04FF: $2705 jf @COL_5_11112 0239: actor $2705 run_to 194.5447 914.6995 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11112 if 00ED: actor $2705 0 194.5447 914.6995 radius 1.0 1.0 jf @COL_5_11179 0239: actor $2705 run_to 192.41 901.3952 0411: set_actor $2705 use_pednode_seek 0 $2779 = 3 // integer values :COL_5_11179 if $2779 == 3 // integer values jf @COL_5_11302 if 04FF: $2705 jf @COL_5_11235 0239: actor $2705 run_to 192.41 901.3952 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11235 if 00ED: actor $2705 0 192.41 901.3952 radius 1.0 1.0 jf @COL_5_11302 0239: actor $2705 run_to 196.3216 899.4728 0411: set_actor $2705 use_pednode_seek 0 $2779 = 4 // integer values :COL_5_11302 if $2779 == 4 // integer values jf @COL_5_11425 if 04FF: $2705 jf @COL_5_11358 0239: actor $2705 run_to 196.3216 899.4728 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11358 if 00ED: actor $2705 0 196.3216 899.4728 radius 1.0 1.0 jf @COL_5_11425 0239: actor $2705 run_to 192.9792 875.6545 0411: set_actor $2705 use_pednode_seek 0 $2779 = 5 // integer values :COL_5_11425 if $2779 == 5 // integer values jf @COL_5_11548 if 04FF: $2705 jf @COL_5_11481 0239: actor $2705 run_to 192.9792 875.6545 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11481 if 00ED: actor $2705 0 192.9792 875.6545 radius 1.0 1.0 jf @COL_5_11548 0239: actor $2705 run_to 191.2296 869.7584 0411: set_actor $2705 use_pednode_seek 0 $2779 = 6 // integer values :COL_5_11548 if $2779 == 6 // integer values jf @COL_5_11698 if 04FF: $2705 jf @COL_5_11604 0239: actor $2705 run_to 191.2296 869.7584 0411: set_actor $2705 use_pednode_seek 0 :COL_5_11604 if 00ED: actor $2705 0 191.2296 869.7584 radius 2.0 2.0 jf @COL_5_11698 01CA: actor $2705 kill_player $PLAYER_CHAR if $2575 == 0 // integer values jf @COL_5_11691 $2575 = 1 // integer values 0084: $2598 = $4811 // integer values and handles $2598 += 5000 // integer values :COL_5_11691 $2779 = 7 // integer values :COL_5_11698 if $2779 == 7 // integer values jf @COL_5_11724 01CA: actor $2705 kill_player $PLAYER_CHAR :COL_5_11724 jump @COL_5_11743 :COL_5_11731 Actor.DestroyWithFade($2705) $2779 = 0 // integer values :COL_5_11743 if $2779 > 0 // integer values jf @COL_5_11860 if $2780 == 0 // integer values jf @COL_5_11860 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 if $447 > 11.2 // floating-point values jf @COL_5_11860 $2706 = Actor.Create(Gang3, #HMOST, 184.5751, 887.7821, 8.0) 0084: $2693 = $2706 // integer values and handles gosub @COL_5_30141 $2780 = 1 // integer values :COL_5_11860 if not Actor.Dead($2706) jf @COL_5_12633 if $2780 == 1 // integer values jf @COL_5_11999 if 04FF: $2706 jf @COL_5_11932 0239: actor $2706 run_to 184.8738 891.4559 0411: set_actor $2706 use_pednode_seek 0 :COL_5_11932 if 00ED: actor $2706 0 184.8738 891.4559 radius 1.0 1.0 jf @COL_5_11999 0239: actor $2706 run_to 194.5447 914.6995 0411: set_actor $2706 use_pednode_seek 0 $2780 = 2 // integer values :COL_5_11999 if $2780 == 2 // integer values jf @COL_5_12122 if 04FF: $2706 jf @COL_5_12055 0239: actor $2706 run_to 194.5447 914.6995 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12055 if 00ED: actor $2706 0 194.5447 914.6995 radius 1.0 1.0 jf @COL_5_12122 0239: actor $2706 run_to 192.41 901.3952 0411: set_actor $2706 use_pednode_seek 0 $2780 = 3 // integer values :COL_5_12122 if $2780 == 3 // integer values jf @COL_5_12245 if 04FF: $2706 jf @COL_5_12178 0239: actor $2706 run_to 192.41 901.3952 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12178 if 00ED: actor $2706 0 192.41 901.3952 radius 1.0 1.0 jf @COL_5_12245 0239: actor $2706 run_to 187.9892 900.3357 0411: set_actor $2706 use_pednode_seek 0 $2780 = 4 // integer values :COL_5_12245 if $2780 == 4 // integer values jf @COL_5_12368 if 04FF: $2706 jf @COL_5_12301 0239: actor $2706 run_to 187.9892 900.3357 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12301 if 00ED: actor $2706 0 187.9892 900.3357 radius 1.0 1.0 jf @COL_5_12368 0239: actor $2706 run_to 184.6517 876.7971 0411: set_actor $2706 use_pednode_seek 0 $2780 = 5 // integer values :COL_5_12368 if $2780 == 5 // integer values jf @COL_5_12491 if 04FF: $2706 jf @COL_5_12424 0239: actor $2706 run_to 184.6517 876.7971 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12424 if 00ED: actor $2706 0 184.6517 876.7971 radius 1.0 1.0 jf @COL_5_12491 0239: actor $2706 run_to 184.4611 870.8157 0411: set_actor $2706 use_pednode_seek 0 $2780 = 6 // integer values :COL_5_12491 if $2780 == 6 // integer values jf @COL_5_12600 if 04FF: $2706 jf @COL_5_12547 0239: actor $2706 run_to 184.4611 870.8157 0411: set_actor $2706 use_pednode_seek 0 :COL_5_12547 if 00ED: actor $2706 0 184.4611 870.8157 radius 2.0 2.0 jf @COL_5_12600 01CA: actor $2706 kill_player $PLAYER_CHAR $2780 = 7 // integer values :COL_5_12600 if $2780 == 7 // integer values jf @COL_5_12626 01CA: actor $2706 kill_player $PLAYER_CHAR :COL_5_12626 jump @COL_5_12645 :COL_5_12633 Actor.DestroyWithFade($2706) $2780 = 0 // integer values :COL_5_12645 if $2763 == -1 // integer values jf @COL_5_12689 if 001C: $4811 > $2782 // integer values jf @COL_5_12689 $2763 = 0 // integer values :COL_5_12689 if $2763 == 0 // integer values jf @COL_5_12875 $2691 = Car.Create(#MAVERICK, 314.2827, 993.9822, 13.2063) 0129: $2707 = create_actor 9 #HMOST in_car $2691 driverseat 020A: set_car $2691 door_status_to 2 01C8: $2708 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 0 0084: $2736 = $2708 // integer values and handles gosub @COL_5_30293 01C8: $2709 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 1 0084: $2736 = $2709 // integer values and handles gosub @COL_5_30293 01C8: $2710 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 2 0084: $2736 = $2710 // integer values and handles gosub @COL_5_30293 04BA: set_car $2691 speed_instantly 0.1 04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 30 $2763 = 1 // integer values :COL_5_12875 if $2763 > 0 // integer values jf @COL_5_14284 if not Car.Wrecked($2691) jf @COL_5_14216 if not Actor.Dead($2707) jf @COL_5_14071 if $2763 == 1 // integer values jf @COL_5_12998 if 01AF: car $2691 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 jf @COL_5_12998 $2763 = 2 // integer values :COL_5_12998 if $2763 == 2 // integer values jf @COL_5_13190 04A2: heli $2691 fly_to 188.1993 877.1445 30.0 speed 20 if $2800 == 2 // integer values jf @COL_5_13135 00BC: text_highpriority 'COL5_B5' 5000 ms 1 // ~g~Shoot down the helicopters, do not endanger the yacht. 0084: $2801 = $4811 // integer values and handles $2801 += 4000 // integer values if $2563 == 0 // integer values jf @COL_5_13128 $2563 = 1 // integer values 0084: $2588 = $4811 // integer values and handles $2588 += 5000 // integer values :COL_5_13128 $2800 += 1 // integer values :COL_5_13135 if 01AF: car $2691 0 188.1993 877.1445 30.0 radius 10.0 10.0 5.0 jf @COL_5_13190 $2763 = 3 // integer values :COL_5_13190 if $2763 == 3 // integer values jf @COL_5_13290 04A2: heli $2691 fly_to 188.1993 877.1445 16.0 speed 10 if 01AD: car $2691 sphere 0 near_point 188.1993 877.1445 radius 5.0 5.0 jf @COL_5_13290 0084: $2738 = $4811 // integer values and handles $2738 += 100 // integer values $2763 = 4 // integer values :COL_5_13290 if $2763 == 4 // integer values jf @COL_5_13373 if 001C: $4811 > $2738 // integer values jf @COL_5_13373 if not Actor.Dead($2708) jf @COL_5_13351 01CA: actor $2708 kill_player $PLAYER_CHAR :COL_5_13351 0084: $2738 = $4811 // integer values and handles $2738 += 100 // integer values $2763 = 5 // integer values :COL_5_13373 if $2763 == 5 // integer values jf @COL_5_13456 if 001C: $4811 > $2738 // integer values jf @COL_5_13456 if not Actor.Dead($2709) jf @COL_5_13434 01CA: actor $2709 kill_player $PLAYER_CHAR :COL_5_13434 0084: $2738 = $4811 // integer values and handles $2738 += 80 // integer values $2763 = 6 // integer values :COL_5_13456 if $2763 == 6 // integer values jf @COL_5_13636 if 001C: $4811 > $2738 // integer values jf @COL_5_13636 if not Actor.Dead($2710) jf @COL_5_13517 01CA: actor $2710 kill_player $PLAYER_CHAR :COL_5_13517 0084: $2738 = $4811 // integer values and handles $2738 += 1500 // integer values if $2574 == 0 // integer values jf @COL_5_13581 $2574 = 1 // integer values 0084: $2597 = $4811 // integer values and handles $2597 += 5000 // integer values jump @COL_5_13629 :COL_5_13581 $2574 = 0 // integer values if $2575 == 0 // integer values jf @COL_5_13629 $2575 = 1 // integer values 0084: $2598 = $4811 // integer values and handles $2598 += 5000 // integer values :COL_5_13629 $2763 = 7 // integer values :COL_5_13636 if $2763 == 7 // integer values jf @COL_5_13750 if 001C: $4811 > $2738 // integer values jf @COL_5_13750 04A2: heli $2691 fly_to 189.1993 879.1445 30.0 speed 20 if 01AF: car $2691 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 jf @COL_5_13750 $2763 = 8 // integer values :COL_5_13750 if $2763 == 8 // integer values jf @COL_5_13845 04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 20 if 01AF: car $2691 0 314.2827 993.9822 40.0 radius 5.0 5.0 4.0 jf @COL_5_13845 $2763 = 9 // integer values :COL_5_13845 if $2763 == 9 // integer values jf @COL_5_14064 04A2: heli $2691 fly_to 314.2827 993.9822 15.0 speed 20 if 01AF: car $2691 0 314.2827 993.9822 15.0 radius 5.0 5.0 4.0 jf @COL_5_14064 Actor.RemoveReferences($2708) Actor.RemoveReferences($2709) Actor.RemoveReferences($2710) 01C8: $2708 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 0 0084: $2736 = $2708 // integer values and handles gosub @COL_5_30293 01C8: $2709 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 1 0084: $2736 = $2709 // integer values and handles gosub @COL_5_30293 01C8: $2710 = create_actor_pedtype 9 model #HMOST in_car $2691 passenger_seat 2 0084: $2736 = $2710 // integer values and handles gosub @COL_5_30293 04A2: heli $2691 fly_to 314.2827 993.9822 40.0 speed 20 $2763 = 1 // integer values :COL_5_14064 jump @COL_5_14209 :COL_5_14071 if not Actor.Dead($2708) jf @COL_5_14108 if Actor.Driving($2708) jf @COL_5_14108 03E2: actor $2708 exit_car :COL_5_14108 if not Actor.Dead($2709) jf @COL_5_14145 if Actor.Driving($2709) jf @COL_5_14145 03E2: actor $2709 exit_car :COL_5_14145 if not Actor.Dead($2710) jf @COL_5_14182 if Actor.Driving($2710) jf @COL_5_14182 03E2: actor $2710 exit_car :COL_5_14182 0564: set_vehicle $2691 helicopter_simulate_crash_landing 0508: vehicle $2691 close_all_doors Car.RemoveReferences($2691) Actor.DestroyWithFade($2707) $2691 = -1 // integer values :COL_5_14209 jump @COL_5_14221 :COL_5_14216 Car.RemoveReferences($2691) :COL_5_14221 if Actor.Dead($2708) jf @COL_5_14242 Actor.DestroyWithFade($2708) :COL_5_14242 if Actor.Dead($2709) jf @COL_5_14263 Actor.DestroyWithFade($2709) :COL_5_14263 if Actor.Dead($2710) jf @COL_5_14284 Actor.DestroyWithFade($2710) :COL_5_14284 if and Car.Wrecked($2691) $2763 > 0 // integer values jf @COL_5_14332 if $2764 == -1 // integer values jf @COL_5_14332 $2764 = 0 // integer values :COL_5_14332 if $2763 > 4 // integer values jf @COL_5_14375 if $2764 == -1 // integer values jf @COL_5_14375 $2764 = 0 // integer values :COL_5_14375 if $2764 == 0 // integer values jf @COL_5_14561 $2723 = Car.Create(#MAVERICK, 302.9623, 909.7476, 11.6869) 0129: $2724 = create_actor 9 #HMOST in_car $2723 driverseat 020A: set_car $2723 door_status_to 2 01C8: $2725 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 0 0084: $2736 = $2725 // integer values and handles gosub @COL_5_30293 01C8: $2726 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 1 0084: $2736 = $2726 // integer values and handles gosub @COL_5_30293 01C8: $2727 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 2 0084: $2736 = $2727 // integer values and handles gosub @COL_5_30293 04BA: set_car $2723 speed_instantly 0.1 04A2: heli $2723 fly_to 302.9623 909.7476 32.0 speed 30 $2764 = 1 // integer values :COL_5_14561 if $2764 > 0 // integer values jf @COL_5_15914 if not Car.Wrecked($2723) jf @COL_5_15846 if not Actor.Dead($2724) jf @COL_5_15701 if $2764 == 1 // integer values jf @COL_5_14684 if 01AF: car $2723 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 jf @COL_5_14684 $2764 = 2 // integer values :COL_5_14684 if $2764 == 2 // integer values jf @COL_5_14820 04A2: heli $2723 fly_to 188.1993 879.1445 25.0 speed 20 if 01AF: car $2723 0 188.1993 879.1445 25.0 radius 10.0 10.0 5.0 jf @COL_5_14820 if $2563 == 0 // integer values jf @COL_5_14813 $2563 = 1 // integer values 0084: $2588 = $4811 // integer values and handles $2588 += 5000 // integer values :COL_5_14813 $2764 = 3 // integer values :COL_5_14820 if $2764 == 3 // integer values jf @COL_5_14920 04A2: heli $2723 fly_to 188.1993 879.1445 16.0 speed 10 if 01AD: car $2723 sphere 0 near_point 188.1993 879.1445 radius 5.0 5.0 jf @COL_5_14920 0084: $2738 = $4811 // integer values and handles $2738 += 100 // integer values $2764 = 4 // integer values :COL_5_14920 if $2764 == 4 // integer values jf @COL_5_15003 if 001C: $4811 > $2738 // integer values jf @COL_5_15003 if not Actor.Dead($2725) jf @COL_5_14981 01CA: actor $2725 kill_player $PLAYER_CHAR :COL_5_14981 0084: $2738 = $4811 // integer values and handles $2738 += 100 // integer values $2764 = 5 // integer values :COL_5_15003 if $2764 == 5 // integer values jf @COL_5_15086 if 001C: $4811 > $2738 // integer values jf @COL_5_15086 if not Actor.Dead($2726) jf @COL_5_15064 01CA: actor $2726 kill_player $PLAYER_CHAR :COL_5_15064 0084: $2738 = $4811 // integer values and handles $2738 += 80 // integer values $2764 = 6 // integer values :COL_5_15086 if $2764 == 6 // integer values jf @COL_5_15266 if 001C: $4811 > $2738 // integer values jf @COL_5_15266 if not Actor.Dead($2727) jf @COL_5_15147 01CA: actor $2727 kill_player $PLAYER_CHAR :COL_5_15147 0084: $2738 = $4811 // integer values and handles $2738 += 1500 // integer values if $2576 == 0 // integer values jf @COL_5_15211 $2576 = 1 // integer values 0084: $2599 = $4811 // integer values and handles $2599 += 5000 // integer values jump @COL_5_15259 :COL_5_15211 $2576 = 0 // integer values if $2579 == 0 // integer values jf @COL_5_15259 $2579 = 1 // integer values 0084: $2601 = $4811 // integer values and handles $2601 += 5000 // integer values :COL_5_15259 $2764 = 7 // integer values :COL_5_15266 if $2764 == 7 // integer values jf @COL_5_15380 if 001C: $4811 > $2738 // integer values jf @COL_5_15380 04A2: heli $2723 fly_to 189.1993 879.1445 30.0 speed 20 if 01AF: car $2723 0 189.1993 879.1445 30.0 radius 5.0 5.0 4.0 jf @COL_5_15380 $2764 = 8 // integer values :COL_5_15380 if $2764 == 8 // integer values jf @COL_5_15475 04A2: heli $2723 fly_to 302.9623 909.7476 32.0 speed 20 if 01AF: car $2723 0 302.9623 909.7476 32.0 radius 5.0 5.0 4.0 jf @COL_5_15475 $2764 = 9 // integer values :COL_5_15475 if $2764 == 9 // integer values jf @COL_5_15694 04A2: heli $2723 fly_to 302.9623 909.7476 13.0 speed 20 if 01AF: car $2723 0 302.9623 909.7476 13.0 radius 5.0 5.0 4.0 jf @COL_5_15694 Actor.RemoveReferences($2725) Actor.RemoveReferences($2726) Actor.RemoveReferences($2727) 01C8: $2725 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 0 0084: $2736 = $2725 // integer values and handles gosub @COL_5_30293 01C8: $2726 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 1 0084: $2736 = $2726 // integer values and handles gosub @COL_5_30293 01C8: $2727 = create_actor_pedtype 9 model #HMOST in_car $2723 passenger_seat 2 0084: $2736 = $2727 // integer values and handles gosub @COL_5_30293 04A2: heli $2723 fly_to 302.9623 909.7476 40.0 speed 20 $2764 = 1 // integer values :COL_5_15694 jump @COL_5_15839 :COL_5_15701 if not Actor.Dead($2725) jf @COL_5_15738 if Actor.Driving($2725) jf @COL_5_15738 03E2: actor $2725 exit_car :COL_5_15738 if not Actor.Dead($2726) jf @COL_5_15775 if Actor.Driving($2726) jf @COL_5_15775 03E2: actor $2726 exit_car :COL_5_15775 if not Actor.Dead($2727) jf @COL_5_15812 if Actor.Driving($2727) jf @COL_5_15812 03E2: actor $2727 exit_car :COL_5_15812 0564: set_vehicle $2723 helicopter_simulate_crash_landing 0508: vehicle $2723 close_all_doors Car.RemoveReferences($2723) Actor.DestroyWithFade($2724) $2723 = -1 // integer values :COL_5_15839 jump @COL_5_15851 :COL_5_15846 Car.RemoveReferences($2723) :COL_5_15851 if Actor.Dead($2725) jf @COL_5_15872 Actor.DestroyWithFade($2725) :COL_5_15872 if Actor.Dead($2726) jf @COL_5_15893 Actor.DestroyWithFade($2726) :COL_5_15893 if Actor.Dead($2727) jf @COL_5_15914 Actor.DestroyWithFade($2727) :COL_5_15914 if not Car.Wrecked($2689) jf @COL_5_16097 if not Actor.Dead($2690) jf @COL_5_16063 0084: $2688 = $2689 // integer values and handles gosub @COL_5_28422 if 01AD: car $2689 sphere 0 near_point $448 $449 radius 40.0 40.0 jf @COL_5_16056 if $2796 == 0 // integer values jf @COL_5_16051 00BC: text_highpriority 'COL5_B4' 5000 ms 1 // ~g~Shoot the attacking helicopter out of the sky. 0084: $2801 = $4811 // integer values and handles $2801 += 4000 // integer values $2796 = 1 // integer values :COL_5_16051 0541: fire_guns_on_vehicle $2689 :COL_5_16056 jump @COL_5_16090 :COL_5_16063 0564: set_vehicle $2689 helicopter_simulate_crash_landing 0508: vehicle $2689 close_all_doors Car.RemoveReferences($2689) Actor.RemoveReferences($2690) $2689 = -1 // integer values :COL_5_16090 jump @COL_5_16375 :COL_5_16097 Car.RemoveReferences($2689) Actor.RemoveReferences($2690) if $2742 == 0 // integer values jf @COL_5_16375 if and Car.Wrecked($2691) $2763 > 0 // integer values jf @COL_5_16264 if and Car.Wrecked($2723) $2764 > 0 // integer values jf @COL_5_16241 if 001C: $4811 > $2739 // integer values jf @COL_5_16234 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 0169: set_fade_color 0 0 1 fade 0 500 $2742 = 1 // integer values :COL_5_16234 jump @COL_5_16257 :COL_5_16241 0084: $2739 = $4811 // integer values and handles $2739 += 8000 // integer values :COL_5_16257 jump @COL_5_16280 :COL_5_16264 0084: $2739 = $4811 // integer values and handles $2739 += 8000 // integer values :COL_5_16280 if $2742 == 1 // integer values jf @COL_5_16375 $2689 = Car.Create(#HUNTER, 21.2864, 720.1946, 13.0) Car.Angle($2689) = 312.7112 0129: $2690 = create_actor 9 #HMOST in_car $2689 driverseat Car.Health($2689) = 2500 020A: set_car $2689 door_status_to 2 04BA: set_car $2689 speed_instantly 30.0 $2742 = 2 // integer values :COL_5_16375 if not $2751 == 4 // integer values jf @COL_5_16896 if not Car.Wrecked($2677) jf @COL_5_16610 if $2751 == 1 // integer values jf @COL_5_16498 if 01AD: car $2677 sphere 0 near_point -247.1728 -1215.75 radius 26.0 26.0 jf @COL_5_16498 0477: set_car $2677 action 6 time 200 0084: $2752 = $4811 // integer values and handles $2752 += 199 // integer values $2751 = 2 // integer values :COL_5_16498 if $2751 == 2 // integer values jf @COL_5_16552 if 001C: $4811 > $2752 // integer values jf @COL_5_16552 0477: set_car $2677 action 3 time 5000 $2751 = 3 // integer values :COL_5_16552 if $2751 == 3 // integer values jf @COL_5_16603 if 01C1: car $2677 stopped jf @COL_5_16603 0477: set_car $2677 action 1 time 5000 $2751 = 4 // integer values :COL_5_16603 jump @COL_5_16889 :COL_5_16610 if $2751 == 0 // integer values jf @COL_5_16889 if 001C: $4811 > $2752 // integer values jf @COL_5_16889 0395: clear_area 1 at -238.2693 -1361.33 range 7.0786 500.0 $2677 = Car.Create(#WASHING, -238.2693, -1361.33, 7.0786) 0229: set_car $2677 color_to 0 0 Car.Angle($2677) = 10.7405 0129: $2670 = create_actor 9 #HMOST in_car $2677 driverseat 0084: $2693 = $2670 // integer values and handles gosub @COL_5_30096 01C8: $2671 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 0 0084: $2693 = $2671 // integer values and handles gosub @COL_5_30096 01C8: $2672 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 1 0084: $2693 = $2672 // integer values and handles gosub @COL_5_30096 01C8: $2673 = create_actor_pedtype 9 model #HMOST in_car $2677 passenger_seat 2 0084: $2693 = $2673 // integer values and handles gosub @COL_5_30096 Car.SetMaxSpeed($2677, 100.0) 04BA: set_car $2677 speed_instantly 30.0 00AE: set_vehicle $2677 traffic_behavior_to 2 02C2: car $2677 drive_to_point -247.1728 -1215.75 7.0856 04E0: car $2677 abandon_path_radius 255 $2751 = 1 // integer values :COL_5_16889 jump @COL_5_20408 :COL_5_16896 if not Actor.Dead($2670) jf @COL_5_17366 if $2753 == 0 // integer values jf @COL_5_16959 0239: actor $2670 run_to -257.2504 -1214.484 0411: set_actor $2670 use_pednode_seek 0 $2753 = 1 // integer values :COL_5_16959 if $2753 == 1 // integer values jf @COL_5_17044 if 00ED: actor $2670 0 -257.2504 -1214.484 radius 1.5 1.5 jf @COL_5_17044 0239: actor $2670 run_to -266.0016 -1214.565 0411: set_actor $2670 use_pednode_seek 0 $2753 = 2 // integer values :COL_5_17044 if $2753 == 2 // integer values jf @COL_5_17129 if 00ED: actor $2670 0 -266.0016 -1214.565 radius 1.5 1.5 jf @COL_5_17129 0239: actor $2670 run_to -321.7568 -1214.596 0411: set_actor $2670 use_pednode_seek 0 $2753 = 3 // integer values :COL_5_17129 if $2753 == 3 // integer values jf @COL_5_17214 if 00ED: actor $2670 0 -321.7568 -1214.596 radius 1.5 1.5 jf @COL_5_17214 0239: actor $2670 run_to -323.5134 -1232.98 0411: set_actor $2670 use_pednode_seek 0 $2753 = 4 // integer values :COL_5_17214 if $2753 == 4 // integer values jf @COL_5_17340 if 00ED: actor $2670 0 -323.5134 -1232.98 radius 1.5 1.5 jf @COL_5_17340 if not Car.Wrecked($2676) jf @COL_5_17332 0464: put_actor $2670 into_turret_on_car $2676 at_car_offset 0.0 4.0 1.5 position 0 angle 360.0 with_weapon 23 $2753 = 5 // integer values jump @COL_5_17340 :COL_5_17332 01CA: actor $2670 kill_player $PLAYER_CHAR :COL_5_17340 if $2753 == 5 // integer values jf @COL_5_17366 01CA: actor $2670 kill_player $PLAYER_CHAR :COL_5_17366 if not Actor.Dead($2671) jf @COL_5_17795 if $2754 == 0 // integer values jf @COL_5_17429 0239: actor $2671 run_to -257.2504 -1214.484 0411: set_actor $2671 use_pednode_seek 0 $2754 = 1 // integer values :COL_5_17429 if $2754 == 1 // integer values jf @COL_5_17514 if 00ED: actor $2671 0 -257.2504 -1214.484 radius 1.5 1.5 jf @COL_5_17514 0239: actor $2671 run_to -266.0016 -1214.565 0411: set_actor $2671 use_pednode_seek 0 $2754 = 2 // integer values :COL_5_17514 if $2754 == 2 // integer values jf @COL_5_17599 if 00ED: actor $2671 0 -266.0016 -1214.565 radius 1.5 1.5 jf @COL_5_17599 0239: actor $2671 run_to -321.7568 -1214.596 0411: set_actor $2671 use_pednode_seek 0 $2754 = 3 // integer values :COL_5_17599 if $2754 == 3 // integer values jf @COL_5_17684 if 00ED: actor $2671 0 -321.7568 -1214.596 radius 1.5 1.5 jf @COL_5_17684 0239: actor $2671 run_to -323.5134 -1232.98 0411: set_actor $2671 use_pednode_seek 0 $2754 = 4 // integer values :COL_5_17684 if $2754 == 4 // integer values jf @COL_5_17795 if 00ED: actor $2671 0 -323.5134 -1232.98 radius 1.5 1.5 jf @COL_5_17795 if not Car.Wrecked($2676) jf @COL_5_17787 Actor.DestroyInstantly($2671) 0129: $2671 = create_actor 9 #HMOST in_car $2676 driverseat $2754 = 5 // integer values jump @COL_5_17795 :COL_5_17787 01CA: actor $2671 kill_player $PLAYER_CHAR :COL_5_17795 if not Car.Wrecked($2676) jf @COL_5_18520 if not Actor.Dead($2671) jf @COL_5_18479 if and $2753 == 5 // integer values $2754 == 5 // integer values jf @COL_5_18472 0400: create_coordinate $445 $446 $447 from_object $714 offset -20.0 -20.0 0.0 if 01AF: car $2676 0 $445 $446 6.0 radius 5.0 5.0 5.0 jf @COL_5_18123 02DB: set_boat $2676 speed_to 2.0 $4886 = Object.Angle($714) $2808 = Car.Angle($2676) 0086: $5922 = $4886 // floating-point values only 0061: $5922 -= $2808 // floating-point values if -180.0 > $5922 // floating-point values jf @COL_5_17998 $5922 += 360.0 // floating-point values :COL_5_17998 if $5922 > 180.0 // floating-point values jf @COL_5_18029 $5922 -= 360.0 // floating-point values :COL_5_18029 if 0.0 > $5922 // floating-point values jf @COL_5_18067 0078: $2808 += frame_delta_time * 1.0 // floating-point values jump @COL_5_18077 :COL_5_18067 007E: $2808 -= frame_delta_time * 1.0 // floating-point values :COL_5_18077 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @COL_5_18116 Car.Angle($2676) = $2808 :COL_5_18116 jump @COL_5_18365 :COL_5_18123 if 01AD: car $2676 sphere 0 near_point $445 $446 radius 10.0 10.0 jf @COL_5_18355 02DB: set_boat $2676 speed_to 6.0 $4886 = Object.Angle($714) $2808 = Car.Angle($2676) 0086: $5922 = $4886 // floating-point values only 0061: $5922 -= $2808 // floating-point values if -180.0 > $5922 // floating-point values jf @COL_5_18230 $5922 += 360.0 // floating-point values :COL_5_18230 if $5922 > 180.0 // floating-point values jf @COL_5_18261 $5922 -= 360.0 // floating-point values :COL_5_18261 if 0.0 > $5922 // floating-point values jf @COL_5_18299 0078: $2808 += frame_delta_time * 1.0 // floating-point values jump @COL_5_18309 :COL_5_18299 007E: $2808 -= frame_delta_time * 1.0 // floating-point values :COL_5_18309 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @COL_5_18348 Car.Angle($2676) = $2808 :COL_5_18348 jump @COL_5_18365 :COL_5_18355 02DB: set_boat $2676 speed_to 12.0 :COL_5_18365 02D3: boat $2676 drive_to $445 $446 6.0 if 81AD: not car $2676 sphere 0 near_point $448 $449 radius 300.0 300.0 jf @COL_5_18422 $2670 = -1 // integer values :COL_5_18422 if Actor.Dead($2670) jf @COL_5_18472 Car.RemoveReferences($2682) Car.RemoveReferences($2676) $2676 = -1 // integer values Actor.RemoveReferences($2671) Actor.RemoveReferences($2670) $2771 = 1 // integer values :COL_5_18472 jump @COL_5_18513 :COL_5_18479 Car.RemoveReferences($2682) Car.RemoveReferences($2676) $2676 = -1 // integer values Actor.RemoveReferences($2671) Actor.RemoveReferences($2670) $2771 = 1 // integer values :COL_5_18513 jump @COL_5_18652 :COL_5_18520 if $2789 == 0 // integer values jf @COL_5_18618 if not Car.Wrecked($2674) jf @COL_5_18618 if Car.Wrecked($2675) jf @COL_5_18618 if $2561 == 0 // integer values jf @COL_5_18611 $2561 = 1 // integer values 0084: $2586 = $4811 // integer values and handles $2586 += 5000 // integer values :COL_5_18611 $2789 = 1 // integer values :COL_5_18618 Car.RemoveReferences($2682) Car.RemoveReferences($2676) $2676 = -1 // integer values Actor.RemoveReferences($2671) Actor.RemoveReferences($2670) $2771 = 1 // integer values :COL_5_18652 if not Actor.Dead($2672) jf @COL_5_19122 if $2755 == 0 // integer values jf @COL_5_18715 0239: actor $2672 run_to -257.2504 -1214.484 0411: set_actor $2672 use_pednode_seek 0 $2755 = 1 // integer values :COL_5_18715 if $2755 == 1 // integer values jf @COL_5_18800 if 00ED: actor $2672 0 -257.2504 -1214.484 radius 1.5 1.5 jf @COL_5_18800 0239: actor $2672 run_to -266.0016 -1214.565 0411: set_actor $2672 use_pednode_seek 0 $2755 = 2 // integer values :COL_5_18800 if $2755 == 2 // integer values jf @COL_5_18885 if 00ED: actor $2672 0 -266.0016 -1214.565 radius 1.5 1.5 jf @COL_5_18885 0239: actor $2672 run_to -321.7568 -1214.596 0411: set_actor $2672 use_pednode_seek 0 $2755 = 3 // integer values :COL_5_18885 if $2755 == 3 // integer values jf @COL_5_18970 if 00ED: actor $2672 0 -321.7568 -1214.596 radius 1.5 1.5 jf @COL_5_18970 0239: actor $2672 run_to -332.7804 -1217.117 0411: set_actor $2672 use_pednode_seek 0 $2755 = 4 // integer values :COL_5_18970 if $2755 == 4 // integer values jf @COL_5_19096 if 00ED: actor $2672 0 -332.7804 -1217.117 radius 2.0 2.0 jf @COL_5_19096 if not Car.Wrecked($2675) jf @COL_5_19088 0464: put_actor $2672 into_turret_on_car $2675 at_car_offset 0.6462 1.4897 1.3333 position 0 angle 360.0 with_weapon 23 $2755 = 5 // integer values jump @COL_5_19096 :COL_5_19088 01CA: actor $2672 kill_player $PLAYER_CHAR :COL_5_19096 if $2753 == 5 // integer values jf @COL_5_19122 01CA: actor $2672 kill_player $PLAYER_CHAR :COL_5_19122 if not Actor.Dead($2673) jf @COL_5_19551 if $2756 == 0 // integer values jf @COL_5_19185 0239: actor $2673 run_to -257.2504 -1214.484 0411: set_actor $2673 use_pednode_seek 0 $2756 = 1 // integer values :COL_5_19185 if $2756 == 1 // integer values jf @COL_5_19270 if 00ED: actor $2673 0 -257.2504 -1214.484 radius 1.5 1.5 jf @COL_5_19270 0239: actor $2673 run_to -266.0016 -1214.565 0411: set_actor $2673 use_pednode_seek 0 $2756 = 2 // integer values :COL_5_19270 if $2756 == 2 // integer values jf @COL_5_19355 if 00ED: actor $2673 0 -266.0016 -1214.565 radius 1.5 1.5 jf @COL_5_19355 0239: actor $2673 run_to -321.7568 -1214.596 0411: set_actor $2673 use_pednode_seek 0 $2756 = 3 // integer values :COL_5_19355 if $2756 == 3 // integer values jf @COL_5_19440 if 00ED: actor $2673 0 -321.7568 -1214.596 radius 1.5 1.5 jf @COL_5_19440 0239: actor $2673 run_to -332.7804 -1217.117 0411: set_actor $2673 use_pednode_seek 0 $2756 = 4 // integer values :COL_5_19440 if $2756 == 4 // integer values jf @COL_5_19551 if 00ED: actor $2673 0 -332.7804 -1217.117 radius 2.0 2.0 jf @COL_5_19551 if not Car.Wrecked($2675) jf @COL_5_19543 Actor.DestroyInstantly($2673) 0129: $2673 = create_actor 9 #HMOST in_car $2675 driverseat $2756 = 5 // integer values jump @COL_5_19551 :COL_5_19543 01CA: actor $2673 kill_player $PLAYER_CHAR :COL_5_19551 if not Car.Wrecked($2675) jf @COL_5_20276 if not Actor.Dead($2673) jf @COL_5_20235 if and $2755 == 5 // integer values $2756 == 5 // integer values jf @COL_5_20137 0400: create_coordinate $445 $446 $447 from_object $714 offset -20.0 0.0 0.0 if 01AF: car $2675 0 $445 $446 6.0 radius 5.0 5.0 5.0 jf @COL_5_19879 02DB: set_boat $2675 speed_to 2.0 $4886 = Object.Angle($714) $2807 = Car.Angle($2675) 0086: $5922 = $4886 // floating-point values only 0061: $5922 -= $2807 // floating-point values if -180.0 > $5922 // floating-point values jf @COL_5_19754 $5922 += 360.0 // floating-point values :COL_5_19754 if $5922 > 180.0 // floating-point values jf @COL_5_19785 $5922 -= 360.0 // floating-point values :COL_5_19785 if 0.0 > $5922 // floating-point values jf @COL_5_19823 0078: $2807 += frame_delta_time * 1.0 // floating-point values jump @COL_5_19833 :COL_5_19823 007E: $2807 -= frame_delta_time * 1.0 // floating-point values :COL_5_19833 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @COL_5_19872 Car.Angle($2675) = $2807 :COL_5_19872 jump @COL_5_20121 :COL_5_19879 if 01AD: car $2675 sphere 0 near_point $445 $446 radius 10.0 10.0 jf @COL_5_20111 02DB: set_boat $2675 speed_to 6.0 $4886 = Object.Angle($714) $2807 = Car.Angle($2675) 0086: $5922 = $4886 // floating-point values only 0061: $5922 -= $2807 // floating-point values if -180.0 > $5922 // floating-point values jf @COL_5_19986 $5922 += 360.0 // floating-point values :COL_5_19986 if $5922 > 180.0 // floating-point values jf @COL_5_20017 $5922 -= 360.0 // floating-point values :COL_5_20017 if 0.0 > $5922 // floating-point values jf @COL_5_20055 0078: $2807 += frame_delta_time * 1.0 // floating-point values jump @COL_5_20065 :COL_5_20055 007E: $2807 -= frame_delta_time * 1.0 // floating-point values :COL_5_20065 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @COL_5_20104 Car.Angle($2675) = $2807 :COL_5_20104 jump @COL_5_20121 :COL_5_20111 02DB: set_boat $2675 speed_to 12.0 :COL_5_20121 02D3: boat $2675 drive_to $445 $446 6.0 :COL_5_20137 if 81AD: not car $2675 sphere 0 near_point $448 $449 radius 300.0 300.0 jf @COL_5_20178 $2672 = -1 // integer values :COL_5_20178 if Actor.Dead($2672) jf @COL_5_20228 Car.RemoveReferences($2682) Car.RemoveReferences($2675) $2675 = -1 // integer values Actor.RemoveReferences($2673) Actor.RemoveReferences($2672) $2770 = 1 // integer values :COL_5_20228 jump @COL_5_20269 :COL_5_20235 Car.RemoveReferences($2682) Car.RemoveReferences($2675) $2675 = -1 // integer values Actor.RemoveReferences($2673) Actor.RemoveReferences($2672) $2770 = 1 // integer values :COL_5_20269 jump @COL_5_20408 :COL_5_20276 if $2789 == 0 // integer values jf @COL_5_20374 if not Car.Wrecked($2674) jf @COL_5_20374 if Car.Wrecked($2676) jf @COL_5_20374 if $2561 == 0 // integer values jf @COL_5_20367 $2561 = 1 // integer values 0084: $2586 = $4811 // integer values and handles $2586 += 5000 // integer values :COL_5_20367 $2789 = 1 // integer values :COL_5_20374 Car.RemoveReferences($2682) Car.RemoveReferences($2675) $2675 = -1 // integer values Actor.RemoveReferences($2673) Actor.RemoveReferences($2672) $2770 = 1 // integer values :COL_5_20408 if not $2757 == 4 // integer values jf @COL_5_20941 if not Car.Wrecked($2682) jf @COL_5_20643 if $2757 == 1 // integer values jf @COL_5_20531 if 01AD: car $2682 sphere 0 near_point -247.1728 -1215.75 radius 33.0 33.0 jf @COL_5_20531 0477: set_car $2682 action 7 time 200 0084: $2758 = $4811 // integer values and handles $2758 += 199 // integer values $2757 = 2 // integer values :COL_5_20531 if $2757 == 2 // integer values jf @COL_5_20585 if 001C: $4811 > $2758 // integer values jf @COL_5_20585 0477: set_car $2682 action 4 time 5000 $2757 = 3 // integer values :COL_5_20585 if $2757 == 3 // integer values jf @COL_5_20636 if 01C1: car $2682 stopped jf @COL_5_20636 0477: set_car $2682 action 1 time 5000 $2757 = 4 // integer values :COL_5_20636 jump @COL_5_20934 :COL_5_20643 if and $2757 == 0 // integer values $2751 > 0 // integer values jf @COL_5_20934 if 838A: not car_in_cube -238.2693 -1361.33 7.0786 4.0 4.0 4.0 jf @COL_5_20934 $2682 = Car.Create(#WASHING, -238.2693, -1361.33, 7.0786) 0229: set_car $2682 color_to 0 0 Car.Angle($2682) = 10.7405 Model.Destroy(#WASHING) 0129: $2678 = create_actor 9 #HMOST in_car $2682 driverseat 0084: $2693 = $2678 // integer values and handles gosub @COL_5_30096 01C8: $2679 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 0 0084: $2693 = $2679 // integer values and handles gosub @COL_5_30096 01C8: $2680 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 1 0084: $2693 = $2680 // integer values and handles gosub @COL_5_30096 01C8: $2681 = create_actor_pedtype 9 model #HMOST in_car $2682 passenger_seat 2 0084: $2693 = $2681 // integer values and handles gosub @COL_5_30096 Car.SetMaxSpeed($2682, 100.0) 04BA: set_car $2682 speed_instantly 30.0 00AE: set_vehicle $2682 traffic_behavior_to 2 02C2: car $2682 drive_to_point -247.1728 -1215.75 7.0856 04E0: car $2682 abandon_path_radius 255 $2757 = 1 // integer values :COL_5_20934 jump @COL_5_22701 :COL_5_20941 if not Actor.Dead($2678) jf @COL_5_21140 0084: $2737 = $2678 // integer values and handles 0084: $2778 = $2759 // integer values and handles gosub @COL_5_31218 0084: $2759 = $2778 // integer values and handles if $2759 == 4 // integer values jf @COL_5_21114 if 00ED: actor $2678 0 -328.9344 -1212.065 radius 1.5 1.5 jf @COL_5_21114 if not Car.Wrecked($2674) jf @COL_5_21106 0464: put_actor $2678 into_turret_on_car $2674 at_car_offset 0.0 -2.0 1.2 position 0 angle 360.0 with_weapon 23 $2759 = 5 // integer values jump @COL_5_21114 :COL_5_21106 01CA: actor $2678 kill_player $PLAYER_CHAR :COL_5_21114 if $2759 == 5 // integer values jf @COL_5_21140 01CA: actor $2678 kill_player $PLAYER_CHAR :COL_5_21140 if not Actor.Dead($2679) jf @COL_5_21339 0084: $2737 = $2679 // integer values and handles 0084: $2778 = $2760 // integer values and handles gosub @COL_5_31218 0084: $2760 = $2778 // integer values and handles if $2760 == 4 // integer values jf @COL_5_21313 if 00ED: actor $2679 0 -328.9344 -1212.065 radius 1.5 1.5 jf @COL_5_21313 if not Car.Wrecked($2674) jf @COL_5_21305 0464: put_actor $2679 into_turret_on_car $2674 at_car_offset 0.0 6.0 2.65 position 0 angle 360.0 with_weapon 23 $2760 = 5 // integer values jump @COL_5_21313 :COL_5_21305 01CA: actor $2679 kill_player $PLAYER_CHAR :COL_5_21313 if $2760 == 5 // integer values jf @COL_5_21339 01CA: actor $2679 kill_player $PLAYER_CHAR :COL_5_21339 if not Actor.Dead($2680) jf @COL_5_21538 0084: $2737 = $2680 // integer values and handles 0084: $2778 = $2761 // integer values and handles gosub @COL_5_31218 0084: $2761 = $2778 // integer values and handles if $2761 == 4 // integer values jf @COL_5_21512 if 00ED: actor $2680 0 -328.9344 -1212.065 radius 1.5 1.5 jf @COL_5_21512 if not Car.Wrecked($2674) jf @COL_5_21504 0464: put_actor $2680 into_turret_on_car $2674 at_car_offset 0.0 10.0 1.9 position 0 angle 360.0 with_weapon 23 $2761 = 5 // integer values jump @COL_5_21512 :COL_5_21504 01CA: actor $2680 kill_player $PLAYER_CHAR :COL_5_21512 if $2761 == 5 // integer values jf @COL_5_21538 01CA: actor $2680 kill_player $PLAYER_CHAR :COL_5_21538 if not Actor.Dead($2681) jf @COL_5_21712 0084: $2737 = $2681 // integer values and handles 0084: $2778 = $2762 // integer values and handles gosub @COL_5_31218 0084: $2762 = $2778 // integer values and handles if $2762 == 4 // integer values jf @COL_5_21712 if 00ED: actor $2681 0 -328.9344 -1212.065 radius 1.5 1.5 jf @COL_5_21712 if not Car.Wrecked($2674) jf @COL_5_21704 Actor.DestroyInstantly($2681) 0129: $2681 = create_actor 9 #HMOST in_car $2674 driverseat 0084: $2765 = $4811 // integer values and handles $2765 += 5000 // integer values $2762 = 5 // integer values jump @COL_5_21712 :COL_5_21704 01CA: actor $2681 kill_player $PLAYER_CHAR :COL_5_21712 if not Car.Wrecked($2674) jf @COL_5_22570 if not Actor.Dead($2681) jf @COL_5_22519 if and $2759 == 5 // integer values $2760 == 5 // integer values $2761 == 5 // integer values $2762 == 5 // integer values 001C: $4811 > $2765 // integer values jf @COL_5_22365 if $2790 == 0 // integer values jf @COL_5_22017 if $2560 == 0 // integer values jf @COL_5_21850 $2560 = 1 // integer values 0084: $2585 = $4811 // integer values and handles $2585 += 5000 // integer values :COL_5_21850 if not Car.Wrecked($2674) jf @COL_5_21890 if not Actor.Dead($2685) jf @COL_5_21890 01D9: actor $2685 destroy_car $2674 :COL_5_21890 if not Car.Wrecked($2675) jf @COL_5_21930 if not Actor.Dead($2686) jf @COL_5_21930 01D9: actor $2686 destroy_car $2675 :COL_5_21930 if not Car.Wrecked($2676) jf @COL_5_21970 if not Actor.Dead($2687) jf @COL_5_21970 01D9: actor $2687 destroy_car $2674 :COL_5_21970 if not Car.Wrecked($2676) jf @COL_5_22010 if not Actor.Dead($2730) jf @COL_5_22010 01D9: actor $2730 destroy_car $2676 :COL_5_22010 $2790 = 1 // integer values :COL_5_22017 0400: create_coordinate $445 $446 $447 from_object $714 offset 20.0 20.0 0.0 $4886 = Object.Angle($714) $2806 = Car.Angle($2674) 0086: $5922 = $4886 // floating-point values only 0061: $5922 -= $2806 // floating-point values if -180.0 > $5922 // floating-point values jf @COL_5_22109 $5922 += 360.0 // floating-point values :COL_5_22109 if $5922 > 180.0 // floating-point values jf @COL_5_22140 $5922 -= 360.0 // floating-point values :COL_5_22140 if 0.0 > $5922 // floating-point values jf @COL_5_22178 007E: $2806 -= frame_delta_time * 2.0 // floating-point values jump @COL_5_22188 :COL_5_22178 0078: $2806 += frame_delta_time * 2.0 // floating-point values :COL_5_22188 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @COL_5_22227 Car.Angle($2674) = $2806 :COL_5_22227 if 01AF: car $2674 0 $445 $446 6.0 radius 10.0 10.0 5.0 jf @COL_5_22288 02DB: set_boat $2674 speed_to 2.0 jump @COL_5_22349 :COL_5_22288 if 01AD: car $2674 sphere 0 near_point $445 $446 radius 30.0 30.0 jf @COL_5_22339 02DB: set_boat $2674 speed_to 6.0 jump @COL_5_22349 :COL_5_22339 02DB: set_boat $2674 speed_to 12.0 :COL_5_22349 02D3: boat $2674 drive_to $445 $446 6.0 :COL_5_22365 if 81AD: not car $2674 sphere 0 near_point $448 $449 radius 300.0 300.0 jf @COL_5_22420 $2678 = -1 // integer values $2679 = -1 // integer values $2680 = -1 // integer values :COL_5_22420 if Actor.Dead($2678) jf @COL_5_22512 if Actor.Dead($2679) jf @COL_5_22512 if Actor.Dead($2680) jf @COL_5_22512 Car.RemoveReferences($2674) $2674 = -1 // integer values Car.RemoveReferences($2677) Actor.RemoveReferences($2678) Actor.RemoveReferences($2679) Actor.RemoveReferences($2680) Actor.RemoveReferences($2681) $2769 = 1 // integer values :COL_5_22512 jump @COL_5_22563 :COL_5_22519 Car.RemoveReferences($2674) $2674 = -1 // integer values Car.RemoveReferences($2677) Actor.RemoveReferences($2678) Actor.RemoveReferences($2679) Actor.RemoveReferences($2680) Actor.RemoveReferences($2681) $2769 = 1 // integer values :COL_5_22563 jump @COL_5_22701 :COL_5_22570 if $2791 == 0 // integer values jf @COL_5_22657 if or not Car.Wrecked($2675) not Car.Wrecked($2676) jf @COL_5_22657 if $2560 == 0 // integer values jf @COL_5_22650 $2560 = 1 // integer values 0084: $2585 = $4811 // integer values and handles $2585 += 5000 // integer values :COL_5_22650 $2791 = 1 // integer values :COL_5_22657 Car.RemoveReferences($2674) $2674 = -1 // integer values Car.RemoveReferences($2677) Actor.RemoveReferences($2678) Actor.RemoveReferences($2679) Actor.RemoveReferences($2680) Actor.RemoveReferences($2681) $2769 = 1 // integer values :COL_5_22701 if $2560 > 0 // integer values jf @COL_5_22956 if $2560 == 3 // integer values jf @COL_5_22783 if 03D2: wav 1 ended jf @COL_5_22783 03D5: remove_text 'COL5_1' // Port side! Port side! $2560 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_22783 if $2560 == 2 // integer values jf @COL_5_22861 if 03D0: wav 1 loaded jf @COL_5_22861 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_22854 00BC: text_highpriority 'COL5_1' 10000 ms 1 // Port side! Port side! :COL_5_22854 $2560 = 3 // integer values :COL_5_22861 if $2560 == 1 // integer values jf @COL_5_22956 if $2607 == 0 // integer values jf @COL_5_22930 03CF: load_wav 'COL5_1' as 1 $2560 = 2 // integer values $2607 = 1 // integer values jump @COL_5_22956 :COL_5_22930 if 001C: $4811 > $2585 // integer values jf @COL_5_22956 $2560 = 0 // integer values :COL_5_22956 if $2561 > 0 // integer values jf @COL_5_23211 if $2561 == 3 // integer values jf @COL_5_23038 if 03D2: wav 1 ended jf @COL_5_23038 03D5: remove_text 'COL5_2' // They're attacking from starboard! $2561 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_23038 if $2561 == 2 // integer values jf @COL_5_23116 if 03D0: wav 1 loaded jf @COL_5_23116 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_23109 00BC: text_highpriority 'COL5_2' 10000 ms 1 // They're attacking from starboard! :COL_5_23109 $2561 = 3 // integer values :COL_5_23116 if $2561 == 1 // integer values jf @COL_5_23211 if $2607 == 0 // integer values jf @COL_5_23185 03CF: load_wav 'COL5_2' as 1 $2561 = 2 // integer values $2607 = 1 // integer values jump @COL_5_23211 :COL_5_23185 if 001C: $4811 > $2586 // integer values jf @COL_5_23211 $2561 = 0 // integer values :COL_5_23211 if $2562 > 0 // integer values jf @COL_5_23466 if $2562 == 3 // integer values jf @COL_5_23293 if 03D2: wav 1 ended jf @COL_5_23293 03D5: remove_text 'COL5_3' // The bridge up ahead! $2562 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_23293 if $2562 == 2 // integer values jf @COL_5_23371 if 03D0: wav 1 loaded jf @COL_5_23371 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_23364 00BC: text_highpriority 'COL5_3' 10000 ms 1 // The bridge up ahead! :COL_5_23364 $2562 = 3 // integer values :COL_5_23371 if $2562 == 1 // integer values jf @COL_5_23466 if $2607 == 0 // integer values jf @COL_5_23440 03CF: load_wav 'COL5_3' as 1 $2562 = 2 // integer values $2607 = 1 // integer values jump @COL_5_23466 :COL_5_23440 if 001C: $4811 > $2587 // integer values jf @COL_5_23466 $2562 = 0 // integer values :COL_5_23466 if $2563 > 0 // integer values jf @COL_5_24154 if $2563 == 3 // integer values jf @COL_5_23598 if 03D2: wav 1 ended jf @COL_5_23598 03D5: remove_text 'COL5_17' // Oh my god they've got a helicopter! 03D5: remove_text 'COL5_18' // Shoot the helicopter! 03D5: remove_text 'COL5_19' // Tommy, take that chopper out! 03D5: remove_text 'COL5_20' // He's coming again! Blow that chopper! 03D5: remove_text 'COL5_21' // Look at the size of that chopper! 03D5: remove_text 'COL5_22' // Here he comes again! $2563 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_23598 if $2563 == 2 // integer values jf @COL_5_23891 if 03D0: wav 1 loaded jf @COL_5_23891 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_23852 if $2783 == 0 // integer values jf @COL_5_23687 00BC: text_highpriority 'COL5_17' 10000 ms 1 // Oh my god they've got a helicopter! :COL_5_23687 if $2783 == 1 // integer values jf @COL_5_23720 00BC: text_highpriority 'COL5_18' 10000 ms 1 // Shoot the helicopter! :COL_5_23720 if $2783 == 2 // integer values jf @COL_5_23753 00BC: text_highpriority 'COL5_19' 10000 ms 1 // Tommy, take that chopper out! :COL_5_23753 if $2783 == 3 // integer values jf @COL_5_23786 00BC: text_highpriority 'COL5_20' 10000 ms 1 // He's coming again! Blow that chopper! :COL_5_23786 if $2783 == 4 // integer values jf @COL_5_23819 00BC: text_highpriority 'COL5_21' 10000 ms 1 // Look at the size of that chopper! :COL_5_23819 if $2783 == 5 // integer values jf @COL_5_23852 00BC: text_highpriority 'COL5_22' 10000 ms 1 // Here he comes again! :COL_5_23852 $2783 += 1 // integer values if $2783 == 6 // integer values jf @COL_5_23884 $2783 = 0 // integer values :COL_5_23884 $2563 = 3 // integer values :COL_5_23891 if $2563 == 1 // integer values jf @COL_5_24154 if $2607 == 0 // integer values jf @COL_5_24128 if $2783 == 0 // integer values jf @COL_5_23957 03CF: load_wav 'COL5_17' as 1 :COL_5_23957 if $2783 == 1 // integer values jf @COL_5_23987 03CF: load_wav 'COL5_18' as 1 :COL_5_23987 if $2783 == 2 // integer values jf @COL_5_24017 03CF: load_wav 'COL5_19' as 1 :COL_5_24017 if $2783 == 3 // integer values jf @COL_5_24047 03CF: load_wav 'COL5_20' as 1 :COL_5_24047 if $2783 == 4 // integer values jf @COL_5_24077 03CF: load_wav 'COL5_21' as 1 :COL_5_24077 if $2783 == 5 // integer values jf @COL_5_24107 03CF: load_wav 'COL5_22' as 1 :COL_5_24107 $2563 = 2 // integer values $2607 = 1 // integer values jump @COL_5_24154 :COL_5_24128 if 001C: $4811 > $2588 // integer values jf @COL_5_24154 $2563 = 0 // integer values :COL_5_24154 if $2568 > 0 // integer values jf @COL_5_24409 if $2568 == 3 // integer values jf @COL_5_24236 if 03D2: wav 1 ended jf @COL_5_24236 03D5: remove_text 'COL5_7' // Stop shooting at me! $2568 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_24236 if $2568 == 2 // integer values jf @COL_5_24314 if 03D0: wav 1 loaded jf @COL_5_24314 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_24307 00BC: text_highpriority 'COL5_7' 10000 ms 1 // Stop shooting at me! :COL_5_24307 $2568 = 3 // integer values :COL_5_24314 if $2568 == 1 // integer values jf @COL_5_24409 if $2607 == 0 // integer values jf @COL_5_24383 03CF: load_wav 'COL5_7' as 1 $2568 = 2 // integer values $2607 = 1 // integer values jump @COL_5_24409 :COL_5_24383 if 001C: $4811 > $2591 // integer values jf @COL_5_24409 $2568 = 0 // integer values :COL_5_24409 if $2570 > 0 // integer values jf @COL_5_24664 if $2570 == 3 // integer values jf @COL_5_24491 if 03D2: wav 1 ended jf @COL_5_24491 03D5: remove_text 'COL5_9' // Tommy, stop them shooting at me! $2570 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_24491 if $2570 == 2 // integer values jf @COL_5_24569 if 03D0: wav 1 loaded jf @COL_5_24569 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_24562 00BC: text_highpriority 'COL5_9' 10000 ms 1 // Tommy, stop them shooting at me! :COL_5_24562 $2570 = 3 // integer values :COL_5_24569 if $2570 == 1 // integer values jf @COL_5_24664 if $2607 == 0 // integer values jf @COL_5_24638 03CF: load_wav 'COL5_9' as 1 $2570 = 2 // integer values $2607 = 1 // integer values jump @COL_5_24664 :COL_5_24638 if 001C: $4811 > $2593 // integer values jf @COL_5_24664 $2570 = 0 // integer values :COL_5_24664 if $2571 > 0 // integer values jf @COL_5_24919 if $2571 == 3 // integer values jf @COL_5_24746 if 03D2: wav 1 ended jf @COL_5_24746 03D5: remove_text 'COL5_10' // I have diplomatic immunity! $2571 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_24746 if $2571 == 2 // integer values jf @COL_5_24824 if 03D0: wav 1 loaded jf @COL_5_24824 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_24817 00BC: text_highpriority 'COL5_10' 10000 ms 1 // I have diplomatic immunity! :COL_5_24817 $2571 = 3 // integer values :COL_5_24824 if $2571 == 1 // integer values jf @COL_5_24919 if $2607 == 0 // integer values jf @COL_5_24893 03CF: load_wav 'COL5_10' as 1 $2571 = 2 // integer values $2607 = 1 // integer values jump @COL_5_24919 :COL_5_24893 if 001C: $4811 > $2594 // integer values jf @COL_5_24919 $2571 = 0 // integer values :COL_5_24919 if $2573 > 0 // integer values jf @COL_5_25174 if $2573 == 3 // integer values jf @COL_5_25001 if 03D2: wav 1 ended jf @COL_5_25001 03D5: remove_text 'COL5_11' // Don't shoot, I am a Colonel! $2573 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_25001 if $2573 == 2 // integer values jf @COL_5_25079 if 03D0: wav 1 loaded jf @COL_5_25079 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_25072 00BC: text_highpriority 'COL5_11' 10000 ms 1 // Don't shoot, I am a Colonel! :COL_5_25072 $2573 = 3 // integer values :COL_5_25079 if $2573 == 1 // integer values jf @COL_5_25174 if $2607 == 0 // integer values jf @COL_5_25148 03CF: load_wav 'COL5_11' as 1 $2573 = 2 // integer values $2607 = 1 // integer values jump @COL_5_25174 :COL_5_25148 if 001C: $4811 > $2596 // integer values jf @COL_5_25174 $2573 = 0 // integer values :COL_5_25174 if $2574 > 0 // integer values jf @COL_5_25429 if $2574 == 3 // integer values jf @COL_5_25256 if 03D2: wav 1 ended jf @COL_5_25256 03D5: remove_text 'COL5_12' // Thomas, kill them, my country will love you. $2574 = 4 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_25256 if $2574 == 2 // integer values jf @COL_5_25334 if 03D0: wav 1 loaded jf @COL_5_25334 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_25327 00BC: text_highpriority 'COL5_12' 10000 ms 1 // Thomas, kill them, my country will love you. :COL_5_25327 $2574 = 3 // integer values :COL_5_25334 if $2574 == 1 // integer values jf @COL_5_25429 if $2607 == 0 // integer values jf @COL_5_25403 03CF: load_wav 'COL5_12' as 1 $2574 = 2 // integer values $2607 = 1 // integer values jump @COL_5_25429 :COL_5_25403 if 001C: $4811 > $2597 // integer values jf @COL_5_25429 $2574 = 0 // integer values :COL_5_25429 if $2575 > 0 // integer values jf @COL_5_25684 if $2575 == 3 // integer values jf @COL_5_25511 if 03D2: wav 1 ended jf @COL_5_25511 03D5: remove_text 'COL5_13' // Tommy, we are being overrun by the French! $2575 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_25511 if $2575 == 2 // integer values jf @COL_5_25589 if 03D0: wav 1 loaded jf @COL_5_25589 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_25582 00BC: text_highpriority 'COL5_13' 10000 ms 1 // Tommy, we are being overrun by the French! :COL_5_25582 $2575 = 3 // integer values :COL_5_25589 if $2575 == 1 // integer values jf @COL_5_25684 if $2607 == 0 // integer values jf @COL_5_25658 03CF: load_wav 'COL5_13' as 1 $2575 = 2 // integer values $2607 = 1 // integer values jump @COL_5_25684 :COL_5_25658 if 001C: $4811 > $2598 // integer values jf @COL_5_25684 $2575 = 0 // integer values :COL_5_25684 if $2576 > 0 // integer values jf @COL_5_25939 if $2576 == 3 // integer values jf @COL_5_25766 if 03D2: wav 1 ended jf @COL_5_25766 03D5: remove_text 'COL5_14' // Tommy, everywhere I look, there are French men, I hate it! $2576 = 4 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_25766 if $2576 == 2 // integer values jf @COL_5_25844 if 03D0: wav 1 loaded jf @COL_5_25844 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_25837 00BC: text_highpriority 'COL5_14' 10000 ms 1 // Tommy, everywhere I look, there are French men, I hate it! :COL_5_25837 $2576 = 3 // integer values :COL_5_25844 if $2576 == 1 // integer values jf @COL_5_25939 if $2607 == 0 // integer values jf @COL_5_25913 03CF: load_wav 'COL5_14' as 1 $2576 = 2 // integer values $2607 = 1 // integer values jump @COL_5_25939 :COL_5_25913 if 001C: $4811 > $2599 // integer values jf @COL_5_25939 $2576 = 0 // integer values :COL_5_25939 if $2577 > 0 // integer values jf @COL_5_26194 if $2577 == 3 // integer values jf @COL_5_26021 if 03D2: wav 1 ended jf @COL_5_26021 03D5: remove_text 'COL5_15' // Tommy, how are you? $2577 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_26021 if $2577 == 2 // integer values jf @COL_5_26099 if 03D0: wav 1 loaded jf @COL_5_26099 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_26092 00BC: text_highpriority 'COL5_15' 10000 ms 1 // Tommy, how are you? :COL_5_26092 $2577 = 3 // integer values :COL_5_26099 if $2577 == 1 // integer values jf @COL_5_26194 if $2607 == 0 // integer values jf @COL_5_26168 03CF: load_wav 'COL5_15' as 1 $2577 = 2 // integer values $2607 = 1 // integer values jump @COL_5_26194 :COL_5_26168 if 001C: $4811 > $2600 // integer values jf @COL_5_26194 $2577 = 0 // integer values :COL_5_26194 if $2579 > 0 // integer values jf @COL_5_26449 if $2579 == 3 // integer values jf @COL_5_26276 if 03D2: wav 1 ended jf @COL_5_26276 03D5: remove_text 'COL5_16' // This is for Piaf and Gainesbourg and your stupid french bread! $2579 = 0 // integer values $2607 = 0 // integer values jump @COL_5_3048 :COL_5_26276 if $2579 == 2 // integer values jf @COL_5_26354 if 03D0: wav 1 loaded jf @COL_5_26354 03D1: play_wav 1 if 001C: $4811 > $2801 // integer values jf @COL_5_26347 00BC: text_highpriority 'COL5_16' 10000 ms 1 // This is for Piaf and Gainesbourg and your stupid french bread! :COL_5_26347 $2579 = 3 // integer values :COL_5_26354 if $2579 == 1 // integer values jf @COL_5_26449 if $2607 == 0 // integer values jf @COL_5_26423 03CF: load_wav 'COL5_16' as 1 $2579 = 2 // integer values $2607 = 1 // integer values jump @COL_5_26449 :COL_5_26423 if 001C: $4811 > $2601 // integer values jf @COL_5_26449 $2579 = 0 // integer values :COL_5_26449 jump @COL_5_3048 :COL_5_26456 01BD: $4811 = current_time_in_ms 0084: $28 = $4811 // integer values and handles $28 += 5000 // integer values :COL_5_26477 if and not Player.Controllable($PLAYER_CHAR) 001C: $28 > $4811 // integer values jf @COL_5_26517 wait 0 01BD: $4811 = current_time_in_ms jump @COL_5_26477 :COL_5_26517 Player.MakeSafe($PLAYER_CHAR) 03AD: set_rubbish 0 03AF: set_streaming 0 Car.Destroy($2674) Car.Destroy($2675) Car.Destroy($2676) Car.Destroy($2677) Car.Destroy($2682) Car.Destroy($2688) Car.Destroy($2689) Car.Destroy($2691) Car.Destroy($2694) Car.Destroy($2695) Car.Destroy($2696) Car.Destroy($2697) Car.Destroy($2698) Car.Destroy($2699) Car.Destroy($2700) Car.Destroy($2701) Car.Destroy($2702) Car.Destroy($2723) Car.Destroy($2731) Actor.DestroyInstantly($2670) Actor.DestroyInstantly($2671) Actor.DestroyInstantly($2672) Actor.DestroyInstantly($2673) Actor.DestroyInstantly($2678) Actor.DestroyInstantly($2679) Actor.DestroyInstantly($2680) Actor.DestroyInstantly($2681) Actor.DestroyInstantly($2684) Actor.DestroyInstantly($2685) Actor.DestroyInstantly($2686) Actor.DestroyInstantly($2687) Actor.DestroyInstantly($2730) Actor.DestroyInstantly($2690) Actor.DestroyInstantly($2707) Actor.DestroyInstantly($2708) Actor.DestroyInstantly($2709) Actor.DestroyInstantly($2710) Actor.DestroyInstantly($2724) Actor.DestroyInstantly($2725) Actor.DestroyInstantly($2726) Actor.DestroyInstantly($2727) Actor.DestroyInstantly($2703) Actor.DestroyInstantly($2704) Actor.DestroyInstantly($2705) Actor.DestroyInstantly($2706) Actor.DestroyInstantly($2711) Actor.DestroyInstantly($2712) Actor.DestroyInstantly($2713) Actor.DestroyInstantly($2714) Actor.DestroyInstantly($2715) Actor.DestroyInstantly($2716) Actor.DestroyInstantly($2717) Actor.DestroyInstantly($2718) Actor.DestroyInstantly($2719) Actor.DestroyInstantly($2720) Actor.DestroyInstantly($2721) Actor.DestroyInstantly($2722) 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSCOLO' Object.StorePos($714, $448, $449, $450) $448 += 0.003 // floating-point values $449 -= 1.381 // floating-point values $450 += 3.149 // floating-point values Camera.SetAtPos($448, $449, $450) 038B: load_requested_models :COL_5_26912 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @COL_5_26942 wait 0 jump @COL_5_26912 :COL_5_26942 02E4: load_cutscene_data 'COL_5B' 041D: set_camera_near_clip 0.1 0244: set_cutscene_pos $448 $449 $450 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSCOLO' 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime $2781 = 5880 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5B_1' 10000 ms 1 // Thomas, you have protected and served me well. $2781 = 8941 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5B_2' 10000 ms 1 // But now you must leave us before we reach the open seas. $2781 = 12276 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5B_3' 10000 ms 1 // I will lower my personal launch. Keep it, my friend, a token of my gratitude. $2781 = 17735 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5B_4' 10000 ms 1 // Thank you, Colonel. $2781 = 18884 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5B_5' 10000 ms 1 // One more request. While I'm away, could you keep an eye on Mercedes for me? $2781 = 24046 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5B_6' 10000 ms 1 // I think she could look after herself, but sure, I'll keep an eye out. $2781 = 27722 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5B_7' 10000 ms 1 // Gracias, amigo. Hasta luego. $2781 = 30400 // integer values gosub @COL_5_30059 00BC: text_highpriority 'COL5B_8' 10000 ms 1 // Adios, amigo. $2781 = 32127 // integer values gosub @COL_5_30059 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :COL_5_27312 if fading jf @COL_5_27336 wait 0 jump @COL_5_27312 :COL_5_27336 if 82E9: not cutscene_reached_end jf @COL_5_27360 wait 0 jump @COL_5_27336 :COL_5_27360 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0169: set_fade_color 0 0 1 fade 1 1500 Object.Destroy($718) 0400: create_coordinate $448 $449 $450 from_object $714 offset 0.0 -50.0 0.0 $2683 = Car.Create(#SPEEDER, $448, $449, 6.0) Car.Angle($2683) = 270.0 if 80E0: not player $PLAYER_CHAR driving jf @COL_5_27483 0369: put_player $PLAYER_CHAR in_car $2683 jump @COL_5_27549 :COL_5_27483 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 $447 += 1.0 // floating-point values 012A: put_player $PLAYER_CHAR at $445 $446 $447 and_remove_from_car wait 0 if not Car.Wrecked($2683) jf @COL_5_27549 0369: put_player $PLAYER_CHAR in_car $2683 :COL_5_27549 Actor.LockInCurrentPosition($PLAYER_ACTOR) = False Camera.SetBehindPlayer Camera.Restore_WithJumpCut Object.Destroy($714) Object.Destroy($715) Object.Destroy($716) Object.Destroy($717) Object.Destroy($718) Object.Destroy($719) Object.Destroy($720) Object.Destroy($721) 04A1: release_scripted_file $722 :COL_5_27605 if fading jf @COL_5_27629 wait 0 jump @COL_5_27605 :COL_5_27629 jump @COL_5_30850 :COL_5_27636 if not Car.Wrecked($2731) jf @COL_5_28403 if not Actor.Dead($2732) jf @COL_5_28326 if $2777 == 0 // integer values jf @COL_5_27761 02D3: boat $2731 drive_to 210.4842 914.7 6.0 if 01AF: car $2731 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 jf @COL_5_27761 $2777 = 1 // integer values :COL_5_27761 if $2777 == 1 // integer values jf @COL_5_27854 02D3: boat $2731 drive_to 209.1303 871.395 6.0 if 01AF: car $2731 0 209.1303 871.395 6.0 radius 8.0 8.0 8.0 jf @COL_5_27854 $2777 = 2 // integer values :COL_5_27854 if $2777 == 2 // integer values jf @COL_5_27947 02D3: boat $2731 drive_to 190.7315 844.9837 6.0 if 01AF: car $2731 0 190.7315 844.9837 6.0 radius 8.0 8.0 8.0 jf @COL_5_27947 $2777 = 3 // integer values :COL_5_27947 if $2777 == 3 // integer values jf @COL_5_28040 02D3: boat $2731 drive_to 166.0 862.7161 6.0 if 01AF: car $2731 0 166.0 862.7161 6.0 radius 8.0 8.0 8.0 jf @COL_5_28040 $2777 = 4 // integer values :COL_5_28040 if $2777 == 4 // integer values jf @COL_5_28133 02D3: boat $2731 drive_to 173.0 907.8094 6.0 if 01AF: car $2731 0 173.0 907.8094 6.0 radius 8.0 8.0 8.0 jf @COL_5_28133 $2777 = 5 // integer values :COL_5_28133 if $2777 == 5 // integer values jf @COL_5_28226 02D3: boat $2731 drive_to 196.3743 924.7827 6.0 if 01AF: car $2731 0 196.3743 924.7827 6.0 radius 8.0 8.0 8.0 jf @COL_5_28226 $2777 = 0 // integer values :COL_5_28226 if $2777 == 6 // integer values jf @COL_5_28319 02D3: boat $2731 drive_to 210.4842 914.7 6.0 if 01AF: car $2731 0 210.4842 914.7 6.0 radius 8.0 8.0 8.0 jf @COL_5_28319 $2777 = 0 // integer values :COL_5_28319 jump @COL_5_28343 :COL_5_28326 Actor.RemoveReferences($2732) Car.RemoveReferences($2731) $2731 = -1 // integer values :COL_5_28343 if not Actor.Dead($2733) jf @COL_5_28374 01CA: actor $2733 kill_player $PLAYER_CHAR jump @COL_5_28396 :COL_5_28374 Actor.RemoveReferences($2732) Actor.RemoveReferences($2733) Car.RemoveReferences($2731) $2731 = -1 // integer values :COL_5_28396 jump @COL_5_28420 :COL_5_28403 Actor.RemoveReferences($2732) Car.RemoveReferences($2731) $2731 = -1 // integer values :COL_5_28420 return :COL_5_28422 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0086: $2804 = $2805 // floating-point values only if 003A: $2688 == $2689 // integer values and handles jf @COL_5_28479 0084: $2746 = $2749 // integer values and handles 0084: $2747 = $2750 // integer values and handles :COL_5_28479 if $2746 == 0 // integer values jf @COL_5_28538 0086: $2802 = $95 // floating-point values only 0086: $2803 = $96 // floating-point values only 0086: $2804 = $97 // floating-point values only $2804 += 7.0 // floating-point values jump @COL_5_29130 :COL_5_28538 if $2746 == 1 // integer values jf @COL_5_28617 0086: $2802 = $95 // floating-point values only $2802 += 70.0 // floating-point values 0086: $2803 = $96 // floating-point values only $2803 += 70.0 // floating-point values 0086: $2804 = $97 // floating-point values only $2804 += 22.0 // floating-point values $2747 = 1 // integer values :COL_5_28617 if $2746 == 2 // integer values jf @COL_5_28686 0086: $2802 = $95 // floating-point values only $2802 += 70.0 // floating-point values 0086: $2803 = $96 // floating-point values only 0086: $2804 = $97 // floating-point values only $2804 += 14.0 // floating-point values $2747 = 2 // integer values :COL_5_28686 if $2746 == 3 // integer values jf @COL_5_28765 0086: $2802 = $95 // floating-point values only $2802 += 70.0 // floating-point values 0086: $2803 = $96 // floating-point values only $2803 -= 70.0 // floating-point values 0086: $2804 = $97 // floating-point values only $2804 += 14.0 // floating-point values $2747 = 3 // integer values :COL_5_28765 if $2746 == 4 // integer values jf @COL_5_28834 0086: $2802 = $95 // floating-point values only 0086: $2803 = $96 // floating-point values only $2803 -= 70.0 // floating-point values 0086: $2804 = $97 // floating-point values only $2804 += 14.0 // floating-point values $2747 = 4 // integer values :COL_5_28834 if $2746 == 5 // integer values jf @COL_5_28913 0086: $2802 = $95 // floating-point values only $2802 -= 70.0 // floating-point values 0086: $2803 = $96 // floating-point values only $2803 -= 70.0 // floating-point values 0086: $2804 = $97 // floating-point values only $2804 += 14.0 // floating-point values $2747 = 5 // integer values :COL_5_28913 if $2746 == 6 // integer values jf @COL_5_28982 0086: $2802 = $95 // floating-point values only $2802 -= 70.0 // floating-point values 0086: $2803 = $96 // floating-point values only 0086: $2804 = $97 // floating-point values only $2804 += 14.0 // floating-point values $2747 = 6 // integer values :COL_5_28982 if $2746 == 7 // integer values jf @COL_5_29061 0086: $2802 = $95 // floating-point values only $2802 -= 70.0 // floating-point values 0086: $2803 = $96 // floating-point values only $2803 += 70.0 // floating-point values 0086: $2804 = $97 // floating-point values only $2804 += 22.0 // floating-point values $2747 = 7 // integer values :COL_5_29061 if $2746 == 8 // integer values jf @COL_5_29130 0086: $2802 = $95 // floating-point values only 0086: $2803 = $96 // floating-point values only $2803 += 70.0 // floating-point values 0086: $2804 = $97 // floating-point values only $2804 += 22.0 // floating-point values $2747 = 8 // integer values :COL_5_29130 Car.StorePos($2688, $445, $446, $447) 02CE: $98 = ground_z $445 $446 $447 $98 += 10.0 // floating-point values if 0024: $98 > $2804 // floating-point values only jf @COL_5_29203 0086: $2805 = $2804 // floating-point values only 0086: $2804 = $98 // floating-point values only :COL_5_29203 04A2: heli $2688 fly_to $2802 $2803 $2804 speed 40 if $2746 == 0 // integer values jf @COL_5_29254 $2809 = 10.0 // floating-point values jump @COL_5_29264 :COL_5_29254 $2809 = 15.0 // floating-point values :COL_5_29264 if 01AF: car $2688 0 $2802 $2803 $2804 radius $2809 $2809 10.0 jf @COL_5_30022 0209: $2748 = random_int_in_ranges 0 3 if $2746 == 0 // integer values jf @COL_5_30015 if $2747 == 0 // integer values jf @COL_5_29354 $2747 = 1 // integer values :COL_5_29354 if $2747 == 1 // integer values jf @COL_5_29429 if $2748 == 0 // integer values jf @COL_5_29397 $2746 = 5 // integer values :COL_5_29397 if or $2748 == 1 // integer values $2748 == 2 // integer values jf @COL_5_29429 $2746 = 6 // integer values :COL_5_29429 if $2747 == 2 // integer values jf @COL_5_29504 if $2748 == 0 // integer values jf @COL_5_29472 $2746 = 6 // integer values :COL_5_29472 if or $2748 == 1 // integer values $2748 == 2 // integer values jf @COL_5_29504 $2746 = 7 // integer values :COL_5_29504 if $2747 == 3 // integer values jf @COL_5_29579 if $2748 == 0 // integer values jf @COL_5_29547 $2746 = 7 // integer values :COL_5_29547 if or $2748 == 1 // integer values $2748 == 2 // integer values jf @COL_5_29579 $2746 = 8 // integer values :COL_5_29579 if $2747 == 4 // integer values jf @COL_5_29672 if $2748 == 0 // integer values jf @COL_5_29622 $2746 = 7 // integer values :COL_5_29622 if $2748 == 1 // integer values jf @COL_5_29647 $2746 = 8 // integer values :COL_5_29647 if $2748 == 2 // integer values jf @COL_5_29672 $2746 = 1 // integer values :COL_5_29672 if $2747 == 5 // integer values jf @COL_5_29747 if or $2748 == 0 // integer values $2748 == 1 // integer values jf @COL_5_29722 $2746 = 8 // integer values :COL_5_29722 if $2748 == 2 // integer values jf @COL_5_29747 $2746 = 1 // integer values :COL_5_29747 if $2747 == 6 // integer values jf @COL_5_29822 if or $2748 == 0 // integer values $2748 == 1 // integer values jf @COL_5_29797 $2746 = 1 // integer values :COL_5_29797 if $2748 == 2 // integer values jf @COL_5_29822 $2746 = 2 // integer values :COL_5_29822 if $2747 == 7 // integer values jf @COL_5_29915 if $2748 == 0 // integer values jf @COL_5_29865 $2746 = 2 // integer values :COL_5_29865 if $2748 == 1 // integer values jf @COL_5_29890 $2746 = 3 // integer values :COL_5_29890 if $2748 == 2 // integer values jf @COL_5_29915 $2746 = 4 // integer values :COL_5_29915 if $2747 == 8 // integer values jf @COL_5_30008 if $2748 == 0 // integer values jf @COL_5_29958 $2746 = 3 // integer values :COL_5_29958 if $2748 == 1 // integer values jf @COL_5_29983 $2746 = 4 // integer values :COL_5_29983 if $2748 == 2 // integer values jf @COL_5_30008 $2746 = 5 // integer values :COL_5_30008 jump @COL_5_30022 :COL_5_30015 $2746 = 0 // integer values :COL_5_30022 if 003A: $2688 == $2689 // integer values and handles jf @COL_5_30057 0084: $2749 = $2746 // integer values and handles 0084: $2750 = $2747 // integer values and handles :COL_5_30057 return :COL_5_30059 if 001C: $2781 > $CUT_SCENE_TIME // integer values jf @COL_5_30094 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COL_5_30059 :COL_5_30094 return :COL_5_30096 01ED: clear_actor $2693 threat_search 01B2: give_actor $2693 weapon 23 ammo 9999 // Load the weapon model before using this 0243: set_actor $2693 ped_stats_to 16 0319: set_actor $2693 running 1 0411: set_actor $2693 use_pednode_seek 0 0350: set_actor $2693 maintain_position_when_attacked 1 return :COL_5_30141 0350: set_actor $2693 maintain_position_when_attacked 1 01B2: give_actor $2693 weapon 17 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $2693 threat_search 011A: set_actor $2693 search_threat 1 011A: set_actor $2693 search_threat 1048576 0291: set_actor $2693 attack_when_provoked 1 0239: actor $2693 run_to 196.3903 888.9396 0411: set_actor $2693 use_pednode_seek 0 0243: set_actor $2693 ped_stats_to 16 0562: $2693 1 0483: unknown_actor $2693 1500 return :COL_5_30233 0350: set_actor $2734 maintain_position_when_attacked 1 01B2: give_actor $2734 weapon 17 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $2734 threat_search 011A: set_actor $2734 search_threat 1 0291: set_actor $2734 attack_when_provoked 1 0411: set_actor $2734 use_pednode_seek 0 01CA: actor $2734 kill_player $PLAYER_CHAR 0243: set_actor $2734 ped_stats_to 16 return :COL_5_30293 0350: set_actor $2736 maintain_position_when_attacked 1 01B2: give_actor $2736 weapon 17 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $2736 threat_search 011A: set_actor $2736 search_threat 1 011A: set_actor $2736 search_threat 1048576 0291: set_actor $2736 attack_when_provoked 1 0243: set_actor $2736 ped_stats_to 16 return :COL_5_30348 04F5: unknown_actor $2735 kiss_player $PLAYER_CHAR on 1 01ED: clear_actor $2735 threat_search 011A: set_actor $2735 search_threat 512 0291: set_actor $2735 attack_when_provoked 1 0243: set_actor $2735 ped_stats_to 16 0350: set_actor $2735 maintain_position_when_attacked 1 0411: set_actor $2735 use_pednode_seek 0 02E2: set_actor $2735 weapon_accuracy_to 15 0568: set_actor $2735 untargetable 1 0562: $2735 1 return :COL_5_30422 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! Object.StorePos($714, $448, $449, $450) $4886 = Object.Angle($714) $2692 = Object.Init(#YT_MAIN_BODY, $448, $449, $450) Object.Angle($2692) = $4886 Object.RemoveReferences($2692) $2692 = Object.Init(#YT_MAIN_BODY2, $448, $449, $450) Object.Angle($2692) = $4886 Object.RemoveReferences($2692) $2692 = Object.Init(#YT_DOORS14, $448, $449, $450) Object.Angle($2692) = $4886 Object.RemoveReferences($2692) $2692 = Object.Init(#YT_TMP_BOAT, $448, $449, $450) Object.Angle($2692) = $4886 Object.RemoveReferences($2692) $2692 = Object.Init(#LODMAIN_BODY, $448, $449, $450) Object.Angle($2692) = $4886 Object.RemoveReferences($2692) $2692 = -1 // integer values 049F: set_scripted_file $722 distance_along_path_to 0.0 049E: set_scripted_file $722 speed_to 0.0 Object.StorePos($714, $448, $449, $450) $720 = Object.Init(#YT_GANGPLNK_TMP, $2812, $2813, $2814) Object.RemoveFromMissionCleanupList($720) $721 = Object.Init(#YACHT_CHUNK_KB, $2812, $2813, $2814) Object.RemoveFromMissionCleanupList($721) if not wasted_or_busted jf @COL_5_30848 04E4: unknown_refresh_game_renderer_at -244.2799 -1360.67 Camera.SetAtPos(-244.2799, -1360.67, 7.0786) 0395: clear_area 1 at -244.2799 -1360.67 range 7.0786 1.0 if 80E0: not player $PLAYER_CHAR driving jf @COL_5_30796 0055: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 jump @COL_5_30816 :COL_5_30796 012A: put_player $PLAYER_CHAR at -244.2799 -1360.67 7.0786 and_remove_from_car :COL_5_30816 0171: set_player $PLAYER_CHAR z_angle_to 279.1362 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0169: set_fade_color 225 225 225 fade 1 1000 :COL_5_30848 return :COL_5_30850 $PASSED_COL5_ALL_HANDS_ON_DECK = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 5000 Marker.Disable($228) 0318: set_latest_mission_passed 'COL_5' // All Hands On Deck! 0394: play_music 1 030C: progress_made += 1 return :COL_5_30913 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Actor.DestroyWithFade($2670) Actor.DestroyWithFade($2671) Actor.DestroyWithFade($2672) Actor.DestroyWithFade($2673) Actor.DestroyWithFade($2678) Actor.DestroyWithFade($2679) Actor.DestroyWithFade($2680) Actor.DestroyWithFade($2681) Actor.DestroyWithFade($2684) Actor.DestroyWithFade($2685) Actor.DestroyWithFade($2686) Actor.DestroyWithFade($2687) Actor.DestroyWithFade($2730) Actor.DestroyWithFade($2690) Actor.DestroyWithFade($2707) Actor.DestroyWithFade($2708) Actor.DestroyWithFade($2709) Actor.DestroyWithFade($2710) Actor.DestroyWithFade($2724) Actor.DestroyWithFade($2725) Actor.DestroyWithFade($2726) Actor.DestroyWithFade($2727) Actor.DestroyWithFade($2703) Actor.DestroyWithFade($2704) Actor.DestroyWithFade($2705) Actor.DestroyWithFade($2706) Actor.DestroyWithFade($2711) Actor.DestroyWithFade($2712) Actor.DestroyWithFade($2713) Actor.DestroyWithFade($2714) Actor.DestroyWithFade($2715) Actor.DestroyWithFade($2716) Actor.DestroyWithFade($2717) Actor.DestroyWithFade($2718) Actor.DestroyWithFade($2719) Actor.DestroyWithFade($2720) Actor.DestroyWithFade($2721) Actor.DestroyWithFade($2722) Pickup.Destroy($2728) Pickup.Destroy($2729) 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 01B7: release_weather 014C: set_parked_car_generator $1849 cars_to_generate_to 101 Model.Destroy(#UZI) Model.Destroy(#COLT45) Model.Destroy(#HUNTER) Model.Destroy(#DINGHY) Model.Destroy(#SPEEDER) Model.Destroy(#RIO) Model.Destroy(#WASHING) Model.Destroy(#RUGER) Model.Destroy(#MAVERICK) Model.Destroy(#MARQUIS) Model.Destroy(#TROPIC) Model.Destroy(#KATANA) Model.Destroy(#HMOST) mission_cleanup return :COL_5_31218 if $2778 == 0 // integer values jf @COL_5_31265 0239: actor $2737 run_to -257.2504 -1214.484 0411: set_actor $2737 use_pednode_seek 0 $2778 = 1 // integer values :COL_5_31265 if $2778 == 1 // integer values jf @COL_5_31350 if 00ED: actor $2737 0 -257.2504 -1214.484 radius 1.5 1.5 jf @COL_5_31350 0239: actor $2737 run_to -266.0016 -1214.565 0411: set_actor $2737 use_pednode_seek 0 $2778 = 2 // integer values :COL_5_31350 if $2778 == 2 // integer values jf @COL_5_31435 if 00ED: actor $2737 0 -266.0016 -1214.565 radius 1.5 1.5 jf @COL_5_31435 0239: actor $2737 run_to -321.7568 -1214.596 0411: set_actor $2737 use_pednode_seek 0 $2778 = 3 // integer values :COL_5_31435 if $2778 == 3 // integer values jf @COL_5_31520 if 00ED: actor $2737 0 -321.7568 -1214.596 radius 1.5 1.5 jf @COL_5_31520 0239: actor $2737 run_to -328.9344 -1212.065 0411: set_actor $2737 use_pednode_seek 0 $2778 = 4 // integer values :COL_5_31520 return //-------------Mission 12--------------- // Originally: The Chase :BARON1 gosub @BARON1_36 if wasted_or_busted jf @BARON1_27 gosub @BARON1_8639 :BARON1_27 gosub @BARON1_8736 end_thread :BARON1_36 $ONMISSION = 1 // integer values increment_mission_attempts thread 'BARON1' wait 0 054C: use_GXT_table 'BARON1' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 wait 500 fade 1 1500 1@ = 0 // integer values $2818 = 391.6 // floating-point values $2819 = 251.2 // floating-point values $2820 = 14.0 // floating-point values 2@ = 0 // integer values 3@ = 0 // integer values 5@ = 0 // integer values 7@ = 0 // integer values $2817 = 0 // integer values 04F9: set_extracolors 8 fade 0 03CF: load_wav 'MONO10' as 1 select_interior 2 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIAZ' 023C: load_special_actor 3 'DGOONA' 023C: load_special_actor 4 'DGOONC' 02F3: load_object #CUTOBJ01 'DCFAN' 02F3: load_object #CUTOBJ02 'TELLY' 038B: load_requested_models Camera.SetAtPos(-378.3, -591.9, 25.8) :BARON1_290 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @BARON1_338 wait 0 jump @BARON1_290 :BARON1_338 0569: 'CSPLAY' 0569: 'CSDIAZ' 0569: 'DGOONC' 0569: 'DCFAN' 0569: 'TELLY' 0569: 'DGOONA' 02E4: load_cutscene_data 'COK_1' 0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 03DE: set_pedestrians_density_multiplier_to 0.0 0244: set_cutscene_pos -378.62 -552.676 18.534 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $161 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $161 'CSDIAZ' 02E5: $193 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $193 'DGOONA' 02E5: $194 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $194 'DGOONC' 02E5: $203 = create_cutscene_object #CUTOBJ01 04BC: 'DCFAN' 02E6: set_cutscene_anim $203 'DCFAN' 02E5: 10@ = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim 10@ 'TELLY' 0395: clear_area 1 at -379.2 -536.4 range 16.2 0.5 0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON1_695 if 13 > $CUT_SCENE_TIME // integer values jf @BARON1_729 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_695 :BARON1_729 00BC: text_highpriority 'COK1_A' 10000 ms 1 // Come on, baby, go! Yeah! Yeah! Arrrrr! :BARON1_744 if 5570 > $CUT_SCENE_TIME // integer values jf @BARON1_779 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_744 :BARON1_779 00BC: text_highpriority 'COK1_B' 10000 ms 1 // Stupid horse! I'll chop your head off! Grrrrr... :BARON1_794 if 10037 > $CUT_SCENE_TIME // integer values jf @BARON1_829 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_794 :BARON1_829 00BC: text_highpriority 'COK1_C' 10000 ms 1 // Who is this dickhead? :BARON1_844 if 11525 > $CUT_SCENE_TIME // integer values jf @BARON1_879 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_844 :BARON1_879 00BC: text_highpriority 'COK1_D' 10000 ms 1 // Tommy Vercetti. You remember me. :BARON1_894 if 13845 > $CUT_SCENE_TIME // integer values jf @BARON1_929 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_894 :BARON1_929 00BC: text_highpriority 'COK1_E' 10000 ms 1 // Excuse me. I'm a little anxious. Never trust a goddamn horse! :BARON1_944 if 19000 > $CUT_SCENE_TIME // integer values jf @BARON1_979 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_944 :BARON1_979 if 856A: not has_cutscene_been_interrupted jf @BARON1_1040 039D: scatter_particles 17 0.2 0 0 0 30000 at -375.4 -595.8 25.75 0.05 0.05 0.05 :BARON1_1040 if 24070 > $CUT_SCENE_TIME // integer values jf @BARON1_1075 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_1040 :BARON1_1075 00BC: text_highpriority 'COK1_F' 10000 ms 1 // You do a good job - you work for me now. :BARON1_1090 if 27858 > $CUT_SCENE_TIME // integer values jf @BARON1_1125 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_1090 :BARON1_1125 00BC: text_highpriority 'COK1_G' 10000 ms 1 // I work for money. :BARON1_1140 if 29027 > $CUT_SCENE_TIME // integer values jf @BARON1_1175 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_1140 :BARON1_1175 00BC: text_highpriority 'COK1_H' 10000 ms 1 // As I said, amigo, you work for me now. Shut up. Some Judas has betrayed me. :BARON1_1190 if 34900 > $CUT_SCENE_TIME // integer values jf @BARON1_1227 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_1190 :BARON1_1227 00BC: text_highpriority 'COK1_I' 10000 ms 1 // He thinks I don't know how much money I should be making, but stealing 3% is as good as stealing 100%. :BARON1_1242 if 42260 > $CUT_SCENE_TIME // integer values jf @BARON1_1279 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_1242 :BARON1_1279 00BC: text_highpriority 'COK1_J' 10000 ms 1 // No one does this to me. NO ONE!! :BARON1_1294 if 45900 > $CUT_SCENE_TIME // integer values jf @BARON1_1331 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_1294 :BARON1_1331 00BC: text_highpriority 'COK1_K' 10000 ms 1 // You follow him from his apartment and you see where he goes! Later, we will kill him. :BARON1_1346 if 53576 > $CUT_SCENE_TIME // integer values jf @BARON1_1383 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_1346 :BARON1_1383 00BE: text_clear_all :BARON1_1385 if 54076 > $CUT_SCENE_TIME // integer values jf @BARON1_1422 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON1_1385 :BARON1_1422 fade 0 1500 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @BARON1_1494 if 03D0: wav 1 loaded jf @BARON1_1494 03D1: play_wav 1 :BARON1_1468 if 83D2: not wav 1 ended jf @BARON1_1494 wait 0 jump @BARON1_1468 :BARON1_1494 if fading jf @BARON1_1518 wait 0 jump @BARON1_1494 :BARON1_1518 03AD: set_rubbish 1 02EA: end_cutscene 03DE: set_pedestrians_density_multiplier_to 1.0 04FA: reset_sky_colors_with_fade 0 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) select_interior 0 Camera.SetAtPos(-379.2, -536.4, 16.2) wait 500 fade 1 1500 00BC: text_highpriority 'COK1_10' 10000 ms 1 // ~g~Go to the thief's house and find out where he's stashing the money. 018A: $63 = create_checkpoint_at 380.3 247.4 10.0 023C: load_special_actor 5 'SGC' Model.Load(#BFINJECT) Model.Load(#RUGER) Model.Load(#BARREL4) Model.Load(#FAGGIO) Model.Load(#FAKETARGET) Model.Load(#SGA) :BARON1_1668 if or 823D: not special_actor 5 loaded not Model.Available(#BFINJECT) not Model.Available(#RUGER) not Model.Available(#BARREL4) not Model.Available(#FAGGIO) not Model.Available(#FAKETARGET) jf @BARON1_1717 wait 0 jump @BARON1_1668 :BARON1_1717 if not Model.Available(#SGA) jf @BARON1_1743 wait 0 jump @BARON1_1717 :BARON1_1743 if and 80FA: not player $PLAYER_CHAR stopped 1 380.3 247.4 10.0 radius 3.0 3.0 3.0 80F6: not player $PLAYER_CHAR 0 380.3 247.4 10.0 radius 3.0 3.0 3.0 jf @BARON1_1839 wait 0 jump @BARON1_1743 :BARON1_1839 Marker.Disable($63) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(387.967, 246.69, 15.277, 0.0, 0.0, 0.0) Camera.PointAt(388.694, 247.372, 15.356, 2) 00BC: text_highpriority 'COK1_11' 5000 ms 1 // ~g~Have a look through his window. wait 1600 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 018A: $63 = create_checkpoint_at $2818 $2819 $2820 :BARON1_1953 if 80F6: not player $PLAYER_CHAR 1 $2818 $2819 $2820 radius 1.0 1.0 2.0 jf @BARON1_2006 wait 0 jump @BARON1_1953 :BARON1_2006 Marker.Disable($63) 0395: clear_area 1 at 370.99 256.28 range 18.4 3.0 0@ = Actor.Create(CivMale, #SPECIAL05, 370.99, 256.28, 18.4) 0489: set_actor 0@ muted 1 Actor.Health(0@) = 600 01ED: clear_actor 0@ threat_search Actor.Angle(0@) = 224.7 $63 = Marker.CreateAboveActor(0@) 0192: set_actor 0@ objective_to_stand_still 0243: set_actor 0@ ped_stats_to 16 0319: set_actor 0@ running 1 014C: set_parked_car_generator $1884 cars_to_generate_to 0 9@ = Car.Create(#FAGGIO, 376.9, 477.0, 11.2) Car.Angle(9@) = 282.0 03CF: load_wav 'COK1_1' as 1 03CF: load_wav 'COK1_4' as 2 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0336: set_player $PLAYER_CHAR visible 0 0210: player $PLAYER_CHAR look_at_actor 0@ Camera.SetPosition(391.533, 250.984, 16.481, 0.0, 0.0, 0.0) Camera.PointAt(392.37, 251.5, 16.3, 2) 17@ = 0 // integer values :BARON1_2264 if not 17@ > 500 // integer values jf @BARON1_2294 wait 0 jump @BARON1_2264 :BARON1_2294 0460: set_camera_pointing_time 5.0 1000 Camera.SetPosition(391.533, 250.984, 16.481, 0.0, 0.0, 0.0) Camera.PointAt(392.496, 250.785, 16.3, 1) :BARON1_2355 if not 17@ > 2000 // integer values jf @BARON1_2409 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON1_2402 jump @BARON1_2766 :BARON1_2402 jump @BARON1_2355 :BARON1_2409 0460: set_camera_pointing_time 5.0 1000 Camera.SetPosition(391.533, 250.984, 16.481, 0.0, 0.0, 0.0) Camera.PointAt(392.37, 251.5, 16.3, 1) :BARON1_2470 if not 17@ > 3500 // integer values jf @BARON1_2524 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON1_2517 jump @BARON1_2766 :BARON1_2517 jump @BARON1_2470 :BARON1_2524 if not Actor.Dead(0@) jf @BARON1_2601 0460: set_camera_pointing_time 5.0 1000 Camera.SetPosition(391.533, 250.984, 16.481, 0.0, 0.0, 0.0) Camera.PointAt(390.645, 251.287, 16.578, 1) :BARON1_2601 if not 17@ > 5500 // integer values jf @BARON1_2655 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON1_2648 jump @BARON1_2766 :BARON1_2648 jump @BARON1_2601 :BARON1_2655 if not Actor.Dead(0@) jf @BARON1_2712 0239: actor 0@ run_to 373.0 257.4 0411: set_actor 0@ use_pednode_seek 0 03D1: play_wav 1 00BC: text_highpriority 'COK1_1' 2000 ms 1 // Ooh shit! :BARON1_2712 if not 17@ > 6500 // integer values jf @BARON1_2766 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON1_2759 jump @BARON1_2766 :BARON1_2759 jump @BARON1_2712 :BARON1_2766 0055: put_player $PLAYER_CHAR at 391.3 251.8 14.4 0171: set_player $PLAYER_CHAR z_angle_to 90.0 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 0336: set_player $PLAYER_CHAR visible 1 12@ = Object.Create(#BARREL4, 347.5, 417.4, 20.6) 13@ = Object.Create(#BARREL4, 352.9, 416.5, 20.6) if not Actor.Dead(0@) jf @BARON1_2947 0395: clear_area 1 at 358.7 277.0 range 22.5 3.0 Actor.PutAt(0@, 358.7, 277.0, 22.5) Actor.Angle(0@) = 247.0 01B2: give_actor 0@ weapon 27 ammo 30000 // Load the weapon model before using this 01B9: set_actor 0@ armed_weapon_to 27 :BARON1_2947 00BC: text_highpriority 'COK1_7' 5000 ms 2 // ~g~He's escaped to the roof, keep on his tail but don't kill him! 17@ = 0 // integer values :BARON1_2969 if 80FE: not actor $PLAYER_ACTOR 0 374.3 265.5 23.5 radius 2.0 2.0 3.0 jf @BARON1_3114 wait 0 if Actor.Dead(0@) jf @BARON1_3059 00BC: text_highpriority 'COK1_9' 5000 ms 2 // ~r~You're supposed to follow him, not kill him! jump @BARON1_8639 :BARON1_3059 if 17@ > 60000 // integer values jf @BARON1_3107 00BC: text_highpriority 'TEX1_5' 5000 ms 2 // ~r~He got away! Actor.DestroyInstantly(0@) jump @BARON1_8639 :BARON1_3107 jump @BARON1_2969 :BARON1_3114 01B5: force_weather 0 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 04E3: unknown_player $PLAYER_CHAR 1 300000 if not Actor.Dead(0@) jf @BARON1_3476 Camera.SetPosition(357.505, 277.646, 24.28, 0.0, 0.0, 0.0) Camera.PointAt(358.296, 277.044, 24.171, 2) 0350: set_actor 0@ maintain_position_when_attacked 1 01ED: clear_actor 0@ threat_search 011C: actor $PLAYER_ACTOR clear_objective 0482: 3.0 03D1: play_wav 2 00BC: text_highpriority 'COK1_4' 1000 ms 1 // Loser. if 847E: not player $PLAYER_CHAR driving_a_motorbike jf @BARON1_3394 0395: clear_area 1 at 373.8 265.3 range 22.5 2.0 11@ = Actor.Create(CivFemale, #NULL, 373.8, 265.3, 22.5) Actor.Health(11@) = 1000 0446: set_actor 11@ dismemberment_possible 0 01ED: clear_actor 11@ threat_search 0243: set_actor 11@ ped_stats_to 16 Actor.Angle(11@) = 48.0 0482: 2.0 01C9: actor 0@ kill_actor 11@ 0055: put_player $PLAYER_CHAR at 349.4 278.0 18.6 jump @BARON1_3476 :BARON1_3394 0055: put_player $PLAYER_CHAR at 373.7 265.5 22.5 0171: set_player $PLAYER_CHAR z_angle_to 50.0 00DA: 6@ = player $PLAYER_CHAR car 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 4@ = Object.Create(#FAKETARGET, 371.6, 267.7, 22.0) 02E2: set_actor 0@ weapon_accuracy_to 100 01D8: unknown_actor 0@ unknown_fire_at_target 4@ :BARON1_3476 wait 500 if 847E: not player $PLAYER_CHAR driving_a_motorbike jf @BARON1_3533 if not Actor.Dead(11@) jf @BARON1_3533 0372: set_actor 11@ anim 14 wait_state_time 2000 ms 0372: set_actor $PLAYER_ACTOR anim 14 wait_state_time 2000 ms :BARON1_3533 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @BARON1_3587 if not Car.Wrecked(6@) jf @BARON1_3587 04FE: set_vehicle 6@ deflate_tire 0 04FE: set_vehicle 6@ deflate_tire 1 Car.Health(6@) = 350 :BARON1_3587 wait 1500 if not Actor.Dead(0@) jf @BARON1_3686 0350: set_actor 0@ maintain_position_when_attacked 0 01ED: clear_actor 0@ threat_search 0482: 1.0 0395: clear_area 1 at 350.5 317.5 range 18.5 2.0 Actor.PutAt(0@, 350.5, 317.5, 18.5) 0239: actor 0@ run_to 351.6 341.3 :BARON1_3686 if 847E: not player $PLAYER_CHAR driving_a_motorbike jf @BARON1_3737 Actor.DestroyInstantly(11@) 0055: put_player $PLAYER_CHAR at 373.8 265.3 22.4 0171: set_player $PLAYER_CHAR z_angle_to 48.0 :BARON1_3737 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 03CF: load_wav 'COK1_2' as 1 03CF: load_wav 'COK1_5' as 2 17@ = 0 // integer values wait 400 Player.CanMove($PLAYER_CHAR) = True if 847E: not player $PLAYER_CHAR driving_a_motorbike jf @BARON1_3816 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 0 ms 053D: $PLAYER_ACTOR :BARON1_3816 0395: clear_area 1 at 417.1 464.3 range 27.4 2.0 if not Actor.Dead(0@) jf @BARON1_3886 $2816 = Car.Create(#BFINJECT, 417.1, 464.3, 27.4) 01EC: make_car $2816 very_heavy 1 :BARON1_3886 03BA: clear_cars_from_cube 361.9 269.1 26.0 336.5 380.8 15.0 03BA: clear_cars_from_cube 334.4 381.4 26.0 383.9 478.7 15.0 :BARON1_3950 if not Actor.InCar(0@, $2816) jf @BARON1_6222 wait 0 if Car.Wrecked($2816) jf @BARON1_4011 00BC: text_highpriority 'COK1_9' 5000 ms 2 // ~r~You're supposed to follow him, not kill him! jump @BARON1_8639 :BARON1_4011 if Actor.Dead(0@) jf @BARON1_4049 00BC: text_highpriority 'COK1_9' 5000 ms 2 // ~r~You're supposed to follow him, not kill him! jump @BARON1_8639 :BARON1_4049 if not Actor.Dead(0@) jf @BARON1_5732 if 1@ == 0 // integer values jf @BARON1_5732 if 00FE: actor 0@ 0 351.6 341.3 18.0 radius 1.0 1.0 5.0 jf @BARON1_4153 0239: actor 0@ run_to 351.6 347.0 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4153 if 00FE: actor 0@ 0 351.6 347.0 18.0 radius 1.0 1.0 5.0 jf @BARON1_4223 0239: actor 0@ run_to 350.8 358.0 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4223 if 00FE: actor 0@ 0 350.8 358.0 18.0 radius 1.0 1.0 5.0 jf @BARON1_4293 0502: unknown_actor 0@ sprint_to 350.4 375.6 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4293 if 00FE: actor 0@ 0 350.4 375.6 18.0 radius 1.0 1.0 5.0 jf @BARON1_4363 0239: actor 0@ run_to 350.4 380.5 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4363 if 00FE: actor 0@ 0 350.4 380.5 19.5 radius 1.0 1.0 5.0 jf @BARON1_4433 0239: actor 0@ run_to 349.8 389.3 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4433 if 00FE: actor 0@ 0 349.8 389.3 18.0 radius 1.0 1.0 5.0 jf @BARON1_4503 0502: unknown_actor 0@ sprint_to 346.0 405.6 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4503 if 00FE: actor 0@ 0 346.0 405.6 18.0 radius 1.0 1.0 5.0 jf @BARON1_4573 0502: unknown_actor 0@ sprint_to 349.9 415.8 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4573 if 00FE: actor 0@ 0 349.9 415.8 18.0 radius 1.0 1.0 5.0 jf @BARON1_4643 0239: actor 0@ run_to 355.1 423.7 0411: set_actor 0@ use_pednode_seek 0 :BARON1_4643 if 3@ == 0 // integer values jf @BARON1_4709 if 17@ > 60000 // integer values jf @BARON1_4709 00BC: text_highpriority 'TEX1_5' 5000 ms 2 // ~r~He got away! Actor.DestroyInstantly(0@) jump @BARON1_8639 :BARON1_4709 if 00FE: actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 jf @BARON1_5322 if 00F5: player $PLAYER_CHAR 0 355.1 423.7 20.6 radius 10.0 11.0 7.0 jf @BARON1_4853 if 03D0: wav 2 loaded jf @BARON1_4839 03D1: play_wav 2 00BC: text_highpriority 'COK1_5' 2000 ms 1 // You better keep on running, asshole! :BARON1_4839 7@ = 1 // integer values 3@ = 1 // integer values :BARON1_4853 if 3@ == 0 // integer values jf @BARON1_5284 0192: set_actor 0@ objective_to_stand_still if 00F5: player $PLAYER_CHAR 0 352.4 415.3 25.0 radius 10.0 20.0 7.0 jf @BARON1_5277 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(357.699, 429.507, 19.518, 0.0, 0.0, 0.0) Camera.PointAt(357.237, 428.62, 19.533, 2) Actor.PutAt(0@, 356.6, 428.2, 18.1) Actor.Angle(0@) = 158.0 if 03D0: wav 1 loaded jf @BARON1_5050 03D1: play_wav 1 00BC: text_highpriority 'COK1_2' 2000 ms 1 // Too slow grandad! :BARON1_5050 wait 600 if not Actor.Dead(0@) jf @BARON1_5086 02E2: set_actor 0@ weapon_accuracy_to 100 01D8: unknown_actor 0@ unknown_fire_at_target 13@ :BARON1_5086 wait 500 02CF: 14@ = create_fire_at 347.5 417.4 20.6 02CF: 15@ = create_fire_at 350.9 412.6 20.6 02CF: $2815 = create_fire_at 349.5 416.6 20.6 wait 900 if not Actor.Dead(0@) jf @BARON1_5211 011C: actor 0@ clear_objective 0350: set_actor 0@ maintain_position_when_attacked 0 01ED: clear_actor 0@ threat_search 0502: unknown_actor 0@ sprint_to 366.0 444.6 0411: set_actor 0@ use_pednode_seek 0 :BARON1_5211 Actor.Angle($PLAYER_ACTOR) = 344.0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 if 03D0: wav 2 loaded jf @BARON1_5270 03D1: play_wav 2 00BC: text_highpriority 'COK1_5' 2000 ms 1 // You better keep on running, asshole! :BARON1_5270 3@ = 1 // integer values :BARON1_5277 jump @BARON1_5322 :BARON1_5284 if not Actor.Dead(0@) jf @BARON1_5322 0502: unknown_actor 0@ sprint_to 360.4 432.9 0411: set_actor 0@ use_pednode_seek 0 :BARON1_5322 if not Actor.Dead(0@) jf @BARON1_5732 if 00FE: actor 0@ 0 366.0 444.6 19.7 radius 1.0 1.0 5.0 jf @BARON1_5408 0502: unknown_actor 0@ sprint_to 374.0 456.3 0411: set_actor 0@ use_pednode_seek 0 :BARON1_5408 if 00FE: actor 0@ 0 374.0 456.3 19.7 radius 1.0 1.0 5.0 jf @BARON1_5478 0239: actor 0@ run_to 374.2 465.8 0411: set_actor 0@ use_pednode_seek 0 :BARON1_5478 if 00FE: actor 0@ 0 374.2 465.8 19.4 radius 1.0 1.0 5.0 jf @BARON1_5732 if 5@ == 0 // integer values jf @BARON1_5732 if not Car.Wrecked($2816) jf @BARON1_5732 03AB: set_car $2816 strong 1 Car.PutAt($2816, 368.4, 478.6, 10.4) 0129: 8@ = create_actor 9 #SGA in_car $2816 driverseat 01B2: give_actor 8@ weapon 27 ammo 30000 // Load the weapon model before using this 0243: set_actor 8@ ped_stats_to 16 01ED: clear_actor 8@ threat_search Car.Angle($2816) = 311.0 Car.SetMaxSpeed($2816, 0.0) 0239: actor 0@ run_to 375.5 471.4 0411: set_actor 0@ use_pednode_seek 0 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(382.421, 481.019, 12.024, 0.0, 0.0, 0.0) Camera.PointAt(381.675, 480.371, 12.177, 2) 5@ = 1 // integer values :BARON1_5732 if and 2@ == 1 // integer values 3@ == 1 // integer values jf @BARON1_5836 if not Actor.Dead(0@) jf @BARON1_5836 if 00FE: actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 jf @BARON1_5836 0239: actor 0@ run_to 366.0 444.6 :BARON1_5836 if 7@ == 1 // integer values jf @BARON1_5933 if not Actor.Dead(0@) jf @BARON1_5933 if 00FE: actor 0@ 0 355.1 423.7 20.6 radius 1.0 1.0 5.0 jf @BARON1_5933 0239: actor 0@ run_to 366.0 444.6 :BARON1_5933 if or 0366: object 12@ damaged 0366: object 13@ damaged jf @BARON1_6064 if 2@ == 0 // integer values jf @BARON1_6064 if 3@ == 0 // integer values jf @BARON1_6064 02CF: 14@ = create_fire_at 347.5 417.4 20.6 02CF: 15@ = create_fire_at 350.9 412.6 20.6 02CF: $2815 = create_fire_at 349.5 416.6 20.6 2@ = 1 // integer values 3@ = 1 // integer values :BARON1_6064 if not Actor.Dead(0@) jf @BARON1_6177 if 1@ == 0 // integer values jf @BARON1_6177 if 00FE: actor 0@ 0 375.5 471.4 14.1 radius 3.0 3.0 5.0 jf @BARON1_6177 if not Car.Wrecked($2816) jf @BARON1_6177 01D4: actor 0@ go_to_car $2816 and_enter_it_as_a_passenger 1@ = 1 // integer values :BARON1_6177 if Car.Wrecked($2816) jf @BARON1_6215 00BC: text_highpriority 'COK1_9' 5000 ms 2 // ~r~You're supposed to follow him, not kill him! jump @BARON1_8639 :BARON1_6215 jump @BARON1_3950 :BARON1_6222 0171: set_player $PLAYER_CHAR z_angle_to 0.0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 00BC: text_highpriority 'COK1_8' 15000 ms 2 // ~g~Quick! Grab some wheels and follow him! wait 2000 if not Actor.Dead(0@) jf @BARON1_6445 if not Car.Wrecked($2816) jf @BARON1_6445 0489: set_actor 0@ muted 0 011C: actor 0@ clear_objective 0362: put_actor 0@ at 349.4 278.0 18.6 and_remove_from_car 0464: put_actor 0@ into_turret_on_car $2816 at_car_offset 0.4 0.0 1.0 position 2 angle 180.0 with_weapon 27 011A: set_actor 0@ search_threat 1 02E2: set_actor 0@ weapon_accuracy_to 50 01CA: actor 0@ kill_player $PLAYER_CHAR 0319: set_actor 0@ running 1 if not Car.Wrecked($2816) jf @BARON1_6445 Car.DriveTo($2816, 541.1, 482.6, 10.8) Car.SetMaxSpeed($2816, 18.0) 00AE: set_vehicle $2816 traffic_behavior_to 2 :BARON1_6445 16@ = 0 // integer values if not Actor.Dead(0@) jf @BARON1_6468 :BARON1_6468 if or 80F5: not player $PLAYER_CHAR 0 34.9 1086.8 14.5 radius 20.0 20.0 10.0 80FE: not actor 0@ 0 34.9 1086.8 14.5 radius 15.0 15.0 10.0 jf @BARON1_8424 wait 0 if Actor.Dead(0@) jf @BARON1_6595 00BC: text_highpriority 'COK1_9' 5000 ms 2 // ~r~You're supposed to follow him, not kill him! jump @BARON1_8639 :BARON1_6595 if 80E9: not player $PLAYER_CHAR 0 0@ radius 180.0 180.0 jf @BARON1_6648 00BC: text_highpriority 'TEX1_5' 5000 ms 2 // ~r~He got away! jump @BARON1_8639 :BARON1_6648 if not Actor.Dead(0@) jf @BARON1_7587 if not Actor.Dead(8@) jf @BARON1_6749 if not Car.Wrecked($2816) jf @BARON1_6749 if not Actor.InCar(8@, $2816) jf @BARON1_6728 0465: remove_actor 0@ from_turret_mode 01CA: actor 8@ kill_player $PLAYER_CHAR :BARON1_6728 if 02BF: car $2816 sunk jf @BARON1_6749 0465: remove_actor 0@ from_turret_mode :BARON1_6749 if not Actor.Dead(0@) jf @BARON1_6862 if not Car.Wrecked($2816) jf @BARON1_6862 if not Actor.InCar(0@, $2816) jf @BARON1_6862 if not Actor.Dead(8@) jf @BARON1_6852 if not Actor.InCar(8@, $2816) jf @BARON1_6845 Car.SetMaxSpeed($2816, 0.0) :BARON1_6845 jump @BARON1_6862 :BARON1_6852 Car.SetMaxSpeed($2816, 0.0) :BARON1_6862 if not Car.Wrecked($2816) jf @BARON1_6975 if 00DC: player $PLAYER_CHAR driving $2816 jf @BARON1_6975 if not Actor.Dead(0@) jf @BARON1_6975 0465: remove_actor 0@ from_turret_mode if not Car.Wrecked($2816) jf @BARON1_6975 if 16@ > 1000 // integer values jf @BARON1_6975 0319: set_actor 0@ running 1 01D5: actor 0@ go_to_and_drive_car $2816 16@ = 0 // integer values :BARON1_6975 if Actor.Dead(8@) jf @BARON1_7094 if not Car.Wrecked($2816) jf @BARON1_7094 0465: remove_actor 0@ from_turret_mode if 0185: car $2816 health >= 269 jf @BARON1_7056 01D5: actor 0@ go_to_and_drive_car $2816 Car.SetMaxSpeed($2816, 0.0) jump @BARON1_7094 :BARON1_7056 if 16@ > 1500 // integer values jf @BARON1_7094 0319: set_actor 0@ running 1 0377: set_actor 0@ steal_any_car 16@ = 0 // integer values :BARON1_7094 if $2817 == 0 // integer values jf @BARON1_7195 if not Car.Wrecked($2816) jf @BARON1_7195 if 01F4: car $2816 flipped jf @BARON1_7195 if not Actor.InCar(0@, $2816) jf @BARON1_7180 0465: remove_actor 0@ from_turret_mode 0377: set_actor 0@ steal_any_car jump @BARON1_7188 :BARON1_7180 01D3: actor 0@ leave_car $2816 :BARON1_7188 $2817 = 1 // integer values :BARON1_7195 if not Car.Wrecked($2816) jf @BARON1_7475 if 8185: not car $2816 health >= 270 jf @BARON1_7468 Car.SetMaxSpeed($2816, 10.0) 0465: remove_actor 0@ from_turret_mode if Actor.InCar(0@, $2816) jf @BARON1_7356 01D3: actor 0@ leave_car $2816 :BARON1_7272 if Actor.InCar(0@, $2816) jf @BARON1_7356 wait 0 if Actor.Dead(0@) jf @BARON1_7333 00BC: text_highpriority 'COK1_9' 5000 ms 2 // ~r~You're supposed to follow him, not kill him! jump @BARON1_8639 :BARON1_7333 if Car.Wrecked($2816) jf @BARON1_7349 :BARON1_7349 jump @BARON1_7272 :BARON1_7356 if Actor.Driving(0@) jf @BARON1_7430 00D9: $2816 = actor 0@ car // add to mission cleanup if not Car.Wrecked($2816) jf @BARON1_7423 Car.DriveTo($2816, 34.9, 1086.8, 14.5) 00AE: set_vehicle $2816 traffic_behavior_to 2 :BARON1_7423 jump @BARON1_7468 :BARON1_7430 if 16@ > 1500 // integer values jf @BARON1_7468 0319: set_actor 0@ running 1 0377: set_actor 0@ steal_any_car 16@ = 0 // integer values :BARON1_7468 jump @BARON1_7587 :BARON1_7475 if Actor.Driving(0@) jf @BARON1_7549 00D9: $2816 = actor 0@ car // add to mission cleanup if not Car.Wrecked($2816) jf @BARON1_7542 Car.DriveTo($2816, 34.9, 1086.8, 14.5) 00AE: set_vehicle $2816 traffic_behavior_to 2 :BARON1_7542 jump @BARON1_7587 :BARON1_7549 if 16@ > 1500 // integer values jf @BARON1_7587 0319: set_actor 0@ running 1 0377: set_actor 0@ steal_any_car 16@ = 0 // integer values :BARON1_7587 if not Actor.Dead(8@) jf @BARON1_7914 if not Car.Wrecked($2816) jf @BARON1_7914 if Actor.InCar(8@, $2816) jf @BARON1_7914 if 00E9: player $PLAYER_CHAR 0 0@ radius 50.0 50.0 jf @BARON1_7693 Car.SetMaxSpeed($2816, 34.0) 02E2: set_actor 0@ weapon_accuracy_to 60 jump @BARON1_7710 :BARON1_7693 Car.SetMaxSpeed($2816, 18.0) 02E2: set_actor 0@ weapon_accuracy_to 50 :BARON1_7710 if 00FE: actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 jf @BARON1_7778 Car.DriveTo($2816, 527.9, 974.9, 17.6) :BARON1_7778 if 00FE: actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 jf @BARON1_7846 Car.DriveTo($2816, 455.1, 1285.5, 17.3) :BARON1_7846 if 00FE: actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 jf @BARON1_7914 Car.DriveTo($2816, 266.2, 1139.9, 21.1) :BARON1_7914 if not Actor.Dead(0@) jf @BARON1_8227 if not Car.Wrecked($2816) jf @BARON1_8227 if Actor.InCar(0@, $2816) jf @BARON1_8227 if 00E9: player $PLAYER_CHAR 0 0@ radius 50.0 50.0 jf @BARON1_8013 Car.SetMaxSpeed($2816, 34.0) jump @BARON1_8023 :BARON1_8013 Car.SetMaxSpeed($2816, 20.0) :BARON1_8023 if 00FE: actor 0@ 0 541.1 482.6 10.8 radius 8.0 8.0 6.0 jf @BARON1_8091 Car.DriveTo($2816, 527.9, 974.9, 17.6) :BARON1_8091 if 00FE: actor 0@ 0 527.9 974.9 17.6 radius 8.0 8.0 6.0 jf @BARON1_8159 Car.DriveTo($2816, 455.1, 1285.5, 17.3) :BARON1_8159 if 00FE: actor 0@ 0 455.1 1285.5 17.3 radius 8.0 8.0 6.0 jf @BARON1_8227 Car.DriveTo($2816, 266.2, 1139.9, 21.1) :BARON1_8227 if 00FE: actor 0@ 0 266.2 1139.9 21.1 radius 8.0 8.0 6.0 jf @BARON1_8311 if not Car.Wrecked($2816) jf @BARON1_8311 Car.DriveTo($2816, 34.9, 1086.8, 14.5) :BARON1_8311 if or 0366: object 12@ damaged 0366: object 13@ damaged jf @BARON1_8417 if 2@ == 0 // integer values jf @BARON1_8417 02CF: 14@ = create_fire_at 347.5 417.4 20.6 02CF: 15@ = create_fire_at 350.9 412.6 20.6 02CF: $2815 = create_fire_at 349.5 416.6 20.6 2@ = 1 // integer values :BARON1_8417 jump @BARON1_6468 :BARON1_8424 Player.CanMove($PLAYER_CHAR) = False wait 0 02A3: enable_widescreen 1 if not Actor.Dead(0@) jf @BARON1_8558 if Actor.Driving(0@) jf @BARON1_8491 0362: put_actor 0@ at 56.4 1081.1 15.0 and_remove_from_car :BARON1_8491 0465: remove_actor 0@ from_turret_mode 01ED: clear_actor 0@ threat_search 011C: actor 0@ clear_objective Actor.PutAt(0@, 56.4, 1081.1, 15.0) Actor.Angle(0@) = 275.0 0239: actor 0@ run_to 72.4 1082.8 0411: set_actor 0@ use_pednode_seek 0 :BARON1_8558 Camera.SetPosition(79.834, 1069.695, 14.212, 0.0, 0.0, 0.0) Camera.PointAt(79.273, 1070.427, 14.597, 2) wait 3000 Actor.DestroyInstantly(0@) Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut jump @BARON1_8656 :BARON1_8639 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :BARON1_8656 $PASSED_COK1_THE_CHASE = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 1000 0318: set_latest_mission_passed 'COK_1' // The Chase 030C: progress_made += 1 $868 = 1 // integer values $874 = 1 // integer values create_thread @BAR2 return :BARON1_8736 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($63) Model.Destroy(#BFINJECT) Model.Destroy(#RUGER) Model.Destroy(#BARREL4) Model.Destroy(#FAGGIO) Model.Destroy(#FAKETARGET) Model.Destroy(#SGA) Car.RemoveReferences($2816) Actor.RemoveReferences(0@) Actor.RemoveReferences(8@) 0296: unload_special_actor 5 0482: 0.0 014C: set_parked_car_generator $1884 cars_to_generate_to 101 if not Car.Wrecked($2816) jf @BARON1_8829 03AB: set_car $2816 strong 0 :BARON1_8829 $ONMISSION = 0 // integer values 040D: unload_wav 1 040D: unload_wav 2 01B7: release_weather Actor.DestroyInstantly(11@) Object.RemoveReferences(12@) Object.RemoveReferences(13@) 031A: remove_all_fires mission_cleanup return //-------------Mission 13--------------- // Originally: Phnom Penh '86 :BARON2 gosub @BARON2_36 if wasted_or_busted jf @BARON2_27 gosub @BARON2_13912 :BARON2_27 gosub @BARON2_14594 end_thread :BARON2_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'BARON2' wait 0 054C: use_GXT_table 'BARON2' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 10@ = 0 // integer values 11@ = 0 // integer values $33 = 0 // integer values $34 = 0 // integer values $38 = 0 // integer values $39 = 0 // integer values $40 = 0 // integer values $41 = 0 // integer values $42 = 0 // integer values $43 = 0 // integer values 12@ = 0 // integer values 13@ = 0 // integer values 14@ = 0 // integer values 15@ = 0 // integer values $2863 = 0 // integer values $2846 = 0 // integer values 5@ = 0 // integer values $2826 = 0 // integer values 03DE: set_pedestrians_density_multiplier_to 0.0 select_interior 2 04F9: set_extracolors 8 fade 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIAZ' 023C: load_special_actor 3 'CSBUDDY' 023C: load_special_actor 4 'IGBUDDY' Model.Load(#MAVERICK) 02F3: load_object #CUTOBJ01 'DZPLANT' 02F3: load_object #CUTOBJ02 'COLPHON' 038B: load_requested_models Camera.SetAtPos(-378.3, -591.9, 25.8) :BARON2_332 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded not Model.Available(#MAVERICK) jf @BARON2_375 wait 0 jump @BARON2_332 :BARON2_375 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @BARON2_407 wait 0 jump @BARON2_375 :BARON2_407 02E4: load_cutscene_data 'COK_2A' 0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 0244: set_cutscene_pos -378.62 -552.676 18.534 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $161 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $161 'CSDIAZ' 02E5: $136 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $136 'CSBUDDY' 02E5: $2844 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $2844 'DZPLANT' 02E5: $140 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $140 'COLPHON' 0395: clear_area 1 at -379.2 -536.4 range 16.2 1.0 0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON2_667 if 4424 > $CUT_SCENE_TIME // integer values jf @BARON2_702 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_667 :BARON2_702 00BC: text_highpriority 'COK2_A' 10000 ms 1 // What kind of incompetent fool are you? :BARON2_717 if 6836 > $CUT_SCENE_TIME // integer values jf @BARON2_752 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_717 :BARON2_752 00BC: text_highpriority 'COK2_B' 10000 ms 1 // FOOL! FOOL! FOOL! FOOL! :BARON2_767 if 12564 > $CUT_SCENE_TIME // integer values jf @BARON2_802 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_767 :BARON2_802 00BC: text_highpriority 'COK2_C' 10000 ms 1 // Tommy! :BARON2_817 if 13816 > $CUT_SCENE_TIME // integer values jf @BARON2_852 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_817 :BARON2_852 00BC: text_highpriority 'COK2_D' 10000 ms 1 // What, Ricardo? :BARON2_867 if 15862 > $CUT_SCENE_TIME // integer values jf @BARON2_902 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_867 :BARON2_902 00BC: text_highpriority 'COK2_E' 10000 ms 1 // These idiots - they always trying to screw you. :BARON2_917 if 17918 > $CUT_SCENE_TIME // integer values jf @BARON2_952 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_917 :BARON2_952 00BC: text_highpriority 'COK2_F' 10000 ms 1 // That's the problem with this business. :BARON2_967 if 20021 > $CUT_SCENE_TIME // integer values jf @BARON2_1002 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_967 :BARON2_1002 00BC: text_highpriority 'COK2_G' 10000 ms 1 // What do you think you're doing? :BARON2_1017 if 24585 > $CUT_SCENE_TIME // integer values jf @BARON2_1052 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1017 :BARON2_1052 00BC: text_highpriority 'COK2_H' 10000 ms 1 // These pricks have failed me miserably, :BARON2_1067 if 27367 > $CUT_SCENE_TIME // integer values jf @BARON2_1102 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1067 :BARON2_1102 00BC: text_highpriority 'COK2_I' 10000 ms 1 // Soon any mom and pop will think they can sell gallo in Vice City. :BARON2_1117 if 32111 > $CUT_SCENE_TIME // integer values jf @BARON2_1152 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1117 :BARON2_1152 00BC: text_highpriority 'COK2_J' 10000 ms 1 // What next, huh? The stinking Mafia?! :BARON2_1167 if 35328 > $CUT_SCENE_TIME // integer values jf @BARON2_1204 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1167 :BARON2_1204 00BC: text_highpriority 'COK2_K' 10000 ms 1 // That gang place is a fortress at ground level, :BARON2_1219 if 39729 > $CUT_SCENE_TIME // integer values jf @BARON2_1256 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1219 :BARON2_1256 00BC: text_highpriority 'COK2_L' 10000 ms 1 // so Quentin here - Quentin! QUENTIN! :BARON2_1271 if 41796 > $CUT_SCENE_TIME // integer values jf @BARON2_1308 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1271 :BARON2_1308 00BC: text_highpriority 'COK2_M' 10000 ms 1 // He'll fly you over the area! :BARON2_1323 if 44036 > $CUT_SCENE_TIME // integer values jf @BARON2_1360 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1323 :BARON2_1360 00BC: text_highpriority 'COK2_N' 10000 ms 1 // Eradicate them! :BARON2_1375 if 45599 > $CUT_SCENE_TIME // integer values jf @BARON2_1412 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1375 :BARON2_1412 00BC: text_highpriority 'COK2_O' 10000 ms 1 // What do you think you're doing? :BARON2_1427 if 48599 > $CUT_SCENE_TIME // integer values jf @BARON2_1464 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1427 :BARON2_1464 00BE: text_clear_all :BARON2_1466 if 49960 > $CUT_SCENE_TIME // integer values jf @BARON2_1503 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1466 :BARON2_1503 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) 04FA: reset_sky_colors_with_fade 0 fade 0 1500 00BA: text_styled 'COK_2' 15000 ms 2 // Phnom Penh '86 :BARON2_1551 if fading jf @BARON2_1575 wait 0 jump @BARON2_1551 :BARON2_1575 02EA: end_cutscene 03DE: set_pedestrians_density_multiplier_to 0.0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBUDDY' 02F3: load_object #CUTOBJ01 'CSCHOPB' 038B: load_requested_models :BARON2_1623 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) jf @BARON2_1658 wait 0 jump @BARON2_1623 :BARON2_1658 select_interior 0 Camera.SetAtPos(-380.9, -565.7, 40.0) 02E4: load_cutscene_data 'COK_2B' 0244: set_cutscene_pos -390.8 -573.877 40.1 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $136 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $136 'CSBUDDY' 02E5: $148 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $148 'CSCHOPB' fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON2_1796 if 130 > $CUT_SCENE_TIME // integer values jf @BARON2_1831 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1796 :BARON2_1831 00BC: text_highpriority 'COK2_P' 10000 ms 1 // What are you doing here? :BARON2_1846 if 1110 > $CUT_SCENE_TIME // integer values jf @BARON2_1881 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1846 :BARON2_1881 00BC: text_highpriority 'COK2_Q' 10000 ms 1 // Hey, I've been asking around and it's obvious :BARON2_1896 if 3040 > $CUT_SCENE_TIME // integer values jf @BARON2_1931 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1896 :BARON2_1931 00BC: text_highpriority 'COK2_R' 10000 ms 1 // that Diaz jumped the deal and iced my brother. :BARON2_1946 if 5010 > $CUT_SCENE_TIME // integer values jf @BARON2_1981 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1946 :BARON2_1981 00BC: text_highpriority 'COK2_S' 10000 ms 1 // And he'll kill you, too! :BARON2_1996 if 6070 > $CUT_SCENE_TIME // integer values jf @BARON2_2031 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_1996 :BARON2_2031 00BC: text_highpriority 'COK2_T' 10000 ms 1 // I can take Diaz! :BARON2_2046 if 7050 > $CUT_SCENE_TIME // integer values jf @BARON2_2081 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_2046 :BARON2_2081 00BC: text_highpriority 'COK2_U' 10000 ms 1 // No - listen to me! I'll handle Diaz - :BARON2_2096 if 10040 > $CUT_SCENE_TIME // integer values jf @BARON2_2131 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_2096 :BARON2_2131 00BC: text_highpriority 'COK2_V' 10000 ms 1 // - he's beginning to trust me. :BARON2_2146 if 11500 > $CUT_SCENE_TIME // integer values jf @BARON2_2181 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON2_2146 :BARON2_2181 00BE: text_clear_all fade 0 1500 00BE: text_clear_all :BARON2_2192 if fading jf @BARON2_2216 wait 0 jump @BARON2_2192 :BARON2_2216 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Load(#SGA) Model.Load(#SGB) Model.Load(#M60) Model.Load(#TEC9) Model.Load(#BOBCAT) Model.Load(#BARREL4) Model.Load(#RUGER) Model.Load(#GANGBUR) Model.Load(#SPARROW) 023C: load_special_actor 5 'SGC' 038B: load_requested_models :BARON2_2291 if or not Model.Available(#SGA) not Model.Available(#SGB) not Model.Available(#M60) not Model.Available(#TEC9) not Model.Available(#BOBCAT) 823D: not special_actor 5 loaded jf @BARON2_2340 wait 0 jump @BARON2_2291 :BARON2_2340 if or not Model.Available(#BARREL4) not Model.Available(#RUGER) not Model.Available(#SPARROW) not Model.Available(#GANGBUR) jf @BARON2_2381 wait 0 jump @BARON2_2340 :BARON2_2381 $2821 = Car.Create(#MAVERICK, -391.0, -573.0, -100.0) 0229: set_car $2821 color_to 3 1 Car.Health($2821) = 3000 023C: load_special_actor 6 'SPANDXA' Model.Load(#MARQUIS) Model.Load(#RIO) Model.Load(#SEASPAR) Model.Load(#WMYGO) Model.Load(#CADDY) 0482: 2.0 if not Car.Wrecked($2821) jf @BARON2_2632 $2823 = Car.Health($2821) 03C4: set_status_text_to $2823 1 'COK2_24' // Heli Health: gosub @BARON2_14882 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 0129: $LANCE_VANCE = create_actor 4 #SPECIAL04 in_car $2821 driverseat 0446: set_actor $LANCE_VANCE dismemberment_possible 0 04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 04A2: heli $2821 fly_to -375.155 -548.155 48.266 speed 20 Camera.SetPosition(-386.772, -581.461, 40.134, 0.0, 0.0, 0.0) Camera.PointAt(-387.379, -580.692, 40.335, 2) 04DF: set_heli $2821 lean_and_thrust_limiter 1 041E: set_radio_station 3 -1 :BARON2_2632 wait 500 fade 1 1000 wait 6000 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 0169: set_fade_color 1 1 1 043C: set_game_sounds_disable_on_fade 0 fade 0 500 wait 500 if 00E0: player $PLAYER_CHAR driving jf @BARON2_2723 012A: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 and_remove_from_car :BARON2_2723 if not Car.Wrecked($2821) jf @BARON2_2771 0464: put_actor $PLAYER_ACTOR into_turret_on_car $2821 at_car_offset -1.4 1.0 -0.1 position 1 angle 90.0 with_weapon 32 :BARON2_2771 Camera.Restore_WithJumpCut fade 1 500 if Model.Available(#MARQUIS) jf @BARON2_2819 $2840 = Car.Create(#MARQUIS, -363.6, -226.7, 5.5) :BARON2_2819 if 80F5: not player $PLAYER_CHAR 0 89.1 1084.0 39.0 radius 6.0 6.0 6.0 jf @BARON2_5575 wait 0 if Car.Wrecked($2821) jf @BARON2_2904 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_2904 gosub @BARON2_14882 if 00F5: player $PLAYER_CHAR 0 -375.0 -548.0 48.266 radius 6.0 6.0 6.0 jf @BARON2_2981 04A2: heli $2821 fly_to -366.0 -346.0 50.0 speed 50 :BARON2_2981 if 00F5: player $PLAYER_CHAR 0 -366.0 -346.0 50.0 radius 6.0 6.0 6.0 jf @BARON2_3231 04A2: heli $2821 fly_to -264.0 46.2 15.0 speed 70 0169: set_fade_color 0 0 0 if 10@ == 0 // integer values jf @BARON2_3149 6@ = Car.Create(#SEASPAR, -110.0, 692.4, 70.0) Car.Health(6@) = 500 0129: 8@ = create_actor 4 #SGA in_car 6@ driverseat 04A2: heli 6@ fly_to -110.0 -48.2 38.0 speed 2 10@ = 1 // integer values :BARON2_3149 if 11@ == 0 // integer values jf @BARON2_3231 7@ = Car.Create(#SPARROW, -108.0, 720.4, 68.0) 0129: 9@ = create_actor 4 #SGA in_car 7@ driverseat 04A2: heli 7@ fly_to -108.0 -48.2 40.0 speed 7 11@ = 1 // integer values :BARON2_3231 if 00F5: player $PLAYER_CHAR 0 -264.0 46.2 15.0 radius 6.0 6.0 6.0 jf @BARON2_3640 04A2: heli $2821 fly_to 17.9 1035.5 34.2 speed 40 if $2826 == 0 // integer values jf @BARON2_3640 Car.Destroy($2840) if 023D: special_actor 6 loaded jf @BARON2_3363 $2828 = Actor.Create(CivMale, #SPECIAL06, -261.6, 62.4, 26.2) :BARON2_3363 $2840 = Car.Create(#MARQUIS, -211.6, 394.1, 5.5) Car.Health($2840) = 500 Car.Angle($2840) = 238.0 $2841 = Car.Create(#RIO, -193.1, 384.0, 5.5) Car.Health($2841) = 500 Car.Angle($2841) = 119.0 $2842 = Car.Create(#MARQUIS, -222.9, 363.8, 5.5) Car.Health($2842) = 500 $2829 = Actor.Create(CivMale, #WMYGO, -151.4, 493.2, 15.3) 0243: set_actor $2829 ped_stats_to 39 $2830 = Actor.Create(CivMale, #WMYGO, -150.5, 496.3, 15.4) 0243: set_actor $2830 ped_stats_to 39 03F9: make_actors $2829 $2830 converse_in 999999 ms $2852 = Car.Create(#CADDY, -145.6, 496.0, 14.8) Car.Health($2852) = 500 Car.Angle($2852) = 58.0 $2827 = Car.Create(#CADDY, -148.8, 490.1, 14.8) Car.Health($2827) = 500 Car.Angle($2827) = 90.0 $2826 = 1 // integer values :BARON2_3640 if 00F5: player $PLAYER_CHAR 0 17.9 1035.5 34.2 radius 6.0 6.0 6.0 jf @BARON2_4260 04A2: heli $2821 fly_to 87.0 1087.6 38.0 speed 50 if $2838 == 0 // integer values jf @BARON2_4260 Car.Destroy(6@) Car.Destroy(7@) Actor.DestroyInstantly(8@) Actor.DestroyInstantly(9@) Actor.DestroyInstantly($2829) Actor.DestroyInstantly($2830) Car.Destroy($2840) Car.Destroy($2841) Car.Destroy($2842) Car.Destroy($2852) Car.Destroy($2827) Model.Destroy(#SPARROW) Model.Destroy(#MARQUIS) Model.Destroy(#RIO) Model.Destroy(#SEASPAR) Model.Destroy(#CADDY) Model.Destroy(#WMYGO) 0296: unload_special_actor 6 if not Car.Wrecked($2821) jf @BARON2_4187 $2828 = Actor.Create(CivMale, #SGA, 70.9, 1106.4, -100.0) 0350: set_actor $2828 maintain_position_when_attacked 1 01D9: actor $2828 destroy_car $2821 011A: set_actor $2828 search_threat 1 022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2828) = 50 $2829 = Actor.Create(CivMale, #SGB, 75.0, 1106.9, -100.0) 0350: set_actor $2829 maintain_position_when_attacked 1 01D9: actor $2829 destroy_car $2821 011A: set_actor $2829 search_threat 1 022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2829) = 50 $2830 = Actor.Create(CivMale, #SGA, 71.5, 1099.0, -100.0) 0350: set_actor $2830 maintain_position_when_attacked 1 01D9: actor $2830 destroy_car $2821 011A: set_actor $2830 search_threat 1 022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2830) = 50 $2831 = Actor.Create(CivMale, #SGB, 78.4, 1101.6, -100.0) 0350: set_actor $2831 maintain_position_when_attacked 1 01D9: actor $2831 destroy_car $2821 011A: set_actor $2831 search_threat 1 022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2831) = 50 $2832 = Actor.Create(CivMale, #SGA, 76.0, 1095.6, -100.0) 0350: set_actor $2832 maintain_position_when_attacked 1 01D9: actor $2832 destroy_car $2821 011A: set_actor $2832 search_threat 1 022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2832) = 50 :BARON2_4187 $2858 = Object.Create(#BARREL4, 65.6, 1104.6, 31.5) $2859 = Object.Create(#BARREL4, 65.7, 1107.5, 31.5) $2860 = Object.Create(#BARREL4, 86.7, 1114.3, 31.5) $2838 = 1 // integer values :BARON2_4260 if $38 == 0 // integer values jf @BARON2_4431 if $33 == 0 // integer values jf @BARON2_4334 03CF: load_wav 'COK2_1' as 1 03CF: load_wav 'COK2_2' as 2 $33 = 1 // integer values jump @BARON2_4341 :BARON2_4334 gosub @BARON2_15061 :BARON2_4341 if $34 == 1 // integer values jf @BARON2_4431 03D1: play_wav 1 00BC: text_highpriority 'COK2_1' 5000 ms 2 // One thing puzzling me, What's with 'Quentin!? if 03D2: wav 1 ended jf @BARON2_4431 wait 500 03D1: play_wav 2 00BC: text_highpriority 'COK2_2' 5000 ms 2 // I dunno, I always kinda liked it...Quentin Vance... $38 = 1 // integer values gosub @BARON2_15089 :BARON2_4431 if and $38 == 1 // integer values $39 == 0 // integer values 17@ > 3000 // integer values jf @BARON2_4617 if $33 == 0 // integer values jf @BARON2_4520 03CF: load_wav 'COK2_3' as 1 03CF: load_wav 'COK2_4' as 2 $33 = 1 // integer values jump @BARON2_4527 :BARON2_4520 gosub @BARON2_15061 :BARON2_4527 if $34 == 1 // integer values jf @BARON2_4617 03D1: play_wav 1 00BC: text_highpriority 'COK2_3' 5000 ms 2 // Vance? Your name's Lance Vance? if 03D2: wav 1 ended jf @BARON2_4617 wait 500 03D1: play_wav 2 00BC: text_highpriority 'COK2_4' 5000 ms 2 // Hey! I got enough of that at school! $39 = 1 // integer values gosub @BARON2_15089 :BARON2_4617 if and $39 == 1 // integer values $40 == 0 // integer values 17@ > 3000 // integer values jf @BARON2_4817 if $33 == 0 // integer values jf @BARON2_4706 03CF: load_wav 'COK2_8D' as 1 03CF: load_wav 'COK2_7B' as 2 $33 = 1 // integer values jump @BARON2_4713 :BARON2_4706 gosub @BARON2_15061 :BARON2_4713 if $34 == 1 // integer values jf @BARON2_4817 03D1: play_wav 1 00BC: text_highpriority 'COK2_13' 4000 ms 2 // Lance Vance. Poor bastard. if 03D2: wav 1 ended jf @BARON2_4817 if 17@ > 6000 // integer values jf @BARON2_4817 03D1: play_wav 2 00BC: text_highpriority 'COK2_8' 4000 ms 2 // Where the hell are we headed anyway? $40 = 1 // integer values gosub @BARON2_15089 :BARON2_4817 if and $40 == 1 // integer values $41 == 0 // integer values 17@ > 2000 // integer values jf @BARON2_5017 if $33 == 0 // integer values jf @BARON2_4906 03CF: load_wav 'COK2_7C' as 1 03CF: load_wav 'COK2_5' as 2 $33 = 1 // integer values jump @BARON2_4913 :BARON2_4906 gosub @BARON2_15061 :BARON2_4913 if $34 == 1 // integer values jf @BARON2_5017 03D1: play_wav 1 00BC: text_highpriority 'COK2_9' 5000 ms 2 // Prawn Island. if 03D2: wav 1 ended jf @BARON2_5017 if 17@ > 4000 // integer values jf @BARON2_5017 03D1: play_wav 2 00BC: text_highpriority 'COK2_5' 5000 ms 2 // You ever fired one of those from a whirly? $41 = 1 // integer values gosub @BARON2_15089 :BARON2_5017 if and $41 == 1 // integer values $42 == 0 // integer values 17@ > 3000 // integer values jf @BARON2_5217 if $33 == 0 // integer values jf @BARON2_5106 03CF: load_wav 'COK2_6' as 1 03CF: load_wav 'COK2_9' as 2 $33 = 1 // integer values jump @BARON2_5113 :BARON2_5106 gosub @BARON2_15061 :BARON2_5113 if $34 == 1 // integer values jf @BARON2_5217 03D1: play_wav 1 00BC: text_highpriority 'COK2_6' 3000 ms 2 // No. I'll get a bit of practice on the way though. if 03D2: wav 1 ended jf @BARON2_5217 if 17@ > 12000 // integer values jf @BARON2_5217 03D1: play_wav 2 00BC: text_highpriority 'COK2_14' 5000 ms 2 // Ok, we're almost there. $42 = 1 // integer values gosub @BARON2_15089 :BARON2_5217 if and $42 == 1 // integer values $43 == 0 // integer values 17@ > 2000 // integer values jf @BARON2_5403 if $33 == 0 // integer values jf @BARON2_5306 03CF: load_wav 'COK210A' as 1 03CF: load_wav 'COK210B' as 2 $33 = 1 // integer values jump @BARON2_5313 :BARON2_5306 gosub @BARON2_15061 :BARON2_5313 if $34 == 1 // integer values jf @BARON2_5403 03D1: play_wav 1 00BC: text_highpriority 'COK2_15' 5000 ms 2 // We'll make a couple of passes. if 03D2: wav 1 ended jf @BARON2_5403 wait 500 03D1: play_wav 2 00BC: text_highpriority 'COK2_16' 5000 ms 2 // So take out as many guns as you can. $43 = 1 // integer values gosub @BARON2_15089 :BARON2_5403 if and $43 == 1 // integer values 14@ == 0 // integer values 17@ > 2500 // integer values jf @BARON2_5568 if $33 == 0 // integer values jf @BARON2_5480 03CF: load_wav 'COK210C' as 1 $33 = 1 // integer values jump @BARON2_5502 :BARON2_5480 if 03D0: wav 1 loaded jf @BARON2_5502 $34 = 1 // integer values :BARON2_5502 if $34 == 1 // integer values jf @BARON2_5568 03D1: play_wav 1 00BC: text_highpriority 'COK2_17' 4000 ms 2 // Then I'll set you down and you're on your way. if 03D2: wav 1 ended jf @BARON2_5568 14@ = 1 // integer values gosub @BARON2_15089 :BARON2_5568 jump @BARON2_2819 :BARON2_5575 if not Car.Wrecked($2821) jf @BARON2_5601 04D0: force_heli $2821 looking_angle_to 270.0 :BARON2_5601 gosub @BARON2_14919 :BARON2_5608 if not $2822 == 5 // integer values jf @BARON2_5833 wait 0 if Car.Wrecked($2821) jf @BARON2_5663 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_5663 gosub @BARON2_14882 gosub @BARON2_15112 if 17@ > 50000 // integer values jf @BARON2_5705 jump @BARON2_5833 :BARON2_5705 if $38 == 0 // integer values jf @BARON2_5826 if $33 == 0 // integer values jf @BARON2_5767 03CF: load_wav 'COK2_13' as 1 $33 = 1 // integer values jump @BARON2_5789 :BARON2_5767 if 03D0: wav 1 loaded jf @BARON2_5789 $34 = 1 // integer values :BARON2_5789 if $34 == 1 // integer values jf @BARON2_5826 03D1: play_wav 1 00BC: text_highpriority 'COK2_20' 4000 ms 2 // Damn! This is a war zone! Take out some of those gunmen! :BARON2_5826 jump @BARON2_5608 :BARON2_5833 if not Car.Wrecked($2821) jf @BARON2_5876 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 113.0 1106.9 30.0 speed 40 :BARON2_5876 if 80F5: not player $PLAYER_CHAR 0 117.0 1106.9 30.0 radius 6.0 6.0 6.0 jf @BARON2_5975 wait 0 if Car.Wrecked($2821) jf @BARON2_5961 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_5961 gosub @BARON2_14882 jump @BARON2_5876 :BARON2_5975 if not Car.Wrecked($2821) jf @BARON2_6001 04D0: force_heli $2821 looking_angle_to 1.0 :BARON2_6001 Actor.DestroyInstantly($2828) Actor.DestroyInstantly($2829) Actor.DestroyInstantly($2830) Actor.DestroyInstantly($2831) Actor.DestroyInstantly($2832) if not Car.Wrecked($2821) jf @BARON2_6322 $2828 = Actor.Create(CivMale, #SGA, 59.0, 1117.7, 17.7) 011A: set_actor $2828 search_threat 1 022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2828) = 50 $2829 = Actor.Create(CivMale, #SGB, 64.7, 1089.8, 17.7) 011A: set_actor $2829 search_threat 1 022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2829) = 50 $2830 = Actor.Create(CivMale, #SGA, 61.0, 1091.1, 24.4) 011A: set_actor $2830 search_threat 1 022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2830) = 50 $2831 = Actor.Create(CivMale, #SGB, 58.2, 1118.7, 24.4) 011A: set_actor $2831 search_threat 1 022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2831) = 50 $2832 = Actor.Create(CivMale, #SGA, 64.9, 1119.0, 24.4) 011A: set_actor $2832 search_threat 1 022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2832) = 50 :BARON2_6322 gosub @BARON2_14919 :BARON2_6329 if not $2822 == 5 // integer values jf @BARON2_7458 wait 0 if Car.Wrecked($2821) jf @BARON2_6384 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_6384 gosub @BARON2_14882 gosub @BARON2_15112 if not Actor.Dead($2828) jf @BARON2_6603 if 00FE: actor $2828 0 59.0 1117.7 17.7 radius 1.0 1.0 5.0 jf @BARON2_6477 0239: actor $2828 run_to 89.7 1118.1 :BARON2_6477 if 00FE: actor $2828 0 89.7 1118.1 17.7 radius 1.0 1.0 5.0 jf @BARON2_6540 0239: actor $2828 run_to 94.7 1107.1 :BARON2_6540 if 00FE: actor $2828 0 94.7 1107.1 17.7 radius 1.0 1.0 5.0 jf @BARON2_6603 01D9: actor $2828 destroy_car $2821 0350: set_actor $2828 maintain_position_when_attacked 1 :BARON2_6603 if not Actor.Dead($2829) jf @BARON2_6808 if 00FE: actor $2829 0 64.7 1089.8 17.7 radius 1.0 1.0 5.0 jf @BARON2_6682 0239: actor $2829 run_to 90.1 1090.1 :BARON2_6682 if 00FE: actor $2829 0 90.1 1090.1 17.7 radius 1.0 1.0 5.0 jf @BARON2_6745 0239: actor $2829 run_to 91.1 1097.8 :BARON2_6745 if 00FE: actor $2829 0 91.1 1097.8 17.7 radius 1.0 1.0 5.0 jf @BARON2_6808 01D9: actor $2829 destroy_car $2821 0350: set_actor $2829 maintain_position_when_attacked 1 :BARON2_6808 if not Actor.Dead($2830) jf @BARON2_7013 if 00FE: actor $2830 0 61.0 1091.1 24.4 radius 1.0 1.0 5.0 jf @BARON2_6887 0239: actor $2830 run_to 89.4 1091.0 :BARON2_6887 if 00FE: actor $2830 0 89.4 1091.0 24.4 radius 1.0 1.0 5.0 jf @BARON2_6950 0239: actor $2830 run_to 94.5 1100.5 :BARON2_6950 if 00FE: actor $2830 0 94.5 1100.5 24.4 radius 1.0 1.0 5.0 jf @BARON2_7013 01D9: actor $2830 destroy_car $2821 0350: set_actor $2830 maintain_position_when_attacked 1 :BARON2_7013 if not Actor.Dead($2831) jf @BARON2_7218 if 00FE: actor $2831 0 58.2 1118.7 24.4 radius 1.0 1.0 5.0 jf @BARON2_7092 0239: actor $2831 run_to 90.0 1118.8 :BARON2_7092 if 00FE: actor $2831 0 90.0 1118.8 24.4 radius 1.0 1.0 5.0 jf @BARON2_7155 0239: actor $2831 run_to 94.5 1099.9 :BARON2_7155 if 00FE: actor $2831 0 94.5 1099.9 24.4 radius 1.0 1.0 5.0 jf @BARON2_7218 01D9: actor $2831 destroy_car $2821 0350: set_actor $2831 maintain_position_when_attacked 1 :BARON2_7218 if not Actor.Dead($2832) jf @BARON2_7423 if 00FE: actor $2832 0 64.9 1119.0 24.4 radius 1.0 1.0 5.0 jf @BARON2_7297 0239: actor $2832 run_to 89.1 1117.9 :BARON2_7297 if 00FE: actor $2832 0 89.1 1117.9 24.4 radius 1.0 1.0 5.0 jf @BARON2_7360 0239: actor $2832 run_to 93.0 1110.0 :BARON2_7360 if 00FE: actor $2832 0 93.0 1110.0 24.4 radius 1.0 1.0 5.0 jf @BARON2_7423 01D9: actor $2832 destroy_car $2821 0350: set_actor $2832 maintain_position_when_attacked 1 :BARON2_7423 if 17@ > 40000 // integer values jf @BARON2_7451 jump @BARON2_7458 :BARON2_7451 jump @BARON2_6329 :BARON2_7458 if not Car.Wrecked($2821) jf @BARON2_7501 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 90.9 1196.0 40.0 speed 40 :BARON2_7501 if 80F5: not player $PLAYER_CHAR 0 90.9 1196.0 40.0 radius 6.0 6.0 6.0 jf @BARON2_7600 wait 0 if Car.Wrecked($2821) jf @BARON2_7586 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_7586 gosub @BARON2_14882 jump @BARON2_7501 :BARON2_7600 $2840 = Car.Create(#BOBCAT, 19.8, 1213.4, -100.0) Car.Angle($2840) = 233.7 $2841 = Car.Create(#BOBCAT, -12.1, 1207.3, -100.0) Car.Angle($2841) = 159.6 $2842 = Car.Create(#GANGBUR, -20.1, 1198.4, -100.0) Car.Angle($2842) = 34.6 1@ = Object.Create(#BARREL4, 14.6, 1177.9, 22.5) 2@ = Object.Create(#BARREL4, 7.2, 1193.1, 17.8) 3@ = Object.Create(#BARREL4, -13.2, 1217.7, 20.4) 4@ = Object.Create(#BARREL4, -18.3, 1217.5, 20.4) Actor.DestroyInstantly($2828) Actor.DestroyInstantly($2829) Actor.DestroyInstantly($2830) Actor.DestroyInstantly($2831) Actor.DestroyInstantly($2832) if not Car.Wrecked($2821) jf @BARON2_8591 $2828 = Actor.Create(CivMale, #SGA, 17.8, 1212.0, 20.9) 0350: set_actor $2828 maintain_position_when_attacked 1 01D9: actor $2828 destroy_car $2821 011A: set_actor $2828 search_threat 1 022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2828) = 50 $2824 = Car.Create(#GANGBUR, 43.8, 1129.6, 17.9) Car.Angle($2824) = 0.0 0129: $2829 = create_actor 4 #SGB in_car $2824 driverseat 01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2829) = 50 022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 011A: set_actor $2829 search_threat 1 Car.DriveTo($2824, 38.8, 1198.0, 20.8) 04E0: car $2824 abandon_path_radius 100 04BA: set_car $2824 speed_instantly 10.0 Car.SetMaxSpeed($2824, 25.0) $2830 = Actor.Create(CivMale, #SGA, 19.3, 1196.2, 19.0) 0350: set_actor $2830 maintain_position_when_attacked 1 01D9: actor $2830 destroy_car $2821 011A: set_actor $2830 search_threat 1 022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2830) = 50 $2831 = Actor.Create(CivMale, #SGB, -11.8, 1208.5, 22.5) 0350: set_actor $2831 maintain_position_when_attacked 1 01D9: actor $2831 destroy_car $2821 011A: set_actor $2831 search_threat 1 022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2831) = 50 $2832 = Actor.Create(CivMale, #SGA, -22.9, 1198.6, 22.1) 0350: set_actor $2832 maintain_position_when_attacked 1 01D9: actor $2832 destroy_car $2821 011A: set_actor $2832 search_threat 1 022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2832) = 50 $2833 = Actor.Create(CivMale, #SGB, -34.7, 1202.3, 20.4) 0350: set_actor $2833 maintain_position_when_attacked 1 01D9: actor $2833 destroy_car $2821 011A: set_actor $2833 search_threat 1 022D: set_actor $2833 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2833 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2833) = 50 $2834 = Actor.Create(CivMale, #SGB, -40.5, 1195.1, 20.4) 0350: set_actor $2834 maintain_position_when_attacked 1 01D9: actor $2834 destroy_car $2821 011A: set_actor $2834 search_threat 1 022D: set_actor $2834 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2834 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2834) = 50 $2835 = Actor.Create(CivMale, #SGA, -22.3, 1218.0, 20.4) 0350: set_actor $2835 maintain_position_when_attacked 1 01D9: actor $2835 destroy_car $2821 011A: set_actor $2835 search_threat 1 022D: set_actor $2835 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2835 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2835) = 50 $2836 = Actor.Create(CivMale, #SGA, 27.3, 1196.4, 19.6) 0350: set_actor $2836 maintain_position_when_attacked 1 01D9: actor $2836 destroy_car $2821 011A: set_actor $2836 search_threat 1 022D: set_actor $2836 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2836 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2836) = 50 $2837 = Actor.Create(CivMale, #SGA, 0.8, 1212.9, 20.4) 0350: set_actor $2837 maintain_position_when_attacked 1 01D9: actor $2837 destroy_car $2821 011A: set_actor $2837 search_threat 1 022D: set_actor $2837 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2837 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2832) = 50 :BARON2_8591 if not Car.Wrecked($2821) jf @BARON2_8634 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 28.1 1224.5 26.4 speed 40 :BARON2_8634 if 80F5: not player $PLAYER_CHAR 0 28.1 1224.5 27.4 radius 6.0 6.0 6.0 jf @BARON2_8954 wait 0 if Car.Wrecked($2821) jf @BARON2_8719 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_8719 if $2863 == 0 // integer values jf @BARON2_8849 if not Actor.Dead($2829) jf @BARON2_8842 if not Car.Wrecked($2824) jf @BARON2_8842 if 00FE: actor $2829 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 jf @BARON2_8842 Car.SetMaxSpeed($2824, 0.0) 01D3: actor $2829 leave_car $2824 $2863 = 1 // integer values :BARON2_8842 jump @BARON2_8940 :BARON2_8849 if $2846 == 0 // integer values jf @BARON2_8940 if not Actor.Dead($2829) jf @BARON2_8940 if not Car.Wrecked($2824) jf @BARON2_8940 if not Actor.InCar($2829, $2824) jf @BARON2_8940 01D9: actor $2829 destroy_car $2821 0350: set_actor $2829 maintain_position_when_attacked 1 $2846 = 1 // integer values :BARON2_8940 gosub @BARON2_14882 jump @BARON2_8634 :BARON2_8954 if not Car.Wrecked($2821) jf @BARON2_8980 04D0: force_heli $2821 looking_angle_to 90.0 :BARON2_8980 gosub @BARON2_14919 5@ = 1 // integer values :BARON2_8994 if not $2822 > 9 // integer values jf @BARON2_9415 wait 0 if Car.Wrecked($2821) jf @BARON2_9049 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_9049 gosub @BARON2_14882 gosub @BARON2_15112 if $2863 == 0 // integer values jf @BARON2_9193 if not Actor.Dead($2829) jf @BARON2_9186 if not Car.Wrecked($2824) jf @BARON2_9186 if 00FE: actor $2829 0 38.8 1198.0 20.8 radius 4.0 4.0 4.0 jf @BARON2_9186 Car.SetMaxSpeed($2824, 0.0) 01D3: actor $2829 leave_car $2824 $2863 = 1 // integer values :BARON2_9186 jump @BARON2_9284 :BARON2_9193 if $2846 == 0 // integer values jf @BARON2_9284 if not Actor.Dead($2829) jf @BARON2_9284 if not Car.Wrecked($2824) jf @BARON2_9284 if not Actor.InCar($2829, $2824) jf @BARON2_9284 01D9: actor $2829 destroy_car $2821 0350: set_actor $2829 maintain_position_when_attacked 1 $2846 = 1 // integer values :BARON2_9284 if 17@ > 20000 // integer values jf @BARON2_9310 jump @BARON2_9415 :BARON2_9310 if not Car.Wrecked($2821) jf @BARON2_9408 if 12@ == 0 // integer values jf @BARON2_9408 03CF: load_wav 'COK2_14' as 1 :BARON2_9356 if 83D0: not wav 1 loaded jf @BARON2_9382 wait 0 jump @BARON2_9356 :BARON2_9382 03D1: play_wav 1 00BC: text_highpriority 'COK2_21' 5000 ms 2 // We're taking hits here, man! 12@ = 1 // integer values :BARON2_9408 jump @BARON2_8994 :BARON2_9415 if not Car.Wrecked($2821) jf @BARON2_9458 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to -32.4 1222.5 30.6 speed 40 :BARON2_9458 if 80F5: not player $PLAYER_CHAR 0 -32.4 1222.5 30.6 radius 6.0 6.0 6.0 jf @BARON2_9557 wait 0 if Car.Wrecked($2821) jf @BARON2_9543 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_9543 gosub @BARON2_14882 jump @BARON2_9458 :BARON2_9557 if not Car.Wrecked($2821) jf @BARON2_9583 04D0: force_heli $2821 looking_angle_to 140.0 :BARON2_9583 17@ = 0 // integer values :BARON2_9590 if not $2822 > 9 // integer values jf @BARON2_9790 wait 0 if Car.Wrecked($2821) jf @BARON2_9645 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_9645 gosub @BARON2_14882 gosub @BARON2_15112 if 17@ > 20000 // integer values jf @BARON2_9685 jump @BARON2_9790 :BARON2_9685 if not Car.Wrecked($2821) jf @BARON2_9783 if 12@ == 0 // integer values jf @BARON2_9783 03CF: load_wav 'COK2_14' as 1 :BARON2_9731 if 83D0: not wav 1 loaded jf @BARON2_9757 wait 0 jump @BARON2_9731 :BARON2_9757 03D1: play_wav 1 00BC: text_highpriority 'COK2_21' 5000 ms 2 // We're taking hits here, man! 12@ = 1 // integer values :BARON2_9783 jump @BARON2_9590 :BARON2_9790 5@ = 0 // integer values wait 500 Actor.DestroyInstantly($2828) Actor.DestroyInstantly($2829) Actor.DestroyInstantly($2830) Actor.DestroyInstantly($2831) Actor.DestroyInstantly($2832) if not Car.Wrecked($2821) jf @BARON2_10198 $2828 = Actor.Create(CivMale, #SGB, -41.4, 1114.4, -100.0) 0350: set_actor $2828 maintain_position_when_attacked 1 01D9: actor $2828 destroy_car $2821 011A: set_actor $2828 search_threat 1 022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2828) = 50 $2829 = Actor.Create(CivMale, #SGA, -59.3, 1113.0, -100.0) 0350: set_actor $2829 maintain_position_when_attacked 1 01D9: actor $2829 destroy_car $2821 011A: set_actor $2829 search_threat 1 022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2829) = 50 $2830 = Actor.Create(CivMale, #SGB, -57.8, 1121.4, -100.0) 0350: set_actor $2830 maintain_position_when_attacked 1 01D9: actor $2830 destroy_car $2821 011A: set_actor $2830 search_threat 1 022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2830) = 50 $2831 = Actor.Create(CivMale, #SGA, -44.4, 1119.6, -100.0) 0350: set_actor $2831 maintain_position_when_attacked 1 01D9: actor $2831 destroy_car $2821 011A: set_actor $2831 search_threat 1 022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2831) = 50 $2832 = Actor.Create(CivMale, #SGB, -45.0, 1123.6, -100.0) 0350: set_actor $2832 maintain_position_when_attacked 1 01D9: actor $2832 destroy_car $2821 011A: set_actor $2832 search_threat 1 022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2832) = 50 :BARON2_10198 $2861 = Object.Create(#BARREL4, -41.1, 1106.3, 29.9) $2862 = Object.Create(#BARREL4, -60.8, 1102.7, 29.9) 0@ = Object.Create(#BARREL4, -46.6, 1118.5, 29.9) if not Car.Wrecked($2821) jf @BARON2_10307 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to -49.8 1144.7 38.3 speed 40 :BARON2_10307 if 80F5: not player $PLAYER_CHAR 0 -49.8 1144.7 38.3 radius 6.0 6.0 6.0 jf @BARON2_10406 wait 0 if Car.Wrecked($2821) jf @BARON2_10392 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_10392 gosub @BARON2_14882 jump @BARON2_10307 :BARON2_10406 if not Car.Wrecked($2821) jf @BARON2_10432 04D0: force_heli $2821 looking_angle_to 90.0 :BARON2_10432 Actor.DestroyInstantly($2833) Actor.DestroyInstantly($2834) Actor.DestroyInstantly($2835) Actor.DestroyInstantly($2836) Actor.DestroyInstantly($2837) gosub @BARON2_14919 :BARON2_10464 if not $2822 == 5 // integer values jf @BARON2_10666 wait 0 if Car.Wrecked($2821) jf @BARON2_10519 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_10519 gosub @BARON2_14882 gosub @BARON2_15112 if 17@ > 40000 // integer values jf @BARON2_10561 jump @BARON2_10666 :BARON2_10561 if not Car.Wrecked($2821) jf @BARON2_10659 if 13@ == 0 // integer values jf @BARON2_10659 03CF: load_wav 'COK2_15' as 1 :BARON2_10607 if 83D0: not wav 1 loaded jf @BARON2_10633 wait 0 jump @BARON2_10607 :BARON2_10633 03D1: play_wav 1 00BC: text_highpriority 'COK2_22' 5000 ms 2 // This thing ain't cheap to fix! Take them out! 13@ = 1 // integer values :BARON2_10659 jump @BARON2_10464 :BARON2_10666 wait 1500 Actor.DestroyInstantly($2828) Actor.DestroyInstantly($2829) Actor.DestroyInstantly($2830) Actor.DestroyInstantly($2831) Actor.DestroyInstantly($2832) if not Car.Wrecked($2821) jf @BARON2_11067 $2828 = Actor.Create(CivMale, #SGB, 14.6, 1145.4, -100.0) 0350: set_actor $2828 maintain_position_when_attacked 1 01D9: actor $2828 destroy_car $2821 011A: set_actor $2828 search_threat 1 022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2828) = 50 $2829 = Actor.Create(CivMale, #SGA, 21.9, 1146.7, -100.0) 0350: set_actor $2829 maintain_position_when_attacked 1 01D9: actor $2829 destroy_car $2821 011A: set_actor $2829 search_threat 1 022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2829) = 50 $2830 = Actor.Create(CivMale, #SGA, 11.3, 1147.0, 22.5) 0350: set_actor $2830 maintain_position_when_attacked 1 01D9: actor $2830 destroy_car $2821 011A: set_actor $2830 search_threat 1 022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2830) = 50 $2831 = Actor.Create(CivMale, #SGA, 28.9, 1146.3, 20.5) 0350: set_actor $2831 maintain_position_when_attacked 1 01D9: actor $2831 destroy_car $2821 011A: set_actor $2831 search_threat 1 022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2831) = 50 $2832 = Actor.Create(CivMale, #SGB, 15.9, 1145.5, 22.5) 0350: set_actor $2832 maintain_position_when_attacked 1 01D9: actor $2832 destroy_car $2821 011A: set_actor $2832 search_threat 1 022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2832) = 50 :BARON2_11067 if not Car.Wrecked($2821) jf @BARON2_11110 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 20.0 1125.0 36.0 speed 20 :BARON2_11110 if 80F5: not player $PLAYER_CHAR 0 20.0 1125.0 36.0 radius 6.0 6.0 6.0 jf @BARON2_11209 wait 0 if Car.Wrecked($2821) jf @BARON2_11195 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_11195 gosub @BARON2_14882 jump @BARON2_11110 :BARON2_11209 if not Car.Wrecked($2821) jf @BARON2_11235 04D0: force_heli $2821 looking_angle_to 270.0 :BARON2_11235 gosub @BARON2_14919 :BARON2_11242 if not $2822 == 5 // integer values jf @BARON2_11346 wait 0 if Car.Wrecked($2821) jf @BARON2_11297 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_11297 gosub @BARON2_14882 gosub @BARON2_15112 if 17@ > 40000 // integer values jf @BARON2_11339 jump @BARON2_11346 :BARON2_11339 jump @BARON2_11242 :BARON2_11346 if not Car.Wrecked($2821) jf @BARON2_11556 $2845 = Actor.Create(CivMale, #SPECIAL05, 68.7, 1098.2, 31.7) 0350: set_actor $2845 maintain_position_when_attacked 1 022D: set_actor $2845 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2845 weapon 27 ammo 30000 // Load the weapon model before using this Actor.Health($2845) = 100 Actor.Angle($2845) = 90.0 $2828 = Actor.Create(CivMale, #SGB, 62.8, 1098.2, 31.7) 0350: set_actor $2828 maintain_position_when_attacked 1 01CA: actor $2828 kill_player $PLAYER_CHAR 022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2828 weapon 27 ammo 30000 // Load the weapon model before using this Actor.Health($2828) = 50 $2829 = Actor.Create(CivMale, #SGB, 66.6, 1093.7, 31.7) 0350: set_actor $2829 maintain_position_when_attacked 1 01CA: actor $2829 kill_player $PLAYER_CHAR 022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2829 weapon 27 ammo 30000 // Load the weapon model before using this Actor.Health($2829) = 50 :BARON2_11556 if not Car.Wrecked($2821) jf @BARON2_11614 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 37.0 1075.0 43.0 speed 20 Car.SetImmunities($2821, 1, 1, 1, 1, 1) :BARON2_11614 $38 = 0 // integer values $39 = 0 // integer values $33 = 0 // integer values $34 = 0 // integer values 03CF: load_wav 'COK2_20' as 1 03CF: load_wav 'COK2_21' as 2 $33 = 1 // integer values if not Actor.Dead($2845) jf @BARON2_12137 wait 3500 if not Car.Wrecked($2821) jf @BARON2_11758 041D: set_camera_near_clip 0.5 Camera.SetPosition(69.915, 1098.858, 33.058, 0.0, 0.0, 0.0) Camera.OnVehicle($2821, 15, 2) :BARON2_11758 wait 500 if not Actor.Dead($2845) jf @BARON2_12099 :BARON2_11779 if $38 == 0 // integer values jf @BARON2_12099 wait 0 if $33 == 1 // integer values jf @BARON2_11845 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @BARON2_11845 $34 = 1 // integer values :BARON2_11845 if $34 == 1 // integer values jf @BARON2_12092 03D1: play_wav 1 00BC: text_highpriority 'COK2_27' 2000 ms 2 // You're on MY turf asshole! if 03D2: wav 1 ended jf @BARON2_12092 if not Actor.Dead($2845) jf @BARON2_11951 if not Car.Wrecked($2821) jf @BARON2_11951 01D9: actor $2845 destroy_car $2821 011A: set_actor $2845 search_threat 1 02E2: set_actor $2845 weapon_accuracy_to 30 :BARON2_11951 if not Actor.Dead($2828) jf @BARON2_12005 if not Car.Wrecked($2821) jf @BARON2_12005 01D9: actor $2828 destroy_car $2821 011A: set_actor $2828 search_threat 1 02E2: set_actor $2828 weapon_accuracy_to 20 :BARON2_12005 if not Actor.Dead($2829) jf @BARON2_12059 if not Car.Wrecked($2821) jf @BARON2_12059 01D9: actor $2829 destroy_car $2821 011A: set_actor $2829 search_threat 1 02E2: set_actor $2829 weapon_accuracy_to 20 :BARON2_12059 03D1: play_wav 2 00BC: text_highpriority 'COK2_28' 2000 ms 2 // You're going down! $38 = 1 // integer values gosub @BARON2_15089 :BARON2_12092 jump @BARON2_11779 :BARON2_12099 wait 1000 Camera.Restore_WithJumpCut if not Car.Wrecked($2821) jf @BARON2_12137 Car.SetImmunities($2821, 0, 0, 0, 0, 0) :BARON2_12137 if 80F5: not player $PLAYER_CHAR 0 37.0 1075.0 43.0 radius 6.0 6.0 6.0 jf @BARON2_12236 wait 0 if Car.Wrecked($2821) jf @BARON2_12222 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_12222 gosub @BARON2_14882 jump @BARON2_12137 :BARON2_12236 if not Car.Wrecked($2821) jf @BARON2_12262 04D0: force_heli $2821 looking_angle_to 237.0 :BARON2_12262 if Actor.Dead($2828) jf @BARON2_12278 :BARON2_12278 gosub @BARON2_14919 :BARON2_12285 if or not Actor.Dead($2845) not Actor.Dead($2828) not Actor.Dead($2829) jf @BARON2_12362 wait 0 if Car.Wrecked($2821) jf @BARON2_12348 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_12348 gosub @BARON2_14882 jump @BARON2_12285 :BARON2_12362 $2839 = Pickup.Create(#BRIEFCASE, 3, 68.7, 1098.2, 32.5) if not Car.Wrecked($2821) jf @BARON2_12452 04D1: reset_heli $2821 looking_angle 04A2: heli $2821 fly_to 33.7 1083.0 15.0 speed 2 04D0: force_heli $2821 looking_angle_to 180.0 0151: remove_status_text $2823 Car.Health($2821) = 1000 :BARON2_12452 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 :BARON2_12466 if 80F5: not player $PLAYER_CHAR 0 33.7 1083.0 15.0 radius 6.0 6.0 4.0 jf @BARON2_12686 wait 0 if Car.Wrecked($2821) jf @BARON2_12551 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON2_13912 :BARON2_12551 if 15@ == 0 // integer values jf @BARON2_12679 if $33 == 0 // integer values jf @BARON2_12613 03CF: load_wav 'COK2_16' as 1 $33 = 1 // integer values jump @BARON2_12635 :BARON2_12613 if 03D0: wav 1 loaded jf @BARON2_12635 $34 = 1 // integer values :BARON2_12635 if $34 == 1 // integer values jf @BARON2_12679 03D1: play_wav 1 00BC: text_highpriority 'COK2_23' 5000 ms 2 // Ok, you're on your own from here! Good luck, brother! 15@ = 0 // integer values :BARON2_12679 jump @BARON2_12466 :BARON2_12686 if not Car.Wrecked($2821) jf @BARON2_12712 04D0: force_heli $2821 looking_angle_to 180.0 :BARON2_12712 wait 1000 0465: remove_actor $PLAYER_ACTOR from_turret_mode 01B1: give_player $PLAYER_CHAR weapon 32 ammo 100 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 32 01F0: set_max_wanted_level_to 5 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 if not Car.Wrecked($2821) jf @BARON2_12809 Car.SetImmunities($2821, 0, 0, 0, 0, 0) 04A2: heli $2821 fly_to -19.9 878.0 45.0 speed 20 04DF: set_heli $2821 lean_and_thrust_limiter 0 :BARON2_12809 00BC: text_highpriority 'COK2_25' 8000 ms 1 // ~g~Go and collect the money on the roof. Actor.DestroyInstantly($2828) Actor.DestroyInstantly($2829) Actor.DestroyInstantly($2830) Actor.DestroyInstantly($2831) Actor.DestroyInstantly($2832) $2828 = Actor.Create(CivMale, #SGB, 79.6, 1106.4, 17.7) 0350: set_actor $2828 maintain_position_when_attacked 1 01CA: actor $2828 kill_player $PLAYER_CHAR 011A: set_actor $2828 search_threat 1 022D: set_actor $2828 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2828 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2828) = 50 $2829 = Actor.Create(CivMale, #SGA, 70.4, 1103.9, 17.7) 0350: set_actor $2829 maintain_position_when_attacked 1 01CA: actor $2829 kill_player $PLAYER_CHAR 011A: set_actor $2829 search_threat 1 022D: set_actor $2829 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2829 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2829) = 50 $2830 = Actor.Create(CivMale, #SGB, 67.6, 1107.2, 24.4) 0350: set_actor $2830 maintain_position_when_attacked 1 01CA: actor $2830 kill_player $PLAYER_CHAR 011A: set_actor $2830 search_threat 1 022D: set_actor $2830 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2830 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2830) = 50 $2831 = Actor.Create(CivMale, #SGA, 74.9, 1112.9, 22.2) 0350: set_actor $2831 maintain_position_when_attacked 1 01CA: actor $2831 kill_player $PLAYER_CHAR 011A: set_actor $2831 search_threat 1 022D: set_actor $2831 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2831 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2831) = 50 $2832 = Actor.Create(CivMale, #SGB, 79.0, 1111.1, 20.0) 0350: set_actor $2832 maintain_position_when_attacked 1 01CA: actor $2832 kill_player $PLAYER_CHAR 011A: set_actor $2832 search_threat 1 022D: set_actor $2832 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2832 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2832) = 50 $2833 = Actor.Create(CivMale, #SGA, 81.6, 1105.6, 24.6) 0350: set_actor $2833 maintain_position_when_attacked 1 01CA: actor $2833 kill_player $PLAYER_CHAR 011A: set_actor $2833 search_threat 1 022D: set_actor $2833 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2833 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2833) = 50 $2834 = Actor.Create(CivMale, #SGB, 62.9, 1102.1, 31.5) 0350: set_actor $2834 maintain_position_when_attacked 1 01CA: actor $2834 kill_player $PLAYER_CHAR 011A: set_actor $2834 search_threat 1 022D: set_actor $2834 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2834 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2834) = 50 03DC: $63 = create_marker_above_pickup $2839 :BARON2_13354 if not Pickup.Picked_up($2839) jf @BARON2_13419 wait 0 if Car.Wrecked($2821) jf @BARON2_13412 00BC: text_highpriority 'COK2_26' 5000 ms 1 // ~r~You killed Lance! jump @BARON2_13912 :BARON2_13412 jump @BARON2_13354 :BARON2_13419 wait 500 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Car.Destroy($2821) Actor.DestroyInstantly($LANCE_VANCE) $2821 = Car.Create(#MAVERICK, 31.5, 884.7, 60.0) 0129: $LANCE_VANCE = create_actor 4 #SPECIAL04 in_car $2821 driverseat 0229: set_car $2821 color_to 3 1 04BA: set_car $2821 speed_instantly 30.0 04A2: heli $2821 fly_to 68.9 1101.6 35.0 speed 50 022E: set_player $PLAYER_CHAR to_look_at_actor $LANCE_VANCE Camera.SetPosition(62.132, 1093.546, 33.835, 0.0, 0.0, 0.0) Camera.OnVehicle($2821, 15, 2) 0395: clear_area 1 at 62.132 1093.546 range 33.835 1.0 wait 9000 fade 0 600 :BARON2_13606 if fading jf @BARON2_13630 wait 0 jump @BARON2_13606 :BARON2_13630 if not Car.Wrecked($2821) jf @BARON2_13697 Camera.SetPosition(39.867, 1057.5, 42.034, 0.0, 0.0, 0.0) Camera.OnVehicle($2821, 15, 2) Car.Angle($2821) = 180.0 :BARON2_13697 0055: put_player $PLAYER_CHAR at 76.7 1119.8 25.4 0230: set_player $PLAYER_CHAR stop_looking fade 1 600 if not Car.Wrecked($2821) jf @BARON2_13781 04A2: heli $2821 fly_to -19.9 878.0 45.0 speed 50 01C8: $2825 = create_actor_pedtype 5 model #NULL in_car $2821 passenger_seat 0 :BARON2_13781 wait 6000 fade 0 1000 :BARON2_13793 if fading jf @BARON2_13817 wait 0 jump @BARON2_13793 :BARON2_13817 if not Car.Wrecked($2821) jf @BARON2_13880 Camera.SetAtPos(-375.7, -543.5, 16.6) 0055: put_player $PLAYER_CHAR at -375.7 -543.5 16.2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 :BARON2_13880 wait 300 fade 1 1000 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 jump @BARON2_13929 :BARON2_13912 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :BARON2_13929 $PASSED_COK2_PHNOM_PENH_86 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 2000 0318: set_latest_mission_passed 'COK_2' // Phnom Penh '86 030C: progress_made += 1 $847 = 1 // integer values 057C: 0 016C: restart_if_wasted at -822.7 1157.9 10.1 4.0 016D: restart_if_busted at -659.5 760.4 10.5 133.0 016C: restart_if_wasted at -885.2 -470.4 12.1 276.0 016D: restart_if_busted at -871.9 -682.3 10.2 328.1 022A: remove_forbidden_for_peds_cube 189.8 230.3 0.0 248.0 258.5 30.0 022A: remove_forbidden_for_peds_cube -38.0 84.3 0.0 -102.3 95.1 30.0 01E7: remove_forbidden_for_cars_cube 189.8 230.3 0.0 248.0 258.5 30.0 01E7: remove_forbidden_for_cars_cube -38.0 84.3 0.0 -102.3 95.1 30.0 01E7: remove_forbidden_for_cars_cube 175.0 236.1 0.0 161.0 242.4 30.0 01E7: remove_forbidden_for_cars_cube 149.8 231.4 0.0 136.0 235.3 30.0 01E7: remove_forbidden_for_cars_cube 63.4 188.6 0.0 49.4 189.7 30.0 Object.Destroy($1782) 022A: remove_forbidden_for_peds_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0 01E7: remove_forbidden_for_cars_cube -214.6 -948.8 0.0 -258.7 -920.6 30.0 Object.Destroy($1783) 022A: remove_forbidden_for_peds_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0 01E7: remove_forbidden_for_cars_cube -787.8 -519.4 10.0 -657.5 -475.2 20.0 Object.Destroy($1779) $1779 = Object.Init(#COMGATE1OPEN, -712.524, -489.428, 12.549) Object.RemoveFromMissionCleanupList($1779) Object.Destroy($1784) 022A: remove_forbidden_for_peds_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0 01E7: remove_forbidden_for_cars_cube -99.8 1041.9 0.0 -129.0 1097.4 30.0 Object.Destroy($1781) 057D: play_bridge_status_mp3 1 014C: set_parked_car_generator $1844 cars_to_generate_to 101 014C: set_parked_car_generator $1867 cars_to_generate_to 101 014C: set_parked_car_generator $1842 cars_to_generate_to 101 014C: set_parked_car_generator $1843 cars_to_generate_to 101 create_thread @BAR3 return :BARON2_14594 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Model.Destroy(#SPARROW) Model.Destroy(#M60) Model.Destroy(#TEC9) Model.Destroy(#RUGER) Model.Destroy(#BOBCAT) Model.Destroy(#BARREL4) Model.Destroy(#SGA) Model.Destroy(#SGB) Model.Destroy(#MAVERICK) Model.Destroy(#GANGBUR) Model.Destroy(#MARQUIS) Model.Destroy(#RIO) Model.Destroy(#SEASPAR) Model.Destroy(#CADDY) Model.Destroy(#WMYGO) Object.RemoveReferences($2858) Object.RemoveReferences($2859) Object.RemoveReferences($2860) Object.RemoveReferences($2861) Object.RemoveReferences($2862) Object.RemoveReferences(0@) Object.RemoveReferences(1@) Object.RemoveReferences(2@) Object.RemoveReferences(3@) Object.RemoveReferences(4@) 0482: 0.0 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 0296: unload_special_actor 4 0296: unload_special_actor 5 0296: unload_special_actor 6 043C: set_game_sounds_disable_on_fade 1 040D: unload_wav 1 040D: unload_wav 2 Actor.DestroyInstantly($2828) Actor.DestroyInstantly($2829) Actor.DestroyInstantly($2830) Actor.DestroyInstantly($2831) Actor.DestroyInstantly($2832) Actor.DestroyInstantly($2833) Actor.DestroyInstantly($2834) Actor.DestroyInstantly($2835) Actor.DestroyInstantly($2836) Actor.DestroyInstantly($2837) Actor.DestroyInstantly($2825) Car.Destroy($2852) Car.Destroy($2827) Car.Destroy(6@) 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 Marker.Disable($63) Pickup.Destroy($2839) 0151: remove_status_text $2823 Actor.DestroyInstantly($LANCE_VANCE) 0465: remove_actor $PLAYER_ACTOR from_turret_mode mission_cleanup 01F0: set_max_wanted_level_to 5 return :BARON2_14882 if not Car.Wrecked($2821) jf @BARON2_14917 $2823 = Car.Health($2821) 01F0: set_max_wanted_level_to 0 $2823 /= 30 // integer values :BARON2_14917 return :BARON2_14919 17@ = 0 // integer values $2822 = 0 // integer values $2847 = 0 // integer values $2848 = 0 // integer values $2849 = 0 // integer values $2850 = 0 // integer values $2851 = 0 // integer values $2853 = 0 // integer values $2854 = 0 // integer values $2855 = 0 // integer values $2856 = 0 // integer values $2857 = 0 // integer values $2838 = 0 // integer values $2843 = 0 // integer values $33 = 0 // integer values $34 = 0 // integer values $38 = 0 // integer values $39 = 0 // integer values $40 = 0 // integer values $41 = 0 // integer values return :BARON2_15061 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @BARON2_15087 $34 = 1 // integer values :BARON2_15087 return :BARON2_15089 $33 = 0 // integer values $34 = 0 // integer values 17@ = 0 // integer values return :BARON2_15112 if $2847 == 0 // integer values jf @BARON2_15160 if Actor.Dead($2828) jf @BARON2_15160 $2822 += 1 // integer values $2847 = 1 // integer values :BARON2_15160 if $2848 == 0 // integer values jf @BARON2_15208 if Actor.Dead($2829) jf @BARON2_15208 $2822 += 1 // integer values $2848 = 1 // integer values :BARON2_15208 if $2849 == 0 // integer values jf @BARON2_15256 if Actor.Dead($2830) jf @BARON2_15256 $2822 += 1 // integer values $2849 = 1 // integer values :BARON2_15256 if $2850 == 0 // integer values jf @BARON2_15304 if Actor.Dead($2831) jf @BARON2_15304 $2822 += 1 // integer values $2850 = 1 // integer values :BARON2_15304 if $2851 == 0 // integer values jf @BARON2_15352 if Actor.Dead($2832) jf @BARON2_15352 $2822 += 1 // integer values $2851 = 1 // integer values :BARON2_15352 if 5@ == 1 // integer values jf @BARON2_15610 if $2853 == 0 // integer values jf @BARON2_15418 if Actor.Dead($2833) jf @BARON2_15418 $2822 += 1 // integer values $2853 = 1 // integer values :BARON2_15418 if $2854 == 0 // integer values jf @BARON2_15466 if Actor.Dead($2834) jf @BARON2_15466 $2822 += 1 // integer values $2854 = 1 // integer values :BARON2_15466 if $2855 == 0 // integer values jf @BARON2_15514 if Actor.Dead($2835) jf @BARON2_15514 $2822 += 1 // integer values $2855 = 1 // integer values :BARON2_15514 if $2856 == 0 // integer values jf @BARON2_15562 if Actor.Dead($2836) jf @BARON2_15562 $2822 += 1 // integer values $2856 = 1 // integer values :BARON2_15562 if $2857 == 0 // integer values jf @BARON2_15610 if Actor.Dead($2837) jf @BARON2_15610 $2822 += 1 // integer values $2857 = 1 // integer values :BARON2_15610 return //-------------Mission 14--------------- // Originally: The Fastest Boat :BARON3 gosub @BARON3_36 if wasted_or_busted jf @BARON3_27 gosub @BARON3_7654 :BARON3_27 gosub @BARON3_7737 end_thread :BARON3_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'BARON3' wait 0 054C: use_GXT_table 'BARON3' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 $2887 = 0 // integer values $2888 = 0 // integer values $2891 = 0 // integer values $2892 = 0 // integer values $2895 = 0 // integer values $2896 = 0 // integer values $2883 = 0 // integer values $2884 = 0 // integer values 11@ = 0 // integer values $2881 = 0 // integer values $2879 = 270.0 // floating-point values $2880 = 270.0 // floating-point values $2890 = 0 // integer values 3@ = 0 // integer values 12@ = 0 // integer values select_interior 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIAZ' 02F3: load_object #CUTOBJ01 'DSHOTGN' 038B: load_requested_models Camera.SetAtPos(-378.3, -591.9, 25.8) :BARON3_262 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) jf @BARON3_297 wait 0 jump @BARON3_262 :BARON3_297 0569: 'CSPLAY' 0569: 'CSDIAZ' 02E4: load_cutscene_data 'COK_3' 0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 03DE: set_pedestrians_density_multiplier_to 0.0 0244: set_cutscene_pos -378.62 -552.676 18.534 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $161 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $161 'CSDIAZ' 02E5: $2894 = create_cutscene_object #CUTOBJ01 0524: unknown_cutscene_command $2894 $161 24 0395: clear_area 1 at -379.2 -536.4 range 16.2 0.5 0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON3_540 if 2000 > $CUT_SCENE_TIME // integer values jf @BARON3_575 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_540 :BARON3_575 if 856A: not has_cutscene_been_interrupted jf @BARON3_620 058A: create_gun_flash_from -386.581 -614.139 17.96 to -386.794 -614.627 18.155 :BARON3_620 if 3599 > $CUT_SCENE_TIME // integer values jf @BARON3_655 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_620 :BARON3_655 00BC: text_highpriority 'COK3_A' 10000 ms 1 // Not so pleased with your selves NOW, huh! :BARON3_670 if 5985 > $CUT_SCENE_TIME // integer values jf @BARON3_705 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_670 :BARON3_705 00BC: text_highpriority 'COK3_B' 10000 ms 1 // Ahahahahaa, Ahahahahaa. :BARON3_720 if 8050 > $CUT_SCENE_TIME // integer values jf @BARON3_755 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_720 :BARON3_755 00BC: text_highpriority 'COK3_C' 10000 ms 1 // Whoa! Watch where you're waving that thing! :BARON3_770 if 9520 > $CUT_SCENE_TIME // integer values jf @BARON3_805 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_770 :BARON3_805 00BC: text_highpriority 'COK3_D' 10000 ms 1 // No more pigeon shit on MY car, eh Tommy! :BARON3_820 if 12144 > $CUT_SCENE_TIME // integer values jf @BARON3_855 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_820 :BARON3_855 00BC: text_highpriority 'COK3_E' 10000 ms 1 // Guess not. :BARON3_870 if 13827 > $CUT_SCENE_TIME // integer values jf @BARON3_905 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_870 :BARON3_905 00BC: text_highpriority 'COK3_F' 10000 ms 1 // You're damn right. Now listen, :BARON3_920 if 16253 > $CUT_SCENE_TIME // integer values jf @BARON3_955 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_920 :BARON3_955 00BC: text_highpriority 'COK3_G' 10000 ms 1 // you know who owns the fastest boat on the east coast? :BARON3_970 if 18599 > $CUT_SCENE_TIME // integer values jf @BARON3_1005 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_970 :BARON3_1005 00BC: text_highpriority 'COK3_H' 10000 ms 1 // Not off hand, no. :BARON3_1020 if 19835 > $CUT_SCENE_TIME // integer values jf @BARON3_1055 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1020 :BARON3_1055 00BC: text_highpriority 'COK3_I' 10000 ms 1 // ME. And I want it to stay that way. :BARON3_1070 if 23576 > $CUT_SCENE_TIME // integer values jf @BARON3_1105 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1070 :BARON3_1105 00BC: text_highpriority 'COK3_J' 10000 ms 1 // Every smuggler from here to Caracas has one dream, a faster boat. :BARON3_1120 if 28644 > $CUT_SCENE_TIME // integer values jf @BARON3_1155 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1120 :BARON3_1155 00BC: text_highpriority 'COK3_K' 10000 ms 1 // Rumor has it the boatyard has just completed such a vessel. :BARON3_1170 if 32972 > $CUT_SCENE_TIME // integer values jf @BARON3_1207 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1170 :BARON3_1207 00BC: text_highpriority 'COK3_L' 10000 ms 1 // for some Costa Rican dickhead. :BARON3_1222 if 35549 > $CUT_SCENE_TIME // integer values jf @BARON3_1259 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1222 :BARON3_1259 00BC: text_highpriority 'COK3_M' 10000 ms 1 // And Tommy...I WANT THAT BOAT!!! :BARON3_1274 if 40624 > $CUT_SCENE_TIME // integer values jf @BARON3_1311 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1274 :BARON3_1311 00BC: text_highpriority 'COK3_O' 10000 ms 1 // Ah! I thought I got you. Where'd you come from? :BARON3_1326 if 43796 > $CUT_SCENE_TIME // integer values jf @BARON3_1363 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1326 :BARON3_1363 00BC: text_highpriority 'COK3_P' 10000 ms 1 // Pigeons! Boom! Aaaaah! :BARON3_1378 if 43866 > $CUT_SCENE_TIME // integer values jf @BARON3_1415 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1378 :BARON3_1415 if 856A: not has_cutscene_been_interrupted jf @BARON3_1460 058A: create_gun_flash_from -386.404 -614.265 17.955 to -386.639 -614.744 18.148 :BARON3_1460 if 44500 > $CUT_SCENE_TIME // integer values jf @BARON3_1497 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1460 :BARON3_1497 if 856A: not has_cutscene_been_interrupted jf @BARON3_1542 058A: create_gun_flash_from -386.466 -614.374 17.876 to -386.739 -614.85 18.024 :BARON3_1542 if 46018 > $CUT_SCENE_TIME // integer values jf @BARON3_1579 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1542 :BARON3_1579 00BC: text_highpriority 'COK3_N' 10000 ms 1 // I think your pigeons are back. :BARON3_1594 if 47040 > $CUT_SCENE_TIME // integer values jf @BARON3_1631 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON3_1594 :BARON3_1631 fade 0 1500 00BE: text_clear_all :BARON3_1640 if fading jf @BARON3_1664 wait 0 jump @BARON3_1640 :BARON3_1664 03AD: set_rubbish 1 02EA: end_cutscene 03DE: set_pedestrians_density_multiplier_to 1.0 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) select_interior 0 Camera.SetAtPos(-379.2, -536.4, 16.2) wait 500 fade 1 1500 Model.Load(#HMYAP) Model.Load(#SQUALO) Model.Load(#HMYST) Model.Load(#TEC9) Model.Load(#HAMMER) Model.Load(#SCREWDRIVER) Model.Load(#SPEEDER) Model.Load(#DINGHY) Model.Load(#RUGER) :BARON3_1766 if or not Model.Available(#HMYAP) not Model.Available(#SQUALO) not Model.Available(#HMYST) not Model.Available(#TEC9) not Model.Available(#HAMMER) jf @BARON3_1811 wait 0 jump @BARON3_1766 :BARON3_1811 if or not Model.Available(#SCREWDRIVER) not Model.Available(#SPEEDER) not Model.Available(#DINGHY) not Model.Available(#RUGER) jf @BARON3_1853 wait 0 jump @BARON3_1811 :BARON3_1853 Object.Destroy($1786) 03BC: $2898 = create_sphere -665.4 -1484.7 12.8 1.0 $64 = Car.Create(#SQUALO, -597.6, -1507.7, 5.4) Car.Angle($64) = 250.0 $65 = Marker.CreateAboveCar($64) 00BC: text_highpriority 'COK3_8' 10000 ms 1 // ~g~Go to the boatyard at the docks and steal the fastest boat. :BARON3_1939 if 81FC: not player $PLAYER_CHAR near_car $64 radius 120.0 120.0 0 jf @BARON3_2019 wait 0 if Car.Wrecked($64) jf @BARON3_2012 00BC: text_highpriority 'COK3_7' 5000 ms 1 // ~r~You destroyed the boat! jump @BARON3_7654 :BARON3_2012 jump @BARON3_1939 :BARON3_2019 015C: set_zone_gang_info 'DOCKS' 1 2 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'DOCKS' 0 2 0 0 0 0 0 0 0 0 0 10 $2885 = Car.Create(#SPEEDER, -582.4, -1493.6, 5.4) Car.Angle($2885) = 250.0 $2886 = Car.Create(#DINGHY, -576.1, -1525.5, 5.4) Car.Angle($2886) = 250.0 4@ = Actor.Create(Gang1, #HMYST, -640.9, -1491.3, -100.0) Actor.Angle(4@) = 270.0 01ED: clear_actor 4@ threat_search 011A: set_actor 4@ search_threat 1 0243: set_actor 4@ ped_stats_to 16 01B2: give_actor 4@ weapon 27 ammo 500 // Load the weapon model before using this 0350: set_actor 4@ maintain_position_when_attacked 1 5@ = Actor.Create(Gang1, #HMYST, -636.8, -1480.0, -100.0) Actor.Angle(5@) = 270.0 01ED: clear_actor 5@ threat_search 011A: set_actor 5@ search_threat 1 0243: set_actor 5@ ped_stats_to 16 01B2: give_actor 5@ weapon 27 ammo 500 // Load the weapon model before using this 0350: set_actor 5@ maintain_position_when_attacked 1 6@ = Actor.Create(Gang1, #HMYST, -623.9, -1477.7, -100.0) Actor.Angle(6@) = 73.5 01ED: clear_actor 6@ threat_search 011A: set_actor 6@ search_threat 1 0243: set_actor 6@ ped_stats_to 16 01B2: give_actor 6@ weapon 27 ammo 500 // Load the weapon model before using this 7@ = Actor.Create(Gang1, #HMYST, -682.8, -1484.8, -100.0) Actor.Angle(7@) = 260.0 01ED: clear_actor 7@ threat_search 011A: set_actor 7@ search_threat 1 0243: set_actor 7@ ped_stats_to 16 01B2: give_actor 7@ weapon 27 ammo 500 // Load the weapon model before using this 8@ = Actor.Create(Gang1, #HMYST, -671.7, -1459.1, -100.0) Actor.Angle(8@) = 160.5 01ED: clear_actor 8@ threat_search 011A: set_actor 8@ search_threat 1 0243: set_actor 8@ ped_stats_to 16 01B2: give_actor 8@ weapon 27 ammo 500 // Load the weapon model before using this 9@ = Actor.Create(Gang1, #HMYST, -573.7, -1522.5, 6.9) Actor.Angle(9@) = 70.0 01ED: clear_actor 9@ threat_search 011A: set_actor 9@ search_threat 1 0243: set_actor 9@ ped_stats_to 16 01B2: give_actor 9@ weapon 27 ammo 500 // Load the weapon model before using this 0350: set_actor 9@ maintain_position_when_attacked 1 10@ = Actor.Create(Gang1, #HMYST, -586.9, -1496.2, 7.0) Actor.Angle(10@) = 76.0 01ED: clear_actor 10@ threat_search 011A: set_actor 10@ search_threat 1 0243: set_actor 10@ ped_stats_to 16 01B2: give_actor 10@ weapon 27 ammo 500 // Load the weapon model before using this 0350: set_actor 10@ maintain_position_when_attacked 1 0@ = Actor.Create(Gang1, #HMYAP, -662.0, -1481.7, 13.0) Actor.Angle(0@) = 6.0 01ED: clear_actor 0@ threat_search 011A: set_actor 0@ search_threat 1 0243: set_actor 0@ ped_stats_to 16 01B2: give_actor 0@ weapon 7 ammo 0 // Load the weapon model before using this 1@ = Actor.Create(Gang1, #HMYAP, -661.9, -1479.7, 12.5) Actor.Angle(1@) = 200.0 01ED: clear_actor 1@ threat_search 011A: set_actor 1@ search_threat 1 0243: set_actor 1@ ped_stats_to 16 01B2: give_actor 1@ weapon 2 ammo 0 // Load the weapon model before using this 2@ = Actor.Create(Gang1, #HMYAP, -662.4, -1481.6, 13.0) Actor.Angle(2@) = 280.0 01ED: clear_actor 2@ threat_search 011A: set_actor 2@ search_threat 1 0243: set_actor 2@ ped_stats_to 16 01B2: give_actor 2@ weapon 7 ammo 0 // Load the weapon model before using this 03F9: make_actors 2@ 1@ converse_in 999999 ms 17@ = 0 // integer values 16@ = 0 // integer values :BARON3_2835 wait 0 if not Car.Wrecked($64) jf @BARON3_2881 if 00DC: player $PLAYER_CHAR driving $64 jf @BARON3_2881 jump @BARON3_6799 :BARON3_2881 if 82B3: not player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 jf @BARON3_2934 :BARON3_2934 if Car.Wrecked($64) jf @BARON3_3128 if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 jf @BARON3_3106 03BD: destroy_sphere $2898 Marker.Disable($65) :BARON3_3013 if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 jf @BARON3_3077 wait 0 jump @BARON3_3013 :BARON3_3077 00BC: text_highpriority 'COK3_7' 5000 ms 1 // ~r~You destroyed the boat! jump @BARON3_7654 jump @BARON3_3128 :BARON3_3106 00BC: text_highpriority 'COK3_7' 5000 ms 1 // ~r~You destroyed the boat! jump @BARON3_7654 :BARON3_3128 if 11@ == 0 // integer values jf @BARON3_3153 gosub @BARON3_8202 :BARON3_3153 if not Actor.Dead(0@) jf @BARON3_3261 if and 00FB: player $PLAYER_CHAR 0 0@ radius 20.0 20.0 6.0 0123: actor 0@ spotted_player $PLAYER_CHAR jf @BARON3_3228 01CA: actor 0@ kill_player $PLAYER_CHAR 12@ = 1 // integer values :BARON3_3228 if 8184: not actor 0@ health >= 90 jf @BARON3_3261 01CA: actor 0@ kill_player $PLAYER_CHAR 12@ = 1 // integer values :BARON3_3261 if not Actor.Dead(1@) jf @BARON3_3369 if and 00FB: player $PLAYER_CHAR 0 1@ radius 20.0 20.0 6.0 0123: actor 1@ spotted_player $PLAYER_CHAR jf @BARON3_3336 01CA: actor 1@ kill_player $PLAYER_CHAR 12@ = 1 // integer values :BARON3_3336 if 8184: not actor 1@ health >= 90 jf @BARON3_3369 01CA: actor 1@ kill_player $PLAYER_CHAR 12@ = 1 // integer values :BARON3_3369 if not Actor.Dead(2@) jf @BARON3_3477 if and 00FB: player $PLAYER_CHAR 0 2@ radius 20.0 20.0 6.0 0123: actor 2@ spotted_player $PLAYER_CHAR jf @BARON3_3444 01CA: actor 2@ kill_player $PLAYER_CHAR 12@ = 1 // integer values :BARON3_3444 if 8184: not actor 2@ health >= 90 jf @BARON3_3477 01CA: actor 2@ kill_player $PLAYER_CHAR 12@ = 1 // integer values :BARON3_3477 if 12@ == 1 // integer values jf @BARON3_3574 if not Actor.Dead(0@) jf @BARON3_3519 01CA: actor 0@ kill_player $PLAYER_CHAR :BARON3_3519 if not Actor.Dead(1@) jf @BARON3_3543 01CA: actor 1@ kill_player $PLAYER_CHAR :BARON3_3543 if not Actor.Dead(2@) jf @BARON3_3567 01CA: actor 2@ kill_player $PLAYER_CHAR :BARON3_3567 12@ = 2 // integer values :BARON3_3574 if not Actor.Dead(4@) jf @BARON3_4003 if $2881 == 0 // integer values jf @BARON3_3974 if and 00FB: player $PLAYER_CHAR 0 4@ radius 20.0 20.0 6.0 0123: actor 4@ spotted_player $PLAYER_CHAR jf @BARON3_3659 $2881 = 1 // integer values :BARON3_3659 if 8184: not actor 4@ health >= 90 jf @BARON3_3684 $2881 = 1 // integer values :BARON3_3684 if and 17@ > 3000 // integer values 6000 > 17@ // integer values jf @BARON3_3750 if not $2879 == 160.0 // floating-point values jf @BARON3_3750 $2879 -= 5.0 // floating-point values Actor.Angle(4@) = $2879 :BARON3_3750 if and 17@ > 6000 // integer values 9000 > 17@ // integer values jf @BARON3_3816 if not $2879 == 270.0 // floating-point values jf @BARON3_3816 $2879 += 5.0 // floating-point values Actor.Angle(4@) = $2879 :BARON3_3816 if and 17@ > 9000 // integer values 12000 > 17@ // integer values jf @BARON3_3882 if not $2879 == 340.0 // floating-point values jf @BARON3_3882 $2879 += 5.0 // floating-point values Actor.Angle(4@) = $2879 :BARON3_3882 if and 17@ > 12000 // integer values 15000 > 17@ // integer values jf @BARON3_3948 if not $2879 == 270.0 // floating-point values jf @BARON3_3948 $2879 -= 5.0 // floating-point values Actor.Angle(4@) = $2879 :BARON3_3948 if 17@ > 15000 // integer values jf @BARON3_3974 17@ = 0 // integer values :BARON3_3974 Actor.StorePos(4@, $2864, $2865, $2866) 008A: $2882 = 4@ // integer values and handles gosub @BARON3_7930 :BARON3_4003 if not Actor.Dead(5@) jf @BARON3_4432 if $2881 == 0 // integer values jf @BARON3_4403 if and 00FB: player $PLAYER_CHAR 0 5@ radius 20.0 20.0 6.0 0123: actor 5@ spotted_player $PLAYER_CHAR jf @BARON3_4088 $2881 = 1 // integer values :BARON3_4088 if 8184: not actor 5@ health >= 90 jf @BARON3_4113 $2881 = 1 // integer values :BARON3_4113 if and 16@ > 4000 // integer values 7000 > 16@ // integer values jf @BARON3_4179 if not $2880 == 160.0 // floating-point values jf @BARON3_4179 $2880 -= 5.0 // floating-point values Actor.Angle(5@) = $2880 :BARON3_4179 if and 16@ > 7000 // integer values 10000 > 16@ // integer values jf @BARON3_4245 if not $2880 == 270.0 // floating-point values jf @BARON3_4245 $2880 += 5.0 // floating-point values Actor.Angle(5@) = $2880 :BARON3_4245 if and 16@ > 10000 // integer values 13000 > 16@ // integer values jf @BARON3_4311 if not $2880 == 340.0 // floating-point values jf @BARON3_4311 $2880 += 5.0 // floating-point values Actor.Angle(5@) = $2880 :BARON3_4311 if and 16@ > 13000 // integer values 16000 > 16@ // integer values jf @BARON3_4377 if not $2880 == 270.0 // floating-point values jf @BARON3_4377 $2880 -= 5.0 // floating-point values Actor.Angle(5@) = $2880 :BARON3_4377 if 16@ > 16000 // integer values jf @BARON3_4403 16@ = 0 // integer values :BARON3_4403 Actor.StorePos(5@, $2867, $2868, $2869) 008A: $2882 = 5@ // integer values and handles gosub @BARON3_7930 :BARON3_4432 if not Actor.Dead(6@) jf @BARON3_4895 if $2881 == 0 // integer values jf @BARON3_4866 if and 00FB: player $PLAYER_CHAR 0 6@ radius 20.0 20.0 6.0 0123: actor 6@ spotted_player $PLAYER_CHAR jf @BARON3_4517 $2881 = 1 // integer values :BARON3_4517 if 8184: not actor 6@ health >= 90 jf @BARON3_4542 $2881 = 1 // integer values :BARON3_4542 if 00FF: actor 6@ 0 -623.9 -1477.7 12.0 radius 1.0 1.0 4.0 jf @BARON3_4704 if $2887 == 0 // integer values jf @BARON3_4632 0372: set_actor 6@ anim 3 wait_state_time 5000 ms $2889 = 0 // integer values $2887 = 1 // integer values :BARON3_4632 if $2887 == 1 // integer values jf @BARON3_4704 $2889 += 1 // integer values if $2889 > 90 // integer values jf @BARON3_4704 0211: actor 6@ walk_to -671.7 -1459.1 0411: set_actor 6@ use_pednode_seek 0 $2888 = 0 // integer values :BARON3_4704 if 00FF: actor 6@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 jf @BARON3_4866 if $2888 == 0 // integer values jf @BARON3_4794 0372: set_actor 6@ anim 3 wait_state_time 5000 ms $2889 = 0 // integer values $2888 = 1 // integer values :BARON3_4794 if $2888 == 1 // integer values jf @BARON3_4866 $2889 += 1 // integer values if $2889 > 90 // integer values jf @BARON3_4866 0211: actor 6@ walk_to -623.9 -1477.7 0411: set_actor 6@ use_pednode_seek 0 $2887 = 0 // integer values :BARON3_4866 Actor.StorePos(6@, $2870, $2871, $2872) 008A: $2882 = 6@ // integer values and handles gosub @BARON3_7930 :BARON3_4895 if not Actor.Dead(7@) jf @BARON3_5358 if $2881 == 0 // integer values jf @BARON3_5329 if and 00FB: player $PLAYER_CHAR 0 7@ radius 20.0 20.0 6.0 0123: actor 7@ spotted_player $PLAYER_CHAR jf @BARON3_4980 $2881 = 1 // integer values :BARON3_4980 if 8184: not actor 7@ health >= 90 jf @BARON3_5005 $2881 = 1 // integer values :BARON3_5005 if 00FF: actor 7@ 0 -682.8 -1484.8 14.5 radius 1.0 1.0 4.0 jf @BARON3_5167 if $2891 == 0 // integer values jf @BARON3_5095 0372: set_actor 7@ anim 3 wait_state_time 5000 ms $2893 = 0 // integer values $2891 = 1 // integer values :BARON3_5095 if $2891 == 1 // integer values jf @BARON3_5167 $2893 += 1 // integer values if $2893 > 90 // integer values jf @BARON3_5167 0211: actor 7@ walk_to -638.9 -1500.9 0411: set_actor 7@ use_pednode_seek 0 $2892 = 0 // integer values :BARON3_5167 if 00FF: actor 7@ 0 -638.9 -1500.9 12.0 radius 1.0 1.0 4.0 jf @BARON3_5329 if $2892 == 0 // integer values jf @BARON3_5257 0372: set_actor 7@ anim 3 wait_state_time 5000 ms $2893 = 0 // integer values $2892 = 1 // integer values :BARON3_5257 if $2892 == 1 // integer values jf @BARON3_5329 $2893 += 1 // integer values if $2893 > 90 // integer values jf @BARON3_5329 0211: actor 7@ walk_to -682.8 -1484.8 0411: set_actor 7@ use_pednode_seek 0 $2891 = 0 // integer values :BARON3_5329 Actor.StorePos(7@, $2873, $2874, $2875) 008A: $2882 = 7@ // integer values and handles gosub @BARON3_7930 :BARON3_5358 if not Actor.Dead(8@) jf @BARON3_6091 if $2881 == 0 // integer values jf @BARON3_6062 if and 00FB: player $PLAYER_CHAR 0 8@ radius 20.0 20.0 6.0 0123: actor 8@ spotted_player $PLAYER_CHAR jf @BARON3_5443 $2881 = 1 // integer values :BARON3_5443 if 8184: not actor 8@ health >= 90 jf @BARON3_5468 $2881 = 1 // integer values :BARON3_5468 if 00FF: actor 8@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 jf @BARON3_5765 if $2895 == 0 // integer values jf @BARON3_5565 0372: set_actor 8@ anim 3 wait_state_time 5000 ms $2897 = 0 // integer values $2883 = 0 // integer values $2895 = 1 // integer values :BARON3_5565 if $2895 == 1 // integer values jf @BARON3_5637 $2897 += 1 // integer values if $2897 > 90 // integer values jf @BARON3_5637 0211: actor 8@ walk_to -682.8 -1484.8 0411: set_actor 8@ use_pednode_seek 0 $2896 = 0 // integer values :BARON3_5637 if not Actor.Dead(7@) jf @BARON3_5765 if 00FF: actor 7@ 0 -671.7 -1459.1 12.0 radius 1.0 1.0 4.0 jf @BARON3_5765 if $2883 == 0 // integer values jf @BARON3_5765 0372: set_actor 7@ anim 3 wait_state_time 0 ms 011C: actor 7@ clear_objective 0372: set_actor 8@ anim 3 wait_state_time 0 ms 011C: actor 8@ clear_objective 03F9: make_actors 8@ 7@ converse_in 10000 ms $2883 = 1 // integer values :BARON3_5765 if 00FF: actor 8@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 jf @BARON3_6062 if $2896 == 0 // integer values jf @BARON3_5862 0372: set_actor 8@ anim 3 wait_state_time 5000 ms $2897 = 0 // integer values $2884 = 0 // integer values $2896 = 1 // integer values :BARON3_5862 if $2896 == 1 // integer values jf @BARON3_5934 $2897 += 1 // integer values if $2897 > 90 // integer values jf @BARON3_5934 0211: actor 8@ walk_to -671.7 -1459.1 0411: set_actor 8@ use_pednode_seek 0 $2895 = 0 // integer values :BARON3_5934 if not Actor.Dead(6@) jf @BARON3_6062 if 00FF: actor 6@ 0 -682.8 -1484.8 12.0 radius 1.0 1.0 4.0 jf @BARON3_6062 if $2884 == 0 // integer values jf @BARON3_6062 0372: set_actor 6@ anim 3 wait_state_time 0 ms 0372: set_actor 8@ anim 3 wait_state_time 0 ms 011C: actor 8@ clear_objective 011C: actor 6@ clear_objective 03F9: make_actors 8@ 6@ converse_in 10000 ms $2884 = 1 // integer values :BARON3_6062 Actor.StorePos(8@, $2876, $2877, $2878) 008A: $2882 = 8@ // integer values and handles gosub @BARON3_7930 :BARON3_6091 if not Actor.Dead(9@) jf @BARON3_6341 if $2881 == 0 // integer values jf @BARON3_6341 if and 00FB: player $PLAYER_CHAR 0 9@ radius 20.0 20.0 6.0 0123: actor 9@ spotted_player $PLAYER_CHAR jf @BARON3_6176 $2881 = 1 // integer values :BARON3_6176 if 8184: not actor 9@ health >= 90 jf @BARON3_6201 $2881 = 1 // integer values :BARON3_6201 if 00FF: actor 9@ 0 -573.7 -1522.5 7.0 radius 1.0 1.0 4.0 jf @BARON3_6271 0211: actor 9@ walk_to -598.6 -1513.0 0411: set_actor 9@ use_pednode_seek 0 :BARON3_6271 if 00FF: actor 9@ 0 -598.6 -1513.0 7.0 radius 1.0 1.0 4.0 jf @BARON3_6341 0211: actor 9@ walk_to -573.7 -1522.5 0411: set_actor 9@ use_pednode_seek 0 :BARON3_6341 if not Actor.Dead(10@) jf @BARON3_6591 if $2881 == 0 // integer values jf @BARON3_6591 if and 00FB: player $PLAYER_CHAR 0 10@ radius 20.0 20.0 6.0 0123: actor 10@ spotted_player $PLAYER_CHAR jf @BARON3_6426 $2881 = 1 // integer values :BARON3_6426 if 8184: not actor 10@ health >= 90 jf @BARON3_6451 $2881 = 1 // integer values :BARON3_6451 if 00FF: actor 10@ 0 -586.9 -1496.2 7.0 radius 1.0 1.0 4.0 jf @BARON3_6521 0211: actor 10@ walk_to -569.0 -1503.1 0411: set_actor 10@ use_pednode_seek 0 :BARON3_6521 if 00FF: actor 10@ 0 -569.0 -1503.1 7.0 radius 1.0 1.0 4.0 jf @BARON3_6591 0211: actor 10@ walk_to -586.9 -1496.2 0411: set_actor 10@ use_pednode_seek 0 :BARON3_6591 gosub @BARON3_9493 if Car.Wrecked($64) jf @BARON3_6792 if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 jf @BARON3_6770 03BD: destroy_sphere $2898 Marker.Disable($65) :BARON3_6677 if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 jf @BARON3_6741 wait 0 jump @BARON3_6677 :BARON3_6741 00BC: text_highpriority 'COK3_7' 5000 ms 1 // ~r~You destroyed the boat! jump @BARON3_7654 jump @BARON3_6792 :BARON3_6770 00BC: text_highpriority 'COK3_7' 5000 ms 1 // ~r~You destroyed the boat! jump @BARON3_7654 :BARON3_6792 jump @BARON3_2835 :BARON3_6799 Marker.Disable($65) 018A: $65 = create_checkpoint_at -378.5 -660.0 5.6 00BC: text_highpriority 'COK3_6' 5000 ms 1 // ~g~Get the boat to the mansion. Player.SetMinWantedLevel($PLAYER_CHAR, 3) :BARON3_6846 if or 80F5: not player $PLAYER_CHAR 1 -378.5 -660.0 5.0 radius 20.0 30.0 6.0 80DC: not player $PLAYER_CHAR driving $64 jf @BARON3_7114 wait 0 if Car.Wrecked($64) jf @BARON3_7100 if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 jf @BARON3_7078 03BD: destroy_sphere $2898 Marker.Disable($65) :BARON3_6985 if 02B3: player $PLAYER_CHAR in_cube -643.2 -1495.3 12.0 -679.1 -1481.3 18.0 radius -19.5 sphere 0 jf @BARON3_7049 wait 0 jump @BARON3_6985 :BARON3_7049 00BC: text_highpriority 'COK3_7' 5000 ms 1 // ~r~You destroyed the boat! jump @BARON3_7654 jump @BARON3_7100 :BARON3_7078 00BC: text_highpriority 'COK3_7' 5000 ms 1 // ~r~You destroyed the boat! jump @BARON3_7654 :BARON3_7100 gosub @BARON3_9493 jump @BARON3_6846 :BARON3_7114 if not Car.Wrecked($64) jf @BARON3_7145 02D4: car $64 turn_off_engine 02DB: set_boat $64 speed_to 0.0 :BARON3_7145 fade 0 1000 wait 1000 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0395: clear_area 1 at -366.1 -655.2 range 6.9 1.0 if not Car.Wrecked($64) jf @BARON3_7268 Car.PutAt($64, -393.8, -660.4, 5.6) Car.Angle($64) = 270.0 02D3: boat $64 drive_to -378.5 -660.0 5.6 02DB: set_boat $64 speed_to 8.0 :BARON3_7268 wait 0 Camera.SetPosition(-365.183, -654.17, 8.057, 0.0, 0.0, 0.0) Camera.PointAt(-366.024, -654.71, 8.009, 2) fade 1 1500 17@ = 0 // integer values :BARON3_7337 if not 17@ > 3500 // integer values jf @BARON3_7446 wait 0 if not Car.Wrecked($64) jf @BARON3_7439 if 01AF: car $64 0 -378.5 -660.0 5.6 radius 2.0 2.0 4.0 jf @BARON3_7439 02D4: car $64 turn_off_engine 02DB: set_boat $64 speed_to 0.0 :BARON3_7439 jump @BARON3_7337 :BARON3_7446 fade 0 1000 wait 1000 0395: clear_area 1 at -372.7 -656.7 range 6.9 1.0 if not Car.Wrecked($64) jf @BARON3_7564 if 00DC: player $PLAYER_CHAR driving $64 jf @BARON3_7544 012A: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 and_remove_from_car jump @BARON3_7564 :BARON3_7544 0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 :BARON3_7564 if not Car.Wrecked($64) jf @BARON3_7610 Car.PutAt($64, -378.5, -660.0, 5.6) Car.Angle($64) = 270.0 :BARON3_7610 0171: set_player $PLAYER_CHAR z_angle_to 90.0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer wait 500 fade 1 1000 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 jump @BARON3_7671 :BARON3_7654 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :BARON3_7671 $PASSED_COK3_THE_FASTEST_BOAT = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 4000 0318: set_latest_mission_passed 'COK_3' // The Fastest Boat 030C: progress_made += 1 create_thread @BAR4 return :BARON3_7737 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Model.Destroy(#HMYAP) Model.Destroy(#SQUALO) Model.Destroy(#HMYST) Model.Destroy(#TEC9) Model.Destroy(#HAMMER) Model.Destroy(#SCREWDRIVER) Model.Destroy(#SPEEDER) Model.Destroy(#DINGHY) Model.Destroy(#RUGER) if not Car.Wrecked($64) jf @BARON3_7813 Car.RemoveReferences($64) :BARON3_7813 $1786 = Object.Init(#B_HSE_DOORS, -640.012, -1485.941, 15.457) Object.RemoveFromMissionCleanupList($1786) 03BD: destroy_sphere $2898 015C: set_zone_gang_info 'DOCKS' 1 13 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'DOCKS' 0 10 0 0 0 0 0 0 0 0 0 10 Marker.Disable($65) 040D: unload_wav 1 040D: unload_wav 2 mission_cleanup return :BARON3_7930 if and Actor.Dead(4@) 00FF: actor $2882 0 $2864 $2865 $2866 radius 4.0 4.0 4.0 jf @BARON3_7984 $2881 = 1 // integer values :BARON3_7984 if and Actor.Dead(5@) 00FF: actor $2882 0 $2867 $2868 $2869 radius 4.0 4.0 4.0 jf @BARON3_8038 $2881 = 1 // integer values :BARON3_8038 if and Actor.Dead(6@) 00FF: actor $2882 0 $2870 $2871 $2872 radius 4.0 4.0 4.0 jf @BARON3_8092 $2881 = 1 // integer values :BARON3_8092 if and Actor.Dead(7@) 00FF: actor $2882 0 $2873 $2874 $2875 radius 4.0 4.0 4.0 jf @BARON3_8146 $2881 = 1 // integer values :BARON3_8146 if and Actor.Dead(8@) 00FF: actor $2882 0 $2876 $2877 $2878 radius 4.0 4.0 4.0 jf @BARON3_8200 $2881 = 1 // integer values :BARON3_8200 return :BARON3_8202 if not Car.Wrecked($64) jf @BARON3_8248 Car.PutAt($64, -597.6, -1507.7, 11.5) Car.Angle($64) = 256.0 :BARON3_8248 if $2890 == 0 // integer values jf @BARON3_8700 if not Car.Wrecked($64) jf @BARON3_8700 if 01FF: player $PLAYER_CHAR near_car $64 radius 40.0 40.0 20.0 unknown 0 jf @BARON3_8700 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 00BC: text_highpriority 'COK3_5' 6000 ms 1 // ~g~Find the switch to lower the boat. Camera.SetPosition(-598.588, -1496.503, 16.717, 0.0, 0.0, 0.0) Camera.PointAt(-598.493, -1497.474, 16.496, 2) 17@ = 0 // integer values :BARON3_8402 if not 17@ > 500 // integer values jf @BARON3_8478 wait 0 if not Car.Wrecked($64) jf @BARON3_8471 Car.PutAt($64, -597.6, -1507.7, 11.5) Car.Angle($64) = 256.0 :BARON3_8471 jump @BARON3_8402 :BARON3_8478 if not 17@ > 4000 // integer values jf @BARON3_8678 wait 0 if not Car.Wrecked($64) jf @BARON3_8547 Car.PutAt($64, -597.6, -1507.7, 11.5) Car.Angle($64) = 256.0 :BARON3_8547 if 00E1: player 0 pressed_button 16 jf @BARON3_8671 :BARON3_8564 if 00E1: player 0 pressed_button 16 jf @BARON3_8664 wait 0 if not Car.Wrecked($64) jf @BARON3_8631 Car.PutAt($64, -597.6, -1507.7, 11.5) Car.Angle($64) = 256.0 :BARON3_8631 if 17@ > 3500 // integer values jf @BARON3_8657 jump @BARON3_8678 :BARON3_8657 jump @BARON3_8564 :BARON3_8664 jump @BARON3_8678 :BARON3_8671 jump @BARON3_8478 :BARON3_8678 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut $2890 = 1 // integer values :BARON3_8700 if 00F6: player $PLAYER_CHAR 0 -665.4 -1484.7 12.8 radius 0.5 0.5 1.5 jf @BARON3_9491 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0171: set_player $PLAYER_CHAR z_angle_to 150.0 046F: store_player $PLAYER_CHAR currently_armed_weapon_to 13@ 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms 17@ = 0 // integer values :BARON3_8801 if not 17@ > 1000 // integer values jf @BARON3_8877 wait 0 if not Car.Wrecked($64) jf @BARON3_8870 Car.PutAt($64, -597.6, -1507.7, 11.5) Car.Angle($64) = 256.0 :BARON3_8870 jump @BARON3_8801 :BARON3_8877 053D: $PLAYER_ACTOR 01B8: set_player $PLAYER_CHAR armed_weapon_to 13@ Camera.SetPosition(-600.685, -1498.843, 25.889, 0.0, 0.0, 0.0) Camera.PointAt(-600.498, -1499.38, 25.066, 2) 03BD: destroy_sphere $2898 :BARON3_8946 if not 17@ > 2500 // integer values jf @BARON3_9022 wait 0 if not Car.Wrecked($64) jf @BARON3_9015 Car.PutAt($64, -597.6, -1507.7, 11.5) Car.Angle($64) = 256.0 :BARON3_9015 jump @BARON3_8946 :BARON3_9022 wait 4000 0055: put_player $PLAYER_CHAR at -665.4 -1484.7 12.8 0171: set_player $PLAYER_CHAR z_angle_to 150.0 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 00BC: text_highpriority 'COK3_9' 8000 ms 1 // ~g~Now get into the boat. $2899 = Actor.Create(Gang1, #HMYST, -640.6, -1500.3, -100.0) Actor.Angle($2899) = 335.0 01ED: clear_actor $2899 threat_search 011A: set_actor $2899 search_threat 1 0243: set_actor $2899 ped_stats_to 16 01B2: give_actor $2899 weapon 22 ammo 500 // Load the weapon model before using this 0350: set_actor $2899 maintain_position_when_attacked 1 $2900 = Actor.Create(Gang1, #HMYST, -652.5, -1497.5, -100.0) Actor.Angle($2900) = 245.0 01ED: clear_actor $2900 threat_search 011A: set_actor $2900 search_threat 1 0243: set_actor $2900 ped_stats_to 16 01B2: give_actor $2900 weapon 22 ammo 500 // Load the weapon model before using this 0350: set_actor $2900 maintain_position_when_attacked 1 $2901 = Actor.Create(Gang1, #HMYST, -632.5, -1476.1, -100.0) Actor.Angle($2901) = 165.9 01ED: clear_actor $2901 threat_search 011A: set_actor $2901 search_threat 1 0243: set_actor $2901 ped_stats_to 16 01B2: give_actor $2901 weapon 22 ammo 500 // Load the weapon model before using this $2902 = Actor.Create(Gang1, #HMYST, -643.2, -1467.1, -100.0) Actor.Angle($2902) = 252.0 01ED: clear_actor $2902 threat_search 011A: set_actor $2902 search_threat 1 0243: set_actor $2902 ped_stats_to 16 01B2: give_actor $2902 weapon 22 ammo 500 // Load the weapon model before using this $2903 = Actor.Create(Gang1, #HMYST, -666.5, -1458.0, -100.0) Actor.Angle($2903) = 245.0 01ED: clear_actor $2903 threat_search 011A: set_actor $2903 search_threat 1 0243: set_actor $2903 ped_stats_to 16 01B2: give_actor $2903 weapon 22 ammo 500 // Load the weapon model before using this $2904 = Actor.Create(Gang1, #HMYST, -678.8, -1486.3, -100.0) Actor.Angle($2904) = 252.0 01ED: clear_actor $2904 threat_search 011A: set_actor $2904 search_threat 1 0243: set_actor $2904 ped_stats_to 16 01B2: give_actor $2904 weapon 22 ammo 500 // Load the weapon model before using this $2881 = 1 // integer values 11@ = 1 // integer values :BARON3_9491 return :BARON3_9493 if $2881 == 1 // integer values jf @BARON3_10633 if 3@ == 0 // integer values jf @BARON3_9704 if not Actor.Dead(10@) jf @BARON3_9553 01CA: actor 10@ kill_player $PLAYER_CHAR :BARON3_9553 if not Actor.Dead(9@) jf @BARON3_9577 01CA: actor 9@ kill_player $PLAYER_CHAR :BARON3_9577 if not Actor.Dead(8@) jf @BARON3_9601 01CA: actor 8@ kill_player $PLAYER_CHAR :BARON3_9601 if not Actor.Dead(7@) jf @BARON3_9625 01CA: actor 7@ kill_player $PLAYER_CHAR :BARON3_9625 if not Actor.Dead(6@) jf @BARON3_9649 01CA: actor 6@ kill_player $PLAYER_CHAR :BARON3_9649 if not Actor.Dead(5@) jf @BARON3_9673 01CA: actor 5@ kill_player $PLAYER_CHAR :BARON3_9673 if not Actor.Dead(4@) jf @BARON3_9697 01CA: actor 4@ kill_player $PLAYER_CHAR :BARON3_9697 3@ = 1 // integer values :BARON3_9704 if 16@ > 1000 // integer values jf @BARON3_10633 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if not Actor.Dead(10@) jf @BARON3_9804 if 8510: not unknown_actor 10@ on_path $95 $96 $97 radius 4.0 jf @BARON3_9804 009E: set_actor 10@ path $95 $96 $97 unknown 4.0 1 :BARON3_9804 if not Actor.Dead(9@) jf @BARON3_9871 if 8510: not unknown_actor 9@ on_path $95 $96 $97 radius 4.0 jf @BARON3_9871 009E: set_actor 9@ path $95 $96 $97 unknown 4.0 1 :BARON3_9871 if not Actor.Dead(8@) jf @BARON3_9938 if 8510: not unknown_actor 8@ on_path $95 $96 $97 radius 4.0 jf @BARON3_9938 009E: set_actor 8@ path $95 $96 $97 unknown 4.0 1 :BARON3_9938 if not Actor.Dead(7@) jf @BARON3_10005 if 8510: not unknown_actor 7@ on_path $95 $96 $97 radius 4.0 jf @BARON3_10005 009E: set_actor 7@ path $95 $96 $97 unknown 4.0 1 :BARON3_10005 if not Actor.Dead(6@) jf @BARON3_10072 if 8510: not unknown_actor 6@ on_path $95 $96 $97 radius 4.0 jf @BARON3_10072 009E: set_actor 6@ path $95 $96 $97 unknown 4.0 1 :BARON3_10072 if not Actor.Dead(5@) jf @BARON3_10139 if 8510: not unknown_actor 5@ on_path $95 $96 $97 radius 4.0 jf @BARON3_10139 009E: set_actor 5@ path $95 $96 $97 unknown 4.0 1 :BARON3_10139 if not Actor.Dead(4@) jf @BARON3_10206 if 8510: not unknown_actor 4@ on_path $95 $96 $97 radius 4.0 jf @BARON3_10206 009E: set_actor 4@ path $95 $96 $97 unknown 4.0 1 :BARON3_10206 if 11@ == 1 // integer values jf @BARON3_10626 if not Actor.Dead($2899) jf @BARON3_10291 if 8510: not unknown_actor $2899 on_path $95 $96 $97 radius 4.0 jf @BARON3_10291 009E: set_actor $2899 path $95 $96 $97 unknown 4.0 1 :BARON3_10291 if not Actor.Dead($2900) jf @BARON3_10358 if 8510: not unknown_actor $2900 on_path $95 $96 $97 radius 4.0 jf @BARON3_10358 009E: set_actor $2900 path $95 $96 $97 unknown 4.0 1 :BARON3_10358 if not Actor.Dead($2901) jf @BARON3_10425 if 8510: not unknown_actor $2901 on_path $95 $96 $97 radius 4.0 jf @BARON3_10425 009E: set_actor $2901 path $95 $96 $97 unknown 4.0 1 :BARON3_10425 if not Actor.Dead($2902) jf @BARON3_10492 if 8510: not unknown_actor $2902 on_path $95 $96 $97 radius 4.0 jf @BARON3_10492 009E: set_actor $2902 path $95 $96 $97 unknown 4.0 1 :BARON3_10492 if not Actor.Dead($2903) jf @BARON3_10559 if 8510: not unknown_actor $2903 on_path $95 $96 $97 radius 4.0 jf @BARON3_10559 009E: set_actor $2903 path $95 $96 $97 unknown 4.0 1 :BARON3_10559 if not Actor.Dead($2904) jf @BARON3_10626 if 8510: not unknown_actor $2904 on_path $95 $96 $97 radius 4.0 jf @BARON3_10626 009E: set_actor $2904 path $95 $96 $97 unknown 4.0 1 :BARON3_10626 16@ = 0 // integer values :BARON3_10633 return //-------------Mission 15--------------- // Originally: Supply & Demand :BARON4 gosub @BARON4_36 if wasted_or_busted jf @BARON4_27 gosub @BARON4_10284 :BARON4_27 gosub @BARON4_10401 end_thread :BARON4_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'BARON4' wait 0 054C: use_GXT_table 'BARON4' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 01B5: force_weather 0 $33 = 0 // integer values $34 = 0 // integer values $38 = 0 // integer values $39 = 0 // integer values $40 = 0 // integer values $41 = 0 // integer values $42 = 0 // integer values $43 = 0 // integer values 6@ = 0 // integer values $2912 = 0 // integer values $2914 = 0 // integer values $2915 = 0 // integer values $2916 = 0 // integer values $2917 = 0 // integer values $2921 = 0 // integer values $2922 = 0 // integer values select_interior 2 04F9: set_extracolors 8 fade 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIAZ' 02F3: load_object #CUTOBJ01 'DCFAN' 02F3: load_object #CUTOBJ02 'DEAGL' 02F3: load_object #CUTOBJ03 'SHOTVCR' 038B: load_requested_models Camera.SetAtPos(-378.3, -591.9, 25.8) :BARON4_299 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) jf @BARON4_344 wait 0 jump @BARON4_299 :BARON4_344 0569: 'CSPLAY' 0569: 'CSDIAZ' 0569: 'DCFAN' 0569: 'DEAGL' 0569: 'SHOTVCR' 02E4: load_cutscene_data 'COK_4A' 0244: set_cutscene_pos -378.62 -552.676 18.534 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $161 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $161 'CSDIAZ' 02E5: $203 = create_cutscene_object #CUTOBJ01 04BC: 'DCFAN' 02E6: set_cutscene_anim $203 'DCFAN' 02E5: $206 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $206 'DEAGL' 02E5: $2919 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $2919 'SHOTVCR' 0395: clear_area 1 at -412.3 -607.0 range 16.2 1.0 0055: put_player $PLAYER_CHAR at -412.3 -607.0 16.2 0171: set_player $PLAYER_CHAR z_angle_to 180.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON4_617 if 3123 > $CUT_SCENE_TIME // integer values jf @BARON4_652 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_617 :BARON4_652 00BC: text_highpriority 'COK4_A' 10000 ms 1 // Eject! PLASTIC CRAP! :BARON4_667 if 5921 > $CUT_SCENE_TIME // integer values jf @BARON4_702 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_667 :BARON4_702 00BC: text_highpriority 'COK4_B' 10000 ms 1 // You doing this to me? :BARON4_717 if 7616 > $CUT_SCENE_TIME // integer values jf @BARON4_752 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_717 :BARON4_752 00BC: text_highpriority 'COK4_C' 10000 ms 1 // Who do you think you are, you piece of plastic SHIT? Aaarrgh! :BARON4_767 if 14933 > $CUT_SCENE_TIME // integer values jf @BARON4_802 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_767 :BARON4_802 if 856A: not has_cutscene_been_interrupted jf @BARON4_847 058A: create_gun_flash_from -407.737 -559.252 18.852 to -404.218 -559.623 18.5 :BARON4_847 if 14966 > $CUT_SCENE_TIME // integer values jf @BARON4_882 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_847 :BARON4_882 if 856A: not has_cutscene_been_interrupted jf @BARON4_943 039D: scatter_particles 17 0.05 0 0 0 500 at -408.2 -559.9 18.7 0.05 0.05 0.05 :BARON4_943 if 15433 > $CUT_SCENE_TIME // integer values jf @BARON4_978 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_943 :BARON4_978 if 856A: not has_cutscene_been_interrupted jf @BARON4_1023 058A: create_gun_flash_from -407.729 -559.322 18.842 to -408.281 -559.653 18.5 :BARON4_1023 if 15466 > $CUT_SCENE_TIME // integer values jf @BARON4_1058 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1023 :BARON4_1058 if 15656 > $CUT_SCENE_TIME // integer values jf @BARON4_1093 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1058 :BARON4_1093 00BC: text_highpriority 'COK4_D' 10000 ms 1 // SCREW YOU! :BARON4_1108 if 18764 > $CUT_SCENE_TIME // integer values jf @BARON4_1143 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1108 :BARON4_1143 00BC: text_highpriority 'COK4_E' 10000 ms 1 // It eats my favorite El burro movie, it die! :BARON4_1158 if 21799 > $CUT_SCENE_TIME // integer values jf @BARON4_1193 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1158 :BARON4_1193 00BC: text_highpriority 'COK4_F' 10000 ms 1 // What else could I do? :BARON4_1208 if 22980 > $CUT_SCENE_TIME // integer values jf @BARON4_1243 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1208 :BARON4_1243 00BC: text_highpriority 'COK4_G' 10000 ms 1 // It's probably not plugged in. :BARON4_1258 if 24759 > $CUT_SCENE_TIME // integer values jf @BARON4_1293 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1258 :BARON4_1293 00BC: text_highpriority 'COK4_H' 10000 ms 1 // What? :BARON4_1308 if 26995 > $CUT_SCENE_TIME // integer values jf @BARON4_1343 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1308 :BARON4_1343 00BC: text_highpriority 'COK4_I' 10000 ms 1 // Damn - no matter, I can buy a hundred more. :BARON4_1358 if 31939 > $CUT_SCENE_TIME // integer values jf @BARON4_1393 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1358 :BARON4_1393 00BC: text_highpriority 'COK4_J' 10000 ms 1 // Now Tommy, :BARON4_1408 if 35149 > $CUT_SCENE_TIME // integer values jf @BARON4_1445 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1408 :BARON4_1445 00BC: text_highpriority 'COK4_K' 10000 ms 1 // each month a freelancer sails into Vice City and moors his yacht. :BARON4_1460 if 40362 > $CUT_SCENE_TIME // integer values jf @BARON4_1497 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1460 :BARON4_1497 00BC: text_highpriority 'COK4_L' 10000 ms 1 // He sells his cargo to the first boat. :BARON4_1512 if 44300 > $CUT_SCENE_TIME // integer values jf @BARON4_1549 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1512 :BARON4_1549 00BC: text_highpriority 'COK4_M' 10000 ms 1 // I want you to take the speedboat :BARON4_1564 if 47740 > $CUT_SCENE_TIME // integer values jf @BARON4_1601 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1564 :BARON4_1601 00BC: text_highpriority 'COK4_N' 10000 ms 1 // and beat all the other shitheads to it, :BARON4_1616 if 50131 > $CUT_SCENE_TIME // integer values jf @BARON4_1653 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1616 :BARON4_1653 00BC: text_highpriority 'COK4_O' 10000 ms 1 // then you bring the cargo here, ok!? :BARON4_1668 if 52131 > $CUT_SCENE_TIME // integer values jf @BARON4_1705 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1668 :BARON4_1705 00BE: text_clear_all :BARON4_1707 if 56064 > $CUT_SCENE_TIME // integer values jf @BARON4_1744 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_1707 :BARON4_1744 fade 0 1500 00BE: text_clear_all :BARON4_1753 if fading jf @BARON4_1777 wait 0 jump @BARON4_1753 :BARON4_1777 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 04FA: reset_sky_colors_with_fade 0 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) 03AE: remove_objects_from_cube -406.8 -552.0 25.0 -437.9 -569.4 10.0 select_interior 0 Camera.SetAtPos(-412.3, -607.0, 16.2) wait 500 fade 1 1500 00BC: text_highpriority 'COK4_31' 5000 ms 2 // ~g~Go to the fastest boat at the jetty! 018A: 4@ = create_checkpoint_at -378.6 -649.8 10.6 03BC: $2905 = create_sphere -378.6 -649.8 10.6 4.0 Model.Load(#SQUALO) Model.Load(#SPEEDER) Model.Load(#MARQUIS) Model.Load(#RUGER) Model.Load(#CBA) :BARON4_1961 if or not Model.Available(#SQUALO) not Model.Available(#SPEEDER) not Model.Available(#MARQUIS) not Model.Available(#RUGER) not Model.Available(#CBA) jf @BARON4_2007 wait 0 jump @BARON4_1961 :BARON4_2007 $64 = Car.Create(#SQUALO, -378.5, -660.0, 5.6) Car.Angle($64) = 270.0 :BARON4_2040 if 80F5: not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.5 11.5 8.0 jf @BARON4_2137 wait 0 if Car.Wrecked($64) jf @BARON4_2130 00BC: text_highpriority 'COK4_33' 5000 ms 2 // ~r~You destroyed the boat! jump @BARON4_10284 :BARON4_2130 jump @BARON4_2040 :BARON4_2137 03BD: destroy_sphere $2905 01BD: $29 = current_time_in_ms $30 = 0 // integer values :BARON4_2154 if and not Player.Controllable($PLAYER_CHAR) 5000 > $30 // integer values jf @BARON4_2210 wait 0 01BD: $28 = current_time_in_ms 0084: $30 = $28 // integer values and handles 0060: $30 -= $29 // integer values jump @BARON4_2154 :BARON4_2210 Player.MakeSafe($PLAYER_CHAR) 0169: set_fade_color 0 0 0 fade 0 1500 :BARON4_2230 if fading jf @BARON4_2254 wait 0 jump @BARON4_2230 :BARON4_2254 if not Car.Wrecked($64) jf @BARON4_2307 Car.PutAt($64, -378.5, -659.5, 4.3) Car.Angle($64) = 270.0 Car.LockInCurrentPosition($64) = True :BARON4_2307 03AD: set_rubbish 0 03AF: set_streaming 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBUDDY' 023C: load_special_actor 3 'IGBUDDY' 038B: load_requested_models :BARON4_2353 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded jf @BARON4_2387 wait 0 jump @BARON4_2353 :BARON4_2387 02E4: load_cutscene_data 'COK_4A2' 0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 03DE: set_pedestrians_density_multiplier_to 0.0 0244: set_cutscene_pos -378.62 -552.676 18.534 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $136 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $136 'CSBUDDY' 054B: $125 $64 054B: $136 $64 0395: clear_area 1 at -378.8 -656.8 range 6.9 2.0 if 00E0: player $PLAYER_CHAR driving jf @BARON4_2592 012A: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 and_remove_from_car jump @BARON4_2612 :BARON4_2592 0055: put_player $PLAYER_CHAR at -378.8 -656.8 6.9 :BARON4_2612 0171: set_player $PLAYER_CHAR z_angle_to 180.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON4_2644 if 4823 > $CUT_SCENE_TIME // integer values jf @BARON4_2679 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_2644 :BARON4_2679 00BC: text_highpriority 'COK4_P' 10000 ms 1 // Let me guess, you thought I could use a guardian angel. :BARON4_2694 if 8992 > $CUT_SCENE_TIME // integer values jf @BARON4_2729 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_2694 :BARON4_2729 00BC: text_highpriority 'COK4_Q' 10000 ms 1 // I'm just saying you need to let me in there, my man. :BARON4_2744 if 12753 > $CUT_SCENE_TIME // integer values jf @BARON4_2779 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_2744 :BARON4_2779 00BC: text_highpriority 'COK4_R' 10000 ms 1 // Now you can feed me all this 'lonely tough guy' crap, :BARON4_2794 if 16046 > $CUT_SCENE_TIME // integer values jf @BARON4_2829 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_2794 :BARON4_2829 00BC: text_highpriority 'COK4_S' 10000 ms 1 // but I know one day I'm gonna save your ass, :BARON4_2844 if 18611 > $CUT_SCENE_TIME // integer values jf @BARON4_2879 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_2844 :BARON4_2879 00BC: text_highpriority 'COK4_T' 10000 ms 1 // and you're probably gonna wanna kiss me! :BARON4_2894 if 20832 > $CUT_SCENE_TIME // integer values jf @BARON4_2929 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_2894 :BARON4_2929 00BC: text_highpriority 'COK4_U' 10000 ms 1 // Wacko. :BARON4_2944 if 21443 > $CUT_SCENE_TIME // integer values jf @BARON4_2979 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_2944 :BARON4_2979 00BC: text_highpriority 'COK4_V' 10000 ms 1 // Hahahahahaha! :BARON4_2994 if 22443 > $CUT_SCENE_TIME // integer values jf @BARON4_3029 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_2994 :BARON4_3029 00BE: text_clear_all :BARON4_3031 if 22984 > $CUT_SCENE_TIME // integer values jf @BARON4_3066 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON4_3031 :BARON4_3066 fade 0 1500 00BE: text_clear_all :BARON4_3075 if fading jf @BARON4_3099 wait 0 jump @BARON4_3075 :BARON4_3099 Camera.SetAtPos(-378.8, -656.8, 6.9) if not Car.Wrecked($64) jf @BARON4_3139 Car.LockInCurrentPosition($64) = False :BARON4_3139 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 if not Car.Wrecked($64) jf @BARON4_3293 Car.PutAt($64, -378.5, -661.0, 4.3) $LANCE_VANCE = Actor.Create(CivMale, #SPECIAL03, -380.0, -655.0, 6.9) 01ED: clear_actor $LANCE_VANCE threat_search 0482: 3.0 0446: set_actor $LANCE_VANCE dismemberment_possible 0 04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 0568: set_actor $LANCE_VANCE untargetable 1 0464: put_actor $LANCE_VANCE into_turret_on_car $64 at_car_offset -0.7 0.5 1.4 position 0 angle 180.0 with_weapon 27 Actor.Angle($LANCE_VANCE) = 270.0 :BARON4_3293 wait 500 fade 1 1500 if Car.Wrecked($64) jf @BARON4_3335 jump @BARON4_10284 jump @BARON4_3356 :BARON4_3335 $65 = Marker.CreateAboveCar($64) Marker.Disable(4@) 0369: put_player $PLAYER_CHAR in_car $64 :BARON4_3356 if 80DC: not player $PLAYER_CHAR driving $64 jf @BARON4_3462 wait 0 if Car.Wrecked($64) jf @BARON4_3417 00BC: text_highpriority 'COK4_33' 5000 ms 2 // ~r~You destroyed the boat! jump @BARON4_10284 :BARON4_3417 if Actor.Dead($LANCE_VANCE) jf @BARON4_3455 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @BARON4_10284 :BARON4_3455 jump @BARON4_3356 :BARON4_3462 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 Marker.Disable(4@) 018A: 4@ = create_checkpoint_at 324.0 604.0 6.0 Marker.Disable($65) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 03CF: load_wav 'COK4_8' as 1 Camera.SetAtPos(-274.6, -696.6, 9.1) Camera.SetPosition(-275.577, -697.145, 9.22, 0.0, 0.0, 0.0) Camera.PointAt(-274.699, -696.673, 9.139, 2) 0@ = Car.Create(#SPEEDER, -295.5, -685.8, 5.6) 0129: 7@ = create_actor 4 #CBA in_car 0@ driverseat Car.Angle(0@) = 270.0 02D3: boat 0@ drive_to 90.0 -664.2 5.6 02DB: set_boat 0@ speed_to 40.0 1@ = Car.Create(#SPEEDER, -281.1, -737.5, 5.6) 0129: 8@ = create_actor 4 #CBA in_car 1@ driverseat Car.Angle(1@) = 330.0 02D3: boat 1@ drive_to -116.7 -458.3 5.6 02DB: set_boat 1@ speed_to 40.0 wait 1000 2@ = Car.Create(#SPEEDER, -291.8, -750.9, 5.6) 0129: 9@ = create_actor 4 #CBA in_car 2@ driverseat Car.Angle(2@) = 330.0 02D3: boat 2@ drive_to -116.7 -458.3 5.6 02DB: set_boat 2@ speed_to 40.0 3@ = Car.Create(#SPEEDER, -309.5, -686.4, 5.6) 0129: 10@ = create_actor 4 #CBA in_car 3@ driverseat Car.Angle(3@) = 270.0 02D3: boat 3@ drive_to 90.0 -664.2 5.6 02DB: set_boat 3@ speed_to 40.0 if 03D0: wav 1 loaded jf @BARON4_3936 03D1: play_wav 1 00BC: text_highpriority 'COK4_8' 5000 ms 2 // We got some competition! :BARON4_3936 wait 2000 00BC: text_highpriority 'COK4_28' 5000 ms 2 // ~g~Get to the yacht before the other boats do! wait 3000 if not Car.Wrecked($64) jf @BARON4_4002 Car.Angle($64) = 270.0 Car.SetImmunities($64, 1, 1, 1, 0, 0) :BARON4_4002 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut if Car.Wrecked($64) jf @BARON4_4038 jump @BARON4_10284 :BARON4_4038 if or 80F5: not player $PLAYER_CHAR 0 324.0 604.0 6.0 radius 40.0 40.0 20.0 80DC: not player $PLAYER_CHAR driving $64 jf @BARON4_5595 wait 0 if Car.Wrecked($64) jf @BARON4_4128 jump @BARON4_10284 jump @BARON4_4165 :BARON4_4128 if 01F4: car $64 flipped jf @BARON4_4165 if not Actor.Dead($LANCE_VANCE) jf @BARON4_4165 0465: remove_actor $LANCE_VANCE from_turret_mode :BARON4_4165 if Actor.Dead($LANCE_VANCE) jf @BARON4_4203 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @BARON4_10284 :BARON4_4203 if not Actor.Dead(7@) jf @BARON4_4289 if 00FE: actor 7@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 jf @BARON4_4289 00BC: text_highpriority 'COK4_32' 5000 ms 2 // ~r~Too slow! jump @BARON4_10284 :BARON4_4289 if not Actor.Dead(8@) jf @BARON4_4375 if 00FE: actor 8@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 jf @BARON4_4375 00BC: text_highpriority 'COK4_32' 5000 ms 2 // ~r~Too slow! jump @BARON4_10284 :BARON4_4375 if not Actor.Dead(9@) jf @BARON4_4461 if 00FE: actor 9@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 jf @BARON4_4461 00BC: text_highpriority 'COK4_32' 5000 ms 2 // ~r~Too slow! jump @BARON4_10284 :BARON4_4461 if not Actor.Dead(10@) jf @BARON4_4547 if 00FE: actor 10@ 0 324.0 604.0 6.0 radius 30.0 30.0 20.0 jf @BARON4_4547 00BC: text_highpriority 'COK4_32' 5000 ms 2 // ~r~Too slow! jump @BARON4_10284 :BARON4_4547 if not Actor.Dead($LANCE_VANCE) jf @BARON4_4625 if not Car.Wrecked(0@) jf @BARON4_4625 if 0202: actor $LANCE_VANCE near_car 0@ radius 20.0 20.0 sphere 0 jf @BARON4_4625 01D9: actor $LANCE_VANCE destroy_car 0@ gosub @BARON4_10545 :BARON4_4625 if not Actor.Dead($LANCE_VANCE) jf @BARON4_4703 if not Car.Wrecked(1@) jf @BARON4_4703 if 0202: actor $LANCE_VANCE near_car 1@ radius 20.0 20.0 sphere 0 jf @BARON4_4703 01D9: actor $LANCE_VANCE destroy_car 1@ gosub @BARON4_10545 :BARON4_4703 if not Actor.Dead($LANCE_VANCE) jf @BARON4_4781 if not Car.Wrecked(2@) jf @BARON4_4781 if 0202: actor $LANCE_VANCE near_car 2@ radius 20.0 20.0 sphere 0 jf @BARON4_4781 01D9: actor $LANCE_VANCE destroy_car 2@ gosub @BARON4_10545 :BARON4_4781 if not Actor.Dead($LANCE_VANCE) jf @BARON4_4859 if not Car.Wrecked(3@) jf @BARON4_4859 if 0202: actor $LANCE_VANCE near_car 3@ radius 20.0 20.0 sphere 0 jf @BARON4_4859 01D9: actor $LANCE_VANCE destroy_car 3@ gosub @BARON4_10545 :BARON4_4859 if 16@ > 100 // integer values jf @BARON4_5008 if not Car.Wrecked(0@) jf @BARON4_4908 008A: $2907 = 0@ // integer values and handles gosub @BARON4_10693 :BARON4_4908 if not Car.Wrecked(1@) jf @BARON4_4939 008A: $2907 = 1@ // integer values and handles gosub @BARON4_11385 :BARON4_4939 if not Car.Wrecked(2@) jf @BARON4_4970 008A: $2907 = 2@ // integer values and handles gosub @BARON4_11385 :BARON4_4970 if not Car.Wrecked(3@) jf @BARON4_5001 008A: $2907 = 3@ // integer values and handles gosub @BARON4_10693 :BARON4_5001 16@ = 0 // integer values :BARON4_5008 if $38 == 0 // integer values jf @BARON4_5188 if $33 == 0 // integer values jf @BARON4_5082 03CF: load_wav 'COK4_1' as 1 03CF: load_wav 'COK4_3' as 2 $33 = 1 // integer values jump @BARON4_5089 :BARON4_5082 gosub @BARON4_12847 :BARON4_5089 if $34 == 1 // integer values jf @BARON4_5188 03D1: play_wav 1 00BC: text_highpriority 'COK4_1' 5000 ms 2 // So Tommy, we know it was Diaz busted our deal.. if 03D2: wav 1 ended jf @BARON4_5188 03D1: play_wav 2 00BC: text_highpriority 'COK4_3' 5000 ms 2 // So why the hell are we running errands for him? $38 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values 17@ = 0 // integer values :BARON4_5188 if and $38 == 1 // integer values $39 == 0 // integer values 17@ > 2000 // integer values jf @BARON4_5388 if $33 == 0 // integer values jf @BARON4_5277 03CF: load_wav 'COK4_4' as 1 03CF: load_wav 'COK4_5' as 2 $33 = 1 // integer values jump @BARON4_5284 :BARON4_5277 gosub @BARON4_12847 :BARON4_5284 if $34 == 1 // integer values jf @BARON4_5388 03D1: play_wav 1 00BC: text_highpriority 'COK4_4' 5000 ms 2 // The more we learn now, the less we have to learn when we take this town over! if 03D2: wav 1 ended jf @BARON4_5388 wait 500 03D1: play_wav 2 00BC: text_highpriority 'COK4_5' 5000 ms 2 // I like your style, man. Real fresh. $39 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values 17@ = 0 // integer values :BARON4_5388 if 00F5: player $PLAYER_CHAR 0 324.0 604.0 6.0 radius 200.0 200.0 20.0 jf @BARON4_5565 if $2921 == 0 // integer values jf @BARON4_5509 5@ = Car.Create(#MARQUIS, 324.0, 604.0, 6.0) Car.Angle(5@) = 60.0 $2906 = Marker.CreateAboveCar(5@) 018B: show_on_radar $2906 1 $2921 = 1 // integer values :BARON4_5509 if $2921 == 1 // integer values jf @BARON4_5565 if Car.Wrecked(5@) jf @BARON4_5565 00BC: text_highpriority 'COK4_33' 5000 ms 2 // ~r~You destroyed the boat! jump @BARON4_10284 :BARON4_5565 if Car.Wrecked($64) jf @BARON4_5588 jump @BARON4_10284 :BARON4_5588 jump @BARON4_4038 :BARON4_5595 Marker.Disable(4@) 018A: $14 = create_checkpoint_at -366.6 -660.1 5.6 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if not Car.Wrecked($64) jf @BARON4_5662 02D4: car $64 turn_off_engine 02DB: set_boat $64 speed_to 0.0 :BARON4_5662 Model.Load(#SPARROW) Model.Load(#RUGER) Model.Load(#BARREL4) Model.Load(#TEC9) Model.Load(#UZI) Camera.SetPosition(278.74, 579.153, 26.07, 0.0, 0.0, 0.0) Camera.PointAt(279.551, 579.66, 25.78, 2) wait 500 fade 0 1500 :BARON4_5749 if fading jf @BARON4_5773 wait 0 jump @BARON4_5749 :BARON4_5773 if or not Model.Available(#SPARROW) not Model.Available(#RUGER) not Model.Available(#BARREL4) not Model.Available(#TEC9) not Model.Available(#UZI) jf @BARON4_5819 wait 0 jump @BARON4_5773 :BARON4_5819 Camera.Restore_WithJumpCut if not Car.Wrecked($64) jf @BARON4_5884 if 00DC: player $PLAYER_CHAR driving $64 jf @BARON4_5884 012A: put_player $PLAYER_CHAR at 260.4 -1292.5 -100.0 and_remove_from_car Car.Health($64) = 1500 :BARON4_5884 Actor.DestroyInstantly($LANCE_VANCE) 0129: $LANCE_VANCE = create_actor 4 #SPECIAL03 in_car $64 driverseat 0446: set_actor $LANCE_VANCE dismemberment_possible 0 01ED: clear_actor $LANCE_VANCE threat_search 04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 0464: put_actor $PLAYER_ACTOR into_turret_on_car $64 at_car_offset -0.8 0.3 1.7 position 2 angle 181.0 with_weapon 27 03C4: set_status_text_to $2913 1 'COK4_35' // Boat health: gosub @BARON4_12875 if not Car.Wrecked(0@) jf @BARON4_6125 Car.PutAt(0@, 326.3, 570.9, 5.6) Car.Angle(0@) = 140.0 02D3: boat 0@ drive_to 286.2 482.0 5.6 02DB: set_boat 0@ speed_to 24.0 11@ = Actor.Create(CivMale, #CBA, 354.4, 595.0, 9.2) 0464: put_actor 11@ into_turret_on_car 0@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 01D9: actor 11@ destroy_car $64 Car.Health(0@) = 1000 :BARON4_6125 Car.Destroy(1@) Actor.DestroyInstantly(8@) if not Car.Wrecked(2@) jf @BARON4_6283 Car.PutAt(2@, 333.0, 560.4, 5.6) Car.Angle(2@) = 140.0 02D3: boat 2@ drive_to 286.2 482.0 5.6 02DB: set_boat 2@ speed_to 24.0 12@ = Actor.Create(CivMale, #CBA, 354.4, 597.0, 9.2) 0464: put_actor 12@ into_turret_on_car 2@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 01D9: actor 12@ destroy_car $64 Car.Health(2@) = 1000 :BARON4_6283 if not Car.Wrecked(3@) jf @BARON4_6411 Car.PutAt(3@, 292.0, 130.2, 5.6) Car.Angle(3@) = 180.0 02DB: set_boat 3@ speed_to 0.0 13@ = Actor.Create(CivMale, #CBA, 354.4, 598.0, 9.2) 0464: put_actor 13@ into_turret_on_car 3@ at_car_offset -0.8 0.3 1.5 position 0 angle 181.0 with_weapon 23 01D9: actor 13@ destroy_car $64 Car.Health(3@) = 1000 :BARON4_6411 $2918 = Car.Create(#SPARROW, 473.9, 90.0, 65.0) Car.Angle($2918) = 180.0 Car.LockInCurrentPosition($2918) = True 04DF: set_heli $2918 lean_and_thrust_limiter 1 0129: 8@ = create_actor 4 #CBA in_car $2918 driverseat $2920 = Actor.Create(CivMale, #CBA, -370.4, -655.0, 9.2) 0464: put_actor $2920 into_turret_on_car $2918 at_car_offset 0.8 0.0 0.5 position 3 angle 180.0 with_weapon 27 04A2: heli $2918 fly_to -231.6 -672.1 50.0 speed 100 if Car.Wrecked($64) jf @BARON4_6571 jump @BARON4_10284 :BARON4_6571 Marker.Disable($2906) Car.Destroy(5@) Model.Destroy(#MARQUIS) 02DB: set_boat $64 speed_to 26.0 Car.PutAt($64, 336.2, 540.9, 5.6) Car.Angle($64) = 140.0 Car.SetImmunities($64, 0, 1, 1, 1, 0) 02AB: set_actor $LANCE_VANCE immunities BP 0 FP 1 EP 1 CP 1 MP 0 02D3: boat $64 drive_to 286.2 482.0 5.6 wait 1500 fade 1 1500 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 00BC: text_highpriority 'COK4_34' 5000 ms 2 // ~g~Take those boats out! $33 = 0 // integer values $34 = 0 // integer values $38 = 0 // integer values $39 = 0 // integer values $40 = 0 // integer values 17@ = 0 // integer values :BARON4_6756 if 80F5: not player $PLAYER_CHAR 0 -378.5 -660.0 5.6 radius 16.0 16.0 6.0 jf @BARON4_9450 wait 0 if Car.Wrecked($64) jf @BARON4_6848 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0322: kill_player $PLAYER_CHAR jump @BARON4_10284 jump @BARON4_6869 :BARON4_6848 if 01F4: car $64 flipped jf @BARON4_6869 0465: remove_actor $PLAYER_ACTOR from_turret_mode :BARON4_6869 if not Car.Wrecked($64) jf @BARON4_7048 if 82BF: not car $64 sunk jf @BARON4_6965 if 01C1: car $64 stopped jf @BARON4_6965 $2913 = Car.Health($64) $2913 -= 1 // integer values if 1 > $2913 // integer values jf @BARON4_6957 $2913 = 1 // integer values :BARON4_6957 Car.Health($64) = $2913 :BARON4_6965 if not Car.Wrecked($64) jf @BARON4_7048 if 8185: not car $64 health >= 250 jf @BARON4_7048 $2913 = Car.Health($64) $2913 -= 1 // integer values if 1 > $2913 // integer values jf @BARON4_7040 $2913 = 1 // integer values :BARON4_7040 Car.Health($64) = $2913 :BARON4_7048 if Actor.Dead($LANCE_VANCE) jf @BARON4_7086 00BC: text_highpriority 'COK2_26' 5000 ms 2 // ~r~You killed Lance! jump @BARON4_10284 :BARON4_7086 gosub @BARON4_12875 if 16@ > 300 // integer values jf @BARON4_7915 if not Actor.Dead(7@) jf @BARON4_7240 if not Car.Wrecked(0@) jf @BARON4_7233 if Actor.Dead(9@) jf @BARON4_7218 if 01FC: player $PLAYER_CHAR near_car 0@ radius 20.0 20.0 0 jf @BARON4_7208 02DB: set_boat 0@ speed_to 26.0 jump @BARON4_7218 :BARON4_7208 02DB: set_boat 0@ speed_to 32.0 :BARON4_7218 008A: $2907 = 0@ // integer values and handles gosub @BARON4_12155 :BARON4_7233 jump @BARON4_7266 :BARON4_7240 if not Car.Wrecked(0@) jf @BARON4_7266 02DB: set_boat 0@ speed_to 0.0 :BARON4_7266 if Actor.Dead(11@) jf @BARON4_7287 0465: remove_actor 11@ from_turret_mode :BARON4_7287 if not Actor.Dead(9@) jf @BARON4_7399 if not Car.Wrecked(2@) jf @BARON4_7392 if 01FC: player $PLAYER_CHAR near_car 2@ radius 20.0 20.0 0 jf @BARON4_7367 02DB: set_boat 2@ speed_to 26.0 jump @BARON4_7377 :BARON4_7367 02DB: set_boat 2@ speed_to 32.0 :BARON4_7377 008A: $2907 = 2@ // integer values and handles gosub @BARON4_12155 :BARON4_7392 jump @BARON4_7425 :BARON4_7399 if not Car.Wrecked(2@) jf @BARON4_7425 02DB: set_boat 2@ speed_to 0.0 :BARON4_7425 if Actor.Dead(12@) jf @BARON4_7446 0465: remove_actor 12@ from_turret_mode :BARON4_7446 if not Actor.Dead(10@) jf @BARON4_7622 if not Car.Wrecked(3@) jf @BARON4_7615 if 17@ > 8000 // integer values jf @BARON4_7615 if $2914 == 0 // integer values jf @BARON4_7542 02D3: boat 3@ drive_to 419.5 -21.8 5.6 $2914 = 1 // integer values :BARON4_7542 008A: $2907 = 3@ // integer values and handles if 01FC: player $PLAYER_CHAR near_car 3@ radius 20.0 20.0 0 jf @BARON4_7598 02DB: set_boat 3@ speed_to 30.0 jump @BARON4_7608 :BARON4_7598 02DB: set_boat 3@ speed_to 19.0 :BARON4_7608 gosub @BARON4_12155 :BARON4_7615 jump @BARON4_7648 :BARON4_7622 if not Car.Wrecked(3@) jf @BARON4_7648 02DB: set_boat 3@ speed_to 0.0 :BARON4_7648 if Actor.Dead(13@) jf @BARON4_7669 0465: remove_actor 13@ from_turret_mode :BARON4_7669 if not Car.Wrecked($64) jf @BARON4_7700 0084: $2907 = $64 // integer values and handles gosub @BARON4_12155 :BARON4_7700 if $39 == 1 // integer values jf @BARON4_7908 if not Car.Wrecked($2918) jf @BARON4_7908 if $2922 == 0 // integer values jf @BARON4_7819 Car.LockInCurrentPosition($2918) = False 04BA: set_car $2918 speed_instantly 20.0 if not Actor.Dead($2920) jf @BARON4_7807 01D9: actor $2920 destroy_car $64 02E2: set_actor $2920 weapon_accuracy_to 40 jump @BARON4_7812 :BARON4_7807 0465: remove_actor $2920 from_turret_mode :BARON4_7812 $2922 = 1 // integer values :BARON4_7819 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 $97 += 10.0 // floating-point values $96 -= 4.0 // floating-point values if not Actor.Dead(8@) jf @BARON4_7892 04A2: heli $2918 fly_to $95 $96 $97 speed 75 jump @BARON4_7908 :BARON4_7892 04A2: heli $2918 fly_to $95 $96 $97 speed 0 :BARON4_7908 16@ = 0 // integer values :BARON4_7915 if $38 == 0 // integer values jf @BARON4_8093 if $33 == 0 // integer values jf @BARON4_7989 03CF: load_wav 'COK4_12' as 1 03CF: load_wav 'COK4_13' as 2 $33 = 1 // integer values jump @BARON4_7996 :BARON4_7989 gosub @BARON4_12847 :BARON4_7996 if $34 == 1 // integer values jf @BARON4_8093 03D1: play_wav 1 00BC: text_highpriority 'COK4_12' 5000 ms 2 // Watch yourself, they're coming from all over! if 03D2: wav 1 ended jf @BARON4_8093 wait 500 03D1: play_wav 2 00BC: text_highpriority 'COK4_13' 5000 ms 2 // Got 'em. Head for Diaz's as fast as you can! $38 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values :BARON4_8093 if 00E3: player $PLAYER_CHAR 0 416.0 -76.1 radius 40.0 40.0 jf @BARON4_8649 if $2912 == 0 // integer values jf @BARON4_8500 if not Car.Wrecked($64) jf @BARON4_8500 $2923 = Object.Create(#BARREL4, 396.3, -178.9, 6.4) $2924 = Object.Create(#BARREL4, 395.3, -184.6, 6.4) $2908 = Actor.Create(CivMale, #CBA, 401.4, -171.0, 6.6) 0350: set_actor $2908 maintain_position_when_attacked 1 01D9: actor $2908 destroy_car $64 011A: set_actor $2908 search_threat 1 022D: set_actor $2908 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2908 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2908) = 50 $2909 = Actor.Create(CivMale, #CBA, 400.7, -177.8, 6.6) 0350: set_actor $2909 maintain_position_when_attacked 1 01D9: actor $2909 destroy_car $64 011A: set_actor $2909 search_threat 1 022D: set_actor $2909 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2909 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2909) = 50 $2910 = Actor.Create(CivMale, #CBA, 398.8, -190.8, 6.6) 0350: set_actor $2910 maintain_position_when_attacked 1 01D9: actor $2910 destroy_car $64 011A: set_actor $2910 search_threat 1 022D: set_actor $2910 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2910 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2910) = 50 $2911 = Actor.Create(CivMale, #CBA, 399.6, -183.9, 6.6) 0350: set_actor $2911 maintain_position_when_attacked 1 01D9: actor $2911 destroy_car $64 011A: set_actor $2911 search_threat 1 022D: set_actor $2911 to_look_at_player $PLAYER_CHAR 01B2: give_actor $2911 weapon 22 ammo 30000 // Load the weapon model before using this Actor.Health($2911) = 50 $2912 = 1 // integer values :BARON4_8500 if and $38 == 1 // integer values $39 == 0 // integer values jf @BARON4_8649 if $33 == 0 // integer values jf @BARON4_8569 03CF: load_wav 'COK4_20' as 1 $33 = 1 // integer values jump @BARON4_8576 :BARON4_8569 gosub @BARON4_12847 :BARON4_8576 if $34 == 1 // integer values jf @BARON4_8649 03D1: play_wav 1 00BC: text_highpriority 'COK4_20' 3000 ms 2 // There are gunmen on that jetty! if 03D2: wav 1 ended jf @BARON4_8649 $39 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values :BARON4_8649 if not Car.Wrecked(3@) jf @BARON4_8845 if 01FC: player $PLAYER_CHAR near_car 3@ radius 65.0 65.0 0 jf @BARON4_8845 if and $39 == 1 // integer values $40 == 0 // integer values jf @BARON4_8845 if $33 == 0 // integer values jf @BARON4_8765 03CF: load_wav 'COK4_19' as 1 $33 = 1 // integer values jump @BARON4_8772 :BARON4_8765 gosub @BARON4_12847 :BARON4_8772 if $34 == 1 // integer values jf @BARON4_8845 03D1: play_wav 1 00BC: text_highpriority 'COK4_19' 2000 ms 2 // More trouble up ahead! if 03D2: wav 1 ended jf @BARON4_8845 $40 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values :BARON4_8845 if 17@ > 6000 // integer values jf @BARON4_9443 if $38 == 1 // integer values jf @BARON4_9443 if and 02DF: player $PLAYER_CHAR aggressive 031E: vehicle 2@ hit_by_weapon 27 jf @BARON4_9047 if $2916 == 0 // integer values jf @BARON4_9047 if $33 == 0 // integer values jf @BARON4_8967 03CF: load_wav 'COK4_16' as 2 $33 = 1 // integer values jump @BARON4_8974 :BARON4_8967 gosub @BARON4_12847 :BARON4_8974 if $34 == 1 // integer values jf @BARON4_9047 03D1: play_wav 2 00BC: text_highpriority 'COK4_16' 3000 ms 2 // Eat it! EAT IT! if 03D2: wav 2 ended jf @BARON4_9047 $2916 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values :BARON4_9047 if and 02DF: player $PLAYER_CHAR aggressive 031E: vehicle 0@ hit_by_weapon 27 jf @BARON4_9230 if $2916 == 1 // integer values jf @BARON4_9230 if $2917 == 0 // integer values jf @BARON4_9230 if $33 == 0 // integer values jf @BARON4_9150 03CF: load_wav 'COK4_15' as 2 $33 = 1 // integer values jump @BARON4_9157 :BARON4_9150 gosub @BARON4_12847 :BARON4_9157 if $34 == 1 // integer values jf @BARON4_9230 03D1: play_wav 2 00BC: text_highpriority 'COK4_15' 3000 ms 2 // Sleep with the fish! if 03D2: wav 2 ended jf @BARON4_9230 $2917 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values :BARON4_9230 if $40 == 1 // integer values jf @BARON4_9443 if and 02DF: player $PLAYER_CHAR aggressive 031E: vehicle 3@ hit_by_weapon 27 jf @BARON4_9443 if $2915 == 0 // integer values jf @BARON4_9443 if $33 == 0 // integer values jf @BARON4_9333 03CF: load_wav 'COK4_14' as 2 $33 = 1 // integer values jump @BARON4_9340 :BARON4_9333 gosub @BARON4_12847 :BARON4_9340 if $34 == 1 // integer values jf @BARON4_9443 03D1: play_wav 2 00BC: text_highpriority 'COK4_14' 3000 ms 2 // You want some of this?! Actor.DestroyInstantly($2908) Actor.DestroyInstantly($2909) Actor.DestroyInstantly($2910) Actor.DestroyInstantly($2911) Object.Destroy($2923) Object.Destroy($2924) if 03D2: wav 2 ended jf @BARON4_9443 $2915 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values :BARON4_9443 jump @BARON4_6756 :BARON4_9450 if not Car.Wrecked($64) jf @BARON4_9481 02D4: car $64 turn_off_engine 02DB: set_boat $64 speed_to 0.0 :BARON4_9481 fade 0 1000 03CF: load_wav 'COK4_24' as 1 03CF: load_wav 'COK4_25' as 2 :BARON4_9512 if fading jf @BARON4_9536 wait 0 jump @BARON4_9512 :BARON4_9536 Camera.SetAtPos(-372.7, -656.7, 6.9) Car.Destroy(0@) Car.Destroy(1@) Car.Destroy(2@) Car.Destroy(3@) Car.Destroy($2918) Actor.DestroyInstantly(7@) Actor.DestroyInstantly(9@) Actor.DestroyInstantly(10@) Actor.DestroyInstantly($2920) Actor.DestroyInstantly(11@) Actor.DestroyInstantly(12@) Actor.DestroyInstantly(13@) Actor.DestroyInstantly($2908) Actor.DestroyInstantly($2909) Actor.DestroyInstantly($2910) Actor.DestroyInstantly($2911) 0395: clear_area 1 at -366.1 -655.2 range 6.9 1.0 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if not Car.Wrecked($64) jf @BARON4_9803 0465: remove_actor $PLAYER_ACTOR from_turret_mode Car.Health($64) = 1000 wait 0 0395: clear_area 1 at -372.7 -656.7 range 6.9 1.0 0055: put_player $PLAYER_CHAR at -372.7 -656.7 6.9 0171: set_player $PLAYER_CHAR z_angle_to 128.0 Camera.SetBehindPlayer if not Car.Wrecked($64) jf @BARON4_9803 Car.PutAt($64, -378.5, -661.0, 5.6) Car.Angle($64) = 90.0 :BARON4_9803 Camera.SetPosition(-367.062, -660.511, 10.406, 0.0, 0.0, 0.0) Camera.PointAt(-368.0, -660.319, 10.116, 2) wait 500 fade 1 1000 :BARON4_9866 if fading jf @BARON4_9890 wait 0 jump @BARON4_9866 :BARON4_9890 if 83D0: not wav 1 loaded jf @BARON4_9916 wait 0 jump @BARON4_9890 :BARON4_9916 03D1: play_wav 1 00BC: text_highpriority 'COK4_24' 5000 ms 1 // Good shooting, my friend. You're a real, proper, grade A lunatic. :BARON4_9935 if 83D2: not wav 1 ended jf @BARON4_9961 wait 0 jump @BARON4_9935 :BARON4_9961 03CF: load_wav 'COK4_26' as 1 :BARON4_9973 if 83D0: not wav 2 loaded jf @BARON4_9999 wait 0 jump @BARON4_9973 :BARON4_9999 03D1: play_wav 2 00BC: text_highpriority 'COK4_25' 5000 ms 1 // Well, thank you. :BARON4_10018 if 83D2: not wav 2 ended jf @BARON4_10044 wait 0 jump @BARON4_10018 :BARON4_10044 03CF: load_wav 'COK4_27' as 2 :BARON4_10056 if 83D0: not wav 1 loaded jf @BARON4_10082 wait 0 jump @BARON4_10056 :BARON4_10082 03D1: play_wav 1 00BC: text_highpriority 'COK4_26' 5000 ms 1 // See you around, Tommy. :BARON4_10101 if 83D2: not wav 1 ended jf @BARON4_10127 wait 0 jump @BARON4_10101 :BARON4_10127 if 83D0: not wav 2 loaded jf @BARON4_10153 wait 0 jump @BARON4_10127 :BARON4_10153 03D1: play_wav 2 00BC: text_highpriority 'COK4_27' 5000 ms 1 // Okay, Mr. Lance Vance Dance. 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms :BARON4_10182 if 83D2: not wav 2 ended jf @BARON4_10208 wait 0 jump @BARON4_10182 :BARON4_10208 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00BE: text_clear_all if not Car.Wrecked($64) jf @BARON4_10265 02DB: set_boat $64 speed_to 50.0 02D3: boat $64 drive_to -354.3 -836.5 5.6 :BARON4_10265 wait 3000 Camera.Restore_WithJumpCut Car.Destroy($64) jump @BARON4_10301 :BARON4_10284 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :BARON4_10301 $PASSED_COK4_SUPPLY_AND_DEMAND = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 10000 0318: set_latest_mission_passed 'COK_4' // Supply & Demand 030C: progress_made += 1 055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 $1272 = 1 // integer values create_thread @CLOTH8 Marker.Disable($234) return :BARON4_10401 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Model.Destroy(#SQUALO) Model.Destroy(#SPEEDER) Model.Destroy(#RUGER) Model.Destroy(#MARQUIS) Model.Destroy(#CBA) Model.Destroy(#UZI) Model.Destroy(#TEC9) Model.Destroy(#SPARROW) Model.Destroy(#RUGER) Model.Destroy(#BARREL4) Car.RemoveReferences($2918) 01B7: release_weather 0465: remove_actor $PLAYER_ACTOR from_turret_mode Actor.DestroyWithFade($LANCE_VANCE) 040D: unload_wav 1 040D: unload_wav 2 0296: unload_special_actor 3 Marker.Disable($65) Marker.Disable(4@) Marker.Disable($14) Marker.Disable($2906) 0151: remove_status_text $2913 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0482: 0.0 03BD: destroy_sphere $2905 mission_cleanup return :BARON4_10545 if 6@ == 0 // integer values jf @BARON4_10691 if $39 == 1 // integer values jf @BARON4_10691 if $33 == 0 // integer values jf @BARON4_10625 03CF: load_wav 'COK4_9A' as 1 $33 = 1 // integer values jump @BARON4_10647 :BARON4_10625 if 03D0: wav 1 loaded jf @BARON4_10647 $34 = 1 // integer values :BARON4_10647 if $34 == 1 // integer values jf @BARON4_10691 03D1: play_wav 1 00BC: text_highpriority 'COK4_9A' 5000 ms 2 // It's time for the Lance Vance Dance! 6@ = 1 // integer values :BARON4_10691 return :BARON4_10693 if 01AF: car $2907 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 jf @BARON4_10761 02D3: boat $2907 drive_to 160.1 -639.0 5.6 :BARON4_10761 if 01AF: car $2907 0 160.1 -639.0 5.6 radius 10.0 10.0 6.0 jf @BARON4_10829 02D3: boat $2907 drive_to 221.3 -567.0 5.6 :BARON4_10829 if 01AF: car $2907 0 221.3 -567.0 5.6 radius 10.0 10.0 6.0 jf @BARON4_10897 02D3: boat $2907 drive_to 405.1 -286.6 5.6 :BARON4_10897 if 01AF: car $2907 0 405.1 -286.6 5.6 radius 10.0 10.0 6.0 jf @BARON4_10965 02D3: boat $2907 drive_to 410.1 -1.9 5.6 :BARON4_10965 if 01AF: car $2907 0 410.1 -1.9 5.6 radius 10.0 10.0 6.0 jf @BARON4_11033 02D3: boat $2907 drive_to 191.9 236.0 5.6 :BARON4_11033 if 01AF: car $2907 0 191.9 236.0 5.6 radius 10.0 10.0 6.0 jf @BARON4_11101 02D3: boat $2907 drive_to 238.1 324.6 5.6 :BARON4_11101 if 01AF: car $2907 0 238.1 324.6 5.6 radius 10.0 10.0 6.0 jf @BARON4_11169 02D3: boat $2907 drive_to 244.9 434.8 5.6 :BARON4_11169 if 01AF: car $2907 0 244.9 434.8 5.6 radius 10.0 10.0 6.0 jf @BARON4_11237 02D3: boat $2907 drive_to 319.1 520.7 5.6 :BARON4_11237 if 01AF: car $2907 0 319.1 520.7 5.6 radius 10.0 10.0 6.0 jf @BARON4_11305 02D3: boat $2907 drive_to 323.5 596.6 5.6 :BARON4_11305 if 01AF: car $2907 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 jf @BARON4_11383 02D3: boat $2907 drive_to 323.5 596.6 5.6 02DB: set_boat $2907 speed_to 1.0 :BARON4_11383 return :BARON4_11385 if 01AF: car $2907 0 -116.7 -458.3 5.6 radius 10.0 10.0 6.0 jf @BARON4_11453 02D3: boat $2907 drive_to 25.6 -275.0 5.6 :BARON4_11453 if 01AF: car $2907 0 25.6 -275.0 5.6 radius 10.0 10.0 6.0 jf @BARON4_11531 02DB: set_boat $2907 speed_to 35.0 02D3: boat $2907 drive_to 130.2 -228.8 5.6 :BARON4_11531 if 01AF: car $2907 0 130.2 -228.8 5.6 radius 10.0 10.0 6.0 jf @BARON4_11599 02D3: boat $2907 drive_to 221.3 -130.2 5.6 :BARON4_11599 if 01AF: car $2907 0 221.3 -130.2 5.6 radius 10.0 10.0 6.0 jf @BARON4_11667 02D3: boat $2907 drive_to 221.0 56.5 5.6 :BARON4_11667 if 01AF: car $2907 0 221.0 56.5 5.6 radius 10.0 10.0 6.0 jf @BARON4_11735 02D3: boat $2907 drive_to 248.0 183.5 5.6 :BARON4_11735 if 01AF: car $2907 0 248.0 183.5 5.6 radius 10.0 10.0 6.0 jf @BARON4_11803 02D3: boat $2907 drive_to 192.6 242.7 5.6 :BARON4_11803 if 01AF: car $2907 0 192.6 242.7 5.6 radius 10.0 10.0 6.0 jf @BARON4_11871 02D3: boat $2907 drive_to 234.8 329.3 5.6 :BARON4_11871 if 01AF: car $2907 0 234.8 329.3 5.6 radius 10.0 10.0 6.0 jf @BARON4_11939 02D3: boat $2907 drive_to 245.7 436.0 5.6 :BARON4_11939 if 01AF: car $2907 0 245.7 436.0 5.6 radius 10.0 10.0 6.0 jf @BARON4_12007 02D3: boat $2907 drive_to 314.0 516.4 5.6 :BARON4_12007 if 01AF: car $2907 0 314.0 516.4 5.6 radius 10.0 10.0 6.0 jf @BARON4_12075 02D3: boat $2907 drive_to 323.5 596.6 5.6 :BARON4_12075 if 01AF: car $2907 0 323.5 596.6 5.6 radius 10.0 10.0 6.0 jf @BARON4_12153 02D3: boat $2907 drive_to 323.5 596.6 5.6 02DB: set_boat $2907 speed_to 1.0 :BARON4_12153 return :BARON4_12155 if 01AF: car $2907 0 286.2 482.0 5.6 radius 10.0 10.0 6.0 jf @BARON4_12223 02D3: boat $2907 drive_to 237.4 427.9 5.6 :BARON4_12223 if 01AF: car $2907 0 237.4 427.9 5.6 radius 10.0 10.0 6.0 jf @BARON4_12291 02D3: boat $2907 drive_to 230.3 315.9 5.6 :BARON4_12291 if 01AF: car $2907 0 230.3 315.9 5.6 radius 10.0 10.0 6.0 jf @BARON4_12359 02D3: boat $2907 drive_to 192.3 233.3 5.6 :BARON4_12359 if 01AF: car $2907 0 192.3 233.3 5.6 radius 10.0 10.0 6.0 jf @BARON4_12427 02D3: boat $2907 drive_to 419.5 -21.8 5.6 :BARON4_12427 if 01AF: car $2907 0 419.5 -21.8 5.6 radius 10.0 10.0 6.0 jf @BARON4_12495 02D3: boat $2907 drive_to 396.8 -304.7 5.6 :BARON4_12495 if 01AF: car $2907 0 396.8 -304.7 5.6 radius 10.0 10.0 6.0 jf @BARON4_12563 02D3: boat $2907 drive_to 212.3 -588.7 5.6 :BARON4_12563 if 01AF: car $2907 0 212.3 -588.7 5.6 radius 10.0 10.0 6.0 jf @BARON4_12631 02D3: boat $2907 drive_to 197.1 -617.8 5.6 :BARON4_12631 if 01AF: car $2907 0 197.1 -617.8 5.6 radius 10.0 10.0 6.0 jf @BARON4_12699 02D3: boat $2907 drive_to 154.5 -638.7 5.6 :BARON4_12699 if 01AF: car $2907 0 154.5 -638.7 5.6 radius 10.0 10.0 6.0 jf @BARON4_12767 02D3: boat $2907 drive_to 90.0 -664.2 5.6 :BARON4_12767 if 01AF: car $2907 0 90.0 -664.2 5.6 radius 10.0 10.0 6.0 jf @BARON4_12845 02DB: set_boat $2907 speed_to 35.0 02D3: boat $2907 drive_to -378.5 -660.0 5.6 :BARON4_12845 return :BARON4_12847 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @BARON4_12873 $34 = 1 // integer values :BARON4_12873 return :BARON4_12875 if not Car.Wrecked($64) jf @BARON4_12906 $2913 = Car.Health($64) $2913 /= 15 // integer values :BARON4_12906 return //-------------Mission 16--------------- // Originally: Rub Out :BARON5 gosub @BARON5_36 if wasted_or_busted jf @BARON5_27 gosub @BARON5_12284 :BARON5_27 gosub @BARON5_12919 end_thread :BARON5_36 increment_mission_attempts $ONMISSION = 1 // integer values $56 = 0 // integer values 2@ = 0 // integer values $2928 = 0 // integer values $38 = 0 // integer values $33 = 0 // integer values $34 = 0 // integer values 3@ = 0 // integer values $2931 = 0 // integer values $2932 = 0 // integer values $2929 = 0 // integer values $2930 = 0 // integer values $2935 = 0 // integer values $2940 = 0 // integer values 6@ = 0 // integer values $2966 = 0 // integer values $2967 = 0 // integer values $2968 = 0 // integer values thread 'BARON5' wait 0 054C: use_GXT_table 'BARON5' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 Model.Load(#STALLION) 023C: load_special_actor 5 'IGBUDDY' 038B: load_requested_models Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 $26 = Car.Create(#STALLION, -290.0, -489.0, 10.5) 0129: $LANCE_VANCE = create_actor 4 #SPECIAL05 in_car $26 driverseat 00AE: set_vehicle $26 traffic_behavior_to 3 0395: clear_area 1 at -250.6 -488.1 range 10.5 40.0 Car.Angle($26) = 270.0 Car.SetMaxSpeed($26, 25.0) Car.DriveTo($26, -250.6, -488.1, 10.5) Camera.SetPosition(-239.7, -485.397, 11.393, 0.0, 0.0, 0.0) Camera.PointAt(-240.525, -485.962, 11.378, 2) 0055: put_player $PLAYER_CHAR at -244.6 -491.3 10.6 0171: set_player $PLAYER_CHAR z_angle_to 0.0 wait 500 fade 1 500 17@ = 0 // integer values wait 500 :BARON5_451 if not 17@ > 4000 // integer values jf @BARON5_505 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON5_498 jump @BARON5_505 :BARON5_498 jump @BARON5_451 :BARON5_505 fade 0 1000 :BARON5_512 if fading jf @BARON5_536 wait 0 jump @BARON5_512 :BARON5_536 03AF: set_streaming 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBUDDY' 02F3: load_object #CUTOBJ01 'MFOUR' 02F3: load_object #CUTOBJ02 'CARBACK' 038B: load_requested_models :BARON5_592 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @BARON5_632 wait 0 jump @BARON5_592 :BARON5_632 0395: clear_area 1 at $510 $511 range $512 40.0 02E4: load_cutscene_data 'ASS_1' 0244: set_cutscene_pos $510 $511 $512 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $136 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $136 'CSBUDDY' 02E5: $2933 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $2933 'MFOUR01' 02E5: $2933 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $2933 'MFOUR02' 02E5: 4@ = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim 4@ 'CARBACK' fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON5_803 if 1828 > $CUT_SCENE_TIME // integer values jf @BARON5_838 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_803 :BARON5_838 00BC: text_highpriority 'ASS1_A' 10000 ms 1 // I got us some cannons in the trunk. :BARON5_853 if 3471 > $CUT_SCENE_TIME // integer values jf @BARON5_888 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_853 :BARON5_888 00BC: text_highpriority 'ASS1_B' 10000 ms 1 // Holy shit! Where'd you get all this stuff? :BARON5_903 if 6244 > $CUT_SCENE_TIME // integer values jf @BARON5_938 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_903 :BARON5_938 00BC: text_highpriority 'ASS1_C' 10000 ms 1 // Been saving it for a rainy day. :BARON5_953 if 10181 > $CUT_SCENE_TIME // integer values jf @BARON5_988 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_953 :BARON5_988 00BC: text_highpriority 'ASS1_D' 10000 ms 1 // You like? :BARON5_1003 if 11087 > $CUT_SCENE_TIME // integer values jf @BARON5_1038 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_1003 :BARON5_1038 00BC: text_highpriority 'ASS1_E' 10000 ms 1 // Yeah, I like. :BARON5_1053 if 12087 > $CUT_SCENE_TIME // integer values jf @BARON5_1088 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_1053 :BARON5_1088 00BE: text_clear_all :BARON5_1090 if 17068 > $CUT_SCENE_TIME // integer values jf @BARON5_1125 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_1090 :BARON5_1125 fade 0 1500 00BE: text_clear_all :BARON5_1134 if fading jf @BARON5_1158 wait 0 jump @BARON5_1134 :BARON5_1158 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Load(#CLA) Model.Load(#CLB) Model.Load(#M4) Model.Load(#UZI) Model.Load(#MP5LNG) 023C: load_special_actor 4 'IGDIAZ' :BARON5_1217 if or not Model.Available(#CLA) not Model.Available(#UZI) not Model.Available(#M4) not Model.Available(#MP5LNG) jf @BARON5_1258 wait 0 jump @BARON5_1217 :BARON5_1258 if or 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded not Model.Available(#CLB) jf @BARON5_1292 wait 0 jump @BARON5_1258 :BARON5_1292 wait 500 fade 1 1500 $1001 = 1 // integer values Object.Destroy($1787) 022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 022B: create_forbidden_for_peds_cube -271.6 -504.3 0.0 -510.5 -661.2 55.0 015C: set_zone_gang_info 'GANG1' 1 0 0 0 0 0 0 0 0 0 0 0 015C: set_zone_gang_info 'GANG1' 0 0 0 0 0 0 0 0 0 0 0 0 01B1: give_player $PLAYER_CHAR weapon 26 ammo 150 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 26 03F1: pedtype 10 add_threat 1 if not Actor.Dead($LANCE_VANCE) jf @BARON5_1584 0362: put_actor $LANCE_VANCE at -254.9 -491.3 10.2 and_remove_from_car 01ED: clear_actor $LANCE_VANCE threat_search 0243: set_actor $LANCE_VANCE ped_stats_to 16 0446: set_actor $LANCE_VANCE dismemberment_possible 0 01B2: give_actor $LANCE_VANCE weapon 26 ammo 9999 // Load the weapon model before using this 011A: set_actor $LANCE_VANCE search_threat 1024 Actor.Health($LANCE_VANCE) = 200 0319: set_actor $LANCE_VANCE running 1 04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 0568: set_actor $LANCE_VANCE untargetable 1 0483: unknown_actor $LANCE_VANCE 1500 :BARON5_1584 12@ = Actor.Create(Gang4, #CLB, -375.2, -552.1, 18.7) 0243: set_actor 12@ ped_stats_to 16 011A: set_actor 12@ search_threat 1 011A: set_actor 12@ search_threat 16 01B2: give_actor 12@ weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor 12@ maintain_position_when_attacked 1 0483: unknown_actor 12@ 1500 Actor.Health(12@) = 150 13@ = Actor.Create(Gang4, #CLA, -381.7, -552.4, 18.7) 0243: set_actor 13@ ped_stats_to 16 011A: set_actor 13@ search_threat 1 011A: set_actor 13@ search_threat 16 01B2: give_actor 13@ weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor 13@ maintain_position_when_attacked 1 0483: unknown_actor 13@ 1500 Actor.Health(13@) = 150 $2936 = Actor.Create(Gang4, #CLB, -327.9, -606.5, 12.1) Actor.Angle($2936) = 180.0 0243: set_actor $2936 ped_stats_to 16 011A: set_actor $2936 search_threat 1 011A: set_actor $2936 search_threat 16 01B2: give_actor $2936 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2936 maintain_position_when_attacked 1 0483: unknown_actor $2936 1500 Actor.Health($2936) = 150 $2937 = Actor.Create(Gang4, #CLA, -363.9, -610.2, 9.6) Actor.Angle($2937) = 266.0 0243: set_actor $2937 ped_stats_to 16 011A: set_actor $2937 search_threat 1 011A: set_actor $2937 search_threat 16 01B2: give_actor $2937 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2937 maintain_position_when_attacked 1 0483: unknown_actor $2937 1500 Actor.Health($2937) = 150 $2939 = Actor.Create(Gang4, #CLB, -392.6, -616.5, 10.9) Actor.Angle($2939) = 270.0 0243: set_actor $2939 ped_stats_to 16 011A: set_actor $2939 search_threat 1 011A: set_actor $2939 search_threat 16 01B2: give_actor $2939 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2939 maintain_position_when_attacked 1 0483: unknown_actor $2939 1500 Actor.Health($2939) = 150 $2942 = Actor.Create(Gang4, #CLB, -303.5, -554.8, 12.1) 0243: set_actor $2942 ped_stats_to 16 011A: set_actor $2942 search_threat 1 011A: set_actor $2942 search_threat 16 01B2: give_actor $2942 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2942 maintain_position_when_attacked 1 Actor.Angle($2942) = 270.0 0483: unknown_actor $2942 1500 0291: set_actor $2942 attack_when_provoked 1 056B: $2942 1 Actor.Health($2942) = 150 $2943 = Actor.Create(Gang4, #CLA, -301.8, -555.0, 12.1) 0243: set_actor $2943 ped_stats_to 16 011A: set_actor $2943 search_threat 1 011A: set_actor $2943 search_threat 16 01B2: give_actor $2943 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2943 maintain_position_when_attacked 1 Actor.Angle($2943) = 90.0 0483: unknown_actor $2943 1500 03F9: make_actors $2942 $2943 converse_in 999999 ms 056B: $2943 1 0291: set_actor $2943 attack_when_provoked 1 Actor.Health($2943) = 150 $2956 = Actor.Create(Gang4, #CLB, -287.0, -581.8, 12.1) Actor.Angle($2956) = 90.0 0243: set_actor $2956 ped_stats_to 16 011A: set_actor $2956 search_threat 1 011A: set_actor $2956 search_threat 16 01B2: give_actor $2956 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2956 maintain_position_when_attacked 1 0483: unknown_actor $2956 1500 Actor.Health($2956) = 150 $2946 = Actor.Create(Gang4, #CLB, -468.3, -576.2, 11.9) Actor.Angle($2946) = 265.0 0243: set_actor $2946 ped_stats_to 16 011A: set_actor $2946 search_threat 1 011A: set_actor $2946 search_threat 16 01B2: give_actor $2946 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2946 maintain_position_when_attacked 1 0483: unknown_actor $2946 1500 Actor.Health($2946) = 150 $2947 = Actor.Create(Gang4, #CLA, -471.1, -590.2, 11.9) Actor.Angle($2947) = 90.0 0243: set_actor $2947 ped_stats_to 16 011A: set_actor $2947 search_threat 1 011A: set_actor $2947 search_threat 16 01B2: give_actor $2947 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2947 maintain_position_when_attacked 1 0483: unknown_actor $2947 1500 Actor.Health($2947) = 150 $2948 = Actor.Create(Gang4, #CLA, -407.7, -592.3, 10.9) Actor.Angle($2948) = 8.0 0243: set_actor $2948 ped_stats_to 16 011A: set_actor $2948 search_threat 1 011A: set_actor $2948 search_threat 16 01B2: give_actor $2948 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2948 maintain_position_when_attacked 1 0483: unknown_actor $2948 1500 Actor.Health($2948) = 150 $2949 = Actor.Create(Gang4, #CLB, -407.0, -590.1, 10.6) Actor.Angle($2949) = 180.0 0243: set_actor $2949 ped_stats_to 16 011A: set_actor $2949 search_threat 1 011A: set_actor $2949 search_threat 16 01B2: give_actor $2949 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2949 maintain_position_when_attacked 1 0483: unknown_actor $2949 1500 Actor.Health($2949) = 150 03F9: make_actors $2948 $2949 converse_in 999999 ms $2957 = Actor.Create(Gang4, #CLB, -374.2, -518.1, 11.7) Actor.Angle($2957) = 230.0 0243: set_actor $2957 ped_stats_to 16 011A: set_actor $2957 search_threat 1 011A: set_actor $2957 search_threat 16 01B2: give_actor $2957 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2957 maintain_position_when_attacked 1 0483: unknown_actor $2957 1500 Actor.Health($2957) = 150 $2958 = Actor.Create(Gang4, #CLA, -372.0, -519.6, 11.7) Actor.Angle($2958) = 62.0 0243: set_actor $2958 ped_stats_to 16 011A: set_actor $2958 search_threat 1 011A: set_actor $2958 search_threat 16 01B2: give_actor $2958 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2958 maintain_position_when_attacked 1 0483: unknown_actor $2958 1500 Actor.Health($2958) = 150 03F9: make_actors $2958 $2957 converse_in 999999 ms $2952 = Actor.Create(Gang4, #CLA, -312.4, -570.2, 12.0) Actor.Angle($2952) = 342.0 0243: set_actor $2952 ped_stats_to 16 011A: set_actor $2952 search_threat 1 011A: set_actor $2952 search_threat 16 01B2: give_actor $2952 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2952 maintain_position_when_attacked 1 0483: unknown_actor $2952 1500 Actor.Health($2952) = 150 $2953 = Actor.Create(Gang4, #CLB, -316.4, -617.7, 9.5) Actor.Angle($2953) = 11.0 0243: set_actor $2953 ped_stats_to 16 011A: set_actor $2953 search_threat 1 011A: set_actor $2953 search_threat 16 01B2: give_actor $2953 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2953 maintain_position_when_attacked 1 0483: unknown_actor $2953 1500 Actor.Health($2953) = 150 $2954 = Actor.Create(Gang4, #CLA, -445.0, -574.4, 12.0) Actor.Angle($2954) = 180.0 0243: set_actor $2954 ped_stats_to 16 011A: set_actor $2954 search_threat 1 011A: set_actor $2954 search_threat 16 01B2: give_actor $2954 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2954 maintain_position_when_attacked 1 0483: unknown_actor $2954 1500 Actor.Health($2953) = 150 $2959 = Actor.Create(Gang4, #CLA, -293.7, -606.3, 12.0) Actor.Angle($2959) = 0.0 0243: set_actor $2959 ped_stats_to 16 011A: set_actor $2959 search_threat 1 011A: set_actor $2959 search_threat 16 01B2: give_actor $2959 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2959 maintain_position_when_attacked 1 0483: unknown_actor $2959 1500 Actor.Health($2959) = 150 $2960 = Actor.Create(Gang4, #CLA, -343.9, -530.4, 14.4) Actor.Angle($2960) = 280.0 0243: set_actor $2960 ped_stats_to 16 011A: set_actor $2960 search_threat 1 011A: set_actor $2960 search_threat 16 01B2: give_actor $2960 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2960 maintain_position_when_attacked 1 0483: unknown_actor $2960 1500 Actor.Health($2960) = 150 $2961 = Actor.Create(Gang4, #CLA, -442.8, -555.0, 13.1) Actor.Angle($2961) = 160.0 0243: set_actor $2961 ped_stats_to 16 011A: set_actor $2961 search_threat 1 011A: set_actor $2961 search_threat 16 01B2: give_actor $2961 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2961 maintain_position_when_attacked 1 0483: unknown_actor $2961 1500 Actor.Health($2961) = 150 $2962 = Actor.Create(Gang4, #CLB, -443.7, -557.4, 13.1) Actor.Angle($2962) = 345.0 0243: set_actor $2962 ped_stats_to 16 011A: set_actor $2962 search_threat 1 011A: set_actor $2962 search_threat 16 01B2: give_actor $2962 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2962 maintain_position_when_attacked 1 0483: unknown_actor $2962 1500 Actor.Health($2962) = 150 03F9: make_actors $2962 $2961 converse_in 999999 ms $2951 = Actor.Health($LANCE_VANCE) 03C4: set_status_text_to $2951 1 'BUD1' // Lances Health: $57 = Marker.CreateAboveActor($LANCE_VANCE) 018B: show_on_radar $57 2 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 018A: 1@ = create_checkpoint_at -382.02 -596.57 24.9 0@ = Actor.Create(Gang4, #SPECIAL04, -382.02, -596.57, 24.9) 0446: set_actor 0@ dismemberment_possible 0 054A: set_actor 0@ can_be_shot_in_a_car 0 01ED: clear_actor 0@ threat_search Actor.Health(0@) = 1000 Actor.Angle(0@) = 53.0 0350: set_actor 0@ maintain_position_when_attacked 1 0372: set_actor 0@ anim 24 wait_state_time 99999 ms 0483: unknown_actor 0@ 1500 $2934 = Object.Create(#MP5LNG, -383.126, -593.654, 25.06) Object.ToggleInMovingList($2934) = False 0453: object $2934 set_rotation 90.0 0.0 10.0 Object.RemoveFromMissionCleanupList($2934) 041D: set_camera_near_clip 0.05 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-377.123, -597.167, 25.449, 0.0, 0.0, 0.0) Camera.PointAt(-378.119, -597.144, 25.534, 2) select_interior 2 Camera.SetAtPos(-376.452, -593.374, 26.273) 17@ = 0 // integer values :BARON5_3798 if not 17@ > 1200 // integer values jf @BARON5_3828 wait 0 jump @BARON5_3798 :BARON5_3828 if not 17@ > 3200 // integer values jf @BARON5_3882 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON5_3875 jump @BARON5_4646 :BARON5_3875 jump @BARON5_3828 :BARON5_3882 if not Actor.Dead(0@) jf @BARON5_3923 0372: set_actor 0@ anim 23 wait_state_time 500 ms 0211: actor 0@ walk_to -383.8 -596.6 :BARON5_3923 17@ = 0 // integer values :BARON5_3930 if not 17@ > 1400 // integer values jf @BARON5_3984 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON5_3977 jump @BARON5_4646 :BARON5_3977 jump @BARON5_3930 :BARON5_3984 Camera.SetPosition(-380.109, -591.29, 28.673, 0.0, 0.0, 0.0) Camera.PointAt(-380.595, -592.094, 28.331, 2) 17@ = 0 // integer values :BARON5_4042 if not 17@ > 2500 // integer values jf @BARON5_4096 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON5_4089 jump @BARON5_4646 :BARON5_4089 jump @BARON5_4042 :BARON5_4096 if not Actor.Dead($PLAYER_ACTOR) jf @BARON5_4147 Actor.PutAt($PLAYER_ACTOR, -273.0, -500.1, 10.7) 0239: actor $PLAYER_ACTOR run_to -282.3 -511.0 :BARON5_4147 if not Actor.Dead($LANCE_VANCE) jf @BARON5_4198 Actor.PutAt($LANCE_VANCE, -270.5, -492.4, 10.2) 0239: actor $LANCE_VANCE run_to -282.3 -511.0 :BARON5_4198 17@ = 0 // integer values :BARON5_4205 if not 17@ > 500 // integer values jf @BARON5_4259 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON5_4252 jump @BARON5_4646 :BARON5_4252 jump @BARON5_4205 :BARON5_4259 select_interior 0 Camera.SetAtPos(-277.513, -498.283, 13.227) Camera.SetPosition(-278.092, -497.514, 13.499, 0.0, 0.0, 0.0) Camera.PointAt(-277.513, -498.283, 13.227, 2) 04C7: toggle_camera_green_scanlines 1 17@ = 0 // integer values :BARON5_4342 if not 17@ > 3000 // integer values jf @BARON5_4396 wait 0 if 00E1: player 0 pressed_button 16 jf @BARON5_4389 jump @BARON5_4646 :BARON5_4389 jump @BARON5_4342 :BARON5_4396 if not Actor.Dead(0@) jf @BARON5_4457 Actor.Angle(0@) = 26.0 Actor.PutAt(0@, -381.7, -595.9, 24.9) 0211: actor 0@ walk_to -381.97 -593.9 :BARON5_4457 04C7: toggle_camera_green_scanlines 0 Camera.SetPosition(-383.35, -592.699, 25.732, 0.0, 0.0, 0.0) Camera.PointAt(-382.977, -593.619, 25.612, 2) select_interior 2 Camera.SetAtPos(-376.452, -593.374, 26.273) 17@ = 0 // integer values :BARON5_4540 if not 17@ > 1500 // integer values jf @BARON5_4646 wait 0 if not Actor.Dead(0@) jf @BARON5_4615 if 0126: actor 0@ walking jf @BARON5_4615 01BE: set_actor 0@ to_look_at_spot -383.126 -593.654 25.06 :BARON5_4615 if 00E1: player 0 pressed_button 16 jf @BARON5_4639 jump @BARON5_4646 :BARON5_4639 jump @BARON5_4540 :BARON5_4646 fade 0 1500 :BARON5_4653 if fading jf @BARON5_4677 wait 0 jump @BARON5_4653 :BARON5_4677 if not Actor.Dead($LANCE_VANCE) jf @BARON5_4718 011C: actor $LANCE_VANCE clear_objective Actor.PutAt($LANCE_VANCE, -276.3, -505.0, 11.7) :BARON5_4718 if not Actor.Dead($PLAYER_ACTOR) jf @BARON5_4759 011C: actor $PLAYER_ACTOR clear_objective Actor.PutAt($PLAYER_ACTOR, -282.3, -511.0, 11.7) :BARON5_4759 if not Actor.Dead(0@) jf @BARON5_4800 011C: actor 0@ clear_objective Actor.PutAt(0@, -378.4, -586.8, 24.9) :BARON5_4800 04C7: toggle_camera_green_scanlines 0 select_interior 0 Camera.SetAtPos(-282.3, -511.0, 11.7) Camera.Restore_WithJumpCut 0171: set_player $PLAYER_CHAR z_angle_to 100.0 Camera.SetBehindPlayer 02A3: enable_widescreen 0 fade 1 1500 wait 500 Player.CanMove($PLAYER_CHAR) = True if not Actor.Dead(0@) jf @BARON5_4898 Actor.PutAt(0@, -374.9, -585.2, 24.6) :BARON5_4898 Model.Destroy(#STALLION) 00BC: text_highpriority 'ASS1_16' 10000 ms 1 // ~g~Kill Diaz! 17@ = 0 // integer values if not Actor.Dead($LANCE_VANCE) jf @BARON5_4949 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR :BARON5_4949 if 80F5: not player $PLAYER_CHAR 0 -345.6 -559.4 26.0 radius 12.0 2.0 10.0 jf @BARON5_7764 wait 0 if $38 == 0 // integer values jf @BARON5_5238 if 17@ > 1000 // integer values jf @BARON5_5238 if $33 == 0 // integer values jf @BARON5_5094 03CF: load_wav 'ASS_1' as 1 03CF: load_wav 'ASS_2' as 2 $33 = 1 // integer values jump @BARON5_5120 :BARON5_5094 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @BARON5_5120 $34 = 1 // integer values :BARON5_5120 if $34 == 1 // integer values jf @BARON5_5238 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 03D1: play_wav 1 00BC: text_highpriority 'ASS1_1' 4000 ms 1 // This place is going to be crawling with assholes...be careful... if 03D2: wav 1 ended jf @BARON5_5238 wait 500 03D1: play_wav 2 00BC: text_highpriority 'ASS1_2' 3000 ms 1 // Don't worry Tommy, I'll cover you. 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 $38 = 1 // integer values $33 = 0 // integer values $34 = 0 // integer values 17@ = 0 // integer values :BARON5_5238 if $2940 == 0 // integer values jf @BARON5_5604 if $2935 == 0 // integer values jf @BARON5_5604 if not Actor.Dead($LANCE_VANCE) jf @BARON5_5604 if or 00FE: actor $LANCE_VANCE 0 -455.1 -557.8 11.8 radius 4.0 3.0 5.0 00FE: actor $LANCE_VANCE 0 -490.1 -581.9 11.8 radius 3.0 4.0 5.0 00FE: actor $LANCE_VANCE 0 -458.3 -604.2 11.8 radius 4.0 3.0 5.0 00FE: actor $LANCE_VANCE 0 -303.0 -556.3 12.0 radius 12.0 2.0 5.0 00FE: actor $LANCE_VANCE 0 -239.8 -582.2 12.0 radius 3.0 3.0 5.0 jf @BARON5_5604 if 00FB: player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 5.0 jf @BARON5_5604 if $38 == 1 // integer values jf @BARON5_5604 03CF: load_wav 'LAW2_4' as 1 :BARON5_5552 if 83D0: not wav 1 loaded jf @BARON5_5578 wait 0 jump @BARON5_5552 :BARON5_5578 03D1: play_wav 1 00BC: text_highpriority 'ASS1_19' 2000 ms 2 // This way! $2935 = 1 // integer values :BARON5_5604 if Actor.Dead($LANCE_VANCE) jf @BARON5_5642 00BC: text_highpriority 'COK4_30' 5000 ms 2 // ~r~Lance is dead! jump @BARON5_12284 :BARON5_5642 if not Actor.Dead($LANCE_VANCE) jf @BARON5_5673 $2951 = Actor.Health($LANCE_VANCE) $2951 /= 2 // integer values :BARON5_5673 if $2930 == 0 // integer values jf @BARON5_6108 if not Actor.Dead($LANCE_VANCE) jf @BARON5_5813 if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 jf @BARON5_5780 if $56 == 0 // integer values jf @BARON5_5773 01E0: clear_leader $LANCE_VANCE $56 = 1 // integer values :BARON5_5773 jump @BARON5_5813 :BARON5_5780 if $56 == 1 // integer values jf @BARON5_5813 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR $56 = 0 // integer values :BARON5_5813 if $56 == 1 // integer values jf @BARON5_5838 gosub @BARON5_14122 :BARON5_5838 if or 00F5: player $PLAYER_CHAR 0 -455.1 -557.8 11.8 radius 4.0 3.0 5.0 00F5: player $PLAYER_CHAR 0 -490.1 -581.9 11.8 radius 3.0 4.0 5.0 00F5: player $PLAYER_CHAR 0 -458.3 -604.2 11.8 radius 4.0 3.0 5.0 jf @BARON5_5988 if not Actor.Dead($LANCE_VANCE) jf @BARON5_5988 01E0: clear_leader $LANCE_VANCE $2930 = 1 // integer values :BARON5_5988 if or 00F5: player $PLAYER_CHAR 0 -303.0 -556.3 12.0 radius 12.0 2.0 5.0 00F5: player $PLAYER_CHAR 0 -239.8 -582.2 12.0 radius 3.0 3.0 5.0 jf @BARON5_6101 if not Actor.Dead($LANCE_VANCE) jf @BARON5_6101 01E0: clear_leader $LANCE_VANCE $2930 = 2 // integer values :BARON5_6101 jump @BARON5_6582 :BARON5_6108 if $2940 == 0 // integer values jf @BARON5_6582 if $2930 == 1 // integer values jf @BARON5_6354 if and 00F5: player $PLAYER_CHAR 0 -442.6 -574.9 11.8 radius 2.0 2.0 3.0 00FE: actor $LANCE_VANCE 0 -442.6 -574.9 11.8 radius 2.0 2.0 3.0 jf @BARON5_6329 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 03F1: pedtype 10 add_threat 1 03CF: load_wav 'ASS_4' as 2 :BARON5_6255 if 83D0: not wav 2 loaded jf @BARON5_6281 wait 0 jump @BARON5_6255 :BARON5_6281 if 03D0: wav 2 loaded jf @BARON5_6315 03D1: play_wav 2 00BC: text_highpriority 'ASS1_4' 1500 ms 2 // Diaz must be inside! :BARON5_6315 $56 = 0 // integer values $2930 = 3 // integer values :BARON5_6329 if $2940 == 0 // integer values jf @BARON5_6354 gosub @BARON5_13908 :BARON5_6354 if $2930 == 2 // integer values jf @BARON5_6582 if and 00F5: player $PLAYER_CHAR 0 -370.1 -596.4 9.5 radius 2.0 2.0 3.0 00FE: actor $LANCE_VANCE 0 -370.1 -596.4 9.5 radius 2.0 2.0 3.0 jf @BARON5_6557 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 03F1: pedtype 10 add_threat 1 03CF: load_wav 'ASS_4' as 2 :BARON5_6483 if 83D0: not wav 2 loaded jf @BARON5_6509 wait 0 jump @BARON5_6483 :BARON5_6509 if 03D0: wav 2 loaded jf @BARON5_6543 03D1: play_wav 2 00BC: text_highpriority 'ASS1_4' 1500 ms 2 // Diaz must be inside! :BARON5_6543 $56 = 0 // integer values $2930 = 3 // integer values :BARON5_6557 if $2940 == 0 // integer values jf @BARON5_6582 gosub @BARON5_14015 :BARON5_6582 if $2930 == 3 // integer values jf @BARON5_6747 if not Actor.Dead($LANCE_VANCE) jf @BARON5_6722 if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 jf @BARON5_6689 if $56 == 0 // integer values jf @BARON5_6682 01E0: clear_leader $LANCE_VANCE $56 = 1 // integer values :BARON5_6682 jump @BARON5_6722 :BARON5_6689 if $56 == 1 // integer values jf @BARON5_6722 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR $56 = 0 // integer values :BARON5_6722 if $56 == 1 // integer values jf @BARON5_6747 gosub @BARON5_14122 :BARON5_6747 if $2940 == 0 // integer values jf @BARON5_7349 if 00F5: player $PLAYER_CHAR 0 -338.5 -578.7 11.6 radius 2.0 2.0 3.0 jf @BARON5_7349 Actor.DestroyInstantly(12@) Actor.DestroyInstantly(13@) Actor.DestroyInstantly($2936) Actor.DestroyInstantly($2937) Actor.DestroyInstantly($2939) Actor.DestroyInstantly($2942) Actor.DestroyInstantly($2943) Actor.DestroyInstantly($2952) $2938 = Actor.Create(Gang4, #CLA, -318.2, -577.1, 15.4) Actor.Angle($2938) = 90.0 0243: set_actor $2938 ped_stats_to 16 011A: set_actor $2938 search_threat 1 011A: set_actor $2938 search_threat 16 01B2: give_actor $2938 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2938 maintain_position_when_attacked 1 0483: unknown_actor $2938 1500 0291: set_actor $2938 attack_when_provoked 1 056B: $2938 1 Actor.Health($2938) = 150 $2941 = Actor.Create(Gang4, #CLB, -324.6, -581.2, 19.0) Actor.Angle($2941) = 305.0 0243: set_actor $2941 ped_stats_to 16 011A: set_actor $2941 search_threat 1 011A: set_actor $2941 search_threat 16 01B2: give_actor $2941 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2941 maintain_position_when_attacked 1 0483: unknown_actor $2941 1500 0291: set_actor $2941 attack_when_provoked 1 056B: $2941 1 Actor.Health($2941) = 150 $2955 = Actor.Create(Gang4, #CLB, -318.2, -573.4, 22.0) Actor.Angle($2955) = 90.0 0243: set_actor $2955 ped_stats_to 16 011A: set_actor $2955 search_threat 1 011A: set_actor $2955 search_threat 16 01B2: give_actor $2955 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2955 maintain_position_when_attacked 1 0483: unknown_actor $2955 1500 0291: set_actor $2955 attack_when_provoked 1 056B: $2955 1 Actor.Health($2955) = 150 $2944 = Actor.Create(Gang4, #CLB, -335.5, -568.6, 19.0) Actor.Angle($2944) = 180.0 0243: set_actor $2944 ped_stats_to 16 011A: set_actor $2944 search_threat 1 011A: set_actor $2944 search_threat 16 01B2: give_actor $2944 weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor $2944 maintain_position_when_attacked 1 0483: unknown_actor $2944 1500 0291: set_actor $2944 attack_when_provoked 1 056B: $2944 1 Actor.Health($2944) = 150 $2930 = 0 // integer values if not Actor.Dead($LANCE_VANCE) jf @BARON5_7318 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR 03F1: pedtype 10 add_threat 1 Actor.PutAt($LANCE_VANCE, -341.0, -578.5, 10.9) :BARON5_7318 03CF: load_wav 'ASS_11' as 1 03CF: load_wav 'ASS_12' as 2 $2940 = 1 // integer values :BARON5_7349 if 00F5: player $PLAYER_CHAR 0 -378.4 -551.9 19.4 radius 4.0 1.0 3.0 jf @BARON5_7412 00BC: text_highpriority 'ASS1_18' 2000 ms 2 // ~g~The door is locked, try another route. :BARON5_7412 if $2940 == 1 // integer values jf @BARON5_7757 Player.WantedLevel($PLAYER_CHAR) = 0 if $2966 == 0 // integer values jf @BARON5_7597 if and 00F5: player $PLAYER_CHAR 0 -336.0 -570.8 18.5 radius 4.0 6.0 4.0 00FE: actor $LANCE_VANCE 0 -336.0 -570.8 18.5 radius 4.0 6.0 4.0 jf @BARON5_7597 if not Actor.Dead($LANCE_VANCE) jf @BARON5_7597 if 03D0: wav 1 loaded jf @BARON5_7597 03D1: play_wav 1 00BC: text_highpriority 'ASS1_11' 4500 ms 1 // Hey Tommy, can my room have a view of the bay? $2966 = 1 // integer values :BARON5_7597 if $2967 == 0 // integer values jf @BARON5_7757 if and 00F5: player $PLAYER_CHAR 0 -336.0 -570.8 27.5 radius 4.0 6.0 4.0 00FE: actor $LANCE_VANCE 0 -336.0 -570.8 27.5 radius 4.0 6.0 4.0 jf @BARON5_7757 if not Actor.Dead($LANCE_VANCE) jf @BARON5_7757 if 03D0: wav 2 loaded jf @BARON5_7757 03D1: play_wav 2 00BC: text_highpriority 'ASS1_12' 4500 ms 1 // Beautiful high ceilings in here... $2967 = 1 // integer values :BARON5_7757 jump @BARON5_4949 :BARON5_7764 Actor.DestroyInstantly(12@) Actor.DestroyInstantly(13@) 14@ = Actor.Create(Gang4, #CLA, -373.5, -564.8, 18.7) 0243: set_actor 14@ ped_stats_to 16 011A: set_actor 14@ search_threat 1 011A: set_actor 14@ search_threat 16 01B2: give_actor 14@ weapon 23 ammo 9999 // Load the weapon model before using this Actor.Angle(14@) = 0.0 0350: set_actor 14@ maintain_position_when_attacked 1 0483: unknown_actor 14@ 1500 Actor.Health(14@) = 150 $2950 = Actor.Create(Gang4, #CLB, -383.7, -565.3, 18.7) 0243: set_actor $2950 ped_stats_to 16 011A: set_actor $2950 search_threat 1 011A: set_actor $2950 search_threat 16 01B2: give_actor $2950 weapon 23 ammo 9999 // Load the weapon model before using this Actor.Angle($2950) = 0.0 0350: set_actor $2950 maintain_position_when_attacked 1 0483: unknown_actor $2950 1500 056B: $2950 1 Actor.Health($2950) = 150 7@ = Actor.Create(Gang4, #CLA, -376.0, -582.5, 24.5) 0243: set_actor 7@ ped_stats_to 16 011A: set_actor 7@ search_threat 1 011A: set_actor 7@ search_threat 16 01B2: give_actor 7@ weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor 7@ maintain_position_when_attacked 1 0483: unknown_actor 7@ 1500 Actor.Health(7@) = 150 8@ = Actor.Create(Gang4, #CLB, -380.9, -582.6, 24.5) 0243: set_actor 8@ ped_stats_to 16 011A: set_actor 8@ search_threat 1 011A: set_actor 8@ search_threat 16 01B2: give_actor 8@ weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor 8@ maintain_position_when_attacked 1 0483: unknown_actor 8@ 1500 Actor.Health(8@) = 150 9@ = Actor.Create(Gang4, #CLA, -361.6, -559.3, 26.6) 0243: set_actor 9@ ped_stats_to 16 011A: set_actor 9@ search_threat 1 011A: set_actor 9@ search_threat 16 01B2: give_actor 9@ weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor 9@ maintain_position_when_attacked 1 Actor.Angle(9@) = 156.6 0483: unknown_actor 9@ 1500 Actor.Health(9@) = 150 10@ = Actor.Create(Gang4, #CLB, -378.2, -560.7, 26.6) 0243: set_actor 10@ ped_stats_to 16 011A: set_actor 10@ search_threat 1 011A: set_actor 10@ search_threat 16 01B2: give_actor 10@ weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor 10@ maintain_position_when_attacked 1 Actor.Angle(10@) = 180.0 0483: unknown_actor 10@ 1500 Actor.Health(10@) = 150 11@ = Actor.Create(Gang4, #CLB, -391.6, -566.5, 26.6) 0243: set_actor 11@ ped_stats_to 16 011A: set_actor 11@ search_threat 1 011A: set_actor 11@ search_threat 16 01B2: give_actor 11@ weapon 23 ammo 9999 // Load the weapon model before using this 0350: set_actor 11@ maintain_position_when_attacked 1 Actor.Angle(11@) = 248.7 0483: unknown_actor 11@ 1500 056B: 11@ 1 Actor.Health(11@) = 150 :BARON5_8384 if not Actor.Dead(0@) jf @BARON5_10371 wait 0 if Actor.Dead(0@) jf @BARON5_8427 jump @BARON5_10371 :BARON5_8427 if Actor.Dead($LANCE_VANCE) jf @BARON5_8465 00BC: text_highpriority 'COK4_30' 5000 ms 2 // ~r~Lance is dead! jump @BARON5_12284 :BARON5_8465 if not Actor.Dead($LANCE_VANCE) jf @BARON5_8496 $2951 = Actor.Health($LANCE_VANCE) $2951 /= 2 // integer values :BARON5_8496 if 0057: player $PLAYER_CHAR 0 -360.8 -564.0 17.0 -396.0 -580.5 35.0 jf @BARON5_9206 if not Actor.Dead(0@) jf @BARON5_9206 if 3@ == 0 // integer values jf @BARON5_9206 03CF: load_wav 'ASS_13' as 1 03CF: load_wav 'ASS_14' as 2 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Actor.Angle($PLAYER_ACTOR) = 180.0 wait 0 0395: clear_area 1 at 378.4 -588.4 range 24.5 1.0 if not Actor.Dead(0@) jf @BARON5_8844 01B2: give_actor 0@ weapon 25 ammo 30000 // Load the weapon model before using this 011C: actor 0@ clear_objective 053D: 0@ Actor.PutAt(0@, -378.4, -588.4, 24.5) 0243: set_actor 0@ ped_stats_to 16 0245: set_actor 0@ walk_style_to 33 0395: clear_area 1 at -378.4 -575.7 range 24.5 1.0 wait 0 if not Actor.Dead(0@) jf @BARON5_8780 0211: actor 0@ walk_to -378.4 -575.7 :BARON5_8780 04C4: create_coordinate $2963 $2964 $2965 from_actor $PLAYER_ACTOR offset 0.0 2.0 0.0 if not Actor.Dead($LANCE_VANCE) jf @BARON5_8839 Actor.PutAt($LANCE_VANCE, $2963, $2964, $2965) :BARON5_8839 Object.Destroy($2934) :BARON5_8844 Camera.SetPosition(-377.054, -578.589, 24.429, 0.0, 0.0, 0.0) Camera.PointAt(-377.288, -579.531, 24.668, 2) if not Actor.Dead(0@) jf @BARON5_8926 0211: actor 0@ walk_to -378.4 -575.7 :BARON5_8926 wait 2500 if not Actor.Dead(0@) jf @BARON5_8962 0211: actor 0@ walk_to -378.4 -575.7 :BARON5_8962 if 03D0: wav 1 loaded jf @BARON5_8996 03D1: play_wav 1 00BC: text_highpriority 'ASS1_13' 4500 ms 1 // DIAZ?! I've come to take over your business! :BARON5_8996 wait 3500 if not Actor.Dead(0@) jf @BARON5_9032 0211: actor 0@ walk_to -378.4 -575.7 :BARON5_9032 Camera.SetPosition(-388.502, -583.468, 28.897, 0.0, 0.0, 0.0) Camera.PointAt(-387.833, -582.797, 28.577, 2) if 03D0: wav 2 loaded jf @BARON5_9117 03D1: play_wav 2 00BC: text_highpriority 'ASS1_14' 4500 ms 1 // TOMMY! You betrayed me, you idiot! I'm gonna kill you real soon.. :BARON5_9117 wait 3000 if not Actor.Dead(0@) jf @BARON5_9206 0243: set_actor 0@ ped_stats_to 16 02A9: set_actor 0@ immune_to_nonplayer 1 011A: set_actor 0@ search_threat 1 011A: set_actor 0@ search_threat 16 01CA: actor 0@ kill_player $PLAYER_CHAR Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 03CF: load_wav 'ASS_7' as 1 3@ = 1 // integer values :BARON5_9206 if $2968 == 0 // integer values jf @BARON5_9315 if 3@ == 1 // integer values jf @BARON5_9315 if not Actor.Dead($LANCE_VANCE) jf @BARON5_9315 if 02E0: actor $LANCE_VANCE firing_weapon jf @BARON5_9315 if 03D0: wav 1 loaded jf @BARON5_9315 03D1: play_wav 1 00BC: text_highpriority 'ASS1_7' 4500 ms 1 // Eat this, you murdering bastards!! $2968 = 1 // integer values :BARON5_9315 if 3@ == 1 // integer values jf @BARON5_9665 if $2945 == 0 // integer values jf @BARON5_9665 if not Actor.Dead(0@) jf @BARON5_9665 if 8184: not actor 0@ health >= 500 jf @BARON5_9665 if 00FF: actor 0@ 0 -378.4 -575.7 25.0 radius 5.0 5.0 4.0 jf @BARON5_9454 01ED: clear_actor 0@ threat_search 0239: actor 0@ run_to -378.5 -589.6 :BARON5_9454 if 00FF: actor 0@ 0 -378.5 -589.6 25.0 radius 1.0 1.0 4.0 jf @BARON5_9517 0239: actor 0@ run_to -375.1 -595.5 :BARON5_9517 if 00FF: actor 0@ 0 -375.1 -595.5 25.0 radius 1.0 1.5 4.0 jf @BARON5_9580 0239: actor 0@ run_to -378.6 -595.7 :BARON5_9580 if 00FF: actor 0@ 0 -378.6 -595.7 25.0 radius 0.5 0.5 4.0 jf @BARON5_9665 020F: actor 0@ look_at_player $PLAYER_CHAR 011A: set_actor 0@ search_threat 1 011A: set_actor 0@ search_threat 16 01CA: actor 0@ kill_player $PLAYER_CHAR $2945 = 1 // integer values :BARON5_9665 if $2931 == 0 // integer values jf @BARON5_10185 if not Actor.Dead(14@) jf @BARON5_9775 if and 00FB: player $PLAYER_CHAR 0 14@ radius 20.0 20.0 10.0 0123: actor 14@ spotted_player $PLAYER_CHAR jf @BARON5_9750 $2931 = 1 // integer values :BARON5_9750 if 8184: not actor 14@ health >= 90 jf @BARON5_9775 $2931 = 1 // integer values :BARON5_9775 if not Actor.Dead($2950) jf @BARON5_9867 if and 00FB: player $PLAYER_CHAR 0 $2950 radius 20.0 20.0 10.0 0123: actor $2950 spotted_player $PLAYER_CHAR jf @BARON5_9842 $2931 = 1 // integer values :BARON5_9842 if 8184: not actor $2950 health >= 90 jf @BARON5_9867 $2931 = 1 // integer values :BARON5_9867 if not Actor.Dead(9@) jf @BARON5_9966 if and 00FB: player $PLAYER_CHAR 0 9@ radius 20.0 20.0 10.0 0123: actor 9@ spotted_player $PLAYER_CHAR jf @BARON5_9934 $2931 = 1 // integer values :BARON5_9934 if 8184: not actor 9@ health >= 90 jf @BARON5_9959 $2931 = 1 // integer values :BARON5_9959 jump @BARON5_9973 :BARON5_9966 $2931 = 1 // integer values :BARON5_9973 if not Actor.Dead(10@) jf @BARON5_10072 if and 00FB: player $PLAYER_CHAR 0 10@ radius 20.0 20.0 10.0 0123: actor 10@ spotted_player $PLAYER_CHAR jf @BARON5_10040 $2931 = 1 // integer values :BARON5_10040 if 8184: not actor 10@ health >= 90 jf @BARON5_10065 $2931 = 1 // integer values :BARON5_10065 jump @BARON5_10079 :BARON5_10072 $2931 = 1 // integer values :BARON5_10079 if not Actor.Dead(11@) jf @BARON5_10178 if and 00FB: player $PLAYER_CHAR 0 11@ radius 20.0 20.0 10.0 0123: actor 11@ spotted_player $PLAYER_CHAR jf @BARON5_10146 $2931 = 1 // integer values :BARON5_10146 if 8184: not actor 11@ health >= 90 jf @BARON5_10171 $2931 = 1 // integer values :BARON5_10171 jump @BARON5_10185 :BARON5_10178 $2931 = 1 // integer values :BARON5_10185 gosub @BARON5_13242 if not Actor.Dead($LANCE_VANCE) jf @BARON5_10314 if 80FB: not player $PLAYER_CHAR 0 $LANCE_VANCE radius 15.0 15.0 3.0 jf @BARON5_10281 if $56 == 0 // integer values jf @BARON5_10274 01E0: clear_leader $LANCE_VANCE $56 = 1 // integer values :BARON5_10274 jump @BARON5_10314 :BARON5_10281 if $56 == 1 // integer values jf @BARON5_10314 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR $56 = 0 // integer values :BARON5_10314 if $56 == 1 // integer values jf @BARON5_10339 gosub @BARON5_14122 :BARON5_10339 if $2940 == 1 // integer values jf @BARON5_10364 Player.WantedLevel($PLAYER_CHAR) = 0 :BARON5_10364 jump @BARON5_8384 :BARON5_10371 0151: remove_status_text $2951 0169: set_fade_color 0 0 0 fade 0 1000 :BARON5_10391 if fading jf @BARON5_10415 wait 0 jump @BARON5_10391 :BARON5_10415 Actor.DestroyInstantly(7@) Actor.DestroyInstantly(8@) Actor.DestroyInstantly(9@) Actor.DestroyInstantly(10@) Actor.DestroyInstantly(11@) Actor.DestroyInstantly(12@) Actor.DestroyInstantly(13@) Actor.DestroyInstantly($2957) Actor.DestroyInstantly($2958) Actor.DestroyInstantly(14@) Actor.DestroyInstantly($2950) Actor.DestroyInstantly(0@) Actor.DestroyInstantly($LANCE_VANCE) Actor.DestroyInstantly($2936) Actor.DestroyInstantly($2937) Actor.DestroyInstantly($2938) Actor.DestroyInstantly($2939) Actor.DestroyInstantly($2941) Actor.DestroyInstantly($2955) Actor.DestroyInstantly($2944) Actor.DestroyInstantly($2956) Actor.DestroyInstantly($2952) Actor.DestroyInstantly($2953) Actor.DestroyInstantly($2954) Actor.DestroyInstantly($2959) Actor.DestroyInstantly($2960) Actor.DestroyInstantly($2961) Actor.DestroyInstantly($2962) Actor.DestroyInstantly($2946) Actor.DestroyInstantly($2947) Actor.DestroyInstantly($2948) Actor.DestroyInstantly($2949) if 047A: actor $PLAYER_ACTOR driving_a_motorbike jf @BARON5_10640 00DA: $2969 = player $PLAYER_CHAR car if not Car.Wrecked($2969) jf @BARON5_10640 0362: put_actor $PLAYER_ACTOR at -378.3 -592.4 24.8 and_remove_from_car Car.Destroy($2969) :BARON5_10640 12@ = Actor.Create(Gang4, #CLB, -392.0, -559.5, 27.5) Actor.Angle(12@) = 286.0 0446: set_actor 12@ dismemberment_possible 0 0321: kill_actor 12@ $2936 = Actor.Create(Gang4, #CLA, -393.0, -565.4, 27.5) Actor.Angle($2936) = 180.0 0446: set_actor $2936 dismemberment_possible 0 0321: kill_actor $2936 $2937 = Actor.Create(Gang4, #CLA, -382.3, -557.7, 27.5) Actor.Angle($2937) = 90.0 0446: set_actor $2937 dismemberment_possible 0 0321: kill_actor $2937 $2938 = Actor.Create(Gang4, #CLA, -371.8, -580.4, 25.5) Actor.Angle($2938) = 270.0 0446: set_actor $2938 dismemberment_possible 0 0321: kill_actor $2938 $2939 = Actor.Create(Gang4, #CLA, -389.7, -580.2, 25.5) Actor.Angle($2939) = 166.0 0446: set_actor $2939 dismemberment_possible 0 0321: kill_actor $2939 $2941 = Actor.Create(Gang4, #CLA, -370.3, -559.2, 27.5) Actor.Angle($2941) = 100.0 0446: set_actor $2941 dismemberment_possible 0 0321: kill_actor $2941 01BD: $29 = current_time_in_ms $30 = 0 // integer values :BARON5_10928 if and not Player.Controllable($PLAYER_CHAR) 5000 > $30 // integer values jf @BARON5_10984 wait 0 01BD: $28 = current_time_in_ms 0084: $30 = $28 // integer values and handles 0060: $30 -= $29 // integer values jump @BARON5_10928 :BARON5_10984 Player.MakeSafe($PLAYER_CHAR) 03AD: set_rubbish 0 03AF: set_streaming 0 04F9: set_extracolors 8 fade 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIAZ' 023C: load_special_actor 3 'CSBUDDY' 02F3: load_object #CUTOBJ01 'CPYTH' 02F3: load_object #CUTOBJ02 'DEAGL' Camera.SetAtPos(-378.3, -577.3, 25.3) 038B: load_requested_models :BARON5_11084 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @BARON5_11128 wait 0 jump @BARON5_11084 :BARON5_11128 wait 1500 02E4: load_cutscene_data 'ASS_2' 0395: clear_area 1 at -378.6 -552.6 range 25.5 40.0 0395: clear_area 1 at -379.0 -564.6 range 19.8 40.0 03DE: set_pedestrians_density_multiplier_to 0.0 0244: set_cutscene_pos -378.62 -552.676 18.534 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $161 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $161 'CSDIAZ' 02E5: $136 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $136 'CSBUDDY' 02E5: $2933 = create_cutscene_object #CUTOBJ01 0524: unknown_cutscene_command $2933 $125 24 02E5: 5@ = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim 5@ 'DEAGL' fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BARON5_11343 if 5061 > $CUT_SCENE_TIME // integer values jf @BARON5_11378 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11343 :BARON5_11378 00BC: text_highpriority 'ASS1_F' 10000 ms 1 // You stupid pricks... :BARON5_11393 if 8717 > $CUT_SCENE_TIME // integer values jf @BARON5_11428 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11393 :BARON5_11428 00BC: text_highpriority 'ASS1_G' 10000 ms 1 // my beautiful house :BARON5_11443 if 11569 > $CUT_SCENE_TIME // integer values jf @BARON5_11478 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11443 :BARON5_11478 00BC: text_highpriority 'ASS1_H' 10000 ms 1 // look what you've done to it! :BARON5_11493 if 13154 > $CUT_SCENE_TIME // integer values jf @BARON5_11528 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11493 :BARON5_11528 00BC: text_highpriority 'ASS1_I' 10000 ms 1 // This is for my brother! :BARON5_11543 if 15615 > $CUT_SCENE_TIME // integer values jf @BARON5_11578 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11543 :BARON5_11578 00BC: text_highpriority 'ASS1_J' 10000 ms 1 // I trusted you, Tommy. :BARON5_11593 if 20715 > $CUT_SCENE_TIME // integer values jf @BARON5_11628 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11593 :BARON5_11628 00BC: text_highpriority 'ASS1_K' 10000 ms 1 // I woulda had you made... :BARON5_11643 if 23530 > $CUT_SCENE_TIME // integer values jf @BARON5_11678 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11643 :BARON5_11678 00BC: text_highpriority 'ASS1_L' 5000 ms 1 // Say goodnight, Mr. Diaz. :BARON5_11693 if 24530 > $CUT_SCENE_TIME // integer values jf @BARON5_11728 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11693 :BARON5_11728 if 27376 > $CUT_SCENE_TIME // integer values jf @BARON5_11763 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11728 :BARON5_11763 043C: set_game_sounds_disable_on_fade 0 00BE: text_clear_all 03EB: clear_small_messages_only 0169: set_fade_color 255 255 255 fade 0 0 :BARON5_11788 if 28876 > $CUT_SCENE_TIME // integer values jf @BARON5_11823 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BARON5_11788 :BARON5_11823 00BE: text_clear_all 03EB: clear_small_messages_only :BARON5_11827 if fading jf @BARON5_11851 wait 0 jump @BARON5_11827 :BARON5_11851 wait 1000 00BE: text_clear_all 03EB: clear_small_messages_only 03AD: set_rubbish 1 02EA: end_cutscene 00BE: text_clear_all wait 0 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 043C: set_game_sounds_disable_on_fade 1 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) 04FA: reset_sky_colors_with_fade 0 014C: set_parked_car_generator $1987 cars_to_generate_to 101 015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 0395: clear_area 1 at -378.6 -552.6 range 25.5 40.0 0395: clear_area 1 at -379.0 -564.6 range 19.8 40.0 select_interior 0 Camera.SetAtPos(-381.8, -536.0, 26.3) Camera.SetPosition(-415.273, -502.09, 39.183, 0.0, 0.0, 0.0) Camera.PointAt(-414.699, -502.788, 38.754, 2) fade 1 1500 :BARON5_12117 if fading jf @BARON5_12141 wait 0 jump @BARON5_12117 :BARON5_12141 0394: play_music 1 00BA: text_styled 'PROP_A' 7000 ms 6 // PROPERTY ACQUIRED! wait 6000 0169: set_fade_color 0 0 0 fade 0 1000 :BARON5_12180 if fading jf @BARON5_12204 wait 0 jump @BARON5_12180 :BARON5_12204 0055: put_player $PLAYER_CHAR at -378.3 -592.4 24.8 02A3: enable_widescreen 0 0171: set_player $PLAYER_CHAR z_angle_to 0.0 03C8: set_camera_directly_before_player Camera.Restore_WithJumpCut wait 500 select_interior 2 Camera.SetAtPos(-378.3, -592.4, 24.8) fade 1 1000 00BE: text_clear_all jump @BARON5_12576 :BARON5_12284 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! if Player.Defined($PLAYER_CHAR) jf @BARON5_12540 if or $991 == 1 // integer values 0057: player $PLAYER_CHAR 0 -350.93 -574.95 10.0 -369.2 -598.84 13.5 0057: player $PLAYER_CHAR 0 -387.75 -598.51 10.0 -443.6 -571.64 13.5 jf @BARON5_12540 if Actor.Dead($LANCE_VANCE) jf @BARON5_12540 fade 0 1000 :BARON5_12430 if fading jf @BARON5_12454 wait 0 jump @BARON5_12430 :BARON5_12454 if Player.Defined($PLAYER_CHAR) jf @BARON5_12533 select_interior 0 Camera.SetAtPos(-274.4, -492.9, 10.3) 0055: put_player $PLAYER_CHAR at -274.4 -492.9 10.3 0171: set_player $PLAYER_CHAR z_angle_to 270.0 Camera.SetBehindPlayer Car.Destroy($26) Actor.DestroyInstantly($LANCE_VANCE) :BARON5_12533 fade 1 1000 :BARON5_12540 $1787 = Object.Init(#MANSION_NEW_DOORS, -391.19, -575.906, 24.071) Object.RemoveFromMissionCleanupList($1787) $1001 = 0 // integer values return :BARON5_12576 $PASSED_ASS1_RUB_OUT = 1 // integer values Object.Destroy($1788) $1789 = Object.Init(#MAN_DOOROPEN, -378.542, -554.006, 21.96) Object.RemoveFromMissionCleanupList($1789) $1001 = 2 // integer values Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 50000 0318: set_latest_mission_passed 'ASS_1' // Rub Out 01F0: set_max_wanted_level_to 6 030C: progress_made += 1 014C: set_parked_car_generator $1996 cars_to_generate_to 101 014C: set_parked_car_generator $1997 cars_to_generate_to 101 014C: set_parked_car_generator $1998 cars_to_generate_to 101 02FA: garage $686 change_to_type 31 032B: $77 = create_weapon_pickup #M4 15 ammo 120 at -330.9 -569.7 11.6 032B: $78 = create_weapon_pickup #CHROMEGUN 15 ammo 50 at -335.9 -569.5 11.6 $79 = Pickup.Create(#HEALTH, 2, -330.702, -573.366, 11.6) $80 = Pickup.Create(#BODYARMOUR, 2, -336.0, -573.7, 11.6) 055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 $1278 = 1 // integer values 014C: set_parked_car_generator $1880 cars_to_generate_to 0 014C: set_parked_car_generator $83 cars_to_generate_to 101 $855 = 1 // integer values $906 = 1 // integer values $907 = 1 // integer values create_thread @PRO1 create_thread @PSAVE2 Marker.Disable($234) Marker.Disable($265) 01E3: text_1number_styled 'M_PASS' number 50000 time 2000 style 1 // MISSION PASSED! $~1~ 02A7: $265 = create_icon_marker_and_sphere 29 at -378.3 -579.8 24.5 return :BARON5_12919 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Model.Destroy(#CLA) Model.Destroy(#CLB) Model.Destroy(#M4) Model.Destroy(#MP5LNG) Model.Destroy(#UZI) Model.Destroy(#STALLION) Actor.RemoveReferences(7@) Actor.RemoveReferences(8@) Actor.RemoveReferences(9@) Actor.RemoveReferences(10@) Actor.RemoveReferences(11@) Actor.RemoveReferences(12@) Actor.RemoveReferences(13@) Actor.RemoveReferences($2957) Actor.RemoveReferences($2958) Actor.RemoveReferences(14@) Actor.RemoveReferences($2950) Actor.RemoveReferences(0@) Actor.RemoveReferences($LANCE_VANCE) Actor.RemoveReferences($2936) Actor.RemoveReferences($2937) Actor.RemoveReferences($2938) Actor.RemoveReferences($2939) Actor.RemoveReferences($2941) Actor.RemoveReferences($2955) Actor.RemoveReferences($2944) Actor.RemoveReferences($2956) Actor.RemoveReferences($2952) Actor.RemoveReferences($2953) Actor.RemoveReferences($2954) Actor.RemoveReferences($2959) Actor.RemoveReferences($2960) Actor.RemoveReferences($2961) Actor.RemoveReferences($2962) Actor.RemoveReferences($2946) Actor.RemoveReferences($2947) Actor.RemoveReferences($2948) Actor.RemoveReferences($2949) 0296: unload_special_actor 4 0296: unload_special_actor 5 Marker.Disable(1@) Marker.Disable($57) Object.Destroy($2934) Actor.DestroyWithFade($LANCE_VANCE) 0151: remove_status_text $2951 040D: unload_wav 1 040D: unload_wav 2 022A: remove_forbidden_for_peds_cube -271.6 -504.3 0.0 -510.5 -661.2 55.0 022B: create_forbidden_for_peds_cube -396.4 -583.6 15.0 -360.5 -555.6 33.0 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 mission_cleanup return :BARON5_13242 if $2931 == 1 // integer values jf @BARON5_13906 if 6@ == 0 // integer values jf @BARON5_13333 if not Actor.Dead(7@) jf @BARON5_13302 01CA: actor 7@ kill_player $PLAYER_CHAR :BARON5_13302 if not Actor.Dead(8@) jf @BARON5_13326 01CA: actor 8@ kill_player $PLAYER_CHAR :BARON5_13326 6@ = 1 // integer values :BARON5_13333 if $2929 == 0 // integer values jf @BARON5_13499 if not Actor.Dead(9@) jf @BARON5_13382 0350: set_actor 9@ maintain_position_when_attacked 0 01CA: actor 9@ kill_player $PLAYER_CHAR :BARON5_13382 if not Actor.Dead(10@) jf @BARON5_13413 0350: set_actor 10@ maintain_position_when_attacked 0 01CA: actor 10@ kill_player $PLAYER_CHAR :BARON5_13413 if not Actor.Dead(11@) jf @BARON5_13437 01CA: actor 11@ kill_player $PLAYER_CHAR :BARON5_13437 if not Actor.Dead(14@) jf @BARON5_13468 0350: set_actor 14@ maintain_position_when_attacked 0 01CA: actor 14@ kill_player $PLAYER_CHAR :BARON5_13468 if not Actor.Dead($2950) jf @BARON5_13492 01CA: actor $2950 kill_player $PLAYER_CHAR :BARON5_13492 $2929 = 1 // integer values :BARON5_13499 if 16@ > 1000 // integer values jf @BARON5_13906 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if 3@ == 1 // integer values jf @BARON5_13698 if not Actor.Dead(7@) jf @BARON5_13624 0350: set_actor 7@ maintain_position_when_attacked 0 if 8510: not unknown_actor 7@ on_path $95 $96 $97 radius 1.0 jf @BARON5_13624 009E: set_actor 7@ path $95 $96 $97 unknown 1.0 1 :BARON5_13624 if not Actor.Dead(8@) jf @BARON5_13698 0350: set_actor 8@ maintain_position_when_attacked 0 if 8510: not unknown_actor 8@ on_path $95 $96 $97 radius 1.0 jf @BARON5_13698 009E: set_actor 8@ path $95 $96 $97 unknown 1.0 1 :BARON5_13698 if not Actor.Dead(9@) jf @BARON5_13765 if 8510: not unknown_actor 9@ on_path $95 $96 $97 radius 1.0 jf @BARON5_13765 009E: set_actor 9@ path $95 $96 $97 unknown 1.0 1 :BARON5_13765 if not Actor.Dead(10@) jf @BARON5_13832 if 8510: not unknown_actor 10@ on_path $95 $96 $97 radius 1.0 jf @BARON5_13832 009E: set_actor 10@ path $95 $96 $97 unknown 1.0 1 :BARON5_13832 if not Actor.Dead(14@) jf @BARON5_13899 if 8510: not unknown_actor 14@ on_path $95 $96 $97 radius 1.0 jf @BARON5_13899 009E: set_actor 14@ path $95 $96 $97 unknown 1.0 1 :BARON5_13899 16@ = 0 // integer values :BARON5_13906 return :BARON5_13908 if 16@ > 1000 // integer values jf @BARON5_14013 if not Actor.Dead($LANCE_VANCE) jf @BARON5_14006 if 8510: not unknown_actor $LANCE_VANCE on_path -442.6 -574.9 11.0 radius 0.5 jf @BARON5_14006 009E: set_actor $LANCE_VANCE path -442.6 -574.9 11.0 unknown 0.5 1 :BARON5_14006 16@ = 0 // integer values :BARON5_14013 return :BARON5_14015 if 16@ > 1000 // integer values jf @BARON5_14120 if not Actor.Dead($LANCE_VANCE) jf @BARON5_14113 if 8510: not unknown_actor $LANCE_VANCE on_path -370.1 -596.4 9.5 radius 0.5 jf @BARON5_14113 009E: set_actor $LANCE_VANCE path -370.1 -596.4 9.5 unknown 0.5 1 :BARON5_14113 16@ = 0 // integer values :BARON5_14120 return :BARON5_14122 if 17@ > 1000 // integer values jf @BARON5_14229 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if not Actor.Dead($LANCE_VANCE) jf @BARON5_14222 if 8510: not unknown_actor $LANCE_VANCE on_path $95 $96 $97 radius 0.5 jf @BARON5_14222 009E: set_actor $LANCE_VANCE path $95 $96 $97 unknown 0.5 1 :BARON5_14222 17@ = 0 // integer values :BARON5_14229 return //-------------Mission 17--------------- // Originally: Death Row :KENT1 thread 'KENT1' gosub @KENT1_46 if wasted_or_busted jf @KENT1_37 gosub @KENT1_7687 :KENT1_37 gosub @KENT1_7793 end_thread :KENT1_46 increment_mission_attempts $ONMISSION = 1 // integer values $95 = 0.0 // floating-point values $96 = 0.0 // floating-point values $97 = 0.0 // floating-point values 12@ = 0 // integer values $2971 = 0 // integer values 11@ = 0 // integer values 10@ = 0 // integer values 2@ = 0 // integer values 3@ = 0 // integer values 4@ = 0 // integer values 6@ = -1310.325 // floating-point values 7@ = 165.808 // floating-point values 8@ = 10.59 // floating-point values 9@ = 280.723 // floating-point values $2970 = 100 // integer values 1@ = 100 // integer values $2973 = -1308.51 // floating-point values $2974 = 162.002 // floating-point values $2975 = 10.56 // floating-point values $2976 = 0 // integer values $2977 = 0 // integer values $2979 = 0 // integer values $2980 = -1256.36 // floating-point values $2981 = 2.86 // floating-point values $2982 = 10.45 // floating-point values $2983 = -1255.89 // floating-point values $2984 = 12.26 // floating-point values $2985 = 10.45 // floating-point values $2986 = -1255.72 // floating-point values $2987 = 19.11 // floating-point values $2988 = 10.45 // floating-point values $2989 = -1255.89 // floating-point values $2990 = 12.26 // floating-point values $2991 = 10.45 // floating-point values $2992 = -1256.36 // floating-point values $2993 = 2.86 // floating-point values $2994 = 10.45 // floating-point values $2996 = 0 // integer values $2997 = 0 // integer values $3001 = 180.0 // floating-point values $2998 = -1310.29 // floating-point values $2999 = 155.36 // floating-point values $3000 = 10.56 // floating-point values $3003 = 0 // integer values $3004 = 0 // integer values $3008 = 180.0 // floating-point values $3005 = -1303.69 // floating-point values $3006 = 155.36 // floating-point values $3007 = 10.56 // floating-point values $3010 = 0 // integer values $3011 = 0 // integer values $3012 = -1259.0 // floating-point values $3013 = 104.09 // floating-point values $3014 = 10.45 // floating-point values $3015 = -1260.03 // floating-point values $3016 = 95.52 // floating-point values $3017 = 10.45 // floating-point values $3018 = -1260.07 // floating-point values $3019 = 80.4 // floating-point values $3020 = 10.45 // floating-point values $3021 = -1259.79 // floating-point values $3022 = 60.42 // floating-point values $3023 = 10.26 // floating-point values $3024 = -1259.66 // floating-point values $3025 = 49.85 // floating-point values $3026 = 10.21 // floating-point values $3027 = -1259.79 // floating-point values $3028 = 60.42 // floating-point values $3029 = 10.26 // floating-point values $3030 = -1260.07 // floating-point values $3031 = 80.4 // floating-point values $3032 = 10.45 // floating-point values $3033 = -1260.03 // floating-point values $3034 = 95.52 // floating-point values $3035 = 10.45 // floating-point values $3036 = -1259.0 // floating-point values $3037 = 104.09 // floating-point values $3038 = 10.45 // floating-point values $3040 = 0 // integer values $3041 = 0 // integer values $3042 = -1302.17 // floating-point values $3043 = 82.09 // floating-point values $3044 = 10.46 // floating-point values $3045 = -1303.89 // floating-point values $3046 = 75.11 // floating-point values $3047 = 10.46 // floating-point values $3048 = -1306.49 // floating-point values $3049 = 61.84 // floating-point values $3050 = 10.46 // floating-point values $3051 = -1302.17 // floating-point values $3052 = 82.09 // floating-point values $3053 = 10.46 // floating-point values $3055 = 0 // integer values $3057 = 0 // integer values $3058 = 0 // integer values $3060 = 0 // integer values $3061 = 0 // integer values $3063 = 0 // integer values $3064 = 0 // integer values $3066 = 0 // integer values $3067 = 0 // integer values $3069 = 0 // integer values $3070 = 0 // integer values $3072 = 0 // integer values $3074 = 0 // integer values $3076 = 0 // integer values $3078 = 0 // integer values $3080 = -823.45 // floating-point values $3081 = 1162.13 // floating-point values $3082 = 10.06 // floating-point values $3083 = 0 // integer values $3084 = 0 // integer values $3086 = 0 // integer values $3087 = 0 // integer values $3089 = 0 // integer values $3090 = 0 // integer values $3097 = 0 // integer values $3098 = 0 // integer values $3100 = 0 // integer values $3101 = 0 // integer values $3102 = 0 // integer values $3103 = 0 // integer values $3104 = 0 // integer values $3105 = 0 // integer values $3106 = 0 // integer values $3107 = 0 // integer values $3108 = 0 // integer values $3109 = 0 // integer values $3110 = 0 // integer values $3111 = 0 // integer values $3112 = 0 // integer values $3113 = 0 // integer values $3114 = 0 // integer values $3115 = 0 // integer values $3116 = 0 // integer values $3117 = 0 // integer values $3118 = 0 // integer values $3121 = 0 // integer values $3122 = 0 // integer values $3123 = 0 // integer values $3124 = 0 // integer values $3125 = 0 // integer values $3126 = 0 // integer values $3127 = 0 // integer values $3128 = 0 // integer values $3129 = 0 // integer values $3130 = 0 // integer values $3131 = 0 // integer values $3133 = 0 // integer values $3134 = 0.0 // floating-point values $3135 = 0.0 // floating-point values $3136 = 0.0 // floating-point values $3137 = 0.0 // floating-point values $3138 = 0.0 // floating-point values $3139 = 0.0 // floating-point values $3140 = 0.0 // floating-point values $3141 = 0.0 // floating-point values $3142 = 0.0 // floating-point values $3143 = 0.0 // floating-point values $3144 = 0.0 // floating-point values $3145 = 0.0 // floating-point values $3146 = 0.0 // floating-point values $3147 = 0.0 // floating-point values $3148 = 0.0 // floating-point values $3149 = 0.0 // floating-point values $3150 = 0.0 // floating-point values $3151 = 0.0 // floating-point values $3152 = 0.0 // floating-point values $3153 = 0.0 // floating-point values $3154 = 0.0 // floating-point values $3155 = 0.0 // floating-point values $3156 = 0.0 // floating-point values $3157 = 0.0 // floating-point values $3158 = 0 // integer values $3159 = 0 // integer values wait 0 054C: use_GXT_table 'KENT1' 058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 $1011 = 1 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKENT' 04F9: set_extracolors 1 fade 0 select_interior 17 Camera.SetAtPos(476.12, -63.377, 10.0) 038B: load_requested_models :KENT1_1673 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @KENT1_1703 wait 0 jump @KENT1_1673 :KENT1_1703 02E4: load_cutscene_data 'RESC_1A' 0244: set_cutscene_pos 477.687 -58.001 8.943 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $142 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $142 'CSKENT' 0395: clear_area 1 at 495.74 -82.79 range 9.03 1.0 0055: put_player $PLAYER_CHAR at 495.74 -82.79 9.03 0171: set_player $PLAYER_CHAR z_angle_to 211.2 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :KENT1_1853 if 798 > $CUT_SCENE_TIME // integer values jf @KENT1_1888 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_1853 :KENT1_1888 00BC: text_highpriority 'KPM1_A' 10000 ms 1 // Awright mush, I'm gonna save your Vera, mate. :KENT1_1903 if 3079 > $CUT_SCENE_TIME // integer values jf @KENT1_1938 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_1903 :KENT1_1938 00BC: text_highpriority 'KPM1_B' 10000 ms 1 // What the hell are you talking about? :KENT1_1953 if 4603 > $CUT_SCENE_TIME // integer values jf @KENT1_1988 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_1953 :KENT1_1988 00BC: text_highpriority 'KPM1_C' 10000 ms 1 // You know that wanker Diaz, the Bugle Master. :KENT1_2003 if 6776 > $CUT_SCENE_TIME // integer values jf @KENT1_2038 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_2003 :KENT1_2038 00BC: text_highpriority 'KPM1_D' 10000 ms 1 // He's got your boy, Lance. Word is your mate tried to jump him... :KENT1_2053 if 9460 > $CUT_SCENE_TIME // integer values jf @KENT1_2088 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_2053 :KENT1_2088 00BC: text_highpriority 'KPM1_E' 10000 ms 1 // didn't jump high enough if you know what I mean. :KENT1_2103 if 11736 > $CUT_SCENE_TIME // integer values jf @KENT1_2138 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_2103 :KENT1_2138 00BC: text_highpriority 'KPM1_F' 10000 ms 1 // Where did he take him? In plain English? :KENT1_2153 if 14992 > $CUT_SCENE_TIME // integer values jf @KENT1_2188 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_2153 :KENT1_2188 00BC: text_highpriority 'KPM1_G' 10000 ms 1 // Keep your barnet on! They got him across town at the junkyard. :KENT1_2203 if 20583 > $CUT_SCENE_TIME // integer values jf @KENT1_2238 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_2203 :KENT1_2238 00BC: text_highpriority 'KPM1_H' 10000 ms 1 // Bloody hell....you nutter! :KENT1_2253 if 22880 > $CUT_SCENE_TIME // integer values jf @KENT1_2288 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_2253 :KENT1_2288 00BE: text_clear_all :KENT1_2290 if 23352 > $CUT_SCENE_TIME // integer values jf @KENT1_2325 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @KENT1_2290 :KENT1_2325 fade 0 2000 00BE: text_clear_all :KENT1_2334 if fading jf @KENT1_2358 wait 0 jump @KENT1_2334 :KENT1_2358 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 04FA: reset_sky_colors_with_fade 0 select_interior 0 Camera.SetAtPos(495.74, -82.79, 9.03) $1011 = 0 // integer values $986 = 0 // integer values 04E3: unknown_player $PLAYER_CHAR 2 60000 0167: $3132 = create_marker_at -1219.969 8.543 10.44 color 1 flag 3 0168: set_blip $3132 size 3 $3133 = 1 // integer values 03C4: set_status_text_to $2970 1 'KPM1_3' // LANCE'S HEALTH: 00BC: text_highpriority 'KPM1_1' 7000 ms 1 // ~g~Lance is being held at the junk yard, Go and rescue him! 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 Model.Load(#CLA) Model.Load(#CLB) Model.Load(#UZI) Model.Load(#SENTINEL) Model.Load(#COMET) Model.Load(#RUGER) 04ED: load_animation 'LANCE' 023C: load_special_actor 3 'IGBUDDY' :KENT1_2578 if or not Model.Available(#CLA) not Model.Available(#CLB) not Model.Available(#UZI) 823D: not special_actor 3 loaded not Model.Available(#SENTINEL) not Model.Available(#COMET) jf @KENT1_2627 wait 0 jump @KENT1_2578 :KENT1_2627 if or 84EE: not animation 'LANCE' loaded not Model.Available(#RUGER) jf @KENT1_2664 wait 0 jump @KENT1_2627 :KENT1_2664 $3092 = Car.Create(#COMET, -1066.072, -55.111, 10.262) Car.Destroy($3092) $3093 = Car.Create(#COMET, -1066.714, -28.923, 10.246) Car.Destroy($3093) $3094 = Car.Create(#COMET, -1073.399, 77.886, 10.239) Car.Destroy($3094) $3095 = Car.Create(#COMET, -1072.822, 41.816, 10.27) Car.Destroy($3095) $3120 = Car.Create(#SENTINEL, -1292.08, 155.609, 10.45) Car.Angle($3120) = 176.706 $3091 = Car.Create(#SENTINEL, -1240.28, 7.5, 10.46) Car.Angle($3091) = 180.0 0@ = Actor.Create(CivMale, #SPECIAL03, 6@, 7@, 8@) 0446: set_actor 0@ dismemberment_possible 0 01ED: clear_actor 0@ threat_search 04F5: unknown_actor 0@ kiss_player $PLAYER_CHAR on 1 0568: set_actor 0@ untargetable 1 Actor.Angle(0@) = 285.31 $2972 = Actor.Create(Gang4, #CLA, $2973, $2974, $2975) 01ED: clear_actor $2972 threat_search 03FE: set_actor $2972 money 200 $2978 = Actor.Create(Gang4, #CLA, $2980, $2981, $2982) 01ED: clear_actor $2978 threat_search 03FE: set_actor $2978 money 200 $2995 = Actor.Create(Gang4, #CLA, $2998, $2999, $3000) 01ED: clear_actor $2995 threat_search 03FE: set_actor $2995 money 200 $3002 = Actor.Create(Gang4, #CLA, $3005, $3006, $3007) 01ED: clear_actor $3002 threat_search 03FE: set_actor $3002 money 200 $3009 = Actor.Create(Gang4, #CLA, $3012, $3013, $3014) 01ED: clear_actor $3009 threat_search 03FE: set_actor $3009 money 200 $3039 = Actor.Create(Gang4, #CLA, $3042, $3043, $3044) 01ED: clear_actor $3039 threat_search 03FE: set_actor $3039 money 200 $3054 = Actor.Create(CivMale, #CLA, -1293.67, 142.31, 16.94) 01ED: clear_actor $3054 threat_search 03FE: set_actor $3054 money 200 $3056 = Actor.Create(CivMale, #CLA, -1243.05, 10.0, 10.46) 01ED: clear_actor $3056 threat_search 03FE: set_actor $3056 money 200 $3059 = Actor.Create(CivMale, #CLA, -1242.57, 4.5, 10.45) 01ED: clear_actor $3059 threat_search 03FE: set_actor $3059 money 200 $3062 = Actor.Create(Gang4, #CLA, -1252.871, 42.226, 12.313) 01ED: clear_actor $3062 threat_search 03FE: set_actor $3062 money 200 $3065 = Actor.Create(Gang4, #CLA, -1257.927, 79.62, 10.45) 01ED: clear_actor $3065 threat_search 03FE: set_actor $3065 money 200 $3068 = Actor.Create(Gang4, #CLA, -1257.345, 85.37, 10.45) 01ED: clear_actor $3068 threat_search 03FE: set_actor $3068 money 200 $123 = 0 // integer values 16@ = 0 // integer values :KENT1_3321 if 2@ == 0 // integer values jf @KENT1_6387 wait 0 if 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_3404 if 11@ == 0 // integer values jf @KENT1_3404 Player.ClearWantedLevel($PLAYER_CHAR) :KENT1_3404 if $3158 >= 4 // integer values jf @KENT1_3776 if $3159 == 0 // integer values jf @KENT1_3776 if or 0057: player $PLAYER_CHAR 0 -1236.888 15.474 8.0 -1288.145 122.99 20.0 0057: player $PLAYER_CHAR 0 -1301.625 59.126 8.0 -1236.84 15.482 20.0 jf @KENT1_3776 $3071 = Actor.Create(Gang4, #CLA, -1307.682, 147.943, 10.45) 01ED: clear_actor $3071 threat_search 0243: set_actor $3071 ped_stats_to 16 011A: set_actor $3071 search_threat 1 01B2: give_actor $3071 weapon 23 ammo 30000 // Load the weapon model before using this 01CA: actor $3071 kill_player $PLAYER_CHAR $3073 = Actor.Create(Gang4, #CLB, -1305.706, 149.732, 10.44) 01ED: clear_actor $3073 threat_search 0243: set_actor $3073 ped_stats_to 16 011A: set_actor $3073 search_threat 1 01B2: give_actor $3073 weapon 23 ammo 30000 // Load the weapon model before using this 01CA: actor $3073 kill_player $PLAYER_CHAR $3075 = Actor.Create(Gang4, #CLA, -1305.314, 145.067, 10.45) 01ED: clear_actor $3075 threat_search 0243: set_actor $3075 ped_stats_to 16 011A: set_actor $3075 search_threat 1 01B2: give_actor $3075 weapon 23 ammo 30000 // Load the weapon model before using this 01CA: actor $3075 kill_player $PLAYER_CHAR $3077 = Actor.Create(Gang4, #CLB, -1302.267, 146.64, 10.45) 01ED: clear_actor $3077 threat_search 0243: set_actor $3077 ped_stats_to 16 011A: set_actor $3077 search_threat 1 01B2: give_actor $3077 weapon 23 ammo 30000 // Load the weapon model before using this 01CA: actor $3077 kill_player $PLAYER_CHAR $3159 = 1 // integer values :KENT1_3776 if $3133 == 1 // integer values jf @KENT1_3926 if or 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 $2971 == 1 // integer values jf @KENT1_3926 if not Actor.Dead(0@) jf @KENT1_3882 Marker.Disable($3132) 5@ = Marker.CreateAboveActor(0@) $3133 = 0 // integer values jump @KENT1_3926 :KENT1_3882 Marker.Disable(5@) 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 3@ = 1 // integer values :KENT1_3926 if 13 > $3115 // integer values jf @KENT1_3958 gosub @KENT1_14043 jump @KENT1_4063 :KENT1_3958 $3131 += 1 // integer values if $3159 == 1 // integer values jf @KENT1_4016 if $3131 > 270 // integer values jf @KENT1_4009 $3131 = 0 // integer values :KENT1_4009 jump @KENT1_4042 :KENT1_4016 if $3131 > 150 // integer values jf @KENT1_4042 $3131 = 0 // integer values :KENT1_4042 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 gosub @KENT1_8012 :KENT1_4063 if 3@ == 0 // integer values jf @KENT1_6052 if Actor.Dead(0@) jf @KENT1_4148 Marker.Disable(5@) 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 3@ = 1 // integer values jump @KENT1_6052 :KENT1_4148 if $3117 == 0 // integer values jf @KENT1_4174 Actor.Health(0@) = $2970 :KENT1_4174 1@ = Actor.Health(0@) if $3083 == 0 // integer values jf @KENT1_4305 if 80A3: not actor 0@ 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_4305 Actor.RemoveReferences($2972) Actor.RemoveReferences($2978) Actor.RemoveReferences($2995) Actor.RemoveReferences($3002) Actor.RemoveReferences($3009) Actor.RemoveReferences($3039) Actor.RemoveReferences($3054) Actor.RemoveReferences($3056) Actor.RemoveReferences($3059) Actor.RemoveReferences($3062) Actor.RemoveReferences($3065) Actor.RemoveReferences($3068) $3083 = 1 // integer values :KENT1_4305 if 11@ == 1 // integer values jf @KENT1_4380 gosub @KENT1_10766 if 0101: actor 0@ stopped_near_point $3080 $3081 $3082 radius 3.0 3.0 3.0 sphere $123 jf @KENT1_4380 2@ = 1 // integer values :KENT1_4380 if 10@ == 0 // integer values jf @KENT1_4513 if 11@ == 1 // integer values jf @KENT1_4513 if not Actor.Dead(0@) jf @KENT1_4469 02A9: set_actor 0@ immune_to_nonplayer 0 Actor.LockInCurrentPosition(0@) = False 0372: set_actor 0@ anim 0 wait_state_time 1 ms 10@ = 1 // integer values jump @KENT1_4513 :KENT1_4469 Marker.Disable(5@) 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 3@ = 1 // integer values :KENT1_4513 if $2976 == 1 // integer values jf @KENT1_6052 if 11@ == 0 // integer values jf @KENT1_6052 if 00F9: player $PLAYER_CHAR stopped 0 6@ 7@ 8@ radius 2.0 2.0 4.0 jf @KENT1_6052 $3117 = 1 // integer values if $3118 == 0 // integer values jf @KENT1_4814 Marker.Disable($3132) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0470: $3125 = actor $PLAYER_ACTOR armed_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 0395: clear_area 0 at -1312.775 170.233 range 12.036 1.0 Camera.SetPosition(-1312.775, 170.233, 12.036, 0.0, 0.0, 0.0) Camera.PointAt(-1312.312, 169.349, 11.982, 2) if not Actor.Dead(0@) jf @KENT1_4814 008B: 1@ = $2970 // integer values and handles Actor.Health(0@) = 1@ 0350: set_actor 0@ maintain_position_when_attacked 0 Actor.LockInCurrentPosition(0@) = False 0372: set_actor 0@ anim 0 wait_state_time 1 ms 020E: actor $PLAYER_ACTOR look_at_actor 0@ 020E: actor 0@ look_at_actor $PLAYER_ACTOR $3118 = 1 // integer values :KENT1_4814 if $3118 == 1 // integer values jf @KENT1_5848 if $3116 == 0 // integer values jf @KENT1_4881 03CF: load_wav 'RESC_4' as 1 03CF: load_wav 'RESC_5' as 2 $3116 = 1 // integer values :KENT1_4881 if $3116 == 1 // integer values jf @KENT1_4925 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @KENT1_4925 $3116 = 2 // integer values :KENT1_4925 if $3116 == 2 // integer values jf @KENT1_4981 03D1: play_wav 1 00BC: text_highpriority 'RESC_4' 5000 ms 1 // There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance! 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms $3116 = 3 // integer values :KENT1_4981 if $3116 == 3 // integer values jf @KENT1_5040 if 03D2: wav 1 ended jf @KENT1_5040 03D5: remove_text 'RESC_4' // There goes my careful planning blown to shit, thanks to you. You screwed up real good, Lance! 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms $3116 = 4 // integer values :KENT1_5040 if $3116 == 4 // integer values jf @KENT1_5096 03D1: play_wav 2 00BC: text_highpriority 'RESC_5' 5000 ms 1 // He killed my brother. What do you expect me to do, mow his lawns? 0372: set_actor 0@ anim 19 wait_state_time 1000000 ms $3116 = 5 // integer values :KENT1_5096 if $3116 == 5 // integer values jf @KENT1_5167 03CF: load_wav 'RESC_6' as 1 if 03D2: wav 2 ended jf @KENT1_5167 03D5: remove_text 'RESC_5' // He killed my brother. What do you expect me to do, mow his lawns? 0372: set_actor 0@ anim 0 wait_state_time 1 ms $3116 = 6 // integer values :KENT1_5167 if $3116 == 6 // integer values jf @KENT1_5207 if 03D0: wav 1 loaded jf @KENT1_5207 $3116 = 7 // integer values :KENT1_5207 if $3116 == 7 // integer values jf @KENT1_5275 03CF: load_wav 'RESC_1' as 2 03D1: play_wav 1 00BC: text_highpriority 'RESC_6' 5000 ms 1 // We're gonna have to take out that prick Diaz before he takes us out. 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms $3116 = 8 // integer values :KENT1_5275 if $3116 == 8 // integer values jf @KENT1_5334 if 03D2: wav 1 ended jf @KENT1_5334 03D5: remove_text 'RESC_6' // We're gonna have to take out that prick Diaz before he takes us out. 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms $3116 = 9 // integer values :KENT1_5334 if $3116 == 9 // integer values jf @KENT1_5374 if 03D0: wav 2 loaded jf @KENT1_5374 $3116 = 10 // integer values :KENT1_5374 if $3116 == 10 // integer values jf @KENT1_5442 03CF: load_wav 'RESC_2' as 1 03D1: play_wav 2 00BC: text_highpriority 'RESC_1' 5000 ms 1 // You ok to use a gun? 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms $3116 = 11 // integer values :KENT1_5442 if $3116 == 11 // integer values jf @KENT1_5501 if 03D2: wav 2 ended jf @KENT1_5501 03D5: remove_text 'RESC_1' // You ok to use a gun? 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms $3116 = 12 // integer values :KENT1_5501 if $3116 == 12 // integer values jf @KENT1_5541 if 03D0: wav 1 loaded jf @KENT1_5541 $3116 = 13 // integer values :KENT1_5541 if $3116 == 13 // integer values jf @KENT1_5609 03CF: load_wav 'RESC_3' as 2 03D1: play_wav 1 00BC: text_highpriority 'RESC_2' 5000 ms 1 // Sure...I guess...nice to see you, too. 0372: set_actor 0@ anim 19 wait_state_time 1000000 ms $3116 = 14 // integer values :KENT1_5609 if $3116 == 14 // integer values jf @KENT1_5668 if 03D2: wav 1 ended jf @KENT1_5668 03D5: remove_text 'RESC_2' // Sure...I guess...nice to see you, too. 0372: set_actor 0@ anim 0 wait_state_time 1 ms $3116 = 15 // integer values :KENT1_5668 if $3116 == 15 // integer values jf @KENT1_5708 if 03D0: wav 2 loaded jf @KENT1_5708 $3116 = 16 // integer values :KENT1_5708 if $3116 == 16 // integer values jf @KENT1_5764 03D1: play_wav 2 00BC: text_highpriority 'RESC_3' 5000 ms 1 // Let's get out of here. 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms $3116 = 17 // integer values :KENT1_5764 if $3116 == 17 // integer values jf @KENT1_5823 if 03D2: wav 2 ended jf @KENT1_5823 03D5: remove_text 'RESC_3' // Let's get out of here. 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms $3116 = 18 // integer values :KENT1_5823 if $3116 == 18 // integer values jf @KENT1_5848 $3118 = 2 // integer values :KENT1_5848 if $3118 == 2 // integer values jf @KENT1_6052 01DF: tie_actor 0@ to_player $PLAYER_CHAR 0319: set_actor 0@ running 1 if not Actor.Dead(0@) jf @KENT1_5921 0332: set_actor 0@ bleeding_to 0 01B2: give_actor 0@ weapon 23 ammo 30000 // Load the weapon model before using this jump @KENT1_5950 :KENT1_5921 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 3@ = 1 // integer values :KENT1_5950 Marker.Disable(5@) 00BC: text_highpriority 'KPM1_4' 5000 ms 1 // ~g~Get Lance to the hospital! 018A: $3079 = create_checkpoint_at $3080 $3081 $3082 $123 = 1 // integer values 0151: remove_status_text $2970 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3125 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 Camera.Restore_WithJumpCut 4@ = 1 // integer values 11@ = 1 // integer values $3118 = 3 // integer values :KENT1_6052 if $3117 == 0 // integer values jf @KENT1_6323 if $2971 == 1 // integer values jf @KENT1_6188 if 16@ >= 1500 // integer values jf @KENT1_6181 if $2970 > 0 // integer values jf @KENT1_6146 $2970 -= 1 // integer values 16@ = 0 // integer values jump @KENT1_6181 :KENT1_6146 $2970 = 0 // integer values 16@ = 0 // integer values if not Actor.Dead(0@) jf @KENT1_6181 0321: kill_actor 0@ :KENT1_6181 jump @KENT1_6281 :KENT1_6188 if 16@ >= 3000 // integer values jf @KENT1_6281 if $2970 > 0 // integer values jf @KENT1_6246 $2970 -= 1 // integer values 16@ = 0 // integer values jump @KENT1_6281 :KENT1_6246 $2970 = 0 // integer values 16@ = 0 // integer values if not Actor.Dead(0@) jf @KENT1_6281 0321: kill_actor 0@ :KENT1_6281 if 001E: $2970 > 1@ // integer values jf @KENT1_6315 008A: $2970 = 1@ // integer values and handles jump @KENT1_6323 :KENT1_6315 008B: 1@ = $2970 // integer values and handles :KENT1_6323 if $3083 == 1 // integer values jf @KENT1_6380 if $3084 == 0 // integer values jf @KENT1_6373 gosub @KENT1_11021 jump @KENT1_6380 :KENT1_6373 gosub @KENT1_11538 :KENT1_6380 jump @KENT1_3321 :KENT1_6387 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0395: clear_area 0 at -830.107 1157.09 range 12.98 1.0 Camera.SetPosition(-830.107, 1157.09, 12.98, 0.0, 0.0, 0.0) Camera.PointAt(-829.292, 1157.611, 12.74, 2) 03CF: load_wav 'RESC_7' as 1 03CF: load_wav 'RESC_8' as 2 if not Actor.Dead(0@) jf @KENT1_6539 01E0: clear_leader 0@ jump @KENT1_6566 :KENT1_6539 Marker.Disable(5@) 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_6566 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @KENT1_6639 wait 0 if Actor.Dead(0@) jf @KENT1_6632 Marker.Disable(5@) 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_6632 jump @KENT1_6566 :KENT1_6639 if not Actor.Dead(0@) jf @KENT1_6758 if Actor.Driving($PLAYER_ACTOR) jf @KENT1_6697 03D1: play_wav 1 00BC: text_highpriority 'RESC_7' 5000 ms 1 // Get patched up and meet me on the bridge to Star Island, ok? jump @KENT1_6751 :KENT1_6697 020E: actor $PLAYER_ACTOR look_at_actor 0@ 0470: $3125 = actor $PLAYER_ACTOR armed_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms 03D1: play_wav 1 00BC: text_highpriority 'RESC_7' 5000 ms 1 // Get patched up and meet me on the bridge to Star Island, ok? :KENT1_6751 jump @KENT1_6795 :KENT1_6758 Marker.Disable(5@) 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_6795 if 83D2: not wav 1 ended jf @KENT1_6864 wait 0 if Actor.Dead(0@) jf @KENT1_6857 Marker.Disable(5@) 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_6857 jump @KENT1_6795 :KENT1_6864 03D5: remove_text 'RESC_7' // Get patched up and meet me on the bridge to Star Island, ok? 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms if not Actor.Dead(0@) jf @KENT1_6986 if Actor.Driving(0@) jf @KENT1_6941 03D1: play_wav 2 00BC: text_highpriority 'RESC_8' 5000 ms 1 // Ok, I got you. jump @KENT1_6979 :KENT1_6941 01B9: set_actor 0@ armed_weapon_to 0 0372: set_actor 0@ anim 19 wait_state_time 1000000 ms 03D1: play_wav 2 00BC: text_highpriority 'RESC_8' 5000 ms 1 // Ok, I got you. :KENT1_6979 jump @KENT1_7023 :KENT1_6986 Marker.Disable(5@) 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_7023 if 83D2: not wav 2 ended jf @KENT1_7098 wait 0 if Actor.Dead(0@) jf @KENT1_7091 Marker.Disable(5@) 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_7091 jump @KENT1_7023 :KENT1_7098 03D5: remove_text 'RESC_8' // Ok, I got you. if not Actor.Dead(0@) jf @KENT1_7140 0372: set_actor 0@ anim 0 wait_state_time 1 ms jump @KENT1_7173 :KENT1_7140 Marker.Disable(5@) 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_7173 if not Actor.Dead(0@) jf @KENT1_7371 if Actor.Driving(0@) jf @KENT1_7364 00D9: $3119 = actor 0@ car // add to mission cleanup 01D3: actor 0@ leave_car $3119 :KENT1_7221 if Actor.Driving(0@) jf @KENT1_7364 wait 0 if Actor.Dead(0@) jf @KENT1_7284 Marker.Disable(5@) 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_7284 if Car.Wrecked($3119) jf @KENT1_7357 if Actor.Dead(0@) jf @KENT1_7350 Marker.Disable(5@) 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 jump @KENT1_7357 :KENT1_7350 jump @KENT1_7687 :KENT1_7357 jump @KENT1_7221 :KENT1_7364 jump @KENT1_7398 :KENT1_7371 Marker.Disable(5@) 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_7398 if not Actor.Dead(0@) jf @KENT1_7451 Actor.PutAt(0@, -822.71, 1158.16, 10.07) Actor.Angle(0@) = 202.594 jump @KENT1_7478 :KENT1_7451 Marker.Disable(5@) 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_7478 Camera.SetPosition(-826.493, 1154.238, 11.78, 0.0, 0.0, 0.0) Camera.PointAt(-825.78, 1154.921, 11.62, 2) 0211: actor 0@ walk_to -822.856 1153.668 16@ = 0 // integer values :KENT1_7551 if 3000 > 16@ // integer values jf @KENT1_7624 wait 0 if Actor.Dead(0@) jf @KENT1_7617 Marker.Disable(5@) 00BC: text_highpriority 'KPM1_2' 5000 ms 1 // ~r~You were supposed to get Lance out alive! jump @KENT1_7687 :KENT1_7617 jump @KENT1_7551 :KENT1_7624 Camera.Restore_WithJumpCut Actor.DestroyInstantly(0@) if 80E0: not player $PLAYER_CHAR driving jf @KENT1_7655 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3125 :KENT1_7655 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 jump @KENT1_7704 :KENT1_7687 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :KENT1_7704 $PASSED_KENT1_DEATH_ROW = 1 // integer values $996 = 0 // integer values 0318: set_latest_mission_passed 'KENT_1' // Death Row 0394: play_music 1 030C: progress_made += 1 00BA: text_styled 'M_PASSN' 5000 ms 1 // MISSION PASSED! Player.ClearWantedLevel($PLAYER_CHAR) Marker.Disable($241) Marker.Disable($234) 02A7: $234 = create_icon_marker_and_sphere $420 at $510 $511 $512 create_thread @BAR5 return :KENT1_7793 03AC: clear_route 0 03AC: clear_route 1 03AC: clear_route 2 $ONMISSION = 0 // integer values Actor.DestroyWithFade(0@) 04EF: release_animation 'LANCE' 01E7: remove_forbidden_for_cars_cube -1208.09 1.78 6.0 -1172.68 18.66 20.0 Marker.Disable(5@) Marker.Disable($3079) Marker.Disable($3132) 0296: unload_special_actor 3 if not Car.Wrecked($3092) jf @KENT1_7901 Car.SetDriverBehaviour($3092, Nowhere) :KENT1_7901 if not Car.Wrecked($3093) jf @KENT1_7924 Car.SetDriverBehaviour($3093, Nowhere) :KENT1_7924 if not Car.Wrecked($3094) jf @KENT1_7947 Car.SetDriverBehaviour($3094, Nowhere) :KENT1_7947 if not Car.Wrecked($3095) jf @KENT1_7970 Car.SetDriverBehaviour($3095, Nowhere) :KENT1_7970 Model.Destroy(#CLA) Model.Destroy(#CLB) Model.Destroy(#UZI) Model.Destroy(#SENTINEL) Model.Destroy(#COMET) Model.Destroy(#RUGER) 0151: remove_status_text $2970 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :KENT1_8012 if $2976 == 0 // integer values jf @KENT1_8125 if Actor.Dead($2972) jf @KENT1_8067 $3158 += 1 // integer values $2976 = 1 // integer values jump @KENT1_8125 :KENT1_8067 if 11@ == 1 // integer values jf @KENT1_8125 if $2977 == 0 // integer values jf @KENT1_8125 0350: set_actor $2972 maintain_position_when_attacked 0 01CC: actor $2972 kill_player $PLAYER_CHAR $2977 = 1 // integer values :KENT1_8125 if $2979 == 0 // integer values jf @KENT1_8289 if Actor.Dead($2978) jf @KENT1_8180 $3158 += 1 // integer values $2979 = 1 // integer values jump @KENT1_8289 :KENT1_8180 if $2971 == 0 // integer values jf @KENT1_8224 if 0123: actor $2978 spotted_player $PLAYER_CHAR jf @KENT1_8224 $2971 = 1 // integer values :KENT1_8224 if $2971 == 1 // integer values jf @KENT1_8289 if $3131 == 0 // integer values jf @KENT1_8289 009E: set_actor $2978 path $95 $96 $97 unknown 0.5 1 01CA: actor $2978 kill_player $PLAYER_CHAR :KENT1_8289 if $2996 == 0 // integer values jf @KENT1_8438 if Actor.Dead($2995) jf @KENT1_8344 $3158 += 1 // integer values $2996 = 1 // integer values jump @KENT1_8438 :KENT1_8344 if $2971 == 0 // integer values jf @KENT1_8388 if 0123: actor $2995 spotted_player $PLAYER_CHAR jf @KENT1_8388 $2971 = 1 // integer values :KENT1_8388 if 11@ == 1 // integer values jf @KENT1_8438 if $2997 == 0 // integer values jf @KENT1_8438 0350: set_actor $2995 maintain_position_when_attacked 0 $2997 = 1 // integer values :KENT1_8438 if $3003 == 0 // integer values jf @KENT1_8587 if Actor.Dead($3002) jf @KENT1_8493 $3158 += 1 // integer values $3003 = 1 // integer values jump @KENT1_8587 :KENT1_8493 if $2971 == 0 // integer values jf @KENT1_8537 if 0123: actor $3002 spotted_player $PLAYER_CHAR jf @KENT1_8537 $2971 = 1 // integer values :KENT1_8537 if 11@ == 1 // integer values jf @KENT1_8587 if $3004 == 0 // integer values jf @KENT1_8587 0350: set_actor $3002 maintain_position_when_attacked 0 $3004 = 1 // integer values :KENT1_8587 if $3010 == 0 // integer values jf @KENT1_8812 if Actor.Dead($3009) jf @KENT1_8642 $3158 += 1 // integer values $3010 = 1 // integer values jump @KENT1_8812 :KENT1_8642 if $2971 == 0 // integer values jf @KENT1_8686 if 0123: actor $3009 spotted_player $PLAYER_CHAR jf @KENT1_8686 $2971 = 1 // integer values :KENT1_8686 if $2971 == 1 // integer values jf @KENT1_8812 if $3011 == 0 // integer values jf @KENT1_8765 009E: set_actor $3009 path $95 $96 $97 unknown 0.5 1 01CA: actor $3009 kill_player $PLAYER_CHAR $3011 = 1 // integer values jump @KENT1_8812 :KENT1_8765 if $3131 == 30 // integer values jf @KENT1_8812 009E: set_actor $3009 path $95 $96 $97 unknown 0.5 1 01CA: actor $3009 kill_player $PLAYER_CHAR :KENT1_8812 if $3040 == 0 // integer values jf @KENT1_9037 if Actor.Dead($3039) jf @KENT1_8867 $3158 += 1 // integer values $3040 = 1 // integer values jump @KENT1_9037 :KENT1_8867 if $2971 == 0 // integer values jf @KENT1_8911 if 0123: actor $3039 spotted_player $PLAYER_CHAR jf @KENT1_8911 $2971 = 1 // integer values :KENT1_8911 if $2971 == 1 // integer values jf @KENT1_9037 if $3041 == 0 // integer values jf @KENT1_8990 009E: set_actor $3039 path $95 $96 $97 unknown 0.5 1 01CA: actor $3039 kill_player $PLAYER_CHAR $3041 = 1 // integer values jump @KENT1_9037 :KENT1_8990 if $3131 == 60 // integer values jf @KENT1_9037 009E: set_actor $3039 path $95 $96 $97 unknown 0.5 1 01CA: actor $3039 kill_player $PLAYER_CHAR :KENT1_9037 if $3055 == 0 // integer values jf @KENT1_9092 if Actor.Dead($3054) jf @KENT1_9092 $3158 += 1 // integer values $3055 = 1 // integer values jump @KENT1_9092 :KENT1_9092 if $3057 == 0 // integer values jf @KENT1_9276 if Actor.Dead($3056) jf @KENT1_9147 $3158 += 1 // integer values $3057 = 1 // integer values jump @KENT1_9276 :KENT1_9147 if $2971 == 0 // integer values jf @KENT1_9191 if 0123: actor $3056 spotted_player $PLAYER_CHAR jf @KENT1_9191 $2971 = 1 // integer values :KENT1_9191 if or 11@ == 1 // integer values 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_9276 if $3058 == 0 // integer values jf @KENT1_9276 0350: set_actor $3056 maintain_position_when_attacked 0 01CA: actor $3056 kill_player $PLAYER_CHAR $3058 = 1 // integer values :KENT1_9276 if $3060 == 0 // integer values jf @KENT1_9460 if Actor.Dead($3059) jf @KENT1_9331 $3158 += 1 // integer values $3060 = 1 // integer values jump @KENT1_9460 :KENT1_9331 if $2971 == 0 // integer values jf @KENT1_9375 if 0123: actor $3059 spotted_player $PLAYER_CHAR jf @KENT1_9375 $2971 = 1 // integer values :KENT1_9375 if or 11@ == 1 // integer values 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_9460 if $3061 == 0 // integer values jf @KENT1_9460 0350: set_actor $3059 maintain_position_when_attacked 0 01CA: actor $3059 kill_player $PLAYER_CHAR $3061 = 1 // integer values :KENT1_9460 if $3063 == 0 // integer values jf @KENT1_9691 if Actor.Dead($3062) jf @KENT1_9515 $3158 += 1 // integer values $3063 = 1 // integer values jump @KENT1_9691 :KENT1_9515 if $2971 == 0 // integer values jf @KENT1_9559 if 0123: actor $3062 spotted_player $PLAYER_CHAR jf @KENT1_9559 $2971 = 1 // integer values :KENT1_9559 if or 11@ == 1 // integer values 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_9691 if $3064 == 0 // integer values jf @KENT1_9644 0350: set_actor $3062 maintain_position_when_attacked 0 01CC: actor $3062 kill_player $PLAYER_CHAR $3064 = 1 // integer values :KENT1_9644 if $3131 == 90 // integer values jf @KENT1_9691 009E: set_actor $3062 path $95 $96 $97 unknown 1.0 1 01CA: actor $3062 kill_player $PLAYER_CHAR :KENT1_9691 if $3066 == 0 // integer values jf @KENT1_9922 if Actor.Dead($3065) jf @KENT1_9746 $3158 += 1 // integer values $3066 = 1 // integer values jump @KENT1_9922 :KENT1_9746 if $2971 == 0 // integer values jf @KENT1_9790 if 0123: actor $3065 spotted_player $PLAYER_CHAR jf @KENT1_9790 $2971 = 1 // integer values :KENT1_9790 if or 11@ == 1 // integer values 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_9922 if $3067 == 0 // integer values jf @KENT1_9875 0350: set_actor $3065 maintain_position_when_attacked 0 01CC: actor $3065 kill_player $PLAYER_CHAR $3067 = 1 // integer values :KENT1_9875 if $3131 == 120 // integer values jf @KENT1_9922 009E: set_actor $3065 path $95 $96 $97 unknown 1.0 1 01CA: actor $3065 kill_player $PLAYER_CHAR :KENT1_9922 if $3069 == 0 // integer values jf @KENT1_10154 if Actor.Dead($3068) jf @KENT1_9977 $3158 += 1 // integer values $3069 = 1 // integer values jump @KENT1_10154 :KENT1_9977 if $2971 == 0 // integer values jf @KENT1_10021 if 0123: actor $3068 spotted_player $PLAYER_CHAR jf @KENT1_10021 $2971 = 1 // integer values :KENT1_10021 if or 11@ == 1 // integer values 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_10154 if $3070 == 0 // integer values jf @KENT1_10106 0350: set_actor $3068 maintain_position_when_attacked 0 01CC: actor $3068 kill_player $PLAYER_CHAR $3070 = 1 // integer values :KENT1_10106 if $3131 == 150 // integer values jf @KENT1_10154 009E: set_actor $3068 path $95 $96 $97 unknown 1.0 1 01CA: actor $3068 kill_player $PLAYER_CHAR :KENT1_10154 if $3159 == 1 // integer values jf @KENT1_10764 if $3072 == 0 // integer values jf @KENT1_10320 if Actor.Dead($3071) jf @KENT1_10227 $3158 += 1 // integer values $3072 = 1 // integer values jump @KENT1_10320 :KENT1_10227 if or 11@ == 1 // integer values 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_10320 if $3131 == 180 // integer values jf @KENT1_10320 009E: set_actor $3071 path $95 $96 $97 unknown 1.0 1 01CA: actor $3071 kill_player $PLAYER_CHAR :KENT1_10320 if $3074 == 0 // integer values jf @KENT1_10468 if Actor.Dead($3073) jf @KENT1_10375 $3158 += 1 // integer values $3074 = 1 // integer values jump @KENT1_10468 :KENT1_10375 if or 11@ == 1 // integer values 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_10468 if $3131 == 210 // integer values jf @KENT1_10468 009E: set_actor $3073 path $95 $96 $97 unknown 1.0 1 01CA: actor $3073 kill_player $PLAYER_CHAR :KENT1_10468 if $3076 == 0 // integer values jf @KENT1_10616 if Actor.Dead($3075) jf @KENT1_10523 $3158 += 1 // integer values $3076 = 1 // integer values jump @KENT1_10616 :KENT1_10523 if or 11@ == 1 // integer values 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_10616 if $3131 == 240 // integer values jf @KENT1_10616 009E: set_actor $3075 path $95 $96 $97 unknown 1.0 1 01CA: actor $3075 kill_player $PLAYER_CHAR :KENT1_10616 if $3078 == 0 // integer values jf @KENT1_10764 if Actor.Dead($3077) jf @KENT1_10671 $3158 += 1 // integer values $3078 = 1 // integer values jump @KENT1_10764 :KENT1_10671 if or 11@ == 1 // integer values 0056: player $PLAYER_CHAR 0 -1234.15 -1.0 -1367.51 250.33 jf @KENT1_10764 if $3131 == 270 // integer values jf @KENT1_10764 009E: set_actor $3077 path $95 $96 $97 unknown 1.0 1 01CA: actor $3077 kill_player $PLAYER_CHAR :KENT1_10764 return :KENT1_10766 if 11@ == 1 // integer values jf @KENT1_11019 if 4@ == 1 // integer values jf @KENT1_10895 if 8320: not actor 0@ in_range_of_player $PLAYER_CHAR jf @KENT1_10888 if 12@ == 0 // integer values jf @KENT1_10888 00BC: text_highpriority 'HEY' 5000 ms 1 // ~g~Don't go solo, keep your posse together! 5@ = Marker.CreateAboveActor(0@) Marker.Disable($3079) $123 = 0 // integer values 4@ = 0 // integer values 12@ = 1 // integer values :KENT1_10888 jump @KENT1_11019 :KENT1_10895 if 12@ == 1 // integer values jf @KENT1_11019 if 00FB: player $PLAYER_CHAR 0 0@ radius 8.0 8.0 8.0 jf @KENT1_11019 01DF: tie_actor 0@ to_player $PLAYER_CHAR 0319: set_actor 0@ running 1 00BC: text_highpriority 'KPM1_4' 5000 ms 1 // ~g~Get Lance to the hospital! Marker.Disable(5@) 018A: $3079 = create_checkpoint_at $3080 $3081 $3082 $123 = 1 // integer values 4@ = 1 // integer values 12@ = 0 // integer values :KENT1_11019 return :KENT1_11021 $3092 = Car.Create(#COMET, -1066.072, -55.111, 10.262) 0129: $3085 = create_actor 10 #CLB in_car $3092 driverseat Car.Angle($3092) = 355.752 01ED: clear_actor $3085 threat_search 03FE: set_actor $3085 money 200 011A: set_actor $3085 search_threat 1 0243: set_actor $3085 ped_stats_to 16 01B2: give_actor $3085 weapon 23 ammo 30000 // Load the weapon model before using this 04BA: set_car $3092 speed_instantly 20.0 Car.SetMaxSpeed($3092, 100.0) 0190: add_vehicle $3092 to_flipped_check 03CC: car $3092 add_to_stuck_car_check 0.5 = 3000 $3121 = 1 // integer values $3093 = Car.Create(#COMET, -1066.714, -28.923, 10.246) Car.Angle($3093) = 5.6 0129: $3088 = create_actor 10 #CLA in_car $3093 driverseat 01ED: clear_actor $3088 threat_search 03FE: set_actor $3088 money 200 011A: set_actor $3088 search_threat 1 0243: set_actor $3088 ped_stats_to 16 01B2: give_actor $3088 weapon 23 ammo 30000 // Load the weapon model before using this 04BA: set_car $3093 speed_instantly 20.0 Car.SetMaxSpeed($3093, 100.0) 0190: add_vehicle $3093 to_flipped_check 03CC: car $3093 add_to_stuck_car_check 0.5 = 3000 $3122 = 1 // integer values $3094 = Car.Create(#COMET, -1073.399, 77.886, 10.239) Car.Angle($3094) = 186.085 0129: $3096 = create_actor 10 #CLA in_car $3094 driverseat 01ED: clear_actor $3096 threat_search 03FE: set_actor $3096 money 200 011A: set_actor $3096 search_threat 1 0243: set_actor $3096 ped_stats_to 16 01B2: give_actor $3096 weapon 23 ammo 30000 // Load the weapon model before using this 04BA: set_car $3094 speed_instantly 20.0 Car.SetMaxSpeed($3094, 100.0) 0190: add_vehicle $3094 to_flipped_check 03CC: car $3094 add_to_stuck_car_check 0.5 = 3000 $3123 = 1 // integer values $3095 = Car.Create(#COMET, -1072.822, 41.816, 10.27) Car.Angle($3095) = 178.162 0129: $3099 = create_actor 10 #CLA in_car $3095 driverseat 01ED: clear_actor $3099 threat_search 03FE: set_actor $3099 money 200 011A: set_actor $3099 search_threat 1 0243: set_actor $3099 ped_stats_to 16 01B2: give_actor $3099 weapon 23 ammo 30000 // Load the weapon model before using this 04BA: set_car $3095 speed_instantly 20.0 Car.SetMaxSpeed($3095, 100.0) 0190: add_vehicle $3095 to_flipped_check 03CC: car $3095 add_to_stuck_car_check 0.5 = 3000 $3124 = 1 // integer values $3084 = 1 // integer values return :KENT1_11538 if $3086 == 0 // integer values jf @KENT1_12162 if Actor.Dead($3085) jf @KENT1_11586 $3086 = 1 // integer values jump @KENT1_12162 :KENT1_11586 if $3130 == 0 // integer values jf @KENT1_11642 if 02CB: actor $3085 bounding_sphere_visible jf @KENT1_11642 00BC: text_highpriority 'KPM1_5' 5000 ms 1 // ~g~Diaz's guys are after you! Get Lance to the hospital. $3130 = 1 // integer values :KENT1_11642 if $3121 == 0 // integer values jf @KENT1_12010 if 02CB: actor $3085 bounding_sphere_visible jf @KENT1_11728 if $3087 == 0 // integer values jf @KENT1_11721 01ED: clear_actor $3085 threat_search 011A: set_actor $3085 search_threat 1 01CC: actor $3085 kill_player $PLAYER_CHAR $3087 = 1 // integer values :KENT1_11721 jump @KENT1_11941 :KENT1_11728 $3087 = 0 // integer values if $3087 == 0 // integer values jf @KENT1_11941 if 80E9: not player $PLAYER_CHAR 0 $3085 radius 20.0 20.0 jf @KENT1_11941 Actor.StorePos($3085, $3137, $3138, $3139) 02C1: set $3134 $3135 $3136 to_car_path_coords_closest_to $3137 $3138 $3139 if 838A: not car_in_cube $3134 $3135 $3136 4.0 4.0 3.0 jf @KENT1_11941 if 80C2: not sphere_onscreen $3134 $3135 $3136 4.0 jf @KENT1_11941 03CD: car $3092 remove_from_stuck_car_check 0191: remove_vehicle $3092 from_flipped_check Car.RemoveReferences($3092) $3092 = Car.Create(#COMET, $3134, $3135, $3136) 011C: actor $3085 clear_objective 036A: put_actor $3085 in_car $3092 $3126 = 0 // integer values $3087 = 1 // integer values :KENT1_11941 if Actor.Driving($3085) jf @KENT1_12010 00D9: $3092 = actor $3085 car // add to mission cleanup Car.SetMaxSpeed($3092, 100.0) 0190: add_vehicle $3092 to_flipped_check 03CC: car $3092 add_to_stuck_car_check 0.5 = 3000 04BA: set_car $3092 speed_instantly 30.0 $3121 = 1 // integer values :KENT1_12010 if $3121 == 1 // integer values jf @KENT1_12162 if not Car.Wrecked($3092) jf @KENT1_12110 if $3126 == 0 // integer values jf @KENT1_12076 Car.SetDriverBehaviour($3092, KillThePlayer) $3126 = 1 // integer values :KENT1_12076 if or 01F4: car $3092 flipped 0495: vehicle $3092 burning 03CE: car $3092 stuck jf @KENT1_12110 01D3: actor $3085 leave_car $3092 :KENT1_12110 if not Actor.Driving($3085) jf @KENT1_12162 03CD: car $3092 remove_from_stuck_car_check 0191: remove_vehicle $3092 from_flipped_check Car.RemoveReferences($3092) $3126 = 0 // integer values $3087 = 0 // integer values $3121 = 0 // integer values :KENT1_12162 if $3089 == 0 // integer values jf @KENT1_12786 if Actor.Dead($3088) jf @KENT1_12210 $3089 = 1 // integer values jump @KENT1_12786 :KENT1_12210 if $3130 == 0 // integer values jf @KENT1_12266 if 02CB: actor $3088 bounding_sphere_visible jf @KENT1_12266 00BC: text_highpriority 'KPM1_5' 5000 ms 1 // ~g~Diaz's guys are after you! Get Lance to the hospital. $3130 = 1 // integer values :KENT1_12266 if $3122 == 0 // integer values jf @KENT1_12634 if 02CB: actor $3088 bounding_sphere_visible jf @KENT1_12352 if $3090 == 0 // integer values jf @KENT1_12345 01ED: clear_actor $3088 threat_search 011A: set_actor $3088 search_threat 1 01CC: actor $3088 kill_player $PLAYER_CHAR $3090 = 1 // integer values :KENT1_12345 jump @KENT1_12565 :KENT1_12352 $3090 = 0 // integer values if $3090 == 0 // integer values jf @KENT1_12565 if 80E9: not player $PLAYER_CHAR 0 $3088 radius 20.0 20.0 jf @KENT1_12565 Actor.StorePos($3088, $3143, $3144, $3145) 02C1: set $3140 $3141 $3142 to_car_path_coords_closest_to $3143 $3144 $3145 if 838A: not car_in_cube $3140 $3141 $3142 4.0 4.0 3.0 jf @KENT1_12565 if 80C2: not sphere_onscreen $3140 $3141 $3142 4.0 jf @KENT1_12565 03CD: car $3093 remove_from_stuck_car_check 0191: remove_vehicle $3093 from_flipped_check Car.RemoveReferences($3093) $3093 = Car.Create(#COMET, $3140, $3141, $3142) 011C: actor $3088 clear_objective 036A: put_actor $3088 in_car $3093 $3127 = 0 // integer values $3090 = 1 // integer values :KENT1_12565 if Actor.Driving($3088) jf @KENT1_12634 00D9: $3093 = actor $3088 car // add to mission cleanup Car.SetMaxSpeed($3093, 100.0) 0190: add_vehicle $3093 to_flipped_check 03CC: car $3093 add_to_stuck_car_check 0.5 = 3000 04BA: set_car $3093 speed_instantly 30.0 $3122 = 1 // integer values :KENT1_12634 if $3122 == 1 // integer values jf @KENT1_12786 if not Car.Wrecked($3093) jf @KENT1_12734 if $3127 == 0 // integer values jf @KENT1_12700 Car.SetDriverBehaviour($3093, KillThePlayer) $3127 = 1 // integer values :KENT1_12700 if or 01F4: car $3093 flipped 0495: vehicle $3093 burning 03CE: car $3093 stuck jf @KENT1_12734 01D3: actor $3088 leave_car $3093 :KENT1_12734 if not Actor.Driving($3088) jf @KENT1_12786 03CD: car $3093 remove_from_stuck_car_check 0191: remove_vehicle $3093 from_flipped_check Car.RemoveReferences($3093) $3127 = 0 // integer values $3090 = 0 // integer values $3122 = 0 // integer values :KENT1_12786 if $3097 == 0 // integer values jf @KENT1_13410 if Actor.Dead($3096) jf @KENT1_12834 $3097 = 1 // integer values jump @KENT1_13410 :KENT1_12834 if $3130 == 0 // integer values jf @KENT1_12890 if 02CB: actor $3096 bounding_sphere_visible jf @KENT1_12890 00BC: text_highpriority 'KPM1_5' 5000 ms 1 // ~g~Diaz's guys are after you! Get Lance to the hospital. $3130 = 1 // integer values :KENT1_12890 if $3123 == 0 // integer values jf @KENT1_13258 if 02CB: actor $3096 bounding_sphere_visible jf @KENT1_12976 if $3098 == 0 // integer values jf @KENT1_12969 01ED: clear_actor $3096 threat_search 011A: set_actor $3096 search_threat 1 01CC: actor $3096 kill_player $PLAYER_CHAR $3098 = 1 // integer values :KENT1_12969 jump @KENT1_13189 :KENT1_12976 $3098 = 0 // integer values if $3098 == 0 // integer values jf @KENT1_13189 if 80E9: not player $PLAYER_CHAR 0 $3096 radius 20.0 20.0 jf @KENT1_13189 Actor.StorePos($3096, $3149, $3150, $3151) 02C1: set $3146 $3147 $3148 to_car_path_coords_closest_to $3149 $3150 $3151 if 838A: not car_in_cube $3146 $3147 $3148 4.0 4.0 3.0 jf @KENT1_13189 if 80C2: not sphere_onscreen $3146 $3147 $3148 4.0 jf @KENT1_13189 03CD: car $3094 remove_from_stuck_car_check 0191: remove_vehicle $3094 from_flipped_check Car.RemoveReferences($3094) $3094 = Car.Create(#COMET, $3146, $3147, $3148) 011C: actor $3096 clear_objective 036A: put_actor $3096 in_car $3094 $3128 = 0 // integer values $3098 = 1 // integer values :KENT1_13189 if Actor.Driving($3096) jf @KENT1_13258 00D9: $3094 = actor $3096 car // add to mission cleanup Car.SetMaxSpeed($3094, 100.0) 0190: add_vehicle $3094 to_flipped_check 03CC: car $3094 add_to_stuck_car_check 0.5 = 3000 04BA: set_car $3094 speed_instantly 30.0 $3123 = 1 // integer values :KENT1_13258 if $3123 == 1 // integer values jf @KENT1_13410 if not Car.Wrecked($3094) jf @KENT1_13358 if $3128 == 0 // integer values jf @KENT1_13324 Car.SetDriverBehaviour($3094, KillThePlayer) $3128 = 1 // integer values :KENT1_13324 if or 01F4: car $3094 flipped 0495: vehicle $3094 burning 03CE: car $3094 stuck jf @KENT1_13358 01D3: actor $3096 leave_car $3094 :KENT1_13358 if not Actor.Driving($3096) jf @KENT1_13410 03CD: car $3094 remove_from_stuck_car_check 0191: remove_vehicle $3094 from_flipped_check Car.RemoveReferences($3094) $3128 = 0 // integer values $3098 = 0 // integer values $3123 = 0 // integer values :KENT1_13410 if $3100 == 0 // integer values jf @KENT1_14041 if Actor.Dead($3099) jf @KENT1_13458 $3100 = 1 // integer values jump @KENT1_14041 :KENT1_13458 if $3130 == 0 // integer values jf @KENT1_13514 if 02CB: actor $3099 bounding_sphere_visible jf @KENT1_13514 00BC: text_highpriority 'KPM1_5' 5000 ms 1 // ~g~Diaz's guys are after you! Get Lance to the hospital. $3130 = 1 // integer values :KENT1_13514 if $3124 == 0 // integer values jf @KENT1_13889 if 02CB: actor $3099 bounding_sphere_visible jf @KENT1_13600 if $3101 == 0 // integer values jf @KENT1_13593 01ED: clear_actor $3099 threat_search 011A: set_actor $3099 search_threat 1 01CC: actor $3099 kill_player $PLAYER_CHAR $3101 = 1 // integer values :KENT1_13593 jump @KENT1_13813 :KENT1_13600 $3101 = 0 // integer values if $3101 == 0 // integer values jf @KENT1_13813 if 80E9: not player $PLAYER_CHAR 0 $3099 radius 20.0 20.0 jf @KENT1_13813 Actor.StorePos($3099, $3155, $3156, $3157) 02C1: set $3152 $3153 $3154 to_car_path_coords_closest_to $3155 $3156 $3157 if 838A: not car_in_cube $3152 $3153 $3154 4.0 4.0 3.0 jf @KENT1_13813 if 80C2: not sphere_onscreen $3152 $3153 $3154 4.0 jf @KENT1_13813 03CD: car $3095 remove_from_stuck_car_check 0191: remove_vehicle $3095 from_flipped_check Car.RemoveReferences($3095) $3095 = Car.Create(#COMET, $3152, $3153, $3154) 011C: actor $3099 clear_objective 036A: put_actor $3099 in_car $3095 $3129 = 0 // integer values $3101 = 1 // integer values :KENT1_13813 if Actor.Driving($3099) jf @KENT1_13889 00D9: $3095 = actor $3099 car // add to mission cleanup Car.SetMaxSpeed($3095, 100.0) 0190: add_vehicle $3095 to_flipped_check 03CC: car $3095 add_to_stuck_car_check 0.5 = 3000 04BA: set_car $3095 speed_instantly 30.0 $3101 = 0 // integer values $3124 = 1 // integer values :KENT1_13889 if $3124 == 1 // integer values jf @KENT1_14041 if not Car.Wrecked($3095) jf @KENT1_13989 if $3129 == 0 // integer values jf @KENT1_13955 Car.SetDriverBehaviour($3095, KillThePlayer) $3129 = 1 // integer values :KENT1_13955 if or 01F4: car $3095 flipped 0495: vehicle $3095 burning 03CE: car $3095 stuck jf @KENT1_13989 01D3: actor $3099 leave_car $3095 :KENT1_13989 if not Actor.Driving($3099) jf @KENT1_14041 03CD: car $3095 remove_from_stuck_car_check 0191: remove_vehicle $3095 from_flipped_check Car.RemoveReferences($3095) $3129 = 0 // integer values $3101 = 0 // integer values $3124 = 0 // integer values :KENT1_14041 return :KENT1_14043 if 11 > $3115 // integer values jf @KENT1_15743 if $3103 == 0 // integer values jf @KENT1_14173 if not Actor.Dead(0@) jf @KENT1_14173 if 84F0: not is_actor_waiting_for_world_collision 0@ jf @KENT1_14173 01ED: clear_actor 0@ threat_search 02A9: set_actor 0@ immune_to_nonplayer 1 0372: set_actor 0@ anim 34 wait_state_time 1000000 ms 0332: set_actor 0@ bleeding_to 1 Actor.LockInCurrentPosition(0@) = True 04F5: unknown_actor 0@ kiss_player $PLAYER_CHAR on 1 $3115 += 1 // integer values $3103 = 1 // integer values :KENT1_14173 if $3102 == 0 // integer values jf @KENT1_14291 if not Actor.Dead($2972) jf @KENT1_14291 if 84F0: not is_actor_waiting_for_world_collision $2972 jf @KENT1_14291 01ED: clear_actor $2972 threat_search 011A: set_actor $2972 search_threat 1 01B2: give_actor $2972 weapon 23 ammo 30000 // Load the weapon model before using this 02E2: set_actor $2972 weapon_accuracy_to 80 Actor.Angle($2972) = 196.45 0350: set_actor $2972 maintain_position_when_attacked 1 01CA: actor $2972 kill_player $PLAYER_CHAR $3115 += 1 // integer values $3102 = 1 // integer values :KENT1_14291 if $3104 == 0 // integer values jf @KENT1_14445 if not Actor.Dead($2978) jf @KENT1_14445 if 84F0: not is_actor_waiting_for_world_collision $2978 jf @KENT1_14445 01ED: clear_actor $2978 threat_search 011A: set_actor $2978 search_threat 1 0243: set_actor $2978 ped_stats_to 16 01B2: give_actor $2978 weapon 23 ammo 30000 // Load the weapon model before using this 01E2: add_route_point 0 at $2983 $2984 $2985 01E2: add_route_point 0 at $2986 $2987 $2988 01E2: add_route_point 0 at $2989 $2990 $2991 01E2: add_route_point 0 at $2992 $2993 $2994 01E1: set_actor $2978 follow_route 0 3 $3115 += 1 // integer values $3104 = 1 // integer values :KENT1_14445 if $3105 == 0 // integer values jf @KENT1_14561 if not Actor.Dead($2995) jf @KENT1_14561 if 84F0: not is_actor_waiting_for_world_collision $2995 jf @KENT1_14561 01ED: clear_actor $2995 threat_search 011A: set_actor $2995 search_threat 1 0243: set_actor $2995 ped_stats_to 16 01B2: give_actor $2995 weapon 23 ammo 30000 // Load the weapon model before using this Actor.Angle($2995) = $3001 0350: set_actor $2995 maintain_position_when_attacked 1 01CA: actor $2995 kill_player $PLAYER_CHAR $3115 += 1 // integer values $3105 = 1 // integer values :KENT1_14561 if $3106 == 0 // integer values jf @KENT1_14677 if not Actor.Dead($3002) jf @KENT1_14677 if 84F0: not is_actor_waiting_for_world_collision $3002 jf @KENT1_14677 01ED: clear_actor $3002 threat_search 011A: set_actor $3002 search_threat 1 0243: set_actor $3002 ped_stats_to 16 01B2: give_actor $3002 weapon 23 ammo 30000 // Load the weapon model before using this Actor.Angle($3002) = $3008 0350: set_actor $3002 maintain_position_when_attacked 1 01CA: actor $3002 kill_player $PLAYER_CHAR $3115 += 1 // integer values $3106 = 1 // integer values :KENT1_14677 if $3107 == 0 // integer values jf @KENT1_14883 if not Actor.Dead($3009) jf @KENT1_14883 if 84F0: not is_actor_waiting_for_world_collision $3009 jf @KENT1_14883 01ED: clear_actor $3009 threat_search 011A: set_actor $3009 search_threat 1 0243: set_actor $3009 ped_stats_to 16 01B2: give_actor $3009 weapon 23 ammo 30000 // Load the weapon model before using this 01E2: add_route_point 1 at $3015 $3016 $3017 01E2: add_route_point 1 at $3018 $3019 $3020 01E2: add_route_point 1 at $3021 $3022 $3023 01E2: add_route_point 1 at $3024 $3025 $3026 01E2: add_route_point 1 at $3027 $3028 $3029 01E2: add_route_point 1 at $3030 $3031 $3032 01E2: add_route_point 1 at $3033 $3034 $3035 01E2: add_route_point 1 at $3036 $3037 $3038 01E1: set_actor $3009 follow_route 1 3 $3115 += 1 // integer values $3107 = 1 // integer values :KENT1_14883 if $3108 == 0 // integer values jf @KENT1_15024 if not Actor.Dead($3039) jf @KENT1_15024 if 84F0: not is_actor_waiting_for_world_collision $3039 jf @KENT1_15024 01ED: clear_actor $3039 threat_search 011A: set_actor $3039 search_threat 1 0243: set_actor $3039 ped_stats_to 16 01B2: give_actor $3039 weapon 23 ammo 30000 // Load the weapon model before using this 01E2: add_route_point 2 at $3045 $3046 $3047 01E2: add_route_point 2 at $3048 $3049 $3050 01E2: add_route_point 2 at $3051 $3052 $3053 01E1: set_actor $3039 follow_route 2 3 $3115 += 1 // integer values $3108 = 1 // integer values :KENT1_15024 if $3109 == 0 // integer values jf @KENT1_15139 if not Actor.Dead($3054) jf @KENT1_15139 if 84F0: not is_actor_waiting_for_world_collision $3054 jf @KENT1_15139 01ED: clear_actor $3054 threat_search 011A: set_actor $3054 search_threat 1 0243: set_actor $3054 ped_stats_to 16 01B2: give_actor $3054 weapon 27 ammo 30000 // Load the weapon model before using this 02E2: set_actor $3054 weapon_accuracy_to 80 0350: set_actor $3054 maintain_position_when_attacked 1 01CA: actor $3054 kill_player $PLAYER_CHAR $3115 += 1 // integer values $3109 = 1 // integer values :KENT1_15139 if $3110 == 0 // integer values jf @KENT1_15264 if not Actor.Dead($3056) jf @KENT1_15264 if 84F0: not is_actor_waiting_for_world_collision $3056 jf @KENT1_15264 01ED: clear_actor $3056 threat_search Actor.Angle($3056) = 289.74 011A: set_actor $3056 search_threat 1 0243: set_actor $3056 ped_stats_to 16 01B2: give_actor $3056 weapon 27 ammo 30000 // Load the weapon model before using this 02E2: set_actor $3056 weapon_accuracy_to 80 0350: set_actor $3056 maintain_position_when_attacked 1 01CA: actor $3056 kill_player $PLAYER_CHAR $3115 += 1 // integer values $3110 = 1 // integer values :KENT1_15264 if $3111 == 0 // integer values jf @KENT1_15389 if not Actor.Dead($3059) jf @KENT1_15389 if 84F0: not is_actor_waiting_for_world_collision $3059 jf @KENT1_15389 01ED: clear_actor $3059 threat_search Actor.Angle($3059) = 289.74 011A: set_actor $3059 search_threat 1 0243: set_actor $3059 ped_stats_to 16 01B2: give_actor $3059 weapon 27 ammo 30000 // Load the weapon model before using this 02E2: set_actor $3059 weapon_accuracy_to 80 0350: set_actor $3059 maintain_position_when_attacked 1 01CA: actor $3059 kill_player $PLAYER_CHAR $3115 += 1 // integer values $3111 = 1 // integer values :KENT1_15389 if $3112 == 0 // integer values jf @KENT1_15507 if not Actor.Dead($3062) jf @KENT1_15507 if 84F0: not is_actor_waiting_for_world_collision $3062 jf @KENT1_15507 01ED: clear_actor $3062 threat_search Actor.Angle($3062) = 87.55 011A: set_actor $3062 search_threat 1 0243: set_actor $3062 ped_stats_to 16 01B2: give_actor $3062 weapon 27 ammo 30000 // Load the weapon model before using this 0350: set_actor $3062 maintain_position_when_attacked 1 01CA: actor $3062 kill_player $PLAYER_CHAR $3115 += 1 // integer values $3112 = 1 // integer values :KENT1_15507 if $3113 == 0 // integer values jf @KENT1_15625 if not Actor.Dead($3065) jf @KENT1_15625 if 84F0: not is_actor_waiting_for_world_collision $3065 jf @KENT1_15625 01ED: clear_actor $3065 threat_search Actor.Angle($3065) = 128.477 011A: set_actor $3065 search_threat 1 0243: set_actor $3065 ped_stats_to 16 01B2: give_actor $3065 weapon 23 ammo 30000 // Load the weapon model before using this 0350: set_actor $3065 maintain_position_when_attacked 1 01CA: actor $3065 kill_player $PLAYER_CHAR $3115 += 1 // integer values $3113 = 1 // integer values :KENT1_15625 if $3114 == 0 // integer values jf @KENT1_15743 if not Actor.Dead($3068) jf @KENT1_15743 if 84F0: not is_actor_waiting_for_world_collision $3068 jf @KENT1_15743 01ED: clear_actor $3068 threat_search Actor.Angle($3068) = 98.364 011A: set_actor $3068 search_threat 1 0243: set_actor $3068 ped_stats_to 16 01B2: give_actor $3068 weapon 23 ammo 30000 // Load the weapon model before using this 0350: set_actor $3068 maintain_position_when_attacked 1 01CA: actor $3068 kill_player $PLAYER_CHAR $3115 += 1 // integer values $3114 = 1 // integer values :KENT1_15743 return //-------------Mission 18--------------- // Originally: Four Iron :SERG1 thread 'SERG1' gosub @SERG1_53 if wasted_or_busted jf @SERG1_37 gosub @SERG1_9799 :SERG1_37 gosub @SERG1_9919 end_thread 16@ = 0 // integer values :SERG1_53 increment_mission_attempts 054C: use_GXT_table 'SERG1' 058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 $ONMISSION = 1 // integer values wait 0 wait 500 if not Actor.Dead($PLAYER_ACTOR) jf @SERG1_155 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @SERG1_155 0353: refresh_actor $PLAYER_ACTOR :SERG1_155 $3242 = 0 // integer values $3243 = 0 // integer values $3244 = 0 // integer values $3247 = 5 // integer values $3250 = 5 // integer values $3252 = 0 // integer values $3253 = 0 // integer values $3254 = 5 // integer values $3248 = 0 // integer values $3249 = 0 // integer values $3256 = 0 // integer values $3268 = 0 // integer values $3284 = 0 // integer values $3263 = 0 // integer values $3264 = 0 // integer values $3265 = 0 // integer values $3266 = 0 // integer values $3257 = 0 // integer values $3258 = 0 // integer values $3259 = 0 // integer values $3260 = 0 // integer values $3261 = 0 // integer values $3262 = 0 // integer values $3285 = 0 // integer values $3281 = 0 // integer values $3282 = 0 // integer values $3283 = 0 // integer values $3257 = 0 // integer values $3246 = 0 // integer values $3286 = 0 // integer values $3287 = 0 // integer values $3290 = 0 // integer values $3291 = 0 // integer values $3292 = 0 // integer values $3293 = 0 // integer values $3288 = 0 // integer values $3289 = 0 // integer values $3294 = 0 // integer values $3295 = 0 // integer values $3296 = 0 // integer values $3297 = 0 // integer values $3298 = 0 // integer values $3299 = 0 // integer values $99 = 325.2479 // floating-point values $100 = 203.6996 // floating-point values $101 = 10.39881 // floating-point values $3189 = 94.725 // floating-point values $3190 = 268.87 // floating-point values $3191 = 21.764 // floating-point values $3181 = 101.989 // floating-point values $3182 = 251.821 // floating-point values $3183 = 21.77 // floating-point values $3192 = 80.339 // floating-point values $3193 = 579.956 // floating-point values $3194 = 17.442 // floating-point values $3208 = 319.5175 // floating-point values $3195 = 78.689 // floating-point values $3196 = 582.528 // floating-point values $3197 = 17.39414 // floating-point values $3209 = 308.28 // floating-point values $3198 = 85.716 // floating-point values $3199 = 572.613 // floating-point values $3200 = 17.57464 // floating-point values $3210 = 304.955 // floating-point values $3201 = 74.674 // floating-point values $3202 = 597.314 // floating-point values $3203 = 17.57464 // floating-point values $3211 = 238.371 // floating-point values $3204 = 83.422 // floating-point values $3205 = 596.1174 // floating-point values $3206 = 12.965 // floating-point values $3207 = 231.757 // floating-point values $3212 = 79.1955 // floating-point values $3213 = 580.3671 // floating-point values $3214 = 17.4168 // floating-point values $3219 = 93.72506 // floating-point values $3220 = 563.45 // floating-point values $3221 = 13.175 // floating-point values $3222 = 95.591 // floating-point values $3223 = 561.284 // floating-point values $3224 = 13.133 // floating-point values $3225 = 98.84 // floating-point values $3226 = 557.794 // floating-point values $3227 = 13.04 // floating-point values $3228 = 95.518 // floating-point values $3229 = 573.821 // floating-point values $3230 = 13.087 // floating-point values $3231 = 304.078 // floating-point values $3232 = 308.83 // floating-point values $3233 = 308.439 // floating-point values $3234 = 17.252 // floating-point values 00C0: set_current_time 10 0 set_weather 4 0395: clear_area 1 at 299.0 -205.0 range 10.5 5.0 0395: clear_area 1 at 305.0 -219.5 range 10.5 10.0 0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 0171: set_player $PLAYER_CHAR z_angle_to 230.0 Camera.SetPosition(297.0, -204.7, 13.0, 0.0, 0.0, 0.0) Camera.PointAt(318.5, -219.23, 22.4, 2) Model.Load(#STRETCH) Camera.SetAtPos(270.0, -218.0, 13.4) :SERG1_1097 if not Model.Available(#STRETCH) jf @SERG1_1124 wait 0 jump @SERG1_1097 :SERG1_1124 0395: clear_area 1 at 306.9 -241.65 range 12.3 15.0 $1602 = Car.Create(#STRETCH, 306.9, -241.65, 12.3) 0229: set_car $1602 color_to 0 0 Car.Angle($1602) = 0.0 fade 1 1500 :SERG1_1197 if fading jf @SERG1_1221 wait 0 jump @SERG1_1197 :SERG1_1221 if not Car.Wrecked($1602) jf @SERG1_1257 04BA: set_car $1602 speed_instantly 15.0 0477: set_car $1602 action 8 time 8000 :SERG1_1257 16@ = 0 // integer values :SERG1_1264 if 1000 > 16@ // integer values jf @SERG1_1294 wait 0 jump @SERG1_1264 :SERG1_1294 if not Car.Wrecked($1602) jf @SERG1_1319 Camera.OnVehicle($1602, 15, 1) :SERG1_1319 16@ = 0 // integer values :SERG1_1326 if 3000 > 16@ // integer values jf @SERG1_1356 wait 0 jump @SERG1_1326 :SERG1_1356 if not Car.Wrecked($1602) jf @SERG1_1397 Car.StorePos($1602, $1599, $1600, $1601) 0211: actor $PLAYER_ACTOR walk_to $1599 $1600 :SERG1_1397 fade 0 1500 :SERG1_1404 if fading jf @SERG1_1428 wait 0 jump @SERG1_1404 :SERG1_1428 Car.Destroy($1602) Model.Destroy(#STRETCH) Camera.Restore 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR idle 16@ = 0 // integer values 03CF: load_wav 'MONO_6' as 1 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSAVERY' 02F3: load_object #CUTOBJ01 'CS_LIMO' 02F3: load_object #CUTOBJ02 'GPASS' 038B: load_requested_models :SERG1_1521 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @SERG1_1551 wait 0 jump @SERG1_1521 :SERG1_1551 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @SERG1_1583 wait 0 jump @SERG1_1551 :SERG1_1583 02E4: load_cutscene_data 'TEX_1' 0244: set_cutscene_pos 305.2 -211.9 11.3 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $149 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $149 'CSAVERY' 02E5: $3300 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $3300 'CS_LIMO' 02E5: $3301 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $3301 'GPASS' 0395: clear_area 1 at 265.129 -234.531 range 11.107 1.0 0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013 0171: set_player $PLAYER_CHAR z_angle_to 78.21838 04E4: unknown_refresh_game_renderer_at 265.129 -234.531 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :SERG1_1787 if 1569 > $CUT_SCENE_TIME // integer values jf @SERG1_1822 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_1787 :SERG1_1822 00BC: text_highpriority 'TEX1_A' 10000 ms 1 // Come in and park yourself on the hide, son. :SERG1_1837 if 4896 > $CUT_SCENE_TIME // integer values jf @SERG1_1872 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_1837 :SERG1_1872 00BC: text_highpriority 'TEX1_B' 10000 ms 1 // Hell, my daddy used to say, never look a gift horse in the mouth, and by golly, he never did. :SERG1_1887 if 10768 > $CUT_SCENE_TIME // integer values jf @SERG1_1922 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_1887 :SERG1_1922 00BC: text_highpriority 'TEX1_C' 10000 ms 1 // Would you like a drop of the old Kentucky? :SERG1_1937 if 12947 > $CUT_SCENE_TIME // integer values jf @SERG1_1972 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_1937 :SERG1_1972 00BC: text_highpriority 'TEX1_D' 10000 ms 1 // No thanks. :SERG1_1987 if 13927 > $CUT_SCENE_TIME // integer values jf @SERG1_2022 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_1987 :SERG1_2022 00BC: text_highpriority 'TEX1_E' 10000 ms 1 // A clean thinker! I like that. :SERG1_2037 if 16556 > $CUT_SCENE_TIME // integer values jf @SERG1_2072 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2037 :SERG1_2072 00BC: text_highpriority 'TEX1_F' 10000 ms 1 // Now, the property business isn't all about high-falootin' paper pushing. :SERG1_2087 if 20072 > $CUT_SCENE_TIME // integer values jf @SERG1_2122 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2087 :SERG1_2122 00BC: text_highpriority 'TEX1_G' 10000 ms 1 // It's about dirt! And the will to claim that dirt! You with me, son? :SERG1_2137 if 24493 > $CUT_SCENE_TIME // integer values jf @SERG1_2172 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2137 :SERG1_2172 00BC: text_highpriority 'TEX1_H' 10000 ms 1 // Oh yeah. :SERG1_2187 if 25569 > $CUT_SCENE_TIME // integer values jf @SERG1_2222 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2187 :SERG1_2222 00BC: text_highpriority 'TEX1_I' 10000 ms 1 // Well, I need some tenacious bastard to let go of some dirt, :SERG1_2237 if 28462 > $CUT_SCENE_TIME // integer values jf @SERG1_2272 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2237 :SERG1_2272 00BC: text_highpriority 'TEX1_J' 10000 ms 1 // and you look to me like the kind of guy to persuade him. :SERG1_2287 if 31069 > $CUT_SCENE_TIME // integer values jf @SERG1_2322 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2287 :SERG1_2322 00BC: text_highpriority 'TEX1_K' 10000 ms 1 // Persuasion's my forte. :SERG1_2337 if 32859 > $CUT_SCENE_TIME // integer values jf @SERG1_2374 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2337 :SERG1_2374 00BC: text_highpriority 'TEX1_L' 10000 ms 1 // Yeh, he'll be down at the country club, down on the golf course. :SERG1_2389 if 36053 > $CUT_SCENE_TIME // integer values jf @SERG1_2426 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2389 :SERG1_2426 00BC: text_highpriority 'TEX1_M' 10000 ms 1 // They don't allow guns, so his bodyguards won't be packing lawgivers. :SERG1_2441 if 40174 > $CUT_SCENE_TIME // integer values jf @SERG1_2478 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2441 :SERG1_2478 00BC: text_highpriority 'TEX1_N' 10000 ms 1 // Go beat eight tons of crap out of him. :SERG1_2493 if 42460 > $CUT_SCENE_TIME // integer values jf @SERG1_2530 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2493 :SERG1_2530 00BC: text_highpriority 'TEX1_O' 10000 ms 1 // Here now - I got you a membership, and boy you're going to need more appropriate clothing. :SERG1_2545 if 47168 > $CUT_SCENE_TIME // integer values jf @SERG1_2582 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG1_2545 :SERG1_2582 00BE: text_clear_all fade 0 1500 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @SERG1_2630 if 03D0: wav 1 loaded jf @SERG1_2630 03D1: play_wav 1 :SERG1_2630 if fading jf @SERG1_2654 wait 0 jump @SERG1_2630 :SERG1_2654 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) select_interior 0 fade 1 1500 Pickup.Destroy($1297) Pickup.Destroy($1298) Pickup.Destroy($1284) Pickup.Destroy($1285) Pickup.Destroy($1286) Pickup.Destroy($1287) Pickup.Destroy($1288) Pickup.Destroy($1289) Pickup.Destroy($1290) Pickup.Destroy($1291) Pickup.Destroy($1292) Pickup.Destroy($1296) if $3242 == 0 // integer values jf @SERG1_2807 02A8: $3167 = create_marker 28 at $99 $100 $101 00BC: text_highpriority 'TEX1_1' 7000 ms 2 // ~g~Go and pick up some golfing clothes from Jocksports. $3242 = 1 // integer values :SERG1_2807 Model.Load(#WMYGO) Model.Load(#CADDY) Model.Load(#GOLFCLUB) Model.Load(#GREENWOO) :SERG1_2826 if or not Model.Available(#WMYGO) not Model.Available(#CADDY) not Model.Available(#GOLFCLUB) not Model.Available(#GREENWOO) jf @SERG1_2867 wait 0 jump @SERG1_2826 :SERG1_2867 023C: load_special_actor 1 'BGA' 023C: load_special_actor 2 'BGB' :SERG1_2891 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @SERG1_2921 wait 0 jump @SERG1_2891 :SERG1_2921 Object.Destroy($1821) $1821 = Object.Init(#GOLF_GATESOPEN, 107.81, 228.072, 20.989) Object.RemoveFromMissionCleanupList($1821) 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 0481: 2.5 if $3266 == 1 // integer values jf @SERG1_3008 $3245 = Car.Create(#CADDY, 226.4403, 468.6706, 12.06724) :SERG1_3008 wait 0 if $3242 == 1 // integer values jf @SERG1_3925 if 00F6: player $PLAYER_CHAR 1 $99 $100 $101 radius 1.5 1.5 2.0 jf @SERG1_3925 Marker.Disable($3167) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(322.1945, 201.5772, 14.571, 0.0, 0.0, 0.0) Camera.PointAt(322.9229, 202.133, 14.17033, 2) 0211: actor $PLAYER_ACTOR walk_to 328.3383 206.0569 wait 1300 fade 0 1500 wait 1500 if not Actor.Dead($PLAYER_ACTOR) jf @SERG1_3223 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER4' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @SERG1_3223 0353: refresh_actor $PLAYER_ACTOR :SERG1_3223 03CF: load_wav 'TEX1_3' as 1 03CF: load_wav 'TEX1_4' as 2 :SERG1_3247 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @SERG1_3277 wait 0 jump @SERG1_3247 :SERG1_3277 0395: clear_area 0 at 325.2479 283.6996 range 1.0 1.0 0395: clear_area 0 at 324.8611 203.3913 range 1.0 1.0 042B: clear_peds_from_cube 316.5 207.966 9.23 335.8277 190.5509 11.3988 011C: actor $PLAYER_ACTOR clear_objective 0055: put_player $PLAYER_CHAR at 325.9265 204.2 10.39881 0171: set_player $PLAYER_CHAR z_angle_to 128.1122 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 fade 1 1500 Camera.SetPosition(324.8611, 203.3913, 11.26842, 0.0, 0.0, 0.0) Camera.PointAt(325.5527, 203.925, 10.78171, 2) wait 1000 0460: set_camera_pointing_time 5.0 3000 Camera.SetPosition(324.861, 203.3913, 11.26842, 0.0, 0.0, 0.0) Camera.PointAt(325.5336, 203.9103, 11.79598, 1) 17@ = 0 // integer values :SERG1_3530 if not 17@ > 5000 // integer values jf @SERG1_3880 wait 0 if 17@ > 450 // integer values jf @SERG1_3692 if $3288 == 0 // integer values jf @SERG1_3692 00BC: text_highpriority 'TEX1_7' 5000 ms 2 // Is this me? if $3291 == 0 // integer values jf @SERG1_3634 03D1: play_wav 1 $3291 = 1 // integer values :SERG1_3634 if $3291 == 1 // integer values jf @SERG1_3692 if 03D2: wav 1 ended jf @SERG1_3692 $3291 = 0 // integer values 040D: unload_wav 1 $3290 = 1 // integer values $3288 = 1 // integer values :SERG1_3692 if $3288 == 1 // integer values jf @SERG1_3849 if $3289 == 0 // integer values jf @SERG1_3849 03D7: set_wav 1 location 311.06 218.27 11.74 00BC: text_highpriority 'TEX1_6' 5000 ms 2 // Nice ass baby! if $3293 == 0 // integer values jf @SERG1_3791 03D1: play_wav 2 $3293 = 1 // integer values :SERG1_3791 if $3293 == 1 // integer values jf @SERG1_3849 if 03D2: wav 1 ended jf @SERG1_3849 $3293 = 0 // integer values 040D: unload_wav 1 $3292 = 1 // integer values $3289 = 1 // integer values :SERG1_3849 if 00E1: player 0 pressed_button 16 jf @SERG1_3873 jump @SERG1_3880 :SERG1_3873 jump @SERG1_3530 :SERG1_3880 if not Player.WantedLevel($PLAYER_CHAR) > 2 jf @SERG1_3903 Player.ClearWantedLevel($PLAYER_CHAR) :SERG1_3903 011C: actor $PLAYER_ACTOR clear_objective 03EB: clear_small_messages_only 040D: unload_wav 1 040D: unload_wav 2 $3242 = 2 // integer values :SERG1_3925 if $3242 == 2 // integer values jf @SERG1_4024 if 16@ > 4000 // integer values jf @SERG1_4024 0230: set_player $PLAYER_CHAR stop_looking 03C8: set_camera_directly_before_player Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 018A: $3160 = create_checkpoint_at 100.5953 251.247 20.729 00BC: text_highpriority 'TEX1_2' 7000 ms 2 // ~g~Now head to the Leaf Links Golf Club. $3242 = 3 // integer values :SERG1_4024 if $3242 == 3 // integer values jf @SERG1_4131 if $3243 == 0 // integer values jf @SERG1_4131 if 00F5: player $PLAYER_CHAR 1 100.5953 251.247 20.729 radius 2.0 2.0 3.0 jf @SERG1_4131 Marker.Disable($3160) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False $3243 = 1 // integer values :SERG1_4131 if $3296 == 0 // integer values jf @SERG1_4191 if 00DE: player $PLAYER_CHAR driving_vehicle_type #CADDY jf @SERG1_4191 03E5: text_box 'TEX1_8' // Each time you enter a caddy you automatically receive a golf club, providing your melee weapon slot is empty. 041E: set_radio_station 6 -1 $3296 = 1 // integer values :SERG1_4191 if $3243 == 1 // integer values jf @SERG1_5098 fade 0 1000 :SERG1_4216 if fading jf @SERG1_4240 wait 0 jump @SERG1_4216 :SERG1_4240 03C7: set_sensitivity_to_crime_to 0.1 Player.WantedLevel($PLAYER_CHAR) = 0 $3161 = Actor.Create(21, #SPECIAL01, $3192, $3193, $3194) 01B2: give_actor $3161 weapon 3 ammo 3000 // Load the weapon model before using this 02A9: set_actor $3161 immune_to_nonplayer 1 Actor.Health($3161) = 250 Actor.Angle($3161) = $3208 $3162 = Actor.Create(21, #SPECIAL02, $3195, $3196, $3197) 01B2: give_actor $3162 weapon 3 ammo 3000 // Load the weapon model before using this 02A9: set_actor $3162 immune_to_nonplayer 1 Actor.Health($3162) = 250 Actor.Angle($3162) = $3208 $3163 = Actor.Create(21, #SPECIAL01, $3198, $3199, $3200) 01B2: give_actor $3163 weapon 3 ammo 3000 // Load the weapon model before using this 02A9: set_actor $3163 immune_to_nonplayer 1 Actor.Health($3163) = 250 Actor.Angle($3163) = $3208 $3164 = Actor.Create(21, #SPECIAL02, $3201, $3202, $3203) 01B2: give_actor $3164 weapon 3 ammo 3000 // Load the weapon model before using this 02A9: set_actor $3164 immune_to_nonplayer 1 Actor.Health($3164) = 250 Actor.Angle($3164) = $3208 $3166 = Actor.Create(CivMale, #WMYGO, $3212, $3213, $3214) 01B2: give_actor $3166 weapon 3 ammo 3000 // Load the weapon model before using this 01ED: clear_actor $3166 threat_search Actor.Health($3166) = 250 02A9: set_actor $3166 immune_to_nonplayer 1 $3171 = Marker.CreateAboveActor($3166) Actor.Angle($3166) = 56.6491 $3184 = Car.Create(#CADDY, $3219, $3220, $3221) Car.SetToNormalDriver($3184) Car.Angle($3184) = $3231 $3185 = Car.Create(#CADDY, $3222, $3223, $3224) Car.SetToNormalDriver($3185) Car.Angle($3185) = $3232 $3186 = Car.Create(#CADDY, $3225, $3226, $3227) Car.SetToNormalDriver($3186) Car.Angle($3186) = $3233 $3187 = Car.Create(#CADDY, $3228, $3229, $3230) Car.SetToNormalDriver($3187) Car.Angle($3187) = $3234 $3188 = Car.Create(#CADDY, $3204, $3205, $3206) 0129: $3165 = create_actor 21 #SPECIAL01 in_car $3188 driverseat 0243: set_actor $3165 ped_stats_to 16 Car.SetToNormalDriver($3188) Car.Angle($3188) = $3207 $3170 = Car.Create(#CADDY, 96.9997, 301.46, 19.448) Camera.SetAtPos(109.9577, 573.5403, 16.59207) wait 500 fade 1 1000 Camera.SetPosition(108.7098, 563.4672, 16.37469, 0.0, 0.0, 0.0) Camera.PointAt(107.7731, 563.7946, 16.25006, 2) 16@ = 0 // integer values :SERG1_4803 if 3000 > 16@ // integer values jf @SERG1_4880 wait 0 00BC: text_highpriority 'TEX1_0' 10000 ms 2 // ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last. if and 00E1: player 0 pressed_button 16 16@ > 1000 // integer values jf @SERG1_4873 jump @SERG1_5017 :SERG1_4873 jump @SERG1_4803 :SERG1_4880 Camera.SetPosition(82.77916, 583.3534, 18.74928, 0.0, 0.0, 0.0) Camera.PointAt(81.94122, 582.8141, 18.66525, 2) 16@ = 0 // integer values if not Actor.Dead($3166) jf @SERG1_4963 0372: set_actor $3166 anim 33 wait_state_time -1 ms :SERG1_4963 if 2500 > 16@ // integer values jf @SERG1_5017 wait 0 if 00E1: player 0 pressed_button 16 jf @SERG1_5010 jump @SERG1_5017 :SERG1_5010 jump @SERG1_4963 :SERG1_5017 0395: clear_area 0 at 100.1102 254.2736 range 20.7242 1.0 03D5: remove_text 'TEX1_0' // ~g~The target is at the driving range enjoying a game of golf. Make sure it's his last. Camera.Restore_WithJumpCut Camera.SetBehindPlayer if not Actor.Dead($3166) jf @SERG1_5080 0372: set_actor $3166 anim 0 wait_state_time 100 ms :SERG1_5080 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True $3243 = 2 // integer values :SERG1_5098 if $3243 == 2 // integer values jf @SERG1_5773 if not Actor.Dead($3161) jf @SERG1_5667 if $3286 == 0 // integer values jf @SERG1_5182 if $3297 == 1 // integer values jf @SERG1_5182 $3286 = 2 // integer values $3287 = 0 // integer values :SERG1_5182 if $3286 == 0 // integer values jf @SERG1_5232 if $3297 == 2 // integer values jf @SERG1_5232 $3286 = 3 // integer values $3287 = 0 // integer values :SERG1_5232 if $3286 == 2 // integer values jf @SERG1_5446 if $3287 == 0 // integer values jf @SERG1_5294 03CF: load_wav 'TEX1_5' as 1 $3287 = 1 // integer values jump @SERG1_5446 :SERG1_5294 if $3287 == 1 // integer values jf @SERG1_5334 if 03D0: wav 1 loaded jf @SERG1_5334 $3287 = 2 // integer values :SERG1_5334 if $3287 == 2 // integer values jf @SERG1_5378 00BC: text_highpriority 'TEX1_9' 5000 ms 1 // Get him! 03D1: play_wav 1 $3287 = 3 // integer values :SERG1_5378 if $3287 == 3 // integer values jf @SERG1_5446 if 03D2: wav 1 ended jf @SERG1_5446 $3287 = 0 // integer values $3286 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'TEX1_9' // Get him! $3297 = 2 // integer values :SERG1_5446 if $3286 == 3 // integer values jf @SERG1_5660 if $3287 == 0 // integer values jf @SERG1_5508 03CF: load_wav 'TEX1_6' as 1 $3287 = 1 // integer values jump @SERG1_5660 :SERG1_5508 if $3287 == 1 // integer values jf @SERG1_5548 if 03D0: wav 1 loaded jf @SERG1_5548 $3287 = 2 // integer values :SERG1_5548 if $3287 == 2 // integer values jf @SERG1_5592 00BC: text_highpriority 'TEX1_10' 5000 ms 1 // Kill that Psycho! 03D1: play_wav 1 $3287 = 3 // integer values :SERG1_5592 if $3287 == 3 // integer values jf @SERG1_5660 if 03D2: wav 1 ended jf @SERG1_5660 $3287 = 0 // integer values $3286 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'TEX1_10' // Kill that Psycho! $3297 = 3 // integer values :SERG1_5660 jump @SERG1_5773 :SERG1_5667 if $3286 == 2 // integer values jf @SERG1_5720 $3287 = 0 // integer values $3286 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'TEX1_9' // Get him! $3297 = 2 // integer values :SERG1_5720 if $3286 == 3 // integer values jf @SERG1_5773 $3287 = 0 // integer values $3286 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'TEX1_10' // Kill that Psycho! $3297 = 3 // integer values :SERG1_5773 if $3243 == 2 // integer values jf @SERG1_5904 if $3265 == 0 // integer values jf @SERG1_5904 if 16@ > 1500 // integer values jf @SERG1_5853 if not Actor.Dead($3166) jf @SERG1_5853 0372: set_actor $3166 anim 33 wait_state_time -1 ms :SERG1_5853 if 16@ > 4000 // integer values jf @SERG1_5904 if not Actor.Dead($3166) jf @SERG1_5904 0372: set_actor $3166 anim 0 wait_state_time 100 ms 16@ = 0 // integer values :SERG1_5904 if not Actor.Dead($3166) jf @SERG1_7254 if $3243 == 2 // integer values jf @SERG1_7254 if $3265 == 0 // integer values jf @SERG1_6058 if or 00FB: player $PLAYER_CHAR 0 $3166 radius 9.5 9.5 1.0 $3268 == 1 // integer values jf @SERG1_6058 0372: set_actor $3166 anim 0 wait_state_time 100 ms 0239: actor $3166 run_to 86.645 584.7784 $3286 = 1 // integer values $3265 = 1 // integer values $3268 = 1 // integer values 17@ = 0 // integer values 16@ = 0 // integer values :SERG1_6058 if $3286 == 1 // integer values jf @SERG1_6355 if not Actor.Dead($3166) jf @SERG1_6295 if $3287 == 0 // integer values jf @SERG1_6136 03CF: load_wav 'TEX1_1' as 1 $3287 = 1 // integer values jump @SERG1_6288 :SERG1_6136 if $3287 == 1 // integer values jf @SERG1_6176 if 03D0: wav 1 loaded jf @SERG1_6176 $3287 = 2 // integer values :SERG1_6176 if $3287 == 2 // integer values jf @SERG1_6220 00BC: text_highpriority 'TEX1_3' 5000 ms 1 // Who's this guy? Boys, deal with him. 03D1: play_wav 1 $3287 = 3 // integer values :SERG1_6220 if $3287 == 3 // integer values jf @SERG1_6288 if 03D2: wav 1 ended jf @SERG1_6288 $3287 = 0 // integer values 040D: unload_wav 1 03D5: remove_text 'TEX1_3' // Who's this guy? Boys, deal with him. $3286 = 0 // integer values $3297 = 1 // integer values :SERG1_6288 jump @SERG1_6355 :SERG1_6295 if $3286 == 1 // integer values jf @SERG1_6355 040D: unload_wav 1 03D5: remove_text 'TEX1_3' // Who's this guy? Boys, deal with him. $3265 = 1 // integer values $3287 = 0 // integer values $3286 = 0 // integer values $3297 = 1 // integer values :SERG1_6355 if $3265 == 1 // integer values jf @SERG1_6435 if 00FF: actor $3166 0 86.645 584.7784 13.3303 radius 7.0 7.0 2.0 jf @SERG1_6435 $3265 = 2 // integer values gosub @SERG1_10494 :SERG1_6435 if $3265 == 2 // integer values jf @SERG1_7254 if $3264 == 1 // integer values jf @SERG1_6679 if 044B: actor $3166 on_foot jf @SERG1_6501 gosub @SERG1_10494 jump @SERG1_6679 :SERG1_6501 if not Car.Wrecked($3245) jf @SERG1_6679 if 0448: actor $3166 in_car $3245 jf @SERG1_6579 Car.SetMaxSpeed($3245, 22.0) 00AE: set_vehicle $3245 traffic_behavior_to 2 Car.SetToPsychoDriver($3245) 16@ = 0 // integer values $3264 = 3 // integer values jump @SERG1_6679 :SERG1_6579 if 8203: not actor $3166 near_car_on_foot $3245 radius 35.0 35.0 unknown 0 jf @SERG1_6617 gosub @SERG1_10494 :SERG1_6617 if not Car.Wrecked($3245) jf @SERG1_6679 if and 00DC: player $PLAYER_CHAR driving $3245 8203: not actor $3166 near_car_on_foot $3245 radius 5.0 5.0 unknown 0 jf @SERG1_6679 gosub @SERG1_10494 :SERG1_6679 if $3264 == 3 // integer values jf @SERG1_6739 if not Car.Wrecked($3245) jf @SERG1_6739 if not Actor.InCar($3166, $3245) jf @SERG1_6739 gosub @SERG1_10494 :SERG1_6739 if $3264 == 4 // integer values jf @SERG1_6820 if 17@ > 1000 // integer values jf @SERG1_6820 if not Actor.Dead($3166) jf @SERG1_6813 009E: set_actor $3166 path $3189 $3190 $3191 unknown 2.0 1 :SERG1_6813 17@ = 0 // integer values :SERG1_6820 if $3264 == 4 // integer values jf @SERG1_6883 if 00EC: actor $3166 0 96.0986 265.837 radius 27.0 27.0 jf @SERG1_6883 $3264 = 5 // integer values :SERG1_6883 if $3264 == 3 // integer values jf @SERG1_6977 if 16@ > 75000 // integer values jf @SERG1_6977 if not Car.Wrecked($3245) jf @SERG1_6977 if 0448: actor $3166 in_car $3245 jf @SERG1_6977 Car.DriveTo($3245, 88.973, 280.344, 21.39544) :SERG1_6977 if $3264 == 3 // integer values jf @SERG1_7068 if 00EC: actor $3166 0 96.0986 265.837 radius 27.0 27.0 jf @SERG1_7068 if Actor.Driving($3166) jf @SERG1_7068 03E2: actor $3166 exit_car 0319: set_actor $3166 running 1 $3264 = 5 // integer values :SERG1_7068 if $3264 == 5 // integer values jf @SERG1_7165 if not Actor.Dead($3166) jf @SERG1_7165 if not Actor.Driving($3166) jf @SERG1_7165 if 16@ > 1000 // integer values jf @SERG1_7165 009E: set_actor $3166 path $3181 $3182 $3183 unknown 1.0 1 16@ = 0 // integer values :SERG1_7165 if $3264 == 5 // integer values jf @SERG1_7254 if $3294 == 0 // integer values jf @SERG1_7254 if not Actor.Dead($909) jf @SERG1_7224 Actor.Health($909) = 89 :SERG1_7224 if not Actor.Dead($910) jf @SERG1_7247 Actor.Health($910) = 89 :SERG1_7247 $3294 = 1 // integer values :SERG1_7254 if $3259 == 0 // integer values jf @SERG1_7384 if not Actor.Dead($3161) jf @SERG1_7384 if or 00FB: player $PLAYER_CHAR 0 $3161 radius 10.0 10.0 0.6 $3268 == 1 // integer values Actor.Dead($3162) Actor.Dead($3163) Actor.Dead($3164) jf @SERG1_7384 0372: set_actor $3161 anim 0 wait_state_time 0 ms 0243: set_actor $3161 ped_stats_to 16 011A: set_actor $3161 search_threat 1 01CA: actor $3161 kill_player $PLAYER_CHAR $3259 = 1 // integer values :SERG1_7384 if $3260 == 0 // integer values jf @SERG1_7514 if not Actor.Dead($3162) jf @SERG1_7514 if or 00FB: player $PLAYER_CHAR 0 $3162 radius 10.0 10.0 0.6 $3268 == 1 // integer values Actor.Dead($3161) Actor.Dead($3163) Actor.Dead($3164) jf @SERG1_7514 0372: set_actor $3162 anim 0 wait_state_time 0 ms 0243: set_actor $3162 ped_stats_to 16 011A: set_actor $3162 search_threat 1 01CA: actor $3162 kill_player $PLAYER_CHAR $3260 = 1 // integer values :SERG1_7514 if $3261 == 0 // integer values jf @SERG1_7651 if not Actor.Dead($3163) jf @SERG1_7651 if or 00FB: player $PLAYER_CHAR 0 $3163 radius 5.0 5.0 0.6 $3268 == 1 // integer values Actor.Dead($3161) Actor.Dead($3162) Actor.Dead($3164) jf @SERG1_7651 $3268 = 1 // integer values 0372: set_actor $3163 anim 0 wait_state_time 0 ms 0243: set_actor $3163 ped_stats_to 16 011A: set_actor $3163 search_threat 1 01CA: actor $3163 kill_player $PLAYER_CHAR $3261 = 1 // integer values :SERG1_7651 if $3262 == 0 // integer values jf @SERG1_7788 if not Actor.Dead($3164) jf @SERG1_7788 if or 00FB: player $PLAYER_CHAR 0 $3164 radius 5.0 5.0 0.6 $3268 == 1 // integer values Actor.Dead($3161) Actor.Dead($3162) Actor.Dead($3163) jf @SERG1_7788 0372: set_actor $3164 anim 0 wait_state_time 0 ms 0243: set_actor $3164 ped_stats_to 16 011A: set_actor $3164 search_threat 1 01CA: actor $3164 kill_player $PLAYER_CHAR $3268 = 1 // integer values $3262 = 1 // integer values :SERG1_7788 if $3243 == 2 // integer values jf @SERG1_7897 if 02AD: player $PLAYER_CHAR in_area 64.8222 613.6588 96.7488 550.3496 radius 20.0 sphere 0 jf @SERG1_7897 if 02DF: player $PLAYER_CHAR aggressive jf @SERG1_7897 if $3298 == 0 // integer values jf @SERG1_7897 $3268 = 1 // integer values $3298 = 1 // integer values :SERG1_7897 if $3258 == 0 // integer values jf @SERG1_8144 if not Actor.Dead($3166) jf @SERG1_8144 if not Actor.Dead($3165) jf @SERG1_8144 if not Car.Wrecked($3188) jf @SERG1_8144 if Actor.InCar($3165, $3188) jf @SERG1_8122 if 8104: not actor $3165 near_actor $3166 radius 30.0 30.0 30.0 sphere 0 jf @SERG1_8115 if or 00FB: player $PLAYER_CHAR 0 $3165 radius 25.0 25.0 6.0 $3268 == 1 // integer values 80EC: not actor $3165 0 $3204 $3205 radius 1.5 1.5 jf @SERG1_8115 Car.SetMaxSpeed($3188, 24.0) Car.SetDriverBehaviour($3188, KillThePlayer) $3258 = 1 // integer values $3268 = 1 // integer values :SERG1_8115 jump @SERG1_8144 :SERG1_8122 01CA: actor $3165 kill_player $PLAYER_CHAR $3258 = 1 // integer values $3268 = 1 // integer values :SERG1_8144 if $3258 == 1 // integer values jf @SERG1_8268 if not Actor.Dead($3165) jf @SERG1_8221 if 00EE: actor $3165 0 96.0986 265.837 radius 35.0 35.0 jf @SERG1_8221 03E2: actor $3165 exit_car :SERG1_8221 if not Actor.Dead($3165) jf @SERG1_8268 if not Actor.Driving($3165) jf @SERG1_8268 01CA: actor $3165 kill_player $PLAYER_CHAR $3258 = 2 // integer values :SERG1_8268 if $3285 == 0 // integer values jf @SERG1_8399 if $3265 > 0 // integer values jf @SERG1_8399 0395: clear_area 0 at 102.908 246.514 range 21.6 3.0 $3180 = Car.Create(#GREENWOO, 102.111, 248.316, 21.5) Car.Angle($3180) = 290.299 0129: $3179 = create_actor 21 #SPECIAL02 in_car $3180 driverseat 0243: set_actor $3179 ped_stats_to 16 Car.SetToNormalDriver($3180) Car.ImmuneToNonPlayer($3180) = True $3285 = 1 // integer values :SERG1_8399 if $3264 == 5 // integer values jf @SERG1_8657 if not Actor.Dead($3166) jf @SERG1_8657 if not Car.Wrecked($3180) jf @SERG1_8642 if 00ED: actor $3166 0 $3181 $3182 radius 5.0 5.0 jf @SERG1_8635 if 0202: actor $3166 near_car $3180 radius 20.0 20.0 sphere 0 jf @SERG1_8620 if not Actor.Dead($3179) jf @SERG1_8599 if 0448: actor $3179 in_car $3180 jf @SERG1_8578 01D4: actor $3166 go_to_car $3180 and_enter_it_as_a_passenger $3281 = 1 // integer values $3264 = 6 // integer values jump @SERG1_8592 :SERG1_8578 $3282 = 1 // integer values $3264 = 6 // integer values :SERG1_8592 jump @SERG1_8613 :SERG1_8599 $3282 = 1 // integer values $3264 = 6 // integer values :SERG1_8613 jump @SERG1_8635 :SERG1_8620 01D0: actor $3166 avoid_player $PLAYER_CHAR $3264 = 6 // integer values :SERG1_8635 jump @SERG1_8657 :SERG1_8642 01D0: actor $3166 avoid_player $PLAYER_CHAR $3264 = 6 // integer values :SERG1_8657 if $3281 == 1 // integer values jf @SERG1_9060 if not Actor.Dead($3166) jf @SERG1_9060 if $3283 == 0 // integer values jf @SERG1_8857 if not Car.Wrecked($3180) jf @SERG1_8857 if 80DC: not player $PLAYER_CHAR driving $3180 jf @SERG1_8849 if not Actor.Dead($3179) jf @SERG1_8842 if 0448: actor $3179 in_car $3180 jf @SERG1_8842 if 0448: actor $3166 in_car $3180 jf @SERG1_8842 Car.SetMaxSpeed($3180, 26.5) 00AE: set_vehicle $3180 traffic_behavior_to 2 Car.DriveTo($3180, 18.47, -1420.258, 10.318) $3283 = 1 // integer values :SERG1_8842 jump @SERG1_8857 :SERG1_8849 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_8857 if or $3283 == 1 // integer values $3283 == 2 // integer values jf @SERG1_8906 if not Actor.Driving($3166) jf @SERG1_8906 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_8906 if $3283 == 1 // integer values jf @SERG1_9060 if not Car.Wrecked($3180) jf @SERG1_9060 if not Actor.Dead($3179) jf @SERG1_9060 if 0448: actor $3179 in_car $3180 jf @SERG1_9060 if not Actor.Dead($3166) jf @SERG1_9060 if 0448: actor $3166 in_car $3180 jf @SERG1_9060 if 01AD: car $3180 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 jf @SERG1_9060 Car.SetToPsychoDriver($3180) $3283 = 2 // integer values :SERG1_9060 if $3282 == 1 // integer values jf @SERG1_9479 if not Actor.Dead($3166) jf @SERG1_9479 if $3284 == 0 // integer values jf @SERG1_9215 if not Actor.Driving($3166) jf @SERG1_9215 if not Car.Wrecked($3180) jf @SERG1_9207 if 80DC: not player $PLAYER_CHAR driving $3180 jf @SERG1_9192 01D5: actor $3166 go_to_and_drive_car $3180 0319: set_actor $3166 running 1 $3284 = 1 // integer values jump @SERG1_9200 :SERG1_9192 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_9200 jump @SERG1_9215 :SERG1_9207 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_9215 if $3284 == 1 // integer values jf @SERG1_9327 if not Car.Wrecked($3180) jf @SERG1_9327 if Actor.InCar($3166, $3180) jf @SERG1_9319 Car.SetMaxSpeed($3180, 24.0) 00AE: set_vehicle $3180 traffic_behavior_to 2 Car.DriveTo($3180, 18.47, -1420.258, 10.318) $3284 = 2 // integer values jump @SERG1_9327 :SERG1_9319 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_9327 if $3284 == 2 // integer values jf @SERG1_9430 if not Car.Wrecked($3180) jf @SERG1_9430 if 0448: actor $3166 in_car $3180 jf @SERG1_9430 if 01AD: car $3180 sphere 0 near_point 18.47 -1420.258 radius 15.0 15.0 jf @SERG1_9430 Car.SetToPsychoDriver($3180) $3284 = 3 // integer values :SERG1_9430 if or $3284 == 2 // integer values $3284 == 3 // integer values jf @SERG1_9479 if not Actor.Driving($3166) jf @SERG1_9479 01D0: actor $3166 avoid_player $PLAYER_CHAR :SERG1_9479 if not Actor.Dead($3179) jf @SERG1_9526 if not Actor.Driving($3179) jf @SERG1_9526 01CC: actor $3179 kill_player $PLAYER_CHAR 0319: set_actor $3179 running 1 :SERG1_9526 if $3264 == 6 // integer values jf @SERG1_9648 if $3299 == 0 // integer values jf @SERG1_9648 if 8121: not player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links jf @SERG1_9648 Car.RemoveReferences($3184) Car.RemoveReferences($3185) Car.RemoveReferences($3186) Car.RemoveReferences($3187) Car.RemoveReferences($3170) Car.RemoveReferences($3188) Actor.RemoveReferences($3161) Actor.RemoveReferences($3162) Actor.RemoveReferences($3163) Actor.RemoveReferences($3164) Actor.RemoveReferences($3165) $3299 = 1 // integer values :SERG1_9648 if Actor.Dead($3166) jf @SERG1_9689 if $3243 > 1 // integer values jf @SERG1_9689 jump @SERG1_9816 :SERG1_9689 if $3264 > 5 // integer values jf @SERG1_9792 if not Actor.Dead($3166) jf @SERG1_9792 if 80E9: not player $PLAYER_CHAR 0 $3166 radius 210.0 210.0 jf @SERG1_9792 if 82CB: not actor $3166 bounding_sphere_visible jf @SERG1_9792 00BC: text_highpriority 'TEX1_5' 5000 ms 1 // ~r~He got away! jump @SERG1_9799 :SERG1_9792 jump @SERG1_3008 :SERG1_9799 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :SERG1_9816 $PASSED_TEX1_FOUR_IRON = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 500 0318: set_latest_mission_passed 'TEX_1' // Four Iron 030C: progress_made += 1 create_thread @SER2 055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 $1267 = 1 // integer values create_thread @CLOTH3 return :SERG1_9919 $ONMISSION = 0 // integer values 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 Player.CanMove($PLAYER_CHAR) = True Model.Destroy(#WMYGO) Model.Destroy(#CADDY) Model.Destroy(#GOLFCLUB) Model.Destroy(#GREENWOO) 0296: unload_special_actor 1 0296: unload_special_actor 2 Marker.Disable($3171) Marker.Disable($3167) Marker.Disable($3160) 01B7: release_weather 040D: unload_wav 1 040D: unload_wav 2 if $1278 == 1 // integer values jf @SERG1_10032 055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 :SERG1_10032 if $1277 == 1 // integer values jf @SERG1_10072 055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 :SERG1_10072 if $1300 == 1 // integer values jf @SERG1_10112 055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 :SERG1_10112 if $1265 == 1 // integer values jf @SERG1_10152 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 :SERG1_10152 if $1266 == 1 // integer values jf @SERG1_10192 055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 :SERG1_10192 if $1267 == 1 // integer values jf @SERG1_10250 if not $PASSED_TEX1_FOUR_IRON == 1 // integer values jf @SERG1_10250 055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 :SERG1_10250 if $1268 == 1 // integer values jf @SERG1_10290 055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 :SERG1_10290 if $1269 == 1 // integer values jf @SERG1_10330 055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 :SERG1_10330 if $1270 == 1 // integer values jf @SERG1_10370 055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 :SERG1_10370 if $1271 == 1 // integer values jf @SERG1_10410 055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 :SERG1_10410 if $1272 == 1 // integer values jf @SERG1_10450 055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 :SERG1_10450 if $1276 == 1 // integer values jf @SERG1_10490 055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 :SERG1_10490 mission_cleanup return :SERG1_10494 if not Actor.Dead($3166) jf @SERG1_11521 $3280 = 99999.9 // floating-point values $3245 = -1 // integer values Actor.StorePos($3166, $3276, $3277, $3278) if not Car.Wrecked($3184) jf @SERG1_10759 if 82BF: not car $3184 sunk jf @SERG1_10759 046C: $3267 = car $3184 driver if $3267 == -1 // integer values jf @SERG1_10759 if 0203: actor $3166 near_car_on_foot $3184 radius 35.0 35.0 unknown 0 jf @SERG1_10759 Car.StorePos($3184, $3273, $3274, $3275) 0086: $3269 = $3273 // floating-point values only 0061: $3269 -= $3276 // floating-point values 0086: $3270 = $3274 // floating-point values only 0061: $3270 -= $3277 // floating-point values 0086: $3272 = $3269 // floating-point values only 0069: $3272 *= $3269 // floating-point values 0086: $3271 = $3270 // floating-point values only 0069: $3271 *= $3270 // floating-point values 0086: $3279 = $3271 // floating-point values only 0059: $3279 += $3272 // floating-point values if 0024: $3280 > $3279 // floating-point values only jf @SERG1_10759 0086: $3280 = $3279 // floating-point values only 0084: $3245 = $3184 // integer values and handles :SERG1_10759 if not Car.Wrecked($3185) jf @SERG1_10977 if 82BF: not car $3185 sunk jf @SERG1_10977 046C: $3267 = car $3185 driver if $3267 == -1 // integer values jf @SERG1_10977 if 0203: actor $3166 near_car_on_foot $3185 radius 35.0 35.0 unknown 0 jf @SERG1_10977 Car.StorePos($3185, $3273, $3274, $3275) 0086: $3269 = $3273 // floating-point values only 0061: $3269 -= $3276 // floating-point values 0086: $3270 = $3274 // floating-point values only 0061: $3270 -= $3277 // floating-point values 0086: $3272 = $3269 // floating-point values only 0069: $3272 *= $3269 // floating-point values 0086: $3271 = $3270 // floating-point values only 0069: $3271 *= $3270 // floating-point values 0086: $3279 = $3271 // floating-point values only 0059: $3279 += $3272 // floating-point values if 0024: $3280 > $3279 // floating-point values only jf @SERG1_10977 0086: $3280 = $3279 // floating-point values only 0084: $3245 = $3185 // integer values and handles :SERG1_10977 if not Car.Wrecked($3186) jf @SERG1_11195 if 82BF: not car $3186 sunk jf @SERG1_11195 046C: $3267 = car $3186 driver if $3267 == -1 // integer values jf @SERG1_11195 if 0203: actor $3166 near_car_on_foot $3186 radius 35.0 35.0 unknown 0 jf @SERG1_11195 Car.StorePos($3186, $3273, $3274, $3275) 0086: $3269 = $3273 // floating-point values only 0061: $3269 -= $3276 // floating-point values 0086: $3270 = $3274 // floating-point values only 0061: $3270 -= $3277 // floating-point values 0086: $3272 = $3269 // floating-point values only 0069: $3272 *= $3269 // floating-point values 0086: $3271 = $3270 // floating-point values only 0069: $3271 *= $3270 // floating-point values 0086: $3279 = $3271 // floating-point values only 0059: $3279 += $3272 // floating-point values if 0024: $3280 > $3279 // floating-point values only jf @SERG1_11195 0086: $3280 = $3279 // floating-point values only 0084: $3245 = $3186 // integer values and handles :SERG1_11195 if not Car.Wrecked($3187) jf @SERG1_11413 if 82BF: not car $3187 sunk jf @SERG1_11413 046C: $3267 = car $3187 driver if $3267 == -1 // integer values jf @SERG1_11413 if 0203: actor $3166 near_car_on_foot $3187 radius 35.0 35.0 unknown 0 jf @SERG1_11413 Car.StorePos($3187, $3273, $3274, $3275) 0086: $3269 = $3273 // floating-point values only 0061: $3269 -= $3276 // floating-point values 0086: $3270 = $3274 // floating-point values only 0061: $3270 -= $3277 // floating-point values 0086: $3272 = $3269 // floating-point values only 0069: $3272 *= $3269 // floating-point values 0086: $3271 = $3270 // floating-point values only 0069: $3271 *= $3270 // floating-point values 0086: $3279 = $3271 // floating-point values only 0059: $3279 += $3272 // floating-point values if 0024: $3280 > $3279 // floating-point values only jf @SERG1_11413 0086: $3280 = $3279 // floating-point values only 0084: $3245 = $3187 // integer values and handles :SERG1_11413 if or $3245 == -1 // integer values $3263 > 3 // integer values jf @SERG1_11492 011C: actor $3166 clear_objective 009E: set_actor $3166 path $3189 $3190 $3191 unknown 15.0 1 0319: set_actor $3166 running 1 $3264 = 4 // integer values 17@ = 0 // integer values jump @SERG1_11521 :SERG1_11492 01D5: actor $3166 go_to_and_drive_car $3245 0319: set_actor $3166 running 1 $3264 = 1 // integer values $3263 += 1 // integer values :SERG1_11521 return //-------------Mission 19--------------- // Originally: Demolition Man :SERG3 thread 'SERG3' gosub @SERG3_46 if wasted_or_busted jf @SERG3_37 gosub @SERG3_21063 :SERG3_37 gosub @SERG3_23590 end_thread :SERG3_46 increment_mission_attempts $ONMISSION = 1 // integer values $1084 = 1 // integer values wait 0 054C: use_GXT_table 'SERG3' 058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 fade 1 1500 $3302 = 226.9151 // floating-point values $3303 = -352.211 // floating-point values $3304 = 9.9086 // floating-point values $3305 = 79.9842 // floating-point values $3328 = 226.192 // floating-point values $3329 = -342.5692 // floating-point values $3330 = 10.3744 // floating-point values $3331 = 87.8676 // floating-point values $3343 = 229.8516 // floating-point values $3344 = -347.11 // floating-point values $3345 = 10.0998 // floating-point values $3346 = 229.8516 // floating-point values $3347 = -344.0284 // floating-point values $3348 = 10.1517 // floating-point values $3349 = 229.8516 // floating-point values $3350 = -341.11 // floating-point values $3351 = 10.56018 // floating-point values $3352 = 229.8516 // floating-point values $3353 = -338.11 // floating-point values $3354 = 10.46479 // floating-point values $3367 = 97.574 // floating-point values $3368 = -381.658 // floating-point values $3369 = 7.6407 // floating-point values $3370 = 156.5491 // floating-point values $3371 = -348.0284 // floating-point values $3372 = 16.8517 // floating-point values $3373 = 88.1474 // floating-point values $3374 = -361.8685 // floating-point values $3375 = 26.076 // floating-point values $3376 = 140.0079 // floating-point values $3377 = -383.1253 // floating-point values $3378 = 35.3172 // floating-point values $3405 = 0 // integer values $3406 = 0 // integer values $3407 = 0 // integer values $3408 = 0 // integer values $3409 = 0 // integer values $3410 = 0 // integer values $3411 = 0 // integer values $3412 = 0 // integer values $3413 = 0 // integer values $3391 = 0 // integer values $3400 = 0 // integer values $3392 = 0 // integer values $3393 = 0 // integer values $3394 = 0 // integer values $3395 = 0 // integer values $3396 = 0 // integer values $3397 = 0 // integer values $3398 = 0 // integer values $3399 = 0 // integer values $3401 = 0 // integer values $3403 = 0 // integer values $3404 = 0 // integer values $3426 = 0 // integer values $3427 = 0 // integer values $3428 = 0 // integer values $3429 = 0 // integer values $3430 = 0 // integer values $3431 = 0 // integer values $3432 = 0 // integer values $3434 = 0 // integer values $3435 = 0 // integer values $3436 = 0 // integer values $3437 = 0 // integer values $3433 = 0 // integer values $3459 = 0 // integer values $3439 = 0 // integer values $3414 = 0 // integer values $3440 = 0 // integer values $3307 = 4 // integer values $3457 = 0 // integer values $3441 = 0 // integer values $3442 = 0 // integer values $3443 = 0 // integer values $3444 = 0 // integer values $3445 = 0 // integer values $3446 = 0 // integer values $3447 = 0 // integer values $3448 = 0 // integer values $3458 = 0 // integer values set_weather 4 02A3: enable_widescreen 1 0395: clear_area 1 at 299.0 -205.0 range 10.5 5.0 0395: clear_area 1 at 305.0 -219.5 range 10.5 10.0 0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 0171: set_player $PLAYER_CHAR z_angle_to 230.0 Camera.SetPosition(297.0, -204.7, 13.0, 0.0, 0.0, 0.0) Camera.PointAt(318.5, -219.23, 22.4, 2) Model.Load(#STRETCH) Camera.SetAtPos(270.0, -218.0, 13.4) :SERG3_927 if not Model.Available(#STRETCH) jf @SERG3_954 wait 0 jump @SERG3_927 :SERG3_954 0395: clear_area 1 at 306.9 -241.65 range 12.3 15.0 $1602 = Car.Create(#STRETCH, 306.9, -241.65, 12.3) 0229: set_car $1602 color_to 0 0 Car.Angle($1602) = 0.0 fade 1 1500 :SERG3_1027 if fading jf @SERG3_1051 wait 0 jump @SERG3_1027 :SERG3_1051 if not Car.Wrecked($1602) jf @SERG3_1087 04BA: set_car $1602 speed_instantly 15.0 0477: set_car $1602 action 8 time 8000 :SERG3_1087 16@ = 0 // integer values :SERG3_1094 if 1000 > 16@ // integer values jf @SERG3_1124 wait 0 jump @SERG3_1094 :SERG3_1124 if not Car.Wrecked($1602) jf @SERG3_1149 Camera.OnVehicle($1602, 15, 1) :SERG3_1149 16@ = 0 // integer values :SERG3_1156 if 3000 > 16@ // integer values jf @SERG3_1186 wait 0 jump @SERG3_1156 :SERG3_1186 if not Car.Wrecked($1602) jf @SERG3_1227 Car.StorePos($1602, $1599, $1600, $1601) 0211: actor $PLAYER_ACTOR walk_to $1599 $1600 :SERG3_1227 fade 0 1500 :SERG3_1234 if fading jf @SERG3_1258 wait 0 jump @SERG3_1234 :SERG3_1258 Car.Destroy($1602) Model.Destroy(#STRETCH) Camera.Restore 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR idle 16@ = 0 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSAVERY' 02F3: load_object #CUTOBJ01 'CS_LIMO' 038B: load_requested_models :SERG3_1326 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @SERG3_1356 wait 0 jump @SERG3_1326 :SERG3_1356 if not Model.Available(#CUTOBJ01) jf @SERG3_1383 wait 0 jump @SERG3_1356 :SERG3_1383 02E4: load_cutscene_data 'TEX_3' 0244: set_cutscene_pos 305.2 -211.9 11.3 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $149 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $149 'CSAVERY' 02E5: $3460 = create_cutscene_object #CUTOBJ01 0395: clear_area 1 at 265.129 -234.531 range 11.107 1.0 0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.1013 0171: set_player $PLAYER_CHAR z_angle_to 78.21838 04E4: unknown_refresh_game_renderer_at 265.129 -234.531 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :SERG3_1553 if 1378 > $CUT_SCENE_TIME // integer values jf @SERG3_1588 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_1553 :SERG3_1588 00BC: text_highpriority 'TEX3_A' 10000 ms 1 // Now look here, son. I got a problem and I reckon you could help me with it. :SERG3_1603 if 6014 > $CUT_SCENE_TIME // integer values jf @SERG3_1638 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_1603 :SERG3_1638 00BC: text_highpriority 'TEX3_B' 10000 ms 1 // I'm no builder. :SERG3_1653 if 7125 > $CUT_SCENE_TIME // integer values jf @SERG3_1688 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_1653 :SERG3_1688 00BC: text_highpriority 'TEX3_C' 10000 ms 1 // No, I was thinking more of your demolition skills. :SERG3_1703 if 11052 > $CUT_SCENE_TIME // integer values jf @SERG3_1738 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_1703 :SERG3_1738 00BC: text_highpriority 'TEX3_D' 10000 ms 1 // Now this here, this is the development as planned and this, :SERG3_1753 if 15314 > $CUT_SCENE_TIME // integer values jf @SERG3_1788 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_1753 :SERG3_1788 00BC: text_highpriority 'TEX3_E' 10000 ms 1 // this is the property that we're looking at. :SERG3_1803 if 17674 > $CUT_SCENE_TIME // integer values jf @SERG3_1838 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_1803 :SERG3_1838 00BC: text_highpriority 'TEX3_F' 10000 ms 1 // You're trying to say this new office block is kind of in the way. :SERG3_1853 if 20508 > $CUT_SCENE_TIME // integer values jf @SERG3_1888 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_1853 :SERG3_1888 00BC: text_highpriority 'TEX3_G' 10000 ms 1 // You catch on quick. :SERG3_1903 if 22010 > $CUT_SCENE_TIME // integer values jf @SERG3_1938 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_1903 :SERG3_1938 00BC: text_highpriority 'TEX3_H' 10000 ms 1 // Now I'm going to head out of town for a while :SERG3_1953 if 24331 > $CUT_SCENE_TIME // integer values jf @SERG3_1988 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_1953 :SERG3_1988 00BC: text_highpriority 'TEX3_I' 10000 ms 1 // and if that office development were to face sudden and insurmountable structural problems, then I.. :SERG3_2003 if 30049 > $CUT_SCENE_TIME // integer values jf @SERG3_2038 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_2003 :SERG3_2038 00BC: text_highpriority 'TEX3_J' 10000 ms 1 // As a civil minded individual you'd feel obliged to step in and :SERG3_2053 if 33978 > $CUT_SCENE_TIME // integer values jf @SERG3_2090 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_2053 :SERG3_2090 00BC: text_highpriority 'TEX3_K' 10000 ms 1 // save the rejuvenation of an important area of the city? :SERG3_2105 if 37030 > $CUT_SCENE_TIME // integer values jf @SERG3_2142 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_2105 :SERG3_2142 00BC: text_highpriority 'TEX3_L' 10000 ms 1 // Where can I get more guys like you? :SERG3_2157 if 39030 > $CUT_SCENE_TIME // integer values jf @SERG3_2194 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG3_2157 :SERG3_2194 00BE: text_clear_all fade 0 1500 00BE: text_clear_all :SERG3_2205 if fading jf @SERG3_2229 wait 0 jump @SERG3_2205 :SERG3_2229 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) 01B7: release_weather select_interior 0 fade 1 1500 Model.Load(#DYNAMITE) Model.Load(#TOPFUN) Model.Load(#WMYCW) Model.Load(#HAMMER) Model.Load(#RCGOBLIN) Model.Load(#BARREL2) Model.Load(#GDA) Model.Load(#COLT45) :SERG3_2299 if or not Model.Available(#DYNAMITE) not Model.Available(#HAMMER) not Model.Available(#WMYCW) not Model.Available(#TOPFUN) not Model.Available(#BARREL2) not Model.Available(#COLT45) jf @SERG3_2348 wait 0 jump @SERG3_2299 :SERG3_2348 if not Model.Available(#GDA) jf @SERG3_2374 wait 0 jump @SERG3_2348 :SERG3_2374 048A: enable_rc_vehicle_detonation 0 0395: clear_area 0 at $3302 $3303 range $3304 35.0 $3308 = Car.Create(#TOPFUN, $3302, $3303, $3304) $3457 = 1 // integer values Car.Angle($3308) = $3305 $3306 = Marker.CreateAboveCar($3308) 00BC: text_highpriority 'TEX3_16' 7000 ms 2 // ~g~Get to the ~w~TOPFUN ~g~van near the building site to be demolished. 022B: create_forbidden_for_peds_cube 208.6046 -355.3371 -5.5941 248.6443 -338.1352 12.9291 Car.LockInCurrentPosition($3308) = True :SERG3_2490 wait 0 if not Car.Wrecked($3308) jf @SERG3_2566 if 0442: player $PLAYER_CHAR in_car $3308 jf @SERG3_2566 if $3440 == 0 // integer values jf @SERG3_2566 020A: set_car $3308 door_status_to 2 wait 1000 $3440 = 1 // integer values :SERG3_2566 if not Car.Wrecked($3308) jf @SERG3_2633 if 8442: not player $PLAYER_CHAR in_car $3308 jf @SERG3_2633 if $3440 == 1 // integer values jf @SERG3_2633 020A: set_car $3308 door_status_to 1 $3440 = 0 // integer values :SERG3_2633 if not Car.Wrecked($3308) jf @SERG3_5209 if 00DC: player $PLAYER_CHAR driving $3308 jf @SERG3_5209 if and $3391 == 0 // integer values $3440 == 1 // integer values jf @SERG3_5209 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 $3422 = Object.Create(#BARREL2, 97.574, -381.658, 7.9721) $3423 = Object.Create(#BARREL2, 156.5491, -348.0284, 16.8517) $3424 = Object.Create(#BARREL2, 88.1474, -361.8685, 26.076) $3425 = Object.Create(#BARREL2, 140.0079, -383.1253, 35.3172) $3311 = Actor.Create(CivMale, #WMYCW, 121.4188, -371.5533, 7.6307) 01B2: give_actor $3311 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3311) = 189.9082 0319: set_actor $3311 running 1 $3312 = Actor.Create(CivMale, #WMYCW, 160.0738, -375.754, 7.6307) 01B2: give_actor $3312 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3312) = 268.8645 0319: set_actor $3312 running 1 $3313 = Actor.Create(CivMale, #WMYCW, 116.1989, -348.1792, 16.8494) 01B2: give_actor $3313 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3313) = 288.6831 0319: set_actor $3313 running 1 $3314 = Actor.Create(CivMale, #WMYCW, 117.5286, -348.1254, 16.8494) 01B2: give_actor $3314 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3314) = 110.9578 0319: set_actor $3314 running 1 03F9: make_actors $3314 $3313 converse_in 800000 ms $3315 = Actor.Create(CivMale, #WMYCW, 160.1008, -356.3203, 16.8517) 01B2: give_actor $3315 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3315) = 277.8673 0319: set_actor $3315 running 1 0372: set_actor $3315 anim 25 wait_state_time 300000 ms $3316 = Actor.Create(CivMale, #WMYCW, 160.3129, -375.7929, 16.8517) 01B2: give_actor $3316 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3316) = 261.674 0319: set_actor $3316 running 1 0372: set_actor $3316 anim 25 wait_state_time 300000 ms $3317 = Actor.Create(CivMale, #WMYCW, 81.4138, -356.4398, 26.076) 01B2: give_actor $3317 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3317) = 87.3059 0319: set_actor $3317 running 1 0372: set_actor $3317 anim 25 wait_state_time 300000 ms $3318 = Actor.Create(CivMale, #WMYCW, 81.5607, -354.9395, 26.076) 01B2: give_actor $3318 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3318) = 176.8125 0319: set_actor $3318 running 1 0372: set_actor $3318 anim 19 wait_state_time 800000 ms $3319 = Actor.Create(CivMale, #GDA, 121.0359, -379.109, 26.0805) 01B2: give_actor $3319 weapon 17 ammo 300000 // Load the weapon model before using this Actor.Angle($3319) = 15.4943 0319: set_actor $3319 running 1 0489: set_actor $3319 muted 1 $3320 = Actor.Create(CivMale, #WMYCW, 112.2413, -356.3021, 35.3172) 01B2: give_actor $3320 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3320) = 278.5729 0319: set_actor $3320 running 1 $3321 = Actor.Create(CivMale, #WMYCW, 98.2973, -376.011, 35.3172) 01B2: give_actor $3321 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3321) = 76.4463 0319: set_actor $3321 running 1 $3322 = Actor.Create(CivMale, #WMYCW, 160.5181, -356.3491, 35.3172) 01B2: give_actor $3322 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3322) = 278.5729 0319: set_actor $3322 running 1 $3323 = Actor.Create(CivMale, #WMYCW, 129.3469, -366.2533, 35.3172) 01B2: give_actor $3323 weapon 7 ammo 1 // Load the weapon model before using this Actor.Angle($3323) = 84.4686 0319: set_actor $3323 running 1 $3324 = Actor.Create(CivMale, #GDA, 120.1059, -346.0308, 35.3104) 01B2: give_actor $3324 weapon 17 ammo 300000 // Load the weapon model before using this Actor.Angle($3324) = 185.866 0319: set_actor $3324 running 1 02E2: set_actor $3324 weapon_accuracy_to 80 0489: set_actor $3324 muted 1 $3325 = Actor.Create(CivMale, #GDA, 123.3658, -380.2271, 35.3172) 01B2: give_actor $3325 weapon 17 ammo 300000 // Load the weapon model before using this Actor.Angle($3325) = 358.9169 0319: set_actor $3325 running 1 0489: set_actor $3325 muted 1 $3326 = Actor.Create(CivMale, #GDA, 104.143, -346.1777, 26.268) 01B2: give_actor $3326 weapon 17 ammo 300000 // Load the weapon model before using this Actor.Angle($3326) = 185.866 0319: set_actor $3326 running 1 0489: set_actor $3326 muted 1 Marker.Disable($3306) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 $3310 = Player.WantedLevel($PLAYER_CHAR) Player.ClearWantedLevel($PLAYER_CHAR) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 046E: put_player $PLAYER_CHAR in_RC_mode_at $3328 $3329 $3330 angle $3331 RC_model #RCGOBLIN $3327 = Player.RC_car($PLAYER_CHAR) Car.Health($3327) = 1400 $3335 = Object.Create(#DYNAMITE, $3343, $3344, $3345) Object.CollisionDetection($3335) = True Object.ToggleInMovingList($3335) = True $3339 = Marker.CreateAboveObject($3335) $3336 = Object.Create(#DYNAMITE, $3346, $3347, $3348) Object.CollisionDetection($3336) = True Object.ToggleInMovingList($3336) = True $3340 = Marker.CreateAboveObject($3336) $3337 = Object.Create(#DYNAMITE, $3349, $3350, $3351) Object.CollisionDetection($3337) = True Object.ToggleInMovingList($3337) = True $3341 = Marker.CreateAboveObject($3337) $3338 = Object.Create(#DYNAMITE, $3352, $3353, $3354) Object.CollisionDetection($3338) = True Object.ToggleInMovingList($3338) = True $3342 = Marker.CreateAboveObject($3338) Object.KeepInMemory($3422) = True Object.KeepInMemory($3423) = True Object.KeepInMemory($3424) = True Object.KeepInMemory($3425) = True Camera.SetPosition(275.6989, -255.7764, 35.36815, 0.0, 0.0, 0.0) Camera.PointAt(274.9049, -256.3752, 35.47337, 2) 0395: clear_area 0 at $3328 $3329 range $3330 15.0 16@ = 0 // integer values :SERG3_4024 if 5000 > 16@ // integer values jf @SERG3_4101 wait 0 00BC: text_highpriority 'TEX3_1' 5000 ms 2 // ~g~Use the RC helicopter to transport bombs to four demolition points on the building site. if and 00E1: player 0 pressed_button 16 16@ > 1000 // integer values jf @SERG3_4094 jump @SERG3_5137 :SERG3_4094 jump @SERG3_4024 :SERG3_4101 Camera.SetPosition(221.9318, -347.8253, 14.86874, 0.0, 0.0, 0.0) Camera.PointAt(222.5816, -347.2625, 14.35743, 2) 16@ = 0 // integer values :SERG3_4159 if 5000 > 16@ // integer values jf @SERG3_4228 wait 0 00BC: text_highpriority 'TEX3_2' 5000 ms 2 // ~g~You must place one bomb at each target. You can place bombs in any order. if 00E1: player 0 pressed_button 16 jf @SERG3_4221 jump @SERG3_5137 :SERG3_4221 jump @SERG3_4159 :SERG3_4228 Camera.SetPosition(229.9853, -348.7427, 11.14897, 0.0, 0.0, 0.0) Camera.PointAt(229.9513, -347.8613, 10.67796, 2) 16@ = 0 // integer values :SERG3_4286 if 5000 > 16@ // integer values jf @SERG3_4355 wait 0 00BC: text_highpriority 'TEX3_30' 5000 ms 2 // ~g~To pick up a bomb, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time. if 00E1: player 0 pressed_button 16 jf @SERG3_4348 jump @SERG3_5137 :SERG3_4348 jump @SERG3_4286 :SERG3_4355 Camera.SetPosition(94.208, -381.946, 8.67, 0.0, 0.0, 0.0) Camera.PointAt(95.28442, -381.862, 8.660458, 2) 0395: clear_area 0 at $3328 $3329 range $3330 10.0 16@ = 0 // integer values :SERG3_4431 if 5000 > 16@ // integer values jf @SERG3_4545 wait 0 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @SERG3_4499 00BC: text_highpriority 'TEX3_39' 5000 ms 2 // ~g~To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~g~button. jump @SERG3_4514 :SERG3_4499 00BC: text_highpriority 'TEX3_4' 5000 ms 2 // ~g~To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~g~button. :SERG3_4514 if 00E1: player 0 pressed_button 16 jf @SERG3_4538 jump @SERG3_5137 :SERG3_4538 jump @SERG3_4431 :SERG3_4545 Camera.SetPosition(153.3567, -365.0051, 17.8099, 0.0, 0.0, 0.0) Camera.PointAt(153.5378, -364.0217, 17.82351, 2) 16@ = 0 // integer values :SERG3_4603 if 5000 > 16@ // integer values jf @SERG3_4728 wait 0 00BC: text_highpriority 'TEX3_5' 5000 ms 2 // ~g~If you place a bomb unsuccessfully you can pick it up and try again. if 00E1: player 0 pressed_button 16 jf @SERG3_4665 jump @SERG3_5137 :SERG3_4665 if not Actor.Dead($3315) jf @SERG3_4693 0372: set_actor $3315 anim 25 wait_state_time 300000 ms :SERG3_4693 if not Actor.Dead($3316) jf @SERG3_4721 0372: set_actor $3316 anim 25 wait_state_time 300000 ms :SERG3_4721 jump @SERG3_4603 :SERG3_4728 Camera.SetPosition(93.85921, -360.9543, 27.00828, 0.0, 0.0, 0.0) Camera.PointAt(92.8611, -361.0136, 26.99214, 2) 16@ = 0 // integer values :SERG3_4786 if 5000 > 16@ // integer values jf @SERG3_4883 wait 0 00BC: text_highpriority 'TEX3_6' 5000 ms 2 // ~g~Once you have picked up a bomb for the first time, the detonation timer will start. if 00E1: player 0 pressed_button 16 jf @SERG3_4848 jump @SERG3_5137 :SERG3_4848 if not Actor.Dead($3317) jf @SERG3_4876 0372: set_actor $3317 anim 25 wait_state_time 300000 ms :SERG3_4876 jump @SERG3_4786 :SERG3_4883 Camera.SetPosition(120.767, -377.2256, 35.94569, 0.0, 0.0, 0.0) Camera.PointAt(121.6996, -377.581, 36.00743, 2) 16@ = 0 // integer values :SERG3_4941 if 5000 > 16@ // integer values jf @SERG3_5010 wait 0 00BC: text_highpriority 'TEX3_7' 5000 ms 2 // ~g~You must then place the remaining bombs in 7 minutes! if 00E1: player 0 pressed_button 16 jf @SERG3_5003 jump @SERG3_5137 :SERG3_5003 jump @SERG3_4941 :SERG3_5010 Camera.SetPosition(117.7223, -388.8373, 10.20708, 0.0, 0.0, 0.0) Camera.PointAt(117.7434, -387.8386, 10.25837, 2) 16@ = 0 // integer values :SERG3_5068 if 5000 > 16@ // integer values jf @SERG3_5137 wait 0 00BC: text_highpriority 'TEX3_27' 5000 ms 2 // ~g~A central stairway allows access to all the floors in the building. if 00E1: player 0 pressed_button 16 jf @SERG3_5130 jump @SERG3_5137 :SERG3_5130 jump @SERG3_5068 :SERG3_5137 wait 0 00BE: text_clear_all 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True if not Car.Wrecked($3327) jf @SERG3_5187 Camera.OnVehicle($3327, 18, 2) wait 0 032A: set_behind_camera_mode_to 0 :SERG3_5187 03C4: set_status_text_to $3307 0 'TEX3_11' // targets left: $3391 = 1 // integer values :SERG3_5209 if $3391 == 1 // integer values jf @SERG3_5309 if $3441 == 0 // integer values jf @SERG3_5309 16@ = 0 // integer values 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @SERG3_5292 03E5: text_box 'PLANE_4' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. jump @SERG3_5302 :SERG3_5292 03E5: text_box 'PLANE_H' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. :SERG3_5302 $3441 = 1 // integer values :SERG3_5309 if $3391 == 1 // integer values jf @SERG3_5388 if $3441 == 1 // integer values jf @SERG3_5388 if 16@ > 9500 // integer values jf @SERG3_5388 03E5: text_box 'TEX3_23' // Press the ~h~~k~~VEHICLE_TURRETUP~~w~ and ~h~~k~~VEHICLE_TURRETDOWN~~w~ buttons to tilt the helicopter in the direction you wish to maneuver it. 16@ = 0 // integer values $3441 = 2 // integer values :SERG3_5388 if $3391 == 1 // integer values jf @SERG3_5467 if $3441 == 2 // integer values jf @SERG3_5467 if 16@ > 9500 // integer values jf @SERG3_5467 03E5: text_box 'TEX3_25' // Press the ~h~~k~~VEHICLE_LOOKRIGHT~ ~w~button to rotate the helicopter clockwise. 16@ = 0 // integer values $3441 = 3 // integer values :SERG3_5467 if $3391 == 1 // integer values jf @SERG3_5546 if $3441 == 3 // integer values jf @SERG3_5546 if 16@ > 9500 // integer values jf @SERG3_5546 03E5: text_box 'TEX3_24' // Press the ~h~~k~~VEHICLE_LOOKLEFT~ ~w~button to rotate the helicopter counter-clockwise. 16@ = 0 // integer values $3441 = 4 // integer values :SERG3_5546 if $3391 == 1 // integer values jf @SERG3_5669 if $3441 == 4 // integer values jf @SERG3_5669 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @SERG3_5655 if 16@ > 9500 // integer values jf @SERG3_5648 03E5: text_box 'TEX3_26' // Pressing the ~h~~k~~VEHICLE_BRAKE~ ~w~button ~w~decreases the rotor speed, causing the helicopter to~h~ descend. 16@ = 0 // integer values $3441 = 5 // integer values :SERG3_5648 jump @SERG3_5669 :SERG3_5655 16@ = 0 // integer values $3441 = 5 // integer values :SERG3_5669 if $3391 == 1 // integer values jf @SERG3_5748 if $3441 == 5 // integer values jf @SERG3_5748 if 16@ > 9500 // integer values jf @SERG3_5748 03E5: text_box 'TEX3_32' // You can ~h~look behind~w~ by simultaneously pressing the ~h~~k~~VEHICLE_LOOKLEFT~~w~ and the ~h~~k~~VEHICLE_LOOKRIGHT~~w~ buttons. 16@ = 0 // integer values $3441 = 6 // integer values :SERG3_5748 if $3391 == 1 // integer values jf @SERG3_5827 if $3441 == 6 // integer values jf @SERG3_5827 if 16@ > 9500 // integer values jf @SERG3_5827 03E5: text_box 'TEX3_28' // To ~h~pick up a bomb~w~, simply maneuver the RC helicopter next to it. The RC Helicopter can carry one bomb at a time. 16@ = 0 // integer values $3441 = 7 // integer values :SERG3_5827 if $3391 == 1 // integer values jf @SERG3_5946 if $3441 == 7 // integer values jf @SERG3_5946 if 16@ > 9500 // integer values jf @SERG3_5946 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @SERG3_5922 03E5: text_box 'TEX3_40' // To drop a bomb press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button. jump @SERG3_5932 :SERG3_5922 03E5: text_box 'TEX3_29' // To drop a bomb press the~h~ ~k~~PED_FIREWEAPON~ ~w~button. :SERG3_5932 16@ = 0 // integer values $3441 = 8 // integer values :SERG3_5946 if $3391 == 1 // integer values jf @SERG3_6025 if $3441 == 8 // integer values jf @SERG3_6025 if 16@ > 9500 // integer values jf @SERG3_6025 03E5: text_box 'TEX3_33' // Once you pick up a bomb the radar will show you the position of the target relative to the RC helicopter. 16@ = 0 // integer values $3441 = 9 // integer values :SERG3_6025 if $3391 == 1 // integer values jf @SERG3_6104 if $3441 == 9 // integer values jf @SERG3_6104 if 16@ > 9500 // integer values jf @SERG3_6104 03E5: text_box 'TEX3_34' // An ~h~upwards pointing triangular blip ~w~indicates the target is ~h~above ~w~the RC helicopter. 16@ = 0 // integer values $3441 = 10 // integer values :SERG3_6104 if $3391 == 1 // integer values jf @SERG3_6183 if $3441 == 10 // integer values jf @SERG3_6183 if 16@ > 9500 // integer values jf @SERG3_6183 03E5: text_box 'TEX3_35' // A ~h~downward pointing triangular blip ~w~indicates the target is ~h~below ~w~the RC helicopter. 16@ = 0 // integer values $3441 = 11 // integer values :SERG3_6183 if $3391 == 1 // integer values jf @SERG3_6262 if $3441 == 11 // integer values jf @SERG3_6262 if 16@ > 9500 // integer values jf @SERG3_6262 03E5: text_box 'TEX3_36' // A ~h~square blip ~w~indicates the target is on the ~h~same level ~w~as the RC helicopter 16@ = 0 // integer values $3441 = 12 // integer values :SERG3_6262 if $3391 == 1 // integer values jf @SERG3_6373 if not Car.Wrecked($3327) jf @SERG3_6373 if 81FC: not player $PLAYER_CHAR near_car $3327 radius 200.0 200.0 0 jf @SERG3_6373 if 01FC: player $PLAYER_CHAR near_car $3327 radius 249.0 249.0 0 jf @SERG3_6373 00BC: text_highpriority 'TEX3_20' 1000 ms 1 // ~r~The RC Helicopter is nearly out of range! :SERG3_6373 if not Car.Wrecked($3327) jf @SERG3_6461 if Player.InRemoteMode($PLAYER_CHAR) jf @SERG3_6461 Object.StorePos($3335, $3355, $3356, $3357) Object.StorePos($3336, $3358, $3359, $3360) Object.StorePos($3337, $3361, $3362, $3363) Object.StorePos($3338, $3364, $3365, $3366) :SERG3_6461 if $3392 == 2 // integer values jf @SERG3_6537 if 04DA: has_object $3335 collided jf @SERG3_6537 Object.ToggleInMovingList($3335) = False Object.CollisionDetection($3335) = False 04D9: object $3335 set_scripted_collision_check 0 $3392 = 0 // integer values gosub @SERG3_21442 gosub @SERG3_21316 :SERG3_6537 if $3393 == 2 // integer values jf @SERG3_6613 if 04DA: has_object $3336 collided jf @SERG3_6613 Object.ToggleInMovingList($3336) = False Object.CollisionDetection($3336) = False 04D9: object $3336 set_scripted_collision_check 0 $3393 = 0 // integer values gosub @SERG3_21979 gosub @SERG3_21316 :SERG3_6613 if $3394 == 2 // integer values jf @SERG3_6689 if 04DA: has_object $3337 collided jf @SERG3_6689 Object.ToggleInMovingList($3337) = False Object.CollisionDetection($3337) = False 04D9: object $3337 set_scripted_collision_check 0 $3394 = 0 // integer values gosub @SERG3_22516 gosub @SERG3_21316 :SERG3_6689 if $3395 == 2 // integer values jf @SERG3_6765 if 04DA: has_object $3338 collided jf @SERG3_6765 Object.ToggleInMovingList($3338) = False Object.CollisionDetection($3338) = False 04D9: object $3338 set_scripted_collision_check 0 $3395 = 0 // integer values gosub @SERG3_23053 gosub @SERG3_21316 :SERG3_6765 if not Car.Wrecked($3327) jf @SERG3_7195 if Player.InRemoteMode($PLAYER_CHAR) jf @SERG3_7195 if or $3393 == 0 // integer values $3393 == 3 // integer values jf @SERG3_7195 if or $3394 == 0 // integer values $3394 == 3 // integer values jf @SERG3_7195 if or $3395 == 0 // integer values $3395 == 3 // integer values jf @SERG3_7195 if 2 > $3392 // integer values jf @SERG3_7195 if or 01AF: car $3327 0 $3355 $3356 $3357 radius 0.7 0.7 0.7 $3392 == 1 // integer values jf @SERG3_7195 Car.StorePos($3327, $3332, $3333, $3334) 035C: place_object $3335 relative_to_car $3327 offset 0.0 0.0 -0.4 if $3403 == 0 // integer values jf @SERG3_7011 $3403 = 1 // integer values $3402 = 420000 // integer values :SERG3_7011 Object.CollisionDetection($3335) = False Object.ToggleInMovingList($3335) = False 02CE: $3387 = ground_z $3332 $3333 $3334 0086: $3383 = $3334 // floating-point values only 0061: $3383 -= $3387 // floating-point values if $3392 == 0 // integer values jf @SERG3_7080 gosub @SERG3_21151 :SERG3_7080 $3392 = 1 // integer values if $3392 == 1 // integer values jf @SERG3_7195 if $3383 > 1.2 // floating-point values jf @SERG3_7195 if 0585: jf @SERG3_7195 $3392 = 2 // integer values Object.ToggleInMovingList($3335) = True Object.CollisionDetection($3335) = True 04D9: object $3335 set_scripted_collision_check 1 050E: $3335 $3327 Object.Throw($3335, 0.0, 0.0, -1.0) :SERG3_7195 if not Car.Wrecked($3327) jf @SERG3_7625 if Player.InRemoteMode($PLAYER_CHAR) jf @SERG3_7625 if or $3392 == 0 // integer values $3392 == 3 // integer values jf @SERG3_7625 if or $3394 == 0 // integer values $3394 == 3 // integer values jf @SERG3_7625 if or $3395 == 0 // integer values $3395 == 3 // integer values jf @SERG3_7625 if 2 > $3393 // integer values jf @SERG3_7625 if or 01AF: car $3327 0 $3358 $3359 $3360 radius 0.7 0.7 0.7 $3393 == 1 // integer values jf @SERG3_7625 Car.StorePos($3327, $3332, $3333, $3334) 035C: place_object $3336 relative_to_car $3327 offset 0.0 0.0 -0.4 if $3403 == 0 // integer values jf @SERG3_7441 $3403 = 1 // integer values $3402 = 420000 // integer values :SERG3_7441 Object.CollisionDetection($3336) = False Object.ToggleInMovingList($3336) = False 02CE: $3388 = ground_z $3332 $3333 $3334 0086: $3384 = $3334 // floating-point values only 0061: $3384 -= $3388 // floating-point values if $3393 == 0 // integer values jf @SERG3_7510 gosub @SERG3_21151 :SERG3_7510 $3393 = 1 // integer values if $3393 == 1 // integer values jf @SERG3_7625 if $3384 > 1.2 // floating-point values jf @SERG3_7625 if 0585: jf @SERG3_7625 $3393 = 2 // integer values 04D9: object $3336 set_scripted_collision_check 1 Object.ToggleInMovingList($3336) = True Object.CollisionDetection($3336) = True 050E: $3336 $3327 Object.Throw($3336, 0.0, 0.0, -1.0) :SERG3_7625 if not Car.Wrecked($3327) jf @SERG3_8055 if Player.InRemoteMode($PLAYER_CHAR) jf @SERG3_8055 if or $3392 == 0 // integer values $3392 == 3 // integer values jf @SERG3_8055 if or $3393 == 0 // integer values $3393 == 3 // integer values jf @SERG3_8055 if or $3395 == 0 // integer values $3395 == 3 // integer values jf @SERG3_8055 if 2 > $3394 // integer values jf @SERG3_8055 if or 01AF: car $3327 0 $3361 $3362 $3363 radius 0.7 0.7 0.7 $3394 == 1 // integer values jf @SERG3_8055 Car.StorePos($3327, $3332, $3333, $3334) 035C: place_object $3337 relative_to_car $3327 offset 0.0 0.0 -0.4 if $3403 == 0 // integer values jf @SERG3_7871 $3403 = 1 // integer values $3402 = 420000 // integer values :SERG3_7871 Object.CollisionDetection($3337) = False Object.ToggleInMovingList($3337) = False 02CE: $3389 = ground_z $3332 $3333 $3334 0086: $3385 = $3334 // floating-point values only 0061: $3385 -= $3389 // floating-point values if $3394 == 0 // integer values jf @SERG3_7940 gosub @SERG3_21151 :SERG3_7940 $3394 = 1 // integer values if $3394 == 1 // integer values jf @SERG3_8055 if $3385 > 1.2 // floating-point values jf @SERG3_8055 if 0585: jf @SERG3_8055 $3394 = 2 // integer values 04D9: object $3337 set_scripted_collision_check 1 Object.ToggleInMovingList($3337) = True Object.CollisionDetection($3337) = True 050E: $3337 $3327 Object.Throw($3337, 0.0, 0.0, -1.0) :SERG3_8055 if not Car.Wrecked($3327) jf @SERG3_8485 if Player.InRemoteMode($PLAYER_CHAR) jf @SERG3_8485 if or $3392 == 0 // integer values $3392 == 3 // integer values jf @SERG3_8485 if or $3393 == 0 // integer values $3393 == 3 // integer values jf @SERG3_8485 if or $3394 == 0 // integer values $3394 == 3 // integer values jf @SERG3_8485 if 2 > $3395 // integer values jf @SERG3_8485 if or 01AF: car $3327 0 $3364 $3365 $3366 radius 0.7 0.7 0.7 $3395 == 1 // integer values jf @SERG3_8485 Car.StorePos($3327, $3332, $3333, $3334) 035C: place_object $3338 relative_to_car $3327 offset 0.0 0.0 -0.4 if $3403 == 0 // integer values jf @SERG3_8301 $3403 = 1 // integer values $3402 = 420000 // integer values :SERG3_8301 Object.CollisionDetection($3338) = False Object.ToggleInMovingList($3338) = False 02CE: $3390 = ground_z $3332 $3333 $3334 0086: $3386 = $3334 // floating-point values only 0061: $3386 -= $3390 // floating-point values if $3395 == 0 // integer values jf @SERG3_8370 gosub @SERG3_21151 :SERG3_8370 $3395 = 1 // integer values if $3395 == 1 // integer values jf @SERG3_8485 if $3386 > 1.2 // floating-point values jf @SERG3_8485 if 0585: jf @SERG3_8485 $3395 = 2 // integer values 04D9: object $3338 set_scripted_collision_check 1 Object.ToggleInMovingList($3338) = True Object.CollisionDetection($3338) = True 050E: $3338 $3327 Object.Throw($3338, 0.0, 0.0, -1.0) :SERG3_8485 if $3391 == 1 // integer values jf @SERG3_8699 if not $3396 == 1 // integer values jf @SERG3_8552 04E6: object $3335 near_point $3367 $3368 $3369 radius 3.5 3.5 3.5 flag 1 :SERG3_8552 if not $3397 == 1 // integer values jf @SERG3_8601 04E6: object $3335 near_point $3370 $3371 $3372 radius 3.5 3.5 3.5 flag 1 :SERG3_8601 if not $3398 == 1 // integer values jf @SERG3_8650 04E6: object $3335 near_point $3373 $3374 $3375 radius 3.5 3.5 3.5 flag 1 :SERG3_8650 if not $3399 == 1 // integer values jf @SERG3_8699 04E6: object $3335 near_point $3376 $3377 $3378 radius 3.5 3.5 3.5 flag 1 :SERG3_8699 if not Actor.Dead($3311) jf @SERG3_8761 if not Car.Wrecked($3327) jf @SERG3_8761 if $3426 == 0 // integer values jf @SERG3_8761 0372: set_actor $3311 anim 13 wait_state_time 300000 ms :SERG3_8761 if not Actor.Dead($3312) jf @SERG3_8823 if not Car.Wrecked($3327) jf @SERG3_8823 if $3427 == 0 // integer values jf @SERG3_8823 0372: set_actor $3312 anim 25 wait_state_time 300000 ms :SERG3_8823 if not Actor.Dead($3315) jf @SERG3_8885 if not Car.Wrecked($3327) jf @SERG3_8885 if $3429 == 0 // integer values jf @SERG3_8885 0372: set_actor $3315 anim 25 wait_state_time 300000 ms :SERG3_8885 if not Actor.Dead($3316) jf @SERG3_8947 if not Car.Wrecked($3327) jf @SERG3_8947 if $3430 == 0 // integer values jf @SERG3_8947 0372: set_actor $3316 anim 25 wait_state_time 300000 ms :SERG3_8947 if not Actor.Dead($3317) jf @SERG3_9009 if not Car.Wrecked($3327) jf @SERG3_9009 if $3431 == 0 // integer values jf @SERG3_9009 0372: set_actor $3317 anim 25 wait_state_time 300000 ms :SERG3_9009 if not Actor.Dead($3319) jf @SERG3_9071 if not Car.Wrecked($3327) jf @SERG3_9071 if $3433 == 0 // integer values jf @SERG3_9071 0372: set_actor $3319 anim 13 wait_state_time 300000 ms :SERG3_9071 if not Actor.Dead($3320) jf @SERG3_9133 if not Car.Wrecked($3327) jf @SERG3_9133 if $3434 == 0 // integer values jf @SERG3_9133 0372: set_actor $3320 anim 25 wait_state_time 300000 ms :SERG3_9133 if not Actor.Dead($3321) jf @SERG3_9195 if not Car.Wrecked($3327) jf @SERG3_9195 if $3435 == 0 // integer values jf @SERG3_9195 0372: set_actor $3321 anim 25 wait_state_time 300000 ms :SERG3_9195 if not Actor.Dead($3322) jf @SERG3_9257 if not Car.Wrecked($3327) jf @SERG3_9257 if $3436 == 0 // integer values jf @SERG3_9257 0372: set_actor $3322 anim 25 wait_state_time 300000 ms :SERG3_9257 if not Actor.Dead($3323) jf @SERG3_9319 if not Car.Wrecked($3327) jf @SERG3_9319 if $3437 == 0 // integer values jf @SERG3_9319 0372: set_actor $3323 anim 25 wait_state_time 300000 ms :SERG3_9319 if not Actor.Dead($3311) jf @SERG3_9419 if not Car.Wrecked($3327) jf @SERG3_9419 if 0205: actor $3311 near_car $3327 radius 7.0 7.0 6.0 unknown 0 jf @SERG3_9419 0372: set_actor $3311 anim 0 wait_state_time 300 ms 01D9: actor $3311 destroy_car $3327 0319: set_actor $3311 running 1 $3426 = 1 // integer values :SERG3_9419 if not Actor.Dead($3312) jf @SERG3_9519 if not Car.Wrecked($3327) jf @SERG3_9519 if 0205: actor $3312 near_car $3327 radius 12.0 12.0 6.0 unknown 0 jf @SERG3_9519 0372: set_actor $3312 anim 0 wait_state_time 300 ms 01D9: actor $3312 destroy_car $3327 0319: set_actor $3312 running 1 $3427 = 1 // integer values :SERG3_9519 if not Actor.Dead($3313) jf @SERG3_9619 if not Car.Wrecked($3327) jf @SERG3_9619 if 0205: actor $3313 near_car $3327 radius 10.0 10.0 3.0 unknown 0 jf @SERG3_9619 0372: set_actor $3313 anim 0 wait_state_time 300 ms 01D9: actor $3313 destroy_car $3327 0319: set_actor $3313 running 1 $3428 = 1 // integer values :SERG3_9619 if not Actor.Dead($3314) jf @SERG3_9712 if not Car.Wrecked($3327) jf @SERG3_9712 if 0205: actor $3314 near_car $3327 radius 10.0 10.0 3.0 unknown 0 jf @SERG3_9712 0372: set_actor $3314 anim 0 wait_state_time 300 ms 01D9: actor $3314 destroy_car $3327 0319: set_actor $3314 running 1 :SERG3_9712 if not Actor.Dead($3315) jf @SERG3_9812 if not Car.Wrecked($3327) jf @SERG3_9812 if 0205: actor $3315 near_car $3327 radius 7.0 7.0 5.0 unknown 0 jf @SERG3_9812 0372: set_actor $3315 anim 0 wait_state_time 300 ms 01D9: actor $3315 destroy_car $3327 0319: set_actor $3315 running 1 $3429 = 1 // integer values :SERG3_9812 if not Actor.Dead($3316) jf @SERG3_9912 if not Car.Wrecked($3327) jf @SERG3_9912 if 0205: actor $3316 near_car $3327 radius 15.0 15.0 4.0 unknown 0 jf @SERG3_9912 0372: set_actor $3316 anim 0 wait_state_time 300 ms 01D9: actor $3316 destroy_car $3327 0319: set_actor $3316 running 1 $3430 = 1 // integer values :SERG3_9912 if not Actor.Dead($3317) jf @SERG3_10012 if not Car.Wrecked($3327) jf @SERG3_10012 if 0205: actor $3317 near_car $3327 radius 15.0 15.0 3.0 unknown 0 jf @SERG3_10012 0372: set_actor $3317 anim 0 wait_state_time 300 ms 01D9: actor $3317 destroy_car $3327 0319: set_actor $3317 running 1 $3431 = 1 // integer values :SERG3_10012 if not Actor.Dead($3318) jf @SERG3_10112 if not Car.Wrecked($3327) jf @SERG3_10112 if 0205: actor $3318 near_car $3327 radius 15.0 15.0 6.0 unknown 0 jf @SERG3_10112 0372: set_actor $3318 anim 0 wait_state_time 300 ms 01D9: actor $3318 destroy_car $3327 0319: set_actor $3318 running 1 $3432 = 1 // integer values :SERG3_10112 if not Actor.Dead($3319) jf @SERG3_10212 if not Car.Wrecked($3327) jf @SERG3_10212 if 0205: actor $3319 near_car $3327 radius 18.0 18.0 3.0 unknown 0 jf @SERG3_10212 0372: set_actor $3319 anim 0 wait_state_time 300 ms 01D9: actor $3319 destroy_car $3327 0319: set_actor $3319 running 1 $3433 = 1 // integer values :SERG3_10212 if not Actor.Dead($3320) jf @SERG3_10312 if not Car.Wrecked($3327) jf @SERG3_10312 if 0205: actor $3320 near_car $3327 radius 15.0 15.0 6.0 unknown 0 jf @SERG3_10312 0372: set_actor $3320 anim 0 wait_state_time 300 ms 01D9: actor $3320 destroy_car $3327 0319: set_actor $3320 running 1 $3434 = 1 // integer values :SERG3_10312 if not Actor.Dead($3321) jf @SERG3_10412 if not Car.Wrecked($3327) jf @SERG3_10412 if 0205: actor $3321 near_car $3327 radius 15.0 15.0 4.0 unknown 0 jf @SERG3_10412 0372: set_actor $3321 anim 0 wait_state_time 300 ms 01D9: actor $3321 destroy_car $3327 0319: set_actor $3321 running 1 $3435 = 1 // integer values :SERG3_10412 if not Actor.Dead($3322) jf @SERG3_10512 if not Car.Wrecked($3327) jf @SERG3_10512 if 0205: actor $3322 near_car $3327 radius 15.0 15.0 6.0 unknown 0 jf @SERG3_10512 0372: set_actor $3322 anim 0 wait_state_time 300 ms 01D9: actor $3322 destroy_car $3327 0319: set_actor $3322 running 1 $3436 = 1 // integer values :SERG3_10512 if not Actor.Dead($3323) jf @SERG3_10612 if not Car.Wrecked($3327) jf @SERG3_10612 if 0205: actor $3323 near_car $3327 radius 10.0 10.0 4.0 unknown 0 jf @SERG3_10612 0372: set_actor $3323 anim 0 wait_state_time 300 ms 01D9: actor $3323 destroy_car $3327 0319: set_actor $3323 running 1 $3437 = 1 // integer values :SERG3_10612 if not Actor.Dead($3324) jf @SERG3_10688 if not Car.Wrecked($3327) jf @SERG3_10688 if 0205: actor $3324 near_car $3327 radius 18.0 18.0 3.0 unknown 0 jf @SERG3_10688 01D9: actor $3324 destroy_car $3327 :SERG3_10688 if not Actor.Dead($3325) jf @SERG3_10771 if not Car.Wrecked($3327) jf @SERG3_10771 if 0205: actor $3325 near_car $3327 radius 18.0 18.0 3.0 unknown 0 jf @SERG3_10771 01D9: actor $3325 destroy_car $3327 $3459 = 1 // integer values :SERG3_10771 if not Actor.Dead($3326) jf @SERG3_10847 if not Car.Wrecked($3327) jf @SERG3_10847 if 0205: actor $3326 near_car $3327 radius 18.0 18.0 3.0 unknown 0 jf @SERG3_10847 01D9: actor $3326 destroy_car $3327 :SERG3_10847 if not Actor.Dead($3311) jf @SERG3_11127 if $3426 == 1 // integer values jf @SERG3_10931 if $3444 == 0 // integer values jf @SERG3_10931 if $3442 == 0 // integer values jf @SERG3_10931 $3442 = 1 // integer values $3443 = 0 // integer values :SERG3_10931 if $3442 == 1 // integer values jf @SERG3_11120 if $3443 == 0 // integer values jf @SERG3_10993 03CF: load_wav 'TEX3_2' as 1 $3443 = 1 // integer values jump @SERG3_11120 :SERG3_10993 if $3443 == 1 // integer values jf @SERG3_11033 if 03D0: wav 1 loaded jf @SERG3_11033 $3443 = 2 // integer values :SERG3_11033 if $3443 == 2 // integer values jf @SERG3_11062 03D1: play_wav 1 $3443 = 3 // integer values :SERG3_11062 if $3443 == 3 // integer values jf @SERG3_11120 if 03D2: wav 1 ended jf @SERG3_11120 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3444 = 1 // integer values :SERG3_11120 jump @SERG3_11170 :SERG3_11127 if $3442 == 1 // integer values jf @SERG3_11170 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3444 = 1 // integer values :SERG3_11170 if not Actor.Dead($3313) jf @SERG3_11450 if $3428 == 1 // integer values jf @SERG3_11254 if $3445 == 0 // integer values jf @SERG3_11254 if $3442 == 0 // integer values jf @SERG3_11254 $3442 = 2 // integer values $3443 = 0 // integer values :SERG3_11254 if $3442 == 2 // integer values jf @SERG3_11443 if $3443 == 0 // integer values jf @SERG3_11316 03CF: load_wav 'TEX3_1' as 1 $3443 = 1 // integer values jump @SERG3_11443 :SERG3_11316 if $3443 == 1 // integer values jf @SERG3_11356 if 03D0: wav 1 loaded jf @SERG3_11356 $3443 = 2 // integer values :SERG3_11356 if $3443 == 2 // integer values jf @SERG3_11385 03D1: play_wav 1 $3443 = 3 // integer values :SERG3_11385 if $3443 == 3 // integer values jf @SERG3_11443 if 03D2: wav 1 ended jf @SERG3_11443 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3445 = 1 // integer values :SERG3_11443 jump @SERG3_11493 :SERG3_11450 if $3442 == 2 // integer values jf @SERG3_11493 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3445 = 1 // integer values :SERG3_11493 if not Actor.Dead($3317) jf @SERG3_11773 if $3431 == 1 // integer values jf @SERG3_11577 if $3446 == 0 // integer values jf @SERG3_11577 if $3442 == 0 // integer values jf @SERG3_11577 $3442 = 3 // integer values $3443 = 0 // integer values :SERG3_11577 if $3442 == 3 // integer values jf @SERG3_11766 if $3443 == 0 // integer values jf @SERG3_11639 03CF: load_wav 'TEX3_3' as 1 $3443 = 1 // integer values jump @SERG3_11766 :SERG3_11639 if $3443 == 1 // integer values jf @SERG3_11679 if 03D0: wav 1 loaded jf @SERG3_11679 $3443 = 2 // integer values :SERG3_11679 if $3443 == 2 // integer values jf @SERG3_11708 03D1: play_wav 1 $3443 = 3 // integer values :SERG3_11708 if $3443 == 3 // integer values jf @SERG3_11766 if 03D2: wav 1 ended jf @SERG3_11766 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3446 = 1 // integer values :SERG3_11766 jump @SERG3_11816 :SERG3_11773 if $3442 == 3 // integer values jf @SERG3_11816 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3446 = 1 // integer values :SERG3_11816 if not Actor.Dead($3323) jf @SERG3_12096 if $3437 == 1 // integer values jf @SERG3_11900 if $3447 == 0 // integer values jf @SERG3_11900 if $3442 == 0 // integer values jf @SERG3_11900 $3442 = 4 // integer values $3443 = 0 // integer values :SERG3_11900 if $3442 == 4 // integer values jf @SERG3_12089 if $3443 == 0 // integer values jf @SERG3_11962 03CF: load_wav 'TEX3_4' as 1 $3443 = 1 // integer values jump @SERG3_12089 :SERG3_11962 if $3443 == 1 // integer values jf @SERG3_12002 if 03D0: wav 1 loaded jf @SERG3_12002 $3443 = 2 // integer values :SERG3_12002 if $3443 == 2 // integer values jf @SERG3_12031 03D1: play_wav 1 $3443 = 3 // integer values :SERG3_12031 if $3443 == 3 // integer values jf @SERG3_12089 if 03D2: wav 1 ended jf @SERG3_12089 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3447 = 1 // integer values :SERG3_12089 jump @SERG3_12139 :SERG3_12096 if $3442 == 4 // integer values jf @SERG3_12139 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3447 = 1 // integer values :SERG3_12139 if not Actor.Dead($3319) jf @SERG3_12419 if $3433 == 1 // integer values jf @SERG3_12223 if $3448 == 0 // integer values jf @SERG3_12223 if $3442 == 0 // integer values jf @SERG3_12223 $3442 = 5 // integer values $3443 = 0 // integer values :SERG3_12223 if $3442 == 5 // integer values jf @SERG3_12412 if $3443 == 0 // integer values jf @SERG3_12285 03CF: load_wav 'TEX3_8' as 1 $3443 = 1 // integer values jump @SERG3_12412 :SERG3_12285 if $3443 == 1 // integer values jf @SERG3_12325 if 03D0: wav 1 loaded jf @SERG3_12325 $3443 = 2 // integer values :SERG3_12325 if $3443 == 2 // integer values jf @SERG3_12354 03D1: play_wav 1 $3443 = 3 // integer values :SERG3_12354 if $3443 == 3 // integer values jf @SERG3_12412 if 03D2: wav 1 ended jf @SERG3_12412 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3448 = 1 // integer values :SERG3_12412 jump @SERG3_12462 :SERG3_12419 if $3442 == 5 // integer values jf @SERG3_12462 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3448 = 1 // integer values :SERG3_12462 if not Actor.Dead($3325) jf @SERG3_12742 if $3459 == 1 // integer values jf @SERG3_12546 if $3458 == 0 // integer values jf @SERG3_12546 if $3442 == 0 // integer values jf @SERG3_12546 $3442 = 6 // integer values $3443 = 0 // integer values :SERG3_12546 if $3442 == 6 // integer values jf @SERG3_12735 if $3443 == 0 // integer values jf @SERG3_12608 03CF: load_wav 'TEX3_6' as 1 $3443 = 1 // integer values jump @SERG3_12735 :SERG3_12608 if $3443 == 1 // integer values jf @SERG3_12648 if 03D0: wav 1 loaded jf @SERG3_12648 $3443 = 2 // integer values :SERG3_12648 if $3443 == 2 // integer values jf @SERG3_12677 03D1: play_wav 1 $3443 = 3 // integer values :SERG3_12677 if $3443 == 3 // integer values jf @SERG3_12735 if 03D2: wav 1 ended jf @SERG3_12735 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3458 = 1 // integer values :SERG3_12735 jump @SERG3_12785 :SERG3_12742 if $3442 == 6 // integer values jf @SERG3_12785 $3443 = 0 // integer values $3442 = 0 // integer values 040D: unload_wav 1 $3458 = 1 // integer values :SERG3_12785 if $3403 == 1 // integer values jf @SERG3_12858 if not $3402 == 0 // integer values jf @SERG3_12858 03C3: set_timer_with_text_to $3402 type 1 text 'RACES' // TIME: 00BC: text_highpriority 'TEX3_15' 7000 ms 1 // ~r~Detonation timer initiated! ~g~You must plant the ~w~4 bombs ~g~in the remaining time! $3403 = 2 // integer values :SERG3_12858 if $3404 == 0 // integer values jf @SERG3_12971 0084: $3408 = $3396 // integer values and handles 0058: $3408 += $3397 // integer values 0084: $3411 = $3398 // integer values and handles 0058: $3411 += $3399 // integer values 0084: $3405 = $3408 // integer values and handles 0058: $3405 += $3411 // integer values if $3405 == 1 // integer values jf @SERG3_12971 $3307 = 3 // integer values $3404 = 1 // integer values 00BC: text_highpriority 'TEX3_12' 5000 ms 2 // ~g~Bomb planted! Only 3 more targets to go! Go back and get another bomb. :SERG3_12971 if $3404 == 1 // integer values jf @SERG3_13084 0084: $3409 = $3396 // integer values and handles 0058: $3409 += $3397 // integer values 0084: $3412 = $3398 // integer values and handles 0058: $3412 += $3399 // integer values 0084: $3406 = $3409 // integer values and handles 0058: $3406 += $3412 // integer values if $3406 == 2 // integer values jf @SERG3_13084 $3307 = 2 // integer values $3404 = 2 // integer values 00BC: text_highpriority 'TEX3_13' 5000 ms 2 // ~g~Bomb planted! Only 2 more targets to go! Go back and get another bomb. :SERG3_13084 if $3404 == 2 // integer values jf @SERG3_13197 0084: $3410 = $3396 // integer values and handles 0058: $3410 += $3397 // integer values 0084: $3413 = $3398 // integer values and handles 0058: $3413 += $3399 // integer values 0084: $3407 = $3410 // integer values and handles 0058: $3407 += $3413 // integer values if $3407 == 3 // integer values jf @SERG3_13197 $3307 = 1 // integer values $3404 = 3 // integer values 00BC: text_highpriority 'TEX3_14' 5000 ms 2 // ~g~Bomb planted! Only 1 more target to go! Go back and get another bomb. :SERG3_13197 if and $3396 == 1 // integer values $3397 == 1 // integer values $3398 == 1 // integer values $3399 == 1 // integer values jf @SERG3_13243 jump @SERG3_13596 :SERG3_13243 if 1 > $3402 // integer values jf @SERG3_13301 if $3403 == 2 // integer values jf @SERG3_13301 00BC: text_highpriority 'TEX3_17' 5000 ms 1 // ~r~You ran out of time! jump @SERG3_21063 :SERG3_13301 if Car.Wrecked($3327) jf @SERG3_13357 if $3391 == 1 // integer values jf @SERG3_13357 00BC: text_highpriority 'TEX3_18' 5000 ms 2 // ~r~Your RC Helicopter has been destroyed! jump @SERG3_21063 :SERG3_13357 if $3391 == 1 // integer values jf @SERG3_13444 if not Car.Wrecked($3327) jf @SERG3_13444 if 81FC: not player $PLAYER_CHAR near_car $3327 radius 250.0 250.0 0 jf @SERG3_13444 00BC: text_highpriority 'TEX3_21' 5000 ms 1 // ~r~The RC Helicopter went out of range! jump @SERG3_21063 :SERG3_13444 if $3391 == 1 // integer values jf @SERG3_13515 if or 04E7: object $3335 in_water 04E7: object $3336 in_water 04E7: object $3337 in_water 04E7: object $3338 in_water jf @SERG3_13515 00BC: text_highpriority 'TEX3_19' 5000 ms 1 // ~r~You dropped your bomb in the water! That ain't no way to fish! jump @SERG3_21063 :SERG3_13515 if $3391 == 0 // integer values jf @SERG3_13589 if $3457 == 1 // integer values jf @SERG3_13589 if Car.Wrecked($3308) jf @SERG3_13589 00BC: text_highpriority 'TEX3_31' 5000 ms 1 // ~r~You destroyed the TOPFUN van that contained the bombs and RC helicopter! jump @SERG3_21063 :SERG3_13589 jump @SERG3_2490 :SERG3_13596 014F: stop_timer $3402 0151: remove_status_text $3307 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False Model.Destroy(#DYNAMITE) Model.Destroy(#HAMMER) Model.Destroy(#BARREL4) Model.Destroy(#GDA) Model.Destroy(#GDA) Actor.DestroyInstantly($3311) Actor.DestroyInstantly($3312) Actor.DestroyInstantly($3313) Actor.DestroyInstantly($3314) Actor.DestroyInstantly($3315) Actor.DestroyInstantly($3316) Actor.DestroyInstantly($3317) Actor.DestroyInstantly($3318) Actor.DestroyInstantly($3319) Actor.DestroyInstantly($3320) Actor.DestroyInstantly($3324) Actor.DestroyInstantly($3325) Actor.DestroyInstantly($3326) if not Car.Wrecked($3308) jf @SERG3_13726 Car.LockInCurrentPosition($3308) = False :SERG3_13726 Camera.SetPosition(27.198, -352.651, 12.977, 0.0, 0.0, 0.0) Camera.PointAt(28.1425, -352.8275, 13.2567, 2) Model.Load(#BLDNGST2MESHDAM) :SERG3_13781 if not Model.Available(#BLDNGST2MESHDAM) jf @SERG3_13807 wait 0 jump @SERG3_13781 :SERG3_13807 Camera.Shake(2500) 0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 2 0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 11 020C: create_explosion_with_radius 1 at 69.42 -371.249 30.28 0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 6 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 11 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 020C: create_explosion_with_radius 2 at 71.554 -356.053 24.468 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 6 wait 10 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM wait 250 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 020C: create_explosion_with_radius 11 at 72.875 -360.392 23.922 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 020C: create_explosion_with_radius 6 at 71.554 -356.053 24.468 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 1 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 6 0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 2 0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 11 0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 6 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 11 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 1 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 020C: create_explosion_with_radius 6 at 72.875 -361.392 23.922 wait 105 wait 105 0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 2 0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 11 0565: create_temporary_explosion_fire 73.18 -368.699 13.236 type 1 020C: create_explosion_with_radius 6 at 73.18 -368.699 13.236 Model.Destroy(#BLDNGST2MESHDAM) wait 105 wait 105 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 020C: create_explosion_with_radius 11 at 71.554 -354.053 24.468 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 2 0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 11 0565: create_temporary_explosion_fire 69.42 -371.249 30.28 type 1 020C: create_explosion_with_radius 6 at 69.42 -371.249 30.28 wait 105 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 11 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 020C: create_explosion_with_radius 11 at 73.18 -366.699 13.236 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 039D: scatter_particles 4 5.0 0 0 0 11000 at 73.18 -366.699 13.236 16.0 0.0 0.1 wait 105 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 020C: create_explosion_with_radius 6 at 71.554 -356.053 24.468 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 2 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 11 0565: create_temporary_explosion_fire 69.42 -370.249 30.28 type 6 wait 300 0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 2 0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 11 0565: create_temporary_explosion_fire 72.875 -361.392 23.922 type 1 020C: create_explosion_with_radius 6 at 72.875 -361.392 23.922 039D: scatter_particles 4 5.0 0 0 0 11000 at 69.42 -370.249 30.28 16.0 0.0 0.1 wait 105 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 2 020C: create_explosion_with_radius 11 at 71.554 -354.053 24.468 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 1 0565: create_temporary_explosion_fire 71.554 -354.053 24.468 type 6 wait 400 020C: create_explosion_with_radius 2 at 67.421 -374.562 25.85 0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 11 0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 1 0565: create_temporary_explosion_fire 67.421 -374.562 25.85 type 6 0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 2 0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 11 0565: create_temporary_explosion_fire 71.875 -360.392 30.092 type 6 wait 300 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 11 020C: create_explosion_with_radius 6 at 73.18 -366.699 13.236 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 6 wait 300 0565: create_temporary_explosion_fire 69.224 -371.249 26.28 type 2 020C: create_explosion_with_radius 11 at 69.224 -371.249 26.28 0565: create_temporary_explosion_fire 69.224 -371.249 26.28 type 6 039D: scatter_particles 4 5.0 0 0 0 5000 at 69.224 -371.249 26.28 16.0 0.0 0.1 wait 200 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 2 020C: create_explosion_with_radius 11 at 72.875 -360.392 23.922 0565: create_temporary_explosion_fire 72.875 -360.392 23.922 type 6 039D: scatter_particles 4 5.0 0 0 0 5000 at 72.875 -360.392 23.922 16.0 0.0 0.1 wait 100 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 2 020C: create_explosion_with_radius 11 at 73.18 -366.699 13.236 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 1 0565: create_temporary_explosion_fire 73.18 -366.699 13.236 type 6 wait 50 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 2 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 11 0565: create_temporary_explosion_fire 71.554 -356.053 24.468 type 1 020C: create_explosion_with_radius 6 at 71.554 -356.053 24.468 039D: scatter_particles 4 5.0 0 0 0 5000 at 71.554 -356.053 24.468 16.0 0.0 0.1 wait 250 Model.Load(#BLDNGST2MESH) :SERG3_16156 if not Model.Available(#BLDNGST2MESH) jf @SERG3_16182 wait 0 jump @SERG3_16156 :SERG3_16182 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH Camera.SetPosition(95.42784, -431.413, 66.25831, 0.0, 0.0, 0.0) Camera.PointAt(96.13597, -430.9128, 65.75952, 2) 031A: remove_all_fires Model.Destroy(#BLDNGST2MESH) Model.Load(#BLDNGST2MESHDAM) :SERG3_16269 if not Model.Available(#BLDNGST2MESHDAM) jf @SERG3_16295 wait 0 jump @SERG3_16269 :SERG3_16295 Camera.Shake(2500) 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 020C: create_explosion_with_radius 11 at 138.234 -398.796 49.419 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 6 0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 2 0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 11 0565: create_temporary_explosion_fire 146.365 -401.27 45.175 type 6 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 2 0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 11 0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 1 0565: create_temporary_explosion_fire 145.54 -400.172 32.071 type 6 wait 105 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 020C: create_explosion_with_radius 11 at 130.865 -399.556 45.108 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 wait 50 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 1 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 11 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 1 020C: create_explosion_with_radius 6 at 138.234 -398.796 49.419 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 wait 105 wait 105 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 11 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 1 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 2 020C: create_explosion_with_radius 11 at 138.693 -399.751 45.107 0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 6 0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 11 0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 6 020C: create_explosion_with_radius 2 at 135.62 -399.96 41.42 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 020C: create_explosion_with_radius 11 at 140.531 -399.2166 26.636 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 11 0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 020C: create_explosion_with_radius 6 at 139.529 -397.04 34.706 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0 0.0 0.1 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 020C: create_explosion_with_radius 6 at 135.271 -390.0 31.704 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 020C: create_explosion_with_radius 11 at 130.865 -399.556 45.108 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 1 020C: create_explosion_with_radius 6 at 130.865 -399.556 45.108 039D: scatter_particles 4 5.0 0 0 0 11000 at 135.271 -390.0 31.704 16.0 0.0 0.1 Model.Destroy(#BLDNGST2MESHDAM) wait 105 wait 105 0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 2 020C: create_explosion_with_radius 11 at 138.693 -399.751 45.107 0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 1 0565: create_temporary_explosion_fire 138.693 -399.751 45.107 type 6 wait 105 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 wait 105 wait 100 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 020C: create_explosion_with_radius 11 at 135.62 -399.96 41.42 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 wait 250 020C: create_explosion_with_radius 2 at 140.531 -399.2166 26.636 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 039D: scatter_particles 4 5.0 0 0 0 11000 at 139.529 -400.04 34.706 16.0 0.0 0.1 wait 105 wait 105 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 2 020C: create_explosion_with_radius 11 at 138.234 -398.796 49.419 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 1 0565: create_temporary_explosion_fire 138.234 -398.796 49.419 type 6 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 wait 105 wait 105 wait 50 0565: create_temporary_explosion_fire 139.529 -400.04 34.706 type 2 020C: create_explosion_with_radius 11 at 139.529 -397.04 34.706 0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 1 0565: create_temporary_explosion_fire 139.529 -397.04 34.706 type 6 wait 250 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 2 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 11 0565: create_temporary_explosion_fire 135.271 -390.0 31.704 type 6 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 2 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 11 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 1 0565: create_temporary_explosion_fire 130.865 -399.556 45.108 type 6 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 020C: create_explosion_with_radius 11 at 135.62 -399.96 41.42 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 2 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 11 0565: create_temporary_explosion_fire 135.62 -399.96 41.42 type 6 wait 50 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 2 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 11 0565: create_temporary_explosion_fire 140.531 -399.2166 26.636 type 6 039D: scatter_particles 4 5.0 0 0 0 5000 at 130.865 -399.556 45.108 16.0 0.0 0.1 039D: scatter_particles 4 5.0 0 0 0 5000 at 139.529 -400.04 34.706 16.0 0.0 0.1 wait 100 Model.Load(#BLDNGST2MESH) :SERG3_18662 if not Model.Available(#BLDNGST2MESH) jf @SERG3_18688 wait 0 jump @SERG3_18662 :SERG3_18688 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESHDAM to #BLDNGST2MESH Camera.SetPosition(202.0835, -305.277, 12.0866, 0.0, 0.0, 0.0) Camera.PointAt(201.496, -305.966, 12.247, 2) 031A: remove_all_fires Model.Destroy(#BLDNGST2MESH) wait 750 0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 020C: create_explosion_with_radius 6 at 164.8878 -340.8933 16.268 Camera.Shake(2000) 0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 Model.Load(#BLDNGST2MESHDAM) :SERG3_18899 if not Model.Available(#BLDNGST2MESHDAM) jf @SERG3_18925 wait 0 jump @SERG3_18899 :SERG3_18925 0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 020C: create_explosion_with_radius 11 at 168.166 -366.913 15.206 0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 wait 105 0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 020C: create_explosion_with_radius 11 at 168.166 -366.913 15.206 0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 type 1 0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 wait 50 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 6 020C: create_explosion_with_radius 2 at 143.1712 -335.231 22.164 0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 11 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 6 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 020C: create_explosion_with_radius 6 at 168.692 -336.464 19.678 03B6: replace_model_at 117.991 -362.461 10.179 radius 80.0 from #BLDNGST2MESH to #BLDNGST2MESHDAM 020C: create_explosion_with_radius 2 at 168.166 -361.913 15.148 0565: create_temporary_explosion_fire 168.166 -366.913 15.206 type 11 0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 0565: create_temporary_explosion_fire 168.166 -361.913 15.148 type 2 020C: create_explosion_with_radius 11 at 168.166 -366.913 15.206 0565: create_temporary_explosion_fire 167.0835 -350.057 16.283 type 1 0565: create_temporary_explosion_fire 164.8878 -340.8933 16.268 type 6 wait 50 0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 2 0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 11 0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 1 0565: create_temporary_explosion_fire 168.477 -335.314 22.231 type 6 0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 2 0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 11 0565: create_temporary_explosion_fire 169.708 -337.357 19.075 type 6 0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 2 0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 11 0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 1 020C: create_explosion_with_radius 6 at 169.708 -351.357 18.075 wait 105 wait 300 0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 2 0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 11 0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 6 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 1 020C: create_explosion_with_radius 6 at 168.692 -336.464 19.678 Model.Destroy(#BLDNGST2MESHDAM) wait 105 0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 2 0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 11 020C: create_explosion_with_radius 1 at 169.708 -351.357 18.075 0565: create_temporary_explosion_fire 169.708 -351.357 18.075 type 6 0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 2 0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 11 0565: create_temporary_explosion_fire 134.058 -335.45 22.873 type 6 wait 105 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 020C: create_explosion_with_radius 6 at 158.365 -335.0422 21.805 wait 300 0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 type 2 0565: create_temporary_explosion_fire 154.231 -335.0846 20.826 type 11 020C: create_explosion_with_radius 6 at 154.231 -335.0846 20.826 039D: scatter_particles 4 5.0 0 0 0 11000 at 154.231 -335.0846 20.826 16.0 0.0 0.1 0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 2 0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 11 0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 6 wait 500 020C: create_explosion_with_radius 2 at 164.531 -334.908 19.209 0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 11 0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 1 0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 6 wait 105 wait 105 wait 105 wait 105 020C: create_explosion_with_radius 2 at 168.692 -336.464 19.678 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 6 0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 2 0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 11 0565: create_temporary_explosion_fire 146.933 -331.328 23.657 type 6 wait 300 020C: create_explosion_with_radius 2 at 169.335 -337.878 19.478 0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 11 0565: create_temporary_explosion_fire 169.335 -337.878 19.478 type 6 0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 2 0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 11 0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 1 0565: create_temporary_explosion_fire 168.282 -335.453 18.769 type 6 039D: scatter_particles 4 5.0 0 0 0 5000 at 168.282 -335.453 18.769 16.0 0.0 0.1 wait 500 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 11 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 6 0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 2 020C: create_explosion_with_radius 11 at 143.1712 -335.231 22.164 0565: create_temporary_explosion_fire 143.1712 -335.231 22.164 type 6 wait 500 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 2 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 11 0565: create_temporary_explosion_fire 168.692 -336.464 19.678 type 6 wait 250 0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 2 0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 11 0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 1 0565: create_temporary_explosion_fire 164.531 -334.908 19.209 type 6 wait 50 0565: create_temporary_explosion_fire 158.365 -335.0422 21.805 type 2 020C: create_explosion_with_radius 11 at 158.365 -335.0422 21.805 039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0 0.0 0.1 039D: scatter_particles 4 10.0 0 0 0 14000 at 168.692 -336.464 19.678 16.0 0.0 0.1 039D: scatter_particles 4 5.0 0 0 0 14000 at 149.7423 -398.409 8.639 16.0 0.0 0.1 039D: scatter_particles 4 10.0 0 0 0 14000 at 169.335 -337.878 19.478 16.0 0.0 0.1 wait 3500 jump @SERG3_21088 :SERG3_21063 Player.WantedLevel($PLAYER_CHAR) = $3310 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! return :SERG3_21088 $245 = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 1000 0318: set_latest_mission_passed 'TEX_3' // Demolition Man 030C: progress_made += 1 Marker.Disable($243) return :SERG3_21151 if not $3396 == 1 // integer values jf @SERG3_21183 018A: $3379 = create_checkpoint_at $3367 $3368 $3369 :SERG3_21183 if not $3397 == 1 // integer values jf @SERG3_21215 018A: $3380 = create_checkpoint_at $3370 $3371 $3372 :SERG3_21215 if not $3398 == 1 // integer values jf @SERG3_21247 018A: $3381 = create_checkpoint_at $3373 $3374 $3375 :SERG3_21247 if not $3399 == 1 // integer values jf @SERG3_21279 018A: $3382 = create_checkpoint_at $3376 $3377 $3378 :SERG3_21279 Marker.Disable($3339) Marker.Disable($3340) Marker.Disable($3341) Marker.Disable($3342) 00BC: text_highpriority 'TEX3_10' 2000 ms 2 // ~g~Drop the bomb at a target. return :SERG3_21316 if not $3392 == 3 // integer values jf @SERG3_21342 $3339 = Marker.CreateAboveObject($3335) :SERG3_21342 if not $3393 == 3 // integer values jf @SERG3_21368 $3340 = Marker.CreateAboveObject($3336) :SERG3_21368 if not $3394 == 3 // integer values jf @SERG3_21394 $3341 = Marker.CreateAboveObject($3337) :SERG3_21394 if not $3395 == 3 // integer values jf @SERG3_21420 $3342 = Marker.CreateAboveObject($3338) :SERG3_21420 Marker.Disable($3379) Marker.Disable($3380) Marker.Disable($3381) Marker.Disable($3382) return :SERG3_21442 if $3392 == 0 // integer values jf @SERG3_21977 if $3396 == 0 // integer values jf @SERG3_21581 if 04E6: object $3335 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 jf @SERG3_21581 018C: play_sound 16 at $3367 $3368 $3369 $3392 = 3 // integer values $3396 = 1 // integer values 01BC: put_object $3335 at 97.574 -381.658 9.2721 Object.CollisionDetection($3335) = False Object.ToggleInMovingList($3335) = False :SERG3_21581 if $3397 == 0 // integer values jf @SERG3_21702 if 04E6: object $3335 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 jf @SERG3_21702 018C: play_sound 16 at $3370 $3371 $3372 $3392 = 3 // integer values $3397 = 1 // integer values 01BC: put_object $3335 at 156.5491 -348.0284 18.1517 Object.CollisionDetection($3335) = False Object.ToggleInMovingList($3335) = False :SERG3_21702 if $3398 == 0 // integer values jf @SERG3_21823 if 04E6: object $3335 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 jf @SERG3_21823 018C: play_sound 16 at $3373 $3374 $3375 $3392 = 3 // integer values $3398 = 1 // integer values 01BC: put_object $3335 at 88.1474 -361.8685 27.376 Object.CollisionDetection($3335) = False Object.ToggleInMovingList($3335) = False :SERG3_21823 if $3399 == 0 // integer values jf @SERG3_21944 if 04E6: object $3335 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 jf @SERG3_21944 018C: play_sound 16 at $3376 $3377 $3378 $3392 = 3 // integer values $3399 = 1 // integer values 01BC: put_object $3335 at 140.0079 -383.1253 36.6172 Object.CollisionDetection($3335) = False Object.ToggleInMovingList($3335) = False :SERG3_21944 if not $3392 == 3 // integer values jf @SERG3_21977 00BC: text_highpriority 'TEX3_8' 3000 ms 2 // ~g~You missed the target! Pick up a bomb and try again! :SERG3_21977 return :SERG3_21979 if $3393 == 0 // integer values jf @SERG3_22514 if $3396 == 0 // integer values jf @SERG3_22118 if 04E6: object $3336 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 jf @SERG3_22118 018C: play_sound 16 at $3367 $3368 $3369 $3393 = 3 // integer values $3396 = 1 // integer values 01BC: put_object $3336 at 97.574 -381.658 9.2721 Object.CollisionDetection($3336) = False Object.ToggleInMovingList($3336) = False :SERG3_22118 if $3397 == 0 // integer values jf @SERG3_22239 if 04E6: object $3336 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 jf @SERG3_22239 018C: play_sound 16 at $3370 $3371 $3372 $3393 = 3 // integer values $3397 = 1 // integer values 01BC: put_object $3336 at 156.5491 -348.0284 18.1517 Object.CollisionDetection($3336) = False Object.ToggleInMovingList($3336) = False :SERG3_22239 if $3398 == 0 // integer values jf @SERG3_22360 if 04E6: object $3336 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 jf @SERG3_22360 018C: play_sound 16 at $3373 $3374 $3375 $3393 = 3 // integer values $3398 = 1 // integer values 01BC: put_object $3336 at 88.1474 -361.8685 27.376 Object.CollisionDetection($3336) = False Object.ToggleInMovingList($3336) = False :SERG3_22360 if $3399 == 0 // integer values jf @SERG3_22481 if 04E6: object $3336 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 jf @SERG3_22481 018C: play_sound 16 at $3376 $3377 $3378 $3393 = 3 // integer values $3399 = 1 // integer values 01BC: put_object $3336 at 140.0079 -383.1253 36.6172 Object.CollisionDetection($3336) = False Object.ToggleInMovingList($3336) = False :SERG3_22481 if not $3393 == 3 // integer values jf @SERG3_22514 00BC: text_highpriority 'TEX3_8' 3000 ms 2 // ~g~You missed the target! Pick up a bomb and try again! :SERG3_22514 return :SERG3_22516 if $3394 == 0 // integer values jf @SERG3_23051 if $3396 == 0 // integer values jf @SERG3_22655 if 04E6: object $3337 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 jf @SERG3_22655 018C: play_sound 16 at $3367 $3368 $3369 $3394 = 3 // integer values $3396 = 1 // integer values 01BC: put_object $3337 at 97.574 -381.658 9.2721 Object.CollisionDetection($3337) = False Object.ToggleInMovingList($3337) = False :SERG3_22655 if $3397 == 0 // integer values jf @SERG3_22776 if 04E6: object $3337 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 jf @SERG3_22776 018C: play_sound 16 at $3370 $3371 $3372 $3394 = 3 // integer values $3397 = 1 // integer values 01BC: put_object $3337 at 156.5491 -348.0284 18.1517 Object.CollisionDetection($3337) = False Object.ToggleInMovingList($3337) = False :SERG3_22776 if $3398 == 0 // integer values jf @SERG3_22897 if 04E6: object $3337 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 jf @SERG3_22897 018C: play_sound 16 at $3373 $3374 $3375 $3394 = 3 // integer values $3398 = 1 // integer values 01BC: put_object $3337 at 88.1474 -361.8685 27.376 Object.CollisionDetection($3337) = False Object.ToggleInMovingList($3337) = False :SERG3_22897 if $3399 == 0 // integer values jf @SERG3_23018 if 04E6: object $3337 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 jf @SERG3_23018 018C: play_sound 16 at $3376 $3377 $3378 $3394 = 3 // integer values $3399 = 1 // integer values 01BC: put_object $3337 at 140.0079 -383.1253 36.6172 Object.CollisionDetection($3337) = False Object.ToggleInMovingList($3337) = False :SERG3_23018 if not $3394 == 3 // integer values jf @SERG3_23051 00BC: text_highpriority 'TEX3_8' 3000 ms 2 // ~g~You missed the target! Pick up a bomb and try again! :SERG3_23051 return :SERG3_23053 if $3395 == 0 // integer values jf @SERG3_23588 if $3396 == 0 // integer values jf @SERG3_23192 if 04E6: object $3338 near_point $3367 $3368 $3369 radius 3.5 3.5 2.0 flag 0 jf @SERG3_23192 018C: play_sound 16 at $3367 $3368 $3369 $3395 = 3 // integer values $3396 = 1 // integer values 01BC: put_object $3338 at 97.574 -381.658 9.2721 Object.CollisionDetection($3338) = False Object.ToggleInMovingList($3338) = False :SERG3_23192 if $3397 == 0 // integer values jf @SERG3_23313 if 04E6: object $3338 near_point $3370 $3371 $3372 radius 3.5 3.5 2.0 flag 0 jf @SERG3_23313 018C: play_sound 16 at $3370 $3371 $3372 $3395 = 3 // integer values $3397 = 1 // integer values 01BC: put_object $3338 at 156.5491 -348.0284 18.1517 Object.CollisionDetection($3338) = False Object.ToggleInMovingList($3338) = False :SERG3_23313 if $3398 == 0 // integer values jf @SERG3_23434 if 04E6: object $3338 near_point $3373 $3374 $3375 radius 3.5 3.5 2.0 flag 0 jf @SERG3_23434 018C: play_sound 16 at $3373 $3374 $3375 $3395 = 3 // integer values $3398 = 1 // integer values 01BC: put_object $3338 at 88.1474 -361.8685 27.376 Object.CollisionDetection($3338) = False Object.ToggleInMovingList($3338) = False :SERG3_23434 if $3399 == 0 // integer values jf @SERG3_23555 if 04E6: object $3338 near_point $3376 $3377 $3378 radius 3.5 3.5 2.0 flag 0 jf @SERG3_23555 018C: play_sound 16 at $3376 $3377 $3378 $3395 = 3 // integer values $3399 = 1 // integer values 01BC: put_object $3338 at 140.0079 -383.1253 36.6172 Object.CollisionDetection($3338) = False Object.ToggleInMovingList($3338) = False :SERG3_23555 if not $3395 == 3 // integer values jf @SERG3_23588 00BC: text_highpriority 'TEX3_8' 3000 ms 2 // ~g~You missed the target! Pick up a bomb and try again! :SERG3_23588 return :SERG3_23590 $ONMISSION = 0 // integer values 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 04DB: exit_rc_mode $1084 = 0 // integer values Marker.Disable($3306) Marker.Disable($3379) Marker.Disable($3380) Marker.Disable($3381) Marker.Disable($3382) Marker.Disable($3339) Marker.Disable($3340) Marker.Disable($3341) Marker.Disable($3342) Actor.DestroyInstantly($3311) Actor.DestroyInstantly($3312) Actor.DestroyInstantly($3313) Actor.DestroyInstantly($3314) Actor.DestroyInstantly($3315) Actor.DestroyInstantly($3316) Actor.DestroyInstantly($3317) Actor.DestroyInstantly($3318) Actor.DestroyInstantly($3319) Actor.DestroyInstantly($3320) 014F: stop_timer $3402 0151: remove_status_text $3307 if not Car.Wrecked($3308) jf @SERG3_23745 020A: set_car $3308 door_status_to 1 :SERG3_23745 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 if not Car.Wrecked($3308) jf @SERG3_23775 Car.LockInCurrentPosition($3308) = False :SERG3_23775 Object.Destroy($3335) Object.Destroy($3336) Object.Destroy($3337) Object.Destroy($3338) Object.Destroy($3422) Object.Destroy($3423) Object.Destroy($3424) Object.Destroy($3425) Model.Destroy(#DYNAMITE) Model.Destroy(#TOPFUN) Model.Destroy(#WMYCW) Model.Destroy(#HAMMER) Model.Destroy(#RCGOBLIN) Model.Destroy(#BARREL2) Model.Destroy(#GDA) Model.Destroy(#COLT45) 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 031A: remove_all_fires mission_cleanup return //-------------Mission 20--------------- // Originally: Two Bit Hit :SERG2 gosub @SERG2_36 if wasted_or_busted jf @SERG2_27 gosub @SERG2_4978 :SERG2_27 gosub @SERG2_5381 end_thread :SERG2_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'SERG2' 054C: use_GXT_table 'SERG2' 058E: set_restart_mission_taxi_destination 252.7968 -230.9387 9.8638 333.9001 wait 0 set_weather 0 01B7: release_weather $3482 = 0 // integer values $3483 = 0 // integer values $3484 = 0 // integer values $3485 = 0 // integer values $3487 = 0 // integer values $3490 = 0 // integer values $3488 = 0 // integer values $3489 = 0 // integer values $3491 = 0 // integer values $3492 = 0 // integer values $3476 = 0 // integer values $3477 = 0 // integer values $3486 = 0 // integer values $3503 = 0 // integer values $3493 = 0 // integer values $3494 = 0 // integer values $99 = -1021.94 // floating-point values $100 = -428.68 // floating-point values $101 = 10.0 // floating-point values $3218 = 10.5 // floating-point values $3235 = -1064.0 // floating-point values $3236 = 57.0 // floating-point values $3237 = -1056.0 // floating-point values $3238 = 52.0 // floating-point values $3239 = -1037.7 // floating-point values $3240 = 70.0 // floating-point values 8@ = -1055.0 // floating-point values 9@ = 26.0 // floating-point values 10@ = -1064.0 // floating-point values 11@ = 40.0 // floating-point values $3496 = -1046.9 // floating-point values $3497 = 71.3 // floating-point values $3498 = 60.0 // floating-point values 12@ = -1090.0 // floating-point values 14@ = -1030.0 // floating-point values 13@ = 0.0 // floating-point values 15@ = 90.0 // floating-point values $3478 = 0 // integer values $3479 = 0 // integer values $3480 = 0 // integer values $3481 = 0 // integer values 0395: clear_area 1 at 299.0 -205.0 range 10.5 5.0 0395: clear_area 1 at 305.0 -219.5 range 10.5 10.0 04E4: unknown_refresh_game_renderer_at 299.0 -205.0 0055: put_player $PLAYER_CHAR at 299.0 -205.0 10.5 0171: set_player $PLAYER_CHAR z_angle_to 230.0 Camera.SetPosition(297.0, -204.7, 13.0, 0.0, 0.0, 0.0) Camera.PointAt(318.5, -219.23, 22.4, 2) Model.Load(#STRETCH) Camera.SetAtPos(270.0, -218.0, 13.4) :SERG2_610 if not Model.Available(#STRETCH) jf @SERG2_637 wait 0 jump @SERG2_610 :SERG2_637 0395: clear_area 1 at 306.9 -241.65 range 12.3 15.0 $1602 = Car.Create(#STRETCH, 306.9, -241.65, 12.3) 0229: set_car $1602 color_to 0 0 Car.Angle($1602) = 0.0 02A3: enable_widescreen 1 fade 1 1500 :SERG2_714 if fading jf @SERG2_738 wait 0 jump @SERG2_714 :SERG2_738 if not Car.Wrecked($1602) jf @SERG2_774 04BA: set_car $1602 speed_instantly 15.0 0477: set_car $1602 action 8 time 8000 :SERG2_774 16@ = 0 // integer values :SERG2_781 if 1000 > 16@ // integer values jf @SERG2_811 wait 0 jump @SERG2_781 :SERG2_811 if not Car.Wrecked($1602) jf @SERG2_836 Camera.OnVehicle($1602, 15, 1) :SERG2_836 16@ = 0 // integer values :SERG2_843 if 3000 > 16@ // integer values jf @SERG2_873 wait 0 jump @SERG2_843 :SERG2_873 if not Car.Wrecked($1602) jf @SERG2_914 Car.StorePos($1602, $1599, $1600, $1601) 0211: actor $PLAYER_ACTOR walk_to $1599 $1600 :SERG2_914 fade 0 1500 :SERG2_921 if fading jf @SERG2_945 wait 0 jump @SERG2_921 :SERG2_945 Car.Destroy($1602) Model.Destroy(#STRETCH) Camera.Restore 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR idle 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSAVERY' 023C: load_special_actor 3 'CSDLOVE' 02F3: load_object #CUTOBJ01 'CS_LIMO' Camera.SetAtPos(305.2, -211.9, 11.3) 038B: load_requested_models :SERG2_1035 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded not Model.Available(#CUTOBJ01) jf @SERG2_1074 wait 0 jump @SERG2_1035 :SERG2_1074 02E4: load_cutscene_data 'TEX_2' 0244: set_cutscene_pos 305.2 -211.9 11.3 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $149 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $149 'CSAVERY' 02E5: $219 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $219 'CSDLOVE' 02E5: $3460 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $3460 'CS_LIMO' 0395: clear_area 1 at 265.129 -234.531 range 11.107 1.0 0055: put_player $PLAYER_CHAR at 265.129 -234.531 11.107 0171: set_player $PLAYER_CHAR z_angle_to 78.21838 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :SERG2_1265 if 574 > $CUT_SCENE_TIME // integer values jf @SERG2_1300 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1265 :SERG2_1300 00BC: text_highpriority 'TEX2_A' 10000 ms 1 // Tommy, this is Donald Love. Donald, this here is Tommy Vercetti, :SERG2_1315 if 4124 > $CUT_SCENE_TIME // integer values jf @SERG2_1350 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1315 :SERG2_1350 00BC: text_highpriority 'TEX2_B' 10000 ms 1 // the latest gunslinger to come to these parts. :SERG2_1365 if 6167 > $CUT_SCENE_TIME // integer values jf @SERG2_1400 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1365 :SERG2_1400 00BC: text_highpriority 'TEX2_C' 10000 ms 1 // Yeh...uh... :SERG2_1415 if 6740 > $CUT_SCENE_TIME // integer values jf @SERG2_1450 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1415 :SERG2_1450 00BC: text_highpriority 'TEX2_D' 10000 ms 1 // Donald, you just shut up and listen, and you might learn something. :SERG2_1465 if 10018 > $CUT_SCENE_TIME // integer values jf @SERG2_1500 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1465 :SERG2_1500 00BC: text_highpriority 'TEX2_E' 10000 ms 1 // Now, nothing brings down real estate prices quicker than a good old-fashioned gang war - :SERG2_1515 if 14794 > $CUT_SCENE_TIME // integer values jf @SERG2_1550 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1515 :SERG2_1550 00BC: text_highpriority 'TEX2_F' 10000 ms 1 // 'cept maybe a disaster, like a biblical plague or something, :SERG2_1565 if 17966 > $CUT_SCENE_TIME // integer values jf @SERG2_1600 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1565 :SERG2_1600 00BC: text_highpriority 'TEX2_G' 10000 ms 1 // but, that may be going too far in this case. :SERG2_1615 if 20378 > $CUT_SCENE_TIME // integer values jf @SERG2_1650 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1615 :SERG2_1650 00BC: text_highpriority 'TEX2_H' 10000 ms 1 // You getting this down, you four-eyed prick? :SERG2_1665 if 23672 > $CUT_SCENE_TIME // integer values jf @SERG2_1700 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1665 :SERG2_1700 00BC: text_highpriority 'TEX2_I' 10000 ms 1 // Now recently a Haitian gang lord died. Apparently the Cubans did it, nobody's certain. :SERG2_1715 if 26028 > $CUT_SCENE_TIME // integer values jf @SERG2_1750 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1715 :SERG2_1750 00BC: text_highpriority 'TEX2_J' 10000 ms 1 // But let's make them certain! You disguise yourself as a Cuban hombre, :SERG2_1765 if 29028 > $CUT_SCENE_TIME // integer values jf @SERG2_1800 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1765 :SERG2_1800 00BC: text_highpriority 'TEX2_K' 10000 ms 1 // and head on down to crash that funeral. Mix it up, and then high tail it. :SERG2_1815 if 31870 > $CUT_SCENE_TIME // integer values jf @SERG2_1850 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1815 :SERG2_1850 00BC: text_highpriority 'TEX2_L' 10000 ms 1 // You getting this down, Donald? :SERG2_1865 if 33496 > $CUT_SCENE_TIME // integer values jf @SERG2_1902 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1865 :SERG2_1902 00BC: text_highpriority 'TEX2_M' 10000 ms 1 // Well, that ought to put the coyote in the chicken coop, huh? :SERG2_1917 if 36450 > $CUT_SCENE_TIME // integer values jf @SERG2_1954 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1917 :SERG2_1954 00BC: text_highpriority 'TEX2_N' 10000 ms 1 // And then we'll just sit back, and watch the prices tumble. :SERG2_1969 if 40000 > $CUT_SCENE_TIME // integer values jf @SERG2_2006 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @SERG2_1969 :SERG2_2006 00BE: text_clear_all fade 0 1500 00BE: text_clear_all :SERG2_2017 if fading jf @SERG2_2041 wait 0 jump @SERG2_2017 :SERG2_2041 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Model.Destroy(#CUTOBJ01) select_interior 0 fade 1 1500 02A3: enable_widescreen 0 Model.Load(#HNA) Model.Load(#HNB) Model.Load(#TEC9) 038B: load_requested_models :SERG2_2096 if not Model.Available(#HNA) jf @SERG2_2122 wait 0 jump @SERG2_2096 :SERG2_2122 if not Model.Available(#HNB) jf @SERG2_2148 wait 0 jump @SERG2_2122 :SERG2_2148 if not Model.Available(#TEC9) jf @SERG2_2175 wait 0 jump @SERG2_2148 :SERG2_2175 if 8500: not player $PLAYER_CHAR skin == 'PLAYER5' jf @SERG2_2534 00BC: text_highpriority 'TEX_2C' 5000 ms 1 // ~g~Go get yourself some Cuban gang colors in Little Havana! 02A8: $3504 = create_marker 28 at $99 $100 $101 :SERG2_2230 if 80F6: not player $PLAYER_CHAR 1 $99 $100 $101 radius 1.2 1.2 3.0 jf @SERG2_2283 wait 0 jump @SERG2_2230 :SERG2_2283 Marker.Disable($3504) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Player.ClearWantedLevel($PLAYER_CHAR) 0211: actor $PLAYER_ACTOR walk_to -1026.1 -429.5 0169: set_fade_color 0 0 1 fade 0 1500 :SERG2_2334 if fading jf @SERG2_2358 wait 0 jump @SERG2_2334 :SERG2_2358 if not Actor.Dead($PLAYER_ACTOR) jf @SERG2_2410 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER5' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @SERG2_2410 0353: refresh_actor $PLAYER_ACTOR :SERG2_2410 011C: actor $PLAYER_ACTOR clear_objective 0055: put_player $PLAYER_CHAR at -1023.5 -429.0 10.0 0171: set_player $PLAYER_CHAR z_angle_to 280.0 Camera.Restore_WithJumpCut 03C8: set_camera_directly_before_player 0395: clear_area 0 at $99 $100 range $101 1.0 0211: actor $PLAYER_ACTOR walk_to -1019.4 -428.3 fade 1 1500 :SERG2_2489 if fading jf @SERG2_2513 wait 0 jump @SERG2_2489 :SERG2_2513 011C: actor $PLAYER_ACTOR clear_objective 009F: set_actor $PLAYER_ACTOR idle Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 :SERG2_2534 00BC: text_highpriority 'TEX_2D' 10000 ms 1 // ~g~Take out the Haitian Gang Lord at Romero's Funeral Parlor! 03F1: pedtype 8 add_threat 1 018A: $3241 = create_checkpoint_at $3496 $3497 20.0 01E8: create_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0 $98 = 0.0 // floating-point values :SERG2_2605 if $98 == 0.0 // floating-point values jf @SERG2_2653 wait 0 02CE: $98 = ground_z $3496 $3497 50.0 jump @SERG2_2605 :SERG2_2653 01EB: set_traffic_density_multiplier_to 0.0 Model.Load(#ROMERO) :SERG2_2665 if not Model.Available(#ROMERO) jf @SERG2_2692 wait 0 jump @SERG2_2665 :SERG2_2692 Model.Load(#VOODOO) :SERG2_2697 if not Model.Available(#VOODOO) jf @SERG2_2724 wait 0 jump @SERG2_2697 :SERG2_2724 Model.Load(#FAKETARGET) :SERG2_2728 if not Model.Available(#FAKETARGET) jf @SERG2_2754 wait 0 jump @SERG2_2728 :SERG2_2754 Model.Load(#M4) :SERG2_2759 if not Model.Available(#M4) jf @SERG2_2786 wait 0 jump @SERG2_2759 :SERG2_2786 Model.Load(#JW_COFFIN) :SERG2_2790 if not Model.Available(#JW_COFFIN) jf @SERG2_2816 wait 0 jump @SERG2_2790 :SERG2_2816 $3461 = Car.Create(#VOODOO, -1063.0, 40.0, 11.0) Car.Angle($3461) = 180.0 0229: set_car $3461 color_to 0 0 0129: $3468 = create_actor 8 #HNB in_car $3461 driverseat 01ED: clear_actor $3468 threat_search Car.SetToNormalDriver($3461) $3462 = Car.Create(#ROMERO, -1063.0, 55.0, 11.0) Car.Angle($3462) = 180.0 0229: set_car $3462 color_to 0 0 0129: $3469 = create_actor 8 #HNA in_car $3462 driverseat 01ED: clear_actor $3469 threat_search Car.Health($3462) = 2000 Car.SetToNormalDriver($3462) $3463 = Car.Create(#ROMERO, -1057.05, 69.64, 11.05) Car.Angle($3463) = 90.0 Car.ImmuneToNonPlayer($3463) = True 0129: $3470 = create_actor 8 #HNA in_car $3463 driverseat 01ED: clear_actor $3470 threat_search Car.SetToNormalDriver($3463) Car.SetImmunities($3463, 0, 1, 0, 0, 0) Car.Health($3463) = 1500 01EC: make_car $3463 very_heavy 1 $3464 = Car.Create(#VOODOO, -1070.0, 18.6, 11.0) Car.Angle($3464) = 270.0 0129: $3471 = create_actor 8 #HNB in_car $3464 driverseat 01ED: clear_actor $3471 threat_search Car.SetToNormalDriver($3464) $3465 = Car.Create(#VOODOO, -1070.0, 75.4, 11.0) Car.Angle($3465) = 270.0 0129: $3472 = create_actor 8 #HNB in_car $3465 driverseat 01ED: clear_actor $3472 threat_search Car.SetToNormalDriver($3465) 0@ = Actor.Create(Gang2, #HNB, $3235, $3236, $3218) 0243: set_actor 0@ ped_stats_to 16 Actor.Angle(0@) = 75.0 01B2: give_actor 0@ weapon 22 ammo 9999 // Load the weapon model before using this 0372: set_actor 0@ anim 13 wait_state_time 999999 ms 1@ = Actor.Create(Gang2, #HNA, $3237, $3238, $3218) 0243: set_actor 1@ ped_stats_to 16 Actor.Angle(1@) = 12.0 01B2: give_actor 1@ weapon 22 ammo 9999 // Load the weapon model before using this 0372: set_actor 1@ anim 3 wait_state_time 999999 ms 2@ = Actor.Create(Gang2, #HNB, $3239, $3240, $3218) 0243: set_actor 2@ ped_stats_to 16 Actor.Angle(2@) = 280.0 01B2: give_actor 2@ weapon 26 ammo 9999 // Load the weapon model before using this 01ED: clear_actor 2@ threat_search 011A: set_actor 2@ search_threat 1 0291: set_actor 2@ attack_when_provoked 1 0372: set_actor 2@ anim 13 wait_state_time 999999 ms 3@ = Actor.Create(Gang2, #HNA, 8@, 9@, $3218) 0243: set_actor 3@ ped_stats_to 16 Actor.Angle(3@) = 165.0 01B2: give_actor 3@ weapon 22 ammo 9999 // Load the weapon model before using this 0372: set_actor 3@ anim 13 wait_state_time 999999 ms 4@ = Actor.Create(Gang2, #HNB, 10@, 11@, $3218) 0243: set_actor 4@ ped_stats_to 16 Actor.Angle(4@) = 97.0 01B2: give_actor 4@ weapon 22 ammo 9999 // Load the weapon model before using this 0372: set_actor 4@ anim 3 wait_state_time 999999 ms 6@ = Actor.Create(Gang2, #HNA, -1047.8, 54.8, 13.3) 0243: set_actor 6@ ped_stats_to 16 011A: set_actor 6@ search_threat 1 Actor.Angle(6@) = 140.0 0350: set_actor 6@ maintain_position_when_attacked 1 01B2: give_actor 6@ weapon 26 ammo 9999 // Load the weapon model before using this 0372: set_actor 6@ anim 13 wait_state_time 999999 ms 7@ = Actor.Create(Gang2, #HNA, -1042.44, 64.96, 15.5) 0243: set_actor 7@ ped_stats_to 16 011A: set_actor 7@ search_threat 1 Actor.Angle(7@) = 80.0 0350: set_actor 6@ maintain_position_when_attacked 1 01B2: give_actor 7@ weapon 26 ammo 9999 // Load the weapon model before using this 0372: set_actor 7@ anim 13 wait_state_time 999999 ms $3466 = Actor.Create(Gang2, #HNA, $3496, $3497, $3218) 01ED: clear_actor $3466 threat_search Actor.Angle($3466) = $3498 02A9: set_actor $3466 immune_to_nonplayer 1 $3496 -= 1.0 // floating-point values $3497 += 1.0 // floating-point values 5@ = Actor.Create(Gang2, #HNB, $3496, $3497, $3218) 01ED: clear_actor 5@ threat_search 020E: actor 5@ look_at_actor $3466 $3496 += 1.0 // floating-point values $3467 = Actor.Create(Gang2, #HNB, $3496, $3497, $3218) 01ED: clear_actor $3467 threat_search 020E: actor $3467 look_at_actor $3466 Marker.Disable($3241) $3241 = Marker.CreateAboveActor($3466) 01BD: $3473 = current_time_in_ms :SERG2_3760 if and 8056: not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ $3483 == 0 // integer values jf @SERG2_3836 wait 0 gosub @SERG2_7774 gosub @SERG2_5913 gosub @SERG2_6161 gosub @SERG2_8866 jump @SERG2_3760 :SERG2_3836 $3488 = 1 // integer values :SERG2_3843 if $3483 == 0 // integer values jf @SERG2_3923 wait 0 gosub @SERG2_7774 if Actor.Dead($3466) jf @SERG2_3895 jump @SERG2_4847 :SERG2_3895 gosub @SERG2_6161 gosub @SERG2_5913 gosub @SERG2_8866 jump @SERG2_3843 :SERG2_3923 if not Player.Wasted($PLAYER_CHAR) jf @SERG2_4847 wait 0 gosub @SERG2_7774 if or 00E4: player $PLAYER_CHAR 0 $3496 $3497 radius 30.0 40.0 00E5: player $PLAYER_CHAR 0 $3496 $3497 radius 10.0 15.0 jf @SERG2_4038 if 0500: player $PLAYER_CHAR skin == 'PLAYER5' jf @SERG2_4038 gosub @SERG2_8798 :SERG2_4038 if and 8056: not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 2 > $3483 // integer values jf @SERG2_4129 if not Actor.Dead(1@) jf @SERG2_4102 0211: actor 1@ walk_to $3237 $3238 :SERG2_4102 if not Actor.Dead(3@) jf @SERG2_4129 0211: actor 3@ walk_to 8@ 9@ :SERG2_4129 gosub @SERG2_5913 gosub @SERG2_6161 if not Actor.Dead($3466) jf @SERG2_4541 if not Car.Wrecked($3463) jf @SERG2_4253 if Actor.InCar($3466, $3463) jf @SERG2_4246 0084: $3495 = $3463 // integer values and handles gosub @SERG2_9530 if 80A3: not actor $3466 0 12@ 13@ 14@ 15@ jf @SERG2_4246 gosub @SERG2_8988 :SERG2_4246 jump @SERG2_4534 :SERG2_4253 if and not Car.Wrecked($3462) not Actor.Dead($3466) jf @SERG2_4534 if and 0202: actor $3466 near_car $3462 radius 30.0 30.0 sphere 0 not Actor.InCar($3466, $3462) jf @SERG2_4321 01D5: actor $3466 go_to_and_drive_car $3462 :SERG2_4321 if Actor.InCar($3466, $3462) jf @SERG2_4534 0084: $3495 = $3462 // integer values and handles gosub @SERG2_9530 if 80A3: not actor $3466 0 12@ 13@ 14@ 15@ jf @SERG2_4392 gosub @SERG2_8988 :SERG2_4392 if $3492 == 1 // integer values jf @SERG2_4487 if 8185: not car $3462 health >= 350 jf @SERG2_4487 01D3: actor $3466 leave_car $3462 Car.SetMaxSpeed($3462, 0.0) if not Actor.Dead($3469) jf @SERG2_4480 01B2: give_actor $3469 weapon 22 ammo 60 // Load the weapon model before using this 01CA: actor $3469 kill_player $PLAYER_CHAR :SERG2_4480 $3492 = 2 // integer values :SERG2_4487 if $3492 == 0 // integer values jf @SERG2_4534 Car.SetMaxSpeed($3462, 40.0) 00AE: set_vehicle $3462 traffic_behavior_to 3 Car.SetToPsychoDriver($3462) $3492 = 1 // integer values :SERG2_4534 jump @SERG2_4548 :SERG2_4541 jump @SERG2_4847 :SERG2_4548 if and Car.Wrecked($3463) $3493 == 0 // integer values jf @SERG2_4585 $3492 = 0 // integer values $3493 = 1 // integer values :SERG2_4585 if $3492 == 2 // integer values jf @SERG2_4683 if not Actor.Driving($3466) jf @SERG2_4683 if $3494 == 0 // integer values jf @SERG2_4676 011A: set_actor $3466 search_threat 1 0291: set_actor $3466 attack_when_provoked 1 020F: actor $3466 look_at_player $PLAYER_CHAR 01B2: give_actor $3466 weapon 26 ammo 9999 // Load the weapon model before using this $3494 = 1 // integer values :SERG2_4676 $3492 = 3 // integer values :SERG2_4683 if not Actor.Dead(5@) jf @SERG2_4779 if not Car.Wrecked($3461) jf @SERG2_4772 if and Actor.InCar(5@, $3461) $3491 == 0 // integer values jf @SERG2_4772 Car.SetMaxSpeed($3461, 40.0) 00AE: set_vehicle $3461 traffic_behavior_to 2 Car.SetDriverBehaviour($3461, KillThePlayer) $3491 = 1 // integer values :SERG2_4772 jump @SERG2_4833 :SERG2_4779 if and not Car.Wrecked($3461) $3491 == 0 // integer values jf @SERG2_4833 Car.SetMaxSpeed($3461, 40.0) 00AE: set_vehicle $3461 traffic_behavior_to 2 Car.SetDriverBehaviour($3461, KillThePlayer) $3491 = 1 // integer values :SERG2_4833 gosub @SERG2_8866 jump @SERG2_3923 :SERG2_4847 Marker.Disable($3241) $3483 = 3 // integer values $3475 = 7000 // integer values gosub @SERG2_6161 if $3487 == 0 // integer values jf @SERG2_4914 00BC: text_highpriority 'TEX_2B' 5000 ms 1 // ~r~Fool! People have to WITNESS a Cuban doing the hit! jump @SERG2_4978 :SERG2_4914 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @SERG2_4971 wait 0 gosub @SERG2_8866 00BC: text_highpriority 'TEXEXIT' 1000 ms 1 // ~g~Now get out of Little Haiti! jump @SERG2_4914 :SERG2_4971 jump @SERG2_4995 :SERG2_4978 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :SERG2_4995 055B: $1288 = create_clothes_pickup 5 at -1025.2 -429.2 10.8 $1268 = 1 // integer values create_thread @CLOTH4 $246 = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 2500 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 2500 0318: set_latest_mission_passed 'TEX_2' // Two Bit Hit 030C: progress_made += 1 03F1: pedtype 8 add_threat 128 03F1: pedtype 7 add_threat 256 015C: set_zone_gang_info 'GHETTO1' 1 13 60 100 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'GHETTO1' 0 10 80 100 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO1' 1 12 60 100 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO1' 0 10 80 100 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'GHETTO2' 1 13 100 60 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'GHETTO2' 0 10 100 80 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO2' 1 12 100 60 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO2' 0 10 100 80 0 0 0 0 0 0 0 10 Marker.Disable($243) return :SERG2_5381 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 01EB: set_traffic_density_multiplier_to 1.0 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 01E7: remove_forbidden_for_cars_cube 12@ 13@ 14.0 14@ 15@ 20.0 03F2: pedtype 8 remove_threat 1 Marker.Disable($3241) Marker.Disable($3504) if not Actor.Dead(0@) jf @SERG2_5467 Actor.RemoveReferences(0@) :SERG2_5467 if not Actor.Dead(1@) jf @SERG2_5488 Actor.RemoveReferences(1@) :SERG2_5488 if not Actor.Dead(2@) jf @SERG2_5509 Actor.RemoveReferences(2@) :SERG2_5509 if not Actor.Dead(3@) jf @SERG2_5530 Actor.RemoveReferences(3@) :SERG2_5530 if not Actor.Dead(4@) jf @SERG2_5551 Actor.RemoveReferences(4@) :SERG2_5551 if not Actor.Dead(5@) jf @SERG2_5572 Actor.RemoveReferences(5@) :SERG2_5572 if not Actor.Dead($3466) jf @SERG2_5593 Actor.RemoveReferences($3466) :SERG2_5593 if not Actor.Dead($3467) jf @SERG2_5614 Actor.RemoveReferences($3467) :SERG2_5614 if not Actor.Dead($3471) jf @SERG2_5635 Actor.RemoveReferences($3471) :SERG2_5635 if not Actor.Dead($3472) jf @SERG2_5656 Actor.RemoveReferences($3472) :SERG2_5656 if not Actor.Dead(6@) jf @SERG2_5677 Actor.RemoveReferences(6@) :SERG2_5677 if not Actor.Dead(7@) jf @SERG2_5698 Actor.RemoveReferences(7@) :SERG2_5698 if not Actor.Dead($3468) jf @SERG2_5719 Actor.RemoveReferences($3468) :SERG2_5719 if not Actor.Dead($3469) jf @SERG2_5740 Actor.RemoveReferences($3469) :SERG2_5740 if not Actor.Dead($3470) jf @SERG2_5761 Actor.RemoveReferences($3470) :SERG2_5761 if not Car.Wrecked($3461) jf @SERG2_5782 Car.RemoveReferences($3461) :SERG2_5782 if not Car.Wrecked($3462) jf @SERG2_5803 Car.RemoveReferences($3462) :SERG2_5803 if not Car.Wrecked($3463) jf @SERG2_5824 Car.RemoveReferences($3463) :SERG2_5824 if not Car.Wrecked($3464) jf @SERG2_5845 Car.RemoveReferences($3464) :SERG2_5845 if not Car.Wrecked($3465) jf @SERG2_5866 Car.RemoveReferences($3465) :SERG2_5866 Model.Destroy(#VOODOO) Model.Destroy(#ROMERO) Model.Destroy(#M4) Model.Destroy(#HNA) Model.Destroy(#HNB) Model.Destroy(#FAKETARGET) Model.Destroy(#JW_COFFIN) Model.Destroy(#TEC9) $ONMISSION = 0 // integer values mission_cleanup return :SERG2_5913 if 2 > $3483 // integer values jf @SERG2_6159 01BD: $3474 = current_time_in_ms 0084: $3475 = $3474 // integer values and handles 0060: $3475 -= $3473 // integer values if $3475 > 9000 // integer values jf @SERG2_5986 $3475 = 0 // integer values 0084: $3473 = $3474 // integer values and handles :SERG2_5986 0209: $3476 = random_int_in_ranges 1 13 0084: $3477 = $3476 // integer values and handles $3477 *= 1000 // integer values if 3001 > $3475 // integer values jf @SERG2_6055 if $3482 == 0 // integer values jf @SERG2_6055 gosub @SERG2_7268 :SERG2_6055 if and 6001 > $3475 // integer values $3475 > 3000 // integer values jf @SERG2_6107 if $3482 == 1 // integer values jf @SERG2_6107 gosub @SERG2_7268 :SERG2_6107 if and 9001 > $3475 // integer values $3475 > 6000 // integer values jf @SERG2_6159 if $3482 == 2 // integer values jf @SERG2_6159 gosub @SERG2_7268 :SERG2_6159 return :SERG2_6161 if and $3483 > 0 // integer values $3489 == 0 // integer values jf @SERG2_6318 if not Actor.Dead(1@) jf @SERG2_6211 0372: set_actor 1@ anim 0 wait_state_time 0 ms :SERG2_6211 if not Actor.Dead(3@) jf @SERG2_6236 0372: set_actor 3@ anim 0 wait_state_time 0 ms :SERG2_6236 if not Actor.Dead(0@) jf @SERG2_6261 0372: set_actor 0@ anim 0 wait_state_time 0 ms :SERG2_6261 if not Actor.Dead(2@) jf @SERG2_6286 0372: set_actor 2@ anim 0 wait_state_time 0 ms :SERG2_6286 if not Actor.Dead(4@) jf @SERG2_6311 0372: set_actor 4@ anim 0 wait_state_time 0 ms :SERG2_6311 $3489 = 1 // integer values :SERG2_6318 if and $3483 == 1 // integer values $3484 == 0 // integer values jf @SERG2_6470 if not Actor.Dead(1@) jf @SERG2_6367 01D2: actor 1@ follow_player $PLAYER_CHAR :SERG2_6367 if not Actor.Dead(3@) jf @SERG2_6391 01D2: actor 3@ follow_player $PLAYER_CHAR :SERG2_6391 if not Actor.Dead(0@) jf @SERG2_6415 022D: set_actor 0@ to_look_at_player $PLAYER_CHAR :SERG2_6415 if not Actor.Dead(2@) jf @SERG2_6439 022D: set_actor 2@ to_look_at_player $PLAYER_CHAR :SERG2_6439 if not Actor.Dead(4@) jf @SERG2_6463 022D: set_actor 4@ to_look_at_player $PLAYER_CHAR :SERG2_6463 $3484 = 1 // integer values :SERG2_6470 if and $3483 == 2 // integer values 2 > $3484 // integer values jf @SERG2_6815 01BD: $3473 = current_time_in_ms if not Actor.Dead(0@) jf @SERG2_6526 0372: set_actor 0@ anim 14 wait_state_time 3500 ms :SERG2_6526 if not Actor.Dead(1@) jf @SERG2_6585 if $3488 == 1 // integer values jf @SERG2_6575 01CC: actor 1@ kill_player $PLAYER_CHAR jump @SERG2_6585 :SERG2_6575 0372: set_actor 1@ anim 14 wait_state_time 6000 ms :SERG2_6585 if not Actor.Dead(2@) jf @SERG2_6611 0372: set_actor 2@ anim 14 wait_state_time 6000 ms :SERG2_6611 if not Actor.Dead(3@) jf @SERG2_6670 if $3488 == 1 // integer values jf @SERG2_6660 01CC: actor 3@ kill_player $PLAYER_CHAR jump @SERG2_6670 :SERG2_6660 0372: set_actor 3@ anim 14 wait_state_time 6000 ms :SERG2_6670 if not Actor.Dead(4@) jf @SERG2_6696 0372: set_actor 4@ anim 14 wait_state_time 3500 ms :SERG2_6696 if not Actor.Dead(5@) jf @SERG2_6731 0372: set_actor 5@ anim 0 wait_state_time 0 ms 0372: set_actor 5@ anim 14 wait_state_time 6000 ms :SERG2_6731 if not Actor.Dead($3466) jf @SERG2_6766 0372: set_actor $3466 anim 0 wait_state_time 0 ms 0372: set_actor $3466 anim 14 wait_state_time 3000 ms :SERG2_6766 if not Actor.Dead($3467) jf @SERG2_6801 0372: set_actor $3467 anim 0 wait_state_time 0 ms 0372: set_actor $3467 anim 14 wait_state_time 3500 ms :SERG2_6801 $3484 = 2 // integer values $3483 = 3 // integer values :SERG2_6815 if and $3483 == 3 // integer values 3 > $3484 // integer values jf @SERG2_7266 01BD: $3474 = current_time_in_ms 0084: $3475 = $3474 // integer values and handles 0060: $3475 -= $3473 // integer values if and $3475 > 4000 // integer values $3485 == 0 // integer values jf @SERG2_7129 if not Actor.Dead(0@) jf @SERG2_6911 01CC: actor 0@ kill_player $PLAYER_CHAR :SERG2_6911 if not Actor.Dead(4@) jf @SERG2_6935 01CC: actor 4@ kill_player $PLAYER_CHAR :SERG2_6935 if not Actor.Dead($3471) jf @SERG2_6959 01CC: actor $3471 kill_player $PLAYER_CHAR :SERG2_6959 if not Actor.Dead($3472) jf @SERG2_6983 01CC: actor $3472 kill_player $PLAYER_CHAR :SERG2_6983 if not Actor.Dead($3466) jf @SERG2_7075 011C: actor $3466 clear_objective 0372: set_actor $3466 anim 0 wait_state_time 0 ms 0319: set_actor $3466 running 1 if not Car.Wrecked($3463) jf @SERG2_7051 01D4: actor $3466 go_to_car $3463 and_enter_it_as_a_passenger jump @SERG2_7075 :SERG2_7051 if not Car.Wrecked($3461) jf @SERG2_7075 01D4: actor $3466 go_to_car $3461 and_enter_it_as_a_passenger :SERG2_7075 if not Actor.Dead($3467) jf @SERG2_7122 011C: actor $3467 clear_objective 0372: set_actor $3467 anim 0 wait_state_time 0 ms 01B2: give_actor $3467 weapon 22 ammo 60 // Load the weapon model before using this 01CC: actor $3467 kill_player $PLAYER_CHAR :SERG2_7122 $3485 = 1 // integer values :SERG2_7129 if and $3475 > 6500 // integer values $3485 == 1 // integer values jf @SERG2_7266 if not Actor.Dead(2@) jf @SERG2_7179 01CC: actor 2@ kill_player $PLAYER_CHAR :SERG2_7179 if not Actor.Dead(5@) jf @SERG2_7252 011C: actor 5@ clear_objective 0372: set_actor 5@ anim 0 wait_state_time 0 ms if not Car.Wrecked($3461) jf @SERG2_7247 0319: set_actor 5@ running 1 01D4: actor 5@ go_to_car $3461 and_enter_it_as_a_passenger jump @SERG2_7252 :SERG2_7247 0193: set_actor 5@ objective_to_act_like_ped :SERG2_7252 $3485 = 2 // integer values $3484 = 3 // integer values :SERG2_7266 return :SERG2_7268 if and $3476 > 0 // integer values 5 > $3476 // integer values jf @SERG2_7300 gosub @SERG2_7366 :SERG2_7300 if and $3476 > 4 // integer values 9 > $3476 // integer values jf @SERG2_7332 gosub @SERG2_7502 :SERG2_7332 if and $3476 > 8 // integer values 13 > $3476 // integer values jf @SERG2_7364 gosub @SERG2_7638 :SERG2_7364 return :SERG2_7366 if and not Actor.Dead($3466) not Actor.Dead(5@) jf @SERG2_7500 0084: $3477 = $3476 // integer values and handles $3477 *= 1000 // integer values 022F: set_actor 5@ stop_looking 022F: set_actor $3466 stop_looking 0372: set_actor 5@ anim 19 wait_state_time $3477 ms 022C: set_actor 5@ to_look_at_actor $3466 022C: set_actor $3466 to_look_at_actor 5@ if not Actor.Dead($3467) jf @SERG2_7468 022F: set_actor $3467 stop_looking 022C: set_actor $3467 to_look_at_actor 5@ :SERG2_7468 $3482 += 1 // integer values if $3482 > 2 // integer values jf @SERG2_7500 $3482 = 0 // integer values :SERG2_7500 return :SERG2_7502 if and not Actor.Dead($3466) not Actor.Dead($3467) jf @SERG2_7636 0084: $3477 = $3476 // integer values and handles $3477 *= 1000 // integer values 022F: set_actor $3467 stop_looking 022F: set_actor $3466 stop_looking 0372: set_actor $3466 anim 19 wait_state_time $3477 ms 022C: set_actor $3467 to_look_at_actor $3466 022C: set_actor $3466 to_look_at_actor $3467 if not Actor.Dead(5@) jf @SERG2_7604 022F: set_actor 5@ stop_looking 022C: set_actor 5@ to_look_at_actor $3467 :SERG2_7604 $3482 += 1 // integer values if $3482 > 2 // integer values jf @SERG2_7636 $3482 = 0 // integer values :SERG2_7636 return :SERG2_7638 if and not Actor.Dead($3467) not Actor.Dead(5@) jf @SERG2_7772 0084: $3477 = $3476 // integer values and handles $3477 *= 750 // integer values 022F: set_actor 5@ stop_looking 022F: set_actor $3467 stop_looking 0372: set_actor $3467 anim 19 wait_state_time $3477 ms 022C: set_actor 5@ to_look_at_actor $3467 022C: set_actor $3467 to_look_at_actor 5@ if not Actor.Dead($3466) jf @SERG2_7740 022F: set_actor $3466 stop_looking 022C: set_actor $3466 to_look_at_actor $3467 :SERG2_7740 $3482 += 1 // integer values if $3482 > 2 // integer values jf @SERG2_7772 $3482 = 0 // integer values :SERG2_7772 return :SERG2_7774 if 3 > $3483 // integer values jf @SERG2_8156 if Actor.Dead($3468) jf @SERG2_7820 $3483 = 2 // integer values Actor.RemoveReferences($3468) :SERG2_7820 if Actor.Dead($3469) jf @SERG2_7848 $3483 = 2 // integer values Actor.RemoveReferences($3469) :SERG2_7848 if Actor.Dead($3470) jf @SERG2_7876 $3483 = 2 // integer values Actor.RemoveReferences($3470) :SERG2_7876 if Actor.Dead($3471) jf @SERG2_7904 $3483 = 2 // integer values Actor.RemoveReferences($3471) :SERG2_7904 if Actor.Dead($3472) jf @SERG2_7932 $3483 = 2 // integer values Actor.RemoveReferences($3472) :SERG2_7932 if Actor.Dead(0@) jf @SERG2_7960 $3483 = 2 // integer values Actor.RemoveReferences(0@) :SERG2_7960 if Actor.Dead(1@) jf @SERG2_7988 $3483 = 2 // integer values Actor.RemoveReferences(1@) :SERG2_7988 if Actor.Dead(2@) jf @SERG2_8016 $3483 = 2 // integer values Actor.RemoveReferences(2@) :SERG2_8016 if Actor.Dead(3@) jf @SERG2_8044 $3483 = 2 // integer values Actor.RemoveReferences(3@) :SERG2_8044 if Actor.Dead(4@) jf @SERG2_8072 $3483 = 2 // integer values Actor.RemoveReferences(4@) :SERG2_8072 if Actor.Dead(5@) jf @SERG2_8100 $3483 = 2 // integer values Actor.RemoveReferences(5@) :SERG2_8100 if Actor.Dead($3466) jf @SERG2_8128 $3483 = 2 // integer values Actor.RemoveReferences($3466) :SERG2_8128 if Actor.Dead($3467) jf @SERG2_8156 $3483 = 2 // integer values Actor.RemoveReferences($3467) :SERG2_8156 if $3488 == 1 // integer values jf @SERG2_8796 if 3 > $3483 // integer values jf @SERG2_8420 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ 00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 00DE: player $PLAYER_CHAR driving_vehicle_type #FAGGIO jf @SERG2_8283 if 0500: player $PLAYER_CHAR skin == 'PLAYER5' jf @SERG2_8283 gosub @SERG2_8798 if 2 > $3483 // integer values jf @SERG2_8283 $3483 = 1 // integer values :SERG2_8283 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #FREEWAY 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 jf @SERG2_8348 if 0500: player $PLAYER_CHAR skin == 'PLAYER5' jf @SERG2_8348 gosub @SERG2_8798 $3483 = 1 // integer values :SERG2_8348 if 80E0: not player $PLAYER_CHAR driving jf @SERG2_8420 if 0500: player $PLAYER_CHAR skin == 'PLAYER5' jf @SERG2_8420 gosub @SERG2_8798 if 2 > $3483 // integer values jf @SERG2_8420 $3483 = 1 // integer values :SERG2_8420 if and 00E0: player $PLAYER_CHAR driving 847E: not player $PLAYER_CHAR driving_a_motorbike jf @SERG2_8514 if 0548: unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius 10.0 10.0 10.0 jf @SERG2_8507 if 0500: player $PLAYER_CHAR skin == 'PLAYER5' jf @SERG2_8507 gosub @SERG2_8798 :SERG2_8507 jump @SERG2_8580 :SERG2_8514 if 0548: unknown_player $PLAYER_CHAR near_peds #HNA or #HNB radius 15.0 15.0 15.0 jf @SERG2_8580 if 0500: player $PLAYER_CHAR skin == 'PLAYER5' jf @SERG2_8580 gosub @SERG2_8798 :SERG2_8580 if and 00DE: player $PLAYER_CHAR driving_vehicle_type #CUBAN 3 > $3483 // integer values jf @SERG2_8644 if 0500: player $PLAYER_CHAR skin == 'PLAYER5' jf @SERG2_8637 gosub @SERG2_8798 :SERG2_8637 $3483 = 2 // integer values :SERG2_8644 if and 02DF: player $PLAYER_CHAR aggressive 3 > $3483 // integer values jf @SERG2_8674 $3483 = 2 // integer values :SERG2_8674 if not Actor.Dead($3466) jf @SERG2_8796 if and 00FB: player $PLAYER_CHAR 0 $3466 radius 20.0 20.0 20.0 3 > $3483 // integer values jf @SERG2_8796 if 0500: player $PLAYER_CHAR skin == 'PLAYER5' jf @SERG2_8764 gosub @SERG2_8798 :SERG2_8764 $3483 = 2 // integer values if 82D7: not player $PLAYER_CHAR currentweapon == 0 jf @SERG2_8796 $3483 = 3 // integer values :SERG2_8796 return :SERG2_8798 $3487 = 1 // integer values if $3490 == 0 // integer values jf @SERG2_8864 00BC: text_highpriority 'TEX_2A' 5000 ms 1 // ~g~Excellent! They've spotted you! 018C: play_sound 1 at 0.0 0.0 0.0 $3490 = 1 // integer values :SERG2_8864 return :SERG2_8866 if not Actor.Dead($3466) jf @SERG2_8945 if or 8056: not player $PLAYER_CHAR 0 12@ 13@ 14@ 15@ 80A3: not actor $3466 0 12@ 13@ 14@ 15@ jf @SERG2_8938 01EB: set_traffic_density_multiplier_to 1.0 :SERG2_8938 jump @SERG2_8952 :SERG2_8945 01EB: set_traffic_density_multiplier_to 1.0 :SERG2_8952 if 8121: not player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @SERG2_8986 Actor.RemoveReferences(6@) Actor.RemoveReferences(7@) :SERG2_8986 return :SERG2_8988 if 01FC: player $PLAYER_CHAR near_car $3495 radius 20.0 20.0 0 jf @SERG2_9036 Car.SetMaxSpeed($3495, 30.0) jump @SERG2_9046 :SERG2_9036 Car.SetMaxSpeed($3495, 20.0) :SERG2_9046 if $3486 == 0 // integer values jf @SERG2_9319 01EB: set_traffic_density_multiplier_to 1.0 01EC: make_car $3495 very_heavy 0 Car.StorePos($3495, $3499, $3500, $3501) 0407: create_coordinate $1599 $1600 $3508 from_car $3495 offset 0.0 -15.0 0.0 0086: $1601 = $3508 // floating-point values only 02CE: $3508 = ground_z $1599 $1600 $3508 0086: $3509 = $3501 // floating-point values only $3509 += 1.0 // floating-point values if and 0024: $3501 > $3508 // floating-point values only 00E3: player $PLAYER_CHAR 0 $1599 $1600 radius 8.0 8.0 jf @SERG2_9319 0061: $1599 -= $3499 // floating-point values 0061: $1600 -= $3500 // floating-point values 0061: $1601 -= $3501 // floating-point values $1601 += 4.0 // floating-point values $3502 = Object.Create(#JW_COFFIN, $3499, $3500, $3501) Object.CollisionDetection($3502) = True Object.ToggleInMovingList($3502) = True 035C: place_object $3502 relative_to_car $3495 offset 0.0 -0.6 0.1 050E: $3502 $3495 038C: object $3502 scatter $1599 $1600 $1601 $3486 = 1 // integer values :SERG2_9319 if $3486 == 1 // integer values jf @SERG2_9463 if 0366: object $3502 damaged jf @SERG2_9399 Object.StorePos($3502, $1599, $1600, $1601) 020C: create_explosion_with_radius 1 at $1599 $1600 $1601 Object.Destroy($3502) $3486 = 0 // integer values jump @SERG2_9463 :SERG2_9399 if 8471: not actor $PLAYER_ACTOR within_object $3502 rectangle 15.0 15.0 sphere 0 jf @SERG2_9463 if 82CC: not object $3502 bounding_sphere_visible jf @SERG2_9463 Object.Destroy($3502) $3486 = 2 // integer values 01BD: $3505 = current_time_in_ms :SERG2_9463 if $3486 == 2 // integer values jf @SERG2_9528 01BD: $3507 = current_time_in_ms 0084: $3506 = $3507 // integer values and handles 0060: $3506 -= $3505 // integer values if $3506 > 3000 // integer values jf @SERG2_9528 $3486 = 0 // integer values :SERG2_9528 return :SERG2_9530 if $3492 == 0 // integer values jf @SERG2_9655 Car.SetMaxSpeed($3495, 15.0) 00AE: set_vehicle $3495 traffic_behavior_to 2 Car.DriveTo($3495, -1062.0, -117.0, 11.0) 0190: add_vehicle $3495 to_flipped_check 03CC: car $3495 add_to_stuck_car_check 1.5 = 2000 050B: open_trunk_of_car $3495 if not Car.Wrecked($3461) jf @SERG2_9648 Car.SetMaxSpeed($3461, 30.0) 00AE: set_vehicle $3461 traffic_behavior_to 3 Car.SetDriverBehaviour($3461, KillThePlayer) :SERG2_9648 $3492 = 1 // integer values :SERG2_9655 if $3492 == 1 // integer values jf @SERG2_10606 if $3478 == 1 // integer values jf @SERG2_9714 if 83CE: not car $3495 stuck jf @SERG2_9714 $3478 = 0 // integer values :SERG2_9714 if 03CE: car $3495 stuck jf @SERG2_9842 if $3478 == 0 // integer values jf @SERG2_9760 01BD: $3480 = current_time_in_ms $3478 = 1 // integer values :SERG2_9760 if $3478 == 1 // integer values jf @SERG2_9835 01BD: $3479 = current_time_in_ms 0084: $3481 = $3479 // integer values and handles 0060: $3481 -= $3480 // integer values if $3481 > 3000 // integer values jf @SERG2_9835 0477: set_car $3495 action 2 time 500 $3478 = 0 // integer values :SERG2_9835 jump @SERG2_10516 :SERG2_9842 if $3503 == 0 // integer values jf @SERG2_9935 if 01AD: car $3495 sphere 0 near_point -1062.0 -117.0 radius 10.0 10.0 jf @SERG2_9935 Car.DriveTo($3495, -872.0, -284.0, 11.0) Car.SetMaxSpeed($3495, 25.0) $3503 = 1 // integer values :SERG2_9935 if $3503 == 1 // integer values jf @SERG2_10018 if 01AD: car $3495 sphere 0 near_point -872.0 -284.0 radius 10.0 10.0 jf @SERG2_10018 Car.DriveTo($3495, -854.0, -498.0, 11.0) $3503 = 2 // integer values :SERG2_10018 if $3503 == 2 // integer values jf @SERG2_10101 if 01AD: car $3495 sphere 0 near_point -854.0 -498.0 radius 10.0 10.0 jf @SERG2_10101 Car.DriveTo($3495, 154.0, -445.0, 11.0) $3503 = 3 // integer values :SERG2_10101 if $3503 == 3 // integer values jf @SERG2_10184 if 01AD: car $3495 sphere 0 near_point 154.0 -445.0 radius 10.0 10.0 jf @SERG2_10184 Car.DriveTo($3495, 321.0, -54.0, 11.0) $3503 = 4 // integer values :SERG2_10184 if $3503 == 4 // integer values jf @SERG2_10267 if 01AD: car $3495 sphere 0 near_point 321.0 -54.0 radius 10.0 10.0 jf @SERG2_10267 Car.DriveTo($3495, 410.0, 41.0, 11.0) $3503 = 5 // integer values :SERG2_10267 if $3503 == 5 // integer values jf @SERG2_10350 if 01AD: car $3495 sphere 0 near_point 410.0 41.0 radius 10.0 10.0 jf @SERG2_10350 Car.DriveTo($3495, 295.0, 230.0, 11.0) $3503 = 6 // integer values :SERG2_10350 if $3503 == 6 // integer values jf @SERG2_10433 if 01AD: car $3495 sphere 0 near_point 295.0 230.0 radius 10.0 10.0 jf @SERG2_10433 Car.DriveTo($3495, -814.0, 36.0, 11.0) $3503 = 7 // integer values :SERG2_10433 if $3503 == 7 // integer values jf @SERG2_10516 if 01AD: car $3495 sphere 0 near_point -814.0 36.0 radius 10.0 10.0 jf @SERG2_10516 Car.DriveTo($3495, -854.0, -498.0, 11.0) $3503 = 2 // integer values :SERG2_10516 if or 8185: not car $3495 health >= 350 018F: vehicle $3495 flipped 00DC: player $PLAYER_CHAR driving $3495 jf @SERG2_10606 01CE: actor $3466 avoid_player $PLAYER_CHAR Car.SetMaxSpeed($3495, 0.0) if not Actor.Dead($3470) jf @SERG2_10599 01B2: give_actor $3470 weapon 22 ammo 60 // Load the weapon model before using this 01CA: actor $3470 kill_player $PLAYER_CHAR :SERG2_10599 $3492 = 2 // integer values :SERG2_10606 return //-------------Mission 21--------------- // Originally: No Escape? :BANKJO1 thread 'BANKJO1' gosub @BANKJO1_46 if wasted_or_busted jf @BANKJO1_37 gosub @BANKJO1_7635 :BANKJO1_37 gosub @BANKJO1_7718 end_thread :BANKJO1_46 $ONMISSION = 1 // integer values $986 = 0 // integer values $997 = 1 // integer values increment_mission_attempts $3511 = 0 // integer values $3513 = 0 // integer values $3514 = 0 // integer values $3515 = 0 // integer values $3518 = 0 // integer values $3519 = 0 // integer values $3520 = 0 // integer values $3521 = 0 // integer values $3522 = 0 // integer values $3523 = 0 // integer values $3524 = 0 // integer values $3525 = 0 // integer values $3526 = 0 // integer values $3527 = 100 // integer values $3529 = 0 // integer values $3530 = 0 // integer values $3531 = 0 // integer values $3532 = 0 // integer values $3533 = 0 // integer values $3534 = 0 // integer values $3535 = 0 // integer values $3536 = 0 // integer values $3537 = 0 // integer values $3538 = 100 // integer values $3540 = 0 // integer values $3541 = 0 // integer values $3542 = 0 // integer values $3543 = 0 // integer values $3544 = 0 // integer values $3545 = 0 // integer values $3546 = 0 // integer values $3547 = 0 // integer values $3548 = 0 // integer values $3549 = 100 // integer values $3551 = 0 // integer values $3552 = 0 // integer values $3553 = 0 // integer values $3554 = 0 // integer values $3555 = 0 // integer values $3556 = 0 // integer values $3557 = 0 // integer values $3558 = 0 // integer values $3559 = 0 // integer values $3560 = 100 // integer values $3562 = 0 // integer values $3563 = 0 // integer values $3564 = 100 // integer values $3566 = 0 // integer values $3567 = 0 // integer values $3568 = 0 // integer values $3569 = 0 // integer values $3570 = 0 // integer values $3571 = 0 // integer values $3572 = 0 // integer values $3573 = 0 // integer values $3574 = 0 // integer values $3575 = 100 // integer values $3577 = 0 // integer values $3578 = 0 // integer values $3579 = 100 // integer values $3580 = 0 // integer values $3582 = 0 // integer values $3583 = 0 // integer values $3584 = 100 // integer values $3586 = 0 // integer values $3587 = 0 // integer values $3588 = 100 // integer values $3590 = 0 // integer values $3591 = 0 // integer values $3592 = 100 // integer values $3594 = 0 // integer values $3595 = 0 // integer values $3596 = 100 // integer values $3597 = 0 // integer values $3598 = 0 // integer values $3599 = 0 // integer values $3600 = 0.0 // floating-point values $3601 = 0.0 // floating-point values $3602 = 0.0 // floating-point values $3606 = 0 // integer values $3607 = 0 // integer values $3608 = 0 // integer values $3609 = 0 // integer values $3610 = 0 // integer values $3611 = 0 // integer values $3612 = 0 // integer values $3613 = 0 // integer values $3631 = 0 // integer values $3632 = 0 // integer values $3633 = 0 // integer values $3615 = 0 // integer values $3617 = 0 // integer values $3619 = 0 // integer values $3621 = 0 // integer values $3623 = 0 // integer values $3625 = 0 // integer values $3627 = 0 // integer values $3629 = 0 // integer values $3630 = 0 // integer values $3634 = 0 // integer values $3635 = 0 // integer values $3643 = 0 // integer values $3638 = 0 // integer values $3639 = 0 // integer values $3640 = 0 // integer values $3641 = 0 // integer values $3642 = 0 // integer values $3644 = 1 // integer values $3645 = 1 // integer values $3646 = 1 // integer values $3647 = 1 // integer values $3648 = 1 // integer values $3649 = 1 // integer values $3650 = 1 // integer values $3651 = 1 // integer values $3652 = 0 // integer values $3654 = 0 // integer values $3655 = 0 // integer values $3656 = 0 // integer values $3657 = 0 // integer values $3658 = 0 // integer values $3659 = 0 // integer values $3660 = 0 // integer values $3661 = 0 // integer values $3662 = 0 // integer values $3663 = 0 // integer values $3666 = 0 // integer values $3668 = 0 // integer values $3671 = 0 // integer values $3673 = 0 // integer values wait 0 054C: use_GXT_table 'BANKJ1' 058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 Pickup.Destroy($1297) Pickup.Destroy($1298) Pickup.Destroy($1284) Pickup.Destroy($1285) Pickup.Destroy($1286) Pickup.Destroy($1287) Pickup.Destroy($1288) Pickup.Destroy($1289) Pickup.Destroy($1290) Pickup.Destroy($1291) Pickup.Destroy($1292) Pickup.Destroy($1296) Pickup.Destroy($2009) 022B: create_forbidden_for_peds_cube 371.0 -503.0 -10.0 403.0 -490.0 30.0 022B: create_forbidden_for_peds_cube 357.0 -506.0 -10.0 384.0 -475.0 30.0 022B: create_forbidden_for_peds_cube 363.0 -476.0 -10.0 378.0 -468.0 30.0 022B: create_forbidden_for_peds_cube 383.0 -488.0 -10.0 398.3 -470.5 30.0 022B: create_forbidden_for_peds_cube 376.66 -453.85 -10.0 328.91 -504.02 30.0 018D: $3665 = create_sound 0 at 385.49 -509.0 9.6 018E: stop_sound $3665 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO1_1328 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO1_1328 0353: refresh_actor $PLAYER_ACTOR :BANKJO1_1328 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 02F3: load_object #CUTOBJ01 'GCFAN' 02F3: load_object #CUTOBJ02 'CLCHR' select_interior 17 Camera.SetAtPos(481.03, -64.21, 8.98) 038B: load_requested_models :BANKJO1_1401 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @BANKJO1_1441 wait 0 jump @BANKJO1_1401 :BANKJO1_1441 02E4: load_cutscene_data 'BANK_1' 0244: set_cutscene_pos 476.972 -65.499 8.943 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $189 = create_cutscene_object #CUTOBJ01 04BC: 'GCFAN' 02E6: set_cutscene_anim $189 'GCFAN' 02E5: $190 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $190 'CLCHR' 0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO1_1643 if 9500 > $CUT_SCENE_TIME // integer values jf @BANKJO1_1678 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_1643 :BANKJO1_1678 00BC: text_highpriority 'BJM1_A' 10000 ms 1 // Tommy! Hey, Tommy, look at this, this is great! I've got us this minibar installed! :BANKJO1_1693 if 13934 > $CUT_SCENE_TIME // integer values jf @BANKJO1_1728 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_1693 :BANKJO1_1728 00BC: text_highpriority 'BJM1_B' 10000 ms 1 // We got a whole bar downstairs, Ken. :BANKJO1_1743 if 17483 > $CUT_SCENE_TIME // integer values jf @BANKJO1_1778 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_1743 :BANKJO1_1778 00BC: text_highpriority 'BJM1_C' 10000 ms 1 // Yeah, yeah, whatever. Well, I got the chalkboard you asked for. :BANKJO1_1793 if 20276 > $CUT_SCENE_TIME // integer values jf @BANKJO1_1828 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_1793 :BANKJO1_1828 00BC: text_highpriority 'BJM1_D' 10000 ms 1 // Ah, that's the benefit of a law school education: the ability to follow instructions. :BANKJO1_1843 if 25517 > $CUT_SCENE_TIME // integer values jf @BANKJO1_1878 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_1843 :BANKJO1_1878 00BC: text_highpriority 'BJM1_E' 10000 ms 1 // Now, I need a safe man. :BANKJO1_1893 if 27000 > $CUT_SCENE_TIME // integer values jf @BANKJO1_1928 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_1893 :BANKJO1_1928 00BC: text_highpriority 'BJM1_F' 10000 ms 1 // Oh, all right, well, let me think...safe, safe, safe, safe - I got it! This guy will blow you away! :BANKJO1_1943 if 33662 > $CUT_SCENE_TIME // integer values jf @BANKJO1_1980 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_1943 :BANKJO1_1980 00BC: text_highpriority 'BJM1_G' 10000 ms 1 // Ahh, nah, that schmuck. He's on the inside. :BANKJO1_1995 if 36542 > $CUT_SCENE_TIME // integer values jf @BANKJO1_2032 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_1995 :BANKJO1_2032 00BC: text_highpriority 'BJM1_H' 10000 ms 1 // Where inside? :BANKJO1_2047 if 38100 > $CUT_SCENE_TIME // integer values jf @BANKJO1_2084 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_2047 :BANKJO1_2084 00BC: text_highpriority 'BJM1_I' 10000 ms 1 // In a police headquarter cell awaiting transfer. :BANKJO1_2099 if 40677 > $CUT_SCENE_TIME // integer values jf @BANKJO1_2136 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_2099 :BANKJO1_2136 00BC: text_highpriority 'BJM1_J' 10000 ms 1 // I think he's about to get paroled.... :BANKJO1_2151 if 43072 > $CUT_SCENE_TIME // integer values jf @BANKJO1_2188 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_2151 :BANKJO1_2188 00BE: text_clear_all :BANKJO1_2190 if 47316 > $CUT_SCENE_TIME // integer values jf @BANKJO1_2227 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO1_2190 :BANKJO1_2227 00BE: text_clear_all fade 0 2000 :BANKJO1_2236 if fading jf @BANKJO1_2260 wait 0 jump @BANKJO1_2236 :BANKJO1_2260 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point 04FA: reset_sky_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene 01EB: set_traffic_density_multiplier_to 1.0 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Camera.SetBehindPlayer select_interior 0 Camera.SetAtPos(493.1, -82.4, 9.8) $986 = 0 // integer values 04E3: unknown_player $PLAYER_CHAR 0 60000 if 8366: not object $1809 damaged jf @BANKJO1_2388 01BC: put_object $1809 at 384.098 -505.893 9.68 :BANKJO1_2388 018A: $3516 = create_checkpoint_at -848.02 -901.72 10.1 Marker.Disable($3516) 03BC: $3637 = create_sphere 385.13 -509.0 8.0 1.0 03BD: destroy_sphere $3637 0169: set_fade_color 0 0 0 wait 500 fade 1 2000 Model.Load(#COP) 023C: load_special_actor 3 'IGMIKE' Model.Load(#UZI) Model.Load(#SENTINEL) :BANKJO1_2489 if or not Model.Available(#COP) not Model.Available(#UZI) 823D: not special_actor 3 loaded not Model.Available(#SENTINEL) jf @BANKJO1_2529 wait 0 jump @BANKJO1_2489 :BANKJO1_2529 $3670 = Pickup.Create(#HEALTH, 3, 366.9, -491.8, 13.5) $3510 = Actor.Create(CivMale, #SPECIAL03, 381.528, -504.34, 8.4) 01ED: clear_actor $3510 threat_search Actor.Angle($3510) = 132.535 04F5: unknown_actor $3510 kiss_player $PLAYER_CHAR on 1 0446: set_actor $3510 dismemberment_possible 0 0568: set_actor $3510 untargetable 1 0372: set_actor $3510 anim 21 wait_state_time 1000000 ms 00BC: text_highpriority 'BJM1_1' 4000 ms 1 // ~g~Break Cam Jones out of police custody! $3512 = Marker.CreateAboveActor($3510) $3517 = Actor.Create(CivMale, #COP, 388.3, -473.9, 11.34) $3632 += 1 // integer values 0243: set_actor $3517 ped_stats_to 16 01ED: clear_actor $3517 threat_search Actor.Angle($3517) = 217.58 0350: set_actor $3517 maintain_position_when_attacked 1 0194: set_actor $3517 objective_to_guard_point 388.3 -473.9 11.34 $3528 = Actor.Create(CivMale, #COP, 387.58, -471.051, 11.35) $3632 += 1 // integer values 0243: set_actor $3528 ped_stats_to 16 01ED: clear_actor $3528 threat_search 0350: set_actor $3528 maintain_position_when_attacked 1 Actor.Angle($3528) = 352.371 0372: set_actor $3528 anim 21 wait_state_time 1000000 ms $3539 = Actor.Create(CivMale, #COP, 384.196, -472.554, 11.35) $3632 += 1 // integer values 0243: set_actor $3539 ped_stats_to 16 01ED: clear_actor $3539 threat_search 0350: set_actor $3539 maintain_position_when_attacked 1 Actor.Angle($3539) = 105.497 0372: set_actor $3539 anim 21 wait_state_time 1000000 ms $3550 = Actor.Create(CivMale, #COP, 363.709, -475.485, 12.83) $3632 += 1 // integer values 0243: set_actor $3550 ped_stats_to 16 01ED: clear_actor $3550 threat_search 0350: set_actor $3550 maintain_position_when_attacked 1 Actor.Angle($3550) = 11.32 0372: set_actor $3550 anim 21 wait_state_time 1000000 ms $3561 = Actor.Create(CivMale, #COP, 362.483, -485.782, 12.83) $3632 += 1 // integer values 0243: set_actor $3561 ped_stats_to 16 01ED: clear_actor $3561 threat_search 0350: set_actor $3561 maintain_position_when_attacked 1 Actor.Angle($3561) = 137.47 0372: set_actor $3561 anim 19 wait_state_time 1000000 ms $3565 = Actor.Create(CivMale, #COP, 400.053, -493.559, 9.87) $3632 += 1 // integer values 0243: set_actor $3565 ped_stats_to 16 01ED: clear_actor $3565 threat_search 0350: set_actor $3565 maintain_position_when_attacked 1 Actor.Angle($3565) = 326.965 0372: set_actor $3565 anim 21 wait_state_time 1000000 ms $3581 = Actor.Create(CivMale, #COP, 360.686, -487.4, 12.8) $3632 += 1 // integer values 0243: set_actor $3581 ped_stats_to 16 01ED: clear_actor $3581 threat_search 0350: set_actor $3581 maintain_position_when_attacked 1 Actor.Angle($3581) = 289.756 0372: set_actor $3581 anim 21 wait_state_time 1000000 ms $3585 = Actor.Create(CivMale, #COP, 369.358, -477.192, 12.83) $3632 += 1 // integer values 0243: set_actor $3585 ped_stats_to 16 01ED: clear_actor $3585 threat_search Actor.Angle($3585) = 168.022 0372: set_actor $3585 anim 21 wait_state_time 1000000 ms $3589 = Actor.Create(CivMale, #COP, 373.331, -477.744, 12.8) $3632 += 1 // integer values 0243: set_actor $3589 ped_stats_to 16 01ED: clear_actor $3589 threat_search Actor.Angle($3589) = 177.095 0372: set_actor $3589 anim 21 wait_state_time 1000000 ms $3576 = Actor.Create(CivMale, #COP, 371.0, -482.2, 12.8) $3632 += 1 // integer values 0243: set_actor $3576 ped_stats_to 16 01ED: clear_actor $3576 threat_search Actor.Angle($3576) = 47.54 0372: set_actor $3576 anim 25 wait_state_time 1000 ms $3580 = 1 // integer values $3593 = Actor.Create(CivMale, #COP, 372.118, -490.603, 12.831) $3632 += 1 // integer values 0243: set_actor $3593 ped_stats_to 16 01ED: clear_actor $3593 threat_search Actor.Angle($3593) = 232.192 0372: set_actor $3593 anim 25 wait_state_time 1000 ms $3597 = 1 // integer values $3604 = Pickup.Create(#KEYCARD, 3, 364.99, -472.46, 14.1) 03BC: $3636 = create_sphere 407.9 -486.35 11.35 1.0 018D: $3667 = create_sound 6 at 405.565 -488.547 12.69 $123 = 1 // integer values 16@ = 0 // integer values :BANKJO1_3519 if or 8101: not actor $3510 stopped_near_point -829.62 -898.8 10.11 radius 3.0 3.0 6.0 sphere $123 Player.WantedLevel($PLAYER_CHAR) > 0 jf @BANKJO1_6481 wait 0 if $3673 == 0 // integer values jf @BANKJO1_3679 if $3513 == 1 // integer values jf @BANKJO1_3679 0395: clear_area 0 at 381.942 -449.662 range 9.078 4.0 $3672 = Car.Create(#SENTINEL, 381.942, -449.662, 9.078) Car.Angle($3672) = 123.277 $3673 = 1 // integer values :BANKJO1_3679 if 02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 jf @BANKJO1_3764 if $3668 == 0 // integer values jf @BANKJO1_3764 17@ = 0 // integer values $3668 = 1 // integer values :BANKJO1_3764 if $3598 == 0 // integer values jf @BANKJO1_4646 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 jf @BANKJO1_4214 if 17@ >= 3000 // integer values jf @BANKJO1_4214 if $3609 == 0 // integer values jf @BANKJO1_4129 if $3663 == 0 // integer values jf @BANKJO1_4122 00BC: text_highpriority 'BJM1_3' 6000 ms 1 // ~g~You will find something useful in the station's locker room. $3663 = 1 // integer values :BANKJO1_4122 jump @BANKJO1_4214 :BANKJO1_4129 if $3606 == 0 // integer values jf @BANKJO1_4214 if $3661 == 0 // integer values jf @BANKJO1_4214 if 16@ >= 6000 // integer values jf @BANKJO1_4214 00BC: text_highpriority 'BJM1_21' 5000 ms 1 // ~g~The key card to the cells can be found upstairs in the station. 03DC: $3605 = create_marker_above_pickup $3604 $3661 = 1 // integer values :BANKJO1_4214 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 jf @BANKJO1_4646 if 17@ > 4000 // integer values jf @BANKJO1_4646 if $3609 == 0 // integer values jf @BANKJO1_4561 if $3663 == 0 // integer values jf @BANKJO1_4554 00BC: text_highpriority 'BJM1_3' 6000 ms 1 // ~g~You will find something useful in the station's locker room. $3663 = 1 // integer values :BANKJO1_4554 jump @BANKJO1_4646 :BANKJO1_4561 if $3606 == 0 // integer values jf @BANKJO1_4646 if $3661 == 0 // integer values jf @BANKJO1_4646 if 16@ > 6000 // integer values jf @BANKJO1_4646 00BC: text_highpriority 'BJM1_21' 5000 ms 1 // ~g~The key card to the cells can be found upstairs in the station. 03DC: $3605 = create_marker_above_pickup $3604 $3661 = 1 // integer values :BANKJO1_4646 01BD: $3654 = current_time_in_ms if $3598 == 1 // integer values jf @BANKJO1_4855 if $3657 == 0 // integer values jf @BANKJO1_4702 0084: $3655 = $3654 // integer values and handles $3657 = 1 // integer values :BANKJO1_4702 if $3657 == 1 // integer values jf @BANKJO1_4762 0084: $3656 = $3654 // integer values and handles 0060: $3656 -= $3655 // integer values if $3656 >= 2000 // integer values jf @BANKJO1_4762 $3657 = 2 // integer values :BANKJO1_4762 if $3658 == 0 // integer values jf @BANKJO1_4795 0084: $3660 = $3654 // integer values and handles $3658 = 1 // integer values :BANKJO1_4795 if $3658 == 1 // integer values jf @BANKJO1_4855 0084: $3659 = $3654 // integer values and handles 0060: $3659 -= $3660 // integer values if $3659 >= 2000 // integer values jf @BANKJO1_4855 $3658 = 2 // integer values :BANKJO1_4855 if $3642 == 0 // integer values jf @BANKJO1_4887 17@ = 0 // integer values $3642 = 1 // integer values :BANKJO1_4887 if $3642 == 1 // integer values jf @BANKJO1_4996 if 17@ >= 1000 // integer values jf @BANKJO1_4996 if $3598 == 1 // integer values jf @BANKJO1_4996 if $3643 == 0 // integer values jf @BANKJO1_4996 018D: $3603 = create_sound 0 at 385.49 -509.0 9.6 Player.SetMinWantedLevel($PLAYER_CHAR, 4) $3643 = 1 // integer values :BANKJO1_4996 0054: store_player $PLAYER_CHAR position_to $3600 $3601 $3602 if $3598 == 0 // integer values jf @BANKJO1_5091 if 00E7: player $PLAYER_CHAR stopped 0 407.9 -486.35 radius 1.0 1.0 jf @BANKJO1_5091 if $3609 == 0 // integer values jf @BANKJO1_5091 gosub @BANKJO1_24767 :BANKJO1_5091 if $3608 == 0 // integer values jf @BANKJO1_5116 gosub @BANKJO1_17095 :BANKJO1_5116 if $3598 == 0 // integer values jf @BANKJO1_5176 gosub @BANKJO1_21579 gosub @BANKJO1_19459 gosub @BANKJO1_20990 gosub @BANKJO1_25572 gosub @BANKJO1_22155 jump @BANKJO1_5181 :BANKJO1_5176 03BD: destroy_sphere $3636 :BANKJO1_5181 gosub @BANKJO1_8331 gosub @BANKJO1_10336 if $3511 == 0 // integer values jf @BANKJO1_6225 if or Actor.Dead($3510) $3635 == 1 // integer values jf @BANKJO1_5338 040D: unload_wav 1 040D: unload_wav 2 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! Marker.Disable($3512) if 02B4: player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91 -504.02 20.0 radius 50.0 sphere 0 jf @BANKJO1_5324 Player.SetMinWantedLevel($PLAYER_CHAR, 4) :BANKJO1_5324 jump @BANKJO1_7635 $3511 = 1 // integer values :BANKJO1_5338 if $3513 == 0 // integer values jf @BANKJO1_5730 if $3608 == 1 // integer values jf @BANKJO1_5718 if 00FC: player $PLAYER_CHAR 0 $3510 on_foot radius 4.0 4.0 4.0 jf @BANKJO1_5711 01DF: tie_actor $3510 to_player $PLAYER_CHAR 01B2: give_actor $3510 weapon 23 ammo 30000 // Load the weapon model before using this 0319: set_actor $3510 running 1 Marker.Disable($3512) $3598 = 1 // integer values if $3640 == 0 // integer values jf @BANKJO1_5711 if $3641 == 0 // integer values jf @BANKJO1_5502 03CF: load_wav 'BNK1_12' as 1 $3641 = 1 // integer values :BANKJO1_5502 if $3641 == 1 // integer values jf @BANKJO1_5542 if 03D0: wav 1 loaded jf @BANKJO1_5542 $3641 = 2 // integer values :BANKJO1_5542 if $3641 == 2 // integer values jf @BANKJO1_5588 03D1: play_wav 1 00BC: text_highpriority 'BNK1_12' 100000 ms 1 // Lose the heat and get me back to my place! $3641 = 3 // integer values :BANKJO1_5588 if $3641 == 3 // integer values jf @BANKJO1_5645 if 03D2: wav 1 ended jf @BANKJO1_5645 03D5: remove_text 'BNK1_12' // Lose the heat and get me back to my place! $3513 = 1 // integer values $3641 = 4 // integer values :BANKJO1_5645 if $3641 == 4 // integer values jf @BANKJO1_5711 018A: $3669 = create_checkpoint_at -3.8 -1265.8 12.0 $3515 = 1 // integer values $3640 = 1 // integer values $3599 = 1 // integer values $3641 = 5 // integer values :BANKJO1_5711 jump @BANKJO1_5730 :BANKJO1_5718 0372: set_actor $3510 anim 24 wait_state_time 1000000 ms :BANKJO1_5730 if $3513 == 1 // integer values jf @BANKJO1_6225 if $3599 == 1 // integer values jf @BANKJO1_6151 if Player.WantedLevel($PLAYER_CHAR) > 0 jf @BANKJO1_5913 if $3640 == 1 // integer values jf @BANKJO1_5869 if $3515 == 0 // integer values jf @BANKJO1_5869 00BC: text_highpriority 'WANTED1' 5000 ms 1 // ~g~Shake the cops and lose your wanted level! 018A: $3669 = create_checkpoint_at -3.8 -1265.8 12.0 $123 = 0 // integer values $3515 = 1 // integer values :BANKJO1_5869 if $3514 == 1 // integer values jf @BANKJO1_5906 $123 = 0 // integer values Marker.Disable($3516) $3514 = 0 // integer values :BANKJO1_5906 jump @BANKJO1_6028 :BANKJO1_5913 if $3515 == 1 // integer values jf @BANKJO1_5943 Marker.Disable($3669) $3515 = 0 // integer values :BANKJO1_5943 if $3640 == 1 // integer values jf @BANKJO1_6028 if $3514 == 0 // integer values jf @BANKJO1_6028 $123 = 1 // integer values 018A: $3516 = create_checkpoint_at -848.02 -901.72 10.1 00BC: text_highpriority 'BJM1_22' 5000 ms 1 // ~g~Get Cam back to his house! $3514 = 1 // integer values :BANKJO1_6028 if 8320: not actor $3510 in_range_of_player $PLAYER_CHAR jf @BANKJO1_6151 $3512 = Marker.CreateAboveActor($3510) 00BC: text_highpriority 'HEY' 5000 ms 1 // ~g~Don't go solo, keep your posse together! $123 = 0 // integer values if $3514 == 1 // integer values jf @BANKJO1_6114 $123 = 0 // integer values Marker.Disable($3516) $3514 = 0 // integer values :BANKJO1_6114 if $3515 == 1 // integer values jf @BANKJO1_6144 Marker.Disable($3669) $3515 = 0 // integer values :BANKJO1_6144 $3599 = 0 // integer values :BANKJO1_6151 if $3599 == 0 // integer values jf @BANKJO1_6225 if 00FB: player $PLAYER_CHAR 0 $3510 radius 8.0 8.0 8.0 jf @BANKJO1_6225 01DF: tie_actor $3510 to_player $PLAYER_CHAR Marker.Disable($3512) $3599 = 1 // integer values :BANKJO1_6225 if $3598 == 0 // integer values jf @BANKJO1_6282 if or $3610 == 1 // integer values $3612 == 1 // integer values jf @BANKJO1_6275 $3598 = 1 // integer values :BANKJO1_6275 jump @BANKJO1_6353 :BANKJO1_6282 if $3630 == 0 // integer values jf @BANKJO1_6314 17@ = 0 // integer values $3630 = 1 // integer values :BANKJO1_6314 if $3671 == 0 // integer values jf @BANKJO1_6353 gosub @BANKJO1_22715 gosub @BANKJO1_23740 gosub @BANKJO1_23884 :BANKJO1_6353 if $3513 == 1 // integer values jf @BANKJO1_6474 if $3671 == 0 // integer values jf @BANKJO1_6474 if 82B4: not player $PLAYER_CHAR in_cube_on_foot 376.66 -453.85 9.0 328.91 -504.02 20.0 radius 50.0 sphere 0 jf @BANKJO1_6474 $3671 = 1 // integer values if $3671 == 1 // integer values jf @BANKJO1_6474 gosub @BANKJO1_25944 :BANKJO1_6474 jump @BANKJO1_3519 :BANKJO1_6481 Marker.Disable($3516) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Camera.SetPosition(-833.312, -904.83, 12.62, 0.0, 0.0, 0.0) Camera.PointAt(-832.709, -904.049, 12.49, 2) 03CF: load_wav 'BNK1_13' as 1 03CF: load_wav 'BNK1_14' as 2 :BANKJO1_6586 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @BANKJO1_6659 wait 0 if Actor.Dead($3510) jf @BANKJO1_6652 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! Marker.Disable($3512) jump @BANKJO1_7635 :BANKJO1_6652 jump @BANKJO1_6586 :BANKJO1_6659 0470: $3664 = actor $PLAYER_ACTOR armed_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 if not Actor.Dead($3510) jf @BANKJO1_6704 01B9: set_actor $3510 armed_weapon_to 0 jump @BANKJO1_6731 :BANKJO1_6704 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! Marker.Disable($3512) jump @BANKJO1_7635 :BANKJO1_6731 if not Actor.Driving($PLAYER_ACTOR) jf @BANKJO1_6793 020E: actor $PLAYER_ACTOR look_at_actor $3510 03D1: play_wav 1 00BC: text_highpriority 'BNK1_13' 5000 ms 1 // I'm gonna be doing a job and you're my safe cracker. 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms jump @BANKJO1_6812 :BANKJO1_6793 03D1: play_wav 1 00BC: text_highpriority 'BNK1_13' 5000 ms 1 // I'm gonna be doing a job and you're my safe cracker. :BANKJO1_6812 if 83D2: not wav 1 ended jf @BANKJO1_6881 wait 0 if Actor.Dead($3510) jf @BANKJO1_6874 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! Marker.Disable($3512) jump @BANKJO1_7635 :BANKJO1_6874 jump @BANKJO1_6812 :BANKJO1_6881 03D5: remove_text 'BNK1_13' // I'm gonna be doing a job and you're my safe cracker. 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms if not Actor.Dead($3510) jf @BANKJO1_6996 if not Actor.Driving($3510) jf @BANKJO1_6970 03D1: play_wav 2 00BC: text_highpriority 'BNK1_14' 5000 ms 1 // Beats losing my ass in a cell! 0372: set_actor $3510 anim 19 wait_state_time 1000000 ms jump @BANKJO1_6989 :BANKJO1_6970 03D1: play_wav 2 00BC: text_highpriority 'BNK1_14' 5000 ms 1 // Beats losing my ass in a cell! :BANKJO1_6989 jump @BANKJO1_7018 :BANKJO1_6996 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! jump @BANKJO1_7635 :BANKJO1_7018 if 83D2: not wav 2 ended jf @BANKJO1_7093 wait 0 if Actor.Dead($3510) jf @BANKJO1_7086 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! Marker.Disable($3512) jump @BANKJO1_7635 :BANKJO1_7086 jump @BANKJO1_7018 :BANKJO1_7093 if not Actor.Dead($3510) jf @BANKJO1_7140 03D5: remove_text 'BNK1_14' // Beats losing my ass in a cell! 0372: set_actor $3510 anim 0 wait_state_time 1 ms 01E0: clear_leader $3510 jump @BANKJO1_7162 :BANKJO1_7140 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! jump @BANKJO1_7635 :BANKJO1_7162 if not Actor.Dead($3510) jf @BANKJO1_7350 if Actor.Driving($3510) jf @BANKJO1_7343 00D9: $3653 = actor $3510 car // add to mission cleanup 01D3: actor $3510 leave_car $3653 :BANKJO1_7210 if Actor.Driving($3510) jf @BANKJO1_7343 wait 0 if Actor.Dead($3510) jf @BANKJO1_7268 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! jump @BANKJO1_7635 :BANKJO1_7268 if Car.Wrecked($3653) jf @BANKJO1_7336 if Actor.Dead($3510) jf @BANKJO1_7329 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! jump @BANKJO1_7635 jump @BANKJO1_7336 :BANKJO1_7329 jump @BANKJO1_7635 :BANKJO1_7336 jump @BANKJO1_7210 :BANKJO1_7343 jump @BANKJO1_7372 :BANKJO1_7350 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! jump @BANKJO1_7635 :BANKJO1_7372 if not Actor.Dead($3510) jf @BANKJO1_7425 Actor.PutAt($3510, -832.446, -902.456, 10.11) Actor.Angle($3510) = 165.972 jump @BANKJO1_7447 :BANKJO1_7425 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! jump @BANKJO1_7635 :BANKJO1_7447 Camera.SetPosition(-833.797, -908.45, 12.06, 0.0, 0.0, 0.0) Camera.PointAt(-833.34, -907.569, 11.94, 2) 0211: actor $3510 walk_to -833.613 -908.439 16@ = 0 // integer values :BANKJO1_7520 if 3000 > 16@ // integer values jf @BANKJO1_7588 wait 0 if Actor.Dead($3510) jf @BANKJO1_7581 00BC: text_highpriority 'BJM1_2' 5000 ms 1 // ~r~You were supposed to bust Cam out, not get him killed! jump @BANKJO1_7635 :BANKJO1_7581 jump @BANKJO1_7520 :BANKJO1_7588 Actor.DestroyInstantly($3510) 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3664 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Camera.Restore_WithJumpCut jump @BANKJO1_7652 :BANKJO1_7635 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :BANKJO1_7652 $248 = 1 // integer values 0318: set_latest_mission_passed 'BANK_1' // No Escape? 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 1000 030C: progress_made += 1 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) create_thread @BANK2 return :BANKJO1_7718 $ONMISSION = 0 // integer values $997 = 0 // integer values Actor.DestroyWithFade($3510) $2009 = Pickup.Create(#NITESTICK, 15, 402.4, -488.3, 12.4) Pickup.Destroy($3670) 01EB: set_traffic_density_multiplier_to 1.0 018E: stop_sound $3665 018E: stop_sound $3667 Pickup.Destroy($3604) 018E: stop_sound $3603 Model.Destroy(#COP) Model.Destroy(#UZI) Model.Destroy(#SENTINEL) 0296: unload_special_actor 3 03BD: destroy_sphere $3636 03BD: destroy_sphere $3637 Marker.Disable($3512) Marker.Disable($3516) Marker.Disable($3605) Marker.Disable($3669) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms if $1278 == 1 // integer values jf @BANKJO1_7887 055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 :BANKJO1_7887 if $1300 == 1 // integer values jf @BANKJO1_7927 055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 :BANKJO1_7927 if $1277 == 1 // integer values jf @BANKJO1_7967 055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 :BANKJO1_7967 if $1265 == 1 // integer values jf @BANKJO1_8007 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 :BANKJO1_8007 if $1266 == 1 // integer values jf @BANKJO1_8047 055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 :BANKJO1_8047 if $1267 == 1 // integer values jf @BANKJO1_8087 055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 :BANKJO1_8087 if $1268 == 1 // integer values jf @BANKJO1_8127 055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 :BANKJO1_8127 if $1269 == 1 // integer values jf @BANKJO1_8167 055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 :BANKJO1_8167 if $1270 == 1 // integer values jf @BANKJO1_8207 055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 :BANKJO1_8207 if $1271 == 1 // integer values jf @BANKJO1_8247 055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 :BANKJO1_8247 if $1272 == 1 // integer values jf @BANKJO1_8287 055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 :BANKJO1_8287 if $1276 == 1 // integer values jf @BANKJO1_8327 055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 :BANKJO1_8327 mission_cleanup return :BANKJO1_8331 if $3518 == 0 // integer values jf @BANKJO1_8452 if Actor.Dead($3517) jf @BANKJO1_8393 $3632 -= 1 // integer values $3598 = 1 // integer values $3518 = 1 // integer values jump @BANKJO1_8452 :BANKJO1_8393 $3527 = Actor.Health($3517) if $3598 == 0 // integer values jf @BANKJO1_8452 if or 0457: player $PLAYER_CHAR aiming_at_actor $3517 95 >= $3527 // integer values jf @BANKJO1_8452 $3598 = 1 // integer values :BANKJO1_8452 if $3529 == 0 // integer values jf @BANKJO1_8642 if Actor.Dead($3528) jf @BANKJO1_8514 $3632 -= 1 // integer values $3598 = 1 // integer values $3529 = 1 // integer values jump @BANKJO1_8642 :BANKJO1_8514 $3538 = Actor.Health($3528) if $3598 == 0 // integer values jf @BANKJO1_8608 if $3644 == 1 // integer values jf @BANKJO1_8568 0372: set_actor $3528 anim 24 wait_state_time 1000 ms :BANKJO1_8568 if or 0457: player $PLAYER_CHAR aiming_at_actor $3528 95 >= $3538 // integer values jf @BANKJO1_8601 $3598 = 1 // integer values :BANKJO1_8601 jump @BANKJO1_8642 :BANKJO1_8608 if $3644 == 1 // integer values jf @BANKJO1_8642 0372: set_actor $3528 anim 0 wait_state_time 1 ms $3644 = 0 // integer values :BANKJO1_8642 if $3540 == 0 // integer values jf @BANKJO1_8832 if Actor.Dead($3539) jf @BANKJO1_8704 $3632 -= 1 // integer values $3598 = 1 // integer values $3540 = 1 // integer values jump @BANKJO1_8832 :BANKJO1_8704 $3549 = Actor.Health($3539) if $3598 == 0 // integer values jf @BANKJO1_8798 if $3645 == 1 // integer values jf @BANKJO1_8758 0372: set_actor $3539 anim 24 wait_state_time 1000 ms :BANKJO1_8758 if or 0457: player $PLAYER_CHAR aiming_at_actor $3539 95 >= $3549 // integer values jf @BANKJO1_8791 $3598 = 1 // integer values :BANKJO1_8791 jump @BANKJO1_8832 :BANKJO1_8798 if $3645 == 1 // integer values jf @BANKJO1_8832 0372: set_actor $3539 anim 0 wait_state_time 1 ms $3645 = 0 // integer values :BANKJO1_8832 if $3551 == 0 // integer values jf @BANKJO1_9022 if Actor.Dead($3550) jf @BANKJO1_8894 $3632 -= 1 // integer values $3598 = 1 // integer values $3551 = 1 // integer values jump @BANKJO1_9022 :BANKJO1_8894 $3560 = Actor.Health($3550) if $3598 == 0 // integer values jf @BANKJO1_8988 if $3646 == 1 // integer values jf @BANKJO1_8948 0372: set_actor $3550 anim 24 wait_state_time 1000 ms :BANKJO1_8948 if or 0457: player $PLAYER_CHAR aiming_at_actor $3550 95 >= $3560 // integer values jf @BANKJO1_8981 $3598 = 1 // integer values :BANKJO1_8981 jump @BANKJO1_9022 :BANKJO1_8988 if $3646 == 1 // integer values jf @BANKJO1_9022 0372: set_actor $3550 anim 0 wait_state_time 1 ms $3646 = 0 // integer values :BANKJO1_9022 if $3562 == 0 // integer values jf @BANKJO1_9184 if Actor.Dead($3561) jf @BANKJO1_9084 $3632 -= 1 // integer values $3598 = 1 // integer values $3562 = 1 // integer values jump @BANKJO1_9184 :BANKJO1_9084 $3564 = Actor.Health($3561) if $3598 == 0 // integer values jf @BANKJO1_9150 if or 0457: player $PLAYER_CHAR aiming_at_actor $3561 95 >= $3564 // integer values jf @BANKJO1_9143 $3598 = 1 // integer values :BANKJO1_9143 jump @BANKJO1_9184 :BANKJO1_9150 if $3647 == 1 // integer values jf @BANKJO1_9184 0372: set_actor $3561 anim 0 wait_state_time 1 ms $3647 = 0 // integer values :BANKJO1_9184 if $3566 == 0 // integer values jf @BANKJO1_9374 if Actor.Dead($3565) jf @BANKJO1_9246 $3632 -= 1 // integer values $3598 = 1 // integer values $3566 = 1 // integer values jump @BANKJO1_9374 :BANKJO1_9246 $3575 = Actor.Health($3565) if $3598 == 0 // integer values jf @BANKJO1_9340 if $3648 == 1 // integer values jf @BANKJO1_9300 0372: set_actor $3565 anim 24 wait_state_time 1000 ms :BANKJO1_9300 if or 0457: player $PLAYER_CHAR aiming_at_actor $3565 95 >= $3575 // integer values jf @BANKJO1_9333 $3598 = 1 // integer values :BANKJO1_9333 jump @BANKJO1_9374 :BANKJO1_9340 if $3648 == 1 // integer values jf @BANKJO1_9374 0372: set_actor $3565 anim 0 wait_state_time 1 ms $3648 = 0 // integer values :BANKJO1_9374 if $3577 == 0 // integer values jf @BANKJO1_9569 if Actor.Dead($3576) jf @BANKJO1_9436 $3632 -= 1 // integer values $3598 = 1 // integer values $3577 = 1 // integer values jump @BANKJO1_9569 :BANKJO1_9436 $3579 = Actor.Health($3576) if $3598 == 0 // integer values jf @BANKJO1_9530 if $3580 == 1 // integer values jf @BANKJO1_9490 0372: set_actor $3576 anim 25 wait_state_time 1000 ms :BANKJO1_9490 if or 0457: player $PLAYER_CHAR aiming_at_actor $3576 95 >= $3579 // integer values jf @BANKJO1_9523 $3598 = 1 // integer values :BANKJO1_9523 jump @BANKJO1_9569 :BANKJO1_9530 if $3580 == 1 // integer values jf @BANKJO1_9569 0372: set_actor $3576 anim 0 wait_state_time 1 ms 053D: $3576 $3580 = 0 // integer values :BANKJO1_9569 if $3582 == 0 // integer values jf @BANKJO1_9759 if Actor.Dead($3581) jf @BANKJO1_9631 $3632 -= 1 // integer values $3598 = 1 // integer values $3582 = 1 // integer values jump @BANKJO1_9759 :BANKJO1_9631 $3584 = Actor.Health($3581) if $3598 == 0 // integer values jf @BANKJO1_9725 if or 0457: player $PLAYER_CHAR aiming_at_actor $3581 95 >= $3584 // integer values jf @BANKJO1_9690 $3598 = 1 // integer values :BANKJO1_9690 if $3649 == 1 // integer values jf @BANKJO1_9718 0372: set_actor $3581 anim 24 wait_state_time 1000 ms :BANKJO1_9718 jump @BANKJO1_9759 :BANKJO1_9725 if $3649 == 1 // integer values jf @BANKJO1_9759 0372: set_actor $3581 anim 0 wait_state_time 1 ms $3649 = 0 // integer values :BANKJO1_9759 if $3586 == 0 // integer values jf @BANKJO1_9949 if Actor.Dead($3585) jf @BANKJO1_9821 $3632 -= 1 // integer values $3598 = 1 // integer values $3586 = 1 // integer values jump @BANKJO1_9949 :BANKJO1_9821 $3588 = Actor.Health($3585) if $3598 == 0 // integer values jf @BANKJO1_9915 if or 0457: player $PLAYER_CHAR aiming_at_actor $3585 95 >= $3588 // integer values jf @BANKJO1_9880 $3598 = 1 // integer values :BANKJO1_9880 if $3650 == 1 // integer values jf @BANKJO1_9908 0372: set_actor $3585 anim 24 wait_state_time 1000 ms :BANKJO1_9908 jump @BANKJO1_9949 :BANKJO1_9915 if $3650 == 1 // integer values jf @BANKJO1_9949 0372: set_actor $3585 anim 0 wait_state_time 1 ms $3650 = 0 // integer values :BANKJO1_9949 if $3590 == 0 // integer values jf @BANKJO1_10139 if Actor.Dead($3589) jf @BANKJO1_10011 $3632 -= 1 // integer values $3598 = 1 // integer values $3590 = 1 // integer values jump @BANKJO1_10139 :BANKJO1_10011 $3592 = Actor.Health($3589) if $3598 == 0 // integer values jf @BANKJO1_10105 if or 0457: player $PLAYER_CHAR aiming_at_actor $3589 95 >= $3592 // integer values jf @BANKJO1_10070 $3598 = 1 // integer values :BANKJO1_10070 if $3651 == 1 // integer values jf @BANKJO1_10098 0372: set_actor $3589 anim 24 wait_state_time 1000 ms :BANKJO1_10098 jump @BANKJO1_10139 :BANKJO1_10105 if $3651 == 1 // integer values jf @BANKJO1_10139 0372: set_actor $3589 anim 0 wait_state_time 1 ms $3651 = 0 // integer values :BANKJO1_10139 if $3594 == 0 // integer values jf @BANKJO1_10334 if Actor.Dead($3593) jf @BANKJO1_10201 $3632 -= 1 // integer values $3598 = 1 // integer values $3594 = 1 // integer values jump @BANKJO1_10334 :BANKJO1_10201 $3596 = Actor.Health($3593) if $3598 == 0 // integer values jf @BANKJO1_10295 if $3597 == 1 // integer values jf @BANKJO1_10255 0372: set_actor $3593 anim 25 wait_state_time 1000 ms :BANKJO1_10255 if or 0457: player $PLAYER_CHAR aiming_at_actor $3593 95 >= $3596 // integer values jf @BANKJO1_10288 $3598 = 1 // integer values :BANKJO1_10288 jump @BANKJO1_10334 :BANKJO1_10295 if $3597 == 1 // integer values jf @BANKJO1_10334 0372: set_actor $3593 anim 0 wait_state_time 1 ms 053D: $3593 $3597 = 0 // integer values :BANKJO1_10334 return :BANKJO1_10336 if $3598 == 1 // integer values jf @BANKJO1_17068 if $3518 == 0 // integer values jf @BANKJO1_11514 if Actor.Dead($3517) jf @BANKJO1_10409 $3632 -= 1 // integer values $3518 = 1 // integer values jump @BANKJO1_11514 :BANKJO1_10409 if $3519 == 1 // integer values jf @BANKJO1_10434 $3520 += 1 // integer values :BANKJO1_10434 if $3520 >= 100 // integer values jf @BANKJO1_10459 $3519 = 0 // integer values :BANKJO1_10459 if $3522 == 1 // integer values jf @BANKJO1_10484 $3521 += 1 // integer values :BANKJO1_10484 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 jf @BANKJO1_11514 if 02DF: player $PLAYER_CHAR aggressive jf @BANKJO1_11272 if 00EA: player $PLAYER_CHAR 0 $3517 radius 2.0 2.0 jf @BANKJO1_11043 if $3525 == 0 // integer values jf @BANKJO1_10865 01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3517 search_threat 1 0350: set_actor $3517 maintain_position_when_attacked 1 01CA: actor $3517 kill_player $PLAYER_CHAR $3525 = 1 // integer values :BANKJO1_10865 if $3519 == 0 // integer values jf @BANKJO1_10890 $3522 = 0 // integer values :BANKJO1_10890 if $3524 == 0 // integer values jf @BANKJO1_10922 $3526 = 0 // integer values $3524 = 1 // integer values :BANKJO1_10922 if $3524 == 1 // integer values jf @BANKJO1_10947 $3526 += 1 // integer values :BANKJO1_10947 if $3526 >= 20 // integer values jf @BANKJO1_11036 if $3523 == 0 // integer values jf @BANKJO1_11036 01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3517 search_threat 1 0350: set_actor $3517 maintain_position_when_attacked 1 01CA: actor $3517 kill_player $PLAYER_CHAR $3523 = 1 // integer values :BANKJO1_11036 jump @BANKJO1_11265 :BANKJO1_11043 $3524 = 0 // integer values if $3523 == 1 // integer values jf @BANKJO1_11094 011C: actor $3517 clear_objective 01ED: clear_actor $3517 threat_search 01B2: give_actor $3517 weapon 23 ammo 0 // Load the weapon model before using this $3523 = 0 // integer values :BANKJO1_11094 if $3519 == 0 // integer values jf @BANKJO1_11160 011C: actor $3517 clear_objective 01ED: clear_actor $3517 threat_search 0372: set_actor $3517 anim 14 wait_state_time 3000 ms $3520 = 0 // integer values $3521 = 0 // integer values $3522 = 1 // integer values $3519 = 1 // integer values :BANKJO1_11160 if and $3519 == 1 // integer values $3521 >= 30 // integer values jf @BANKJO1_11265 0372: set_actor $3517 anim 0 wait_state_time 0 ms if $3523 == 0 // integer values jf @BANKJO1_11243 01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this $3523 = 1 // integer values :BANKJO1_11243 011A: set_actor $3517 search_threat 1 0350: set_actor $3517 maintain_position_when_attacked 1 01CA: actor $3517 kill_player $PLAYER_CHAR :BANKJO1_11265 jump @BANKJO1_11514 :BANKJO1_11272 if $3525 == 0 // integer values jf @BANKJO1_11343 01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3517 search_threat 1 0350: set_actor $3517 maintain_position_when_attacked 1 01CA: actor $3517 kill_player $PLAYER_CHAR $3525 = 1 // integer values :BANKJO1_11343 if $3519 == 0 // integer values jf @BANKJO1_11368 $3522 = 0 // integer values :BANKJO1_11368 if $3524 == 0 // integer values jf @BANKJO1_11400 $3526 = 0 // integer values $3524 = 1 // integer values :BANKJO1_11400 if $3524 == 1 // integer values jf @BANKJO1_11425 $3526 += 1 // integer values :BANKJO1_11425 if $3526 >= 20 // integer values jf @BANKJO1_11514 if $3523 == 0 // integer values jf @BANKJO1_11514 01BE: set_actor $3517 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3517 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3517 search_threat 1 0350: set_actor $3517 maintain_position_when_attacked 1 01CA: actor $3517 kill_player $PLAYER_CHAR $3523 = 1 // integer values :BANKJO1_11514 if $3529 == 0 // integer values jf @BANKJO1_12708 if Actor.Dead($3528) jf @BANKJO1_11569 $3632 -= 1 // integer values $3529 = 1 // integer values jump @BANKJO1_12708 :BANKJO1_11569 if $3530 == 1 // integer values jf @BANKJO1_11594 $3531 += 1 // integer values :BANKJO1_11594 if $3531 >= 100 // integer values jf @BANKJO1_11619 $3530 = 0 // integer values :BANKJO1_11619 if $3533 == 1 // integer values jf @BANKJO1_11644 $3532 += 1 // integer values :BANKJO1_11644 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 jf @BANKJO1_12681 if 02DF: player $PLAYER_CHAR aggressive jf @BANKJO1_12432 if 00EA: player $PLAYER_CHAR 0 $3528 radius 2.0 2.0 jf @BANKJO1_12203 if $3536 == 0 // integer values jf @BANKJO1_12025 01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3528 search_threat 1 0350: set_actor $3528 maintain_position_when_attacked 1 01CA: actor $3528 kill_player $PLAYER_CHAR $3536 = 1 // integer values :BANKJO1_12025 if $3530 == 0 // integer values jf @BANKJO1_12050 $3533 = 0 // integer values :BANKJO1_12050 if $3535 == 0 // integer values jf @BANKJO1_12082 $3537 = 0 // integer values $3535 = 1 // integer values :BANKJO1_12082 if $3535 == 1 // integer values jf @BANKJO1_12107 $3537 += 1 // integer values :BANKJO1_12107 if $3537 >= 20 // integer values jf @BANKJO1_12196 if $3534 == 0 // integer values jf @BANKJO1_12196 01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3528 search_threat 1 0350: set_actor $3528 maintain_position_when_attacked 1 01CA: actor $3528 kill_player $PLAYER_CHAR $3534 = 1 // integer values :BANKJO1_12196 jump @BANKJO1_12425 :BANKJO1_12203 $3535 = 0 // integer values if $3534 == 1 // integer values jf @BANKJO1_12254 011C: actor $3528 clear_objective 01ED: clear_actor $3528 threat_search 01B2: give_actor $3528 weapon 23 ammo 0 // Load the weapon model before using this $3534 = 0 // integer values :BANKJO1_12254 if $3530 == 0 // integer values jf @BANKJO1_12320 011C: actor $3528 clear_objective 01ED: clear_actor $3528 threat_search 0372: set_actor $3528 anim 14 wait_state_time 3000 ms $3531 = 0 // integer values $3532 = 0 // integer values $3533 = 1 // integer values $3530 = 1 // integer values :BANKJO1_12320 if and $3530 == 1 // integer values $3532 >= 30 // integer values jf @BANKJO1_12425 0372: set_actor $3528 anim 0 wait_state_time 0 ms if $3534 == 0 // integer values jf @BANKJO1_12403 01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this $3534 = 1 // integer values :BANKJO1_12403 011A: set_actor $3528 search_threat 1 0350: set_actor $3528 maintain_position_when_attacked 1 01CA: actor $3528 kill_player $PLAYER_CHAR :BANKJO1_12425 jump @BANKJO1_12674 :BANKJO1_12432 if $3536 == 0 // integer values jf @BANKJO1_12503 01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3528 search_threat 1 0350: set_actor $3528 maintain_position_when_attacked 1 01CA: actor $3528 kill_player $PLAYER_CHAR $3536 = 1 // integer values :BANKJO1_12503 if $3530 == 0 // integer values jf @BANKJO1_12528 $3533 = 0 // integer values :BANKJO1_12528 if $3535 == 0 // integer values jf @BANKJO1_12560 $3537 = 0 // integer values $3535 = 1 // integer values :BANKJO1_12560 if $3535 == 1 // integer values jf @BANKJO1_12585 $3537 += 1 // integer values :BANKJO1_12585 if $3537 >= 20 // integer values jf @BANKJO1_12674 if $3534 == 0 // integer values jf @BANKJO1_12674 01BE: set_actor $3528 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3528 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3528 search_threat 1 0350: set_actor $3528 maintain_position_when_attacked 1 01CA: actor $3528 kill_player $PLAYER_CHAR $3534 = 1 // integer values :BANKJO1_12674 jump @BANKJO1_12708 :BANKJO1_12681 if $3598 == 0 // integer values jf @BANKJO1_12708 0372: set_actor $3528 anim 24 wait_state_time 10 ms :BANKJO1_12708 if $3540 == 0 // integer values jf @BANKJO1_13902 if Actor.Dead($3539) jf @BANKJO1_12763 $3632 -= 1 // integer values $3540 = 1 // integer values jump @BANKJO1_13902 :BANKJO1_12763 if $3541 == 1 // integer values jf @BANKJO1_12788 $3542 += 1 // integer values :BANKJO1_12788 if $3542 >= 50 // integer values jf @BANKJO1_12813 $3541 = 0 // integer values :BANKJO1_12813 if $3544 == 1 // integer values jf @BANKJO1_12838 $3543 += 1 // integer values :BANKJO1_12838 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 jf @BANKJO1_13875 if 02DF: player $PLAYER_CHAR aggressive jf @BANKJO1_13626 if 00EA: player $PLAYER_CHAR 0 $3539 radius 2.0 2.0 jf @BANKJO1_13397 if $3547 == 0 // integer values jf @BANKJO1_13219 01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3539 search_threat 1 0350: set_actor $3539 maintain_position_when_attacked 1 01CA: actor $3539 kill_player $PLAYER_CHAR $3547 = 1 // integer values :BANKJO1_13219 if $3541 == 0 // integer values jf @BANKJO1_13244 $3544 = 0 // integer values :BANKJO1_13244 if $3546 == 0 // integer values jf @BANKJO1_13276 $3548 = 0 // integer values $3546 = 1 // integer values :BANKJO1_13276 if $3546 == 1 // integer values jf @BANKJO1_13301 $3548 += 1 // integer values :BANKJO1_13301 if $3548 >= 20 // integer values jf @BANKJO1_13390 if $3545 == 0 // integer values jf @BANKJO1_13390 01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3539 search_threat 1 0350: set_actor $3539 maintain_position_when_attacked 1 01CA: actor $3539 kill_player $PLAYER_CHAR $3545 = 1 // integer values :BANKJO1_13390 jump @BANKJO1_13619 :BANKJO1_13397 $3546 = 0 // integer values if $3545 == 1 // integer values jf @BANKJO1_13448 011C: actor $3539 clear_objective 01ED: clear_actor $3539 threat_search 01B2: give_actor $3539 weapon 23 ammo 0 // Load the weapon model before using this $3545 = 0 // integer values :BANKJO1_13448 if $3541 == 0 // integer values jf @BANKJO1_13514 011C: actor $3539 clear_objective 01ED: clear_actor $3539 threat_search 0372: set_actor $3539 anim 14 wait_state_time 3000 ms $3542 = 0 // integer values $3543 = 0 // integer values $3544 = 1 // integer values $3541 = 1 // integer values :BANKJO1_13514 if and $3541 == 1 // integer values $3543 >= 30 // integer values jf @BANKJO1_13619 0372: set_actor $3539 anim 0 wait_state_time 0 ms if $3545 == 0 // integer values jf @BANKJO1_13597 01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this $3545 = 1 // integer values :BANKJO1_13597 011A: set_actor $3539 search_threat 1 0350: set_actor $3539 maintain_position_when_attacked 1 01CA: actor $3539 kill_player $PLAYER_CHAR :BANKJO1_13619 jump @BANKJO1_13868 :BANKJO1_13626 if $3547 == 0 // integer values jf @BANKJO1_13697 01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3539 search_threat 1 0350: set_actor $3539 maintain_position_when_attacked 1 01CA: actor $3539 kill_player $PLAYER_CHAR $3547 = 1 // integer values :BANKJO1_13697 if $3541 == 0 // integer values jf @BANKJO1_13722 $3544 = 0 // integer values :BANKJO1_13722 if $3546 == 0 // integer values jf @BANKJO1_13754 $3548 = 0 // integer values $3546 = 1 // integer values :BANKJO1_13754 if $3546 == 1 // integer values jf @BANKJO1_13779 $3548 += 1 // integer values :BANKJO1_13779 if $3548 >= 20 // integer values jf @BANKJO1_13868 if $3545 == 0 // integer values jf @BANKJO1_13868 01BE: set_actor $3539 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3539 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3539 search_threat 1 0350: set_actor $3539 maintain_position_when_attacked 1 01CA: actor $3539 kill_player $PLAYER_CHAR $3545 = 1 // integer values :BANKJO1_13868 jump @BANKJO1_13902 :BANKJO1_13875 if $3598 == 0 // integer values jf @BANKJO1_13902 0372: set_actor $3539 anim 24 wait_state_time 10 ms :BANKJO1_13902 if $3551 == 0 // integer values jf @BANKJO1_14920 if Actor.Dead($3550) jf @BANKJO1_13957 $3632 -= 1 // integer values $3551 = 1 // integer values jump @BANKJO1_14920 :BANKJO1_13957 if $3552 == 1 // integer values jf @BANKJO1_13982 $3553 += 1 // integer values :BANKJO1_13982 if $3553 >= 80 // integer values jf @BANKJO1_14007 $3552 = 0 // integer values :BANKJO1_14007 if $3555 == 1 // integer values jf @BANKJO1_14032 $3554 += 1 // integer values :BANKJO1_14032 if or 02B3: player $PLAYER_CHAR in_cube 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 02B3: player $PLAYER_CHAR in_cube 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 jf @BANKJO1_14893 if 02DF: player $PLAYER_CHAR aggressive jf @BANKJO1_14644 if 00EA: player $PLAYER_CHAR 0 $3550 radius 2.0 2.0 jf @BANKJO1_14423 if $3558 == 0 // integer values jf @BANKJO1_14245 01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3550 search_threat 1 0350: set_actor $3550 maintain_position_when_attacked 1 01CA: actor $3550 kill_player $PLAYER_CHAR $3558 = 1 // integer values :BANKJO1_14245 if $3552 == 0 // integer values jf @BANKJO1_14270 $3555 = 0 // integer values :BANKJO1_14270 if $3557 == 0 // integer values jf @BANKJO1_14302 $3559 = 0 // integer values $3557 = 1 // integer values :BANKJO1_14302 if $3557 == 1 // integer values jf @BANKJO1_14327 $3559 += 1 // integer values :BANKJO1_14327 if $3559 >= 20 // integer values jf @BANKJO1_14416 if $3556 == 0 // integer values jf @BANKJO1_14416 01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3550 search_threat 1 0350: set_actor $3550 maintain_position_when_attacked 1 01CA: actor $3550 kill_player $PLAYER_CHAR $3556 = 1 // integer values :BANKJO1_14416 jump @BANKJO1_14637 :BANKJO1_14423 $3557 = 0 // integer values if $3556 == 1 // integer values jf @BANKJO1_14474 011C: actor $3550 clear_objective 01ED: clear_actor $3550 threat_search 01B2: give_actor $3550 weapon 23 ammo 0 // Load the weapon model before using this $3556 = 0 // integer values :BANKJO1_14474 if $3552 == 0 // integer values jf @BANKJO1_14540 011C: actor $3550 clear_objective 01ED: clear_actor $3550 threat_search 0372: set_actor $3550 anim 14 wait_state_time 3000 ms $3553 = 0 // integer values $3554 = 0 // integer values $3555 = 1 // integer values $3552 = 1 // integer values :BANKJO1_14540 if and $3552 == 1 // integer values $3554 >= 30 // integer values jf @BANKJO1_14637 0372: set_actor $3550 anim 0 wait_state_time 0 ms if $3556 == 0 // integer values jf @BANKJO1_14623 01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this $3556 = 1 // integer values :BANKJO1_14623 011A: set_actor $3550 search_threat 1 0350: set_actor $3550 maintain_position_when_attacked 1 :BANKJO1_14637 jump @BANKJO1_14886 :BANKJO1_14644 if $3558 == 0 // integer values jf @BANKJO1_14715 01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3550 search_threat 1 0350: set_actor $3550 maintain_position_when_attacked 1 01CA: actor $3550 kill_player $PLAYER_CHAR $3558 = 1 // integer values :BANKJO1_14715 if $3552 == 0 // integer values jf @BANKJO1_14740 $3555 = 0 // integer values :BANKJO1_14740 if $3557 == 0 // integer values jf @BANKJO1_14772 $3559 = 0 // integer values $3557 = 1 // integer values :BANKJO1_14772 if $3557 == 1 // integer values jf @BANKJO1_14797 $3559 += 1 // integer values :BANKJO1_14797 if $3559 >= 20 // integer values jf @BANKJO1_14886 if $3556 == 0 // integer values jf @BANKJO1_14886 01BE: set_actor $3550 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3550 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3550 search_threat 1 0350: set_actor $3550 maintain_position_when_attacked 1 01CA: actor $3550 kill_player $PLAYER_CHAR $3556 = 1 // integer values :BANKJO1_14886 jump @BANKJO1_14920 :BANKJO1_14893 if $3598 == 0 // integer values jf @BANKJO1_14920 0372: set_actor $3550 anim 24 wait_state_time 10 ms :BANKJO1_14920 if $3562 == 0 // integer values jf @BANKJO1_15086 if Actor.Dead($3561) jf @BANKJO1_14975 $3632 -= 1 // integer values $3562 = 1 // integer values jump @BANKJO1_15086 :BANKJO1_14975 if $3563 == 0 // integer values jf @BANKJO1_15039 01B2: give_actor $3561 weapon 23 ammo 30000 // Load the weapon model before using this 009E: set_actor $3561 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3561 kill_player $PLAYER_CHAR $3563 = 1 // integer values :BANKJO1_15039 if $3657 == 2 // integer values jf @BANKJO1_15086 009E: set_actor $3561 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3561 kill_player $PLAYER_CHAR :BANKJO1_15086 if $3566 == 0 // integer values jf @BANKJO1_16238 if Actor.Dead($3565) jf @BANKJO1_15141 $3632 -= 1 // integer values $3566 = 1 // integer values jump @BANKJO1_16238 :BANKJO1_15141 if $3567 == 1 // integer values jf @BANKJO1_15166 $3568 += 1 // integer values :BANKJO1_15166 if $3568 >= 80 // integer values jf @BANKJO1_15191 $3567 = 0 // integer values :BANKJO1_15191 if $3570 == 1 // integer values jf @BANKJO1_15216 $3569 += 1 // integer values :BANKJO1_15216 if or 02B3: player $PLAYER_CHAR in_cube 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 02B3: player $PLAYER_CHAR in_cube 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 02B3: player $PLAYER_CHAR in_cube 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 02B3: player $PLAYER_CHAR in_cube 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 jf @BANKJO1_16211 if 02DF: player $PLAYER_CHAR aggressive jf @BANKJO1_15962 if 00EA: player $PLAYER_CHAR 0 $3565 radius 2.0 2.0 jf @BANKJO1_15733 if $3573 == 0 // integer values jf @BANKJO1_15555 01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3565 search_threat 1 0350: set_actor $3565 maintain_position_when_attacked 1 01CA: actor $3565 kill_player $PLAYER_CHAR $3573 = 1 // integer values :BANKJO1_15555 if $3567 == 0 // integer values jf @BANKJO1_15580 $3570 = 0 // integer values :BANKJO1_15580 if $3572 == 0 // integer values jf @BANKJO1_15612 $3574 = 0 // integer values $3572 = 1 // integer values :BANKJO1_15612 if $3572 == 1 // integer values jf @BANKJO1_15637 $3574 += 1 // integer values :BANKJO1_15637 if $3574 >= 20 // integer values jf @BANKJO1_15726 if $3571 == 0 // integer values jf @BANKJO1_15726 01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3565 search_threat 1 0350: set_actor $3565 maintain_position_when_attacked 1 01CA: actor $3565 kill_player $PLAYER_CHAR $3571 = 1 // integer values :BANKJO1_15726 jump @BANKJO1_15955 :BANKJO1_15733 $3572 = 0 // integer values if $3571 == 1 // integer values jf @BANKJO1_15784 011C: actor $3565 clear_objective 01ED: clear_actor $3565 threat_search 01B2: give_actor $3565 weapon 23 ammo 0 // Load the weapon model before using this $3571 = 0 // integer values :BANKJO1_15784 if $3567 == 0 // integer values jf @BANKJO1_15850 011C: actor $3565 clear_objective 01ED: clear_actor $3565 threat_search 0372: set_actor $3565 anim 14 wait_state_time 3000 ms $3568 = 0 // integer values $3569 = 0 // integer values $3570 = 1 // integer values $3567 = 1 // integer values :BANKJO1_15850 if and $3567 == 1 // integer values $3569 >= 30 // integer values jf @BANKJO1_15955 0372: set_actor $3565 anim 0 wait_state_time 0 ms if $3571 == 0 // integer values jf @BANKJO1_15933 01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this $3571 = 1 // integer values :BANKJO1_15933 011A: set_actor $3565 search_threat 1 0350: set_actor $3565 maintain_position_when_attacked 1 01CA: actor $3565 kill_player $PLAYER_CHAR :BANKJO1_15955 jump @BANKJO1_16204 :BANKJO1_15962 if $3573 == 0 // integer values jf @BANKJO1_16033 01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3565 search_threat 1 01CA: actor $3565 kill_player $PLAYER_CHAR 0350: set_actor $3565 maintain_position_when_attacked 1 $3573 = 1 // integer values :BANKJO1_16033 if $3567 == 0 // integer values jf @BANKJO1_16058 $3570 = 0 // integer values :BANKJO1_16058 if $3572 == 0 // integer values jf @BANKJO1_16090 $3574 = 0 // integer values $3572 = 1 // integer values :BANKJO1_16090 if $3572 == 1 // integer values jf @BANKJO1_16115 $3574 += 1 // integer values :BANKJO1_16115 if $3574 >= 20 // integer values jf @BANKJO1_16204 if $3571 == 0 // integer values jf @BANKJO1_16204 01BE: set_actor $3565 to_look_at_spot $3600 $3601 $3602 01B2: give_actor $3565 weapon 23 ammo 30000 // Load the weapon model before using this 011A: set_actor $3565 search_threat 1 0350: set_actor $3565 maintain_position_when_attacked 1 01CA: actor $3565 kill_player $PLAYER_CHAR $3571 = 1 // integer values :BANKJO1_16204 jump @BANKJO1_16238 :BANKJO1_16211 if $3598 == 0 // integer values jf @BANKJO1_16238 0372: set_actor $3565 anim 24 wait_state_time 10 ms :BANKJO1_16238 if $3577 == 0 // integer values jf @BANKJO1_16404 if Actor.Dead($3576) jf @BANKJO1_16293 $3632 -= 1 // integer values $3577 = 1 // integer values jump @BANKJO1_16404 :BANKJO1_16293 if $3578 == 0 // integer values jf @BANKJO1_16357 01B2: give_actor $3576 weapon 23 ammo 30000 // Load the weapon model before using this 009E: set_actor $3576 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3576 kill_player $PLAYER_CHAR $3578 = 1 // integer values :BANKJO1_16357 if $3657 == 2 // integer values jf @BANKJO1_16404 009E: set_actor $3576 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3576 kill_player $PLAYER_CHAR :BANKJO1_16404 if $3582 == 0 // integer values jf @BANKJO1_16570 if Actor.Dead($3581) jf @BANKJO1_16459 $3632 -= 1 // integer values $3582 = 1 // integer values jump @BANKJO1_16570 :BANKJO1_16459 if $3583 == 0 // integer values jf @BANKJO1_16523 01B2: give_actor $3581 weapon 23 ammo 30000 // Load the weapon model before using this 009E: set_actor $3581 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3581 kill_player $PLAYER_CHAR $3583 = 1 // integer values :BANKJO1_16523 if $3657 == 2 // integer values jf @BANKJO1_16570 009E: set_actor $3581 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3581 kill_player $PLAYER_CHAR :BANKJO1_16570 if $3586 == 0 // integer values jf @BANKJO1_16736 if Actor.Dead($3585) jf @BANKJO1_16625 $3632 -= 1 // integer values $3586 = 1 // integer values jump @BANKJO1_16736 :BANKJO1_16625 if $3587 == 0 // integer values jf @BANKJO1_16689 01B2: give_actor $3585 weapon 23 ammo 30000 // Load the weapon model before using this 009E: set_actor $3585 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3585 kill_player $PLAYER_CHAR $3587 = 1 // integer values :BANKJO1_16689 if $3657 == 2 // integer values jf @BANKJO1_16736 009E: set_actor $3585 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3585 kill_player $PLAYER_CHAR :BANKJO1_16736 if $3590 == 0 // integer values jf @BANKJO1_16902 if Actor.Dead($3589) jf @BANKJO1_16791 $3632 -= 1 // integer values $3590 = 1 // integer values jump @BANKJO1_16902 :BANKJO1_16791 if $3591 == 0 // integer values jf @BANKJO1_16855 01B2: give_actor $3589 weapon 23 ammo 30000 // Load the weapon model before using this 009E: set_actor $3589 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3589 kill_player $PLAYER_CHAR $3591 = 1 // integer values :BANKJO1_16855 if $3657 == 2 // integer values jf @BANKJO1_16902 009E: set_actor $3589 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3589 kill_player $PLAYER_CHAR :BANKJO1_16902 if $3594 == 0 // integer values jf @BANKJO1_17068 if Actor.Dead($3593) jf @BANKJO1_16957 $3632 -= 1 // integer values $3594 = 1 // integer values jump @BANKJO1_17068 :BANKJO1_16957 if $3595 == 0 // integer values jf @BANKJO1_17021 01B2: give_actor $3593 weapon 23 ammo 30000 // Load the weapon model before using this 009E: set_actor $3593 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3593 kill_player $PLAYER_CHAR $3595 = 1 // integer values :BANKJO1_17021 if $3657 == 2 // integer values jf @BANKJO1_17068 009E: set_actor $3593 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3593 kill_player $PLAYER_CHAR :BANKJO1_17068 if $3657 == 2 // integer values jf @BANKJO1_17093 $3657 = 0 // integer values :BANKJO1_17093 return :BANKJO1_17095 if $3606 == 0 // integer values jf @BANKJO1_17275 if 00F6: player $PLAYER_CHAR 0 385.13 -509.0 8.0 radius 0.5 0.5 3.0 jf @BANKJO1_17208 if $3662 == 0 // integer values jf @BANKJO1_17201 00BC: text_highpriority 'BJM1_23' 5000 ms 1 // ~g~You need to get the key card first! $3662 = 1 // integer values :BANKJO1_17201 jump @BANKJO1_17215 :BANKJO1_17208 $3662 = 0 // integer values :BANKJO1_17215 if Pickup.Picked_up($3604) jf @BANKJO1_17268 Marker.Disable($3605) 03BC: $3637 = create_sphere 385.13 -509.0 8.0 1.0 $3606 = 1 // integer values :BANKJO1_17268 jump @BANKJO1_19457 :BANKJO1_17275 if $3608 == 0 // integer values jf @BANKJO1_19457 if 00F9: player $PLAYER_CHAR stopped 0 385.13 -509.0 8.0 radius 0.5 0.5 3.0 jf @BANKJO1_19457 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0470: $3664 = actor $PLAYER_ACTOR armed_weapon 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 03BD: destroy_sphere $3637 0395: clear_area 0 at 387.22 -506.517 range 9.194 1.0 Camera.SetPosition(387.22, -506.517, 9.194, 0.0, 0.0, 0.0) Camera.PointAt(386.633, -507.287, 9.43, 2) 01BE: set_actor $PLAYER_ACTOR to_look_at_spot 384.932 -510.077 9.848 0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 100000 ms 16@ = 0 // integer values :BANKJO1_17500 if 3000 > 16@ // integer values jf @BANKJO1_17616 wait 0 if Actor.Dead($3510) jf @BANKJO1_17546 $3635 = 1 // integer values :BANKJO1_17546 if 16@ >= 2000 // integer values jf @BANKJO1_17609 if $3666 == 0 // integer values jf @BANKJO1_17609 018C: play_sound 18 at 384.932 -510.077 9.848 $3666 = 1 // integer values :BANKJO1_17609 jump @BANKJO1_17500 :BANKJO1_17616 053D: $PLAYER_ACTOR Camera.PointAt(386.25, -506.384, 9.373, 2) 03CF: load_wav 'BNK1_7' as 1 03CF: load_wav 'BNK1_10' as 2 if $3607 == 0 // integer values jf @BANKJO1_17919 :BANKJO1_17682 if or 834E: not move_object $1809 to 383.252 -506.903 9.68 speed 0.01 0.01 0.0 collision_check 0 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @BANKJO1_17863 wait 0 if $3639 == 0 // integer values jf @BANKJO1_17786 018C: play_sound 3 at 383.252 -506.903 9.68 $3639 = 1 // integer values :BANKJO1_17786 if $3639 == 1 // integer values jf @BANKJO1_17833 018D: $3665 = create_sound 2 at 383.252 -506.903 9.68 $3639 = 2 // integer values :BANKJO1_17833 if Actor.Dead($3510) jf @BANKJO1_17856 $3635 = 1 // integer values :BANKJO1_17856 jump @BANKJO1_17682 :BANKJO1_17863 018E: stop_sound $3665 if $3639 == 2 // integer values jf @BANKJO1_17912 018C: play_sound 3 at 383.252 -506.903 9.68 $3639 = 3 // integer values :BANKJO1_17912 $3607 = 1 // integer values :BANKJO1_17919 0211: actor $PLAYER_ACTOR walk_to 384.12 -507.38 16@ = 0 // integer values if not Actor.Dead($3510) jf @BANKJO1_17988 0372: set_actor $3510 anim 0 wait_state_time 1 ms 0211: actor $3510 walk_to 383.523 -505.34 jump @BANKJO1_17995 :BANKJO1_17988 $3635 = 1 // integer values :BANKJO1_17995 if 80ED: not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 jf @BANKJO1_18144 wait 0 if Actor.Dead($3510) jf @BANKJO1_18060 $3635 = 1 // integer values :BANKJO1_18060 if 16@ > 8000 // integer values jf @BANKJO1_18137 if 80ED: not actor $PLAYER_ACTOR 0 384.12 -507.38 radius 0.5 0.5 jf @BANKJO1_18137 Actor.PutAt($PLAYER_ACTOR, 384.12, -507.38, 8.4) :BANKJO1_18137 jump @BANKJO1_17995 :BANKJO1_18144 17@ = 0 // integer values :BANKJO1_18151 if 80ED: not actor $3510 0 383.523 -505.34 radius 0.5 0.5 jf @BANKJO1_18307 wait 0 if Actor.Dead($3510) jf @BANKJO1_18223 $3635 = 1 // integer values jump @BANKJO1_18300 :BANKJO1_18223 if 17@ > 8000 // integer values jf @BANKJO1_18300 if 80ED: not actor $3510 0 383.523 -505.34 radius 0.5 0.5 jf @BANKJO1_18300 Actor.PutAt($3510, 383.523, -505.34, 8.4) :BANKJO1_18300 jump @BANKJO1_18151 :BANKJO1_18307 020E: actor $PLAYER_ACTOR look_at_actor $3510 03D1: play_wav 1 00BC: text_highpriority 'BNK1_7' 5000 ms 1 // Cam Jones? 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms :BANKJO1_18346 if 83D2: not wav 1 ended jf @BANKJO1_18395 wait 0 if Actor.Dead($3510) jf @BANKJO1_18388 $3635 = 1 // integer values :BANKJO1_18388 jump @BANKJO1_18346 :BANKJO1_18395 03D5: remove_text 'BNK1_7' // Cam Jones? 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 03CF: load_wav 'BNK1_8' as 1 03D1: play_wav 2 00BC: text_highpriority 'BNK1_10' 10000 ms 1 // Yeah, that's me.. if not Actor.Dead($3510) jf @BANKJO1_18480 0372: set_actor $3510 anim 19 wait_state_time 1000000 ms jump @BANKJO1_18487 :BANKJO1_18480 $3635 = 1 // integer values :BANKJO1_18487 if or 83D2: not wav 2 ended 83D0: not wav 1 loaded jf @BANKJO1_18540 wait 0 if Actor.Dead($3510) jf @BANKJO1_18533 $3635 = 1 // integer values :BANKJO1_18533 jump @BANKJO1_18487 :BANKJO1_18540 03D5: remove_text 'BNK1_10' // Yeah, that's me.. if not Actor.Dead($3510) jf @BANKJO1_18582 0372: set_actor $3510 anim 0 wait_state_time 1 ms jump @BANKJO1_18589 :BANKJO1_18582 $3635 = 1 // integer values :BANKJO1_18589 03CF: load_wav 'BNK1_11' as 2 03D1: play_wav 1 00BC: text_highpriority 'BNK1_8' 10000 ms 1 // I'm busting you out! 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms :BANKJO1_18632 if or 83D2: not wav 1 ended 83D0: not wav 2 loaded jf @BANKJO1_18685 wait 0 if Actor.Dead($3510) jf @BANKJO1_18678 $3635 = 1 // integer values :BANKJO1_18678 jump @BANKJO1_18632 :BANKJO1_18685 03D5: remove_text 'BNK1_8' // I'm busting you out! 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 03D1: play_wav 2 00BC: text_highpriority 'BNK1_11' 10000 ms 1 // Whatever you say! if not Actor.Dead($3510) jf @BANKJO1_18758 0372: set_actor $3510 anim 19 wait_state_time 1000000 ms jump @BANKJO1_18765 :BANKJO1_18758 $3635 = 1 // integer values :BANKJO1_18765 if 83D2: not wav 2 ended jf @BANKJO1_18814 wait 0 if Actor.Dead($3510) jf @BANKJO1_18807 $3635 = 1 // integer values :BANKJO1_18807 jump @BANKJO1_18765 :BANKJO1_18814 03D5: remove_text 'BNK1_11' // Whatever you say! if not Actor.Dead($3510) jf @BANKJO1_18856 0372: set_actor $3510 anim 0 wait_state_time 1 ms jump @BANKJO1_18863 :BANKJO1_18856 $3635 = 1 // integer values :BANKJO1_18863 0395: clear_area 0 at 389.95 -503.077 range 9.114 1.0 Camera.SetPosition(389.95, -503.077, 9.114, 0.0, 0.0, 0.0) Camera.PointAt(389.151, -503.666, 9.229, 2) 0211: actor $PLAYER_ACTOR walk_to 387.64 -505.7 17@ = 0 // integer values :BANKJO1_18960 if 750 > 17@ // integer values jf @BANKJO1_19013 wait 0 if Actor.Dead($3510) jf @BANKJO1_19006 $3635 = 1 // integer values :BANKJO1_19006 jump @BANKJO1_18960 :BANKJO1_19013 if not Actor.Dead($3510) jf @BANKJO1_19044 0211: actor $3510 walk_to 385.48 -506.76 :BANKJO1_19044 16@ = 0 // integer values :BANKJO1_19051 if 80ED: not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 jf @BANKJO1_19200 wait 0 if Actor.Dead($3510) jf @BANKJO1_19116 $3635 = 1 // integer values :BANKJO1_19116 if 16@ > 5000 // integer values jf @BANKJO1_19193 if 80ED: not actor $PLAYER_ACTOR 0 387.64 -505.7 radius 0.5 0.5 jf @BANKJO1_19193 Actor.PutAt($PLAYER_ACTOR, 387.64, -505.7, 8.41) :BANKJO1_19193 jump @BANKJO1_19051 :BANKJO1_19200 17@ = 0 // integer values :BANKJO1_19207 if 80ED: not actor $3510 0 385.48 -506.76 radius 0.5 0.5 jf @BANKJO1_19363 wait 0 if Actor.Dead($3510) jf @BANKJO1_19279 $3635 = 1 // integer values jump @BANKJO1_19356 :BANKJO1_19279 if 17@ > 5000 // integer values jf @BANKJO1_19356 if 80ED: not actor $PLAYER_ACTOR 0 385.48 -506.76 radius 0.5 0.5 jf @BANKJO1_19356 Actor.PutAt($PLAYER_ACTOR, 385.48, -506.76, 8.41) :BANKJO1_19356 jump @BANKJO1_19207 :BANKJO1_19363 Actor.Angle($PLAYER_ACTOR) = 333.85 if not Actor.Dead($3510) jf @BANKJO1_19406 Actor.Angle($3510) = 333.85 jump @BANKJO1_19413 :BANKJO1_19406 $3635 = 1 // integer values :BANKJO1_19413 01B9: set_actor $PLAYER_ACTOR armed_weapon_to $3664 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03C8: set_camera_directly_before_player Camera.Restore_WithJumpCut $3608 = 1 // integer values :BANKJO1_19457 return :BANKJO1_19459 if $3609 == 0 // integer values jf @BANKJO1_20988 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 jf @BANKJO1_20236 if and 82D7: not player $PLAYER_CHAR currentweapon == 0 82D7: not player $PLAYER_CHAR currentweapon == 1 jf @BANKJO1_20215 if $3638 == 0 // integer values jf @BANKJO1_19802 03CF: load_wav 'BJM1_20' as 1 $3638 = 1 // integer values :BANKJO1_19802 if $3638 == 1 // integer values jf @BANKJO1_19842 if 03D0: wav 1 loaded jf @BANKJO1_19842 $3638 = 2 // integer values :BANKJO1_19842 if $3638 == 2 // integer values jf @BANKJO1_19886 03D1: play_wav 1 00BC: text_highpriority 'BJM1_20' 5000 ms 1 // Put the weapon away or face the consequences! $3638 = 3 // integer values :BANKJO1_19886 if $3638 == 3 // integer values jf @BANKJO1_19936 if 03D2: wav 1 ended jf @BANKJO1_19936 03D5: remove_text 'BJM1_20' // Put the weapon away or face the consequences! $3638 = 4 // integer values :BANKJO1_19936 if $3638 == 4 // integer values jf @BANKJO1_19968 17@ = 0 // integer values $3638 = 5 // integer values :BANKJO1_19968 if $3638 == 5 // integer values jf @BANKJO1_20042 if 17@ >= 4000 // integer values jf @BANKJO1_20042 if $3611 == 0 // integer values jf @BANKJO1_20042 03CF: load_wav 'BJM1_4' as 2 $3611 = 1 // integer values :BANKJO1_20042 if $3611 == 1 // integer values jf @BANKJO1_20082 if 03D0: wav 2 loaded jf @BANKJO1_20082 $3611 = 2 // integer values :BANKJO1_20082 if $3611 == 2 // integer values jf @BANKJO1_20126 03D1: play_wav 2 00BC: text_highpriority 'BJM1_4' 5000 ms 1 // He's armed! Kill him! $3611 = 3 // integer values :BANKJO1_20126 if $3611 == 3 // integer values jf @BANKJO1_20176 if 03D2: wav 2 ended jf @BANKJO1_20176 03D5: remove_text 'BJM1_4' // He's armed! Kill him! $3611 = 4 // integer values :BANKJO1_20176 if $3611 == 4 // integer values jf @BANKJO1_20208 $3610 = 1 // integer values $3611 = 5 // integer values :BANKJO1_20208 jump @BANKJO1_20236 :BANKJO1_20215 $3611 = 0 // integer values $3638 = 0 // integer values $3610 = 0 // integer values :BANKJO1_20236 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 jf @BANKJO1_20988 if 82D7: not player $PLAYER_CHAR currentweapon == 0 jf @BANKJO1_20967 if $3638 == 0 // integer values jf @BANKJO1_20554 03CF: load_wav 'BJM1_20' as 1 $3638 = 1 // integer values :BANKJO1_20554 if $3638 == 1 // integer values jf @BANKJO1_20594 if 03D0: wav 1 loaded jf @BANKJO1_20594 $3638 = 2 // integer values :BANKJO1_20594 if $3638 == 2 // integer values jf @BANKJO1_20638 03D1: play_wav 1 00BC: text_highpriority 'BJM1_20' 5000 ms 1 // Put the weapon away or face the consequences! $3638 = 3 // integer values :BANKJO1_20638 if $3638 == 3 // integer values jf @BANKJO1_20688 if 03D2: wav 1 ended jf @BANKJO1_20688 03D5: remove_text 'BJM1_20' // Put the weapon away or face the consequences! $3638 = 4 // integer values :BANKJO1_20688 if $3638 == 4 // integer values jf @BANKJO1_20720 17@ = 0 // integer values $3638 = 5 // integer values :BANKJO1_20720 if $3638 == 5 // integer values jf @BANKJO1_20794 if 17@ >= 4000 // integer values jf @BANKJO1_20794 if $3611 == 0 // integer values jf @BANKJO1_20794 03CF: load_wav 'BJM1_4' as 2 $3611 = 1 // integer values :BANKJO1_20794 if $3611 == 1 // integer values jf @BANKJO1_20834 if 03D0: wav 2 loaded jf @BANKJO1_20834 $3611 = 2 // integer values :BANKJO1_20834 if $3611 == 2 // integer values jf @BANKJO1_20878 03D1: play_wav 2 00BC: text_highpriority 'BJM1_4' 5000 ms 1 // He's armed! Kill him! $3611 = 3 // integer values :BANKJO1_20878 if $3611 == 3 // integer values jf @BANKJO1_20928 if 03D2: wav 2 ended jf @BANKJO1_20928 03D5: remove_text 'BJM1_4' // He's armed! Kill him! $3611 = 4 // integer values :BANKJO1_20928 if $3611 == 4 // integer values jf @BANKJO1_20960 $3610 = 1 // integer values $3611 = 5 // integer values :BANKJO1_20960 jump @BANKJO1_20988 :BANKJO1_20967 $3611 = 0 // integer values $3638 = 0 // integer values $3610 = 0 // integer values :BANKJO1_20988 return :BANKJO1_20990 if $3609 == 0 // integer values jf @BANKJO1_21577 if 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 jf @BANKJO1_21086 if $3613 == 0 // integer values jf @BANKJO1_21086 $3613 = 1 // integer values :BANKJO1_21086 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 jf @BANKJO1_21374 if $3613 == 0 // integer values jf @BANKJO1_21374 $3613 = 1 // integer values :BANKJO1_21374 if $3613 == 1 // integer values jf @BANKJO1_21411 03CF: load_wav 'BJM1_5' as 2 $3613 = 2 // integer values :BANKJO1_21411 if $3613 == 2 // integer values jf @BANKJO1_21451 if 03D0: wav 2 loaded jf @BANKJO1_21451 $3613 = 3 // integer values :BANKJO1_21451 if $3613 == 3 // integer values jf @BANKJO1_21495 03D1: play_wav 2 00BC: text_highpriority 'BJM1_5' 5000 ms 1 // Only authorized personnel beyond this point! $3613 = 4 // integer values :BANKJO1_21495 if $3613 == 4 // integer values jf @BANKJO1_21545 if 03D2: wav 2 ended jf @BANKJO1_21545 03D5: remove_text 'BJM1_5' // Only authorized personnel beyond this point! $3613 = 5 // integer values :BANKJO1_21545 if $3613 == 5 // integer values jf @BANKJO1_21577 $3612 = 1 // integer values $3613 = 6 // integer values :BANKJO1_21577 return :BANKJO1_21579 if $3598 == 0 // integer values jf @BANKJO1_22153 if 02DF: player $PLAYER_CHAR aggressive jf @BANKJO1_22153 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 jf @BANKJO1_21883 $3598 = 1 // integer values :BANKJO1_21883 if or 02B4: player $PLAYER_CHAR in_cube_on_foot 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 02B4: player $PLAYER_CHAR in_cube_on_foot 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 jf @BANKJO1_22153 $3598 = 1 // integer values :BANKJO1_22153 return :BANKJO1_22155 if $3598 == 0 // integer values jf @BANKJO1_22713 if or 02B5: player $PLAYER_CHAR in_cube_in_car 393.174 -470.686 10.0 386.992 -478.052 15.0 radius 8.2 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 397.983 -479.156 10.0 394.546 -483.252 15.0 radius 3.3 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 401.651 -480.614 10.0 397.416 -485.66 15.0 radius 9.4 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 407.682 -480.576 10.0 405.289 -483.392 15.0 radius 4.8 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 389.12 -478.56 10.34 379.5 -489.4 14.0 radius 4.0 sphere 0 jf @BANKJO1_22443 $3598 = 1 // integer values :BANKJO1_22443 if or 02B5: player $PLAYER_CHAR in_cube_in_car 387.811 -486.137 10.0 386.424 -487.79 15.0 radius 4.2 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 393.073 -495.966 8.0 390.441 -499.103 15.0 radius 2.2 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 378.554 -485.414 11.0 377.167 -487.068 15.0 radius 4.2 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 395.032 -484.093 8.0 388.44 -491.948 15.0 radius 11.6 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 396.233 -504.359 7.0 386.533 -496.22 15.0 radius 12.7 sphere 0 02B5: player $PLAYER_CHAR in_cube_in_car 368.888 -465.922 11.0 353.713 -484.155 20.0 radius 19.8 sphere 0 jf @BANKJO1_22713 $3598 = 1 // integer values :BANKJO1_22713 return :BANKJO1_22715 if $3671 == 0 // integer values jf @BANKJO1_23738 if 20 >= $3631 // integer values jf @BANKJO1_23738 if 6 > $3632 // integer values jf @BANKJO1_23738 if $3633 == 2 // integer values jf @BANKJO1_22801 17@ = 0 // integer values $3633 = 0 // integer values :BANKJO1_22801 if 8339: not anything_in_cube_cornerA 380.0 -491.64 8.0 cornerB 375.62 -493.57 16.0 solid 0 car 1 actor 1 object 0 particle 0 jf @BANKJO1_23738 if 17@ >= 5000 // integer values jf @BANKJO1_23738 if $3633 == 0 // integer values jf @BANKJO1_23738 $3634 = -1 // integer values if or $3615 == 0 // integer values $3615 == 2 // integer values jf @BANKJO1_22993 0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 $3614 = Actor.Create(CivMale, #COP, 379.88, -493.05, 11.34) 0084: $3634 = $3614 // integer values and handles $3615 = 1 // integer values jump @BANKJO1_23651 :BANKJO1_22993 if or $3617 == 0 // integer values $3617 == 2 // integer values jf @BANKJO1_23088 0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 $3616 = Actor.Create(CivMale, #COP, 379.88, -493.05, 11.34) 0084: $3634 = $3616 // integer values and handles $3617 = 1 // integer values jump @BANKJO1_23651 :BANKJO1_23088 if or $3619 == 0 // integer values $3619 == 2 // integer values jf @BANKJO1_23183 0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 $3618 = Actor.Create(CivMale, #COP, 379.88, -493.05, 11.34) 0084: $3634 = $3618 // integer values and handles $3619 = 1 // integer values jump @BANKJO1_23651 :BANKJO1_23183 if or $3621 == 0 // integer values $3621 == 2 // integer values jf @BANKJO1_23278 0395: clear_area 0 at -379.88 -493.05 range 11.34 4.0 $3620 = Actor.Create(CivMale, #COP, 379.88, -493.05, 11.34) 0084: $3634 = $3620 // integer values and handles $3621 = 1 // integer values jump @BANKJO1_23651 :BANKJO1_23278 if or $3623 == 0 // integer values $3623 == 2 // integer values jf @BANKJO1_23373 0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 $3622 = Actor.Create(CivMale, #COP, 379.88, -493.05, 11.34) 0084: $3634 = $3622 // integer values and handles $3623 = 1 // integer values jump @BANKJO1_23651 :BANKJO1_23373 if or $3625 == 0 // integer values $3625 == 2 // integer values jf @BANKJO1_23468 0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 $3624 = Actor.Create(CivMale, #COP, 379.88, -493.05, 11.34) 0084: $3634 = $3624 // integer values and handles $3625 = 1 // integer values jump @BANKJO1_23651 :BANKJO1_23468 if or $3627 == 0 // integer values $3627 == 2 // integer values jf @BANKJO1_23563 0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 $3626 = Actor.Create(CivMale, #COP, 379.88, -493.05, 11.34) 0084: $3634 = $3626 // integer values and handles $3627 = 1 // integer values jump @BANKJO1_23651 :BANKJO1_23563 if or $3629 == 0 // integer values $3629 == 2 // integer values jf @BANKJO1_23651 0395: clear_area 0 at 379.88 -493.05 range 11.34 4.0 $3628 = Actor.Create(CivMale, #COP, 379.88, -493.05, 11.34) 0084: $3634 = $3628 // integer values and handles $3629 = 1 // integer values :BANKJO1_23651 if not Actor.Dead($3634) jf @BANKJO1_23738 if not $3634 == -1 // integer values jf @BANKJO1_23738 0243: set_actor $3634 ped_stats_to 16 Actor.Angle($3634) = 180.0 0239: actor $3634 run_to 381.53 -490.91 $3632 += 1 // integer values $3631 += 1 // integer values $3633 = 1 // integer values :BANKJO1_23738 return :BANKJO1_23740 if $3633 == 1 // integer values jf @BANKJO1_23882 if not Actor.Dead($3634) jf @BANKJO1_23875 if 00FF: actor $3634 0 381.53 -490.91 11.35 radius 1.0 1.0 2.0 jf @BANKJO1_23868 01B2: give_actor $3634 weapon 23 ammo 30000 // Load the weapon model before using this 009E: set_actor $3634 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3634 kill_player $PLAYER_CHAR $3633 = 2 // integer values :BANKJO1_23868 jump @BANKJO1_23882 :BANKJO1_23875 $3633 = 2 // integer values :BANKJO1_23882 return :BANKJO1_23884 if $3615 == 1 // integer values jf @BANKJO1_23991 if Actor.Dead($3614) jf @BANKJO1_23944 Actor.DestroyWithFade($3614) $3632 -= 1 // integer values $3615 = 2 // integer values jump @BANKJO1_23991 :BANKJO1_23944 if $3658 == 2 // integer values jf @BANKJO1_23991 009E: set_actor $3614 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3614 kill_player $PLAYER_CHAR :BANKJO1_23991 if $3617 == 1 // integer values jf @BANKJO1_24098 if Actor.Dead($3616) jf @BANKJO1_24051 Actor.DestroyWithFade($3616) $3632 -= 1 // integer values $3617 = 2 // integer values jump @BANKJO1_24098 :BANKJO1_24051 if $3658 == 2 // integer values jf @BANKJO1_24098 009E: set_actor $3616 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3616 kill_player $PLAYER_CHAR :BANKJO1_24098 if $3619 == 1 // integer values jf @BANKJO1_24205 if Actor.Dead($3618) jf @BANKJO1_24158 Actor.DestroyWithFade($3618) $3632 -= 1 // integer values $3619 = 2 // integer values jump @BANKJO1_24205 :BANKJO1_24158 if $3658 == 2 // integer values jf @BANKJO1_24205 009E: set_actor $3618 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3618 kill_player $PLAYER_CHAR :BANKJO1_24205 if $3621 == 1 // integer values jf @BANKJO1_24312 if Actor.Dead($3620) jf @BANKJO1_24265 Actor.DestroyWithFade($3620) $3632 -= 1 // integer values $3621 = 2 // integer values jump @BANKJO1_24312 :BANKJO1_24265 if $3658 == 2 // integer values jf @BANKJO1_24312 009E: set_actor $3620 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3620 kill_player $PLAYER_CHAR :BANKJO1_24312 if $3623 == 1 // integer values jf @BANKJO1_24419 if Actor.Dead($3622) jf @BANKJO1_24372 Actor.DestroyWithFade($3622) $3632 -= 1 // integer values $3623 = 2 // integer values jump @BANKJO1_24419 :BANKJO1_24372 if $3658 == 2 // integer values jf @BANKJO1_24419 009E: set_actor $3622 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3622 kill_player $PLAYER_CHAR :BANKJO1_24419 if $3625 == 1 // integer values jf @BANKJO1_24526 if Actor.Dead($3624) jf @BANKJO1_24479 Actor.DestroyWithFade($3624) $3632 -= 1 // integer values $3625 = 2 // integer values jump @BANKJO1_24526 :BANKJO1_24479 if $3658 == 2 // integer values jf @BANKJO1_24526 009E: set_actor $3624 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3624 kill_player $PLAYER_CHAR :BANKJO1_24526 if $3627 == 1 // integer values jf @BANKJO1_24633 if Actor.Dead($3626) jf @BANKJO1_24586 Actor.DestroyWithFade($3626) $3632 -= 1 // integer values $3627 = 2 // integer values jump @BANKJO1_24633 :BANKJO1_24586 if $3658 == 2 // integer values jf @BANKJO1_24633 009E: set_actor $3626 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3626 kill_player $PLAYER_CHAR :BANKJO1_24633 if $3629 == 1 // integer values jf @BANKJO1_24740 if Actor.Dead($3628) jf @BANKJO1_24693 Actor.DestroyWithFade($3628) $3632 -= 1 // integer values $3629 = 2 // integer values jump @BANKJO1_24740 :BANKJO1_24693 if $3658 == 2 // integer values jf @BANKJO1_24740 009E: set_actor $3628 path $3600 $3601 $3602 unknown 0.5 1 01CA: actor $3628 kill_player $PLAYER_CHAR :BANKJO1_24740 if $3658 == 2 // integer values jf @BANKJO1_24765 $3658 = 0 // integer values :BANKJO1_24765 return :BANKJO1_24767 if $3609 == 0 // integer values jf @BANKJO1_25570 03BD: destroy_sphere $3636 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Camera.SetPosition(399.925, -485.48, 14.542, 0.0, 0.0, 0.0) Camera.PointAt(400.831, -485.674, 14.162, 2) 0211: actor $PLAYER_ACTOR walk_to 409.56 -484.36 16@ = 0 // integer values :BANKJO1_24896 if 80ED: not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 jf @BANKJO1_25079 wait 0 if $3635 == 0 // integer values jf @BANKJO1_24979 if Actor.Dead($3510) jf @BANKJO1_24979 $3635 = 1 // integer values :BANKJO1_24979 if 16@ > 8000 // integer values jf @BANKJO1_25072 if 80ED: not actor $PLAYER_ACTOR 0 409.56 -484.36 radius 1.0 1.0 jf @BANKJO1_25072 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO1_25072 Actor.PutAt($PLAYER_ACTOR, 409.56, -484.36, 11.35) :BANKJO1_25072 jump @BANKJO1_24896 :BANKJO1_25079 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO1_25131 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO1_25131 0353: refresh_actor $PLAYER_ACTOR :BANKJO1_25131 0211: actor $PLAYER_ACTOR walk_to 407.77 -487.13 16@ = 0 // integer values :BANKJO1_25153 if 80ED: not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 jf @BANKJO1_25336 wait 0 if 16@ > 8000 // integer values jf @BANKJO1_25288 if 80ED: not actor $PLAYER_ACTOR 0 407.77 -487.13 radius 0.5 0.5 jf @BANKJO1_25288 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO1_25288 Actor.PutAt($PLAYER_ACTOR, 407.77, -487.13, 11.35) :BANKJO1_25288 if $3635 == 0 // integer values jf @BANKJO1_25329 if Actor.Dead($3510) jf @BANKJO1_25329 $3635 = 1 // integer values :BANKJO1_25329 jump @BANKJO1_25153 :BANKJO1_25336 0211: actor $PLAYER_ACTOR walk_to 406.16 -487.14 :BANKJO1_25351 if 80ED: not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 jf @BANKJO1_25534 wait 0 if $3635 == 0 // integer values jf @BANKJO1_25434 if Actor.Dead($3510) jf @BANKJO1_25434 $3635 = 1 // integer values :BANKJO1_25434 if 16@ > 8000 // integer values jf @BANKJO1_25527 if 80ED: not actor $PLAYER_ACTOR 0 406.16 -487.14 radius 0.5 0.5 jf @BANKJO1_25527 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO1_25527 Actor.PutAt($PLAYER_ACTOR, 406.16, -487.14, 11.35) :BANKJO1_25527 jump @BANKJO1_25351 :BANKJO1_25534 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03C8: set_camera_directly_before_player Camera.Restore_WithJumpCut $3609 = 1 // integer values :BANKJO1_25570 return :BANKJO1_25572 if $3598 == 0 // integer values jf @BANKJO1_25942 if $3609 == 0 // integer values jf @BANKJO1_25942 if 02B4: player $PLAYER_CHAR in_cube_on_foot 393.174 -470.686 8.0 386.992 -478.052 15.0 radius 8.2 sphere 0 jf @BANKJO1_25686 if Player.WantedLevel($PLAYER_CHAR) > 0 jf @BANKJO1_25686 $3598 = 1 // integer values :BANKJO1_25686 if 02B3: player $PLAYER_CHAR in_cube 390.82 -471.0 10.0 385.0 -468.27 15.0 radius 10.0 sphere 0 jf @BANKJO1_25764 if $3652 == 0 // integer values jf @BANKJO1_25764 $3652 = 1 // integer values :BANKJO1_25764 if $3652 == 1 // integer values jf @BANKJO1_25801 03CF: load_wav 'BJM1_5' as 2 $3652 = 2 // integer values :BANKJO1_25801 if $3652 == 2 // integer values jf @BANKJO1_25841 if 03D0: wav 2 loaded jf @BANKJO1_25841 $3652 = 3 // integer values :BANKJO1_25841 if $3652 == 3 // integer values jf @BANKJO1_25885 03D1: play_wav 2 00BC: text_highpriority 'BJM1_5' 5000 ms 1 // Only authorized personnel beyond this point! $3652 = 4 // integer values :BANKJO1_25885 if $3652 == 4 // integer values jf @BANKJO1_25942 if 03D2: wav 2 ended jf @BANKJO1_25942 03D5: remove_text 'BJM1_5' // Only authorized personnel beyond this point! $3598 = 1 // integer values $3652 = 5 // integer values :BANKJO1_25942 return :BANKJO1_25944 Actor.RemoveReferences($3517) Actor.RemoveReferences($3528) Actor.RemoveReferences($3539) Actor.RemoveReferences($3550) Actor.RemoveReferences($3561) Actor.RemoveReferences($3565) Actor.RemoveReferences($3576) Actor.RemoveReferences($3581) Actor.RemoveReferences($3585) Actor.RemoveReferences($3589) Actor.RemoveReferences($3593) Actor.RemoveReferences($3614) Actor.RemoveReferences($3616) Actor.RemoveReferences($3618) Actor.RemoveReferences($3620) Actor.RemoveReferences($3622) Actor.RemoveReferences($3624) Actor.RemoveReferences($3626) Actor.RemoveReferences($3628) $3671 = 2 // integer values return //-------------Mission 22--------------- // Originally: The Shootist :BANKJO2 thread 'BANKJO2' gosub @BANKJO2_67 if wasted_or_busted jf @BANKJO2_37 gosub @BANKJO2_27097 :BANKJO2_37 gosub @BANKJO2_27209 end_thread $3970 = 0 // integer values $3971 = 0 // integer values $3972 = 0 // integer values :BANKJO2_67 increment_mission_attempts $ONMISSION = 1 // integer values $986 = 0 // integer values $3677 = 121000 // integer values $3674 = 0 // integer values $3676 = 0 // integer values $3680 = 0 // integer values $3681 = 0 // integer values $3682 = 0 // integer values $3683 = 0 // integer values $3684 = 0 // integer values $3685 = 0 // integer values $3687 = 0 // integer values $3688 = 0 // integer values $3689 = 0 // integer values $3690 = 0 // integer values $3691 = 0 // integer values $3692 = 0 // integer values $3699 = 0.0 // floating-point values $3700 = 0.0 // floating-point values $3701 = 0.0 // floating-point values $3686 = 0 // integer values $3762 = 0 // integer values $3763 = 0 // integer values $3699 = -673.29 // floating-point values $3700 = 1238.52 // floating-point values $3701 = 11.5 // floating-point values $3707 = 0 // integer values $3708 = 0 // integer values $3709 = 0 // integer values $3710 = 0 // integer values $3711 = 0 // integer values $3712 = 0 // integer values $3719 = 0.0 // floating-point values $3720 = 0.0 // floating-point values $3721 = 0.0 // floating-point values $3706 = 0 // integer values $3722 = 0.0 // floating-point values $3723 = 0.0 // floating-point values $3724 = 0.0 // floating-point values $3725 = 0 // integer values $3719 = -676.11 // floating-point values $3720 = 1227.0 // floating-point values $3721 = 11.5 // floating-point values $3727 = 0 // integer values $3728 = 0 // integer values $3729 = 0 // integer values $3730 = 0 // integer values $3731 = 0 // integer values $3732 = 0 // integer values $3739 = 0.0 // floating-point values $3740 = 0.0 // floating-point values $3741 = 0.0 // floating-point values $3726 = 0 // integer values $3742 = 0.0 // floating-point values $3743 = 0.0 // floating-point values $3744 = 0.0 // floating-point values $3745 = 0 // integer values $3739 = -679.04 // floating-point values $3740 = 1238.52 // floating-point values $3741 = 11.5 // floating-point values $3746 = 0 // integer values $3747 = 0 // integer values $3835 = 0 // integer values $3749 = 0 // integer values $3750 = 0.0 // floating-point values $3751 = 0.0 // floating-point values $3752 = 0.0 // floating-point values $3753 = 0.0 // floating-point values $3755 = 0 // integer values $3756 = 0 // integer values $3757 = 0.0 // floating-point values $3758 = 0.0 // floating-point values $3759 = 0.0 // floating-point values $3760 = 0 // integer values $3761 = 0 // integer values $3764 = 0.0 // floating-point values $3765 = 0.0 // floating-point values $3766 = 0.0 // floating-point values $3767 = 0.0 // floating-point values $3769 = 0 // integer values $3770 = 0 // integer values $3771 = 0.0 // floating-point values $3772 = 0.0 // floating-point values $3773 = 0.0 // floating-point values $3774 = 0 // integer values $3775 = 0 // integer values $3778 = 0.0 // floating-point values $3779 = 0.0 // floating-point values $3780 = 0.0 // floating-point values $3781 = 0.0 // floating-point values $3783 = 0 // integer values $3784 = 0 // integer values $3785 = 0.0 // floating-point values $3786 = 0.0 // floating-point values $3787 = 0.0 // floating-point values $3788 = 0 // integer values $3789 = 0 // integer values $3792 = 0.0 // floating-point values $3793 = 0.0 // floating-point values $3794 = 0.0 // floating-point values $3795 = 0.0 // floating-point values $3797 = 0 // integer values $3798 = 0 // integer values $3799 = 0.0 // floating-point values $3800 = 0.0 // floating-point values $3801 = 0.0 // floating-point values $3802 = 0 // integer values $3803 = 0 // integer values $3806 = 0.0 // floating-point values $3807 = 0.0 // floating-point values $3808 = 0.0 // floating-point values $3809 = 0.0 // floating-point values $3811 = 0 // integer values $3812 = 0 // integer values $3813 = 0.0 // floating-point values $3814 = 0.0 // floating-point values $3815 = 0.0 // floating-point values $3816 = 0 // integer values $3817 = 0 // integer values $3820 = 0.0 // floating-point values $3821 = 0.0 // floating-point values $3822 = 0.0 // floating-point values $3823 = 0.0 // floating-point values $3825 = 0 // integer values $3826 = 0 // integer values $3827 = 0.0 // floating-point values $3828 = 0.0 // floating-point values $3829 = 0.0 // floating-point values $3830 = 0 // integer values $3831 = 0 // integer values $3834 = 0 // integer values $3838 = 0 // integer values $3839 = 0 // integer values $3844 = -674.16 // floating-point values $3845 = 1288.23 // floating-point values $3846 = 9.81 // floating-point values $3840 = 0.0 // floating-point values $3841 = 0.0 // floating-point values $3842 = 0.0 // floating-point values $3843 = 0 // integer values $3848 = 0 // integer values $3849 = 0 // integer values $3854 = -673.46 // floating-point values $3855 = 1279.29 // floating-point values $3856 = 9.81 // floating-point values $3850 = 0.0 // floating-point values $3851 = 0.0 // floating-point values $3852 = 0.0 // floating-point values $3853 = 0 // integer values $3858 = 0 // integer values $3859 = 0 // integer values $3864 = -683.23 // floating-point values $3865 = 1281.5 // floating-point values $3866 = 9.81 // floating-point values $3860 = 0.0 // floating-point values $3861 = 0.0 // floating-point values $3862 = 0.0 // floating-point values $3863 = 0 // integer values $3868 = 0 // integer values $3869 = 0 // integer values $3874 = -683.73 // floating-point values $3875 = 1289.19 // floating-point values $3876 = 9.81 // floating-point values $3870 = 0.0 // floating-point values $3871 = 0.0 // floating-point values $3872 = 0.0 // floating-point values $3873 = 0 // integer values $3878 = 0 // integer values $3879 = 0 // integer values $3884 = -678.21 // floating-point values $3885 = 1293.04 // floating-point values $3886 = 8.0 // floating-point values $3880 = 0.0 // floating-point values $3881 = 0.0 // floating-point values $3882 = 0.0 // floating-point values $3883 = 0 // integer values $3888 = 0 // integer values $3889 = 0 // integer values $3894 = -682.67 // floating-point values $3895 = 1279.42 // floating-point values $3896 = 13.0 // floating-point values $3890 = 0.0 // floating-point values $3891 = 0.0 // floating-point values $3892 = 0.0 // floating-point values $3893 = 0 // integer values $3898 = 0 // integer values $3899 = 0 // integer values $3904 = -673.1 // floating-point values $3905 = 1277.8 // floating-point values $3906 = 13.0 // floating-point values $3900 = 0.0 // floating-point values $3901 = 0.0 // floating-point values $3902 = 0.0 // floating-point values $3903 = 0 // integer values $3705 = 0 // integer values $3750 = -683.07 // floating-point values $3751 = 1269.74 // floating-point values $3752 = 9.81 // floating-point values $3753 = 90.0 // floating-point values $3764 = -683.11 // floating-point values $3765 = 1272.55 // floating-point values $3766 = 9.81 // floating-point values $3767 = 90.0 // floating-point values $3778 = -683.23 // floating-point values $3779 = 1275.01 // floating-point values $3780 = 9.81 // floating-point values $3781 = 90.0 // floating-point values $3792 = -683.64 // floating-point values $3793 = 1278.1 // floating-point values $3794 = 12.56 // floating-point values $3795 = 90.0 // floating-point values $3806 = -683.54 // floating-point values $3807 = 1275.25 // floating-point values $3808 = 12.62 // floating-point values $3809 = 90.0 // floating-point values $3820 = -683.54 // floating-point values $3821 = 1272.39 // floating-point values $3822 = 12.62 // floating-point values $3823 = 90.0 // floating-point values $3911 = 0 // integer values $3912 = 0 // integer values $3913 = 0 // integer values $3914 = 0 // integer values $3915 = 0 // integer values $3916 = 0 // integer values $3917 = 0 // integer values $3918 = 61000 // integer values $3919 = 61000 // integer values $3920 = 0 // integer values $3921 = 0 // integer values $3922 = 0 // integer values $3923 = 0 // integer values $3924 = 0 // integer values $3925 = 0 // integer values $3926 = 0 // integer values $3927 = 0 // integer values $3928 = 0 // integer values $3929 = 0 // integer values $3930 = 0 // integer values $3931 = 0 // integer values $3932 = 0 // integer values $3933 = 0 // integer values $3934 = 0 // integer values $3935 = 0 // integer values $3936 = 0 // integer values $3937 = 0 // integer values $3938 = 0 // integer values $3939 = 0 // integer values $3940 = 0 // integer values $3941 = 0 // integer values $3942 = 0 // integer values $3943 = 0 // integer values $3947 = 0 // integer values $3948 = 0 // integer values $3949 = 0 // integer values $3950 = 0 // integer values $3951 = 0 // integer values $3952 = 0 // integer values $3953 = 0 // integer values $3954 = 0 // integer values $3955 = 0 // integer values $3957 = 0 // integer values $3958 = 0 // integer values $3959 = 0 // integer values $3960 = 0 // integer values $3961 = 0 // integer values $3962 = 0 // integer values $3963 = 0 // integer values $3964 = 0 // integer values $3965 = 0 // integer values $3973 = 0 // integer values $3974 = 0 // integer values $3975 = 0 // integer values $3976 = 0 // integer values $3977 = 0 // integer values $3979 = 0 // integer values $3980 = 0 // integer values $3981 = 0 // integer values $3982 = 0 // integer values $3983 = 0 // integer values $3984 = 0 // integer values $3985 = 0 // integer values $3986 = 0 // integer values $3987 = 0 // integer values $3988 = 60 // integer values $3989 = 0 // integer values $3968 = 0 // integer values $3969 = 0 // integer values wait 0 054C: use_GXT_table 'BANKJ2' 058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 023C: load_special_actor 3 'CSCAMJ' 02F3: load_object #CUTOBJ01 'GCFAN' 02F3: load_object #CUTOBJ02 'CLCHR' select_interior 17 Camera.SetAtPos(481.03, -64.21, 8.98) 038B: load_requested_models :BANKJO2_2611 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @BANKJO2_2655 wait 0 jump @BANKJO2_2611 :BANKJO2_2655 02E4: load_cutscene_data 'BANK_2A' 0244: set_cutscene_pos 476.972 -65.499 8.943 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $188 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $188 'CSCAMJ' 02E5: $189 = create_cutscene_object #CUTOBJ01 04BC: 'GCFAN' 02E6: set_cutscene_anim $189 'GCFAN' 02E5: $190 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $190 'CLCHR' 0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO2_2877 if 4027 > $CUT_SCENE_TIME // integer values jf @BANKJO2_2912 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_2877 :BANKJO2_2912 00BC: text_highpriority 'BJM2_A' 10000 ms 1 // We need a stick up man. You know one? :BANKJO2_2927 if 6132 > $CUT_SCENE_TIME // integer values jf @BANKJO2_2962 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_2927 :BANKJO2_2962 00BC: text_highpriority 'BJM2_B' 10000 ms 1 // Hey, Tommy, Tommy, Tommy, this stuff keeps you sharp, man. :BANKJO2_2977 if 8289 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3012 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_2977 :BANKJO2_3012 00BC: text_highpriority 'BJM2_C' 10000 ms 1 // WoooOOOooo! :BANKJO2_3027 if 9182 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3062 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3027 :BANKJO2_3062 00BC: text_highpriority 'BJM2_D' 10000 ms 1 // I could be your stick up man! Stick 'em up! Stick 'em up! :BANKJO2_3077 if 11691 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3112 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3077 :BANKJO2_3112 00BC: text_highpriority 'BJM2_E' 10000 ms 1 // You ain't a stick up man, you're an idiot. :BANKJO2_3127 if 13719 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3162 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3127 :BANKJO2_3162 00BC: text_highpriority 'BJM2_F' 10000 ms 1 // Now get yourself a drink and shut up. :BANKJO2_3177 if 16291 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3212 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3177 :BANKJO2_3212 00BC: text_highpriority 'BJM2_G' 10000 ms 1 // Hey, get outta my way! Yeh yeh yeh - ow ow ow! :BANKJO2_3227 if 18784 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3262 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3227 :BANKJO2_3262 00BC: text_highpriority 'BJM2_N' 10000 ms 1 // Relax :BANKJO2_3277 if 19689 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3312 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3277 :BANKJO2_3312 00BC: text_highpriority 'BJM2_H' 10000 ms 1 // Cam, what do you think? :BANKJO2_3327 if 21204 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3362 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3327 :BANKJO2_3362 00BC: text_highpriority 'BJM2_I' 10000 ms 1 // Well, the best shooter in this town is a guy named Cassidy. :BANKJO2_3377 if 23822 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3412 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3377 :BANKJO2_3412 00BC: text_highpriority 'BJM2_J' 10000 ms 1 // Is that so? :BANKJO2_3427 if 24473 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3462 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3427 :BANKJO2_3462 00BC: text_highpriority 'BJM2_K' 10000 ms 1 // Yeah. A military guy, or he thinks he is. :BANKJO2_3477 if 27111 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3512 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3477 :BANKJO2_3512 00BC: text_highpriority 'BJM2_L' 10000 ms 1 // I doubt he was ever in the army, but he certainly knows how to get a hold of guns. :BANKJO2_3527 if 30697 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3562 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3527 :BANKJO2_3562 00BC: text_highpriority 'BJM2_M' 10000 ms 1 // He'll be down at the shooting range. :BANKJO2_3577 if 32448 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3612 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3577 :BANKJO2_3612 00BE: text_clear_all :BANKJO2_3614 if 32758 > $CUT_SCENE_TIME // integer values jf @BANKJO2_3649 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_3614 :BANKJO2_3649 fade 0 2000 00BE: text_clear_all :BANKJO2_3658 if fading jf @BANKJO2_3682 wait 0 jump @BANKJO2_3658 :BANKJO2_3682 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point 04FA: reset_sky_colors_with_fade 0 03AD: set_rubbish 1 01EB: set_traffic_density_multiplier_to 1.0 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) select_interior 0 Camera.SetAtPos(493.1, -82.4, 9.8) $986 = 0 // integer values 04E3: unknown_player $PLAYER_CHAR 0 60000 0169: set_fade_color 0 0 0 wait 500 fade 1 2000 00BC: text_highpriority 'BJM2_1' 5000 ms 1 // ~g~Go to Ammu-Nation in Downtown and talk to Phil Cassidy. 018A: $3675 = create_checkpoint_at -667.85 1211.9 10.08 03BC: $3966 = create_sphere -667.85 1211.9 10.08 1.5 $995 = 1 // integer values :BANKJO2_3865 if 80F6: not player $PLAYER_CHAR 1 -667.8 1221.0 10.5 radius 1.5 1.5 3.0 jf @BANKJO2_3977 wait 0 if 00F6: player $PLAYER_CHAR 0 -667.85 1211.9 10.08 radius 1.5 1.5 3.0 jf @BANKJO2_3970 03BD: destroy_sphere $3966 :BANKJO2_3970 jump @BANKJO2_3865 :BANKJO2_3977 03BD: destroy_sphere $3966 Marker.Disable($3675) Player.CanMove($PLAYER_CHAR) = False 03AD: set_rubbish 0 03AF: set_streaming 0 :BANKJO2_4002 if fading jf @BANKJO2_4026 wait 0 jump @BANKJO2_4002 :BANKJO2_4026 01BD: $29 = current_time_in_ms $30 = 0 // integer values :BANKJO2_4038 if and not Player.Controllable($PLAYER_CHAR) 5000 > $30 // integer values jf @BANKJO2_4094 wait 0 01BD: $28 = current_time_in_ms 0084: $30 = $28 // integer values and handles 0060: $30 -= $29 // integer values jump @BANKJO2_4038 :BANKJO2_4094 Player.MakeSafe($PLAYER_CHAR) 0522: 03AF: set_streaming 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSPHIL' 023C: load_special_actor 3 'SHOOTRA' 023C: load_special_actor 4 'SHOOTRB' 02F3: load_object #CUTOBJ01 'DEAGL' 02F3: load_object #CUTOBJ02 'CPYTH' Camera.SetAtPos(-661.91, 1231.87, 10.08) 038B: load_requested_models :BANKJO2_4198 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @BANKJO2_4246 wait 0 jump @BANKJO2_4198 :BANKJO2_4246 02E4: load_cutscene_data 'BANK_2B' 0244: set_cutscene_pos -666.305 1225.687 10.031 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $137 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $137 'CSPHIL' 02E5: $182 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $182 'SHOOTRA' 02E5: $183 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $183 'SHOOTRB' 02E5: $184 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $184 'DEAGL01' 02E5: $185 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $185 'DEAGL02' 02E5: $133 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $133 'CPYTH01' 02E5: $134 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $134 'CPYTH02' 0395: clear_area 1 at -666.46 1231.72 range 10.07 1.0 0055: put_player $PLAYER_CHAR at -666.46 1231.72 10.07 0171: set_player $PLAYER_CHAR z_angle_to 84.0 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO2_4520 if 333 > $CUT_SCENE_TIME // integer values jf @BANKJO2_4555 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_4520 :BANKJO2_4555 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_4600 058A: create_gun_flash_from -667.67 1227.545 11.559 to -667.921 1227.529 11.568 :BANKJO2_4600 if 3433 > $CUT_SCENE_TIME // integer values jf @BANKJO2_4635 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_4600 :BANKJO2_4635 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_4680 058A: create_gun_flash_from -667.682 1229.793 11.764 to -667.921 1229.807 11.769 :BANKJO2_4680 if 11500 > $CUT_SCENE_TIME // integer values jf @BANKJO2_4715 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_4680 :BANKJO2_4715 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_4760 058A: create_gun_flash_from -667.742 1233.778 11.661 to -667.96 1233.741 11.668 :BANKJO2_4760 if 12256 > $CUT_SCENE_TIME // integer values jf @BANKJO2_4795 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_4760 :BANKJO2_4795 00BC: text_highpriority 'BJM2_2A' 10000 ms 1 // You Phil Cassidy? :BANKJO2_4810 if 13731 > $CUT_SCENE_TIME // integer values jf @BANKJO2_4845 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_4810 :BANKJO2_4845 00BC: text_highpriority 'BJM2_2B' 10000 ms 1 // Why? :BANKJO2_4860 if 14800 > $CUT_SCENE_TIME // integer values jf @BANKJO2_4895 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_4860 :BANKJO2_4895 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_4940 058A: create_gun_flash_from -667.788 1264.023 11.613 to -667.96 1234.055 11.611 :BANKJO2_4940 if 15378 > $CUT_SCENE_TIME // integer values jf @BANKJO2_4975 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_4940 :BANKJO2_4975 00BC: text_highpriority 'BJM2_2C' 10000 ms 1 // I'm looking for a man who can handle a gun. From this setup, I'm not too convinced. :BANKJO2_4990 if 17100 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5025 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_4990 :BANKJO2_5025 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_5070 058A: create_gun_flash_from -667.763 1233.782 11.634 to -667.977 1233.746 11.665 :BANKJO2_5070 if 19500 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5105 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5070 :BANKJO2_5105 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_5150 058A: create_gun_flash_from -667.79 1233.966 11.617 to -667.992 1234.007 11.6 :BANKJO2_5150 if 20669 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5185 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5150 :BANKJO2_5185 00BC: text_highpriority 'BJM2_2D' 10000 ms 1 // Son, I could shoot a fly off your head at 80 feet. :BANKJO2_5200 if 24067 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5235 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5200 :BANKJO2_5235 00BC: text_highpriority 'BJM2_2E' 10000 ms 1 // Oh really? :BANKJO2_5250 if 24900 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5285 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5250 :BANKJO2_5285 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_5330 058A: create_gun_flash_from -667.723 1233.882 11.51 to -667.925 1233.924 11.507 :BANKJO2_5330 if 25633 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5365 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5330 :BANKJO2_5365 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_5410 058A: create_gun_flash_from -667.621 1233.834 11.589 to -667.807 1233.785 11.676 :BANKJO2_5410 if 25716 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5445 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5410 :BANKJO2_5445 00BC: text_highpriority 'BJM2_2F' 10000 ms 1 // Yeah. I learnt in the army. :BANKJO2_5460 if 26500 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5495 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5460 :BANKJO2_5495 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_5540 058A: create_gun_flash_from -667.651 1233.901 11.568 to -667.851 1233.951 11.575 :BANKJO2_5540 if 27333 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5575 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5540 :BANKJO2_5575 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_5620 058A: create_gun_flash_from -667.597 1233.878 11.597 to -667.792 1233.853 11.688 :BANKJO2_5620 if 27997 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5655 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5620 :BANKJO2_5655 00BC: text_highpriority 'BJM2_2G' 10000 ms 1 // Fly shooting real popular in the army? Glad I don't pay tax. :BANKJO2_5670 if 28333 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5705 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5670 :BANKJO2_5705 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_5750 058A: create_gun_flash_from -667.668 1233.848 11.601 to -667.875 1233.869 11.598 :BANKJO2_5750 if 29266 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5785 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5750 :BANKJO2_5785 if 856A: not has_cutscene_been_interrupted jf @BANKJO2_5830 058A: create_gun_flash_from -667.597 1233.892 11.522 to -667.802 1233.843 11.555 :BANKJO2_5830 if 31594 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5865 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5830 :BANKJO2_5865 00BC: text_highpriority 'BJM2_2H' 10000 ms 1 // You tryin' to be funny kid? :BANKJO2_5880 if 34852 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5917 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5880 :BANKJO2_5917 00BC: text_highpriority 'BJM2_2I' 10000 ms 1 // Ha ha ha ha ha! :BANKJO2_5932 if 37052 > $CUT_SCENE_TIME // integer values jf @BANKJO2_5969 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5932 :BANKJO2_5969 00BC: text_highpriority 'BJM2_2J' 10000 ms 1 // Let's shoot. :BANKJO2_5984 if 39168 > $CUT_SCENE_TIME // integer values jf @BANKJO2_6021 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_5984 :BANKJO2_6021 00BE: text_clear_all :BANKJO2_6023 if 41968 > $CUT_SCENE_TIME // integer values jf @BANKJO2_6060 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO2_6023 :BANKJO2_6060 fade 0 2000 00BE: text_clear_all :BANKJO2_6069 if fading jf @BANKJO2_6093 wait 0 jump @BANKJO2_6069 :BANKJO2_6093 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Camera.SetAtPos(-663.95, 1231.29, 10.08) $995 = 0 // integer values 04E3: unknown_player $PLAYER_CHAR 0 60000 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 Model.Load(#MALE01) Model.Load(#TAR_GUN1) Model.Load(#TAR_GUN2) Model.Load(#COLT45) Model.Load(#TAR_FRAME) Model.Load(#TAR_DOWNLEFT) Model.Load(#TAR_DOWNRIGHT) Model.Load(#TAR_TOP) Model.Load(#TAR_UPLEFT) Model.Load(#TAR_UPRIGHT) Model.Load(#FAKETARGET) 023C: load_special_actor 5 'IGPHIL' 03CF: load_wav 'BNK2_1' as 1 03CF: load_wav 'BNK2_2' as 2 :BANKJO2_6259 if or not Model.Available(#MALE01) not Model.Available(#COLT45) not Model.Available(#TAR_GUN1) 823D: not special_actor 5 loaded 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @BANKJO2_6307 wait 0 jump @BANKJO2_6259 :BANKJO2_6307 if or not Model.Available(#TAR_FRAME) not Model.Available(#TAR_DOWNLEFT) not Model.Available(#TAR_DOWNRIGHT) not Model.Available(#TAR_TOP) not Model.Available(#TAR_UPLEFT) not Model.Available(#TAR_UPRIGHT) jf @BANKJO2_6359 wait 0 jump @BANKJO2_6307 :BANKJO2_6359 if or not Model.Available(#FAKETARGET) not Model.Available(#TAR_GUN2) jf @BANKJO2_6390 wait 0 jump @BANKJO2_6359 :BANKJO2_6390 $3908 = Actor.Create(CivMale, #SPECIAL05, -665.99, 1234.17, 10.08) 01ED: clear_actor $3908 threat_search 01B2: give_actor $3908 weapon 17 ammo 1 // Load the weapon model before using this Actor.Angle($3908) = 90.0 $3909 = Actor.Create(CivMale, #MALE01, -666.29, 1229.32, 10.08) 01ED: clear_actor $3909 threat_search 01B2: give_actor $3909 weapon 17 ammo 1 // Load the weapon model before using this Actor.Angle($3909) = 90.0 $3944 = Object.Init(#FAKETARGET, -668.42, 1231.65, 10.08) Object.RemoveFromMissionCleanupList($3944) Object.Angle($3944) = 90.0 $3945 = Object.Init(#FAKETARGET, -664.73, 1269.09, 9.81) Object.RemoveFromMissionCleanupList($3945) Object.Angle($3945) = 90.0 $3946 = Object.Init(#FAKETARGET, -677.75, 1272.03, 9.81) Object.RemoveFromMissionCleanupList($3946) Object.Angle($3946) = 0.0 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $3938 ammo $3939 model $3940 04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3944 at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 $3911 = 100 // integer values 0169: set_fade_color 0 0 0 wait 500 fade 1 2000 :BANKJO2_6695 if fading jf @BANKJO2_6865 wait 0 if Actor.Dead($3908) jf @BANKJO2_6750 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_6750 if Actor.Dead($3909) jf @BANKJO2_6788 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_6788 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_6858 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_6858 jump @BANKJO2_6695 :BANKJO2_6865 00BC: text_highpriority 'BJM2_19' 8000 ms 1 // ~g~Hit as many targets as you can in the time limit! if $109 == 1 // integer values jf @BANKJO2_6928 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_6928 jump @BANKJO2_8642 :BANKJO2_6928 16@ = 0 // integer values :BANKJO2_6935 if 5000 > 16@ // integer values jf @BANKJO2_7159 wait 0 if $109 == 1 // integer values jf @BANKJO2_7006 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_7006 jump @BANKJO2_8642 :BANKJO2_7006 if Actor.Dead($3908) jf @BANKJO2_7044 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_7044 if Actor.Dead($3909) jf @BANKJO2_7082 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_7082 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_7152 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_7152 jump @BANKJO2_6935 :BANKJO2_7159 00BC: text_highpriority 'BJM2_20' 8000 ms 1 // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over! 16@ = 0 // integer values :BANKJO2_7181 if 5000 > 16@ // integer values jf @BANKJO2_7405 wait 0 if $109 == 1 // integer values jf @BANKJO2_7252 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_7252 jump @BANKJO2_8642 :BANKJO2_7252 if Actor.Dead($3908) jf @BANKJO2_7290 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_7290 if Actor.Dead($3909) jf @BANKJO2_7328 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_7328 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_7398 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_7398 jump @BANKJO2_7181 :BANKJO2_7405 00BC: text_highpriority 'BJM2_24' 8000 ms 1 // ~g~The closest target is worth one point. 16@ = 0 // integer values :BANKJO2_7427 if 5000 > 16@ // integer values jf @BANKJO2_7651 wait 0 if $109 == 1 // integer values jf @BANKJO2_7498 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_7498 jump @BANKJO2_8642 :BANKJO2_7498 if Actor.Dead($3908) jf @BANKJO2_7536 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_7536 if Actor.Dead($3909) jf @BANKJO2_7574 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_7574 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_7644 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_7644 jump @BANKJO2_7427 :BANKJO2_7651 00BC: text_highpriority 'BJM2_25' 8000 ms 1 // ~g~The middle target is worth two points. 16@ = 0 // integer values :BANKJO2_7673 if 5000 > 16@ // integer values jf @BANKJO2_7897 wait 0 if $109 == 1 // integer values jf @BANKJO2_7744 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_7744 jump @BANKJO2_8642 :BANKJO2_7744 if Actor.Dead($3908) jf @BANKJO2_7782 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_7782 if Actor.Dead($3909) jf @BANKJO2_7820 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_7820 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_7890 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_7890 jump @BANKJO2_7673 :BANKJO2_7897 00BC: text_highpriority 'BJM2_26' 8000 ms 1 // ~g~The far target is worth three points. 16@ = 0 // integer values :BANKJO2_7919 if 5000 > 16@ // integer values jf @BANKJO2_8143 wait 0 if $109 == 1 // integer values jf @BANKJO2_7990 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_7990 jump @BANKJO2_8642 :BANKJO2_7990 if Actor.Dead($3908) jf @BANKJO2_8028 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_8028 if Actor.Dead($3909) jf @BANKJO2_8066 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_8066 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_8136 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_8136 jump @BANKJO2_7919 :BANKJO2_8143 00BC: text_highpriority 'BJM2_2' 8000 ms 1 // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button. 16@ = 0 // integer values :BANKJO2_8165 if 5000 > 16@ // integer values jf @BANKJO2_8389 wait 0 if $109 == 1 // integer values jf @BANKJO2_8236 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_8236 jump @BANKJO2_8642 :BANKJO2_8236 if Actor.Dead($3908) jf @BANKJO2_8274 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_8274 if Actor.Dead($3909) jf @BANKJO2_8312 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_8312 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_8382 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_8382 jump @BANKJO2_8165 :BANKJO2_8389 00BC: text_highpriority 'BJM2_23' 8000 ms 1 // ~g~If you leave the shooting range during the competition, you will fail the mission. 16@ = 0 // integer values :BANKJO2_8411 if 5000 > 16@ // integer values jf @BANKJO2_8635 wait 0 if $109 == 1 // integer values jf @BANKJO2_8482 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_8482 jump @BANKJO2_8642 :BANKJO2_8482 if Actor.Dead($3908) jf @BANKJO2_8520 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_8520 if Actor.Dead($3909) jf @BANKJO2_8558 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_8558 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_8628 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_8628 jump @BANKJO2_8411 :BANKJO2_8635 $109 = 1 // integer values :BANKJO2_8642 Player.CanMove($PLAYER_CHAR) = True 00BC: text_highpriority 'BNK2_1' 5000 ms 1 // LIVE AMMUNITION 03D1: play_wav 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 $123 = 1 // integer values :BANKJO2_8689 if 83D2: not wav 1 ended jf @BANKJO2_8861 wait 0 if Actor.Dead($3908) jf @BANKJO2_8746 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_8746 if Actor.Dead($3909) jf @BANKJO2_8784 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_8784 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_8854 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_8854 jump @BANKJO2_8689 :BANKJO2_8861 03D5: remove_text 'BNK2_1' // LIVE AMMUNITION 03CF: load_wav 'BNK2_5' as 1 03D1: play_wav 2 00BC: text_highpriority 'BNK2_2' 5000 ms 1 // AIM 3-2-1 FIRE! :BANKJO2_8902 if or 83D2: not wav 2 ended 83D0: not wav 1 loaded jf @BANKJO2_9078 wait 0 if Actor.Dead($3908) jf @BANKJO2_8963 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_8963 if Actor.Dead($3909) jf @BANKJO2_9001 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_9001 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_9071 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_9071 jump @BANKJO2_8902 :BANKJO2_9078 03D5: remove_text 'BNK2_2' // AIM 3-2-1 FIRE! 03CF: load_wav 'BNK2_4' as 2 $3941 = 0 // integer values $3942 = 1 // integer values 014E: start_timer_at $3677 count_in_direction 1 04F7: status_text $3988 0 line 2 'BJM2_18' // SCORE TO BEAT: 04F7: status_text $3968 0 line 1 'BJM2_15' // SCORE: 16@ = 0 // integer values 018D: $3967 = create_sound 11 at -679.403 1232.564 11.105 :BANKJO2_9184 if $3676 == 0 // integer values jf @BANKJO2_13344 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_9276 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_9276 if 00E1: player 0 pressed_button 14 jf @BANKJO2_9300 $3676 = 1 // integer values :BANKJO2_9300 if $3941 == 0 // integer values jf @BANKJO2_9340 if 03D0: wav 2 loaded jf @BANKJO2_9340 $3941 = 1 // integer values :BANKJO2_9340 if $3941 == 1 // integer values jf @BANKJO2_9474 if $3942 == 1 // integer values jf @BANKJO2_9474 if 16@ >= 60000 // integer values jf @BANKJO2_9474 if $3674 >= 20 // integer values jf @BANKJO2_9448 03D1: play_wav 2 00BC: text_highpriority 'BNK2_4' 5000 ms 1 // Hoooeee! $3941 = 2 // integer values jump @BANKJO2_9474 :BANKJO2_9448 03D1: play_wav 1 00BC: text_highpriority 'BNK2_5' 5000 ms 1 // Couldn't hit a barn door! $3942 = 2 // integer values :BANKJO2_9474 if $3941 == 2 // integer values jf @BANKJO2_9532 if 03D2: wav 2 ended jf @BANKJO2_9532 03D5: remove_text 'BNK2_4' // Hoooeee! 040D: unload_wav 1 040D: unload_wav 2 $3941 = 3 // integer values :BANKJO2_9532 if $3942 == 2 // integer values jf @BANKJO2_9590 if 03D2: wav 1 ended jf @BANKJO2_9590 03D5: remove_text 'BNK2_5' // Couldn't hit a barn door! 040D: unload_wav 1 040D: unload_wav 2 $3942 = 3 // integer values :BANKJO2_9590 if or $3941 == 3 // integer values $3942 == 3 // integer values jf @BANKJO2_9664 if $3943 == 0 // integer values jf @BANKJO2_9664 03CF: load_wav 'BNK2_3' as 1 03CF: load_wav 'BNK2_2' as 2 $3943 = 1 // integer values :BANKJO2_9664 if $3943 == 1 // integer values jf @BANKJO2_9708 if and 03D0: wav 1 loaded 03D0: wav 2 loaded jf @BANKJO2_9708 $3943 = 2 // integer values :BANKJO2_9708 if Actor.Dead($3908) jf @BANKJO2_9746 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_9746 if Actor.Dead($3909) jf @BANKJO2_9784 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_9784 Player.ClearWantedLevel($PLAYER_CHAR) 0419: $3680 = player $PLAYER_CHAR weapon 17 ammo if or $3677 == 0 // integer values $3680 == 0 // integer values jf @BANKJO2_9933 if $3970 == 0 // integer values jf @BANKJO2_9863 16@ = 0 // integer values $3970 = 1 // integer values jump @BANKJO2_9933 :BANKJO2_9863 if 16@ > 200 // integer values jf @BANKJO2_9933 if $3943 == 2 // integer values jf @BANKJO2_9926 03D1: play_wav 1 00BC: text_highpriority 'BNK2_3' 5000 ms 1 // AREA CLEAR! $3947 = 1 // integer values :BANKJO2_9926 $3676 = 1 // integer values :BANKJO2_9933 01BD: $3978 = current_time_in_ms if $3979 == 0 // integer values jf @BANKJO2_9976 01BD: $3978 = current_time_in_ms 0084: $3980 = $3978 // integer values and handles $3979 = 1 // integer values :BANKJO2_9976 if $3979 == 1 // integer values jf @BANKJO2_10010 0084: $3981 = $3978 // integer values and handles 0060: $3981 -= $3980 // integer values :BANKJO2_10010 if $3981 >= 2000 // integer values jf @BANKJO2_10265 if $3686 == 0 // integer values jf @BANKJO2_10265 $3693 = Object.Create(#TAR_FRAME, $3699, $3700, $3701) Object.Angle($3693) = 90.0 $3694 = Object.Create(#TAR_DOWNLEFT, $3699, $3700, $3701) Object.Angle($3694) = 90.0 $3695 = Object.Create(#TAR_DOWNRIGHT, $3699, $3700, $3701) Object.Angle($3695) = 90.0 $3696 = Object.Create(#TAR_TOP, $3699, $3700, $3701) Object.Angle($3696) = 90.0 $3697 = Object.Create(#TAR_UPLEFT, $3699, $3700, $3701) Object.Angle($3697) = 90.0 $3698 = Object.Create(#TAR_UPRIGHT, $3699, $3700, $3701) Object.Angle($3698) = 90.0 $3687 = 0 // integer values $3688 = 0 // integer values $3689 = 0 // integer values $3690 = 0 // integer values $3691 = 0 // integer values $3692 = 0 // integer values $3705 = 0 // integer values $3686 = 1 // integer values :BANKJO2_10265 if $3686 == 1 // integer values jf @BANKJO2_10556 if $3687 == 0 // integer values jf @BANKJO2_10453 if 8366: not object $3693 damaged jf @BANKJO2_10331 Object.StorePos($3693, $3702, $3703, $3704) :BANKJO2_10331 if $3705 == 0 // integer values jf @BANKJO2_10401 if 1228.7 >= $3703 // floating-point values jf @BANKJO2_10384 $3705 = 1 // integer values jump @BANKJO2_10394 :BANKJO2_10384 007E: $3703 -= frame_delta_time * 0.06 // floating-point values :BANKJO2_10394 jump @BANKJO2_10446 :BANKJO2_10401 if $3703 >= 1236.5 // floating-point values jf @BANKJO2_10436 $3705 = 0 // integer values jump @BANKJO2_10446 :BANKJO2_10436 0078: $3703 += frame_delta_time * 0.06 // floating-point values :BANKJO2_10446 jump @BANKJO2_10556 :BANKJO2_10453 if 8366: not object $3693 damaged jf @BANKJO2_10556 Object.StorePos($3693, $3702, $3703, $3704) if $3703 >= 1239.0 // floating-point values jf @BANKJO2_10546 if 8366: not object $3693 damaged jf @BANKJO2_10525 Object.Destroy($3693) :BANKJO2_10525 $3686 = 0 // integer values $3979 = 0 // integer values jump @BANKJO2_10556 :BANKJO2_10546 0078: $3703 += frame_delta_time * 0.06 // floating-point values :BANKJO2_10556 if $3686 == 1 // integer values jf @BANKJO2_11057 01BC: put_object $3693 at $3702 $3703 $3704 if $3687 == 0 // integer values jf @BANKJO2_11057 if and $3688 == 1 // integer values $3689 == 1 // integer values $3690 == 1 // integer values $3691 == 1 // integer values $3692 == 1 // integer values jf @BANKJO2_10687 $3989 += 1 // integer values $3674 += 1 // integer values $3968 += 1 // integer values $3979 = 0 // integer values $3687 = 1 // integer values :BANKJO2_10687 if $3688 == 0 // integer values jf @BANKJO2_10761 if 0366: object $3694 damaged jf @BANKJO2_10747 Object.Destroy($3694) $3681 += 1 // integer values $3688 = 1 // integer values jump @BANKJO2_10761 :BANKJO2_10747 01BC: put_object $3694 at $3702 $3703 $3704 :BANKJO2_10761 if $3689 == 0 // integer values jf @BANKJO2_10835 if 0366: object $3695 damaged jf @BANKJO2_10821 Object.Destroy($3695) $3681 += 1 // integer values $3689 = 1 // integer values jump @BANKJO2_10835 :BANKJO2_10821 01BC: put_object $3695 at $3702 $3703 $3704 :BANKJO2_10835 if $3690 == 0 // integer values jf @BANKJO2_10909 if 0366: object $3696 damaged jf @BANKJO2_10895 Object.Destroy($3696) $3681 += 1 // integer values $3690 = 1 // integer values jump @BANKJO2_10909 :BANKJO2_10895 01BC: put_object $3696 at $3702 $3703 $3704 :BANKJO2_10909 if $3691 == 0 // integer values jf @BANKJO2_10983 if 0366: object $3697 damaged jf @BANKJO2_10969 Object.Destroy($3697) $3681 += 1 // integer values $3691 = 1 // integer values jump @BANKJO2_10983 :BANKJO2_10969 01BC: put_object $3697 at $3702 $3703 $3704 :BANKJO2_10983 if $3692 == 0 // integer values jf @BANKJO2_11057 if 0366: object $3698 damaged jf @BANKJO2_11043 Object.Destroy($3698) $3681 += 1 // integer values $3692 = 1 // integer values jump @BANKJO2_11057 :BANKJO2_11043 01BC: put_object $3698 at $3702 $3703 $3704 :BANKJO2_11057 if $3982 == 0 // integer values jf @BANKJO2_11095 01BD: $3978 = current_time_in_ms 0084: $3983 = $3978 // integer values and handles $3982 = 1 // integer values :BANKJO2_11095 if $3982 == 1 // integer values jf @BANKJO2_11129 0084: $3984 = $3978 // integer values and handles 0060: $3984 -= $3983 // integer values :BANKJO2_11129 if $3984 >= 2000 // integer values jf @BANKJO2_11384 if $3706 == 0 // integer values jf @BANKJO2_11384 $3713 = Object.Create(#TAR_FRAME, $3719, $3720, $3721) Object.Angle($3713) = 90.0 $3714 = Object.Create(#TAR_DOWNLEFT, $3719, $3720, $3721) Object.Angle($3714) = 90.0 $3715 = Object.Create(#TAR_DOWNRIGHT, $3719, $3720, $3721) Object.Angle($3715) = 90.0 $3716 = Object.Create(#TAR_TOP, $3719, $3720, $3721) Object.Angle($3716) = 90.0 $3717 = Object.Create(#TAR_UPLEFT, $3719, $3720, $3721) Object.Angle($3717) = 90.0 $3718 = Object.Create(#TAR_UPRIGHT, $3719, $3720, $3721) Object.Angle($3718) = 90.0 $3707 = 0 // integer values $3708 = 0 // integer values $3709 = 0 // integer values $3710 = 0 // integer values $3711 = 0 // integer values $3712 = 0 // integer values $3725 = 1 // integer values $3706 = 1 // integer values :BANKJO2_11384 if $3706 == 1 // integer values jf @BANKJO2_11675 if $3707 == 0 // integer values jf @BANKJO2_11572 if 8366: not object $3713 damaged jf @BANKJO2_11450 Object.StorePos($3713, $3722, $3723, $3724) :BANKJO2_11450 if $3725 == 0 // integer values jf @BANKJO2_11520 if 1228.7 >= $3723 // floating-point values jf @BANKJO2_11503 $3725 = 1 // integer values jump @BANKJO2_11513 :BANKJO2_11503 007E: $3723 -= frame_delta_time * 0.04 // floating-point values :BANKJO2_11513 jump @BANKJO2_11565 :BANKJO2_11520 if $3723 >= 1236.5 // floating-point values jf @BANKJO2_11555 $3725 = 0 // integer values jump @BANKJO2_11565 :BANKJO2_11555 0078: $3723 += frame_delta_time * 0.04 // floating-point values :BANKJO2_11565 jump @BANKJO2_11675 :BANKJO2_11572 if 8366: not object $3713 damaged jf @BANKJO2_11675 Object.StorePos($3713, $3722, $3723, $3724) if 1227.0 >= $3723 // floating-point values jf @BANKJO2_11665 if 8366: not object $3713 damaged jf @BANKJO2_11644 Object.Destroy($3713) :BANKJO2_11644 $3706 = 0 // integer values $3982 = 0 // integer values jump @BANKJO2_11675 :BANKJO2_11665 007E: $3723 -= frame_delta_time * 0.06 // floating-point values :BANKJO2_11675 if $3706 == 1 // integer values jf @BANKJO2_12190 01BC: put_object $3713 at $3722 $3723 $3724 if $3707 == 0 // integer values jf @BANKJO2_12190 if and $3708 == 1 // integer values $3709 == 1 // integer values $3710 == 1 // integer values $3711 == 1 // integer values $3712 == 1 // integer values jf @BANKJO2_11820 $3989 += 1 // integer values $3674 += 1 // integer values $3674 += 1 // integer values $3968 += 1 // integer values $3968 += 1 // integer values $3982 = 0 // integer values $3707 = 1 // integer values :BANKJO2_11820 if $3708 == 0 // integer values jf @BANKJO2_11894 if 0366: object $3714 damaged jf @BANKJO2_11880 Object.Destroy($3714) $3681 += 1 // integer values $3708 = 1 // integer values jump @BANKJO2_11894 :BANKJO2_11880 01BC: put_object $3714 at $3722 $3723 $3724 :BANKJO2_11894 if $3709 == 0 // integer values jf @BANKJO2_11968 if 0366: object $3715 damaged jf @BANKJO2_11954 Object.Destroy($3715) $3681 += 1 // integer values $3709 = 1 // integer values jump @BANKJO2_11968 :BANKJO2_11954 01BC: put_object $3715 at $3722 $3723 $3724 :BANKJO2_11968 if $3710 == 0 // integer values jf @BANKJO2_12042 if 0366: object $3716 damaged jf @BANKJO2_12028 Object.Destroy($3716) $3681 += 1 // integer values $3710 = 1 // integer values jump @BANKJO2_12042 :BANKJO2_12028 01BC: put_object $3716 at $3722 $3723 $3724 :BANKJO2_12042 if $3711 == 0 // integer values jf @BANKJO2_12116 if 0366: object $3717 damaged jf @BANKJO2_12102 Object.Destroy($3717) $3681 += 1 // integer values $3711 = 1 // integer values jump @BANKJO2_12116 :BANKJO2_12102 01BC: put_object $3717 at $3722 $3723 $3724 :BANKJO2_12116 if $3712 == 0 // integer values jf @BANKJO2_12190 if 0366: object $3718 damaged jf @BANKJO2_12176 Object.Destroy($3718) $3681 += 1 // integer values $3712 = 1 // integer values jump @BANKJO2_12190 :BANKJO2_12176 01BC: put_object $3718 at $3722 $3723 $3724 :BANKJO2_12190 if $3985 == 0 // integer values jf @BANKJO2_12228 01BD: $3978 = current_time_in_ms 0084: $3986 = $3978 // integer values and handles $3985 = 1 // integer values :BANKJO2_12228 if $3985 == 1 // integer values jf @BANKJO2_12262 0084: $3987 = $3978 // integer values and handles 0060: $3987 -= $3986 // integer values :BANKJO2_12262 if $3987 >= 2000 // integer values jf @BANKJO2_12517 if $3726 == 0 // integer values jf @BANKJO2_12517 $3733 = Object.Create(#TAR_FRAME, $3739, $3740, $3741) Object.Angle($3733) = 90.0 $3734 = Object.Create(#TAR_DOWNLEFT, $3739, $3740, $3741) Object.Angle($3734) = 90.0 $3735 = Object.Create(#TAR_DOWNRIGHT, $3739, $3740, $3741) Object.Angle($3735) = 90.0 $3736 = Object.Create(#TAR_TOP, $3739, $3740, $3741) Object.Angle($3736) = 90.0 $3737 = Object.Create(#TAR_UPLEFT, $3739, $3740, $3741) Object.Angle($3737) = 90.0 $3738 = Object.Create(#TAR_UPRIGHT, $3739, $3740, $3741) Object.Angle($3738) = 90.0 $3727 = 0 // integer values $3728 = 0 // integer values $3729 = 0 // integer values $3730 = 0 // integer values $3731 = 0 // integer values $3732 = 0 // integer values $3745 = 0 // integer values $3726 = 1 // integer values :BANKJO2_12517 if $3726 == 1 // integer values jf @BANKJO2_12808 if $3727 == 0 // integer values jf @BANKJO2_12705 if 8366: not object $3733 damaged jf @BANKJO2_12583 Object.StorePos($3733, $3742, $3743, $3744) :BANKJO2_12583 if $3745 == 0 // integer values jf @BANKJO2_12653 if 1228.7 >= $3743 // floating-point values jf @BANKJO2_12636 $3745 = 1 // integer values jump @BANKJO2_12646 :BANKJO2_12636 007E: $3743 -= frame_delta_time * 0.02 // floating-point values :BANKJO2_12646 jump @BANKJO2_12698 :BANKJO2_12653 if $3743 >= 1236.5 // floating-point values jf @BANKJO2_12688 $3745 = 0 // integer values jump @BANKJO2_12698 :BANKJO2_12688 0078: $3743 += frame_delta_time * 0.02 // floating-point values :BANKJO2_12698 jump @BANKJO2_12808 :BANKJO2_12705 if 8366: not object $3733 damaged jf @BANKJO2_12808 Object.StorePos($3733, $3742, $3743, $3744) if $3743 >= 1239.0 // floating-point values jf @BANKJO2_12798 if 8366: not object $3733 damaged jf @BANKJO2_12777 Object.Destroy($3733) :BANKJO2_12777 $3726 = 0 // integer values $3987 = 0 // integer values jump @BANKJO2_12808 :BANKJO2_12798 0078: $3743 += frame_delta_time * 0.06 // floating-point values :BANKJO2_12808 if $3726 == 1 // integer values jf @BANKJO2_13337 01BC: put_object $3733 at $3742 $3743 $3744 if $3727 == 0 // integer values jf @BANKJO2_13337 if and $3728 == 1 // integer values $3729 == 1 // integer values $3730 == 1 // integer values $3731 == 1 // integer values $3732 == 1 // integer values jf @BANKJO2_12967 $3989 += 1 // integer values $3674 += 1 // integer values $3674 += 1 // integer values $3674 += 1 // integer values $3968 += 1 // integer values $3968 += 1 // integer values $3968 += 1 // integer values $3987 = 0 // integer values $3727 = 1 // integer values :BANKJO2_12967 if $3728 == 0 // integer values jf @BANKJO2_13041 if 0366: object $3734 damaged jf @BANKJO2_13027 Object.Destroy($3734) $3681 += 1 // integer values $3728 = 1 // integer values jump @BANKJO2_13041 :BANKJO2_13027 01BC: put_object $3734 at $3742 $3743 $3744 :BANKJO2_13041 if $3729 == 0 // integer values jf @BANKJO2_13115 if 0366: object $3735 damaged jf @BANKJO2_13101 Object.Destroy($3735) $3681 += 1 // integer values $3729 = 1 // integer values jump @BANKJO2_13115 :BANKJO2_13101 01BC: put_object $3735 at $3742 $3743 $3744 :BANKJO2_13115 if $3730 == 0 // integer values jf @BANKJO2_13189 if 0366: object $3736 damaged jf @BANKJO2_13175 Object.Destroy($3736) $3681 += 1 // integer values $3730 = 1 // integer values jump @BANKJO2_13189 :BANKJO2_13175 01BC: put_object $3736 at $3742 $3743 $3744 :BANKJO2_13189 if $3731 == 0 // integer values jf @BANKJO2_13263 if 0366: object $3737 damaged jf @BANKJO2_13249 Object.Destroy($3737) $3681 += 1 // integer values $3731 = 1 // integer values jump @BANKJO2_13263 :BANKJO2_13249 01BC: put_object $3737 at $3742 $3743 $3744 :BANKJO2_13263 if $3732 == 0 // integer values jf @BANKJO2_13337 if 0366: object $3738 damaged jf @BANKJO2_13323 Object.Destroy($3738) $3681 += 1 // integer values $3732 = 1 // integer values jump @BANKJO2_13337 :BANKJO2_13323 01BC: put_object $3738 at $3742 $3743 $3744 :BANKJO2_13337 jump @BANKJO2_9184 :BANKJO2_13344 018E: stop_sound $3967 if $3947 == 1 // integer values jf @BANKJO2_13539 :BANKJO2_13367 if 83D2: not wav 1 ended jf @BANKJO2_13539 wait 0 if Actor.Dead($3908) jf @BANKJO2_13424 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_13424 if Actor.Dead($3909) jf @BANKJO2_13462 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_13462 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_13532 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_13532 jump @BANKJO2_13367 :BANKJO2_13539 03D5: remove_text 'BJM2_19' // ~g~Hit as many targets as you can in the time limit! 03D5: remove_text 'BJM2_20' // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over! 03D5: remove_text 'BJM2_2' // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button. 03D5: remove_text 'BNK2_3' // AREA CLEAR! 0084: $3912 = $3911 // integer values and handles 0060: $3912 -= $3680 // integer values 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 0465: remove_actor $PLAYER_ACTOR from_turret_mode Object.Destroy($3944) 014F: stop_timer $3677 01E3: text_1number_styled 'BJM2_4' number $3674 time 3000 style 1 // SCORE ROUND ONE: ~1~ 00BC: text_highpriority 'BJM2_9' 2000 ms 1 // ~g~Get to round two's starting point. 018A: $3678 = create_checkpoint_at -664.73 1269.09 9.81 $123 = 1 // integer values :BANKJO2_13677 if 80F6: not player $PLAYER_CHAR $123 -664.73 1269.09 9.81 radius 2.0 2.0 2.0 jf @BANKJO2_13883 wait 0 if Actor.Dead($3908) jf @BANKJO2_13768 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_13768 if Actor.Dead($3909) jf @BANKJO2_13806 00BC: text_highpriority 'BJM2_12' 5000 ms 1 // ~r~One of the shooters is dead! jump @BANKJO2_27097 :BANKJO2_13806 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_13876 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_13876 jump @BANKJO2_13677 :BANKJO2_13883 Marker.Disable($3678) Player.CanMove($PLAYER_CHAR) = False if not Actor.Dead($3909) jf @BANKJO2_13916 Actor.RemoveReferences($3909) :BANKJO2_13916 if not Actor.Dead($3908) jf @BANKJO2_13942 Actor.Angle($3908) = 270.0 :BANKJO2_13942 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 wait 500 if Actor.Dead($3908) jf @BANKJO2_13999 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_13999 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_14069 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_14069 04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3945 at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 017A: set_player $PLAYER_CHAR weapon 17 ammo_to 50 $3913 = 50 // integer values Object.Destroy($3693) Object.Destroy($3694) Object.Destroy($3695) Object.Destroy($3696) Object.Destroy($3697) Object.Destroy($3698) Object.Destroy($3713) Object.Destroy($3714) Object.Destroy($3715) Object.Destroy($3716) Object.Destroy($3717) Object.Destroy($3718) Object.Destroy($3733) Object.Destroy($3734) Object.Destroy($3735) Object.Destroy($3736) Object.Destroy($3737) Object.Destroy($3738) 00BC: text_highpriority 'BJM2_19' 8000 ms 1 // ~g~Hit as many targets as you can in the time limit! 16@ = 0 // integer values :BANKJO2_14229 if 5000 > 16@ // integer values jf @BANKJO2_14415 wait 0 if $109 == 1 // integer values jf @BANKJO2_14300 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_14300 jump @BANKJO2_14831 :BANKJO2_14300 if Actor.Dead($3908) jf @BANKJO2_14338 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_14338 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_14408 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_14408 jump @BANKJO2_14229 :BANKJO2_14415 00BC: text_highpriority 'BJM2_20' 8000 ms 1 // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over! 16@ = 0 // integer values :BANKJO2_14437 if 5000 > 16@ // integer values jf @BANKJO2_14623 wait 0 if $109 == 1 // integer values jf @BANKJO2_14508 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_14508 jump @BANKJO2_14831 :BANKJO2_14508 if Actor.Dead($3908) jf @BANKJO2_14546 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_14546 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_14616 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_14616 jump @BANKJO2_14437 :BANKJO2_14623 00BC: text_highpriority 'BJM2_27' 8000 ms 1 // ~g~All targets this round are worth one point. 16@ = 0 // integer values :BANKJO2_14645 if 5000 > 16@ // integer values jf @BANKJO2_14831 wait 0 if $109 == 1 // integer values jf @BANKJO2_14716 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_14716 jump @BANKJO2_14831 :BANKJO2_14716 if Actor.Dead($3908) jf @BANKJO2_14754 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_14754 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_14824 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_14824 jump @BANKJO2_14645 :BANKJO2_14831 03CF: load_wav 'BNK2_2' as 2 03CF: load_wav 'BNK2_3' as 1 :BANKJO2_14855 if or 83D0: not wav 2 loaded 83D0: not wav 1 loaded jf @BANKJO2_14993 wait 0 if Actor.Dead($3908) jf @BANKJO2_14916 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_14916 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_14986 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_14986 jump @BANKJO2_14855 :BANKJO2_14993 Player.CanMove($PLAYER_CHAR) = True 03D1: play_wav 2 00BC: text_highpriority 'BNK2_2' 4000 ms 1 // AIM 3-2-1 FIRE! :BANKJO2_15019 if 83D2: not wav 2 ended jf @BANKJO2_15153 wait 0 if Actor.Dead($3908) jf @BANKJO2_15076 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_15076 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_15146 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_15146 jump @BANKJO2_15019 :BANKJO2_15153 03D5: remove_text 'BNK2_2' // AIM 3-2-1 FIRE! 014E: start_timer_at $3918 count_in_direction 1 018D: $3967 = create_sound 11 at -682.092 1273.931 10.818 :BANKJO2_15192 if $3747 == 0 // integer values jf @BANKJO2_18885 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_15284 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_15284 if 00E1: player 0 pressed_button 14 jf @BANKJO2_15308 $3747 = 1 // integer values :BANKJO2_15308 01BD: $3749 = current_time_in_ms if $3920 == 0 // integer values jf @BANKJO2_15351 01BD: $3749 = current_time_in_ms 0084: $3921 = $3749 // integer values and handles $3920 = 1 // integer values :BANKJO2_15351 if $3920 == 1 // integer values jf @BANKJO2_15385 0084: $3922 = $3749 // integer values and handles 0060: $3922 -= $3921 // integer values :BANKJO2_15385 if $3922 >= 500 // integer values jf @BANKJO2_15879 if $3761 == 0 // integer values jf @BANKJO2_15475 $3754 = Object.Init(#TAR_GUN1, $3750, $3751, $3752) Object.Angle($3754) = $3753 $3755 = 0 // integer values $3756 = 0 // integer values $3760 = 0 // integer values $3761 = 1 // integer values :BANKJO2_15475 if $3761 == 1 // integer values jf @BANKJO2_15879 if and $3755 == 0 // integer values $3756 == 0 // integer values jf @BANKJO2_15879 if 8366: not object $3754 damaged jf @BANKJO2_15805 Object.StorePos($3754, $3757, $3758, $3759) if $3760 == 0 // integer values jf @BANKJO2_15642 if 1271.36 > $3758 // floating-point values jf @BANKJO2_15604 0078: $3758 += frame_delta_time * 0.02 // floating-point values jump @BANKJO2_15642 :BANKJO2_15604 if $3760 == 0 // integer values jf @BANKJO2_15642 01BD: $3749 = current_time_in_ms 0084: $3763 = $3749 // integer values and handles $3760 = 1 // integer values :BANKJO2_15642 if $3760 == 1 // integer values jf @BANKJO2_15759 0084: $3762 = $3749 // integer values and handles 0060: $3762 -= $3763 // integer values if $3762 >= 800 // integer values jf @BANKJO2_15759 if $3758 > 1268.74 // floating-point values jf @BANKJO2_15733 007E: $3758 -= frame_delta_time * 0.02 // floating-point values jump @BANKJO2_15759 :BANKJO2_15733 Object.Destroy($3754) $3761 = 0 // integer values $3920 = 0 // integer values $3756 = 1 // integer values :BANKJO2_15759 if and $3756 == 0 // integer values $3755 == 0 // integer values jf @BANKJO2_15798 01BC: put_object $3754 at $3757 $3758 $3759 :BANKJO2_15798 jump @BANKJO2_15879 :BANKJO2_15805 if $3756 == 0 // integer values jf @BANKJO2_15879 if 0366: object $3754 damaged jf @BANKJO2_15879 $3746 += 1 // integer values $3968 += 1 // integer values Object.Destroy($3754) $3920 = 0 // integer values $3761 = 0 // integer values $3755 = 1 // integer values :BANKJO2_15879 if $3923 == 0 // integer values jf @BANKJO2_15917 01BD: $3749 = current_time_in_ms 0084: $3924 = $3749 // integer values and handles $3923 = 1 // integer values :BANKJO2_15917 if $3923 == 1 // integer values jf @BANKJO2_15951 0084: $3925 = $3749 // integer values and handles 0060: $3925 -= $3924 // integer values :BANKJO2_15951 if $3925 >= 4000 // integer values jf @BANKJO2_16041 if $3775 == 0 // integer values jf @BANKJO2_16041 $3768 = Object.Init(#TAR_GUN2, $3764, $3765, $3766) Object.Angle($3768) = $3767 $3769 = 0 // integer values $3770 = 0 // integer values $3774 = 0 // integer values $3775 = 1 // integer values :BANKJO2_16041 if $3775 == 1 // integer values jf @BANKJO2_16445 if and $3769 == 0 // integer values $3770 == 0 // integer values jf @BANKJO2_16445 if 8366: not object $3768 damaged jf @BANKJO2_16371 Object.StorePos($3768, $3771, $3772, $3773) if $3774 == 0 // integer values jf @BANKJO2_16208 if 1273.73 > $3772 // floating-point values jf @BANKJO2_16170 0078: $3772 += frame_delta_time * 0.02 // floating-point values jump @BANKJO2_16208 :BANKJO2_16170 if $3774 == 0 // integer values jf @BANKJO2_16208 01BD: $3749 = current_time_in_ms 0084: $3777 = $3749 // integer values and handles $3774 = 1 // integer values :BANKJO2_16208 if $3774 == 1 // integer values jf @BANKJO2_16325 0084: $3776 = $3749 // integer values and handles 0060: $3776 -= $3777 // integer values if $3776 >= 1000 // integer values jf @BANKJO2_16325 if $3772 > 1272.55 // floating-point values jf @BANKJO2_16299 007E: $3772 -= frame_delta_time * 0.02 // floating-point values jump @BANKJO2_16325 :BANKJO2_16299 Object.Destroy($3768) $3923 = 0 // integer values $3775 = 0 // integer values $3770 = 1 // integer values :BANKJO2_16325 if and $3770 == 0 // integer values $3769 == 0 // integer values jf @BANKJO2_16364 01BC: put_object $3768 at $3771 $3772 $3773 :BANKJO2_16364 jump @BANKJO2_16445 :BANKJO2_16371 if $3770 == 0 // integer values jf @BANKJO2_16445 if 0366: object $3768 damaged jf @BANKJO2_16445 $3746 += 1 // integer values $3968 += 1 // integer values Object.Destroy($3768) $3923 = 0 // integer values $3775 = 0 // integer values $3769 = 1 // integer values :BANKJO2_16445 if $3926 == 0 // integer values jf @BANKJO2_16483 01BD: $3749 = current_time_in_ms 0084: $3927 = $3749 // integer values and handles $3926 = 1 // integer values :BANKJO2_16483 if $3926 == 1 // integer values jf @BANKJO2_16517 0084: $3928 = $3749 // integer values and handles 0060: $3928 -= $3927 // integer values :BANKJO2_16517 if $3928 >= 1300 // integer values jf @BANKJO2_16607 if $3789 == 0 // integer values jf @BANKJO2_16607 $3782 = Object.Init(#TAR_GUN1, $3778, $3779, $3780) Object.Angle($3782) = $3781 $3783 = 0 // integer values $3784 = 0 // integer values $3788 = 0 // integer values $3789 = 1 // integer values :BANKJO2_16607 if $3789 == 1 // integer values jf @BANKJO2_17011 if and $3783 == 0 // integer values $3784 == 0 // integer values jf @BANKJO2_17011 if 8366: not object $3782 damaged jf @BANKJO2_16937 Object.StorePos($3782, $3785, $3786, $3787) if $3788 == 0 // integer values jf @BANKJO2_16774 if 1276.8 > $3786 // floating-point values jf @BANKJO2_16736 0078: $3786 += frame_delta_time * 0.02 // floating-point values jump @BANKJO2_16774 :BANKJO2_16736 if $3788 == 0 // integer values jf @BANKJO2_16774 01BD: $3749 = current_time_in_ms 0084: $3791 = $3749 // integer values and handles $3788 = 1 // integer values :BANKJO2_16774 if $3788 == 1 // integer values jf @BANKJO2_16891 0084: $3790 = $3749 // integer values and handles 0060: $3790 -= $3791 // integer values if $3790 >= 1500 // integer values jf @BANKJO2_16891 if $3786 > 1275.01 // floating-point values jf @BANKJO2_16865 007E: $3786 -= frame_delta_time * 0.02 // floating-point values jump @BANKJO2_16891 :BANKJO2_16865 Object.Destroy($3782) $3926 = 0 // integer values $3789 = 0 // integer values $3784 = 1 // integer values :BANKJO2_16891 if and $3784 == 0 // integer values $3783 == 0 // integer values jf @BANKJO2_16930 01BC: put_object $3782 at $3785 $3786 $3787 :BANKJO2_16930 jump @BANKJO2_17011 :BANKJO2_16937 if $3784 == 0 // integer values jf @BANKJO2_17011 if 0366: object $3782 damaged jf @BANKJO2_17011 $3746 += 1 // integer values $3968 += 1 // integer values Object.Destroy($3782) $3926 = 0 // integer values $3789 = 0 // integer values $3783 = 1 // integer values :BANKJO2_17011 if $3929 == 0 // integer values jf @BANKJO2_17049 01BD: $3749 = current_time_in_ms 0084: $3930 = $3749 // integer values and handles $3929 = 1 // integer values :BANKJO2_17049 if $3929 == 1 // integer values jf @BANKJO2_17083 0084: $3931 = $3749 // integer values and handles 0060: $3931 -= $3930 // integer values :BANKJO2_17083 if $3931 >= 2800 // integer values jf @BANKJO2_17173 if $3803 == 0 // integer values jf @BANKJO2_17173 $3796 = Object.Init(#TAR_GUN2, $3792, $3793, $3794) Object.Angle($3796) = $3795 $3797 = 0 // integer values $3798 = 0 // integer values $3802 = 0 // integer values $3803 = 1 // integer values :BANKJO2_17173 if $3803 == 1 // integer values jf @BANKJO2_17577 if and $3797 == 0 // integer values $3798 == 0 // integer values jf @BANKJO2_17577 if 8366: not object $3796 damaged jf @BANKJO2_17503 Object.StorePos($3796, $3799, $3800, $3801) if $3802 == 0 // integer values jf @BANKJO2_17340 if $3800 > 1276.8 // floating-point values jf @BANKJO2_17302 007E: $3800 -= frame_delta_time * 0.02 // floating-point values jump @BANKJO2_17340 :BANKJO2_17302 if $3802 == 0 // integer values jf @BANKJO2_17340 01BD: $3749 = current_time_in_ms 0084: $3805 = $3749 // integer values and handles $3802 = 1 // integer values :BANKJO2_17340 if $3802 == 1 // integer values jf @BANKJO2_17457 0084: $3804 = $3749 // integer values and handles 0060: $3804 -= $3805 // integer values if $3804 >= 1250 // integer values jf @BANKJO2_17457 if 1281.1 > $3800 // floating-point values jf @BANKJO2_17431 0078: $3800 += frame_delta_time * 0.02 // floating-point values jump @BANKJO2_17457 :BANKJO2_17431 Object.Destroy($3796) $3929 = 0 // integer values $3803 = 0 // integer values $3798 = 1 // integer values :BANKJO2_17457 if and $3798 == 0 // integer values $3797 == 0 // integer values jf @BANKJO2_17496 01BC: put_object $3796 at $3799 $3800 $3801 :BANKJO2_17496 jump @BANKJO2_17577 :BANKJO2_17503 if $3798 == 0 // integer values jf @BANKJO2_17577 if 0366: object $3796 damaged jf @BANKJO2_17577 $3746 += 1 // integer values $3968 += 1 // integer values Object.Destroy($3796) $3929 = 0 // integer values $3803 = 0 // integer values $3797 = 1 // integer values :BANKJO2_17577 if $3932 == 0 // integer values jf @BANKJO2_17615 01BD: $3749 = current_time_in_ms 0084: $3933 = $3749 // integer values and handles $3932 = 1 // integer values :BANKJO2_17615 if $3932 == 1 // integer values jf @BANKJO2_17649 0084: $3934 = $3749 // integer values and handles 0060: $3934 -= $3933 // integer values :BANKJO2_17649 if $3934 >= 600 // integer values jf @BANKJO2_17739 if $3817 == 0 // integer values jf @BANKJO2_17739 $3810 = Object.Init(#TAR_GUN1, $3806, $3807, $3808) Object.Angle($3810) = $3809 $3811 = 0 // integer values $3812 = 0 // integer values $3816 = 0 // integer values $3817 = 1 // integer values :BANKJO2_17739 if $3817 == 1 // integer values jf @BANKJO2_18143 if and $3811 == 0 // integer values $3812 == 0 // integer values jf @BANKJO2_18143 if 8366: not object $3810 damaged jf @BANKJO2_18069 Object.StorePos($3810, $3813, $3814, $3815) if $3816 == 0 // integer values jf @BANKJO2_17906 if $3814 > 1273.87 // floating-point values jf @BANKJO2_17868 007E: $3814 -= frame_delta_time * 0.02 // floating-point values jump @BANKJO2_17906 :BANKJO2_17868 if $3816 == 0 // integer values jf @BANKJO2_17906 01BD: $3749 = current_time_in_ms 0084: $3819 = $3749 // integer values and handles $3816 = 1 // integer values :BANKJO2_17906 if $3816 == 1 // integer values jf @BANKJO2_18023 0084: $3818 = $3749 // integer values and handles 0060: $3818 -= $3819 // integer values if $3818 >= 1500 // integer values jf @BANKJO2_18023 if 1275.25 > $3814 // floating-point values jf @BANKJO2_17997 0078: $3814 += frame_delta_time * 0.02 // floating-point values jump @BANKJO2_18023 :BANKJO2_17997 Object.Destroy($3810) $3932 = 0 // integer values $3817 = 0 // integer values $3812 = 1 // integer values :BANKJO2_18023 if and $3812 == 0 // integer values $3811 == 0 // integer values jf @BANKJO2_18062 01BC: put_object $3810 at $3813 $3814 $3815 :BANKJO2_18062 jump @BANKJO2_18143 :BANKJO2_18069 if $3812 == 0 // integer values jf @BANKJO2_18143 if 0366: object $3810 damaged jf @BANKJO2_18143 $3746 += 1 // integer values $3968 += 1 // integer values Object.Destroy($3810) $3932 = 0 // integer values $3817 = 0 // integer values $3811 = 1 // integer values :BANKJO2_18143 if $3935 == 0 // integer values jf @BANKJO2_18181 01BD: $3749 = current_time_in_ms 0084: $3936 = $3749 // integer values and handles $3935 = 1 // integer values :BANKJO2_18181 if $3935 == 1 // integer values jf @BANKJO2_18215 0084: $3937 = $3749 // integer values and handles 0060: $3937 -= $3936 // integer values :BANKJO2_18215 if $3937 >= 2000 // integer values jf @BANKJO2_18305 if $3831 == 0 // integer values jf @BANKJO2_18305 $3824 = Object.Init(#TAR_GUN1, $3820, $3821, $3822) Object.Angle($3824) = $3823 $3825 = 0 // integer values $3826 = 0 // integer values $3830 = 0 // integer values $3831 = 1 // integer values :BANKJO2_18305 if $3831 == 1 // integer values jf @BANKJO2_18709 if and $3825 == 0 // integer values $3826 == 0 // integer values jf @BANKJO2_18709 if 8366: not object $3824 damaged jf @BANKJO2_18635 Object.StorePos($3824, $3827, $3828, $3829) if $3830 == 0 // integer values jf @BANKJO2_18472 if $3828 > 1270.67 // floating-point values jf @BANKJO2_18434 007E: $3828 -= frame_delta_time * 0.02 // floating-point values jump @BANKJO2_18472 :BANKJO2_18434 if $3830 == 0 // integer values jf @BANKJO2_18472 01BD: $3749 = current_time_in_ms 0084: $3833 = $3749 // integer values and handles $3830 = 1 // integer values :BANKJO2_18472 if $3830 == 1 // integer values jf @BANKJO2_18589 0084: $3832 = $3749 // integer values and handles 0060: $3832 -= $3833 // integer values if $3832 >= 500 // integer values jf @BANKJO2_18589 if 1272.29 > $3828 // floating-point values jf @BANKJO2_18563 0078: $3828 += frame_delta_time * 0.02 // floating-point values jump @BANKJO2_18589 :BANKJO2_18563 Object.Destroy($3824) $3935 = 0 // integer values $3831 = 0 // integer values $3826 = 1 // integer values :BANKJO2_18589 if and $3826 == 0 // integer values $3825 == 0 // integer values jf @BANKJO2_18628 01BC: put_object $3824 at $3827 $3828 $3829 :BANKJO2_18628 jump @BANKJO2_18709 :BANKJO2_18635 if $3826 == 0 // integer values jf @BANKJO2_18709 if 0366: object $3824 damaged jf @BANKJO2_18709 $3746 += 1 // integer values $3968 += 1 // integer values Object.Destroy($3824) $3935 = 0 // integer values $3831 = 0 // integer values $3825 = 1 // integer values :BANKJO2_18709 if Actor.Dead($3908) jf @BANKJO2_18747 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_18747 Player.ClearWantedLevel($PLAYER_CHAR) 0419: $3748 = player $PLAYER_CHAR weapon 17 ammo if or $3918 == 0 // integer values $3748 == 0 // integer values jf @BANKJO2_18878 if $3971 == 0 // integer values jf @BANKJO2_18826 16@ = 0 // integer values $3971 = 1 // integer values jump @BANKJO2_18878 :BANKJO2_18826 if 16@ > 200 // integer values jf @BANKJO2_18878 03D1: play_wav 1 00BC: text_highpriority 'BNK2_3' 5000 ms 1 // AREA CLEAR! $3948 = 1 // integer values $3747 = 1 // integer values :BANKJO2_18878 jump @BANKJO2_15192 :BANKJO2_18885 018E: stop_sound $3967 if $3948 == 1 // integer values jf @BANKJO2_19042 :BANKJO2_18908 if 83D2: not wav 1 ended jf @BANKJO2_19042 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_18997 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_18997 if Actor.Dead($3908) jf @BANKJO2_19035 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_19035 jump @BANKJO2_18908 :BANKJO2_19042 01E3: text_1number_styled 'BJM2_6' number $3746 time 5000 style 1 // SCORE ROUND TWO: ~1~ 0084: $3682 = $3746 // integer values and handles 03D5: remove_text 'BNK2_3' // AREA CLEAR! 0084: $3914 = $3913 // integer values and handles 0060: $3914 -= $3748 // integer values 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 0465: remove_actor $PLAYER_ACTOR from_turret_mode Object.Destroy($3945) Actor.PutAt($PLAYER_ACTOR, -664.73, 1269.09, 9.81) 014F: stop_timer $3918 00BC: text_highpriority 'BJM2_14' 5000 ms 1 // ~g~Move on to the next area! 018A: $3907 = create_checkpoint_at -677.75 1272.03 9.81 03CF: load_wav 'BNK2_3' as 1 03CF: load_wav 'BNK2_2' as 2 $123 = 1 // integer values :BANKJO2_19202 if or 80F6: not player $PLAYER_CHAR $123 -677.75 1272.03 9.81 radius 2.0 2.0 2.0 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @BANKJO2_19378 wait 0 if Actor.Dead($3908) jf @BANKJO2_19301 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_19301 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_19371 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_19371 jump @BANKJO2_19202 :BANKJO2_19378 Marker.Disable($3907) Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 wait 500 if Actor.Dead($3908) jf @BANKJO2_19447 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_19447 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_19517 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_19517 04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3946 at_object_offset 0.0 0.0 1.0 position 0 shooting_angle 50.0 with_weapon 17 017A: set_player $PLAYER_CHAR weapon 17 ammo_to 30 $3915 = 30 // integer values 03D6: remove_styled_text 'BJM2_6' // SCORE ROUND TWO: ~1~ Object.Destroy($3754) Object.Destroy($3768) Object.Destroy($3782) Object.Destroy($3796) Object.Destroy($3810) Object.Destroy($3824) 00BC: text_highpriority 'BJM2_19' 8000 ms 1 // ~g~Hit as many targets as you can in the time limit! 16@ = 0 // integer values :BANKJO2_19627 if 5000 > 16@ // integer values jf @BANKJO2_19813 wait 0 if $109 == 1 // integer values jf @BANKJO2_19698 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_19698 jump @BANKJO2_20229 :BANKJO2_19698 if Actor.Dead($3908) jf @BANKJO2_19736 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_19736 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_19806 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_19806 jump @BANKJO2_19627 :BANKJO2_19813 00BC: text_highpriority 'BJM2_20' 8000 ms 1 // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over! 16@ = 0 // integer values :BANKJO2_19835 if 5000 > 16@ // integer values jf @BANKJO2_20021 wait 0 if $109 == 1 // integer values jf @BANKJO2_19906 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_19906 jump @BANKJO2_20229 :BANKJO2_19906 if Actor.Dead($3908) jf @BANKJO2_19944 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_19944 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_20014 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_20014 jump @BANKJO2_19835 :BANKJO2_20021 00BC: text_highpriority 'BJM2_27' 8000 ms 1 // ~g~All targets this round are worth one point. 16@ = 0 // integer values :BANKJO2_20043 if 5000 > 16@ // integer values jf @BANKJO2_20229 wait 0 if $109 == 1 // integer values jf @BANKJO2_20114 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BANKJO2_20114 jump @BANKJO2_20229 :BANKJO2_20114 if Actor.Dead($3908) jf @BANKJO2_20152 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_20152 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_20222 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_20222 jump @BANKJO2_20043 :BANKJO2_20229 Player.CanMove($PLAYER_CHAR) = True 03D1: play_wav 2 00BC: text_highpriority 'BNK2_2' 4000 ms 1 // AIM 3-2-1 FIRE! :BANKJO2_20255 if 83D2: not wav 2 ended jf @BANKJO2_20389 wait 0 if Actor.Dead($3908) jf @BANKJO2_20312 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_20312 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_20382 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_20382 jump @BANKJO2_20255 :BANKJO2_20389 03D5: remove_text 'BNK2_2' // AIM 3-2-1 FIRE! 17@ = 0 // integer values 014E: start_timer_at $3919 count_in_direction 1 018D: $3967 = create_sound 11 at -670.111 1291.234 10.818 :BANKJO2_20435 if $3835 == 0 // integer values jf @BANKJO2_24170 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_20527 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_20527 if $3957 == 0 // integer values jf @BANKJO2_20802 if $3950 == 0 // integer values jf @BANKJO2_20594 $3956 = 0 // integer values 0209: $3956 = random_int_in_ranges 1 8 0084: $3953 = $3956 // integer values and handles $3950 = 1 // integer values :BANKJO2_20594 if $3950 == 1 // integer values jf @BANKJO2_20694 if $3951 == 0 // integer values jf @BANKJO2_20694 $3956 = 0 // integer values 0209: $3956 = random_int_in_ranges 1 8 if 803A: not $3956 == $3953 // integer values and handles jf @BANKJO2_20687 0084: $3954 = $3956 // integer values and handles $3951 = 1 // integer values jump @BANKJO2_20694 :BANKJO2_20687 $3951 = 0 // integer values :BANKJO2_20694 if $3951 == 1 // integer values jf @BANKJO2_20802 if $3952 == 0 // integer values jf @BANKJO2_20802 $3956 = 0 // integer values 0209: $3956 = random_int_in_ranges 1 8 if and 803A: not $3956 == $3953 // integer values and handles 803A: not $3956 == $3954 // integer values and handles jf @BANKJO2_20795 0084: $3955 = $3956 // integer values and handles $3952 = 1 // integer values jump @BANKJO2_20802 :BANKJO2_20795 $3952 = 0 // integer values :BANKJO2_20802 if and $3950 == 1 // integer values $3951 == 1 // integer values $3952 == 1 // integer values jf @BANKJO2_20841 $3957 = 1 // integer values :BANKJO2_20841 if $3958 == 3 // integer values jf @BANKJO2_20978 $3838 = 0 // integer values $3848 = 0 // integer values $3858 = 0 // integer values $3868 = 0 // integer values $3878 = 0 // integer values $3888 = 0 // integer values $3898 = 0 // integer values $3973 = 0 // integer values $3974 = 0 // integer values $3975 = 0 // integer values $3976 = 0 // integer values $3977 = 0 // integer values $3950 = 0 // integer values $3951 = 0 // integer values $3952 = 0 // integer values $3957 = 0 // integer values $3958 = 0 // integer values :BANKJO2_20978 if 00E1: player 0 pressed_button 14 jf @BANKJO2_21002 $3835 = 1 // integer values :BANKJO2_21002 if $3957 == 1 // integer values jf @BANKJO2_23994 if or $3953 == 1 // integer values $3954 == 1 // integer values $3955 == 1 // integer values jf @BANKJO2_21125 if $3838 == 0 // integer values jf @BANKJO2_21125 $3837 = Object.Init(#TAR_GUN2, $3844, $3845, $3846) Object.Angle($3837) = 0.0 $3959 = 0 // integer values $3839 = 0 // integer values $3843 = 0 // integer values $3838 = 1 // integer values :BANKJO2_21125 if $3838 == 1 // integer values jf @BANKJO2_21427 if $3839 == 0 // integer values jf @BANKJO2_21427 if 8366: not object $3837 damaged jf @BANKJO2_21378 Object.StorePos($3837, $3840, $3841, $3842) if $3843 == 0 // integer values jf @BANKJO2_21261 if -676.53 >= $3840 // floating-point values jf @BANKJO2_21244 $3843 = 1 // integer values jump @BANKJO2_21254 :BANKJO2_21244 007E: $3840 -= frame_delta_time * 0.03 // floating-point values :BANKJO2_21254 jump @BANKJO2_21313 :BANKJO2_21261 if $3840 >= -674.16 // floating-point values jf @BANKJO2_21303 $3959 = 1 // integer values $3843 = 0 // integer values jump @BANKJO2_21313 :BANKJO2_21303 0078: $3840 += frame_delta_time * 0.03 // floating-point values :BANKJO2_21313 if $3959 == 1 // integer values jf @BANKJO2_21357 Object.Destroy($3837) $3958 += 1 // integer values $3839 = 1 // integer values jump @BANKJO2_21371 :BANKJO2_21357 01BC: put_object $3837 at $3840 $3841 $3842 :BANKJO2_21371 jump @BANKJO2_21427 :BANKJO2_21378 if 0366: object $3837 damaged jf @BANKJO2_21427 Object.Destroy($3837) $3834 += 1 // integer values $3968 += 1 // integer values $3958 += 1 // integer values $3839 = 1 // integer values :BANKJO2_21427 if or $3953 == 2 // integer values $3954 == 2 // integer values $3955 == 2 // integer values jf @BANKJO2_21532 if $3848 == 0 // integer values jf @BANKJO2_21532 $3847 = Object.Init(#TAR_GUN1, $3854, $3855, $3856) Object.Angle($3847) = 0.0 $3960 = 0 // integer values $3849 = 0 // integer values $3853 = 0 // integer values $3848 = 1 // integer values :BANKJO2_21532 if $3848 == 1 // integer values jf @BANKJO2_21834 if $3849 == 0 // integer values jf @BANKJO2_21834 if 8366: not object $3847 damaged jf @BANKJO2_21785 Object.StorePos($3847, $3850, $3851, $3852) if $3853 == 0 // integer values jf @BANKJO2_21668 if -677.95 >= $3850 // floating-point values jf @BANKJO2_21651 $3853 = 1 // integer values jump @BANKJO2_21661 :BANKJO2_21651 007E: $3850 -= frame_delta_time * 0.04 // floating-point values :BANKJO2_21661 jump @BANKJO2_21720 :BANKJO2_21668 if $3850 >= -673.46 // floating-point values jf @BANKJO2_21710 $3960 = 1 // integer values $3853 = 0 // integer values jump @BANKJO2_21720 :BANKJO2_21710 0078: $3850 += frame_delta_time * 0.04 // floating-point values :BANKJO2_21720 if $3960 == 1 // integer values jf @BANKJO2_21764 Object.Destroy($3847) $3958 += 1 // integer values $3849 = 1 // integer values jump @BANKJO2_21778 :BANKJO2_21764 01BC: put_object $3847 at $3850 $3851 $3852 :BANKJO2_21778 jump @BANKJO2_21834 :BANKJO2_21785 if 0366: object $3847 damaged jf @BANKJO2_21834 Object.Destroy($3847) $3834 += 1 // integer values $3968 += 1 // integer values $3958 += 1 // integer values $3849 = 1 // integer values :BANKJO2_21834 if or $3953 == 3 // integer values $3954 == 3 // integer values $3955 == 3 // integer values jf @BANKJO2_21939 if $3858 == 0 // integer values jf @BANKJO2_21939 $3857 = Object.Init(#TAR_GUN1, $3864, $3865, $3866) Object.Angle($3857) = 0.0 $3961 = 0 // integer values $3859 = 0 // integer values $3863 = 0 // integer values $3858 = 1 // integer values :BANKJO2_21939 if $3858 == 1 // integer values jf @BANKJO2_22266 if $3859 == 0 // integer values jf @BANKJO2_22266 if 8366: not object $3857 damaged jf @BANKJO2_22217 Object.StorePos($3857, $3860, $3861, $3862) if $3863 == 0 // integer values jf @BANKJO2_22100 if -683.24 >= $3860 // floating-point values jf @BANKJO2_22083 if $3973 == 1 // integer values jf @BANKJO2_22069 $3961 = 1 // integer values :BANKJO2_22069 $3863 = 1 // integer values jump @BANKJO2_22093 :BANKJO2_22083 007E: $3860 -= frame_delta_time * 0.06 // floating-point values :BANKJO2_22093 jump @BANKJO2_22152 :BANKJO2_22100 if $3860 >= -680.49 // floating-point values jf @BANKJO2_22142 $3863 = 0 // integer values $3973 = 1 // integer values jump @BANKJO2_22152 :BANKJO2_22142 0078: $3860 += frame_delta_time * 0.06 // floating-point values :BANKJO2_22152 if $3961 == 1 // integer values jf @BANKJO2_22196 Object.Destroy($3857) $3958 += 1 // integer values $3859 = 1 // integer values jump @BANKJO2_22210 :BANKJO2_22196 01BC: put_object $3857 at $3860 $3861 $3862 :BANKJO2_22210 jump @BANKJO2_22266 :BANKJO2_22217 if 0366: object $3857 damaged jf @BANKJO2_22266 Object.Destroy($3857) $3834 += 1 // integer values $3968 += 1 // integer values $3958 += 1 // integer values $3859 = 1 // integer values :BANKJO2_22266 if or $3953 == 4 // integer values $3954 == 4 // integer values $3955 == 4 // integer values jf @BANKJO2_22371 if $3868 == 0 // integer values jf @BANKJO2_22371 $3867 = Object.Init(#TAR_GUN2, $3874, $3875, $3876) Object.Angle($3867) = 0.0 $3962 = 0 // integer values $3869 = 0 // integer values $3873 = 0 // integer values $3868 = 1 // integer values :BANKJO2_22371 if $3868 == 1 // integer values jf @BANKJO2_22698 if $3869 == 0 // integer values jf @BANKJO2_22698 if 8366: not object $3867 damaged jf @BANKJO2_22649 Object.StorePos($3867, $3870, $3871, $3872) if $3873 == 0 // integer values jf @BANKJO2_22532 if -683.73 >= $3870 // floating-point values jf @BANKJO2_22515 if $3974 == 1 // integer values jf @BANKJO2_22501 $3962 = 1 // integer values :BANKJO2_22501 $3873 = 1 // integer values jump @BANKJO2_22525 :BANKJO2_22515 007E: $3870 -= frame_delta_time * 0.05 // floating-point values :BANKJO2_22525 jump @BANKJO2_22584 :BANKJO2_22532 if $3870 >= -681.59 // floating-point values jf @BANKJO2_22574 $3873 = 0 // integer values $3974 = 1 // integer values jump @BANKJO2_22584 :BANKJO2_22574 0078: $3870 += frame_delta_time * 0.05 // floating-point values :BANKJO2_22584 if $3962 == 1 // integer values jf @BANKJO2_22628 Object.Destroy($3867) $3958 += 1 // integer values $3869 = 1 // integer values jump @BANKJO2_22642 :BANKJO2_22628 01BC: put_object $3867 at $3870 $3871 $3872 :BANKJO2_22642 jump @BANKJO2_22698 :BANKJO2_22649 if 0366: object $3867 damaged jf @BANKJO2_22698 Object.Destroy($3867) $3834 += 1 // integer values $3968 += 1 // integer values $3958 += 1 // integer values $3869 = 1 // integer values :BANKJO2_22698 if or $3953 == 5 // integer values $3954 == 5 // integer values $3955 == 5 // integer values jf @BANKJO2_22803 if $3878 == 0 // integer values jf @BANKJO2_22803 $3877 = Object.Init(#TAR_GUN1, $3884, $3885, $3886) Object.Angle($3877) = 0.0 $3963 = 0 // integer values $3879 = 0 // integer values $3883 = 0 // integer values $3878 = 1 // integer values :BANKJO2_22803 if $3878 == 1 // integer values jf @BANKJO2_23130 if $3879 == 0 // integer values jf @BANKJO2_23130 if 8366: not object $3877 damaged jf @BANKJO2_23081 Object.StorePos($3877, $3880, $3881, $3882) if $3883 == 0 // integer values jf @BANKJO2_22964 if 8.0 >= $3882 // floating-point values jf @BANKJO2_22947 if $3975 == 1 // integer values jf @BANKJO2_22933 $3963 = 1 // integer values :BANKJO2_22933 $3883 = 1 // integer values jump @BANKJO2_22957 :BANKJO2_22947 007E: $3882 -= frame_delta_time * 0.06 // floating-point values :BANKJO2_22957 jump @BANKJO2_23016 :BANKJO2_22964 if $3882 >= 15.0 // floating-point values jf @BANKJO2_23006 $3883 = 0 // integer values $3975 = 1 // integer values jump @BANKJO2_23016 :BANKJO2_23006 0078: $3882 += frame_delta_time * 0.06 // floating-point values :BANKJO2_23016 if $3963 == 1 // integer values jf @BANKJO2_23060 Object.Destroy($3877) $3958 += 1 // integer values $3879 = 1 // integer values jump @BANKJO2_23074 :BANKJO2_23060 01BC: put_object $3877 at $3880 $3881 $3882 :BANKJO2_23074 jump @BANKJO2_23130 :BANKJO2_23081 if 0366: object $3877 damaged jf @BANKJO2_23130 Object.Destroy($3877) $3834 += 1 // integer values $3968 += 1 // integer values $3958 += 1 // integer values $3879 = 1 // integer values :BANKJO2_23130 if or $3953 == 6 // integer values $3954 == 6 // integer values $3955 == 6 // integer values jf @BANKJO2_23235 if $3888 == 0 // integer values jf @BANKJO2_23235 $3887 = Object.Init(#TAR_GUN2, $3894, $3895, $3896) Object.Angle($3887) = 90.0 $3964 = 0 // integer values $3889 = 0 // integer values $3893 = 0 // integer values $3888 = 1 // integer values :BANKJO2_23235 if $3888 == 1 // integer values jf @BANKJO2_23562 if $3889 == 0 // integer values jf @BANKJO2_23562 if 8366: not object $3887 damaged jf @BANKJO2_23513 Object.StorePos($3887, $3890, $3891, $3892) if $3893 == 0 // integer values jf @BANKJO2_23396 if 1279.42 >= $3891 // floating-point values jf @BANKJO2_23379 if $3976 == 1 // integer values jf @BANKJO2_23365 $3964 = 1 // integer values :BANKJO2_23365 $3893 = 1 // integer values jump @BANKJO2_23389 :BANKJO2_23379 007E: $3891 -= frame_delta_time * 0.05 // floating-point values :BANKJO2_23389 jump @BANKJO2_23448 :BANKJO2_23396 if $3891 >= 1283.7 // floating-point values jf @BANKJO2_23438 $3893 = 0 // integer values $3976 = 1 // integer values jump @BANKJO2_23448 :BANKJO2_23438 0078: $3891 += frame_delta_time * 0.05 // floating-point values :BANKJO2_23448 if $3964 == 1 // integer values jf @BANKJO2_23492 Object.Destroy($3887) $3958 += 1 // integer values $3889 = 1 // integer values jump @BANKJO2_23506 :BANKJO2_23492 01BC: put_object $3887 at $3890 $3891 $3892 :BANKJO2_23506 jump @BANKJO2_23562 :BANKJO2_23513 if 0366: object $3887 damaged jf @BANKJO2_23562 Object.Destroy($3887) $3834 += 1 // integer values $3968 += 1 // integer values $3958 += 1 // integer values $3889 = 1 // integer values :BANKJO2_23562 if or $3953 == 7 // integer values $3954 == 7 // integer values $3955 == 7 // integer values jf @BANKJO2_23667 if $3898 == 0 // integer values jf @BANKJO2_23667 $3897 = Object.Init(#TAR_GUN1, $3904, $3905, $3906) Object.Angle($3897) = 90.0 $3965 = 0 // integer values $3899 = 0 // integer values $3903 = 0 // integer values $3898 = 1 // integer values :BANKJO2_23667 if $3898 == 1 // integer values jf @BANKJO2_23994 if $3899 == 0 // integer values jf @BANKJO2_23994 if 8366: not object $3897 damaged jf @BANKJO2_23945 Object.StorePos($3897, $3900, $3901, $3902) if $3903 == 0 // integer values jf @BANKJO2_23828 if 1277.8 >= $3901 // floating-point values jf @BANKJO2_23811 if $3977 == 1 // integer values jf @BANKJO2_23797 $3965 = 1 // integer values :BANKJO2_23797 $3903 = 1 // integer values jump @BANKJO2_23821 :BANKJO2_23811 007E: $3901 -= frame_delta_time * 0.04 // floating-point values :BANKJO2_23821 jump @BANKJO2_23880 :BANKJO2_23828 if $3901 >= 1282.51 // floating-point values jf @BANKJO2_23870 $3903 = 0 // integer values $3977 = 1 // integer values jump @BANKJO2_23880 :BANKJO2_23870 0078: $3901 += frame_delta_time * 0.04 // floating-point values :BANKJO2_23880 if $3965 == 1 // integer values jf @BANKJO2_23924 Object.Destroy($3897) $3958 += 1 // integer values $3899 = 1 // integer values jump @BANKJO2_23938 :BANKJO2_23924 01BC: put_object $3897 at $3900 $3901 $3902 :BANKJO2_23938 jump @BANKJO2_23994 :BANKJO2_23945 if 0366: object $3897 damaged jf @BANKJO2_23994 Object.Destroy($3897) $3834 += 1 // integer values $3968 += 1 // integer values $3958 += 1 // integer values $3899 = 1 // integer values :BANKJO2_23994 if Actor.Dead($3908) jf @BANKJO2_24032 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_24032 Player.ClearWantedLevel($PLAYER_CHAR) 0419: $3836 = player $PLAYER_CHAR weapon 17 ammo if or $3919 == 0 // integer values $3836 == 0 // integer values jf @BANKJO2_24163 if $3972 == 0 // integer values jf @BANKJO2_24111 16@ = 0 // integer values $3972 = 1 // integer values jump @BANKJO2_24163 :BANKJO2_24111 if 16@ > 200 // integer values jf @BANKJO2_24163 03D1: play_wav 1 00BC: text_highpriority 'BNK2_3' 5000 ms 1 // AREA CLEAR! $3949 = 1 // integer values $3835 = 1 // integer values :BANKJO2_24163 jump @BANKJO2_20435 :BANKJO2_24170 018E: stop_sound $3967 if $3949 == 1 // integer values jf @BANKJO2_24327 :BANKJO2_24193 if 83D2: not wav 1 ended jf @BANKJO2_24327 wait 0 if Actor.Dead($3908) jf @BANKJO2_24250 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_24250 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_24320 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_24320 jump @BANKJO2_24193 :BANKJO2_24327 014F: stop_timer $3919 03D5: remove_text 'BNK2_3' // AREA CLEAR! 0084: $3916 = $3915 // integer values and handles 0060: $3916 -= $3836 // integer values 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 03C8: set_camera_directly_before_player 01E3: text_1number_styled 'BJM2_28' number $3834 time 4000 style 1 // SCORE ROUND THREE: ~1~ 0084: $3683 = $3834 // integer values and handles 0151: remove_status_text $3968 0151: remove_status_text $3988 wait 4000 if Actor.Dead($3908) jf @BANKJO2_24446 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_24446 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_24516 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_24516 03D6: remove_styled_text 'BJM2_6' // SCORE ROUND TWO: ~1~ 01E3: text_1number_styled 'BJM2_7' number $3968 time 4000 style 1 // TOTAL SCORE FOR SHOOT: ~1~ wait 4000 if Actor.Dead($3908) jf @BANKJO2_24587 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_24587 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_24657 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_24657 03D6: remove_styled_text 'BJM2_7' // TOTAL SCORE FOR SHOOT: ~1~ 0084: $3917 = $3912 // integer values and handles 0058: $3917 += $3914 // integer values 0084: $3969 = $3917 // integer values and handles 0058: $3969 += $3916 // integer values 0084: $3684 = $3681 // integer values and handles 0058: $3684 += $3682 // integer values 0084: $3685 = $3684 // integer values and handles 0058: $3685 += $3683 // integer values 0084: $3910 = $3685 // integer values and handles $3910 *= 100 // integer values if $3917 > 0 // integer values jf @BANKJO2_24779 0070: $3910 /= $3969 // integer values jump @BANKJO2_24786 :BANKJO2_24779 $3910 = 0 // integer values :BANKJO2_24786 01E3: text_1number_styled 'BJM2_3' number $3910 time 4000 style 1 // HIT RATE: ~1~% wait 4000 if Actor.Dead($3908) jf @BANKJO2_24847 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_24847 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_24917 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_24917 03D6: remove_styled_text 'BJM2_3' // HIT RATE: ~1~% 0465: remove_actor $PLAYER_ACTOR from_turret_mode Object.Destroy($3946) Actor.PutAt($PLAYER_ACTOR, -677.75, 1272.03, 9.81) 00BC: text_highpriority 'BJM2_17' 5000 ms 1 // ~g~Go and talk to Phil. 018A: $3679 = create_checkpoint_at -665.99 1234.17 10.08 $123 = 1 // integer values 03CF: load_wav 'BNK2_7' as 1 03CF: load_wav 'BNK2_8' as 2 :BANKJO2_25023 if or 80F6: not player $PLAYER_CHAR 0 -651.18 1260.08 9.82 radius 3.0 3.0 6.0 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @BANKJO2_25198 wait 0 if Actor.Dead($3908) jf @BANKJO2_25121 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_25121 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_25191 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_25191 jump @BANKJO2_25023 :BANKJO2_25198 0169: set_fade_color 0 0 0 fade 0 1000 if not Actor.Dead($3908) jf @BANKJO2_25243 01B9: set_actor $3908 armed_weapon_to 0 jump @BANKJO2_25265 :BANKJO2_25243 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_25265 Player.CanMove($PLAYER_CHAR) = False :BANKJO2_25272 if fading jf @BANKJO2_25404 wait 0 if Actor.Dead($3908) jf @BANKJO2_25327 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_25327 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_25397 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_25397 jump @BANKJO2_25272 :BANKJO2_25404 00BE: text_clear_all 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 02A3: enable_widescreen 1 Object.Destroy($3837) Object.Destroy($3847) Object.Destroy($3857) Object.Destroy($3867) Object.Destroy($3877) Object.Destroy($3887) Object.Destroy($3897) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Marker.Disable($3679) Camera.SetAtPos(-665.99, 1234.17, 9.08) 009F: set_actor $PLAYER_ACTOR idle 011C: actor $PLAYER_ACTOR clear_objective Actor.PutAt($PLAYER_ACTOR, -664.58, 1233.74, 10.1) Actor.Angle($PLAYER_ACTOR) = 87.36 009F: set_actor $PLAYER_ACTOR idle if not Actor.Dead($3908) jf @BANKJO2_25572 020E: actor $PLAYER_ACTOR look_at_actor $3908 jump @BANKJO2_25594 :BANKJO2_25572 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_25594 0169: set_fade_color 0 0 0 if not Actor.Dead($3908) jf @BANKJO2_25633 020E: actor $3908 look_at_actor $PLAYER_ACTOR jump @BANKJO2_25655 :BANKJO2_25633 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_25655 fade 1 1000 Camera.SetPosition(-662.67, 1229.52, 10.84, 0.0, 0.0, 0.0) Camera.PointAt(-663.27, 1230.3, 11.06, 2) :BANKJO2_25713 if fading jf @BANKJO2_25845 wait 0 if Actor.Dead($3908) jf @BANKJO2_25768 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_25768 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_25838 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_25838 jump @BANKJO2_25713 :BANKJO2_25845 03D1: play_wav 1 00BC: text_highpriority 'BNK2_7' 5000 ms 1 // So you wanna do me a favor, and help me put together a job? 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 1000000 ms :BANKJO2_25876 if 83D2: not wav 1 ended jf @BANKJO2_26010 wait 0 if Actor.Dead($3908) jf @BANKJO2_25933 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_25933 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_26003 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_26003 jump @BANKJO2_25876 :BANKJO2_26010 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms 03D5: remove_text 'BNK2_7' // So you wanna do me a favor, and help me put together a job? 03CF: load_wav 'BNK2_9' as 1 :BANKJO2_26041 if 83D0: not wav 1 loaded jf @BANKJO2_26175 wait 0 if Actor.Dead($3908) jf @BANKJO2_26098 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_26098 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_26168 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_26168 jump @BANKJO2_26041 :BANKJO2_26175 if 001C: $3968 > $3988 // integer values jf @BANKJO2_26232 03D1: play_wav 2 00BC: text_highpriority 'BNK2_8' 5000 ms 1 // Son, after shooting like that, if you asked me to be your wife, I'd say yes. 0372: set_actor $3908 anim 19 wait_state_time 1000000 ms jump @BANKJO2_26263 :BANKJO2_26232 03D1: play_wav 1 00BC: text_highpriority 'BNK2_9A' 10000 ms 1 // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'! 0372: set_actor $3908 anim 19 wait_state_time 1000000 ms :BANKJO2_26263 if 001C: $3968 > $3988 // integer values jf @BANKJO2_26517 :BANKJO2_26282 if 83D2: not wav 2 ended jf @BANKJO2_26446 wait 0 if Actor.Dead($3908) jf @BANKJO2_26369 03D5: remove_text 'BNK2_8' // Son, after shooting like that, if you asked me to be your wife, I'd say yes. 03D5: remove_text 'BNK2_9A' // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'! 03D5: remove_text 'BNK2_9B' // You can't shoot nothin'. 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_26369 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_26439 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_26439 jump @BANKJO2_26282 :BANKJO2_26446 if not Actor.Dead($3908) jf @BANKJO2_26478 0372: set_actor $3908 anim 0 wait_state_time 1 ms jump @BANKJO2_26500 :BANKJO2_26478 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_26500 03D5: remove_text 'BNK2_8' // Son, after shooting like that, if you asked me to be your wife, I'd say yes. jump @BANKJO2_26755 :BANKJO2_26517 if 83D2: not wav 1 ended jf @BANKJO2_26681 wait 0 if Actor.Dead($3908) jf @BANKJO2_26604 03D5: remove_text 'BNK2_8' // Son, after shooting like that, if you asked me to be your wife, I'd say yes. 03D5: remove_text 'BNK2_9A' // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'! 03D5: remove_text 'BNK2_9B' // You can't shoot nothin'. 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_26604 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_26674 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_26674 jump @BANKJO2_26517 :BANKJO2_26681 if not Actor.Dead($3908) jf @BANKJO2_26713 0372: set_actor $3908 anim 0 wait_state_time 1 ms jump @BANKJO2_26735 :BANKJO2_26713 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 :BANKJO2_26735 03D5: remove_text 'BNK2_9A' // Son, you better get your fancy talking and big ideas and shove 'em where there ain't no sun. You can't shoot nothin'! 03D5: remove_text 'BNK2_9B' // You can't shoot nothin'. :BANKJO2_26755 0211: actor $3908 walk_to -664.41 1228.08 16@ = 0 // integer values :BANKJO2_26777 if 80ED: not actor $3908 0 -664.41 1228.08 radius 2.0 2.0 jf @BANKJO2_27025 wait 0 if Actor.Dead($3908) jf @BANKJO2_26864 00BC: text_highpriority 'BJM2_11' 5000 ms 1 // ~r~Phil's dead! jump @BANKJO2_27097 jump @BANKJO2_26948 :BANKJO2_26864 if 16@ >= 10000 // integer values jf @BANKJO2_26948 if 80ED: not actor $3908 0 -664.41 1228.08 radius 2.0 2.0 jf @BANKJO2_26948 Actor.PutAt($3908, -664.41, 1228.08, 10.08) jump @BANKJO2_27025 :BANKJO2_26948 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @BANKJO2_27018 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @BANKJO2_27097 :BANKJO2_27018 jump @BANKJO2_26777 :BANKJO2_27025 Actor.DestroyInstantly($3908) 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 if 001C: $3968 > $3988 // integer values jf @BANKJO2_27090 jump @BANKJO2_27114 jump @BANKJO2_27097 :BANKJO2_27090 jump @BANKJO2_27097 :BANKJO2_27097 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :BANKJO2_27114 $249 = 1 // integer values 01EB: set_traffic_density_multiplier_to 1.0 0318: set_latest_mission_passed 'BANK_2' // The Shootist 030C: progress_made += 1 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 2000 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 042F: save_record 0 integer $3968 042F: save_record 1 integer $3910 create_thread @BANK3 create_thread @SHOOT return :BANKJO2_27209 018E: stop_sound $3967 Actor.DestroyWithFade($3908) Object.Destroy($3693) Object.Destroy($3694) Object.Destroy($3695) Object.Destroy($3696) Object.Destroy($3697) Object.Destroy($3698) Object.Destroy($3713) Object.Destroy($3714) Object.Destroy($3715) Object.Destroy($3716) Object.Destroy($3717) Object.Destroy($3718) Object.Destroy($3733) Object.Destroy($3734) Object.Destroy($3735) Object.Destroy($3736) Object.Destroy($3737) Object.Destroy($3738) Object.Destroy($3754) Object.Destroy($3768) Object.Destroy($3782) Object.Destroy($3796) Object.Destroy($3810) Object.Destroy($3824) Object.Destroy($3837) Object.Destroy($3847) Object.Destroy($3857) Object.Destroy($3867) Object.Destroy($3877) Object.Destroy($3887) Object.Destroy($3897) 0465: remove_actor $PLAYER_ACTOR from_turret_mode if $3939 > 0 // integer values jf @BANKJO2_27402 Model.Load($3940) :BANKJO2_27402 038B: load_requested_models 01B1: give_player $PLAYER_CHAR weapon $3938 ammo $3939 // Load the weapon model before using this Model.Destroy($3940) $ONMISSION = 0 // integer values $995 = 0 // integer values 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 03BD: destroy_sphere $3966 Object.Destroy($3944) Object.Destroy($3945) Object.Destroy($3946) Marker.Disable($3675) Marker.Disable($3678) Marker.Disable($3679) Marker.Disable($3907) 0151: remove_status_text $3968 0151: remove_status_text $3988 014F: stop_timer $3677 014F: stop_timer $3918 014F: stop_timer $3919 Model.Destroy(#MALE01) Model.Destroy(#COLT45) Model.Destroy(#TAR_GUN1) Model.Destroy(#TAR_GUN2) Model.Destroy(#TAR_FRAME) Model.Destroy(#TAR_DOWNLEFT) Model.Destroy(#TAR_DOWNRIGHT) Model.Destroy(#TAR_TOP) Model.Destroy(#TAR_UPLEFT) Model.Destroy(#TAR_UPRIGHT) Model.Destroy(#FAKETARGET) 0296: unload_special_actor 5 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 23--------------- // Originally: The Driver :BANKJO3 thread 'BANKJO3' gosub @BANKJO3_46 if wasted_or_busted jf @BANKJO3_37 gosub @BANKJO3_7380 :BANKJO3_37 gosub @BANKJO3_7642 end_thread :BANKJO3_46 increment_mission_attempts $ONMISSION = 1 // integer values $986 = 0 // integer values $4085 = 0 // integer values $4013 = 0 // integer values $3997 = 0 // integer values $3994 = 7.0 // floating-point values $4088 = 0 // integer values $4089 = 0 // integer values $4090 = 0 // integer values $4092 = 0 // integer values $4087 = 0 // integer values $4094 = 0 // integer values $4095 = 0 // integer values $4096 = 0 // integer values $4097 = 0 // integer values $4098 = 0 // integer values wait 0 054C: use_GXT_table 'BANKJ3' 03CF: load_wav 'MONO13' as 1 058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 023C: load_special_actor 3 'CSPHIL' 02F3: load_object #CUTOBJ01 'GCFAN' 02F3: load_object #CUTOBJ02 'CLCHR' 02F3: load_object #CUTOBJ03 'COLPHON' select_interior 17 Camera.SetAtPos(481.03, -64.21, 8.98) 038B: load_requested_models :BANKJO3_309 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) jf @BANKJO3_358 wait 0 jump @BANKJO3_309 :BANKJO3_358 02E4: load_cutscene_data 'BANK_3A' 0244: set_cutscene_pos 476.972 -65.499 8.943 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $137 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $137 'CSPHIL' 02E5: $189 = create_cutscene_object #CUTOBJ01 04BC: 'GCFAN' 02E6: set_cutscene_anim $189 'GCFAN' 02E5: $190 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $190 'CLCHR' 02E5: $211 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $211 'COLPHON' 0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 fade 1 3000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO3_601 if 2827 > $CUT_SCENE_TIME // integer values jf @BANKJO3_636 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_601 :BANKJO3_636 00BC: text_highpriority 'BJM3_A' 10000 ms 1 // Things are starting to come together nicely here. :BANKJO3_651 if 4964 > $CUT_SCENE_TIME // integer values jf @BANKJO3_686 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_651 :BANKJO3_686 00BC: text_highpriority 'BJM3_B' 10000 ms 1 // What's the plan, Tommy? Que pasa, amigo? :BANKJO3_701 if 7438 > $CUT_SCENE_TIME // integer values jf @BANKJO3_736 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_701 :BANKJO3_736 00BC: text_highpriority 'BJM3_C' 10000 ms 1 // The plan is you keep doing that like a moron. Anyhow, we need a driver. :BANKJO3_751 if 12291 > $CUT_SCENE_TIME // integer values jf @BANKJO3_786 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_751 :BANKJO3_786 00BC: text_highpriority 'BJM3_D' 10000 ms 1 // Tommy, I'll do it. I can drive. :BANKJO3_801 if 14893 > $CUT_SCENE_TIME // integer values jf @BANKJO3_836 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_801 :BANKJO3_836 00BC: text_highpriority 'BJM3_E' 10000 ms 1 // You want Hilary, mister. Not some smart-talking law school chump. :BANKJO3_851 if 19162 > $CUT_SCENE_TIME // integer values jf @BANKJO3_886 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_851 :BANKJO3_886 00BC: text_highpriority 'BJM3_F' 10000 ms 1 // Hilary's the real deal. You ain't never seen anyone drive so fast. I'll give him a call here. :BANKJO3_901 if 26056 > $CUT_SCENE_TIME // integer values jf @BANKJO3_936 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_901 :BANKJO3_936 00BC: text_highpriority 'BJM3_G' 10000 ms 1 // Hey Hil, it's Phil. How's it going? No. don't talk. We'll reminisce later. You want to do me a favor? :BANKJO3_951 if 34674 > $CUT_SCENE_TIME // integer values jf @BANKJO3_988 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_951 :BANKJO3_988 00BC: text_highpriority 'BJM3_H' 10000 ms 1 // I got me a guy from up north. No, no, I don't think he was in the service, but he wants a driver. :BANKJO3_1003 if 40799 > $CUT_SCENE_TIME // integer values jf @BANKJO3_1040 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1003 :BANKJO3_1040 00BC: text_highpriority 'BJM3_I' 10000 ms 1 // For a bit of action. Okay, I understand. :BANKJO3_1055 if 46343 > $CUT_SCENE_TIME // integer values jf @BANKJO3_1092 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1055 :BANKJO3_1092 00BC: text_highpriority 'BJM3_J' 10000 ms 1 // What'd he say? :BANKJO3_1107 if 47448 > $CUT_SCENE_TIME // integer values jf @BANKJO3_1144 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1107 :BANKJO3_1144 00BC: text_highpriority 'BJM3_K' 10000 ms 1 // Well, he'll do it, no problem. Well, there might be a little problem - see, he has abandonment issues. :BANKJO3_1159 if 52709 > $CUT_SCENE_TIME // integer values jf @BANKJO3_1196 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1159 :BANKJO3_1196 00BC: text_highpriority 'BJM3_L' 10000 ms 1 // Seems he won't work for anyone who can't beat him. Something to do with his momma. :BANKJO3_1211 if 56624 > $CUT_SCENE_TIME // integer values jf @BANKJO3_1248 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1211 :BANKJO3_1248 00BC: text_highpriority 'BJM3_M' 10000 ms 1 // Anyway, he wants to race you first, said he'd meet you outside.. :BANKJO3_1263 if 59809 > $CUT_SCENE_TIME // integer values jf @BANKJO3_1300 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1263 :BANKJO3_1300 00BE: text_clear_all fade 0 2000 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @BANKJO3_1348 if 03D0: wav 1 loaded jf @BANKJO3_1348 03D1: play_wav 1 :BANKJO3_1348 if fading jf @BANKJO3_1372 wait 0 jump @BANKJO3_1348 :BANKJO3_1372 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point 03AD: set_rubbish 1 02EA: end_cutscene 01EB: set_traffic_density_multiplier_to 1.0 Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) select_interior 0 04FA: reset_sky_colors_with_fade 0 Camera.SetAtPos(449.89, -116.18, 9.74) $986 = 0 // integer values 01E8: create_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0 03BA: clear_cars_from_cube 439.691 -319.016 8.0 533.378 139.155 14.0 042B: clear_peds_from_cube 439.691 -319.016 8.0 533.378 139.155 14.0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSHLARY' 02F3: load_object #CUTOBJ01 'HLRYCAR' Camera.SetAtPos(479.09, -149.436, 9.0) 038B: load_requested_models :BANKJO3_1613 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) jf @BANKJO3_1648 wait 0 jump @BANKJO3_1613 :BANKJO3_1648 02E4: load_cutscene_data 'BANK_3B' 0244: set_cutscene_pos 479.09 -149.436 9.0 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $186 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $186 'CSHLARY' 02E5: $187 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $187 'HLRYCAR' 0395: clear_area 1 at 449.89 -116.18 range 9.74 1.0 0055: put_player $PLAYER_CHAR at 449.89 -116.18 9.74 0171: set_player $PLAYER_CHAR z_angle_to 310.41 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO3_1819 if 4501 > $CUT_SCENE_TIME // integer values jf @BANKJO3_1854 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1819 :BANKJO3_1854 00BC: text_highpriority 'BJM3_2A' 10000 ms 1 // You Tommy? Of course you're Tommy, I mean, :BANKJO3_1869 if 7978 > $CUT_SCENE_TIME // integer values jf @BANKJO3_1904 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1869 :BANKJO3_1904 00BC: text_highpriority 'BJM3_2B' 10000 ms 1 // Why else would anyone want to speak to me? :BANKJO3_1919 if 9549 > $CUT_SCENE_TIME // integer values jf @BANKJO3_1954 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1919 :BANKJO3_1954 00BC: text_highpriority 'BJM3_2C' 10000 ms 1 // OK. Consider it this way - :BANKJO3_1969 if 11840 > $CUT_SCENE_TIME // integer values jf @BANKJO3_2004 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_1969 :BANKJO3_2004 00BC: text_highpriority 'BJM3_2D' 10000 ms 1 // I'll drive for you IF, and only IF, you can drive properly. :BANKJO3_2019 if 17081 > $CUT_SCENE_TIME // integer values jf @BANKJO3_2054 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_2019 :BANKJO3_2054 00BC: text_highpriority 'BJM3_2E' 10000 ms 1 // Leave me alone - and I'll never forgive you. :BANKJO3_2069 if 20480 > $CUT_SCENE_TIME // integer values jf @BANKJO3_2104 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_2069 :BANKJO3_2104 00BE: text_clear_all :BANKJO3_2106 if 24056 > $CUT_SCENE_TIME // integer values jf @BANKJO3_2141 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO3_2106 :BANKJO3_2141 fade 0 2000 00BE: text_clear_all :BANKJO3_2150 if fading jf @BANKJO3_2174 wait 0 jump @BANKJO3_2150 :BANKJO3_2174 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) 04E3: unknown_player $PLAYER_CHAR 1 60000 $3999 = 479.09 // floating-point values $4000 = -149.436 // floating-point values $4001 = 9.0 // floating-point values $3990 = 185.022 // floating-point values $4020 = 18 // integer values $4007 = 483.19 // floating-point values $4008 = -149.436 // floating-point values $4009 = 9.0 // floating-point values $4021 = 479.06 // floating-point values $4022 = -174.68 // floating-point values $4023 = 9.0 // floating-point values $4024 = 477.68 // floating-point values $4025 = -213.29 // floating-point values $4026 = 10.77 // floating-point values $4027 = 458.74 // floating-point values $4028 = -315.75 // floating-point values $4029 = 9.08 // floating-point values $4030 = 418.92 // floating-point values $4031 = -397.27 // floating-point values $4032 = 8.95 // floating-point values $4033 = 230.78 // floating-point values $4034 = -697.36 // floating-point values $4035 = 9.28 // floating-point values $4036 = 71.23 // floating-point values $4037 = -1006.72 // floating-point values $4038 = 9.31 // floating-point values $4039 = 171.8 // floating-point values $4040 = -1132.57 // floating-point values $4041 = 9.28 // floating-point values $4042 = 160.03 // floating-point values $4043 = -1331.92 // floating-point values $4044 = 9.28 // floating-point values $4045 = 38.84 // floating-point values $4046 = -1473.71 // floating-point values $4047 = 9.3 // floating-point values $4048 = -54.79 // floating-point values $4049 = -1560.57 // floating-point values $4050 = 9.28 // floating-point values $4051 = -190.29 // floating-point values $4052 = -1215.46 // floating-point values $4053 = 9.31 // floating-point values $4054 = -88.78 // floating-point values $4055 = -936.21 // floating-point values $4056 = 9.31 // floating-point values $4057 = 124.88 // floating-point values $4058 = -800.59 // floating-point values $4059 = 9.31 // floating-point values $4060 = 183.11 // floating-point values $4061 = -496.49 // floating-point values $4062 = 9.9 // floating-point values $4063 = 277.36 // floating-point values $4064 = -176.64 // floating-point values $4065 = 10.3 // floating-point values $4066 = 446.8 // floating-point values $4067 = 68.27 // floating-point values $4068 = 10.16 // floating-point values $4069 = 489.63 // floating-point values $4070 = 67.13 // floating-point values $4071 = 10.0 // floating-point values $4072 = 517.55 // floating-point values $4073 = -74.78 // floating-point values $4074 = 9.59 // floating-point values 01EB: set_traffic_density_multiplier_to 0.3 Model.Load(#SABRETUR) Model.Load(#SENTINEL) 023C: load_special_actor 3 'IGHLARY' 03CF: load_wav 'CARREV' as 1 03CF: load_wav 'BNK3_3A' as 2 :BANKJO3_2877 if or not Model.Available(#SABRETUR) not Model.Available(#SENTINEL) 83D0: not wav 1 loaded 83D0: not wav 2 loaded 823D: not special_actor 3 loaded jf @BANKJO3_2921 wait 0 jump @BANKJO3_2877 :BANKJO3_2921 0395: clear_area 1 at 526.2 -76.85 range 10.78 5.0 $3996 = Car.Create(#SABRETUR, $3999, $4000, $4001) 020A: set_car $3996 door_status_to 2 Car.SetImmunities($3996, 1, 1, 1, 0, 1) 039C: set_car $3996 watertight 1 03AB: set_car $3996 strong 1 0423: car $3996 improve_handling 1.5 03ED: set_car $3996 not_damaged_when_upside_down 1 04E0: car $3996 abandon_path_radius 200 0129: $4005 = create_actor 4 #SPECIAL03 in_car $3996 driverseat 01ED: clear_actor $4005 threat_search 039E: set_actor $4005 locked_while_in_vehicle 1 Car.Angle($3996) = $3990 Car.SetToNormalDriver($3996) 00AE: set_vehicle $3996 traffic_behavior_to 2 Car.SetMaxSpeed($3996, 45.0) Car.ImmuneToNonPlayer($3996) = True $4093 = Car.Create(#SENTINEL, $4007, $4008, $4009) Car.Angle($4093) = $3990 036A: put_actor $PLAYER_ACTOR in_car $4093 0395: clear_area 0 at 473.713 -149.895 range 10.546 1.0 Camera.SetPosition(473.713, -149.895, 10.546, 0.0, 0.0, 0.0) Camera.PointAt(474.708, -149.824, 10.479, 2) Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 if not Actor.Dead($4005) jf @BANKJO3_3252 022C: set_actor $4005 to_look_at_actor $PLAYER_ACTOR 022C: set_actor $PLAYER_ACTOR to_look_at_actor $4005 jump @BANKJO3_3274 :BANKJO3_3252 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_3274 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 :BANKJO3_3294 if fading jf @BANKJO3_3471 wait 0 if Car.Wrecked($3996) jf @BANKJO3_3334 jump @BANKJO3_7380 :BANKJO3_3334 if Actor.Dead($4005) jf @BANKJO3_3393 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 if not Car.Wrecked($3996) jf @BANKJO3_3393 Car.SetToNormalDriver($3996) :BANKJO3_3393 $4083 = Car.Health($3996) if or 1000 > $4083 // integer values 0496: vehicle $3996 tire 4 deflated jf @BANKJO3_3441 $4083 = 9 // integer values jump @BANKJO3_3849 :BANKJO3_3441 if Car.Wrecked($4093) jf @BANKJO3_3464 jump @BANKJO3_7380 :BANKJO3_3464 jump @BANKJO3_3294 :BANKJO3_3471 if or 80FA: not player $PLAYER_CHAR stopped 1 $4007 $4008 $4009 radius 2.0 2.0 2.0 04A8: player $PLAYER_CHAR driving_boat 04C9: player $PLAYER_CHAR driving_plane jf @BANKJO3_3849 wait 0 if 00F5: player $PLAYER_CHAR 0 $4007 $4008 $4009 radius 2.0 2.0 2.0 jf @BANKJO3_3726 if or 04A8: player $PLAYER_CHAR driving_boat 04C9: player $PLAYER_CHAR driving_plane jf @BANKJO3_3637 if $4092 == 0 // integer values jf @BANKJO3_3630 00BC: text_highpriority 'BJM3_4' 5000 ms 1 // ~g~You need a car to take part! $4092 = 1 // integer values :BANKJO3_3630 jump @BANKJO3_3719 :BANKJO3_3637 if 00F9: player $PLAYER_CHAR stopped 0 $4007 $4008 $4009 radius 2.0 2.0 2.0 jf @BANKJO3_3719 if $4092 == 0 // integer values jf @BANKJO3_3719 00BC: text_highpriority 'BJM3_4' 5000 ms 1 // ~g~You need a car to take part! $4092 = 1 // integer values :BANKJO3_3719 jump @BANKJO3_3733 :BANKJO3_3726 $4092 = 0 // integer values :BANKJO3_3733 if Car.Wrecked($3996) jf @BANKJO3_3756 jump @BANKJO3_7380 :BANKJO3_3756 if Actor.Dead($4005) jf @BANKJO3_3794 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_3794 $4083 = Car.Health($3996) if or 1000 > $4083 // integer values 0496: vehicle $3996 tire 4 deflated jf @BANKJO3_3842 $4083 = 9 // integer values jump @BANKJO3_3849 :BANKJO3_3842 jump @BANKJO3_3471 :BANKJO3_3849 03D1: play_wav 1 if $4083 == 9 // integer values jf @BANKJO3_3895 00BA: text_styled 'RACE1' 1200 ms 4 // ~g~3..2..1.. GO GO GO! Camera.Restore_WithJumpCut jump @BANKJO3_4301 :BANKJO3_3895 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 00BA: text_styled 'RACE2' 1500 ms 4 // ~g~3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1500 0395: clear_area 0 at 481.704 -155.509 range 10.9 1.0 Camera.SetPosition(481.704, -155.509, 10.9, 0.0, 0.0, 0.0) Camera.PointAt(481.675, -154.522, 10.741, 2) 00BA: text_styled 'RACE3' 1500 ms 4 // ~g~2 018C: play_sound 8 at 0.0 0.0 0.0 wait 1500 0395: clear_area 0 at 487.907 -148.861 range 11.167 1.0 Camera.SetPosition(487.907, -148.861, 11.167, 0.0, 0.0, 0.0) Camera.PointAt(486.924, -148.899, 10.98, 2) 00BA: text_styled 'RACE4' 1500 ms 4 // ~g~1 018C: play_sound 9 at 0.0 0.0 0.0 wait 1500 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 022F: set_actor $PLAYER_ACTOR stop_looking if not Actor.Dead($4005) jf @BANKJO3_4220 022F: set_actor $4005 stop_looking jump @BANKJO3_4242 :BANKJO3_4220 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_4242 00BA: text_styled 'RACE5' 800 ms 4 // ~g~GO! 018C: play_sound 10 at 0.0 0.0 0.0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 :BANKJO3_4301 if Car.Wrecked($3996) jf @BANKJO3_4339 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_4339 Marker.TieToCar($3998, $3996, 0, 1) 03CC: car $3996 add_to_stuck_car_check 0.1 = 1000 gosub @BANKJO3_7827 0086: $4010 = $4075 // floating-point values only 0086: $4011 = $4076 // floating-point values only 0086: $4012 = $4077 // floating-point values only 0086: $4014 = $4078 // floating-point values only 0086: $4015 = $4079 // floating-point values only 0086: $4016 = $4080 // floating-point values only 0086: $4002 = $4075 // floating-point values only 0086: $4003 = $4076 // floating-point values only 0086: $4004 = $4077 // floating-point values only 018A: $4081 = create_checkpoint_at $4010 $4011 $4012 0167: $4082 = create_marker_at $4014 $4015 $4016 color 5 flag 2 0168: set_blip $4082 size 2 0166: set_marker $4082 brightness_to 1 Car.DriveTo($3996, $4002, $4003, $4004) 03C3: set_timer_with_text_to $4087 type 0 text 'R_TIME' // RACE TIME: :BANKJO3_4518 if 001C: $4020 > $4013 // integer values jf @BANKJO3_6106 wait 0 if $4085 >= 4 // integer values jf @BANKJO3_5049 if $4088 == 0 // integer values jf @BANKJO3_4599 if 03D0: wav 2 loaded jf @BANKJO3_4599 $4088 = 1 // integer values :BANKJO3_4599 if $4088 == 1 // integer values jf @BANKJO3_4650 03D1: play_wav 2 00BC: text_highpriority 'BNK3_3A' 5000 ms 1 // Illegal street race in progress at Vice Point. Player.SetMinWantedLevel($PLAYER_CHAR, 2) $4088 = 2 // integer values :BANKJO3_4650 if $4088 == 2 // integer values jf @BANKJO3_4700 if 03D2: wav 2 ended jf @BANKJO3_4700 03D5: remove_text 'BNK3_3A' // Illegal street race in progress at Vice Point. $4088 = 3 // integer values :BANKJO3_4700 if $4088 == 3 // integer values jf @BANKJO3_4749 03CF: load_wav 'BNK3_3B' as 1 03CF: load_wav 'BNK3_3C' as 2 $4088 = 4 // integer values :BANKJO3_4749 if $4088 == 4 // integer values jf @BANKJO3_4789 if 03D0: wav 1 loaded jf @BANKJO3_4789 $4088 = 5 // integer values :BANKJO3_4789 if $4088 == 5 // integer values jf @BANKJO3_4833 03D1: play_wav 1 00BC: text_highpriority 'BNK3_3B' 5000 ms 1 // Calling all officers. $4088 = 6 // integer values :BANKJO3_4833 if $4088 == 6 // integer values jf @BANKJO3_4883 if 03D2: wav 1 ended jf @BANKJO3_4883 03D5: remove_text 'BNK3_3B' // Calling all officers. $4088 = 7 // integer values :BANKJO3_4883 if $4088 == 7 // integer values jf @BANKJO3_4923 if 03D0: wav 2 loaded jf @BANKJO3_4923 $4088 = 8 // integer values :BANKJO3_4923 if $4088 == 8 // integer values jf @BANKJO3_4967 03D1: play_wav 2 00BC: text_highpriority 'BNK3_3C' 5000 ms 1 // Street racers, this is illegal and forbidden! $4088 = 9 // integer values :BANKJO3_4967 if $4088 == 9 // integer values jf @BANKJO3_5049 if 03D2: wav 2 ended jf @BANKJO3_5049 03D5: remove_text 'BNK3_3C' // Street racers, this is illegal and forbidden! 01E7: remove_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0 $4088 = 10 // integer values :BANKJO3_5049 if $4090 == 0 // integer values jf @BANKJO3_5078 040D: unload_wav 1 $4090 = 1 // integer values :BANKJO3_5078 if $4088 == 1 // integer values jf @BANKJO3_5142 if 03D2: wav 2 ended jf @BANKJO3_5142 03D5: remove_text 'BNK3_3A' // Illegal street race in progress at Vice Point. 03D5: remove_text 'BNK3_3B' // Calling all officers. 040D: unload_wav 2 $4088 = 2 // integer values :BANKJO3_5142 $4086 = 0 // integer values if and 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $4010 $4011 $4012 radius 6.0 6.0 6.0 84A8: not player $PLAYER_CHAR driving_boat 84C9: not player $PLAYER_CHAR driving_plane jf @BANKJO3_5390 $4013 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4081) Marker.Disable($4082) 0084: $4085 = $4013 // integer values and handles gosub @BANKJO3_7827 0086: $4010 = $4075 // floating-point values only 0086: $4011 = $4076 // floating-point values only 0086: $4012 = $4077 // floating-point values only 0086: $4014 = $4078 // floating-point values only 0086: $4015 = $4079 // floating-point values only 0086: $4016 = $4080 // floating-point values only if 003A: $4013 == $4020 // integer values and handles jf @BANKJO3_5326 jump @BANKJO3_6111 :BANKJO3_5326 018A: $4081 = create_checkpoint_at $4010 $4011 $4012 if 17 > $4013 // integer values jf @BANKJO3_5390 0167: $4082 = create_marker_at $4014 $4015 $4016 color 5 flag 2 0166: set_marker $4082 brightness_to 1 0168: set_blip $4082 size 2 :BANKJO3_5390 if Actor.Dead($4005) jf @BANKJO3_5428 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_5428 if not Car.Wrecked($3996) jf @BANKJO3_5931 if Actor.Dead($4005) jf @BANKJO3_5482 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_5482 0084: $4084 = $3996 // integer values and handles 0084: $4085 = $3997 // integer values and handles 0086: $4075 = $4002 // floating-point values only 0086: $4076 = $4003 // floating-point values only 0086: $4077 = $4004 // floating-point values only gosub @BANKJO3_9017 if 01AF: car $3996 0 $4002 $4003 $4004 radius $3994 $3994 $3994 jf @BANKJO3_5769 $3997 += 1 // integer values if $4097 == 0 // integer values jf @BANKJO3_5604 04E0: car $3996 abandon_path_radius 20 $4097 = 1 // integer values :BANKJO3_5604 0084: $4085 = $3997 // integer values and handles gosub @BANKJO3_7827 0086: $4002 = $4075 // floating-point values only 0086: $4003 = $4076 // floating-point values only 0086: $4004 = $4077 // floating-point values only if 003A: $3997 == $4020 // integer values and handles jf @BANKJO3_5672 $3994 = 6.0 // floating-point values :BANKJO3_5672 if 003A: $3997 == $4020 // integer values and handles jf @BANKJO3_5713 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @BANKJO3_7380 :BANKJO3_5713 if $3994 == 7.0 // floating-point values jf @BANKJO3_5755 Car.DriveTo($3996, $4002, $4003, $4004) jump @BANKJO3_5769 :BANKJO3_5755 02C2: car $3996 drive_to_point $4002 $4003 $4004 :BANKJO3_5769 if 02BF: car $3996 sunk jf @BANKJO3_5924 if 82CA: not car $3996 bounding_sphere_visible jf @BANKJO3_5924 Car.StorePos($3996, $4017, $4018, $4019) 02C1: set $4017 $4018 $4019 to_car_path_coords_closest_to $4017 $4018 $4019 if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 4.0 jf @BANKJO3_5924 if 80C2: not sphere_onscreen $4017 $4018 $4019 3.0 jf @BANKJO3_5924 Car.PutAt($3996, $4017, $4018, $4019) 039F: car $3996 race_to $4002 $4003 :BANKJO3_5924 jump @BANKJO3_5954 :BANKJO3_5931 if 82BF: not car $3996 sunk jf @BANKJO3_5954 $3997 = 0 // integer values :BANKJO3_5954 if $4086 == 0 // integer values jf @BANKJO3_5986 00BB: text_lowpriority 'FIRST' 100 ms 1 // ~b~1st :BANKJO3_5986 if $4086 == 1 // integer values jf @BANKJO3_6018 00BB: text_lowpriority 'SECOND' 100 ms 1 // ~b~2nd :BANKJO3_6018 if $4013 == 17 // integer values jf @BANKJO3_6070 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4010 $4011 $4012 jump @BANKJO3_6099 :BANKJO3_6070 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 137 205 at $4010 $4011 $4012 :BANKJO3_6099 jump @BANKJO3_4518 :BANKJO3_6106 014F: stop_timer $4087 :BANKJO3_6111 Player.ClearWantedLevel($PLAYER_CHAR) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if 00E0: player $PLAYER_CHAR driving jf @BANKJO3_6158 0221: set_player $PLAYER_CHAR apply_brakes_to_car 1 00DA: $4091 = player $PLAYER_CHAR car :BANKJO3_6158 0169: set_fade_color 1 1 1 fade 0 1500 :BANKJO3_6173 if fading jf @BANKJO3_6258 wait 0 if Car.Wrecked($3996) jf @BANKJO3_6228 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_6228 if Car.Wrecked($4091) jf @BANKJO3_6251 jump @BANKJO3_7380 :BANKJO3_6251 jump @BANKJO3_6173 :BANKJO3_6258 Camera.SetPosition(515.93, -82.24, 12.87, 0.0, 0.0, 0.0) Camera.PointAt(515.92, -81.38, 12.55, 2) 0395: clear_area 1 at 513.7 -74.3 range 9.58 4.0 03BA: clear_cars_from_cube 528.63 64.64 8.0 376.19 -320.62 16.0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Car.PutAt($4091, 513.7, -74.3, 9.58) Car.Angle($4091) = 180.0 Car.PutAt($3996, 517.19, -74.3, 9.58) Car.Angle($3996) = 180.0 Marker.Disable($3998) Car.SetMaxSpeed($3996, 0.0) Car.SetToNormalDriver($3996) if $4089 == 0 // integer values jf @BANKJO3_6496 03CF: load_wav 'BNK3_1' as 1 $4089 = 1 // integer values :BANKJO3_6496 if 83D0: not wav 1 loaded jf @BANKJO3_6583 wait 0 if Car.Wrecked($3996) jf @BANKJO3_6553 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_6553 if Car.Wrecked($4091) jf @BANKJO3_6576 jump @BANKJO3_7380 :BANKJO3_6576 jump @BANKJO3_6496 :BANKJO3_6583 0169: set_fade_color 1 1 1 fade 1 1500 :BANKJO3_6598 if fading jf @BANKJO3_6683 wait 0 if Car.Wrecked($3996) jf @BANKJO3_6653 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_6653 if Car.Wrecked($4091) jf @BANKJO3_6676 jump @BANKJO3_7380 :BANKJO3_6676 jump @BANKJO3_6598 :BANKJO3_6683 if not Actor.Dead($4005) jf @BANKJO3_6722 022E: set_player $PLAYER_CHAR to_look_at_actor $4005 022D: set_actor $4005 to_look_at_player $PLAYER_CHAR jump @BANKJO3_6744 :BANKJO3_6722 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_6744 if 003A: $4013 == $4020 // integer values and handles jf @BANKJO3_6782 03D1: play_wav 1 00BC: text_highpriority 'BNK3_1' 6000 ms 1 // Ok. I'll drive for you, but please, treat me bad. :BANKJO3_6782 if 83D2: not wav 1 ended jf @BANKJO3_6923 wait 0 if Actor.Dead($4005) jf @BANKJO3_6839 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_6839 if Car.Wrecked($3996) jf @BANKJO3_6893 if Actor.Dead($4005) jf @BANKJO3_6893 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_6893 if Car.Wrecked($4091) jf @BANKJO3_6916 jump @BANKJO3_7380 :BANKJO3_6916 jump @BANKJO3_6782 :BANKJO3_6923 040D: unload_wav 1 03D5: remove_text 'BNK3_1' // Ok. I'll drive for you, but please, treat me bad. if not Actor.Dead($4005) jf @BANKJO3_6970 0230: set_player $PLAYER_CHAR stop_looking 022F: set_actor $4005 stop_looking jump @BANKJO3_6992 :BANKJO3_6970 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_6992 if not Car.Wrecked($3996) jf @BANKJO3_7043 03CD: car $3996 remove_from_stuck_car_check Car.SetMaxSpeed($3996, 30.0) Car.DriveTo($3996, 478.26, -129.32, 9.01) :BANKJO3_7043 17@ = 0 // integer values 16@ = 0 // integer values :BANKJO3_7057 if and 02CB: actor $4005 bounding_sphere_visible 3000 > 16@ // integer values jf @BANKJO3_7294 wait 0 if Actor.Dead($4005) jf @BANKJO3_7123 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_7123 if Car.Wrecked($3996) jf @BANKJO3_7177 if Actor.Dead($4005) jf @BANKJO3_7177 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_7177 if 16@ >= 5000 // integer values jf @BANKJO3_7264 if not Actor.Dead($4005) jf @BANKJO3_7242 if 02CB: actor $4005 bounding_sphere_visible jf @BANKJO3_7235 jump @BANKJO3_7294 :BANKJO3_7235 jump @BANKJO3_7264 :BANKJO3_7242 00BC: text_highpriority 'BJM3_2' 5000 ms 1 // ~r~Hilary is dead! jump @BANKJO3_7380 :BANKJO3_7264 if Car.Wrecked($4091) jf @BANKJO3_7287 jump @BANKJO3_7380 :BANKJO3_7287 jump @BANKJO3_7057 :BANKJO3_7294 Car.SetToNormalDriver($3996) Actor.DestroyInstantly($4005) Car.Destroy($3996) if not Car.Wrecked($4091) jf @BANKJO3_7339 0221: set_player $PLAYER_CHAR apply_brakes_to_car 0 jump @BANKJO3_7346 :BANKJO3_7339 jump @BANKJO3_7380 :BANKJO3_7346 02A3: enable_widescreen 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut jump @BANKJO3_7448 :BANKJO3_7380 03D5: remove_text 'FIRST' // ~b~1st 03D5: remove_text 'SECOND' // ~b~2nd 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! if not Car.Wrecked($3996) jf @BANKJO3_7446 Car.SetMaxSpeed($3996, 0.0) Car.SetToNormalDriver($3996) :BANKJO3_7446 return :BANKJO3_7448 $250 = 1 // integer values 0318: set_latest_mission_passed 'BANK_3' // The Driver 030C: progress_made += 1 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 0084: $4096 = $4087 // integer values and handles $4096 /= 1000 // integer values 042E: downdate_integer_stat 1 to $4096 0084: $4094 = $4096 // integer values and handles $4094 /= 60 // integer values 0084: $4095 = $4094 // integer values and handles $4095 *= 60 // integer values 0060: $4096 -= $4095 // integer values Player.Money($PLAYER_CHAR) += 3000 01E3: text_1number_styled 'M_PASS' number 3000 time 5000 style 1 // MISSION PASSED! $~1~ if $4096 >= 10 // integer values jf @BANKJO3_7611 02FD: text_2numbers_lowpriority 'RACETM' $4094 $4096 5000 flag 1 // ~b~RACE TIME: ~1~:~1~ jump @BANKJO3_7632 :BANKJO3_7611 02FD: text_2numbers_lowpriority 'RACETM2' $4094 $4096 5000 flag 1 // ~b~RACE TIME: ~1~:0~1~ :BANKJO3_7632 create_thread @BANK4 return :BANKJO3_7642 Actor.DestroyWithFade($4005) if not Car.Wrecked($3996) jf @BANKJO3_7699 Car.SetImmunities($3996, 0, 0, 0, 0, 0) 039C: set_car $3996 watertight 0 03AB: set_car $3996 strong 0 03ED: set_car $3996 not_damaged_when_upside_down 0 :BANKJO3_7699 01E7: remove_forbidden_for_cars_cube 439.691 -319.016 8.0 533.378 139.155 14.0 01EB: set_traffic_density_multiplier_to 1.0 $ONMISSION = 0 // integer values 01EB: set_traffic_density_multiplier_to 1.0 0296: unload_special_actor 3 Model.Destroy(#SABRETUR) Model.Destroy(#SENTINEL) 01E7: remove_forbidden_for_cars_cube 444.9 -203.82 8.0 572.14 133.77 20.0 Marker.Disable($3998) Marker.Disable($4081) Marker.Disable($4082) 014F: stop_timer $4087 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :BANKJO3_7827 if $4085 == 0 // integer values jf @BANKJO3_7893 0086: $4075 = $4021 // floating-point values only 0086: $4076 = $4022 // floating-point values only 0086: $4077 = $4023 // floating-point values only 0086: $4078 = $4024 // floating-point values only 0086: $4079 = $4025 // floating-point values only 0086: $4080 = $4026 // floating-point values only :BANKJO3_7893 if $4085 == 1 // integer values jf @BANKJO3_7959 0086: $4075 = $4024 // floating-point values only 0086: $4076 = $4025 // floating-point values only 0086: $4077 = $4026 // floating-point values only 0086: $4078 = $4027 // floating-point values only 0086: $4079 = $4028 // floating-point values only 0086: $4080 = $4029 // floating-point values only :BANKJO3_7959 if $4085 == 2 // integer values jf @BANKJO3_8025 0086: $4075 = $4027 // floating-point values only 0086: $4076 = $4028 // floating-point values only 0086: $4077 = $4029 // floating-point values only 0086: $4078 = $4030 // floating-point values only 0086: $4079 = $4031 // floating-point values only 0086: $4080 = $4032 // floating-point values only :BANKJO3_8025 if $4085 == 3 // integer values jf @BANKJO3_8091 0086: $4075 = $4030 // floating-point values only 0086: $4076 = $4031 // floating-point values only 0086: $4077 = $4032 // floating-point values only 0086: $4078 = $4033 // floating-point values only 0086: $4079 = $4034 // floating-point values only 0086: $4080 = $4035 // floating-point values only :BANKJO3_8091 if $4085 == 4 // integer values jf @BANKJO3_8157 0086: $4075 = $4033 // floating-point values only 0086: $4076 = $4034 // floating-point values only 0086: $4077 = $4035 // floating-point values only 0086: $4078 = $4036 // floating-point values only 0086: $4079 = $4037 // floating-point values only 0086: $4080 = $4038 // floating-point values only :BANKJO3_8157 if $4085 == 5 // integer values jf @BANKJO3_8223 0086: $4075 = $4036 // floating-point values only 0086: $4076 = $4037 // floating-point values only 0086: $4077 = $4038 // floating-point values only 0086: $4078 = $4039 // floating-point values only 0086: $4079 = $4040 // floating-point values only 0086: $4080 = $4041 // floating-point values only :BANKJO3_8223 if $4085 == 6 // integer values jf @BANKJO3_8289 0086: $4075 = $4039 // floating-point values only 0086: $4076 = $4040 // floating-point values only 0086: $4077 = $4041 // floating-point values only 0086: $4078 = $4042 // floating-point values only 0086: $4079 = $4043 // floating-point values only 0086: $4080 = $4044 // floating-point values only :BANKJO3_8289 if $4085 == 7 // integer values jf @BANKJO3_8355 0086: $4075 = $4042 // floating-point values only 0086: $4076 = $4043 // floating-point values only 0086: $4077 = $4044 // floating-point values only 0086: $4078 = $4045 // floating-point values only 0086: $4079 = $4046 // floating-point values only 0086: $4080 = $4047 // floating-point values only :BANKJO3_8355 if $4085 == 8 // integer values jf @BANKJO3_8421 0086: $4075 = $4045 // floating-point values only 0086: $4076 = $4046 // floating-point values only 0086: $4077 = $4047 // floating-point values only 0086: $4078 = $4048 // floating-point values only 0086: $4079 = $4049 // floating-point values only 0086: $4080 = $4050 // floating-point values only :BANKJO3_8421 if $4085 == 9 // integer values jf @BANKJO3_8487 0086: $4075 = $4048 // floating-point values only 0086: $4076 = $4049 // floating-point values only 0086: $4077 = $4050 // floating-point values only 0086: $4078 = $4051 // floating-point values only 0086: $4079 = $4052 // floating-point values only 0086: $4080 = $4053 // floating-point values only :BANKJO3_8487 if $4085 == 10 // integer values jf @BANKJO3_8553 0086: $4075 = $4051 // floating-point values only 0086: $4076 = $4052 // floating-point values only 0086: $4077 = $4053 // floating-point values only 0086: $4078 = $4054 // floating-point values only 0086: $4079 = $4055 // floating-point values only 0086: $4080 = $4056 // floating-point values only :BANKJO3_8553 if $4085 == 11 // integer values jf @BANKJO3_8619 0086: $4075 = $4054 // floating-point values only 0086: $4076 = $4055 // floating-point values only 0086: $4077 = $4056 // floating-point values only 0086: $4078 = $4057 // floating-point values only 0086: $4079 = $4058 // floating-point values only 0086: $4080 = $4059 // floating-point values only :BANKJO3_8619 if $4085 == 12 // integer values jf @BANKJO3_8685 0086: $4075 = $4057 // floating-point values only 0086: $4076 = $4058 // floating-point values only 0086: $4077 = $4059 // floating-point values only 0086: $4078 = $4060 // floating-point values only 0086: $4079 = $4061 // floating-point values only 0086: $4080 = $4062 // floating-point values only :BANKJO3_8685 if $4085 == 13 // integer values jf @BANKJO3_8751 0086: $4075 = $4060 // floating-point values only 0086: $4076 = $4061 // floating-point values only 0086: $4077 = $4062 // floating-point values only 0086: $4078 = $4063 // floating-point values only 0086: $4079 = $4064 // floating-point values only 0086: $4080 = $4065 // floating-point values only :BANKJO3_8751 if $4085 == 14 // integer values jf @BANKJO3_8817 0086: $4075 = $4063 // floating-point values only 0086: $4076 = $4064 // floating-point values only 0086: $4077 = $4065 // floating-point values only 0086: $4078 = $4066 // floating-point values only 0086: $4079 = $4067 // floating-point values only 0086: $4080 = $4068 // floating-point values only :BANKJO3_8817 if $4085 == 15 // integer values jf @BANKJO3_8883 0086: $4075 = $4066 // floating-point values only 0086: $4076 = $4067 // floating-point values only 0086: $4077 = $4068 // floating-point values only 0086: $4078 = $4069 // floating-point values only 0086: $4079 = $4070 // floating-point values only 0086: $4080 = $4071 // floating-point values only :BANKJO3_8883 if $4085 == 16 // integer values jf @BANKJO3_8949 0086: $4075 = $4069 // floating-point values only 0086: $4076 = $4070 // floating-point values only 0086: $4077 = $4071 // floating-point values only 0086: $4078 = $4072 // floating-point values only 0086: $4079 = $4073 // floating-point values only 0086: $4080 = $4074 // floating-point values only :BANKJO3_8949 if $4085 == 17 // integer values jf @BANKJO3_9015 0086: $4075 = $4072 // floating-point values only 0086: $4076 = $4073 // floating-point values only 0086: $4077 = $4074 // floating-point values only 0086: $4078 = $4072 // floating-point values only 0086: $4079 = $4073 // floating-point values only 0086: $4080 = $4074 // floating-point values only :BANKJO3_9015 return :BANKJO3_9017 $4083 = Car.Health($4084) if 500 > $4083 // integer values jf @BANKJO3_9052 Car.Health($4084) = 1000 :BANKJO3_9052 if 003A: $4013 == $4085 // integer values and handles jf @BANKJO3_9276 Car.StorePos($4084, $4017, $4018, $4019) 0086: $3991 = $4017 // floating-point values only 0061: $3991 -= $4010 // floating-point values 0086: $3992 = $4018 // floating-point values only 0061: $3992 -= $4011 // floating-point values 0069: $3991 *= $3991 // floating-point values 0069: $3992 *= $3992 // floating-point values 0086: $3993 = $3991 // floating-point values only 0059: $3993 += $3992 // floating-point values 01FB: $3995 = square_root $3993 0054: store_player $PLAYER_CHAR position_to $4017 $4018 $4019 0086: $3991 = $4017 // floating-point values only 0061: $3991 -= $4010 // floating-point values 0086: $3992 = $4018 // floating-point values only 0061: $3992 -= $4011 // floating-point values 0069: $3991 *= $3991 // floating-point values 0069: $3992 *= $3992 // floating-point values 0086: $3993 = $3991 // floating-point values only 0059: $3993 += $3992 // floating-point values 01FB: $4006 = square_root $3993 if 0024: $4006 > $3995 // floating-point values only jf @BANKJO3_9269 $4086 += 1 // integer values :BANKJO3_9269 jump @BANKJO3_9302 :BANKJO3_9276 if 001C: $4085 > $4013 // integer values jf @BANKJO3_9302 $4086 += 1 // integer values :BANKJO3_9302 if 03CE: car $4084 stuck jf @BANKJO3_9791 if 82CA: not car $4084 bounding_sphere_visible jf @BANKJO3_9791 if 81FF: not player $PLAYER_CHAR near_car $4084 radius 30.0 30.0 30.0 unknown 0 jf @BANKJO3_9791 Car.StorePos($4084, $4017, $4018, $4019) 02C1: set $4017 $4018 $4019 to_car_path_coords_closest_to $4017 $4018 $4019 if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 jf @BANKJO3_9590 if 80C2: not sphere_onscreen $4017 $4018 $4019 4.0 jf @BANKJO3_9583 Car.PutAt($4084, $4017, $4018, $4019) 039F: car $4084 race_to $4002 $4003 if $3994 == 7.0 // floating-point values jf @BANKJO3_9552 00AE: set_vehicle $4084 traffic_behavior_to 2 Car.SetMaxSpeed($4084, 45.0) Car.DriveTo($4084, $4075, $4076, $4077) jump @BANKJO3_9583 :BANKJO3_9552 00AE: set_vehicle $4084 traffic_behavior_to 2 Car.SetMaxSpeed($4084, 45.0) 02C2: car $4084 drive_to_point $4075 $4076 $4077 :BANKJO3_9583 jump @BANKJO3_9791 :BANKJO3_9590 04D3: get_nearest_car_path_coords_from $4017 $4018 $4019 type 2 store_to $4017 $4018 $4019 if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 jf @BANKJO3_9791 if 80C2: not sphere_onscreen $4017 $4018 $4019 4.0 jf @BANKJO3_9791 Car.PutAt($4084, $4017, $4018, $4019) 039F: car $4084 race_to $4002 $4003 if $3994 == 7.0 // floating-point values jf @BANKJO3_9760 00AE: set_vehicle $4084 traffic_behavior_to 2 Car.SetMaxSpeed($4084, 45.0) Car.DriveTo($4084, $4075, $4076, $4077) jump @BANKJO3_9791 :BANKJO3_9760 00AE: set_vehicle $4084 traffic_behavior_to 2 Car.SetMaxSpeed($4084, 45.0) 02C2: car $4084 drive_to_point $4075 $4076 $4077 :BANKJO3_9791 if 01F4: car $4084 flipped jf @BANKJO3_10298 if 82CA: not car $4084 bounding_sphere_visible jf @BANKJO3_10298 if 81FF: not player $PLAYER_CHAR near_car $4084 radius 30.0 30.0 30.0 unknown 0 jf @BANKJO3_10298 Car.StorePos($4084, $4017, $4018, $4019) 02C1: set $4017 $4018 $4019 to_car_path_coords_closest_to $4017 $4018 $4019 0395: clear_area 0 at $4017 $4018 range $4019 4.0 if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 jf @BANKJO3_10097 if 80C2: not sphere_onscreen $4017 $4018 $4019 4.0 jf @BANKJO3_10090 Car.PutAt($4084, $4017, $4018, $4019) 039F: car $4084 race_to $4002 $4003 if $3994 == 7.0 // floating-point values jf @BANKJO3_10059 00AE: set_vehicle $4084 traffic_behavior_to 2 Car.SetMaxSpeed($4084, 45.0) Car.DriveTo($4084, $4075, $4076, $4077) jump @BANKJO3_10090 :BANKJO3_10059 00AE: set_vehicle $4084 traffic_behavior_to 2 Car.SetMaxSpeed($4084, 45.0) 02C2: car $4084 drive_to_point $4075 $4076 $4077 :BANKJO3_10090 jump @BANKJO3_10298 :BANKJO3_10097 04D3: get_nearest_car_path_coords_from $4017 $4018 $4019 type 2 store_to $4017 $4018 $4019 if 838A: not car_in_cube $4017 $4018 $4019 4.0 4.0 3.0 jf @BANKJO3_10298 if 80C2: not sphere_onscreen $4017 $4018 $4019 4.0 jf @BANKJO3_10298 Car.PutAt($4084, $4017, $4018, $4019) 039F: car $4084 race_to $4002 $4003 if $3994 == 7.0 // floating-point values jf @BANKJO3_10267 00AE: set_vehicle $4084 traffic_behavior_to 2 Car.SetMaxSpeed($4084, 45.0) Car.DriveTo($4084, $4075, $4076, $4077) jump @BANKJO3_10298 :BANKJO3_10267 00AE: set_vehicle $4084 traffic_behavior_to 2 Car.SetMaxSpeed($4084, 45.0) 02C2: car $4084 drive_to_point $4075 $4076 $4077 :BANKJO3_10298 0084: $4098 = $4013 // integer values and handles $4098 -= 3 // integer values if 001C: $4098 > $4085 // integer values jf @BANKJO3_10447 if 82CA: not car $4084 bounding_sphere_visible jf @BANKJO3_10447 if 838A: not car_in_cube $4002 $4003 $4004 4.0 4.0 3.0 jf @BANKJO3_10447 if 80C2: not sphere_onscreen $4002 $4003 $4004 4.0 jf @BANKJO3_10447 Car.PutAt($4084, $4002, $4003, $4004) 039F: car $4084 race_to $4010 $4011 04BA: set_car $4084 speed_instantly 30.0 :BANKJO3_10447 0084: $4098 = $4013 // integer values and handles $4098 += 2 // integer values if 001C: $4085 > $4098 // integer values jf @BANKJO3_10498 Car.SetMaxSpeed($4084, 35.0) jump @BANKJO3_10508 :BANKJO3_10498 Car.SetMaxSpeed($4084, 45.0) :BANKJO3_10508 return //-------------Mission 24--------------- // Originally: The Job :BANKJO4 gosub @BANKJO4_36 if wasted_or_busted jf @BANKJO4_27 gosub @BANKJO4_22188 :BANKJO4_27 gosub @BANKJO4_26040 end_thread :BANKJO4_36 thread 'BANKJO4' $ONMISSION = 1 // integer values 054C: use_GXT_table 'BANKJ4' 058E: set_restart_mission_taxi_destination 512.591 -74.9 9.573 189.24 $986 = 0 // integer values increment_mission_attempts wait 0 $4099 = 1 // integer values $4101 = 0 // integer values $4102 = 0 // integer values $357 = 0 // integer values $4104 = 0 // integer values $4106 = 0 // integer values $4105 = 0 // integer values $4184 = 0 // integer values $4185 = 0 // integer values $4186 = 0 // integer values $4123 = 0 // integer values $4124 = 0 // integer values $4125 = 0 // integer values $4126 = 0 // integer values $4137 = 0 // integer values $4134 = 0 // integer values $4212 = 0 // integer values $4197 = 0 // integer values $4198 = 0 // integer values $4199 = 0 // integer values $4103 = 0 // integer values $4211 = 0 // integer values $4204 = 0 // integer values $4205 = 0 // integer values $4206 = 0 // integer values $4207 = 0 // integer values $4194 = 0 // integer values $4195 = 0 // integer values $4196 = 0 // integer values $4192 = 0 // integer values $4153 = 0 // integer values $4154 = 0 // integer values $4155 = 0 // integer values $4156 = 0 // integer values $4157 = 0 // integer values $4158 = 0 // integer values $4159 = 0 // integer values $4201 = 0 // integer values $4160 = 0 // integer values $4161 = 0 // integer values $4162 = 0 // integer values $4213 = 0 // integer values $4182 = 0 // integer values $4183 = 0 // integer values $4214 = 0 // integer values $4203 = 0 // integer values $4200 = 0 // integer values $4116 = 0 // integer values $4200 = 0 // integer values 0@ = 0 // integer values 1@ = 0 // integer values 2@ = 0 // integer values 3@ = 0 // integer values 4@ = 0 // integer values 5@ = 0 // integer values 6@ = 0 // integer values 7@ = 0 // integer values 8@ = 0 // integer values 9@ = 0 // integer values 10@ = 0 // integer values 11@ = 0 // integer values $4187 = 0 // integer values $4163 = 0 // integer values $4190 = 0 // integer values 03AF: set_streaming 0 select_interior 17 01EB: set_traffic_density_multiplier_to 0.0 Camera.SetAtPos(481.03, -64.21, 8.98) 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 023C: load_special_actor 3 'CSPHIL' 023C: load_special_actor 4 'CSHLARY' 023C: load_special_actor 5 'CSCAMJ' 02F3: load_object #CUTOBJ01 'GCFAN' 02F3: load_object #CUTOBJ02 'CLCHR' 038B: load_requested_models :BANKJO4_666 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @BANKJO4_708 wait 0 jump @BANKJO4_666 :BANKJO4_708 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @BANKJO4_740 wait 0 jump @BANKJO4_708 :BANKJO4_740 041D: set_camera_near_clip 0.1 02E4: load_cutscene_data 'BANK_4' 0244: set_cutscene_pos 476.972 -65.499 8.943 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $137 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $137 'CSPHIL' 02E5: $186 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $186 'CSHLARY' 02E5: $188 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $188 'CSCAMJ' 04BC: 'GCFAN' 02E5: $189 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $189 'GCFAN' 04BC: 'GCFAN' 02E5: $190 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $190 'CLCHR' 041D: set_camera_near_clip 0.1 0395: clear_area 1 at 495.12 -83.39 range 9.02 1.0 0055: put_player $PLAYER_CHAR at 495.12 -83.39 9.02 0171: set_player $PLAYER_CHAR z_angle_to 223.21 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BANKJO4_1019 if 3659 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1054 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1019 :BANKJO4_1054 00BC: text_highpriority 'BNK4_A' 10000 ms 1 // ~w~As you can see, gentlemen, this is going to be the easiest buck we ever made. :BANKJO4_1069 if 7265 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1104 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1069 :BANKJO4_1104 00BC: text_highpriority 'BNK4_B' 10000 ms 1 // ~w~Tommy, seriously, you gotta consider going into law. :BANKJO4_1119 if 11744 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1154 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1119 :BANKJO4_1154 00BC: text_highpriority 'BNK4_C' 10000 ms 1 // ~w~What the hell are you smoking, man? This ain't no simple plan! :BANKJO4_1169 if 16951 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1204 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1169 :BANKJO4_1204 00BC: text_highpriority 'BNK4_D' 10000 ms 1 // ~w~Well, who needs a simple plan anyway? :BANKJO4_1219 if 18806 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1254 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1219 :BANKJO4_1254 00BC: text_highpriority 'BNK4_E' 10000 ms 1 // ~w~Take communism, now that was a simple plan. Didn't do Russia any favors, huh? :BANKJO4_1269 if 24030 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1304 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1269 :BANKJO4_1304 00BC: text_highpriority 'BNK4_F' 10000 ms 1 // ~w~Calm down, all right? With a team like this it's going to be no problem. :BANKJO4_1319 if 28243 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1354 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1319 :BANKJO4_1354 00BC: text_highpriority 'BNK4_G' 10000 ms 1 // ~w~We got Cam on safe. Phil? You and me will handle security, and Hilary'll drive the getaway car. :BANKJO4_1369 if 34410 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1406 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1369 :BANKJO4_1406 00BC: text_highpriority 'BNK4_H' 10000 ms 1 // ~w~Uh, heh heh, aren't you forgetting somebody? Somebody who helped you to no end in this town? Somebody who... :BANKJO4_1421 if 39555 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1458 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1421 :BANKJO4_1458 00BC: text_highpriority 'BNK4_I' 10000 ms 1 // ~w~Ken... Ken, that's right. Ken here, he washes the money for us and he keeps the drinks on ice. :BANKJO4_1473 if 46880 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1510 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1473 :BANKJO4_1510 00BC: text_highpriority 'BNK4_J' 10000 ms 1 // ~w~I don't understand what I am supposed to be doing here. :BANKJO4_1525 if 49700 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1562 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1525 :BANKJO4_1562 00BC: text_highpriority 'BNK4_K' 10000 ms 1 // ~w~Look, it's easy. Haven't you ever seen a movie? :BANKJO4_1577 if 52105 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1614 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1577 :BANKJO4_1614 00BC: text_highpriority 'BNK4_L' 10000 ms 1 // ~w~We walk into the bank, we wave the gun around, and leave very rich men. :BANKJO4_1629 if 55224 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1666 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1629 :BANKJO4_1666 00BE: text_clear_all :BANKJO4_1668 if 59584 > $CUT_SCENE_TIME // integer values jf @BANKJO4_1705 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BANKJO4_1668 :BANKJO4_1705 fade 0 1500 00BE: text_clear_all :BANKJO4_1714 if fading jf @BANKJO4_1738 wait 0 jump @BANKJO4_1714 :BANKJO4_1738 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) select_interior 0 04FA: reset_sky_colors_with_fade 0 $986 = 0 // integer values 022B: create_forbidden_for_peds_cube 468.0 -77.0 0.0 490.0 -54.0 30.0 00C0: set_current_time 8 30 01EB: set_traffic_density_multiplier_to 1.0 Model.Load(#M4) Model.Load(#MP5LNG) Model.Load(#TAXI) Model.Load(#PYTHON) Camera.SetAtPos(496.5, -84.0, 9.8) :BANKJO4_1868 if or not Model.Available(#M4) not Model.Available(#MP5LNG) not Model.Available(#PYTHON) not Model.Available(#TAXI) jf @BANKJO4_1910 wait 0 jump @BANKJO4_1868 :BANKJO4_1910 0395: clear_area 1 at 496.5 -84.0 range 9.8 10.0 $4135 = Car.Create(#TAXI, 496.5, -84.0, 9.8) Car.Angle($4135) = 137.0 0190: add_vehicle $4135 to_flipped_check 023C: load_special_actor 1 'IGPHIL' 023C: load_special_actor 2 'IGHLARY' 023C: load_special_actor 3 'IGMIKE' :BANKJO4_2008 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded jf @BANKJO4_2042 wait 0 jump @BANKJO4_2008 :BANKJO4_2042 Player.CanMove($PLAYER_CHAR) = False 03C8: set_camera_directly_before_player 0055: put_player $PLAYER_CHAR at 491.6465 -80.4476 10.4539 0171: set_player $PLAYER_CHAR z_angle_to 225.0 $4128 = Actor.Create(CivMale, #SPECIAL01, 490.6913, -79.4378, 10.4539) Actor.Angle($4128) = 225.0 01ED: clear_actor $4128 threat_search 0243: set_actor $4128 ped_stats_to 16 04F5: unknown_actor $4128 kiss_player $PLAYER_CHAR on 1 0446: set_actor $4128 dismemberment_possible 0 $4129 = Actor.Create(CivMale, #SPECIAL02, 490.0092, -80.1343, 10.4539) Actor.Angle($4129) = 225.0 01ED: clear_actor $4129 threat_search 04F5: unknown_actor $4129 kiss_player $PLAYER_CHAR on 1 0446: set_actor $4129 dismemberment_possible 0 $4130 = Actor.Create(CivMale, #SPECIAL03, 491.371, -78.7345, 10.4539) Actor.Angle($4130) = 225.0 01ED: clear_actor $4130 threat_search 04F5: unknown_actor $4130 kiss_player $PLAYER_CHAR on 1 0446: set_actor $4130 dismemberment_possible 0 018A: $4191 = create_checkpoint_at -833.0 -348.0 11.0 $4134 = 1 // integer values $4212 = 1 // integer values fade 1 750 :BANKJO4_2297 if fading jf @BANKJO4_2321 wait 0 jump @BANKJO4_2297 :BANKJO4_2321 Player.CanMove($PLAYER_CHAR) = True 041E: set_radio_station 6 -1 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point 03CF: load_wav 'BNK4_3A' as 2 01BD: $358 = current_time_in_ms :BANKJO4_2366 wait 0 gosub @BANKJO4_24478 gosub @BANKJO4_24725 gosub @BANKJO4_25124 gosub @BANKJO4_25523 if 7 > $4153 // integer values jf @BANKJO4_2430 gosub @BANKJO4_26857 gosub @BANKJO4_30072 :BANKJO4_2430 if $4154 == 1 // integer values jf @BANKJO4_2462 gosub @BANKJO4_26857 gosub @BANKJO4_30768 :BANKJO4_2462 if not Car.Wrecked($4135) jf @BANKJO4_2600 if and 80DC: not player $PLAYER_CHAR driving $4135 $4192 == 1 // integer values jf @BANKJO4_2593 if $4162 == 0 // integer values jf @BANKJO4_2586 03CF: load_wav 'BNK4_3V' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3V' 10000 ms 1 // Hey Tommy, why have we stopped? gosub @BANKJO4_26980 00BC: text_highpriority 'GETCAR' 4000 ms 1 // ~g~Get in the getaway car to do the bank job! $4162 = 1 // integer values :BANKJO4_2586 jump @BANKJO4_2600 :BANKJO4_2593 $4162 = 0 // integer values :BANKJO4_2600 if not Car.Wrecked($4135) jf @BANKJO4_2687 if and $4160 == 0 // integer values 8185: not car $4135 health >= 800 jf @BANKJO4_2687 $4099 = 2 // integer values gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3A' 10000 ms 1 // Hey, watch the wheels, Tommy! gosub @BANKJO4_26980 00BE: text_clear_all $4160 = 1 // integer values :BANKJO4_2687 if not Car.Wrecked($4135) jf @BANKJO4_2736 if and $4160 == 1 // integer values 8185: not car $4135 health >= 650 jf @BANKJO4_2736 gosub @BANKJO4_31048 :BANKJO4_2736 if or $4124 == 1 // integer values $4125 == 1 // integer values $4126 == 1 // integer values jf @BANKJO4_2782 $4134 = 0 // integer values jump @BANKJO4_3296 :BANKJO4_2782 if $4101 == 1 // integer values jf @BANKJO4_3183 if $4192 == 0 // integer values jf @BANKJO4_3043 if and not Car.Wrecked($4135) not Actor.Dead($4128) jf @BANKJO4_3043 if and Actor.InCar($4128, $4135) not Actor.Dead($4130) jf @BANKJO4_3043 if and Actor.InCar($4130, $4135) not Actor.Dead($4129) jf @BANKJO4_3043 if Actor.InCar($4129, $4135) jf @BANKJO4_3043 Actor.DestroyInstantly($4128) Actor.DestroyInstantly($4130) Actor.DestroyInstantly($4129) 01C8: $4128 = create_actor_pedtype 4 model #SPECIAL01 in_car $4135 passenger_seat 1 01ED: clear_actor $4128 threat_search 0243: set_actor $4128 ped_stats_to 16 04F5: unknown_actor $4128 kiss_player $PLAYER_CHAR on 1 0446: set_actor $4128 dismemberment_possible 0 01C8: $4129 = create_actor_pedtype 4 model #SPECIAL02 in_car $4135 passenger_seat 0 01ED: clear_actor $4129 threat_search 04F5: unknown_actor $4129 kiss_player $PLAYER_CHAR on 1 0446: set_actor $4129 dismemberment_possible 0 01C8: $4130 = create_actor_pedtype 4 model #SPECIAL03 in_car $4135 passenger_seat 2 01ED: clear_actor $4130 threat_search 04F5: unknown_actor $4130 kiss_player $PLAYER_CHAR on 1 0446: set_actor $4130 dismemberment_possible 0 $4192 = 1 // integer values :BANKJO4_3043 if $4134 == 0 // integer values jf @BANKJO4_3088 018A: $4191 = create_checkpoint_at -833.0 -348.0 10.0 $4134 = 1 // integer values :BANKJO4_3088 if and not Car.Wrecked($4135) $4192 == 1 // integer values jf @BANKJO4_3176 if and 01AF: car $4135 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 01C1: car $4135 stopped 81F4: not car $4135 flipped jf @BANKJO4_3176 jump @BANKJO4_3328 :BANKJO4_3176 jump @BANKJO4_3296 :BANKJO4_3183 if $4192 == 1 // integer values jf @BANKJO4_3296 if and not Car.Wrecked($4135) not Actor.Dead($4128) jf @BANKJO4_3296 if and not Actor.InCar($4128, $4135) not Actor.Dead($4130) jf @BANKJO4_3296 if and not Actor.InCar($4130, $4135) not Actor.Dead($4129) jf @BANKJO4_3296 if not Actor.InCar($4129, $4135) jf @BANKJO4_3296 $4192 = 0 // integer values :BANKJO4_3296 if $4105 == 1 // integer values jf @BANKJO4_3321 jump @BANKJO4_22188 :BANKJO4_3321 jump @BANKJO4_2366 :BANKJO4_3328 $4212 = 0 // integer values Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 if not Car.Wrecked($4135) jf @BANKJO4_3391 Car.Health($4135) = 1000 Car.StorePos($4135, $4223, $4224, $4220) :BANKJO4_3391 $4223 += 7.0 // floating-point values $4220 += 2.5 // floating-point values if not Actor.Dead($4129) jf @BANKJO4_3432 01E0: clear_leader $4129 :BANKJO4_3432 Camera.SetPosition($4223, $4224, $4220, 0.0, 0.0, 0.0) 0407: create_coordinate $4215 $4216 $4217 from_car $4135 offset 0.0 -3.5 0.0 0407: create_coordinate $4218 $4219 $4220 from_car $4135 offset 0.0 -3.5 0.0 0407: create_coordinate $4221 $4222 $4220 from_car $4135 offset -1.0 -4.5 0.0 0407: create_coordinate $4223 $4224 $4220 from_car $4135 offset 1.0 -4.5 0.0 Car.StorePos($4135, $95, $96, $97) $4225 = Car.Angle($4135) $357 = 0 // integer values :BANKJO4_3603 wait 0 if $357 == 0 // integer values jf @BANKJO4_3788 01BD: $358 = current_time_in_ms if not Car.Wrecked($4135) jf @BANKJO4_3781 Camera.OnVehicle($4135, 15, 2) if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_3679 01D3: actor $PLAYER_ACTOR leave_car $4135 :BANKJO4_3679 wait 500 if and not Actor.Dead($4128) not Car.Wrecked($4135) jf @BANKJO4_3713 01D3: actor $4128 leave_car $4135 :BANKJO4_3713 wait 150 if and not Actor.Dead($4130) not Car.Wrecked($4135) jf @BANKJO4_3747 01D3: actor $4130 leave_car $4135 :BANKJO4_3747 wait 500 if and not Actor.Dead($4129) not Car.Wrecked($4135) jf @BANKJO4_3781 01D3: actor $4129 leave_car $4135 :BANKJO4_3781 $357 = 1 // integer values :BANKJO4_3788 gosub @BANKJO4_26857 if $357 == 1 // integer values jf @BANKJO4_3901 if not Actor.Dead($4129) jf @BANKJO4_3901 if not Actor.Driving($4129) jf @BANKJO4_3901 $4099 = 1 // integer values 03CF: load_wav 'BNK4_4A' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_4A' 3000 ms 1 // ~w~Keep driving around the block, OK? gosub @BANKJO4_26980 $357 = 2 // integer values :BANKJO4_3901 if and $359 > 2000 // integer values $357 == 2 // integer values jf @BANKJO4_4086 03CF: load_wav 'BNK4_5' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_5' 3000 ms 1 // ~w~Okay, Tommy, Okay. if and not Actor.Dead($4129) not Car.Wrecked($4135) jf @BANKJO4_3991 01D5: actor $4129 go_to_and_drive_car $4135 :BANKJO4_3991 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_4018 0211: actor $PLAYER_ACTOR walk_to $4218 $4219 :BANKJO4_4018 if not Actor.Dead($4128) jf @BANKJO4_4045 0211: actor $4128 walk_to $4221 $4222 :BANKJO4_4045 if not Actor.Dead($4130) jf @BANKJO4_4072 0211: actor $4130 walk_to $4223 $4224 :BANKJO4_4072 gosub @BANKJO4_26980 $357 = 3 // integer values :BANKJO4_4086 if and $359 > 4000 // integer values $357 == 3 // integer values jf @BANKJO4_4364 if and not Actor.Dead($PLAYER_ACTOR) 00ED: actor $PLAYER_ACTOR 0 $4218 $4219 radius 3.0 3.0 jf @BANKJO4_4364 $97 += 0.25 // floating-point values Camera.SetPosition($95, $96, $97, 0.0, 0.0, 0.0) $97 += 2.0 // floating-point values 011C: actor $PLAYER_ACTOR clear_objective Actor.PutAt($PLAYER_ACTOR, $4218, $4219, -100.0) Actor.Angle($PLAYER_ACTOR) = $4225 Camera.OnPed($PLAYER_ACTOR, 15, 2) if not Actor.Dead($4128) jf @BANKJO4_4290 011C: actor $4128 clear_objective Actor.PutAt($4128, $4221, $4222, -100.0) $4225 += 70.0 // floating-point values Actor.Angle($4128) = $4225 :BANKJO4_4290 if not Actor.Dead($4130) jf @BANKJO4_4345 011C: actor $4130 clear_objective Actor.PutAt($4130, $4223, $4224, -100.0) $4225 -= 140.0 // floating-point values Actor.Angle($4130) = $4225 :BANKJO4_4345 01BD: $358 = current_time_in_ms gosub @BANKJO4_26857 $357 = 4 // integer values :BANKJO4_4364 if and $357 == 4 // integer values $359 > 2000 // integer values jf @BANKJO4_4418 if not Car.Wrecked($4135) jf @BANKJO4_4418 050B: open_trunk_of_car $4135 $357 = 5 // integer values :BANKJO4_4418 if and $357 == 5 // integer values $359 > 4000 // integer values jf @BANKJO4_4451 $357 = 6 // integer values :BANKJO4_4451 if and $357 == 6 // integer values $359 > 5000 // integer values jf @BANKJO4_4580 if not Car.Wrecked($4135) jf @BANKJO4_4522 0407: create_coordinate $4218 $4219 $4220 from_car $4135 offset -6.0 -3.0 1.0 :BANKJO4_4522 Camera.SetPosition($4218, $4219, $4220, 0.0, 0.0, 0.0) if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_4573 Camera.OnPed($PLAYER_ACTOR, 15, 2) :BANKJO4_4573 $357 = 7 // integer values :BANKJO4_4580 if and $357 == 7 // integer values $359 > 7000 // integer values jf @BANKJO4_4690 if and not Car.Wrecked($4135) not Actor.Dead($4129) jf @BANKJO4_4683 if not Actor.InCar($4129, $4135) jf @BANKJO4_4654 036A: put_actor $4129 in_car $4135 :BANKJO4_4654 039E: set_actor $4129 locked_while_in_vehicle 1 Car.SetToPsychoDriver($4135) Car.SetMaxSpeed($4135, 15.0) 020A: set_car $4135 door_status_to 2 :BANKJO4_4683 $357 = 8 // integer values :BANKJO4_4690 if and $357 == 8 // integer values $359 > 8000 // integer values jf @BANKJO4_4736 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut $357 = 9 // integer values :BANKJO4_4736 if not $357 == 9 // integer values jf @BANKJO4_4761 jump @BANKJO4_3603 :BANKJO4_4761 $4104 = 1 // integer values $4101 = 0 // integer values Player.CanMove($PLAYER_CHAR) = True Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -894.0 -331.2 12.45 if not Actor.Dead($4130) jf @BANKJO4_4831 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_4831 if not Actor.Dead($4128) jf @BANKJO4_4855 01DF: tie_actor $4128 to_player $PLAYER_CHAR :BANKJO4_4855 if 80F6: not player $PLAYER_CHAR 1 -894.0 -331.2 12.45 radius 2.0 2.0 3.0 jf @BANKJO4_4960 wait 0 gosub @BANKJO4_28829 gosub @BANKJO4_28789 gosub @BANKJO4_24398 if $4105 == 1 // integer values jf @BANKJO4_4953 jump @BANKJO4_22188 :BANKJO4_4953 jump @BANKJO4_4855 :BANKJO4_4960 00BE: text_clear_all Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0211: actor $PLAYER_ACTOR walk_to -893.9 -324.6 0169: set_fade_color 0 0 1 fade 0 750 :BANKJO4_5010 if fading jf @BANKJO4_5140 wait 0 if and not Car.Wrecked($4135) $4190 == 0 // integer values jf @BANKJO4_5133 if 82CA: not car $4135 bounding_sphere_visible jf @BANKJO4_5133 059B: $4135 Car.PutAt($4135, -903.6, -376.6, 56.7) Car.Angle($4135) = 270.0 Car.SetMaxSpeed($4135, 0.0) Car.Health($4135) = 1000 Car.LockInCurrentPosition($4135) = True $4190 = 1 // integer values :BANKJO4_5133 jump @BANKJO4_5010 :BANKJO4_5140 0395: clear_area 1 at -894.0 -331.2 range 12.45 10.0 Actor.PutAt($PLAYER_ACTOR, -893.9, -327.2, 12.45) Actor.Angle($PLAYER_ACTOR) = 175.0 Actor.DestroyInstantly($4128) Actor.DestroyInstantly($4130) 0296: unload_special_actor 1 0296: unload_special_actor 3 023C: load_special_actor 1 'IGPHIL3' 023C: load_special_actor 3 'IGMIKE2' 038B: load_requested_models :BANKJO4_5238 if or 823D: not special_actor 3 loaded 823D: not special_actor 1 loaded jf @BANKJO4_5268 wait 0 jump @BANKJO4_5238 :BANKJO4_5268 $4128 = Actor.Create(CivMale, #SPECIAL01, -894.1, -325.0, 12.45) Actor.Angle($4128) = 175.0 01ED: clear_actor $4128 threat_search 04F5: unknown_actor $4128 kiss_player $PLAYER_CHAR on 1 0446: set_actor $4128 dismemberment_possible 0 0243: set_actor $4128 ped_stats_to 30 Actor.Health($4128) = 200 0568: set_actor $4128 untargetable 1 $4130 = Actor.Create(CivMale, #SPECIAL03, -894.1, -324.5, 12.45) Actor.Angle($4130) = 175.0 01ED: clear_actor $4130 threat_search 04F5: unknown_actor $4130 kiss_player $PLAYER_CHAR on 1 0446: set_actor $4130 dismemberment_possible 0 0243: set_actor $4130 ped_stats_to 16 Actor.Health($4130) = 200 0568: set_actor $4130 untargetable 1 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_5476 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_5476 0353: refresh_actor $PLAYER_ACTOR :BANKJO4_5476 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_5553 if not Actor.Dead($4128) jf @BANKJO4_5518 01B2: give_actor $4128 weapon 26 ammo 9999 // Load the weapon model before using this :BANKJO4_5518 if not Actor.Dead($4130) jf @BANKJO4_5544 01B2: give_actor $4130 weapon 25 ammo 9999 // Load the weapon model before using this :BANKJO4_5544 01B2: give_actor $PLAYER_ACTOR weapon 18 ammo 24 // Load the weapon model before using this :BANKJO4_5553 $4099 = 1 // integer values 03CF: load_wav 'BNK4_94' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_94' 10000 ms 1 // ~w~Ok, guys. Nice an easy just as we planned. gosub @BANKJO4_26980 00BE: text_clear_all if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_5635 0211: actor $PLAYER_ACTOR walk_to -894.2 -330.25 :BANKJO4_5635 Camera.SetPosition(-894.05, -331.06, 13.3, 0.0, 0.0, 0.0) 0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 $4220 += 0.8 // floating-point values Camera.PointAt($4218, $4219, $4220, 2) fade 1 750 :BANKJO4_5711 if fading jf @BANKJO4_5772 wait 0 0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 $4220 += 0.8 // floating-point values Camera.PointAt($4218, $4219, $4220, 2) jump @BANKJO4_5711 :BANKJO4_5772 if not Actor.Dead($4130) jf @BANKJO4_5803 0211: actor $4130 walk_to -894.7 -328.0 :BANKJO4_5803 if not Actor.Dead($4128) jf @BANKJO4_5834 0211: actor $4128 walk_to -893.25 -329.5 :BANKJO4_5834 01BD: $358 = current_time_in_ms gosub @BANKJO4_26857 :BANKJO4_5846 if 7000 > $359 // integer values jf @BANKJO4_5920 wait 0 0054: store_player $PLAYER_CHAR position_to $4218 $4219 $4220 $4220 += 0.8 // floating-point values Camera.PointAt($4218, $4219, $4220, 2) gosub @BANKJO4_26857 jump @BANKJO4_5846 :BANKJO4_5920 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 if not Actor.Dead($4128) jf @BANKJO4_5964 01DF: tie_actor $4128 to_player $PLAYER_CHAR :BANKJO4_5964 if not Actor.Dead($4130) jf @BANKJO4_5988 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_5988 if 80F6: not player $PLAYER_CHAR 1 -896.0 -341.0 12.5 radius 2.0 2.0 3.0 jf @BANKJO4_6177 wait 0 gosub @BANKJO4_24478 gosub @BANKJO4_28789 gosub @BANKJO4_28829 gosub @BANKJO4_27077 if $4105 == 1 // integer values jf @BANKJO4_6093 jump @BANKJO4_22188 :BANKJO4_6093 if 80F5: not player $PLAYER_CHAR 0 -906.0 -341.0 12.5 radius 30.0 30.0 10.0 jf @BANKJO4_6170 Player.SetMinWantedLevel($PLAYER_CHAR, 4) 00BC: text_highpriority 'IDIOT' 5000 ms 1 // ~r~ That's right, just wander about dressed like a lunatic and draw attention to yourself, IDIOT! jump @BANKJO4_22188 :BANKJO4_6170 jump @BANKJO4_5988 :BANKJO4_6177 fade 0 1000 :BANKJO4_6184 if fading jf @BANKJO4_6208 wait 0 jump @BANKJO4_6184 :BANKJO4_6208 Model.Load(#WFYBU) Model.Load(#HFYBU) Model.Load(#WMORI) :BANKJO4_6220 if or not Model.Available(#WFYBU) not Model.Available(#HFYBU) not Model.Available(#WMORI) jf @BANKJO4_6254 wait 0 jump @BANKJO4_6220 :BANKJO4_6254 Model.Load(#GDA) Model.Load(#GDB) :BANKJO4_6262 if or not Model.Available(#GDA) not Model.Available(#GDB) jf @BANKJO4_6292 wait 0 jump @BANKJO4_6262 :BANKJO4_6292 $4138 = Actor.Create(CivFemale, #WFYBU, -904.7, -328.6, 12.49) Actor.Angle($4138) = 190.0 01ED: clear_actor $4138 threat_search 0243: set_actor $4138 ped_stats_to 20 0568: set_actor $4138 untargetable 1 $4139 = Actor.Create(CivFemale, #HFYBU, -910.1, -328.6, 12.49) Actor.Angle($4139) = 190.0 01ED: clear_actor $4139 threat_search 0243: set_actor $4139 ped_stats_to 20 0568: set_actor $4139 untargetable 1 $4140 = Actor.Create(CivFemale, #HFYBU, -912.5, -328.6, 12.49) Actor.Angle($4140) = 190.0 01ED: clear_actor $4140 threat_search 0243: set_actor $4140 ped_stats_to 19 0568: set_actor $4140 untargetable 1 $4141 = Actor.Create(CivFemale, #WFYBU, -907.5, -353.6, 12.49) Actor.Angle($4141) = 10.0 01ED: clear_actor $4141 threat_search 0243: set_actor $4141 ped_stats_to 20 0568: set_actor $4141 untargetable 1 $4142 = Actor.Create(CivFemale, #WFYBU, -910.2, -353.6, 12.49) Actor.Angle($4142) = 10.0 01ED: clear_actor $4142 threat_search 0243: set_actor $4142 ped_stats_to 19 0568: set_actor $4142 untargetable 1 $4143 = Actor.Create(CivFemale, #HFYBU, -915.3, -353.6, 12.49) Actor.Angle($4143) = 10.0 01ED: clear_actor $4143 threat_search 0243: set_actor $4143 ped_stats_to 20 0568: set_actor $4143 untargetable 1 $4144 = Actor.Create(CivFemale, #WFYBU, -920.36, -343.7, 14.6) Actor.Angle($4144) = 65.0 01ED: clear_actor $4144 threat_search 0243: set_actor $4144 ped_stats_to 19 0568: set_actor $4144 untargetable 1 $4145 = Actor.Create(CivMale, #WMORI, -921.76, -345.15, 12.49) Actor.Angle($4145) = 310.0 01ED: clear_actor $4145 threat_search 0243: set_actor $4145 ped_stats_to 13 0568: set_actor $4145 untargetable 1 $4107 = Actor.Create(CivMale, #GDA, -917.3, -340.0, 12.49) 01ED: clear_actor $4107 threat_search Actor.Angle($4107) = 270.0 009F: set_actor $4107 idle 0568: set_actor $4107 untargetable 1 $4108 = Actor.Create(CivMale, #GDB, -908.0, -347.77, 12.49) 01ED: clear_actor $4108 threat_search Actor.Angle($4108) = 270.0 009F: set_actor $4108 idle 0568: set_actor $4108 untargetable 1 $4109 = Actor.Create(CivMale, #GDA, -919.14, -336.0, 12.49) 01ED: clear_actor $4109 threat_search Actor.Angle($4109) = 130.0 0350: set_actor $4109 maintain_position_when_attacked 1 0568: set_actor $4109 untargetable 1 jump @BANKJO4_6936 $4112 = Actor.Create(CivMale, #GDA, -918.7, -353.3, 16.8) Actor.DestroyInstantly($4112) $4122 = Actor.Create(CivMale, #WMORI, -963.28, -337.12, 14.6) Actor.DestroyInstantly($4122) :BANKJO4_6936 $4208 = 25 // integer values $4209 = 19 // integer values $4210 = 21 // integer values Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -896.5 -341.0 12.5 select_interior 3 03AD: set_rubbish 0 Camera.SetAtPos(-903.0, -341.0, 13.4) $985 = 1 // integer values 04F9: set_extracolors 4 fade 0 00BE: text_clear_all $985 = 1 // integer values Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 01B1: give_player $PLAYER_CHAR weapon 18 ammo 24 // Load the weapon model before using this 01B8: set_player $PLAYER_CHAR armed_weapon_to 18 0395: clear_area 0 at -890.0 -340.0 range 11.0 10.0 041D: set_camera_near_clip 0.1 if not Actor.Dead($4128) jf @BANKJO4_7108 01E0: clear_leader $4128 :BANKJO4_7108 if not Actor.Dead($4130) jf @BANKJO4_7129 01E0: clear_leader $4130 :BANKJO4_7129 gosub @BANKJO4_28460 $357 = 0 // integer values $4099 = 1 // integer values :BANKJO4_7150 wait 0 gosub @BANKJO4_27077 if $357 == 0 // integer values jf @BANKJO4_7387 01BD: $358 = current_time_in_ms if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_7230 Actor.PutAt($PLAYER_ACTOR, -911.8, -341.0, 12.5) Actor.Angle($PLAYER_ACTOR) = 90.0 :BANKJO4_7230 if not Actor.Dead($4128) jf @BANKJO4_7278 Actor.PutAt($4128, -909.8, -339.0, 12.5) Actor.Health($4128) = 100 009F: set_actor $4128 idle :BANKJO4_7278 if not Actor.Dead($4130) jf @BANKJO4_7326 Actor.PutAt($4130, -909.55, -341.6, 12.5) Actor.Health($4130) = 100 009F: set_actor $4130 idle :BANKJO4_7326 Camera.SetPosition(-914.5, -341.1, 12.7, 0.0, 0.0, 0.0) 0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 $357 = 1 // integer values 03CF: load_wav 'BNK4_6' as $4099 :BANKJO4_7387 gosub @BANKJO4_26857 gosub @BANKJO4_28829 gosub @BANKJO4_28789 if $4105 == 1 // integer values jf @BANKJO4_7433 jump @BANKJO4_9881 :BANKJO4_7433 if and $359 > 1000 // integer values $357 == 1 // integer values jf @BANKJO4_7571 if and not Actor.Dead($4109) not Actor.Dead($4128) jf @BANKJO4_7496 020E: actor $4109 look_at_actor $4128 020E: actor $4128 look_at_actor $4109 :BANKJO4_7496 if and not Actor.Dead($4108) not Actor.Dead($4130) jf @BANKJO4_7533 020E: actor $4108 look_at_actor $4130 020E: actor $4130 look_at_actor $4108 :BANKJO4_7533 fade 1 1000 :BANKJO4_7540 if fading jf @BANKJO4_7564 wait 0 jump @BANKJO4_7540 :BANKJO4_7564 $357 = 2 // integer values :BANKJO4_7571 if and $359 > 2000 // integer values $357 == 2 // integer values jf @BANKJO4_7670 gosub @BANKJO4_26880 if not Actor.Dead($4107) jf @BANKJO4_7628 04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $4107 :BANKJO4_7628 00BC: text_highpriority 'BNK4_6' 3000 ms 1 // ~w~THIS IS A RAID! gosub @BANKJO4_26980 03CF: load_wav 'BNK4_7' as $4099 $357 = 3 // integer values :BANKJO4_7670 if and $359 > 3000 // integer values $357 == 3 // integer values jf @BANKJO4_7873 $4211 = 0 // integer values $4208 = 0 // integer values $4209 = 0 // integer values $4210 = 0 // integer values gosub @BANKJO4_27077 $4211 = 0 // integer values $4208 = 35 // integer values $4209 = 35 // integer values $4210 = 35 // integer values gosub @BANKJO4_27077 gosub @BANKJO4_26880 if and not Actor.Dead($4128) not Actor.Dead($4109) jf @BANKJO4_7802 04C6: actor $4128 do_kung_fu_stance_towards_actor $4109 :BANKJO4_7802 if and not Actor.Dead($4130) not Actor.Dead($4108) jf @BANKJO4_7831 04C6: actor $4130 do_kung_fu_stance_towards_actor $4108 :BANKJO4_7831 00BC: text_highpriority 'BNK4_7' 5000 ms 1 // ~w~NOBODY MOVE! gosub @BANKJO4_26980 03CF: load_wav 'BNK4_8' as $4099 $357 = 4 // integer values :BANKJO4_7873 if and $359 > 4000 // integer values $357 == 4 // integer values jf @BANKJO4_7906 $357 = 5 // integer values :BANKJO4_7906 if and $359 > 5000 // integer values $357 == 5 // integer values jf @BANKJO4_8038 gosub @BANKJO4_26880 Camera.SetPosition(-908.8, -340.2, 14.0, 0.0, 0.0, 0.0) if not Actor.Dead($4107) jf @BANKJO4_7996 Camera.OnPed($4107, 15, 2) :BANKJO4_7996 00BC: text_highpriority 'BNK4_8' 5000 ms 1 // ~w~EVERYBODY UP AGAINST THAT WALL! gosub @BANKJO4_26980 03CF: load_wav 'BNK4_9' as $4099 $357 = 6 // integer values :BANKJO4_8038 if and $359 > 6500 // integer values $357 == 6 // integer values jf @BANKJO4_8156 Camera.SetPosition(-919.2, -330.0, 18.75, 0.0, 0.0, 0.0) if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_8121 Camera.OnPed($PLAYER_ACTOR, 15, 2) :BANKJO4_8121 $4211 = 0 // integer values $4208 = 0 // integer values $4209 = 0 // integer values $4210 = 0 // integer values $357 = 7 // integer values :BANKJO4_8156 if and $359 > 7000 // integer values $357 == 7 // integer values jf @BANKJO4_8530 if not Actor.Dead($4109) jf @BANKJO4_8213 0239: actor $4109 run_to -923.0 -335.8 :BANKJO4_8213 if not Actor.Dead($4108) jf @BANKJO4_8244 0239: actor $4108 run_to -923.0 -335.8 :BANKJO4_8244 if not Actor.Dead($4107) jf @BANKJO4_8275 0239: actor $4107 run_to -923.0 -335.8 :BANKJO4_8275 if not Actor.Dead($4138) jf @BANKJO4_8306 0239: actor $4138 run_to -923.0 -335.8 :BANKJO4_8306 if not Actor.Dead($4139) jf @BANKJO4_8337 0239: actor $4139 run_to -923.0 -335.8 :BANKJO4_8337 if not Actor.Dead($4140) jf @BANKJO4_8368 0239: actor $4140 run_to -923.0 -335.8 :BANKJO4_8368 if not Actor.Dead($4141) jf @BANKJO4_8399 0239: actor $4141 run_to -918.2 -342.0 :BANKJO4_8399 if not Actor.Dead($4142) jf @BANKJO4_8430 0239: actor $4142 run_to -918.0 -344.0 :BANKJO4_8430 if not Actor.Dead($4143) jf @BANKJO4_8461 0239: actor $4143 run_to -917.8 -346.0 :BANKJO4_8461 if not Actor.Dead($4144) jf @BANKJO4_8492 0239: actor $4144 run_to -917.0 -345.0 :BANKJO4_8492 if not Actor.Dead($4145) jf @BANKJO4_8523 0239: actor $4145 run_to -917.0 -343.0 :BANKJO4_8523 $357 = 8 // integer values :BANKJO4_8530 if and $359 > 9000 // integer values $357 == 8 // integer values jf @BANKJO4_9496 if not Actor.Dead($4109) jf @BANKJO4_8673 011C: actor $4109 clear_objective Actor.Angle($4109) = 84.0 009F: set_actor $4109 idle 0350: set_actor $4109 maintain_position_when_attacked 1 Actor.PutAt($4109, -924.0, -339.6, 12.4) if not Actor.Dead($4128) jf @BANKJO4_8673 Actor.PutAt($4128, -918.87, -336.2, 12.4) Actor.Angle($4128) = 146.0 04C6: actor $4128 do_kung_fu_stance_towards_actor $4109 :BANKJO4_8673 if not Actor.Dead($4108) jf @BANKJO4_8736 011C: actor $4108 clear_objective Actor.Angle($4108) = 93.0 009F: set_actor $4108 idle 0350: set_actor $4108 maintain_position_when_attacked 1 Actor.PutAt($4108, -923.5, -338.6, 12.4) :BANKJO4_8736 if not Actor.Dead($4107) jf @BANKJO4_8799 011C: actor $4107 clear_objective Actor.Angle($4107) = 90.0 009F: set_actor $4107 idle 0350: set_actor $4107 maintain_position_when_attacked 1 Actor.PutAt($4107, -923.0, -337.7, 12.4) :BANKJO4_8799 if not Actor.Dead($4138) jf @BANKJO4_8862 011C: actor $4138 clear_objective Actor.Angle($4138) = 88.0 009F: set_actor $4138 idle 0350: set_actor $4138 maintain_position_when_attacked 1 Actor.PutAt($4138, -923.4, -336.6, 12.4) :BANKJO4_8862 if not Actor.Dead($4139) jf @BANKJO4_8925 011C: actor $4139 clear_objective Actor.Angle($4139) = 98.0 009F: set_actor $4139 idle 0350: set_actor $4139 maintain_position_when_attacked 1 Actor.PutAt($4139, -923.0, -335.6, 12.4) :BANKJO4_8925 if not Actor.Dead($4140) jf @BANKJO4_8988 011C: actor $4140 clear_objective Actor.Angle($4140) = 90.0 009F: set_actor $4140 idle 0350: set_actor $4140 maintain_position_when_attacked 1 Actor.PutAt($4140, -923.8, -334.3, 12.4) :BANKJO4_8988 if not Actor.Dead($4141) jf @BANKJO4_9051 011C: actor $4141 clear_objective Actor.Angle($4141) = 82.0 009F: set_actor $4141 idle 0350: set_actor $4141 maintain_position_when_attacked 1 Actor.PutAt($4141, -918.2, -342.0, 12.4) :BANKJO4_9051 if not Actor.Dead($4142) jf @BANKJO4_9114 011C: actor $4142 clear_objective Actor.Angle($4142) = 90.0 009F: set_actor $4142 idle 0350: set_actor $4142 maintain_position_when_attacked 1 Actor.PutAt($4142, -918.0, -344.0, 12.4) :BANKJO4_9114 if not Actor.Dead($4143) jf @BANKJO4_9177 011C: actor $4143 clear_objective Actor.Angle($4143) = 93.0 009F: set_actor $4143 idle 0350: set_actor $4143 maintain_position_when_attacked 1 Actor.PutAt($4143, -917.8, -346.0, 12.4) :BANKJO4_9177 if not Actor.Dead($4144) jf @BANKJO4_9240 011C: actor $4144 clear_objective Actor.Angle($4144) = 93.0 009F: set_actor $4144 idle 0350: set_actor $4144 maintain_position_when_attacked 1 Actor.PutAt($4144, -917.0, -345.0, 12.4) :BANKJO4_9240 if not Actor.Dead($4145) jf @BANKJO4_9357 011C: actor $4145 clear_objective Actor.Angle($4145) = 93.0 009F: set_actor $4145 idle 0350: set_actor $4145 maintain_position_when_attacked 1 Actor.PutAt($4145, -917.0, -343.0, 12.4) if not Actor.Dead($4130) jf @BANKJO4_9357 Actor.PutAt($4130, -916.0, -340.0, 12.4) Actor.Angle($4130) = 120.0 04C6: actor $4130 do_kung_fu_stance_towards_actor $4145 :BANKJO4_9357 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_9403 Actor.PutAt($PLAYER_ACTOR, -918.55, -337.8, 13.5) Actor.Angle($PLAYER_ACTOR) = 80.0 :BANKJO4_9403 Camera.SetPosition(-911.5, -344.0, 15.0, 0.0, 0.0, 0.0) Camera.PointAt(-922.0, -344.295, 13.94, 2) $4211 = 0 // integer values $4208 = 35 // integer values $4209 = 35 // integer values $4210 = 35 // integer values gosub @BANKJO4_27077 $357 = 9 // integer values :BANKJO4_9496 if and $359 > 11500 // integer values $357 == 9 // integer values jf @BANKJO4_9619 Camera.SetPosition(-917.8, -329.8, 15.8, 0.0, 0.0, 0.0) Camera.OnPed($PLAYER_ACTOR, 15, 2) gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_9' 5000 ms 1 // Phil, hold down the fort! gosub @BANKJO4_27077 gosub @BANKJO4_26980 03CF: load_wav 'BNK4_10' as $4099 $357 = 10 // integer values :BANKJO4_9619 if and $359 > 12000 // integer values $357 == 10 // integer values jf @BANKJO4_9694 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_10' 5000 ms 1 // Wilco roger that! gosub @BANKJO4_26980 03CF: load_wav 'BNK4_11' as $4099 $357 = 11 // integer values :BANKJO4_9694 if and $359 > 14000 // integer values $357 == 11 // integer values jf @BANKJO4_9756 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_11' 5000 ms 1 // Come on Cam, the vault's upstairs... gosub @BANKJO4_26980 $357 = 12 // integer values :BANKJO4_9756 if not $357 == 12 // integer values jf @BANKJO4_9781 jump @BANKJO4_7150 :BANKJO4_9781 011C: actor $PLAYER_ACTOR clear_objective 022F: set_actor $PLAYER_ACTOR stop_looking 009F: set_actor $PLAYER_ACTOR idle 053D: $PLAYER_ACTOR Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 if not Actor.Dead($4128) jf @BANKJO4_9847 01E0: clear_leader $4128 0319: set_actor $4128 running 0 011C: actor $4128 clear_objective :BANKJO4_9847 if not Actor.Dead($4130) jf @BANKJO4_9881 011C: actor $4130 clear_objective 022F: set_actor $4130 stop_looking 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_9881 if $4105 == 1 // integer values jf @BANKJO4_9906 jump @BANKJO4_22188 :BANKJO4_9906 Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -938.56 -351.5 16.8 $4110 = Actor.Create(CivMale, #GDA, -961.75, -329.1, 14.6) 01ED: clear_actor $4110 threat_search 011A: set_actor $4110 search_threat 1 Actor.Angle($4110) = 240.0 01B2: give_actor $4110 weapon 25 ammo 9999 // Load the weapon model before using this $4111 = Actor.Create(CivMale, #GDB, -956.75, -340.4, 14.6) 01ED: clear_actor $4111 threat_search 011A: set_actor $4111 search_threat 1 Actor.Angle($4111) = 10.0 01B2: give_actor $4111 weapon 25 ammo 9999 // Load the weapon model before using this $4113 = Actor.Create(CivMale, #GDA, -935.73, -348.3, 16.8) 01ED: clear_actor $4113 threat_search 011A: set_actor $4113 search_threat 1 Actor.Angle($4113) = 266.0 04EB: actor $4113 crouch 1 300000 ms 01B2: give_actor $4113 weapon 25 ammo 9999 // Load the weapon model before using this $4114 = Actor.Create(CivMale, #GDB, -943.0, -343.9, 6.3) 01ED: clear_actor $4114 threat_search 011A: set_actor $4114 search_threat 1 011A: set_actor $4114 search_threat 524288 0291: set_actor $4114 attack_when_provoked 1 Actor.Angle($4114) = 270.0 01B2: give_actor $4114 weapon 25 ammo 9999 // Load the weapon model before using this 01E2: add_route_point 1 at -943.0 -343.9 6.3 01E2: add_route_point 1 at -934.8 -343.9 6.3 01E1: set_actor $4114 follow_route 1 3 $4151 = Object.Create(#BNK_LFT_DOOR1, -936.964, -349.488, 3.235) $4152 = Object.Create(#BNK_LFT_DOOR2, -936.964, -353.369, 3.235) $4150 = Pickup.Create(#HEALTH, 3, -959.3, -335.97, 15.59) $4149 = Pickup.Create(#BODYARMOUR, 3, -956.7, -337.64, 15.6) :BANKJO4_10325 if 80F6: not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 jf @BANKJO4_11101 wait 0 gosub @BANKJO4_28472 gosub @BANKJO4_28789 gosub @BANKJO4_28829 gosub @BANKJO4_29105 gosub @BANKJO4_30047 gosub @BANKJO4_27584 if $4206 == 1 // integer values jf @BANKJO4_10444 gosub @BANKJO4_29065 :BANKJO4_10444 if 00F6: player $PLAYER_CHAR 0 -942.5 -331.3 14.6 radius 3.0 3.0 3.0 jf @BANKJO4_10635 gosub @BANKJO4_27077 if not Actor.Dead($4111) jf @BANKJO4_10562 if $4205 == 0 // integer values jf @BANKJO4_10555 0239: actor $4111 run_to -952.8 -334.6 $4205 = 1 // integer values :BANKJO4_10555 jump @BANKJO4_10567 :BANKJO4_10562 Actor.RemoveReferences($4111) :BANKJO4_10567 if not Actor.Dead($4110) jf @BANKJO4_10630 if $4204 == 0 // integer values jf @BANKJO4_10623 0239: actor $4110 run_to -956.8 -331.3 $4204 = 1 // integer values :BANKJO4_10623 jump @BANKJO4_10635 :BANKJO4_10630 Actor.RemoveReferences($4110) :BANKJO4_10635 if and not Actor.Dead($4110) $4204 == 1 // integer values jf @BANKJO4_10728 if 00FF: actor $4110 0 -956.8 -331.3 15.6 radius 2.0 2.0 2.0 jf @BANKJO4_10728 0350: set_actor $4110 maintain_position_when_attacked 1 01CA: actor $4110 kill_player $PLAYER_CHAR $4204 = 2 // integer values :BANKJO4_10728 if $4206 == 1 // integer values jf @BANKJO4_10976 if 00F6: player $PLAYER_CHAR 0 -922.3 -333.0 17.8 radius 3.0 3.0 1.5 jf @BANKJO4_10976 gosub @BANKJO4_26857 if 001C: $359 > $4193 // integer values jf @BANKJO4_10860 if not Actor.Dead($4112) jf @BANKJO4_10860 04EB: actor $4112 crouch 0 0 ms 0350: set_actor $4112 maintain_position_when_attacked 1 01CA: actor $4112 kill_player $PLAYER_CHAR :BANKJO4_10860 if $359 > 4000 // integer values jf @BANKJO4_10920 if not Actor.Dead($4112) jf @BANKJO4_10920 04EB: actor $4112 crouch 1 2000 ms 01BD: $358 = current_time_in_ms 0209: $4193 = random_int_in_ranges 0 4000 :BANKJO4_10920 if $4207 == 0 // integer values jf @BANKJO4_10976 if not Actor.Dead($4113) jf @BANKJO4_10976 0239: actor $4113 run_to -923.7 -348.25 $4207 = 1 // integer values :BANKJO4_10976 if and not Actor.Dead($4113) $4207 == 1 // integer values jf @BANKJO4_11069 if 00FF: actor $4113 0 -923.7 -348.25 16.8 radius 2.0 2.0 2.0 jf @BANKJO4_11069 0350: set_actor $4113 maintain_position_when_attacked 1 01CA: actor $4113 kill_player $PLAYER_CHAR $4207 = 2 // integer values :BANKJO4_11069 if $4105 == 1 // integer values jf @BANKJO4_11094 jump @BANKJO4_22188 :BANKJO4_11094 jump @BANKJO4_10325 :BANKJO4_11101 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 if not Actor.Dead($4130) jf @BANKJO4_11163 01E0: clear_leader $4130 009E: set_actor $4130 path -938.56 -351.5 16.8 unknown 0.5 1 :BANKJO4_11163 if not Actor.Dead($4130) jf @BANKJO4_11374 16@ = 0 // integer values :BANKJO4_11186 if 80FF: not actor $4130 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 jf @BANKJO4_11367 wait 0 if 16@ > 2500 // integer values jf @BANKJO4_11337 if not Actor.Dead($4130) jf @BANKJO4_11330 Actor.PutAt($4130, -932.9, -351.3, 16.8) Actor.Angle($4130) = 90.0 009E: set_actor $4130 path -938.56 -351.5 16.8 unknown 0.5 1 :BANKJO4_11330 16@ = 0 // integer values :BANKJO4_11337 if Actor.Dead($4130) jf @BANKJO4_11360 jump @BANKJO4_11163 :BANKJO4_11360 jump @BANKJO4_11186 :BANKJO4_11367 jump @BANKJO4_11396 :BANKJO4_11374 00BC: text_highpriority 'C_DEAD' 5000 ms 1 // ~r~Cam's dead!! jump @BANKJO4_22188 :BANKJO4_11396 if not Actor.Dead($4130) jf @BANKJO4_11424 0350: set_actor $4130 maintain_position_when_attacked 1 011C: actor $4130 clear_objective :BANKJO4_11424 gosub @BANKJO4_32140 if not Actor.Dead($4130) jf @BANKJO4_11485 Actor.PutAt($4130, -939.1, -351.12, 6.23) Actor.Angle($4130) = 260.0 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_11485 if not Actor.Dead($4114) jf @BANKJO4_11537 Actor.PutAt($4114, -943.0, -343.9, 6.3) 01E1: set_actor $4114 follow_route 1 3 011A: set_actor $4114 search_threat 1 :BANKJO4_11537 gosub @BANKJO4_32287 if not Actor.Dead($4130) jf @BANKJO4_11567 0350: set_actor $4130 maintain_position_when_attacked 0 :BANKJO4_11567 Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -944.5 -341.58 6.3 $4163 = 1 // integer values :BANKJO4_11599 if not Actor.Dead($4114) jf @BANKJO4_11679 wait 0 gosub @BANKJO4_28789 gosub @BANKJO4_30047 gosub @BANKJO4_29065 if $4105 == 1 // integer values jf @BANKJO4_11665 jump @BANKJO4_22188 :BANKJO4_11665 gosub @BANKJO4_27584 jump @BANKJO4_11599 :BANKJO4_11679 if 80F6: not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 jf @BANKJO4_11791 wait 0 gosub @BANKJO4_28789 gosub @BANKJO4_30047 gosub @BANKJO4_29065 if $4105 == 1 // integer values jf @BANKJO4_11777 jump @BANKJO4_22188 :BANKJO4_11777 gosub @BANKJO4_27584 jump @BANKJO4_11679 :BANKJO4_11791 Marker.Disable($4191) Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 01BE: set_actor $PLAYER_ACTOR to_look_at_spot -944.5 -344.12 8.0 Camera.SetPosition(-940.2, -343.6, 8.6, 0.0, 0.0, 0.0) Camera.PointAt(-944.5, -343.8, 7.45, 2) if not Actor.Dead($4130) jf @BANKJO4_11921 01E0: clear_leader $4130 0239: actor $4130 run_to -944.5 -344.12 :BANKJO4_11921 if not Actor.Dead($4130) jf @BANKJO4_12120 16@ = 0 // integer values :BANKJO4_11944 if 80FF: not actor $4130 0 -944.5 -344.12 7.0 radius 1.5 1.5 3.0 jf @BANKJO4_12113 wait 0 if 16@ > 2000 // integer values jf @BANKJO4_12083 if not Actor.Dead($4130) jf @BANKJO4_12076 Actor.PutAt($4130, -937.0, -343.6, 7.0) Actor.Angle($4130) = 90.0 0239: actor $4130 run_to -944.5 -344.12 :BANKJO4_12076 16@ = 0 // integer values :BANKJO4_12083 if Actor.Dead($4130) jf @BANKJO4_12106 jump @BANKJO4_11921 :BANKJO4_12106 jump @BANKJO4_11944 :BANKJO4_12113 jump @BANKJO4_12142 :BANKJO4_12120 00BC: text_highpriority 'C_DEAD' 5000 ms 1 // ~r~Cam's dead!! jump @BANKJO4_22188 :BANKJO4_12142 if not Actor.Dead($4130) jf @BANKJO4_12188 Actor.Angle($4130) = 90.0 04EB: actor $4130 crouch 1 300000 ms 020E: actor $PLAYER_ACTOR look_at_actor $4130 :BANKJO4_12188 $4099 = 1 // integer values 03CF: load_wav 'BK4_12A' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_12A' 10000 ms 1 // Damn! It's a Flange 9000! gosub @BANKJO4_26980 03CF: load_wav 'BK4_12B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_12B' 10000 ms 1 // This could take hours to crack, gosub @BANKJO4_26980 03CF: load_wav 'BK4_12C' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_12C' 10000 ms 1 // Or five minutes if you could find the manager. gosub @BANKJO4_26980 if not Actor.Dead($4130) jf @BANKJO4_12346 04EB: actor $4130 crouch 0 0 ms :BANKJO4_12346 03CF: load_wav 'BNK4_13' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_13' 10000 ms 1 // I'll go find where he's holed up. gosub @BANKJO4_26980 00BE: text_clear_all Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -964.0 -335.0 14.6 :BANKJO4_12435 if 80F6: not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 jf @BANKJO4_12540 wait 0 gosub @BANKJO4_28789 gosub @BANKJO4_30047 if $4105 == 1 // integer values jf @BANKJO4_12526 jump @BANKJO4_22188 :BANKJO4_12526 gosub @BANKJO4_27584 jump @BANKJO4_12435 :BANKJO4_12540 gosub @BANKJO4_31860 gosub @BANKJO4_27077 :BANKJO4_12554 if 80F6: not player $PLAYER_CHAR 0 -964.0 -337.0 14.6 radius 3.0 3.0 3.0 jf @BANKJO4_12842 wait 0 gosub @BANKJO4_28472 gosub @BANKJO4_28789 gosub @BANKJO4_28829 gosub @BANKJO4_29105 gosub @BANKJO4_30047 gosub @BANKJO4_29065 gosub @BANKJO4_27584 if $4105 == 1 // integer values jf @BANKJO4_12680 jump @BANKJO4_22188 :BANKJO4_12680 if and 00F6: player $PLAYER_CHAR 0 -922.3 -348.2 16.6 radius 3.0 3.0 3.0 $4201 == 0 // integer values jf @BANKJO4_12835 $4099 = 1 // integer values 03CF: load_wav 'BK4_14B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_14A' 10000 ms 1 // Phil, things still sweet? gosub @BANKJO4_26980 03CF: load_wav 'BNK4_15' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_15' 10000 ms 1 // Sure. Everything's reeaal quiet. gosub @BANKJO4_26980 00BE: text_clear_all $4201 = 1 // integer values :BANKJO4_12835 jump @BANKJO4_12554 :BANKJO4_12842 $4201 = 0 // integer values Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 if not Actor.Dead($4122) jf @BANKJO4_12932 04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $4122 Camera.SetPosition(-961.3, -330.8, 16.6, 0.0, 0.0, 0.0) Camera.OnPed($4122, 15, 1) :BANKJO4_12932 $4099 = 1 // integer values 03CF: load_wav 'BNK4_16' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_16' 10000 ms 1 // You - you're coming with me! gosub @BANKJO4_26980 if not Actor.Dead($4122) jf @BANKJO4_13031 04EB: actor $4122 crouch 0 0 ms 01ED: clear_actor $4122 threat_search 020E: actor $4122 look_at_actor $PLAYER_ACTOR 0372: set_actor $4122 anim 17 wait_state_time 300000 ms :BANKJO4_13031 03CF: load_wav 'BNK4_17' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_17' 10000 ms 1 // Ok! Ok! Just don't shoot! gosub @BANKJO4_26980 00BE: text_clear_all if not Actor.Dead($4122) jf @BANKJO4_13108 0372: set_actor $4122 anim 0 wait_state_time 0 ms 01DF: tie_actor $4122 to_player $PLAYER_CHAR :BANKJO4_13108 011C: actor $PLAYER_ACTOR clear_objective 022F: set_actor $PLAYER_ACTOR stop_looking 009F: set_actor $PLAYER_ACTOR idle 053D: $PLAYER_ACTOR Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 Camera.Restore Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -944.36 -342.0 6.3 :BANKJO4_13173 if 80F6: not player $PLAYER_CHAR 1 -938.56 -351.5 16.8 radius 1.5 1.5 1.5 jf @BANKJO4_13417 wait 0 gosub @BANKJO4_28472 gosub @BANKJO4_29105 gosub @BANKJO4_30047 gosub @BANKJO4_28789 gosub @BANKJO4_28829 gosub @BANKJO4_29065 gosub @BANKJO4_27584 if $4105 == 1 // integer values jf @BANKJO4_13299 jump @BANKJO4_22188 :BANKJO4_13299 if and 00F6: player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 $4201 == 0 // integer values jf @BANKJO4_13410 $4099 = 1 // integer values 03CF: load_wav 'BNK4_18' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_18' 10000 ms 1 // I SAID NOBODY MOVE! gosub @BANKJO4_26980 $4201 = 1 // integer values :BANKJO4_13410 jump @BANKJO4_13173 :BANKJO4_13417 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 if not Actor.Dead($4122) jf @BANKJO4_13479 01E0: clear_leader $4122 009E: set_actor $4122 path -938.56 -351.5 16.8 unknown 0.5 1 :BANKJO4_13479 if not Actor.Dead($4122) jf @BANKJO4_13690 16@ = 0 // integer values :BANKJO4_13502 if 80FF: not actor $4122 0 -938.56 -351.5 16.8 radius 1.5 1.5 3.0 jf @BANKJO4_13683 wait 0 if 16@ > 2500 // integer values jf @BANKJO4_13653 if not Actor.Dead($4122) jf @BANKJO4_13646 Actor.PutAt($4122, -932.9, -351.3, 16.8) Actor.Angle($4122) = 90.0 009E: set_actor $4122 path -938.56 -351.5 16.8 unknown 0.5 1 :BANKJO4_13646 16@ = 0 // integer values :BANKJO4_13653 if Actor.Dead($4122) jf @BANKJO4_13676 jump @BANKJO4_13479 :BANKJO4_13676 jump @BANKJO4_13502 :BANKJO4_13683 jump @BANKJO4_13712 :BANKJO4_13690 00BC: text_highpriority 'BM_DEAD' 5000 ms 1 // ~r~You needed the bank manager alive!! jump @BANKJO4_22188 :BANKJO4_13712 if not Actor.Dead($4122) jf @BANKJO4_13740 0350: set_actor $4122 maintain_position_when_attacked 1 011C: actor $4122 clear_objective :BANKJO4_13740 gosub @BANKJO4_32140 if not Actor.Dead($4122) jf @BANKJO4_13801 Actor.PutAt($4122, -939.1, -351.12, 6.23) Actor.Angle($4122) = 260.0 01DF: tie_actor $4122 to_player $PLAYER_CHAR :BANKJO4_13801 gosub @BANKJO4_32287 if not Actor.Dead($4122) jf @BANKJO4_13831 0350: set_actor $4122 maintain_position_when_attacked 0 :BANKJO4_13831 if 80F6: not player $PLAYER_CHAR 1 -944.5 -341.58 6.3 radius 1.0 1.0 1.5 jf @BANKJO4_13943 wait 0 gosub @BANKJO4_28789 gosub @BANKJO4_29065 gosub @BANKJO4_30047 if $4105 == 1 // integer values jf @BANKJO4_13929 jump @BANKJO4_22188 :BANKJO4_13929 gosub @BANKJO4_27584 jump @BANKJO4_13831 :BANKJO4_13943 Marker.Disable($4191) Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 Camera.SetPosition(-940.2, -343.6, 8.6, 0.0, 0.0, 0.0) Camera.PointAt(-944.5, -343.8, 7.45, 2) if and not Actor.Dead($4130) not Actor.Dead($4122) jf @BANKJO4_14054 020E: actor $4130 look_at_actor $4122 022C: set_actor $4130 to_look_at_actor $4122 :BANKJO4_14054 if not Actor.Dead($4122) jf @BANKJO4_14095 01E0: clear_leader $4122 01ED: clear_actor $4122 threat_search 0239: actor $4122 run_to -943.68 -343.47 :BANKJO4_14095 if not Actor.Dead($4122) jf @BANKJO4_14294 16@ = 0 // integer values :BANKJO4_14118 if 80FF: not actor $4122 0 -943.5 -343.5 6.2 radius 1.5 1.5 3.0 jf @BANKJO4_14287 wait 0 if 16@ > 2500 // integer values jf @BANKJO4_14257 if not Actor.Dead($4122) jf @BANKJO4_14250 Actor.PutAt($4122, -937.0, -343.5, 6.2) Actor.Angle($4122) = 90.0 0239: actor $4122 run_to -943.68 -343.47 :BANKJO4_14250 16@ = 0 // integer values :BANKJO4_14257 if Actor.Dead($4122) jf @BANKJO4_14280 jump @BANKJO4_14095 :BANKJO4_14280 jump @BANKJO4_14118 :BANKJO4_14287 jump @BANKJO4_14316 :BANKJO4_14294 00BC: text_highpriority 'BM_DEAD' 5000 ms 1 // ~r~You needed the bank manager alive!! jump @BANKJO4_22188 :BANKJO4_14316 if not Actor.Dead($4122) jf @BANKJO4_14365 0350: set_actor $4122 maintain_position_when_attacked 1 Actor.Angle($4122) = 90.0 020E: actor $PLAYER_ACTOR look_at_actor $4122 04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $4122 :BANKJO4_14365 $4099 = 1 // integer values 03CF: load_wav 'BK4_19A' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_19A' 10000 ms 1 // It's on a time lock, gosub @BANKJO4_26980 03CF: load_wav 'BK4_19B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_19B' 10000 ms 1 // You might as well give up now! gosub @BANKJO4_26980 if and not Actor.Dead($4130) not Actor.Dead($PLAYER_ACTOR) not Actor.Dead($4122) jf @BANKJO4_14586 020E: actor $4130 look_at_actor $PLAYER_ACTOR Camera.SetPosition(-943.0, -343.6, 7.9, 0.0, 0.0, 0.0) Actor.PutAt($4122, -941.0, -345.2, 6.23) Actor.StorePos($4130, $4218, $4219, $4220) $4220 += 0.6 // floating-point values Camera.PointAt($4218, $4219, $4220, 2) 041D: set_camera_near_clip 0.02 :BANKJO4_14586 03CF: load_wav 'BK4_20A' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_20A' 10000 ms 1 // Hell, I can bypass the time lock, gosub @BANKJO4_26980 if and not Actor.Dead($4130) not Actor.Dead($4122) jf @BANKJO4_14690 022F: set_actor $4130 stop_looking Actor.PutAt($4122, -941.8, -342.9, 6.23) 020E: actor $4130 look_at_actor $4122 022C: set_actor $4130 to_look_at_actor $4122 :BANKJO4_14690 03CF: load_wav 'BK4_20B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_20B' 10000 ms 1 // Then we just need your key code and we're good! gosub @BANKJO4_26980 if and not Actor.Dead($4130) not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_14767 022F: set_actor $4130 stop_looking 0372: set_actor $4130 anim 0 wait_state_time 0 ms :BANKJO4_14767 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_14807 Actor.StorePos($PLAYER_ACTOR, $4218, $4219, $4220) $4220 += 0.6 // floating-point values :BANKJO4_14807 if not Actor.Dead($4122) jf @BANKJO4_14843 Actor.PutAt($4122, -942.37, -345.2, 6.23) :BANKJO4_14843 Camera.PointAt($4218, $4219, $4220, 1) 03CF: load_wav 'BNK4_21' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_21' 10000 ms 1 // Stay here. You try anything and you're dead. gosub @BANKJO4_26980 03CF: load_wav 'BK4_24A' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_24A' 10000 ms 1 // I'm gonna check on Phil, I'll be right back. gosub @BANKJO4_26980 00BE: text_clear_all 011C: actor $PLAYER_ACTOR clear_objective 022F: set_actor $PLAYER_ACTOR stop_looking 009F: set_actor $PLAYER_ACTOR idle 053D: $PLAYER_ACTOR if not Actor.Dead($4122) jf @BANKJO4_14998 Actor.PutAt($4122, -943.0, -343.6, 6.23) :BANKJO4_14998 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 Marker.Disable($4191) :BANKJO4_15023 if 80F6: not player $PLAYER_CHAR 0 -939.84 -351.73 6.23 radius 1.5 1.5 1.5 jf @BANKJO4_15135 wait 0 gosub @BANKJO4_28789 gosub @BANKJO4_30047 gosub @BANKJO4_29065 if $4105 == 1 // integer values jf @BANKJO4_15121 jump @BANKJO4_22188 :BANKJO4_15121 gosub @BANKJO4_27584 jump @BANKJO4_15023 :BANKJO4_15135 gosub @BANKJO4_31860 gosub @BANKJO4_27077 :BANKJO4_15149 if 80F6: not player $PLAYER_CHAR 0 -922.3 -348.3 17.8 radius 3.0 3.0 3.0 jf @BANKJO4_15268 wait 0 gosub @BANKJO4_28829 gosub @BANKJO4_28472 gosub @BANKJO4_29105 gosub @BANKJO4_30047 if $4105 == 1 // integer values jf @BANKJO4_15254 jump @BANKJO4_22188 :BANKJO4_15254 gosub @BANKJO4_27584 jump @BANKJO4_15149 :BANKJO4_15268 Player.SetMinWantedLevel($PLAYER_CHAR, 3) 018D: $4117 = create_sound 0 at -916.0 -340.0 15.0 03CF: load_wav 'BK4_24B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_24B' 10000 ms 1 // I told you not to touch that alarm! gosub @BANKJO4_26980 00BE: text_clear_all $4115 = Actor.Create(CivMale, #GDA, -920.6, -340.0, 13.4) Actor.Health($4115) = 50 Actor.Angle($4115) = 270.0 0239: actor $4115 run_to -902.0 -340.0 if not Actor.Dead($4128) jf @BANKJO4_15428 01C9: actor $4128 kill_actor $4115 02E2: set_actor $4128 weapon_accuracy_to 80 :BANKJO4_15428 if not Actor.Dead($4115) jf @BANKJO4_15508 wait 0 gosub @BANKJO4_28829 gosub @BANKJO4_28472 gosub @BANKJO4_29105 if $4105 == 1 // integer values jf @BANKJO4_15494 jump @BANKJO4_22188 :BANKJO4_15494 gosub @BANKJO4_27584 jump @BANKJO4_15428 :BANKJO4_15508 03CF: load_wav 'BNK4_25' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_25' 10000 ms 1 // The SWAT team will be here any minute! gosub @BANKJO4_26980 03CF: load_wav 'BNK4_27' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_27' 10000 ms 1 // I could do with some help here, Tommy! gosub @BANKJO4_26980 Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -907.8 -345.87 12.4 :BANKJO4_15617 if 80F6: not player $PLAYER_CHAR 1 -907.8 -345.87 12.4 radius 1.5 1.5 1.5 jf @BANKJO4_15857 wait 0 gosub @BANKJO4_28472 gosub @BANKJO4_29105 gosub @BANKJO4_28829 if $4105 == 1 // integer values jf @BANKJO4_15715 jump @BANKJO4_22188 :BANKJO4_15715 gosub @BANKJO4_27584 if not Actor.Dead($4128) jf @BANKJO4_15850 if and 82CB: not actor $4128 bounding_sphere_visible $4213 == 0 // integer values jf @BANKJO4_15850 if 80C2: not sphere_onscreen -917.6 -337.57 13.46 2.0 jf @BANKJO4_15850 Actor.PutAt($4128, -917.6, -337.57, 13.46) Actor.Angle($4128) = 272.0 04EB: actor $4128 crouch 1 999999 ms 0350: set_actor $4128 maintain_position_when_attacked 1 $4213 = 1 // integer values :BANKJO4_15850 jump @BANKJO4_15617 :BANKJO4_15857 if not Actor.Dead($4128) jf @BANKJO4_15878 01E0: clear_leader $4128 :BANKJO4_15878 Marker.Disable($4191) $4115 = Actor.Create(CivMale, #GDA, -897.0, -341.1, 12.4) 0350: set_actor $4115 maintain_position_when_attacked 1 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_15938 04C6: actor $PLAYER_ACTOR do_kung_fu_stance_towards_actor $4115 :BANKJO4_15938 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 Camera.SetPosition(-914.5, -347.25, 15.0, 0.0, 0.0, 0.0) Camera.PointAt(-902.2, -341.9, 12.69, 2) 03CF: load_wav 'BNK4_28' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_28' 10000 ms 1 // Vice City S.W.A.T! You are completely surrounded! gosub @BANKJO4_26980 if not Actor.Dead($4128) jf @BANKJO4_16106 Camera.SetPosition(-915.8, -335.0, 13.8, 0.0, 0.0, 0.0) Camera.OnPed($4128, 15, 2) :BANKJO4_16106 03CF: load_wav 'BNK4_29' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_29' 10000 ms 1 // Surrounded? HA HA HA HAAAAAaaa! gosub @BANKJO4_26980 03CF: load_wav 'BNK4_30' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_30' 10000 ms 1 // They're crapping themselves, corrupt bastards! if and not Actor.Dead($4128) not Actor.Dead($4115) jf @BANKJO4_16212 04C6: actor $4128 do_kung_fu_stance_towards_actor $4115 :BANKJO4_16212 gosub @BANKJO4_26980 if not Actor.Dead($4130) jf @BANKJO4_16313 Actor.PutAt($4130, -920.0, -347.0, 16.8) Actor.Angle($4130) = 290.0 Camera.SetPosition(-914.3, -345.25, 15.8, 0.0, 0.0, 0.0) Camera.OnPed($4130, 15, 2) $4163 = 0 // integer values :BANKJO4_16313 03CF: load_wav 'BK4_31B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_31A' 10000 ms 1 // Tommy! The vault's open! gosub @BANKJO4_26980 Camera.SetPosition(-905.76, -345.84, 14.0, 0.0, 0.0, 0.0) Camera.OnPed($PLAYER_ACTOR, 15, 2) 03CF: load_wav 'BK4_34A' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_34A' 10000 ms 1 // Ok, we got the SWAT retirement fund. Let's get out of here! gosub @BANKJO4_26980 Camera.SetPosition(-914.5, -347.25, 15.0, 0.0, 0.0, 0.0) Camera.PointAt(-902.2, -341.9, 12.69, 2) 03CF: load_wav 'BK4_34B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_34B' 10000 ms 1 // Ok, you asked for it! You've had your last chance! gosub @BANKJO4_26980 if not Actor.Dead($4128) jf @BANKJO4_16588 Camera.SetPosition(-915.8, -335.0, 13.8, 0.0, 0.0, 0.0) Camera.OnPed($4128, 15, 2) :BANKJO4_16588 03CF: load_wav 'BK4_35A' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_35A' 10000 ms 1 // They're storming the place! gosub @BANKJO4_26980 03CF: load_wav 'BK4_35B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_35B' 10000 ms 1 // Take cover! gosub @BANKJO4_26980 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_16695 011C: actor $PLAYER_ACTOR clear_objective Camera.SetBehindPlayer :BANKJO4_16695 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut if not Actor.Dead($4128) jf @BANKJO4_16743 011C: actor $4128 clear_objective 011A: set_actor $4128 search_threat 64 :BANKJO4_16743 Actor.DestroyInstantly($4115) Actor.DestroyInstantly($4122) $4213 = 0 // integer values if not Actor.Dead($4128) jf @BANKJO4_16810 011C: actor $4128 clear_objective 0350: set_actor $4128 maintain_position_when_attacked 1 Actor.Health($4128) = 200 011A: set_actor $4128 search_threat 64 0291: set_actor $4128 attack_when_provoked 1 :BANKJO4_16810 Model.Load(#SWAT) Model.Load(#GASGRENADE) :BANKJO4_16819 if or not Model.Available(#SWAT) not Model.Available(#GASGRENADE) jf @BANKJO4_16850 wait 0 jump @BANKJO4_16819 :BANKJO4_16850 $4208 = 0 // integer values $4209 = 0 // integer values $4210 = 0 // integer values $4211 = 0 // integer values gosub @BANKJO4_27077 $4208 = 15 // integer values $4209 = 15 // integer values $4210 = 15 // integer values $4211 = 0 // integer values gosub @BANKJO4_27077 Object.ToggleInMovingList($1824) = True Object.ToggleInMovingList($1825) = True Object.ToggleInMovingList($1826) = True Object.ToggleInMovingList($1827) = True Object.ToggleInMovingList($1828) = True Object.ToggleInMovingList($1829) = True Object.CollisionDetection($1824) = True Object.CollisionDetection($1825) = True Object.CollisionDetection($1826) = True Object.CollisionDetection($1827) = True Object.CollisionDetection($1828) = True Object.CollisionDetection($1829) = True $4099 = 2 // integer values 03CF: load_wav 'BLOROOF' as $4099 gosub @BANKJO4_26880 gosub @BANKJO4_26980 $4099 = 1 // integer values 03AC: clear_route 1 03AC: clear_route 2 16@ = 0 // integer values :BANKJO4_17060 if Player.Defined($PLAYER_CHAR) jf @BANKJO4_18987 wait 0 gosub @BANKJO4_28829 if $4105 == 1 // integer values jf @BANKJO4_17112 jump @BANKJO4_22188 :BANKJO4_17112 gosub @BANKJO4_29105 gosub @BANKJO4_27584 if and not Actor.Dead($4128) $4182 > 1 // integer values jf @BANKJO4_17572 if $4116 == 0 // integer values jf @BANKJO4_17321 0469: create_actor $4118 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 0469: create_actor $4119 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 0469: create_actor $4120 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 0469: create_actor $4121 in area -919.5 -329.8 -901.5 -351.45 unknown 0 1 0 0 0 $4116 = 1 // integer values jump @BANKJO4_17572 :BANKJO4_17321 if not Actor.Dead($4118) jf @BANKJO4_17377 if $4116 == 1 // integer values jf @BANKJO4_17370 01C9: actor $4128 kill_actor $4118 $4116 = 2 // integer values :BANKJO4_17370 jump @BANKJO4_17572 :BANKJO4_17377 Actor.RemoveReferences($4118) if not Actor.Dead($4119) jf @BANKJO4_17438 if $4116 == 2 // integer values jf @BANKJO4_17431 01C9: actor $4128 kill_actor $4119 $4116 = 3 // integer values :BANKJO4_17431 jump @BANKJO4_17572 :BANKJO4_17438 Actor.RemoveReferences($4119) if not Actor.Dead($4120) jf @BANKJO4_17499 if $4116 == 3 // integer values jf @BANKJO4_17492 01C9: actor $4128 kill_actor $4120 $4116 = 4 // integer values :BANKJO4_17492 jump @BANKJO4_17572 :BANKJO4_17499 Actor.RemoveReferences($4120) if not Actor.Dead($4121) jf @BANKJO4_17560 if $4116 == 4 // integer values jf @BANKJO4_17553 01C9: actor $4128 kill_actor $4121 $4116 = 5 // integer values :BANKJO4_17553 jump @BANKJO4_17572 :BANKJO4_17560 Actor.RemoveReferences($4121) $4116 = 6 // integer values :BANKJO4_17572 if 2 > $4183 // integer values jf @BANKJO4_17939 Object.StorePos($1826, $4215, $4216, $4217) if and $4183 == 0 // integer values 16@ > 2000 // integer values jf @BANKJO4_17939 Object.Destroy($1823) $1823 = Object.Init(#ROCKETED_WIN1, -899.851, -341.061, 14.318) Object.RemoveFromMissionCleanupList($1823) $4164 = Object.Init(#GASGRENADE, -900.7, -333.88, 14.73) Object.ToggleInMovingList($4164) = True Object.CollisionDetection($4164) = True 038C: object $4164 scatter -0.5 0.0 0.0 $4165 = Object.Init(#GASGRENADE, -900.7, -348.4, 14.73) Object.ToggleInMovingList($4165) = True Object.CollisionDetection($4165) = True 038C: object $4165 scatter -0.5 0.0 0.0 $4166 = Object.Init(#GASGRENADE, -907.307, -336.618, 18.0) Object.ToggleInMovingList($4166) = True Object.CollisionDetection($4166) = True $4167 = Object.Init(#GASGRENADE, -907.307, -345.504, 18.0) Object.ToggleInMovingList($4167) = True Object.CollisionDetection($4167) = True $4168 = Object.Init(#GASGRENADE, -915.401, -336.6184, 18.0) Object.ToggleInMovingList($4168) = True Object.CollisionDetection($4168) = True $4169 = Object.Init(#GASGRENADE, -915.401, -345.5, 18.0) Object.ToggleInMovingList($4169) = True Object.CollisionDetection($4169) = True $4183 = 1 // integer values 17@ = 0 // integer values :BANKJO4_17939 if $4183 == 1 // integer values jf @BANKJO4_17989 if 17@ > 50 // integer values jf @BANKJO4_17989 17@ = 0 // integer values gosub @BANKJO4_31648 :BANKJO4_17989 if and $4182 == 0 // integer values 16@ > 2000 // integer values jf @BANKJO4_18090 0503: create_rappel_at -907.307 -336.618 26.0 0503: create_rappel_at -907.307 -345.504 26.0 0503: create_rappel_at -915.401 -336.6184 26.0 0503: create_rappel_at -915.401 -345.5 26.0 $4182 = 1 // integer values :BANKJO4_18090 if and 16@ > 4000 // integer values $4182 == 1 // integer values jf @BANKJO4_18123 $4182 = 2 // integer values :BANKJO4_18123 if and 16@ > 5000 // integer values $4182 == 2 // integer values jf @BANKJO4_18451 $4180 = Actor.Create(Cop, #SWAT, -899.214, -333.656, 23.0) Actor.Angle($4180) = 0.0 01B2: give_actor $4180 weapon 25 ammo 9999 // Load the weapon model before using this $4181 = Actor.Create(Cop, #SWAT, -899.214, -348.466, 23.0) Actor.Angle($4181) = 180.0 01B2: give_actor $4181 weapon 25 ammo 9999 // Load the weapon model before using this if not Actor.Dead($4130) jf @BANKJO4_18444 01C9: actor $4180 kill_actor $4130 01C9: actor $4181 kill_actor $4130 01E2: add_route_point 1 at -921.5 -347.1 17.0 01E2: add_route_point 1 at -923.0 -334.3 17.0 01E2: add_route_point 1 at -937.2 -333.8 15.0 01E2: add_route_point 1 at -935.0 -329.6 15.0 01E2: add_route_point 1 at -927.3 -328.5 13.0 01E2: add_route_point 1 at -921.1 -326.5 13.0 01E2: add_route_point 1 at -920.7 -339.0 13.0 01E2: add_route_point 1 at -910.6 -346.6 13.0 01E1: set_actor $4130 follow_route 1 1 0411: set_actor $4130 use_pednode_seek 0 011A: set_actor $4130 search_threat 64 :BANKJO4_18444 $4182 = 3 // integer values :BANKJO4_18451 if not Actor.Dead($4130) jf @BANKJO4_18633 Actor.StorePos($4130, $4218, $4219, $4220) 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if $4214 == 0 // integer values jf @BANKJO4_18626 if or 00FF: actor $4130 0 $95 $96 $97 radius 5.0 5.0 2.0 00FF: actor $4130 0 -910.6 -346.6 13.0 radius 10.0 10.0 2.0 jf @BANKJO4_18626 011C: actor $4130 clear_objective 011A: set_actor $4130 search_threat 64 0291: set_actor $4130 attack_when_provoked 1 01DF: tie_actor $4130 to_player $PLAYER_CHAR $4214 = 1 // integer values :BANKJO4_18626 jump @BANKJO4_18716 :BANKJO4_18633 if $4200 == 0 // integer values jf @BANKJO4_18716 Actor.RemoveReferences($4130) 00BC: text_highpriority 'C_DEAD' 5000 ms 1 // ~r~Cam's dead!! $4202 = Pickup.Create(#BRIEFCASE, 3, $4218, $4219, $4220) Marker.Disable($4191) 03DC: $4191 = create_marker_above_pickup $4202 $4200 = 1 // integer values $4214 = 0 // integer values :BANKJO4_18716 if $4200 == 1 // integer values jf @BANKJO4_18764 if and Pickup.Picked_up($4202) 2 > $4214 // integer values jf @BANKJO4_18764 $4214 = 1 // integer values :BANKJO4_18764 if $4214 == 1 // integer values jf @BANKJO4_18907 if $4116 == 6 // integer values jf @BANKJO4_18907 03CF: load_wav 'BNK4_38' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_38' 10000 ms 1 // That's the last of them. GO! GO! GO! gosub @BANKJO4_26980 if not Actor.Dead($4128) jf @BANKJO4_18875 04EB: actor $4128 crouch 0 0 ms 01DF: tie_actor $4128 to_player $PLAYER_CHAR :BANKJO4_18875 Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -900.0 -341.0 13.4 $4214 = 2 // integer values :BANKJO4_18907 if $4214 == 2 // integer values jf @BANKJO4_18980 if 00F5: player $PLAYER_CHAR 1 -900.0 -341.0 13.4 radius 1.4 1.4 3.0 jf @BANKJO4_18980 jump @BANKJO4_18987 :BANKJO4_18980 jump @BANKJO4_17060 :BANKJO4_18987 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 gosub @BANKJO4_24234 022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 022B: create_forbidden_for_peds_cube -877.0 -368.0 5.0 -832.0 -317.0 25.0 Marker.Disable($4191) 0395: clear_area 1 at -863.0 -340.9 range 12.19 30.0 gosub @BANKJO4_26700 Camera.SetPosition(-889.57, -341.42, 15.0, 0.0, 0.0, 0.0) Camera.PointAt(-894.3, -346.0, 13.4, 2) Actor.PutAt($PLAYER_ACTOR, -892.1, -349.47, 12.0) Actor.Angle($PLAYER_ACTOR) = 12.0 04EB: actor $PLAYER_ACTOR crouch 1 999999 ms $985 = 0 // integer values if not Actor.Dead($4128) jf @BANKJO4_19275 011C: actor $4128 clear_objective Actor.PutAt($4128, -892.8, -349.37, 12.7) Actor.Angle($4128) = 317.0 04EB: actor $4128 crouch 1 999999 ms :BANKJO4_19275 if not Actor.Dead($4130) jf @BANKJO4_19345 011C: actor $4130 clear_objective Actor.PutAt($4130, -894.3, -349.5, 12.5) Actor.Angle($4130) = 330.0 04EB: actor $4130 crouch 1 999999 ms jump @BANKJO4_19357 :BANKJO4_19345 Actor.RemoveReferences($4130) $4200 = 1 // integer values :BANKJO4_19357 Model.Load(#ENFORCER) :BANKJO4_19362 if not Model.Available(#ENFORCER) jf @BANKJO4_19389 wait 0 jump @BANKJO4_19362 :BANKJO4_19389 if not Actor.Dead($4128) jf @BANKJO4_19414 Camera.OnPed($4128, 15, 2) :BANKJO4_19414 $4107 = Actor.Create(CivMale, #SWAT, -875.9, -334.0, 10.3) 01ED: clear_actor $4107 threat_search Actor.Angle($4107) = 137.0 01B2: give_actor $4107 weapon 25 ammo 9999 // Load the weapon model before using this 04EB: actor $4107 crouch 1 9999 ms 01CC: actor $4107 kill_player $PLAYER_CHAR 0350: set_actor $4107 maintain_position_when_attacked 1 $4108 = Actor.Create(CivMale, #SWAT, -876.39, -347.45, 10.3) 01ED: clear_actor $4108 threat_search Actor.Angle($4108) = 130.0 01B2: give_actor $4108 weapon 25 ammo 9999 // Load the weapon model before using this 04EB: actor $4108 crouch 1 9999 ms 01CC: actor $4108 kill_player $PLAYER_CHAR 0350: set_actor $4108 maintain_position_when_attacked 1 $4109 = Actor.Create(CivMale, #SWAT, -864.6, -341.0, 9.9) 01ED: clear_actor $4109 threat_search Actor.Angle($4109) = 95.0 01B2: give_actor $4109 weapon 25 ammo 9999 // Load the weapon model before using this 01CC: actor $4109 kill_player $PLAYER_CHAR 0350: set_actor $4109 maintain_position_when_attacked 1 $4110 = Actor.Create(CivMale, #SWAT, -868.4, -339.98, 9.9) 01ED: clear_actor $4110 threat_search Actor.Angle($4110) = 90.0 01B2: give_actor $4110 weapon 25 ammo 9999 // Load the weapon model before using this 04EB: actor $4110 crouch 1 9999 ms 01CC: actor $4110 kill_player $PLAYER_CHAR 0350: set_actor $4110 maintain_position_when_attacked 1 $4111 = Actor.Create(CivMale, #SWAT, -856.3, -294.7, 10.1) 01ED: clear_actor $4111 threat_search Actor.Angle($4111) = 167.0 01B2: give_actor $4111 weapon 25 ammo 9999 // Load the weapon model before using this 04EB: actor $4111 crouch 1 9999 ms 011A: set_actor $4111 search_threat 1 0291: set_actor $4111 attack_when_provoked 1 $4112 = Actor.Create(CivMale, #SWAT, -852.1, -304.3, 10.1) 01ED: clear_actor $4112 threat_search Actor.Angle($4112) = 140.0 01B2: give_actor $4112 weapon 25 ammo 9999 // Load the weapon model before using this 04EB: actor $4112 crouch 1 9999 ms 011A: set_actor $4112 search_threat 1 0291: set_actor $4112 attack_when_provoked 1 $4146 = Car.Create(#ENFORCER, -870.0, -344.5, 10.2) Car.Angle($4146) = 124.0 020A: set_car $4146 door_status_to 1 $4147 = Car.Create(#ENFORCER, -869.43, -336.3, 10.2) Car.Angle($4147) = 43.0 020A: set_car $4147 door_status_to 1 $4148 = Car.Create(#ENFORCER, -852.73, -298.3, 10.2) Car.Angle($4148) = 30.0 020A: set_car $4148 door_status_to 1 0169: set_fade_color 0 0 1 fade 1 1500 :BANKJO4_19981 if fading jf @BANKJO4_20005 wait 0 jump @BANKJO4_19981 :BANKJO4_20005 if $4200 == 1 // integer values jf @BANKJO4_20116 03CF: load_wav 'BNK4_36' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_36' 10000 ms 1 // Where's Cam? gosub @BANKJO4_26980 Camera.OnPed($PLAYER_ACTOR, 15, 2) 03CF: load_wav 'BNK4_37' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_37' 10000 ms 1 // History... gosub @BANKJO4_26980 :BANKJO4_20116 03CF: load_wav 'BNK_39' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK_39' 10000 ms 1 // Shit! Where's Hilary? gosub @BANKJO4_26980 Camera.SetPosition(-888.25, -341.4, 13.9, 0.0, 0.0, 0.0) Camera.PointAt(-863.0, -340.9, 12.19, 2) 03CF: load_wav 'BK4_40A' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BK4_40A' 10000 ms 1 // I'll give him abandonment issues! gosub @BANKJO4_26980 if not Car.Wrecked($4135) jf @BANKJO4_20312 Car.PutAt($4135, -884.1, -311.3, 10.8) Car.Angle($4135) = 180.0 Car.Health($4135) = 1000 020A: set_car $4135 door_status_to 1 :BANKJO4_20312 Actor.DestroyInstantly($4129) 0296: unload_special_actor 2 023C: load_special_actor 2 'IGHLRY2' 038B: load_requested_models :BANKJO4_20335 if 823D: not special_actor 2 loaded jf @BANKJO4_20361 wait 0 jump @BANKJO4_20335 :BANKJO4_20361 if not Car.Wrecked($4135) jf @BANKJO4_20455 0129: $4129 = create_actor 4 #SPECIAL02 in_car $4135 driverseat 01ED: clear_actor $4129 threat_search 04F5: unknown_actor $4129 kiss_player $PLAYER_CHAR on 1 0446: set_actor $4129 dismemberment_possible 0 0243: set_actor $4129 ped_stats_to 30 01B2: give_actor $4129 weapon 25 ammo 9999 // Load the weapon model before using this Car.LockInCurrentPosition($4135) = False 0477: set_car $4135 action 8 time 3000 04BA: set_car $4135 speed_instantly 30.0 :BANKJO4_20455 Camera.SetPosition(-873.12, -348.1, 13.96, 0.0, 0.0, 0.0) Camera.PointAt(-879.4, -341.7, 10.75, 2) :BANKJO4_20506 if not Car.Wrecked($4135) jf @BANKJO4_20588 if 01AF: car $4135 0 -884.8 -334.2 10.0 radius 3.0 3.0 3.0 jf @BANKJO4_20577 jump @BANKJO4_20588 :BANKJO4_20577 wait 0 jump @BANKJO4_20506 :BANKJO4_20588 0477: set_car $4135 action 0 time 0 0477: set_car $4135 action 3 time 3000 16@ = 0 // integer values :BANKJO4_20614 if 1000 > 16@ // integer values jf @BANKJO4_20644 wait 0 jump @BANKJO4_20614 :BANKJO4_20644 if and not Actor.Dead($4129) not Car.Wrecked($4135) jf @BANKJO4_20673 01D3: actor $4129 leave_car $4135 :BANKJO4_20673 if not Actor.Dead($4129) jf @BANKJO4_20747 if 044B: actor $4129 on_foot jf @BANKJO4_20736 Actor.Angle($4129) = 280.0 011A: set_actor $4129 search_threat 64 0291: set_actor $4129 attack_when_provoked 1 jump @BANKJO4_20747 :BANKJO4_20736 wait 0 jump @BANKJO4_20673 :BANKJO4_20747 if not Car.Wrecked($4135) jf @BANKJO4_20792 0407: create_coordinate $4215 $4216 $4217 from_car $4135 offset -2.0 3.5 -0.2 :BANKJO4_20792 Camera.SetPosition($4215, $4216, $4217, 0.0, 0.0, 0.0) if not Actor.Dead($4129) jf @BANKJO4_20843 Camera.OnPed($4129, 15, 2) :BANKJO4_20843 03CF: load_wav 'BNK4_42' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_42' 10000 ms 1 // Hey guys! Get in! I got you covered! gosub @BANKJO4_26980 if and not Actor.Dead($4107) not Actor.Dead($4129) jf @BANKJO4_20929 Actor.Health($4129) = 100 01CB: actor $4107 kill_actor $4129 01CB: actor $4129 kill_actor $4107 :BANKJO4_20929 16@ = 0 // integer values :BANKJO4_20936 if 2000 > 16@ // integer values jf @BANKJO4_20966 wait 0 jump @BANKJO4_20936 :BANKJO4_20966 if not Actor.Dead($4129) jf @BANKJO4_20987 0321: kill_actor $4129 :BANKJO4_20987 16@ = 0 // integer values :BANKJO4_20994 if 1000 > 16@ // integer values jf @BANKJO4_21024 wait 0 jump @BANKJO4_20994 :BANKJO4_21024 04EB: actor $PLAYER_ACTOR crouch 0 0 ms Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 03C8: set_camera_directly_before_player 041E: set_radio_station 6 -1 if not Actor.Dead($4128) jf @BANKJO4_21115 04EB: actor $4128 crouch 0 0 ms 01DF: tie_actor $4128 to_player $PLAYER_CHAR 011A: set_actor $4128 search_threat 64 0291: set_actor $4128 attack_when_provoked 1 0319: set_actor $4128 running 1 :BANKJO4_21115 if not Actor.Dead($4129) jf @BANKJO4_21158 011C: actor $4129 clear_objective 011A: set_actor $4129 search_threat 64 0291: set_actor $4129 attack_when_provoked 1 01DF: tie_actor $4129 to_player $PLAYER_CHAR :BANKJO4_21158 if not Actor.Dead($4130) jf @BANKJO4_21208 011C: actor $4130 clear_objective 011A: set_actor $4130 search_threat 64 0291: set_actor $4130 attack_when_provoked 1 01DF: tie_actor $4130 to_player $PLAYER_CHAR 0319: set_actor $4130 running 1 :BANKJO4_21208 $4124 = 0 // integer values if not Actor.Dead($4107) jf @BANKJO4_21246 0350: set_actor $4107 maintain_position_when_attacked 0 01CC: actor $4107 kill_player $PLAYER_CHAR :BANKJO4_21246 if not Actor.Dead($4108) jf @BANKJO4_21269 0350: set_actor $4108 maintain_position_when_attacked 0 :BANKJO4_21269 if not Actor.Dead($4109) jf @BANKJO4_21292 0350: set_actor $4109 maintain_position_when_attacked 0 :BANKJO4_21292 if not Actor.Dead($4110) jf @BANKJO4_21315 0350: set_actor $4110 maintain_position_when_attacked 0 :BANKJO4_21315 Car.RemoveReferences($4135) :BANKJO4_21320 if $4124 == 1 // integer values jf @BANKJO4_21381 wait 0 gosub @BANKJO4_28869 if $4105 == 1 // integer values jf @BANKJO4_21374 jump @BANKJO4_22188 :BANKJO4_21374 jump @BANKJO4_21320 :BANKJO4_21381 Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -871.57 -118.5 10.0 :BANKJO4_21406 if Player.WantedLevel($PLAYER_CHAR) > 0 jf @BANKJO4_21625 wait 0 gosub @BANKJO4_28869 if $4105 == 1 // integer values jf @BANKJO4_21460 jump @BANKJO4_22188 :BANKJO4_21460 if 00F5: player $PLAYER_CHAR 1 -879.57 -114.5 10.0 radius 3.0 3.0 2.0 jf @BANKJO4_21508 :BANKJO4_21508 if $4124 == 1 // integer values jf @BANKJO4_21533 jump @BANKJO4_21320 :BANKJO4_21533 if 80F5: not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 jf @BANKJO4_21618 034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 :BANKJO4_21618 jump @BANKJO4_21406 :BANKJO4_21625 Marker.Disable($4191) 018A: $4191 = create_checkpoint_at -832.2 -901.0 10.0 :BANKJO4_21650 if not Player.WantedLevel($PLAYER_CHAR) > 0 jf @BANKJO4_21913 wait 0 gosub @BANKJO4_28869 if $4105 == 1 // integer values jf @BANKJO4_21704 jump @BANKJO4_22188 :BANKJO4_21704 if and 00F5: player $PLAYER_CHAR 1 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 00FE: actor $4128 0 -832.2 -901.0 10.0 radius 3.0 3.0 2.0 jf @BANKJO4_21796 jump @BANKJO4_21920 :BANKJO4_21796 if $4124 == 1 // integer values jf @BANKJO4_21821 jump @BANKJO4_21320 :BANKJO4_21821 if 80F5: not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 jf @BANKJO4_21906 034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 :BANKJO4_21906 jump @BANKJO4_21650 :BANKJO4_21913 jump @BANKJO4_21381 :BANKJO4_21920 if Player.Defined($PLAYER_CHAR) jf @BANKJO4_22176 wait 0 034E: move_object $1793 to -837.134 -901.672 15.03 speed 0.0 0.0 0.025 collision_check 0 gosub @BANKJO4_28869 if $4105 == 1 // integer values jf @BANKJO4_22009 jump @BANKJO4_22188 :BANKJO4_22009 if $4124 == 1 // integer values jf @BANKJO4_22034 jump @BANKJO4_21320 :BANKJO4_22034 if Player.WantedLevel($PLAYER_CHAR) > 0 jf @BANKJO4_22059 jump @BANKJO4_21381 :BANKJO4_22059 if 00F5: player $PLAYER_CHAR 1 -844.95 -901.0 10.0 radius 3.5 3.5 3.5 jf @BANKJO4_22114 jump @BANKJO4_22176 :BANKJO4_22114 if 80F5: not player $PLAYER_CHAR 0 -844.95 -901.0 10.0 radius 15.0 15.0 15.0 jf @BANKJO4_22169 jump @BANKJO4_21625 :BANKJO4_22169 jump @BANKJO4_21920 :BANKJO4_22176 Marker.Disable($4191) jump @BANKJO4_22365 :BANKJO4_22188 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 1 022B: create_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 :BANKJO4_22243 if 0057: player $PLAYER_CHAR 0 -852.8 -915.0 10.0 -837.5 -897.2 13.0 jf @BANKJO4_22302 wait 0 jump @BANKJO4_22243 :BANKJO4_22302 if and Player.Defined($PLAYER_CHAR) $985 == 1 // integer values jf @BANKJO4_22363 gosub @BANKJO4_24234 fade 1 1500 :BANKJO4_22339 if fading jf @BANKJO4_22363 wait 0 jump @BANKJO4_22339 :BANKJO4_22363 return :BANKJO4_22365 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 if and 00E0: player $PLAYER_CHAR driving not Car.Wrecked($4135) jf @BANKJO4_22412 01D3: actor $PLAYER_ACTOR leave_car $4135 :BANKJO4_22412 041E: set_radio_station 3 -1 043C: set_game_sounds_disable_on_fade 0 0169: set_fade_color 0 0 1 fade 0 1500 :BANKJO4_22437 if fading jf @BANKJO4_22498 wait 0 034E: move_object $1793 to -837.134 -901.672 12.03 speed 0.0 0.0 0.025 collision_check 0 jump @BANKJO4_22437 :BANKJO4_22498 Camera.SetPosition(-827.5, -894.2, 22.5, 0.0, 0.0, 0.0) Camera.PointAt(-833.15, -899.4, 17.6, 2) fade 1 500 :BANKJO4_22556 if fading jf @BANKJO4_22580 wait 0 jump @BANKJO4_22556 :BANKJO4_22580 Actor.DestroyInstantly($4128) Actor.DestroyInstantly($4130) 01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 50000 0394: play_music 1 03CF: load_wav 'BNK4_44' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_44' 10000 ms 1 // We made it! We're rich! RICH! gosub @BANKJO4_26980 if $4200 == 1 // integer values jf @BANKJO4_22810 03CF: load_wav 'BNK4_45' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_45' 10000 ms 1 // Shame Cam didn't make it, he was a good guy! gosub @BANKJO4_26980 03CF: load_wav 'BNK4_46' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_46' 10000 ms 1 // Yeah. Still... more for us! gosub @BANKJO4_26980 03CF: load_wav 'BNK4_47' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_47' 10000 ms 1 // Damned straight! YEEEEHAAAH! gosub @BANKJO4_26980 :BANKJO4_22810 03CF: load_wav 'BNK4_48' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_48' 10000 ms 1 // Tommy, would you like a massage? gosub @BANKJO4_26980 03CF: load_wav 'BNK4_49' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_49' 10000 ms 1 // Well, Hi there, Mercedes! Yeah, I'm a little tense... gosub @BANKJO4_26980 03CF: load_wav 'BNK450A' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK450A' 10000 ms 1 // What'd I tell you Tommy? What'd I tell you? Bent SWAT better watch out when Kent Paul is in town. gosub @BANKJO4_26980 03CF: load_wav 'BNK450B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK450B' 10000 ms 1 // Come on, gimme a bigger slice, mate, c'mon. I gotta get some new threads. gosub @BANKJO4_26980 0169: set_fade_color 0 0 1 fade 0 500 Model.Load(#OD_CLUBOUT_DY) Model.Load(#OD_CLUBOUT_NT) Model.Load(#OD_CLUBNEON) Model.Load(#OD_CLUBDOORS) Model.Load(#OD_CLBDR_CLOSE) Model.Load(#OD_CLBDR_OPEN) Model.Load(#VEG_PALMKBB11) Model.Load(#ODNROAD01_NT) Model.Load(#ODNROAD01_DY) Model.Load(#OD_CLUBBACK) Model.Load(#MIAMIODNROADXA) Model.Load(#LODD_BUILD2) Model.Load(#SPAD_BUILDNEW) Model.Load(#VEG_PALMBIG14) :BANKJO4_23061 if fading jf @BANKJO4_23085 wait 0 jump @BANKJO4_23061 :BANKJO4_23085 if not Model.Available(#OD_CLUBOUT_DY) jf @BANKJO4_23112 wait 0 jump @BANKJO4_23085 :BANKJO4_23112 if not Model.Available(#OD_CLUBOUT_NT) jf @BANKJO4_23139 wait 0 jump @BANKJO4_23112 :BANKJO4_23139 if not Model.Available(#OD_CLUBNEON) jf @BANKJO4_23166 wait 0 jump @BANKJO4_23139 :BANKJO4_23166 if not Model.Available(#OD_CLUBDOORS) jf @BANKJO4_23193 wait 0 jump @BANKJO4_23166 :BANKJO4_23193 if not Model.Available(#OD_CLBDR_CLOSE) jf @BANKJO4_23219 wait 0 jump @BANKJO4_23193 :BANKJO4_23219 if not Model.Available(#OD_CLBDR_OPEN) jf @BANKJO4_23245 wait 0 jump @BANKJO4_23219 :BANKJO4_23245 if not Model.Available(#VEG_PALMKBB11) jf @BANKJO4_23272 wait 0 jump @BANKJO4_23245 :BANKJO4_23272 if not Model.Available(#ODNROAD01_NT) jf @BANKJO4_23299 wait 0 jump @BANKJO4_23272 :BANKJO4_23299 if not Model.Available(#ODNROAD01_DY) jf @BANKJO4_23326 wait 0 jump @BANKJO4_23299 :BANKJO4_23326 if not Model.Available(#OD_CLUBBACK) jf @BANKJO4_23353 wait 0 jump @BANKJO4_23326 :BANKJO4_23353 if not Model.Available(#MIAMIODNROADXA) jf @BANKJO4_23380 wait 0 jump @BANKJO4_23353 :BANKJO4_23380 if not Model.Available(#LODD_BUILD2) jf @BANKJO4_23407 wait 0 jump @BANKJO4_23380 :BANKJO4_23407 if not Model.Available(#SPAD_BUILDNEW) jf @BANKJO4_23434 wait 0 jump @BANKJO4_23407 :BANKJO4_23434 if not Model.Available(#VEG_PALMBIG14) jf @BANKJO4_23461 wait 0 jump @BANKJO4_23434 :BANKJO4_23461 Camera.SetPosition(513.5, -44.5, 22.0, 0.0, 0.0, 0.0) Camera.PointAt(502.0, -60.5, 14.0, 2) Marker.Disable($247) 04CE: $247 = create_icon_marker_without_sphere $422 at $564 $565 $566 04A6: $641 = create_asset_money_pickup_at $564 $565 $566 money $640 $640 00C0: set_current_time 21 30 fade 1 1000 :BANKJO4_23567 if fading jf @BANKJO4_23591 wait 0 jump @BANKJO4_23567 :BANKJO4_23591 16@ = 0 // integer values :BANKJO4_23598 if 2000 > 16@ // integer values jf @BANKJO4_23628 wait 0 jump @BANKJO4_23598 :BANKJO4_23628 00BA: text_styled 'ASSET_A' 10000 ms 6 // BANK HEIST ASSET COMPLETED! 01E5: text_1number_highpriority 'ASSET_B' $640 flag 10000 time 1 // ~g~The Malibu Club will now generate revenue up to a maximum of $~1~ per day. Pick up your cash regularly! Camera.SetPosition(493.6, -87.0, 10.8, 0.0, 0.0, 0.0) Camera.PointAt(492.6, -77.4, 13.2, 2) 16@ = 0 // integer values :BANKJO4_23719 if 1500 > 16@ // integer values jf @BANKJO4_23749 wait 0 jump @BANKJO4_23719 :BANKJO4_23749 Camera.PointAt($564, $565, $566, 1) 16@ = 0 // integer values :BANKJO4_23769 if 1000 > 16@ // integer values jf @BANKJO4_23799 wait 0 jump @BANKJO4_23769 :BANKJO4_23799 16@ = 0 // integer values :BANKJO4_23806 if 5000 > 16@ // integer values jf @BANKJO4_23836 wait 0 jump @BANKJO4_23806 :BANKJO4_23836 fade 0 500 :BANKJO4_23843 if fading jf @BANKJO4_23867 wait 0 jump @BANKJO4_23843 :BANKJO4_23867 Camera.SetAtPos(-833.6, -908.5, 11.11) 0395: clear_area 1 at -833.6 -908.5 range 11.11 2.0 if 00E0: player $PLAYER_CHAR driving jf @BANKJO4_23951 012A: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 and_remove_from_car jump @BANKJO4_23971 :BANKJO4_23951 0055: put_player $PLAYER_CHAR at -833.6 -908.5 11.11 :BANKJO4_23971 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_24023 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER2' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_24023 0353: refresh_actor $PLAYER_ACTOR :BANKJO4_24023 0171: set_player $PLAYER_CHAR z_angle_to 345.0 01BC: put_object $1793 at -837.134 -901.672 12.03 Camera.Restore_WithJumpCut 00BE: text_clear_all fade 1 1500 :BANKJO4_24064 if fading jf @BANKJO4_24088 wait 0 jump @BANKJO4_24064 :BANKJO4_24088 043C: set_game_sounds_disable_on_fade 1 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 04E3: unknown_player $PLAYER_CHAR 3 60000 02A3: enable_widescreen 0 0318: set_latest_mission_passed 'BANK_4' // The Job $642 = 1 // integer values $1175 += 1 // integer values $251 = 1 // integer values Player.ClearWantedLevel($PLAYER_CHAR) 030C: progress_made += 1 055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 $1307 = Pickup.Create(#KNIFECUR, 2, 468.5, -54.2, 15.7) $1276 = 1 // integer values create_thread @CLOTH9 create_thread @AMBBANK return :BANKJO4_24234 fade 0 1500 :BANKJO4_24241 if fading jf @BANKJO4_24265 wait 0 jump @BANKJO4_24241 :BANKJO4_24265 04FA: reset_sky_colors_with_fade 0 01EB: set_traffic_density_multiplier_to 1.0 03AD: set_rubbish 1 select_interior 0 022B: create_forbidden_for_peds_cube -956.0 -355.0 5.0 -898.0 -328.0 25.0 0395: clear_area 0 at -893.0 -341.0 range 13.5 1.0 Camera.SetAtPos(-893.0, -341.0, 13.5) 0055: put_player $PLAYER_CHAR at -893.0 -341.0 12.0 $985 = 0 // integer values 0171: set_player $PLAYER_CHAR z_angle_to 270.0 03C8: set_camera_directly_before_player return :BANKJO4_24398 if Actor.Dead($4129) jf @BANKJO4_24438 00BC: text_highpriority 'H_DEAD' 5000 ms 1 // ~r~Hilary's dead!! $4105 = 1 // integer values return :BANKJO4_24438 if Car.Wrecked($4135) jf @BANKJO4_24476 00BC: text_highpriority 'TRASHED' 5000 ms 1 // ~r~YOU TRASHED THE GETAWAY CAR!! $4105 = 1 // integer values :BANKJO4_24476 return :BANKJO4_24478 if $4104 == 0 // integer values jf @BANKJO4_24723 if not Car.Wrecked($4135) jf @BANKJO4_24701 if 80DC: not player $PLAYER_CHAR driving $4135 jf @BANKJO4_24629 $4101 = 0 // integer values 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if and $4104 == 0 // integer values $4137 == 0 // integer values jf @BANKJO4_24592 $4136 = Marker.CreateAboveCar($4135) $4137 = 1 // integer values :BANKJO4_24592 if $4134 == 1 // integer values jf @BANKJO4_24622 Marker.Disable($4191) $4134 = 0 // integer values :BANKJO4_24622 jump @BANKJO4_24666 :BANKJO4_24629 $4101 = 1 // integer values if $4137 == 1 // integer values jf @BANKJO4_24666 Marker.Disable($4136) $4137 = 0 // integer values :BANKJO4_24666 if and 01F4: car $4135 flipped 01C1: car $4135 stopped jf @BANKJO4_24694 $4105 = 1 // integer values :BANKJO4_24694 jump @BANKJO4_24723 :BANKJO4_24701 00BC: text_highpriority 'TRASHED' 5000 ms 1 // ~r~YOU TRASHED THE GETAWAY CAR!! $4105 = 1 // integer values :BANKJO4_24723 return :BANKJO4_24725 if not Car.Wrecked($4135) jf @BANKJO4_25122 if Actor.Dead($4128) jf @BANKJO4_24786 00BC: text_highpriority 'P_DEAD' 5000 ms 1 // ~r~Phil's dead!! $4105 = 1 // integer values jump @BANKJO4_25122 :BANKJO4_24786 if $4101 == 1 // integer values jf @BANKJO4_24902 if not Actor.InCar($4128, $4135) jf @BANKJO4_24895 01D4: actor $4128 go_to_car $4135 and_enter_it_as_a_passenger if and 0205: actor $4128 near_car $4135 radius 2.5 2.5 2.5 unknown 0 not Player.WantedLevel($PLAYER_CHAR) > 0 jf @BANKJO4_24888 0319: set_actor $4128 running 0 jump @BANKJO4_24895 :BANKJO4_24888 0319: set_actor $4128 running 1 :BANKJO4_24895 jump @BANKJO4_25001 :BANKJO4_24902 if 00E9: player $PLAYER_CHAR 0 $4128 radius 4.0 4.0 jf @BANKJO4_24978 if $4184 == 0 // integer values jf @BANKJO4_24971 011C: actor $4128 clear_objective 01DF: tie_actor $4128 to_player $PLAYER_CHAR $4184 = 1 // integer values :BANKJO4_24971 jump @BANKJO4_25001 :BANKJO4_24978 01E0: clear_leader $4128 0239: actor $4128 run_to $95 $96 $4184 = 0 // integer values :BANKJO4_25001 if 80E9: not player $PLAYER_CHAR 0 $4128 radius 20.0 20.0 jf @BANKJO4_25092 if $4124 == 0 // integer values jf @BANKJO4_25085 00BC: text_highpriority 'P_HIND' 5000 ms 1 // ~r~You've lost Phil! Marker.Disable($4191) $4131 = Marker.CreateAboveActor($4128) $4124 = 1 // integer values :BANKJO4_25085 jump @BANKJO4_25122 :BANKJO4_25092 if $4124 == 1 // integer values jf @BANKJO4_25122 Marker.Disable($4131) $4124 = 0 // integer values :BANKJO4_25122 return :BANKJO4_25124 if not Car.Wrecked($4135) jf @BANKJO4_25521 if Actor.Dead($4130) jf @BANKJO4_25185 00BC: text_highpriority 'C_DEAD' 5000 ms 1 // ~r~Cam's dead!! $4105 = 1 // integer values jump @BANKJO4_25521 :BANKJO4_25185 if $4101 == 1 // integer values jf @BANKJO4_25301 if not Actor.InCar($4130, $4135) jf @BANKJO4_25294 01D4: actor $4130 go_to_car $4135 and_enter_it_as_a_passenger if and 0205: actor $4130 near_car $4135 radius 2.5 2.5 2.5 unknown 0 not Player.WantedLevel($PLAYER_CHAR) > 0 jf @BANKJO4_25287 0319: set_actor $4130 running 0 jump @BANKJO4_25294 :BANKJO4_25287 0319: set_actor $4130 running 1 :BANKJO4_25294 jump @BANKJO4_25400 :BANKJO4_25301 if 00E9: player $PLAYER_CHAR 0 $4130 radius 4.0 4.0 jf @BANKJO4_25377 if $4186 == 0 // integer values jf @BANKJO4_25370 011C: actor $4130 clear_objective 01DF: tie_actor $4130 to_player $PLAYER_CHAR $4186 = 1 // integer values :BANKJO4_25370 jump @BANKJO4_25400 :BANKJO4_25377 01E0: clear_leader $4130 0239: actor $4130 run_to $95 $96 $4186 = 0 // integer values :BANKJO4_25400 if 80E9: not player $PLAYER_CHAR 0 $4130 radius 20.0 20.0 jf @BANKJO4_25491 if $4126 == 0 // integer values jf @BANKJO4_25484 00BC: text_highpriority 'C_HIND' 5000 ms 1 // ~r~Cam's been left behind! Marker.Disable($4191) $4133 = Marker.CreateAboveActor($4130) $4126 = 1 // integer values :BANKJO4_25484 jump @BANKJO4_25521 :BANKJO4_25491 if $4126 == 1 // integer values jf @BANKJO4_25521 Marker.Disable($4133) $4126 = 0 // integer values :BANKJO4_25521 return :BANKJO4_25523 if and $4104 == 0 // integer values not Car.Wrecked($4135) jf @BANKJO4_25927 if Actor.Dead($4129) jf @BANKJO4_25591 00BC: text_highpriority 'H_DEAD' 5000 ms 1 // ~r~Hilary's dead!! $4105 = 1 // integer values jump @BANKJO4_25927 :BANKJO4_25591 if $4101 == 1 // integer values jf @BANKJO4_25707 if not Actor.InCar($4129, $4135) jf @BANKJO4_25700 01D4: actor $4129 go_to_car $4135 and_enter_it_as_a_passenger if and 0205: actor $4129 near_car $4135 radius 2.5 2.5 2.5 unknown 0 not Player.WantedLevel($PLAYER_CHAR) > 0 jf @BANKJO4_25693 0319: set_actor $4129 running 0 jump @BANKJO4_25700 :BANKJO4_25693 0319: set_actor $4129 running 1 :BANKJO4_25700 jump @BANKJO4_25806 :BANKJO4_25707 if 00E9: player $PLAYER_CHAR 0 $4129 radius 4.0 4.0 jf @BANKJO4_25783 if $4185 == 0 // integer values jf @BANKJO4_25776 011C: actor $4129 clear_objective 01DF: tie_actor $4129 to_player $PLAYER_CHAR $4185 = 1 // integer values :BANKJO4_25776 jump @BANKJO4_25806 :BANKJO4_25783 01E0: clear_leader $4129 0239: actor $4129 run_to $95 $96 $4185 = 0 // integer values :BANKJO4_25806 if 80E9: not player $PLAYER_CHAR 0 $4129 radius 20.0 20.0 jf @BANKJO4_25897 if $4125 == 0 // integer values jf @BANKJO4_25890 00BC: text_highpriority 'H_HIND' 5000 ms 1 // ~r~Hilary's been abandoned! Marker.Disable($4191) $4132 = Marker.CreateAboveActor($4129) $4125 = 1 // integer values :BANKJO4_25890 jump @BANKJO4_25927 :BANKJO4_25897 if $4125 == 1 // integer values jf @BANKJO4_25927 Marker.Disable($4132) $4125 = 0 // integer values :BANKJO4_25927 return if or $4124 == 1 // integer values $4125 == 1 // integer values $4126 == 1 // integer values jf @BANKJO4_25975 $4134 = 0 // integer values jump @BANKJO4_26038 :BANKJO4_25975 if $4101 == 1 // integer values jf @BANKJO4_26038 if $4134 == 0 // integer values jf @BANKJO4_26038 018A: $4191 = create_checkpoint_at -896.5 -341.0 13.4 $4134 = 1 // integer values :BANKJO4_26038 return :BANKJO4_26040 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms wait 5 Marker.Disable($4191) Marker.Disable($4131) Marker.Disable($4133) Marker.Disable($4132) Marker.Disable($4136) 03AC: clear_route 1 03AC: clear_route 2 018E: stop_sound $4117 if not Actor.Dead($PLAYER_ACTOR) jf @BANKJO4_26108 011C: actor $PLAYER_ACTOR clear_objective :BANKJO4_26108 if Player.Defined($PLAYER_CHAR) jf @BANKJO4_26138 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :BANKJO4_26138 Camera.Restore_WithJumpCut 01BC: put_object $1793 at -837.134 -901.672 12.03 022A: remove_forbidden_for_peds_cube -877.0 -368.0 5.0 -832.0 -317.0 25.0 043C: set_game_sounds_disable_on_fade 1 04FA: reset_sky_colors_with_fade 0 Model.Destroy(#GDA) Model.Destroy(#GDB) Model.Destroy(#SWAT) Model.Destroy(#GASGRENADE) Model.Destroy(#M4) Model.Destroy(#MP5LNG) Model.Destroy(#TAXI) Model.Destroy(#PYTHON) Model.Destroy(#ENFORCER) Model.Destroy(#WFYBU) Model.Destroy(#HFYBU) Model.Destroy(#WMORI) Model.Destroy(#OD_CLUBOUT_DY) Model.Destroy(#OD_CLUBOUT_NT) Model.Destroy(#OD_CLUBNEON) Model.Destroy(#OD_CLUBDOORS) Model.Destroy(#OD_CLBDR_CLOSE) Model.Destroy(#OD_CLBDR_OPEN) Model.Destroy(#VEG_PALMKBB11) Model.Destroy(#ODNROAD01_NT) Model.Destroy(#ODNROAD01_DY) Model.Destroy(#OD_CLUBBACK) Model.Destroy(#MIAMIODNROADXA) Model.Destroy(#LODD_BUILD2) Model.Destroy(#SPAD_BUILDNEW) Model.Destroy(#VEG_PALMBIG14) Actor.DestroyWithFade($4128) Actor.DestroyWithFade($4130) Actor.DestroyWithFade($4129) Actor.DestroyWithFade($4122) Pickup.Destroy($4202) Actor.RemoveReferences($4107) Actor.RemoveReferences($4108) Actor.RemoveReferences($4109) Actor.RemoveReferences($4110) Actor.RemoveReferences($4111) Actor.RemoveReferences($4112) Car.RemoveReferences($4146) Car.RemoveReferences($4147) Car.RemoveReferences($4148) Car.RemoveReferences($4135) 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 gosub @BANKJO4_26700 $1823 = Object.Init(#UNROCKETED_WIN1, -899.851, -341.061, 14.318) Object.RemoveFromMissionCleanupList($1823) $1824 = Object.Init(#BNK_GRILL01, -899.214, -333.656, 21.0) Object.ToggleInMovingList($1824) = False Object.RemoveFromMissionCleanupList($1824) 0566: object $1824 set_interior 3 $1825 = Object.Init(#BNK_GRILL01, -899.214, -348.466, 21.03) Object.ToggleInMovingList($1825) = False Object.RemoveFromMissionCleanupList($1825) 0566: object $1825 set_interior 3 $1826 = Object.Init(#BNK_GRILL01, -907.307, -336.618, 23.7) Object.ToggleInMovingList($1826) = False Object.RemoveFromMissionCleanupList($1826) 0566: object $1826 set_interior 3 $1827 = Object.Init(#BNK_GRILL01, -907.307, -345.504, 23.7) Object.ToggleInMovingList($1827) = False Object.RemoveFromMissionCleanupList($1827) 0566: object $1827 set_interior 3 $1828 = Object.Init(#BNK_GRILL01, -915.401, -336.6184, 23.7) Object.ToggleInMovingList($1828) = False Object.RemoveFromMissionCleanupList($1828) 0566: object $1828 set_interior 3 $1829 = Object.Init(#BNK_GRILL01, -915.401, -345.5, 23.7) Object.ToggleInMovingList($1829) = False Object.RemoveFromMissionCleanupList($1829) 0566: object $1829 set_interior 3 $ONMISSION = 0 // integer values mission_cleanup return :BANKJO4_26700 Object.Destroy($1823) Object.Destroy($1824) Object.Destroy($1825) Object.Destroy($1826) Object.Destroy($1827) Object.Destroy($1828) Object.Destroy($1829) Actor.DestroyInstantly($4138) Actor.DestroyInstantly($4139) Actor.DestroyInstantly($4140) Actor.DestroyInstantly($4141) Actor.DestroyInstantly($4142) Actor.DestroyInstantly($4143) Actor.DestroyInstantly($4144) Actor.DestroyInstantly($4145) Actor.DestroyInstantly($4107) Actor.DestroyInstantly($4108) Actor.DestroyInstantly($4109) Actor.DestroyInstantly($4110) Actor.DestroyInstantly($4111) Actor.DestroyInstantly($4112) Actor.DestroyInstantly($4113) Actor.DestroyInstantly($4114) Actor.DestroyInstantly($4118) Actor.DestroyInstantly($4119) Actor.DestroyInstantly($4120) Actor.DestroyInstantly($4121) Pickup.Destroy($4150) Pickup.Destroy($4149) Object.Destroy($4151) Object.Destroy($4152) return :BANKJO4_26857 01BD: $360 = current_time_in_ms 0084: $359 = $360 // integer values and handles 0060: $359 -= $358 // integer values return :BANKJO4_26880 if 83D0: not wav $4099 loaded jf @BANKJO4_26973 wait 0 if $4212 == 1 // integer values jf @BANKJO4_26966 if 00F5: player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 jf @BANKJO4_26966 :BANKJO4_26966 jump @BANKJO4_26880 :BANKJO4_26973 03D1: play_wav $4099 return :BANKJO4_26980 if 83D2: not wav $4099 ended jf @BANKJO4_27073 wait 0 if $4212 == 1 // integer values jf @BANKJO4_27066 if 00F5: player $PLAYER_CHAR 1 -833.0 -348.0 10.0 radius 4.0 4.0 4.0 jf @BANKJO4_27066 :BANKJO4_27066 jump @BANKJO4_26980 :BANKJO4_27073 00BE: text_clear_all return :BANKJO4_27077 if $4211 == 0 // integer values jf @BANKJO4_27582 if not Actor.Dead($4138) jf @BANKJO4_27133 0372: set_actor $4138 anim 0 wait_state_time 0 ms 0372: set_actor $4138 anim $4208 wait_state_time 999999 ms :BANKJO4_27133 if not Actor.Dead($4139) jf @BANKJO4_27171 0372: set_actor $4139 anim 0 wait_state_time 0 ms 0372: set_actor $4139 anim $4209 wait_state_time 999999 ms :BANKJO4_27171 if not Actor.Dead($4140) jf @BANKJO4_27209 0372: set_actor $4140 anim 0 wait_state_time 0 ms 0372: set_actor $4140 anim $4208 wait_state_time 999999 ms :BANKJO4_27209 if not Actor.Dead($4141) jf @BANKJO4_27247 0372: set_actor $4141 anim 0 wait_state_time 0 ms 0372: set_actor $4141 anim $4209 wait_state_time 999999 ms :BANKJO4_27247 if not Actor.Dead($4142) jf @BANKJO4_27285 0372: set_actor $4142 anim 0 wait_state_time 0 ms 0372: set_actor $4142 anim $4209 wait_state_time 999999 ms :BANKJO4_27285 if not Actor.Dead($4143) jf @BANKJO4_27323 0372: set_actor $4143 anim 0 wait_state_time 0 ms 0372: set_actor $4143 anim $4208 wait_state_time 999999 ms :BANKJO4_27323 if not Actor.Dead($4144) jf @BANKJO4_27361 0372: set_actor $4144 anim 0 wait_state_time 0 ms 0372: set_actor $4144 anim $4209 wait_state_time 999999 ms :BANKJO4_27361 if not Actor.Dead($4145) jf @BANKJO4_27399 0372: set_actor $4145 anim 0 wait_state_time 0 ms 0372: set_actor $4145 anim $4208 wait_state_time 999999 ms :BANKJO4_27399 if not Actor.Dead($4109) jf @BANKJO4_27437 0372: set_actor $4109 anim 0 wait_state_time 0 ms 0372: set_actor $4109 anim $4210 wait_state_time 999999 ms :BANKJO4_27437 if not Actor.Dead($4108) jf @BANKJO4_27475 0372: set_actor $4108 anim 0 wait_state_time 0 ms 0372: set_actor $4108 anim $4210 wait_state_time 999999 ms :BANKJO4_27475 if not Actor.Dead($4107) jf @BANKJO4_27513 0372: set_actor $4107 anim 0 wait_state_time 0 ms 0372: set_actor $4107 anim $4210 wait_state_time 999999 ms :BANKJO4_27513 if not Actor.Dead($4122) jf @BANKJO4_27575 if $4206 == 1 // integer values jf @BANKJO4_27566 04EB: actor $4122 crouch 1 999999 ms jump @BANKJO4_27575 :BANKJO4_27566 04EB: actor $4122 crouch 0 0 ms :BANKJO4_27575 $4211 = 1 // integer values :BANKJO4_27582 return :BANKJO4_27584 if and Actor.Dead($4138) 1@ == 0 // integer values jf @BANKJO4_27621 0@ += 1 // integer values 1@ = 1 // integer values :BANKJO4_27621 if and Actor.Dead($4139) 2@ == 0 // integer values jf @BANKJO4_27658 0@ += 1 // integer values 2@ = 1 // integer values :BANKJO4_27658 if and Actor.Dead($4140) 3@ == 0 // integer values jf @BANKJO4_27695 0@ += 1 // integer values 3@ = 1 // integer values :BANKJO4_27695 if and Actor.Dead($4141) 4@ == 0 // integer values jf @BANKJO4_27732 0@ += 1 // integer values 4@ = 1 // integer values :BANKJO4_27732 if and Actor.Dead($4142) 5@ == 0 // integer values jf @BANKJO4_27769 0@ += 1 // integer values 5@ = 1 // integer values :BANKJO4_27769 if and Actor.Dead($4143) 6@ == 0 // integer values jf @BANKJO4_27806 0@ += 1 // integer values 6@ = 1 // integer values :BANKJO4_27806 if and Actor.Dead($4144) 7@ == 0 // integer values jf @BANKJO4_27843 0@ += 1 // integer values 7@ = 1 // integer values :BANKJO4_27843 if and Actor.Dead($4145) 8@ == 0 // integer values jf @BANKJO4_27880 0@ += 1 // integer values 8@ = 1 // integer values :BANKJO4_27880 if and Actor.Dead($4109) 9@ == 0 // integer values jf @BANKJO4_27917 0@ += 1 // integer values 9@ = 1 // integer values :BANKJO4_27917 if and Actor.Dead($4108) 10@ == 0 // integer values jf @BANKJO4_27954 0@ += 1 // integer values 10@ = 1 // integer values :BANKJO4_27954 if and Actor.Dead($4107) 11@ == 0 // integer values jf @BANKJO4_27991 0@ += 1 // integer values 11@ = 1 // integer values :BANKJO4_27991 if and 0@ > 2 // integer values $4187 == 0 // integer values jf @BANKJO4_28326 0084: $4188 = $4138 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4139 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4140 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4141 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4142 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4143 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4144 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4145 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4107 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4108 // integer values and handles gosub @BANKJO4_28328 0084: $4188 = $4109 // integer values and handles gosub @BANKJO4_28328 if not Actor.Dead($4128) jf @BANKJO4_28227 011A: set_actor $4128 search_threat 2048 011A: set_actor $4128 search_threat 64 0291: set_actor $4128 attack_when_provoked 1 01DF: tie_actor $4128 to_player $PLAYER_CHAR :BANKJO4_28227 if and not Actor.Dead($4130) $4163 == 0 // integer values jf @BANKJO4_28280 011A: set_actor $4130 search_threat 2048 011A: set_actor $4130 search_threat 64 0291: set_actor $4130 attack_when_provoked 1 01DF: tie_actor $4130 to_player $PLAYER_CHAR :BANKJO4_28280 Player.SetMinWantedLevel($PLAYER_CHAR, 3) 022A: remove_forbidden_for_peds_cube -414.0 -597.0 12.0 -332.0 -555.0 30.0 $4187 = 1 // integer values :BANKJO4_28326 return :BANKJO4_28328 if not Actor.Dead($4188) jf @BANKJO4_28458 0209: $4189 = random_int_in_ranges 0 2 if $4189 == 0 // integer values jf @BANKJO4_28418 if not Actor.Dead($4128) jf @BANKJO4_28411 0372: set_actor $4188 anim 0 wait_state_time 0 ms 01CB: actor $4188 kill_actor $4128 0350: set_actor $4188 maintain_position_when_attacked 0 :BANKJO4_28411 jump @BANKJO4_28458 :BANKJO4_28418 if not Actor.Dead($4130) jf @BANKJO4_28458 0372: set_actor $4188 anim 0 wait_state_time 0 ms 01CB: actor $4188 kill_actor $4130 0350: set_actor $4188 maintain_position_when_attacked 0 :BANKJO4_28458 return :BANKJO4_28460 Marker.Disable($4131) Marker.Disable($4133) return :BANKJO4_28472 if 0057: player $PLAYER_CHAR 0 -926.3 -330.0 12.4 -929.0 -327.67 15.0 jf @BANKJO4_28787 if $4206 == 0 // integer values jf @BANKJO4_28780 $4112 = Actor.Create(CivMale, #GDA, -918.7, -353.3, 16.8) 01ED: clear_actor $4112 threat_search 011A: set_actor $4112 search_threat 1 Actor.Angle($4112) = 60.0 04EB: actor $4112 crouch 1 300000 ms 01B2: give_actor $4112 weapon 25 ammo 9999 // Load the weapon model before using this 01BD: $358 = current_time_in_ms if not Actor.Dead($4128) jf @BANKJO4_28708 01E2: add_route_point 2 at -921.0 -340.0 13.4 01E2: add_route_point 2 at -921.0 -333.0 13.4 Actor.PutAt($4128, -921.0, -340.0, 12.4) 01E1: set_actor $4128 follow_route 2 3 0411: set_actor $4128 use_pednode_seek 0 011A: set_actor $4128 search_threat 64 :BANKJO4_28708 $4122 = Actor.Create(CivMale, #WMORI, -963.8, -336.43, 14.6) 0489: set_actor $4122 muted 1 Actor.Angle($4122) = 205.0 01ED: clear_actor $4122 threat_search 04EB: actor $4122 crouch 1 300000 ms 0243: set_actor $4122 ped_stats_to 13 $4206 = 1 // integer values :BANKJO4_28780 gosub @BANKJO4_27077 :BANKJO4_28787 return :BANKJO4_28789 if Actor.Dead($4130) jf @BANKJO4_28827 $4105 = 1 // integer values 00BC: text_highpriority 'C_DEAD' 5000 ms 1 // ~r~Cam's dead!! :BANKJO4_28827 return :BANKJO4_28829 if Actor.Dead($4128) jf @BANKJO4_28867 00BC: text_highpriority 'P_DEAD' 5000 ms 1 // ~r~Phil's dead!! $4105 = 1 // integer values :BANKJO4_28867 return :BANKJO4_28869 if not Actor.Dead($4128) jf @BANKJO4_29018 if 00FB: player $PLAYER_CHAR 0 $4128 radius 10.0 10.0 10.0 jf @BANKJO4_28958 if $4124 == 1 // integer values jf @BANKJO4_28951 Marker.Disable($4131) $4124 = 0 // integer values :BANKJO4_28951 jump @BANKJO4_29011 :BANKJO4_28958 if $4124 == 0 // integer values jf @BANKJO4_29011 Marker.Disable($4131) $4131 = Marker.CreateAboveActor($4128) 00BC: text_highpriority 'P_HIND' 5000 ms 1 // ~r~You've lost Phil! $4124 = 1 // integer values :BANKJO4_29011 jump @BANKJO4_29040 :BANKJO4_29018 00BC: text_highpriority 'P_DEAD' 5000 ms 1 // ~r~Phil's dead!! $4105 = 1 // integer values :BANKJO4_29040 if Actor.Dead($4130) jf @BANKJO4_29063 $4200 = 1 // integer values :BANKJO4_29063 return :BANKJO4_29065 if Actor.Dead($4122) jf @BANKJO4_29103 00BC: text_highpriority 'BM_DEAD' 5000 ms 1 // ~r~You needed the bank manager alive!! $4105 = 1 // integer values :BANKJO4_29103 return :BANKJO4_29105 if 00F6: player $PLAYER_CHAR 0 -954.5 -341.87 14.6 radius 1.5 1.5 2.0 jf @BANKJO4_30038 if $4196 == 0 // integer values jf @BANKJO4_30031 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 0 250 :BANKJO4_29204 if fading jf @BANKJO4_29228 wait 0 jump @BANKJO4_29204 :BANKJO4_29228 01BD: $358 = current_time_in_ms Camera.SetPosition(-916.4, -330.55, 15.86, 0.0, 0.0, 0.0) Camera.PointAt(-922.5, -338.75, 13.44, 2) 04C7: toggle_camera_green_scanlines 1 fade 1 250 :BANKJO4_29295 if fading jf @BANKJO4_29319 wait 0 jump @BANKJO4_29295 :BANKJO4_29319 00BC: text_highpriority 'EXIT_1' 5000 ms 1 // Press the ~h~~k~~PED_SPRINT~ ~w~button to exit. :BANKJO4_29334 if $4194 == 0 // integer values jf @BANKJO4_29903 wait 0 gosub @BANKJO4_26857 if and $359 > 2000 // integer values $4195 == 0 // integer values jf @BANKJO4_29447 Camera.SetPosition(-910.7, -351.9, 16.0, 0.0, 0.0, 0.0) Camera.PointAt(-901.5, -342.45, 13.7, 2) $4195 = 1 // integer values :BANKJO4_29447 if and $359 > 4000 // integer values $4195 == 1 // integer values jf @BANKJO4_29531 Camera.SetPosition(-926.3, -339.6, 20.5, 0.0, 0.0, 0.0) Camera.PointAt(-931.0, -345.9, 17.47, 2) $4195 = 2 // integer values :BANKJO4_29531 if and $359 > 6000 // integer values $4195 == 2 // integer values jf @BANKJO4_29615 Camera.SetPosition(-959.0, -328.4, 17.85, 0.0, 0.0, 0.0) Camera.PointAt(-963.5, -334.6, 15.6, 2) $4195 = 3 // integer values :BANKJO4_29615 if and $359 > 8000 // integer values $4195 == 3 // integer values jf @BANKJO4_29699 Camera.SetPosition(-933.4, -340.23, 9.5, 0.0, 0.0, 0.0) Camera.PointAt(-936.67, -344.34, 7.8, 2) $4195 = 4 // integer values :BANKJO4_29699 if and $359 > 10000 // integer values $4195 == 4 // integer values jf @BANKJO4_29783 Camera.SetPosition(-936.8, -343.7, 9.1, 0.0, 0.0, 0.0) Camera.PointAt(-942.15, -343.74, 7.4, 2) $4195 = 5 // integer values :BANKJO4_29783 if and $359 > 12000 // integer values $4195 == 5 // integer values jf @BANKJO4_29872 Camera.SetPosition(-916.4, -330.55, 15.86, 0.0, 0.0, 0.0) Camera.PointAt(-922.5, -338.75, 13.44, 2) 01BD: $358 = current_time_in_ms $4195 = 0 // integer values :BANKJO4_29872 if 00E1: player 0 pressed_button 16 jf @BANKJO4_29896 $4194 = 1 // integer values :BANKJO4_29896 jump @BANKJO4_29334 :BANKJO4_29903 if 00E1: player 0 pressed_button 16 jf @BANKJO4_29931 wait 0 jump @BANKJO4_29903 :BANKJO4_29931 fade 0 250 :BANKJO4_29938 if fading jf @BANKJO4_29962 wait 0 jump @BANKJO4_29938 :BANKJO4_29962 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 04C7: toggle_camera_green_scanlines 0 $4194 = 0 // integer values $4196 = 1 // integer values fade 1 250 :BANKJO4_30007 if fading jf @BANKJO4_30031 wait 0 jump @BANKJO4_30007 :BANKJO4_30031 jump @BANKJO4_30045 :BANKJO4_30038 $4196 = 0 // integer values :BANKJO4_30045 return :BANKJO4_30047 if $4187 == 0 // integer values jf @BANKJO4_30070 Player.ClearWantedLevel($PLAYER_CHAR) :BANKJO4_30070 return :BANKJO4_30072 $4099 = 1 // integer values if $4153 == 0 // integer values jf @BANKJO4_30190 03CF: load_wav 'BNK4_1' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_1' 10000 ms 1 // I'll drive. gosub @BANKJO4_26980 03CF: load_wav 'BNK4_2' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_2' 10000 ms 1 // Great. A passenger. Wait 'til I tell the group about this. gosub @BANKJO4_26980 00BE: text_clear_all $4153 = 1 // integer values :BANKJO4_30190 if and not Car.Wrecked($4135) $359 > 20000 // integer values jf @BANKJO4_30766 if and 00DC: player $PLAYER_CHAR driving $4135 not Actor.Dead($4128) jf @BANKJO4_30766 if and Actor.InCar($4128, $4135) not Actor.Dead($4129) jf @BANKJO4_30766 if and Actor.InCar($4129, $4135) not Actor.Dead($4130) jf @BANKJO4_30766 if Actor.InCar($4130, $4135) jf @BANKJO4_30704 if $4153 == 6 // integer values jf @BANKJO4_30360 if 1 > $4154 // integer values jf @BANKJO4_30348 $4154 = 1 // integer values :BANKJO4_30348 $4153 = 7 // integer values 01BD: $358 = current_time_in_ms :BANKJO4_30360 if $4153 == 5 // integer values jf @BANKJO4_30429 03CF: load_wav 'BNK4_3F' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3F' 10000 ms 1 // Yeah - HILARY. gosub @BANKJO4_26980 00BE: text_clear_all $4153 = 6 // integer values :BANKJO4_30429 if $4153 == 4 // integer values jf @BANKJO4_30496 03CF: load_wav 'BNK4_3E' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3E' 10000 ms 1 // Hey, shut up you two, or you can get out and walk. gosub @BANKJO4_26980 $4153 = 5 // integer values :BANKJO4_30496 if $4153 == 3 // integer values jf @BANKJO4_30563 03CF: load_wav 'BNK4_3D' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3D' 10000 ms 1 // Are too! gosub @BANKJO4_26980 $4153 = 4 // integer values :BANKJO4_30563 if $4153 == 2 // integer values jf @BANKJO4_30630 03CF: load_wav 'BNK4_3C' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3C' 10000 ms 1 // I am not! gosub @BANKJO4_26980 $4153 = 3 // integer values :BANKJO4_30630 if $4153 == 1 // integer values jf @BANKJO4_30697 03CF: load_wav 'BNK4_3B' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3B' 10000 ms 1 // Tommy, Hilary's taking up too much room! gosub @BANKJO4_26980 $4153 = 2 // integer values :BANKJO4_30697 jump @BANKJO4_30766 :BANKJO4_30704 if and 6 > $4153 // integer values $4153 > 1 // integer values jf @BANKJO4_30766 $4153 = 7 // integer values if 1 > $4154 // integer values jf @BANKJO4_30766 $4154 = 1 // integer values 01BD: $358 = current_time_in_ms :BANKJO4_30766 return :BANKJO4_30768 $4099 = 1 // integer values if and $359 > 40000 // integer values $4154 > 0 // integer values jf @BANKJO4_31046 if not Car.Wrecked($4135) jf @BANKJO4_31046 if and 00DC: player $PLAYER_CHAR driving $4135 not Actor.Dead($4128) jf @BANKJO4_31046 if and Actor.InCar($4128, $4135) not Actor.Dead($4129) jf @BANKJO4_31046 if and Actor.InCar($4129, $4135) not Actor.Dead($4130) jf @BANKJO4_31046 if Actor.InCar($4130, $4135) jf @BANKJO4_31046 if $4154 == 2 // integer values jf @BANKJO4_30977 03CF: load_wav 'BNK4_3J' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3J' 10000 ms 1 // Yeah, you'll have somebody's eye out! gosub @BANKJO4_26980 $4154 = 3 // integer values :BANKJO4_30977 if $4154 == 1 // integer values jf @BANKJO4_31046 03CF: load_wav 'BNK4_3I' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3I' 10000 ms 1 // For god's sake, Phil, stop waving that thing around! gosub @BANKJO4_26980 00BE: text_clear_all $4154 = 2 // integer values :BANKJO4_31046 return :BANKJO4_31048 $4099 = 1 // integer values 0084: $4156 = $4153 // integer values and handles $4153 = 10 // integer values 0084: $4157 = $4154 // integer values and handles $4154 = 10 // integer values if $4155 == 7 // integer values jf @BANKJO4_31175 03CF: load_wav 'BNK4_3U' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3U' 10000 ms 1 // Don't mention it. gosub @BANKJO4_26980 $4160 = 1 // integer values 0084: $4153 = $4156 // integer values and handles 0084: $4154 = $4157 // integer values and handles $4155 = 8 // integer values :BANKJO4_31175 if $4155 == 6 // integer values jf @BANKJO4_31242 03CF: load_wav 'BNK4_3T' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3T' 10000 ms 1 // You're right. Thanks, Cam. gosub @BANKJO4_26980 $4155 = 7 // integer values :BANKJO4_31242 if $4155 == 5 // integer values jf @BANKJO4_31311 03CF: load_wav 'BNK4_3S' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3S' 10000 ms 1 // All will pass or end and you must accept that. gosub @BANKJO4_26980 00BE: text_clear_all $4155 = 6 // integer values :BANKJO4_31311 if $4155 == 4 // integer values jf @BANKJO4_31378 03CF: load_wav 'BNK4_3R' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3R' 10000 ms 1 // Youth, loved ones, pizza, gosub @BANKJO4_26980 $4155 = 5 // integer values :BANKJO4_31378 if $4155 == 3 // integer values jf @BANKJO4_31445 03CF: load_wav 'BNK4_3Q' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3Q' 10000 ms 1 // You think all things will last. gosub @BANKJO4_26980 $4155 = 4 // integer values :BANKJO4_31445 if $4155 == 2 // integer values jf @BANKJO4_31512 03CF: load_wav 'BNK4_3P' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3P' 10000 ms 1 // What? gosub @BANKJO4_26980 $4155 = 3 // integer values :BANKJO4_31512 if $4155 == 1 // integer values jf @BANKJO4_31579 03CF: load_wav 'BNK4_3O' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3O' 10000 ms 1 // You cling to an illusion of permanence. gosub @BANKJO4_26980 $4155 = 2 // integer values :BANKJO4_31579 if $4155 == 0 // integer values jf @BANKJO4_31646 03CF: load_wav 'BNK4_3M' as $4099 gosub @BANKJO4_26880 00BC: text_highpriority 'BNK4_3M' 10000 ms 1 // The car's ruined. RUINED! gosub @BANKJO4_26980 $4155 = 1 // integer values :BANKJO4_31646 return :BANKJO4_31648 0084: $4170 = $4164 // integer values and handles gosub @BANKJO4_31740 0084: $4170 = $4165 // integer values and handles gosub @BANKJO4_31740 0084: $4170 = $4166 // integer values and handles gosub @BANKJO4_31740 0084: $4170 = $4167 // integer values and handles gosub @BANKJO4_31740 0084: $4170 = $4168 // integer values and handles gosub @BANKJO4_31740 0084: $4170 = $4169 // integer values and handles gosub @BANKJO4_31740 return :BANKJO4_31740 Object.StorePos($4170, $4171, $4172, $4173) 0400: create_coordinate $4177 $4178 $4179 from_object $4170 offset 0.0 0.0 0.2 0086: $4174 = $4177 // floating-point values only 0061: $4174 -= $4171 // floating-point values 0086: $4175 = $4178 // floating-point values only 0061: $4175 -= $4172 // floating-point values 0086: $4176 = $4179 // floating-point values only 0061: $4176 -= $4173 // floating-point values 0437: scatter_particle 23 0.3 at $4171 $4172 $4173 $4174 $4175 $4176 return :BANKJO4_31860 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0169: set_fade_color 0 0 1 fade 0 1500 :BANKJO4_31889 if fading jf @BANKJO4_31987 wait 0 034E: move_object $4151 to -936.964 -350.688 3.235 speed 0.0 0.025 0.0 collision_check 0 034E: move_object $4152 to -936.964 -352.169 3.235 speed 0.0 0.025 0.0 collision_check 0 jump @BANKJO4_31889 :BANKJO4_31987 0055: put_player $PLAYER_CHAR at -938.56 -351.5 16.8 0171: set_player $PLAYER_CHAR z_angle_to 280.0 03C8: set_camera_directly_before_player fade 1 1500 :BANKJO4_32026 if fading jf @BANKJO4_32124 wait 0 034E: move_object $4151 to -936.964 -349.488 3.235 speed 0.0 0.025 0.0 collision_check 0 034E: move_object $4152 to -936.964 -353.369 3.235 speed 0.0 0.025 0.0 collision_check 0 jump @BANKJO4_32026 :BANKJO4_32124 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 return :BANKJO4_32140 0169: set_fade_color 0 0 1 fade 0 1500 :BANKJO4_32155 if fading jf @BANKJO4_32253 wait 0 034E: move_object $4151 to -936.964 -350.688 3.235 speed 0.0 0.025 0.0 collision_check 0 034E: move_object $4152 to -936.964 -352.169 3.235 speed 0.0 0.025 0.0 collision_check 0 jump @BANKJO4_32155 :BANKJO4_32253 0055: put_player $PLAYER_CHAR at -937.84 -351.73 6.23 0171: set_player $PLAYER_CHAR z_angle_to 280.0 03C8: set_camera_directly_before_player return :BANKJO4_32287 fade 1 1500 :BANKJO4_32294 if fading jf @BANKJO4_32392 wait 0 034E: move_object $4151 to -936.964 -349.488 3.235 speed 0.0 0.025 0.0 collision_check 0 034E: move_object $4152 to -936.964 -353.369 3.235 speed 0.0 0.025 0.0 collision_check 0 jump @BANKJO4_32294 :BANKJO4_32392 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 return //-------------Mission 25--------------- // Originally: Gun Runner :PHIL1 thread 'PHIL1' gosub @PHIL1_46 if wasted_or_busted jf @PHIL1_37 gosub @PHIL1_12326 :PHIL1_37 gosub @PHIL1_12408 end_thread :PHIL1_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'PHIL1' 058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 $4262 = 0 // integer values $4263 = 0 // integer values $4264 = 0 // integer values $4265 = 0 // integer values $4266 = 0 // integer values $4267 = 0 // integer values $4268 = 0 // integer values $4269 = 0 // integer values $4270 = 0 // integer values $4271 = 2 // integer values $4272 = 2 // integer values $4273 = 2 // integer values $4274 = 2 // integer values $4275 = 0 // integer values $4276 = 0 // integer values $4277 = 1 // integer values $4278 = 1 // integer values $4279 = 1 // integer values $4280 = 1 // integer values $4281 = 0 // integer values $4282 = 0 // integer values $4283 = 0 // integer values $4284 = 0 // integer values $4285 = 0 // integer values $4286 = 0.0 // floating-point values $4287 = 0 // integer values $4288 = 0 // integer values $4289 = 0 // integer values $4290 = 0 // integer values $4291 = 0 // integer values $4292 = 0 // integer values $4293 = 0 // integer values $4294 = 0 // integer values $4295 = 0 // integer values $4296 = 0 // integer values $4297 = 0 // integer values $4298 = 0 // integer values $4299 = 0 // integer values $4300 = 0 // integer values $4302 = 0 // integer values $4303 = 0 // integer values $4304 = 0 // integer values $4305 = 0 // integer values $4306 = 0 // integer values $4307 = 0 // integer values $4308 = 0 // integer values $4309 = 0 // integer values $4310 = 0 // integer values $95 = 0.0 // floating-point values $96 = 0.0 // floating-point values $97 = 0.0 // floating-point values $4313 = 0.0 // floating-point values $4314 = 0.0 // floating-point values $4315 = 0.0 // floating-point values $4316 = 0.0 // floating-point values $4317 = 0.0 // floating-point values $4318 = 0.0 // floating-point values $4319 = 0.0 // floating-point values $4320 = 0.0 // floating-point values $4321 = 0.0 // floating-point values $4322 = 0.0 // floating-point values $4323 = 0.0 // floating-point values $4324 = 0.0 // floating-point values $4325 = 0.0 // floating-point values $4326 = 0.0 // floating-point values $4327 = 0.0 // floating-point values $4328 = 0.0 // floating-point values $4329 = 0.0 // floating-point values $4330 = 0.0 // floating-point values $4331 = 0.0 // floating-point values $4332 = 0.0 // floating-point values $4333 = 0.0 // floating-point values $4334 = 0.0 // floating-point values $4335 = 0.0 // floating-point values $4336 = 0.0 // floating-point values $4337 = 0.0 // floating-point values $4338 = 0.0 // floating-point values $4339 = 0.0 // floating-point values $4340 = 0.0 // floating-point values $4312 = 0.0 // floating-point values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSPHIL' 02F3: load_object #CUTOBJ01 'EXPLTRK' Camera.SetAtPos(-1099.62, 327.21, 10.23) 038B: load_requested_models :PHIL1_816 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @PHIL1_846 wait 0 jump @PHIL1_816 :PHIL1_846 if not Model.Available(#CUTOBJ01) jf @PHIL1_873 wait 0 jump @PHIL1_846 :PHIL1_873 0395: clear_area 1 at -1083.1 321.1 range 11.2 300.0 02E4: load_cutscene_data 'PHIL_1' 0244: set_cutscene_pos -1099.62 327.21 10.23 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $137 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $137 'CSPHIL' 02E5: $4341 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $4341 'EXPLTRK' 0395: clear_area 1 at -1098.8 342.6 range 10.2 1.0 0055: put_player $PLAYER_CHAR at -1098.8 342.6 10.2 0171: set_player $PLAYER_CHAR z_angle_to 265.8 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PHIL1_1068 if 2823 > $CUT_SCENE_TIME // integer values jf @PHIL1_1103 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1068 :PHIL1_1103 00BC: text_highpriority 'PHIL1_A' 10000 ms 1 // Phil? :PHIL1_1118 if 3522 > $CUT_SCENE_TIME // integer values jf @PHIL1_1153 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1118 :PHIL1_1153 00BC: text_highpriority 'PHIL1_B' 10000 ms 1 // RUN! :PHIL1_1168 if 5525 > $CUT_SCENE_TIME // integer values jf @PHIL1_1203 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1168 :PHIL1_1203 00BC: text_highpriority 'PHIL1_C' 10000 ms 1 // Run :PHIL1_1218 if 8000 > $CUT_SCENE_TIME // integer values jf @PHIL1_1253 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1218 :PHIL1_1253 if 856A: not has_cutscene_been_interrupted jf @PHIL1_1342 020C: create_explosion_with_radius 2 at -1091.6 327.6 10.5 020C: create_explosion_with_radius 11 at -1091.6 327.6 10.5 020C: create_explosion_with_radius 1 at -1091.6 327.6 10.5 020C: create_explosion_with_radius 6 at -1091.6 327.6 10.5 :PHIL1_1342 if 13868 > $CUT_SCENE_TIME // integer values jf @PHIL1_1377 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1342 :PHIL1_1377 00BC: text_highpriority 'PHIL1_O' 10000 ms 1 // Hoooooweeeeee! :PHIL1_1392 if 17669 > $CUT_SCENE_TIME // integer values jf @PHIL1_1427 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1392 :PHIL1_1427 00BC: text_highpriority 'PHIL1_D' 10000 ms 1 // Never get a naked flame too close to one of Phil Cassidy's Boomshine stills! :PHIL1_1442 if 23022 > $CUT_SCENE_TIME // integer values jf @PHIL1_1477 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1442 :PHIL1_1477 00BC: text_highpriority 'PHIL1_E' 10000 ms 1 // Shit Phil, you drink that stuff? :PHIL1_1492 if 25871 > $CUT_SCENE_TIME // integer values jf @PHIL1_1527 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1492 :PHIL1_1527 00BC: text_highpriority 'PHIL1_F' 10000 ms 1 // Hell, you don't have to drink it :PHIL1_1542 if 28447 > $CUT_SCENE_TIME // integer values jf @PHIL1_1577 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1542 :PHIL1_1577 00BC: text_highpriority 'PHIL1_G' 10000 ms 1 // - just a good whiff will set you off. Hoowwee! :PHIL1_1592 if 30702 > $CUT_SCENE_TIME // integer values jf @PHIL1_1627 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1592 :PHIL1_1627 00BC: text_highpriority 'PHIL1_H' 10000 ms 1 // Listen Phil, you said you could fix me up with some firepower... :PHIL1_1642 if 34919 > $CUT_SCENE_TIME // integer values jf @PHIL1_1679 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1642 :PHIL1_1679 00BC: text_highpriority 'PHIL1_I' 10000 ms 1 // Sure thing. :PHIL1_1694 if 36645 > $CUT_SCENE_TIME // integer values jf @PHIL1_1731 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1694 :PHIL1_1731 00BC: text_highpriority 'PHIL1_J' 10000 ms 1 // There's some Mexican gun-runner been doing me for business of late. :PHIL1_1746 if 41023 > $CUT_SCENE_TIME // integer values jf @PHIL1_1783 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1746 :PHIL1_1783 00BC: text_highpriority 'PHIL1_K' 10000 ms 1 // He does his weekly run about now. :PHIL1_1798 if 45336 > $CUT_SCENE_TIME // integer values jf @PHIL1_1835 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1798 :PHIL1_1835 00BC: text_highpriority 'PHIL1_L' 10000 ms 1 // Ram his hardware off the back of his trucks before he goes to ground. :PHIL1_1850 if 49603 > $CUT_SCENE_TIME // integer values jf @PHIL1_1887 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1850 :PHIL1_1887 00BC: text_highpriority 'PHIL1_M' 10000 ms 1 // And you'd be doing me a favor while you're at it. :PHIL1_1902 if 52389 > $CUT_SCENE_TIME // integer values jf @PHIL1_1939 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1902 :PHIL1_1939 00BC: text_highpriority 'PHIL1_N' 10000 ms 1 // Then finish him off. :PHIL1_1954 if 53589 > $CUT_SCENE_TIME // integer values jf @PHIL1_1991 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1954 :PHIL1_1991 00BE: text_clear_all :PHIL1_1993 if 54400 > $CUT_SCENE_TIME // integer values jf @PHIL1_2030 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL1_1993 :PHIL1_2030 fade 0 1500 00BE: text_clear_all :PHIL1_2039 if fading jf @PHIL1_2063 wait 0 jump @PHIL1_2039 :PHIL1_2063 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 0 60000 Model.Load(#WALTON) Model.Load(#WMYCR) Model.Load(#FAGGIO) Model.Load(#GUNBOX) Model.Load(#PATRIOT) :PHIL1_2147 if or not Model.Available(#WALTON) not Model.Available(#WMYCR) not Model.Available(#FAGGIO) not Model.Available(#GUNBOX) not Model.Available(#PATRIOT) jf @PHIL1_2193 wait 0 jump @PHIL1_2147 :PHIL1_2193 Model.Load(#PYTHON) Model.Load(#SHOTGSPA) Model.Load(#INGRAMSL) Model.Load(#M60) Model.Load(#UZI) :PHIL1_2218 if or not Model.Available(#PYTHON) not Model.Available(#SHOTGSPA) not Model.Available(#INGRAMSL) not Model.Available(#M60) not Model.Available(#UZI) jf @PHIL1_2265 wait 0 jump @PHIL1_2218 :PHIL1_2265 03CF: load_wav 'PHIL1_2' as 1 03CF: load_wav 'PHIL1_3' as 2 :PHIL1_2289 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PHIL1_2319 wait 0 jump @PHIL1_2289 :PHIL1_2319 00BC: text_highpriority 'PHI1_01' 11000 ms 1 // ~g~Go and knock the arms off the back of the dealers' trucks. 0481: 3.0 $4252 = Car.Create(#PATRIOT, -1073.4, 325.3, 10.2) Car.Angle($4252) = 259.7 032B: $4253 = create_weapon_pickup #BOMB 3 ammo 15 at -1058.6 325.9 11.2 fade 1 1500 $4226 = Car.Create(#WALTON, -757.6, 23.9, 9.9) 0229: set_car $4226 color_to 1 1 0428: set_car $4226 avoid_level_transitions 1 039C: set_car $4226 watertight 1 0129: $4230 = create_actor 4 #WMYCR in_car $4226 driverseat Car.SetMaxSpeed($4226, 15.0) 00AE: set_vehicle $4226 traffic_behavior_to 2 Car.SetToPsychoDriver($4226) 0428: set_car $4226 avoid_level_transitions 1 $4254 = Marker.CreateAboveCar($4226) $4248 = Object.Create(#GUNBOX, -757.6, 23.9, 10.0) Object.CollisionDetection($4248) = False $4246 = Actor.Create(Gang5, #WMYCR, -757.6, 23.9, 10.0) 011A: set_actor $4246 search_threat 256 011A: set_actor $4246 search_threat 128 011A: set_actor $4246 search_threat 64 0464: put_actor $4246 into_turret_on_car $4226 at_car_offset 0.0 -1.0 0.9 position 2 angle 45.0 with_weapon 23 $4227 = Car.Create(#WALTON, -763.6, 12.9, 9.9) 0229: set_car $4227 color_to 1 1 0428: set_car $4227 avoid_level_transitions 1 039C: set_car $4227 watertight 1 0129: $4231 = create_actor 4 #WMYCR in_car $4227 driverseat Car.SetMaxSpeed($4227, 15.0) 00AE: set_vehicle $4227 traffic_behavior_to 2 Car.SetToPsychoDriver($4227) 0428: set_car $4227 avoid_level_transitions 1 $4255 = Marker.CreateAboveCar($4227) $4249 = Object.Create(#GUNBOX, -763.6, 12.9, 10.0) Object.CollisionDetection($4249) = False $4228 = Car.Create(#WALTON, -674.9, 788.4, 10.3) 0229: set_car $4228 color_to 1 1 0428: set_car $4228 avoid_level_transitions 1 039C: set_car $4228 watertight 1 0129: $4232 = create_actor 4 #WMYCR in_car $4228 driverseat Car.SetMaxSpeed($4228, 15.0) 00AE: set_vehicle $4228 traffic_behavior_to 2 Car.SetToPsychoDriver($4228) 0428: set_car $4228 avoid_level_transitions 1 $4256 = Marker.CreateAboveCar($4228) $4247 = Actor.Create(Gang5, #WMYCR, -674.9, 788.4, 10.3) 011A: set_actor $4247 search_threat 256 011A: set_actor $4247 search_threat 128 011A: set_actor $4247 search_threat 64 0464: put_actor $4247 into_turret_on_car $4228 at_car_offset 0.0 -1.0 0.9 position 2 angle 45.0 with_weapon 23 $4250 = Object.Create(#GUNBOX, -674.9, 788.4, 10.3) Object.CollisionDetection($4250) = False $4229 = Car.Create(#WALTON, -674.9, 777.1, 10.3) 0229: set_car $4229 color_to 1 1 0428: set_car $4229 avoid_level_transitions 1 039C: set_car $4229 watertight 1 0129: $4233 = create_actor 4 #WMYCR in_car $4229 driverseat Car.SetMaxSpeed($4229, 15.0) 00AE: set_vehicle $4229 traffic_behavior_to 2 Car.SetToPsychoDriver($4229) 0428: set_car $4229 avoid_level_transitions 1 $4257 = Marker.CreateAboveCar($4229) $4251 = Object.Create(#GUNBOX, -674.9, 777.1, 10.3) Object.CollisionDetection($4251) = False if $ONMISSION == 0 // integer values jf @PHIL1_3224 $4238 = Car.Create(#FAGGIO, -844.0, -325.0, 10.0) 0129: $4242 = create_actor 4 #WMYCR in_car $4238 driverseat $4239 = Car.Create(#FAGGIO, -844.0, -325.0, 10.0) 0129: $4243 = create_actor 4 #WMYCR in_car $4239 driverseat $4240 = Car.Create(#FAGGIO, -844.0, -325.0, 10.0) 0129: $4244 = create_actor 4 #WMYCR in_car $4240 driverseat $4241 = Car.Create(#FAGGIO, -844.0, -325.0, 10.0) 0129: $4245 = create_actor 4 #WMYCR in_car $4241 driverseat :PHIL1_3224 wait 0 if Pickup.Picked_up($4253) jf @PHIL1_3279 if $4311 == 0 // integer values jf @PHIL1_3279 03E5: text_box 'PHI1_HP' // When using Detonator Grenades, throw a grenade then trigger the explosion at any time. $4311 = 1 // integer values :PHIL1_3279 if $4262 == 0 // integer values jf @PHIL1_6786 if $4287 == 4 // integer values jf @PHIL1_3453 if not Car.Wrecked($4226) jf @PHIL1_3344 Marker.Disable($4254) $4254 = Marker.CreateAboveCar($4226) :PHIL1_3344 if not Car.Wrecked($4227) jf @PHIL1_3373 Marker.Disable($4255) $4255 = Marker.CreateAboveCar($4227) :PHIL1_3373 if not Car.Wrecked($4228) jf @PHIL1_3402 Marker.Disable($4256) $4256 = Marker.CreateAboveCar($4228) :PHIL1_3402 if not Car.Wrecked($4229) jf @PHIL1_3431 Marker.Disable($4257) $4257 = Marker.CreateAboveCar($4229) :PHIL1_3431 00BC: text_highpriority 'PHI1_04' 11000 ms 1 // ~g~Now go and finish off the remaining arms dealers. $4262 = 1 // integer values :PHIL1_3453 if not Car.Wrecked($4226) jf @PHIL1_3828 if $4271 == 2 // integer values jf @PHIL1_3510 035C: place_object $4248 relative_to_car $4226 offset 0.0 -2.0 0.3 :PHIL1_3510 $4263 = Car.Health($4226) if $4271 == 2 // integer values jf @PHIL1_3705 if or 970 > $4263 // integer values 00DC: player $PLAYER_CHAR driving $4226 0366: object $4248 damaged jf @PHIL1_3705 if $4292 == 0 // integer values jf @PHIL1_3593 $4292 = 1 // integer values :PHIL1_3593 if $4267 == 0 // integer values jf @PHIL1_3705 gosub @PHIL1_17018 035C: place_object $4248 relative_to_car $4226 offset 0.0 -2.0 0.8 Object.CollisionDetection($4248) = True Object.ToggleInMovingList($4248) = True 038C: object $4248 scatter 0.0 0.0 3.0 $4258 = Marker.CreateAboveObject($4248) 00BC: text_highpriority 'PHI1_02' 7000 ms 1 // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon. $4271 = 0 // integer values :PHIL1_3705 if 300 > $4263 // integer values jf @PHIL1_3821 if not Actor.Dead($4246) jf @PHIL1_3778 0465: remove_actor $4246 from_turret_mode if $4309 == 0 // integer values jf @PHIL1_3778 01CC: actor $4246 kill_player $PLAYER_CHAR $4309 = 1 // integer values :PHIL1_3778 if not Actor.Dead($4230) jf @PHIL1_3821 if Actor.InCar($4230, $4226) jf @PHIL1_3821 01D3: actor $4230 leave_car $4226 :PHIL1_3821 jump @PHIL1_3960 :PHIL1_3828 if $4271 == 2 // integer values jf @PHIL1_3960 if $4292 == 0 // integer values jf @PHIL1_3871 $4292 = 1 // integer values :PHIL1_3871 if $4267 == 0 // integer values jf @PHIL1_3960 gosub @PHIL1_17018 Object.CollisionDetection($4248) = True Object.ToggleInMovingList($4248) = True 038C: object $4248 scatter 0.0 0.0 3.0 $4258 = Marker.CreateAboveObject($4248) 00BC: text_highpriority 'PHI1_02' 7000 ms 1 // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon. $4271 = 0 // integer values :PHIL1_3960 if not Car.Wrecked($4227) jf @PHIL1_4281 if $4272 == 2 // integer values jf @PHIL1_4017 035C: place_object $4249 relative_to_car $4227 offset 0.0 -2.0 0.3 :PHIL1_4017 $4264 = Car.Health($4227) if $4272 == 2 // integer values jf @PHIL1_4212 if or 970 > $4264 // integer values 00DC: player $PLAYER_CHAR driving $4227 0366: object $4249 damaged jf @PHIL1_4212 if $4293 == 0 // integer values jf @PHIL1_4100 $4293 = 1 // integer values :PHIL1_4100 if $4268 == 0 // integer values jf @PHIL1_4212 gosub @PHIL1_17018 035C: place_object $4249 relative_to_car $4227 offset 0.0 -2.0 0.8 Object.CollisionDetection($4249) = True Object.ToggleInMovingList($4249) = True 038C: object $4249 scatter 0.0 0.0 3.0 $4259 = Marker.CreateAboveObject($4249) 00BC: text_highpriority 'PHI1_02' 7000 ms 1 // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon. $4272 = 0 // integer values :PHIL1_4212 if 300 > $4264 // integer values jf @PHIL1_4274 if not Actor.Dead($4231) jf @PHIL1_4274 if Actor.InCar($4231, $4227) jf @PHIL1_4274 01D3: actor $4231 leave_car $4227 :PHIL1_4274 jump @PHIL1_4413 :PHIL1_4281 if $4272 == 2 // integer values jf @PHIL1_4413 if $4293 == 0 // integer values jf @PHIL1_4324 $4293 = 1 // integer values :PHIL1_4324 if $4268 == 0 // integer values jf @PHIL1_4413 gosub @PHIL1_17018 Object.CollisionDetection($4249) = True Object.ToggleInMovingList($4249) = True 038C: object $4249 scatter 0.0 0.0 3.0 $4259 = Marker.CreateAboveObject($4249) 00BC: text_highpriority 'PHI1_02' 7000 ms 1 // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon. $4272 = 0 // integer values :PHIL1_4413 if not Car.Wrecked($4228) jf @PHIL1_4788 if $4273 == 2 // integer values jf @PHIL1_4470 035C: place_object $4250 relative_to_car $4228 offset 0.0 -2.0 0.3 :PHIL1_4470 $4265 = Car.Health($4228) if $4273 == 2 // integer values jf @PHIL1_4665 if or 970 > $4265 // integer values 00DC: player $PLAYER_CHAR driving $4228 0366: object $4250 damaged jf @PHIL1_4665 if $4294 == 0 // integer values jf @PHIL1_4553 $4294 = 1 // integer values :PHIL1_4553 if $4269 == 0 // integer values jf @PHIL1_4665 gosub @PHIL1_17018 035C: place_object $4250 relative_to_car $4228 offset 0.0 -2.0 0.8 Object.CollisionDetection($4250) = True Object.ToggleInMovingList($4250) = True 038C: object $4250 scatter 0.0 0.0 3.0 $4260 = Marker.CreateAboveObject($4250) 00BC: text_highpriority 'PHI1_02' 7000 ms 1 // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon. $4273 = 0 // integer values :PHIL1_4665 if 300 > $4265 // integer values jf @PHIL1_4781 if not Actor.Dead($4247) jf @PHIL1_4738 0465: remove_actor $4247 from_turret_mode if $4310 == 0 // integer values jf @PHIL1_4738 01CC: actor $4247 kill_player $PLAYER_CHAR $4310 = 1 // integer values :PHIL1_4738 if not Actor.Dead($4232) jf @PHIL1_4781 if Actor.InCar($4232, $4228) jf @PHIL1_4781 01D3: actor $4232 leave_car $4228 :PHIL1_4781 jump @PHIL1_4920 :PHIL1_4788 if $4273 == 2 // integer values jf @PHIL1_4920 if $4294 == 0 // integer values jf @PHIL1_4831 $4294 = 1 // integer values :PHIL1_4831 if $4269 == 0 // integer values jf @PHIL1_4920 gosub @PHIL1_17018 Object.CollisionDetection($4250) = True Object.ToggleInMovingList($4250) = True 038C: object $4250 scatter 0.0 0.0 3.0 $4260 = Marker.CreateAboveObject($4250) 00BC: text_highpriority 'PHI1_02' 7000 ms 1 // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon. $4273 = 0 // integer values :PHIL1_4920 if not Car.Wrecked($4229) jf @PHIL1_5241 if $4274 == 2 // integer values jf @PHIL1_4977 035C: place_object $4251 relative_to_car $4229 offset 0.0 -2.0 0.3 :PHIL1_4977 $4266 = Car.Health($4229) if $4274 == 2 // integer values jf @PHIL1_5172 if or 970 > $4266 // integer values 00DC: player $PLAYER_CHAR driving $4229 0366: object $4251 damaged jf @PHIL1_5172 if $4295 == 0 // integer values jf @PHIL1_5060 $4295 = 1 // integer values :PHIL1_5060 if $4270 == 0 // integer values jf @PHIL1_5172 gosub @PHIL1_17018 035C: place_object $4251 relative_to_car $4229 offset 0.0 -2.0 0.8 Object.CollisionDetection($4251) = True Object.ToggleInMovingList($4251) = True 038C: object $4251 scatter 0.0 0.0 3.0 $4261 = Marker.CreateAboveObject($4251) 00BC: text_highpriority 'PHI1_02' 7000 ms 1 // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon. $4274 = 0 // integer values :PHIL1_5172 if 300 > $4266 // integer values jf @PHIL1_5234 if not Actor.Dead($4233) jf @PHIL1_5234 if Actor.InCar($4233, $4229) jf @PHIL1_5234 01D3: actor $4233 leave_car $4229 :PHIL1_5234 jump @PHIL1_5373 :PHIL1_5241 if $4274 == 2 // integer values jf @PHIL1_5373 if $4295 == 0 // integer values jf @PHIL1_5284 $4295 = 1 // integer values :PHIL1_5284 if $4270 == 0 // integer values jf @PHIL1_5373 gosub @PHIL1_17018 Object.CollisionDetection($4251) = True Object.ToggleInMovingList($4251) = True 038C: object $4251 scatter 0.0 0.0 3.0 $4261 = Marker.CreateAboveObject($4251) 00BC: text_highpriority 'PHI1_02' 7000 ms 1 // ~g~The arms dealer dropped his load. Smash the crate and pick up the weapon. $4274 = 0 // integer values :PHIL1_5373 if or $4292 == 1 // integer values $4293 == 1 // integer values $4294 == 1 // integer values $4295 == 1 // integer values jf @PHIL1_5490 Car.RemoveReferences($4252) if not Actor.Dead($4246) jf @PHIL1_5441 01CC: actor $4246 kill_player $PLAYER_CHAR :PHIL1_5441 if not Actor.Dead($4247) jf @PHIL1_5465 01CC: actor $4247 kill_player $PLAYER_CHAR :PHIL1_5465 if $4290 == 0 // integer values jf @PHIL1_5490 $4290 = 1 // integer values :PHIL1_5490 if $4267 == 0 // integer values jf @PHIL1_5667 if $4271 == 0 // integer values jf @PHIL1_5667 if 8366: not object $4248 damaged jf @PHIL1_5616 Object.StorePos($4248, $4329, $4330, $4331) 02CE: $4312 = ground_z $4329 $4330 $4331 if $4312 > 9.0 // floating-point values jf @PHIL1_5609 $4312 += 1.0 // floating-point values 0086: $4331 = $4312 // floating-point values only :PHIL1_5609 jump @PHIL1_5667 :PHIL1_5616 $4234 = Pickup.Create(#PYTHON, 3, $4329, $4330, $4331) Marker.Disable($4258) 03DC: $4258 = create_marker_above_pickup $4234 Object.RemoveReferences($4248) $4271 = 1 // integer values $4275 += 1 // integer values :PHIL1_5667 if $4268 == 0 // integer values jf @PHIL1_5844 if $4272 == 0 // integer values jf @PHIL1_5844 if 8366: not object $4249 damaged jf @PHIL1_5793 Object.StorePos($4249, $4332, $4333, $4334) 02CE: $4312 = ground_z $4332 $4333 $4334 if $4312 > 9.0 // floating-point values jf @PHIL1_5786 $4312 += 1.0 // floating-point values 0086: $4334 = $4312 // floating-point values only :PHIL1_5786 jump @PHIL1_5844 :PHIL1_5793 $4235 = Pickup.Create(#SHOTGSPA, 3, $4332, $4333, $4334) Marker.Disable($4259) 03DC: $4259 = create_marker_above_pickup $4235 Object.RemoveReferences($4249) $4272 = 1 // integer values $4275 += 1 // integer values :PHIL1_5844 if $4269 == 0 // integer values jf @PHIL1_6021 if $4273 == 0 // integer values jf @PHIL1_6021 if 8366: not object $4250 damaged jf @PHIL1_5970 Object.StorePos($4250, $4335, $4336, $4337) 02CE: $4312 = ground_z $4335 $4336 $4337 if $4312 > 9.0 // floating-point values jf @PHIL1_5963 $4312 += 1.0 // floating-point values 0086: $4337 = $4312 // floating-point values only :PHIL1_5963 jump @PHIL1_6021 :PHIL1_5970 $4236 = Pickup.Create(#M60, 3, $4335, $4336, $4337) Marker.Disable($4260) 03DC: $4260 = create_marker_above_pickup $4236 Object.RemoveReferences($4250) $4273 = 1 // integer values $4275 += 1 // integer values :PHIL1_6021 if $4270 == 0 // integer values jf @PHIL1_6198 if $4274 == 0 // integer values jf @PHIL1_6198 if 8366: not object $4251 damaged jf @PHIL1_6147 Object.StorePos($4251, $4338, $4339, $4340) 02CE: $4312 = ground_z $4338 $4339 $4340 if $4312 > 9.0 // floating-point values jf @PHIL1_6140 $4312 += 1.0 // floating-point values 0086: $4340 = $4312 // floating-point values only :PHIL1_6140 jump @PHIL1_6198 :PHIL1_6147 $4237 = Pickup.Create(#INGRAMSL, 3, $4338, $4339, $4340) Marker.Disable($4261) 03DC: $4261 = create_marker_above_pickup $4237 Object.RemoveReferences($4251) $4274 = 1 // integer values $4275 += 1 // integer values :PHIL1_6198 if $4275 > 0 // integer values jf @PHIL1_6262 if or $4271 == 1 // integer values $4272 == 1 // integer values $4273 == 1 // integer values $4274 == 1 // integer values jf @PHIL1_6262 gosub @PHIL1_12574 :PHIL1_6262 if not $4271 == 2 // integer values jf @PHIL1_6309 if $4302 == 0 // integer values jf @PHIL1_6309 03D1: play_wav 1 $4302 = 1 // integer values :PHIL1_6309 if not $4273 == 2 // integer values jf @PHIL1_6356 if $4303 == 0 // integer values jf @PHIL1_6356 03D1: play_wav 2 $4303 = 1 // integer values :PHIL1_6356 if $4275 == 0 // integer values jf @PHIL1_6786 if not Car.Wrecked($4226) jf @PHIL1_6477 if 00DC: player $PLAYER_CHAR driving $4226 jf @PHIL1_6421 Marker.Disable($4254) jump @PHIL1_6477 :PHIL1_6421 if $4267 == 0 // integer values jf @PHIL1_6477 if $4296 == 0 // integer values jf @PHIL1_6477 Marker.Disable($4254) $4254 = Marker.CreateAboveCar($4226) $4296 = 1 // integer values :PHIL1_6477 if not Car.Wrecked($4227) jf @PHIL1_6580 if 00DC: player $PLAYER_CHAR driving $4227 jf @PHIL1_6524 Marker.Disable($4255) jump @PHIL1_6580 :PHIL1_6524 if $4268 == 0 // integer values jf @PHIL1_6580 if $4297 == 0 // integer values jf @PHIL1_6580 Marker.Disable($4255) $4255 = Marker.CreateAboveCar($4227) $4297 = 1 // integer values :PHIL1_6580 if not Car.Wrecked($4228) jf @PHIL1_6683 if 00DC: player $PLAYER_CHAR driving $4228 jf @PHIL1_6627 Marker.Disable($4256) jump @PHIL1_6683 :PHIL1_6627 if $4269 == 0 // integer values jf @PHIL1_6683 if $4298 == 0 // integer values jf @PHIL1_6683 Marker.Disable($4256) $4256 = Marker.CreateAboveCar($4228) $4298 = 1 // integer values :PHIL1_6683 if not Car.Wrecked($4229) jf @PHIL1_6786 if 00DC: player $PLAYER_CHAR driving $4229 jf @PHIL1_6730 Marker.Disable($4257) jump @PHIL1_6786 :PHIL1_6730 if $4270 == 0 // integer values jf @PHIL1_6786 if $4299 == 0 // integer values jf @PHIL1_6786 Marker.Disable($4257) $4257 = Marker.CreateAboveCar($4229) $4299 = 1 // integer values :PHIL1_6786 if not Car.Wrecked($4226) jf @PHIL1_6899 if not Actor.Dead($4230) jf @PHIL1_6899 if Actor.InCar($4230, $4226) jf @PHIL1_6891 0084: $4291 = $4292 // integer values and handles 0084: $4308 = $4304 // integer values and handles 0084: $4288 = $4226 // integer values and handles 0084: $4289 = $4230 // integer values and handles gosub @PHIL1_13184 0084: $4304 = $4308 // integer values and handles jump @PHIL1_6899 :PHIL1_6891 01CC: actor $4230 kill_player $PLAYER_CHAR :PHIL1_6899 if not Car.Wrecked($4227) jf @PHIL1_7012 if not Actor.Dead($4231) jf @PHIL1_7012 if Actor.InCar($4231, $4227) jf @PHIL1_7004 0084: $4291 = $4293 // integer values and handles 0084: $4308 = $4305 // integer values and handles 0084: $4288 = $4227 // integer values and handles 0084: $4289 = $4231 // integer values and handles gosub @PHIL1_13184 0084: $4305 = $4308 // integer values and handles jump @PHIL1_7012 :PHIL1_7004 01CC: actor $4231 kill_player $PLAYER_CHAR :PHIL1_7012 if not Car.Wrecked($4228) jf @PHIL1_7125 if not Actor.Dead($4232) jf @PHIL1_7125 if Actor.InCar($4232, $4228) jf @PHIL1_7117 0084: $4291 = $4294 // integer values and handles 0084: $4308 = $4306 // integer values and handles 0084: $4288 = $4228 // integer values and handles 0084: $4289 = $4232 // integer values and handles gosub @PHIL1_13184 0084: $4306 = $4308 // integer values and handles jump @PHIL1_7125 :PHIL1_7117 01CC: actor $4232 kill_player $PLAYER_CHAR :PHIL1_7125 if not Car.Wrecked($4229) jf @PHIL1_7238 if not Actor.Dead($4233) jf @PHIL1_7238 if Actor.InCar($4233, $4229) jf @PHIL1_7230 0084: $4291 = $4295 // integer values and handles 0084: $4308 = $4307 // integer values and handles 0084: $4288 = $4229 // integer values and handles 0084: $4289 = $4233 // integer values and handles gosub @PHIL1_13184 0084: $4307 = $4308 // integer values and handles jump @PHIL1_7238 :PHIL1_7230 01CC: actor $4233 kill_player $PLAYER_CHAR :PHIL1_7238 if $4287 == 2 // integer values jf @PHIL1_7296 if $4276 == 0 // integer values jf @PHIL1_7296 00BB: text_lowpriority 'PHI1_03' 7000 ms 1 // ~g~Looks like they have called for back up. $4276 = 1 // integer values :PHIL1_7296 if $4276 == 1 // integer values jf @PHIL1_11350 if $4281 == 4 // integer values jf @PHIL1_11343 if not Actor.Dead($4242) jf @PHIL1_8210 if not Car.Wrecked($4238) jf @PHIL1_8153 if Actor.InCar($4242, $4238) jf @PHIL1_8081 if $4282 == 1 // integer values jf @PHIL1_7422 Car.SetDriverBehaviour($4238, 5) 00AE: set_vehicle $4238 traffic_behavior_to 2 $4282 = 0 // integer values :PHIL1_7422 if 00E0: player $PLAYER_CHAR driving jf @PHIL1_7732 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if 01AD: car $4238 sphere 0 near_point $95 $96 radius 12.0 12.0 jf @PHIL1_7511 Car.SetMaxSpeed($4238, 0.0) 01D3: actor $4242 leave_car $4238 jump @PHIL1_7725 :PHIL1_7511 if 01AD: car $4238 sphere 0 near_point $95 $96 radius 14.0 14.0 jf @PHIL1_7562 Car.SetMaxSpeed($4238, 1.0) jump @PHIL1_7725 :PHIL1_7562 if 01AD: car $4238 sphere 0 near_point $95 $96 radius 15.0 15.0 jf @PHIL1_7613 Car.SetMaxSpeed($4238, 2.0) jump @PHIL1_7725 :PHIL1_7613 if 01AD: car $4238 sphere 0 near_point $95 $96 radius 18.0 18.0 jf @PHIL1_7664 Car.SetMaxSpeed($4238, 3.0) jump @PHIL1_7725 :PHIL1_7664 if 01AD: car $4238 sphere 0 near_point $95 $96 radius 20.0 20.0 jf @PHIL1_7715 Car.SetMaxSpeed($4238, 4.0) jump @PHIL1_7725 :PHIL1_7715 Car.SetMaxSpeed($4238, 40.0) :PHIL1_7725 jump @PHIL1_7788 :PHIL1_7732 if 00E9: player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 jf @PHIL1_7778 01CA: actor $4242 kill_player $PLAYER_CHAR jump @PHIL1_7788 :PHIL1_7778 Car.SetMaxSpeed($4238, 40.0) :PHIL1_7788 if not Car.Wrecked($4238) jf @PHIL1_8074 if 01AF: car $4238 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 jf @PHIL1_8011 if 16@ > 4000 // integer values jf @PHIL1_8011 if 82CA: not car $4238 bounding_sphere_visible jf @PHIL1_8011 Car.StorePos($4238, $4323, $4324, $4325) 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 jf @PHIL1_8011 if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 jf @PHIL1_8011 Car.PutAt($4238, $4323, $4324, $4325) Car.Angle($4238) = $4328 16@ = 0 // integer values :PHIL1_8011 if 81AF: not car $4238 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 jf @PHIL1_8074 Car.StorePos($4238, $4316, $4317, $4318) 16@ = 0 // integer values :PHIL1_8074 jump @PHIL1_8146 :PHIL1_8081 Car.RemoveReferences($4238) if 00E9: player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 jf @PHIL1_8132 01CA: actor $4242 kill_player $PLAYER_CHAR jump @PHIL1_8146 :PHIL1_8132 $4282 = 1 // integer values gosub @PHIL1_15170 :PHIL1_8146 jump @PHIL1_8203 :PHIL1_8153 Car.RemoveReferences($4238) if 80E9: not player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 jf @PHIL1_8203 $4282 = 1 // integer values gosub @PHIL1_15170 :PHIL1_8203 jump @PHIL1_8333 :PHIL1_8210 $4281 -= 1 // integer values if 840C: not german_game jf @PHIL1_8316 if 13 > $4301 // integer values jf @PHIL1_8316 if $4300 == 1 // integer values jf @PHIL1_8316 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 $4301 += 1 // integer values :PHIL1_8316 Actor.RemoveReferences($4242) Car.RemoveReferences($4238) $4277 = 1 // integer values :PHIL1_8333 if not Actor.Dead($4243) jf @PHIL1_9211 if not Car.Wrecked($4239) jf @PHIL1_9154 if Actor.InCar($4243, $4239) jf @PHIL1_9082 if $4283 == 1 // integer values jf @PHIL1_8423 Car.SetDriverBehaviour($4239, 5) 00AE: set_vehicle $4239 traffic_behavior_to 2 $4283 = 0 // integer values :PHIL1_8423 if 00E0: player $PLAYER_CHAR driving jf @PHIL1_8733 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if 01AD: car $4239 sphere 0 near_point $95 $96 radius 12.0 12.0 jf @PHIL1_8512 Car.SetMaxSpeed($4239, 0.0) 01D3: actor $4243 leave_car $4239 jump @PHIL1_8726 :PHIL1_8512 if 01AD: car $4239 sphere 0 near_point $95 $96 radius 14.0 14.0 jf @PHIL1_8563 Car.SetMaxSpeed($4239, 1.0) jump @PHIL1_8726 :PHIL1_8563 if 01AD: car $4239 sphere 0 near_point $95 $96 radius 15.0 15.0 jf @PHIL1_8614 Car.SetMaxSpeed($4239, 2.0) jump @PHIL1_8726 :PHIL1_8614 if 01AD: car $4239 sphere 0 near_point $95 $96 radius 18.0 18.0 jf @PHIL1_8665 Car.SetMaxSpeed($4239, 3.0) jump @PHIL1_8726 :PHIL1_8665 if 01AD: car $4239 sphere 0 near_point $95 $96 radius 20.0 20.0 jf @PHIL1_8716 Car.SetMaxSpeed($4239, 4.0) jump @PHIL1_8726 :PHIL1_8716 Car.SetMaxSpeed($4239, 40.0) :PHIL1_8726 jump @PHIL1_8789 :PHIL1_8733 if 00E9: player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 jf @PHIL1_8779 01CA: actor $4243 kill_player $PLAYER_CHAR jump @PHIL1_8789 :PHIL1_8779 Car.SetMaxSpeed($4239, 40.0) :PHIL1_8789 if not Car.Wrecked($4239) jf @PHIL1_9075 if 01AF: car $4239 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 jf @PHIL1_9012 if 16@ > 4000 // integer values jf @PHIL1_9012 if 82CA: not car $4239 bounding_sphere_visible jf @PHIL1_9012 Car.StorePos($4239, $4323, $4324, $4325) 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 jf @PHIL1_9012 if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 jf @PHIL1_9012 Car.PutAt($4239, $4323, $4324, $4325) Car.Angle($4239) = $4328 16@ = 0 // integer values :PHIL1_9012 if 81AF: not car $4239 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 jf @PHIL1_9075 Car.StorePos($4239, $4316, $4317, $4318) 16@ = 0 // integer values :PHIL1_9075 jump @PHIL1_9147 :PHIL1_9082 Car.RemoveReferences($4239) if 00E9: player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 jf @PHIL1_9133 01CA: actor $4243 kill_player $PLAYER_CHAR jump @PHIL1_9147 :PHIL1_9133 $4283 = 1 // integer values gosub @PHIL1_15632 :PHIL1_9147 jump @PHIL1_9204 :PHIL1_9154 Car.RemoveReferences($4239) if 80E9: not player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 jf @PHIL1_9204 $4283 = 1 // integer values gosub @PHIL1_15632 :PHIL1_9204 jump @PHIL1_9334 :PHIL1_9211 $4281 -= 1 // integer values if 840C: not german_game jf @PHIL1_9317 if 13 > $4301 // integer values jf @PHIL1_9317 if $4300 == 1 // integer values jf @PHIL1_9317 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 $4301 += 1 // integer values :PHIL1_9317 Actor.RemoveReferences($4243) Car.RemoveReferences($4239) $4278 = 1 // integer values :PHIL1_9334 if not Actor.Dead($4244) jf @PHIL1_10212 if not Car.Wrecked($4240) jf @PHIL1_10155 if Actor.InCar($4244, $4240) jf @PHIL1_10083 if $4284 == 1 // integer values jf @PHIL1_9424 Car.SetDriverBehaviour($4240, 5) 00AE: set_vehicle $4240 traffic_behavior_to 2 $4284 = 0 // integer values :PHIL1_9424 if 00E0: player $PLAYER_CHAR driving jf @PHIL1_9734 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if 01AD: car $4240 sphere 0 near_point $95 $96 radius 12.0 12.0 jf @PHIL1_9513 Car.SetMaxSpeed($4240, 0.0) 01D3: actor $4244 leave_car $4240 jump @PHIL1_9727 :PHIL1_9513 if 01AD: car $4240 sphere 0 near_point $95 $96 radius 14.0 14.0 jf @PHIL1_9564 Car.SetMaxSpeed($4240, 1.0) jump @PHIL1_9727 :PHIL1_9564 if 01AD: car $4240 sphere 0 near_point $95 $96 radius 15.0 15.0 jf @PHIL1_9615 Car.SetMaxSpeed($4240, 2.0) jump @PHIL1_9727 :PHIL1_9615 if 01AD: car $4240 sphere 0 near_point $95 $96 radius 18.0 18.0 jf @PHIL1_9666 Car.SetMaxSpeed($4240, 3.0) jump @PHIL1_9727 :PHIL1_9666 if 01AD: car $4240 sphere 0 near_point $95 $96 radius 20.0 20.0 jf @PHIL1_9717 Car.SetMaxSpeed($4240, 4.0) jump @PHIL1_9727 :PHIL1_9717 Car.SetMaxSpeed($4240, 40.0) :PHIL1_9727 jump @PHIL1_9790 :PHIL1_9734 if 00E9: player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 jf @PHIL1_9780 01CA: actor $4244 kill_player $PLAYER_CHAR jump @PHIL1_9790 :PHIL1_9780 Car.SetMaxSpeed($4240, 40.0) :PHIL1_9790 if not Car.Wrecked($4240) jf @PHIL1_10076 if 01AF: car $4240 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 jf @PHIL1_10013 if 16@ > 4000 // integer values jf @PHIL1_10013 if 82CA: not car $4240 bounding_sphere_visible jf @PHIL1_10013 Car.StorePos($4240, $4323, $4324, $4325) 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 jf @PHIL1_10013 if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 jf @PHIL1_10013 Car.PutAt($4240, $4323, $4324, $4325) Car.Angle($4240) = $4328 16@ = 0 // integer values :PHIL1_10013 if 81AF: not car $4240 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 jf @PHIL1_10076 Car.StorePos($4240, $4316, $4317, $4318) 16@ = 0 // integer values :PHIL1_10076 jump @PHIL1_10148 :PHIL1_10083 Car.RemoveReferences($4240) if 00E9: player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 jf @PHIL1_10134 01CA: actor $4244 kill_player $PLAYER_CHAR jump @PHIL1_10148 :PHIL1_10134 $4284 = 1 // integer values gosub @PHIL1_16094 :PHIL1_10148 jump @PHIL1_10205 :PHIL1_10155 Car.RemoveReferences($4240) if 80E9: not player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 jf @PHIL1_10205 $4284 = 1 // integer values gosub @PHIL1_16094 :PHIL1_10205 jump @PHIL1_10335 :PHIL1_10212 $4281 -= 1 // integer values if 840C: not german_game jf @PHIL1_10318 if 13 > $4301 // integer values jf @PHIL1_10318 if $4300 == 1 // integer values jf @PHIL1_10318 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 $4301 += 1 // integer values :PHIL1_10318 Actor.RemoveReferences($4244) Car.RemoveReferences($4240) $4279 = 1 // integer values :PHIL1_10335 if not Actor.Dead($4245) jf @PHIL1_11213 if not Car.Wrecked($4241) jf @PHIL1_11156 if Actor.InCar($4245, $4241) jf @PHIL1_11084 if $4285 == 1 // integer values jf @PHIL1_10425 Car.SetDriverBehaviour($4241, 5) 00AE: set_vehicle $4241 traffic_behavior_to 2 $4285 = 0 // integer values :PHIL1_10425 if 00E0: player $PLAYER_CHAR driving jf @PHIL1_10735 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if 01AD: car $4241 sphere 0 near_point $95 $96 radius 12.0 12.0 jf @PHIL1_10514 Car.SetMaxSpeed($4241, 0.0) 01D3: actor $4245 leave_car $4241 jump @PHIL1_10728 :PHIL1_10514 if 01AD: car $4241 sphere 0 near_point $95 $96 radius 14.0 14.0 jf @PHIL1_10565 Car.SetMaxSpeed($4241, 1.0) jump @PHIL1_10728 :PHIL1_10565 if 01AD: car $4241 sphere 0 near_point $95 $96 radius 15.0 15.0 jf @PHIL1_10616 Car.SetMaxSpeed($4241, 2.0) jump @PHIL1_10728 :PHIL1_10616 if 01AD: car $4241 sphere 0 near_point $95 $96 radius 18.0 18.0 jf @PHIL1_10667 Car.SetMaxSpeed($4241, 3.0) jump @PHIL1_10728 :PHIL1_10667 if 01AD: car $4241 sphere 0 near_point $95 $96 radius 20.0 20.0 jf @PHIL1_10718 Car.SetMaxSpeed($4241, 4.0) jump @PHIL1_10728 :PHIL1_10718 Car.SetMaxSpeed($4241, 40.0) :PHIL1_10728 jump @PHIL1_10791 :PHIL1_10735 if 00E9: player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 jf @PHIL1_10781 01CA: actor $4245 kill_player $PLAYER_CHAR jump @PHIL1_10791 :PHIL1_10781 Car.SetMaxSpeed($4241, 40.0) :PHIL1_10791 if not Car.Wrecked($4241) jf @PHIL1_11077 if 01AF: car $4241 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 jf @PHIL1_11014 if 16@ > 4000 // integer values jf @PHIL1_11014 if 82CA: not car $4241 bounding_sphere_visible jf @PHIL1_11014 Car.StorePos($4241, $4323, $4324, $4325) 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 jf @PHIL1_11014 if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 jf @PHIL1_11014 Car.PutAt($4241, $4323, $4324, $4325) Car.Angle($4241) = $4328 16@ = 0 // integer values :PHIL1_11014 if 81AF: not car $4241 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 jf @PHIL1_11077 Car.StorePos($4241, $4316, $4317, $4318) 16@ = 0 // integer values :PHIL1_11077 jump @PHIL1_11149 :PHIL1_11084 Car.RemoveReferences($4241) if 00E9: player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 jf @PHIL1_11135 01CA: actor $4245 kill_player $PLAYER_CHAR jump @PHIL1_11149 :PHIL1_11135 $4285 = 1 // integer values gosub @PHIL1_16556 :PHIL1_11149 jump @PHIL1_11206 :PHIL1_11156 Car.RemoveReferences($4241) if 80E9: not player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 jf @PHIL1_11206 $4285 = 1 // integer values gosub @PHIL1_16556 :PHIL1_11206 jump @PHIL1_11336 :PHIL1_11213 $4281 -= 1 // integer values if 840C: not german_game jf @PHIL1_11319 if 10 > $4301 // integer values jf @PHIL1_11319 if $4300 == 1 // integer values jf @PHIL1_11319 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 $4301 += 1 // integer values :PHIL1_11319 Actor.RemoveReferences($4245) Car.RemoveReferences($4241) $4280 = 1 // integer values :PHIL1_11336 jump @PHIL1_11350 :PHIL1_11343 gosub @PHIL1_14455 :PHIL1_11350 if Car.Wrecked($4226) jf @PHIL1_11402 if not Actor.Dead($4246) jf @PHIL1_11392 0465: remove_actor $4246 from_turret_mode 0321: kill_actor $4246 :PHIL1_11392 Marker.Disable($4254) Car.RemoveReferences($4226) :PHIL1_11402 if Car.Wrecked($4227) jf @PHIL1_11428 Marker.Disable($4255) Car.RemoveReferences($4227) :PHIL1_11428 if Car.Wrecked($4228) jf @PHIL1_11480 if not Actor.Dead($4247) jf @PHIL1_11470 0465: remove_actor $4247 from_turret_mode 0321: kill_actor $4247 :PHIL1_11470 Marker.Disable($4256) Car.RemoveReferences($4228) :PHIL1_11480 if Car.Wrecked($4229) jf @PHIL1_11506 Marker.Disable($4257) Car.RemoveReferences($4229) :PHIL1_11506 if not Actor.Dead($4246) jf @PHIL1_11579 if 00DC: player $PLAYER_CHAR driving $4226 jf @PHIL1_11579 0465: remove_actor $4246 from_turret_mode if $4309 == 0 // integer values jf @PHIL1_11579 01CC: actor $4246 kill_player $PLAYER_CHAR $4309 = 1 // integer values :PHIL1_11579 if not Actor.Dead($4247) jf @PHIL1_11652 if 00DC: player $PLAYER_CHAR driving $4228 jf @PHIL1_11652 0465: remove_actor $4247 from_turret_mode if $4310 == 0 // integer values jf @PHIL1_11652 01CC: actor $4247 kill_player $PLAYER_CHAR $4310 = 1 // integer values :PHIL1_11652 if Actor.Dead($4246) jf @PHIL1_11678 0465: remove_actor $4246 from_turret_mode Actor.RemoveReferences($4246) :PHIL1_11678 if Actor.Dead($4247) jf @PHIL1_11704 0465: remove_actor $4247 from_turret_mode Actor.RemoveReferences($4247) :PHIL1_11704 if Actor.Dead($4230) jf @PHIL1_11725 Actor.RemoveReferences($4230) :PHIL1_11725 if Actor.Dead($4231) jf @PHIL1_11746 Actor.RemoveReferences($4231) :PHIL1_11746 if Actor.Dead($4232) jf @PHIL1_11767 Actor.RemoveReferences($4232) :PHIL1_11767 if Actor.Dead($4233) jf @PHIL1_11788 Actor.RemoveReferences($4233) :PHIL1_11788 if Actor.Dead($4246) jf @PHIL1_11809 Actor.RemoveReferences($4246) :PHIL1_11809 if Actor.Dead($4247) jf @PHIL1_11830 Actor.RemoveReferences($4247) :PHIL1_11830 if $4262 == 1 // integer values jf @PHIL1_11919 if Car.Wrecked($4226) jf @PHIL1_11919 if Car.Wrecked($4227) jf @PHIL1_11919 if Car.Wrecked($4228) jf @PHIL1_11919 if Car.Wrecked($4229) jf @PHIL1_11919 jump @PHIL1_12343 :PHIL1_11919 if not Car.Wrecked($4226) jf @PHIL1_11994 if 81FC: not player $PLAYER_CHAR near_car $4226 radius 200.0 200.0 0 jf @PHIL1_11980 0574: $4226 1 jump @PHIL1_11987 :PHIL1_11980 0574: $4226 0 :PHIL1_11987 jump @PHIL1_12019 :PHIL1_11994 if $4290 == 0 // integer values jf @PHIL1_12019 $4290 = 1 // integer values :PHIL1_12019 if not Car.Wrecked($4227) jf @PHIL1_12094 if 81FC: not player $PLAYER_CHAR near_car $4227 radius 200.0 200.0 0 jf @PHIL1_12080 0574: $4227 1 jump @PHIL1_12087 :PHIL1_12080 0574: $4227 0 :PHIL1_12087 jump @PHIL1_12119 :PHIL1_12094 if $4290 == 0 // integer values jf @PHIL1_12119 $4290 = 1 // integer values :PHIL1_12119 if not Car.Wrecked($4228) jf @PHIL1_12194 if 81FC: not player $PLAYER_CHAR near_car $4228 radius 200.0 200.0 0 jf @PHIL1_12180 0574: $4228 1 jump @PHIL1_12187 :PHIL1_12180 0574: $4228 0 :PHIL1_12187 jump @PHIL1_12219 :PHIL1_12194 if $4290 == 0 // integer values jf @PHIL1_12219 $4290 = 1 // integer values :PHIL1_12219 if not Car.Wrecked($4229) jf @PHIL1_12294 if 81FC: not player $PLAYER_CHAR near_car $4229 radius 200.0 200.0 0 jf @PHIL1_12280 0574: $4229 1 jump @PHIL1_12287 :PHIL1_12280 0574: $4229 0 :PHIL1_12287 jump @PHIL1_12319 :PHIL1_12294 if $4290 == 0 // integer values jf @PHIL1_12319 $4290 = 1 // integer values :PHIL1_12319 jump @PHIL1_3224 :PHIL1_12326 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :PHIL1_12343 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 2000 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 030C: progress_made += 1 0318: set_latest_mission_passed 'PHIL_1' // Gun Runner Marker.Disable($253) $254 = 1 // integer values return :PHIL1_12408 if not Pickup.Picked_up($4253) jf @PHIL1_12429 Pickup.Destroy($4253) :PHIL1_12429 Marker.Disable($4254) Marker.Disable($4255) Marker.Disable($4256) Marker.Disable($4257) Marker.Disable($4258) Marker.Disable($4259) Marker.Disable($4260) Marker.Disable($4261) Object.Destroy($4248) Object.Destroy($4249) Object.Destroy($4250) Object.Destroy($4251) Model.Destroy(#WALTON) Model.Destroy(#WMYCR) Model.Destroy(#FAGGIO) Model.Destroy(#PYTHON) Model.Destroy(#SHOTGSPA) Model.Destroy(#INGRAMSL) Model.Destroy(#M60) Model.Destroy(#GUNBOX) Model.Destroy(#PATRIOT) Model.Destroy(#UZI) Pickup.Destroy($4234) Pickup.Destroy($4235) Pickup.Destroy($4236) Pickup.Destroy($4237) $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :PHIL1_12574 if $4267 == 0 // integer values jf @PHIL1_12726 if $4271 == 1 // integer values jf @PHIL1_12726 if Pickup.Picked_up($4234) jf @PHIL1_12726 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4258) $4287 += 1 // integer values $4275 -= 1 // integer values $4267 = 1 // integer values $4271 = 0 // integer values if $4275 == 0 // integer values jf @PHIL1_12724 $4296 = 0 // integer values $4297 = 0 // integer values $4298 = 0 // integer values $4299 = 0 // integer values :PHIL1_12724 return :PHIL1_12726 if $4268 == 0 // integer values jf @PHIL1_12878 if $4272 == 1 // integer values jf @PHIL1_12878 if Pickup.Picked_up($4235) jf @PHIL1_12878 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4259) $4287 += 1 // integer values $4275 -= 1 // integer values $4268 = 1 // integer values $4272 = 0 // integer values if $4275 == 0 // integer values jf @PHIL1_12876 $4296 = 0 // integer values $4297 = 0 // integer values $4298 = 0 // integer values $4299 = 0 // integer values :PHIL1_12876 return :PHIL1_12878 if $4269 == 0 // integer values jf @PHIL1_13030 if $4273 == 1 // integer values jf @PHIL1_13030 if Pickup.Picked_up($4236) jf @PHIL1_13030 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4260) $4287 += 1 // integer values $4275 -= 1 // integer values $4269 = 1 // integer values $4273 = 0 // integer values if $4275 == 0 // integer values jf @PHIL1_13028 $4296 = 0 // integer values $4297 = 0 // integer values $4298 = 0 // integer values $4299 = 0 // integer values :PHIL1_13028 return :PHIL1_13030 if $4270 == 0 // integer values jf @PHIL1_13182 if $4274 == 1 // integer values jf @PHIL1_13182 if Pickup.Picked_up($4237) jf @PHIL1_13182 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4261) $4287 += 1 // integer values $4275 -= 1 // integer values $4270 = 1 // integer values $4274 = 0 // integer values if $4275 == 0 // integer values jf @PHIL1_13180 $4296 = 0 // integer values $4297 = 0 // integer values $4298 = 0 // integer values $4299 = 0 // integer values :PHIL1_13180 return :PHIL1_13182 return :PHIL1_13184 if $4290 == 1 // integer values jf @PHIL1_13446 Car.StorePos($4288, $4313, $4314, $4315) 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0086: $4320 = $95 // floating-point values only 0061: $4320 -= $4313 // floating-point values 0086: $4321 = $96 // floating-point values only 0061: $4321 -= $4314 // floating-point values 0069: $4320 *= $4320 // floating-point values 0069: $4321 *= $4321 // floating-point values 0086: $4322 = $4320 // floating-point values only 0059: $4322 += $4321 // floating-point values 01FB: $4322 = square_root $4322 $4286 = 640.0 // floating-point values 0071: $4286 /= $4322 // floating-point values if $4286 > 20.0 // floating-point values jf @PHIL1_13351 $4286 = 20.0 // floating-point values :PHIL1_13351 if $4276 == 1 // integer values jf @PHIL1_13407 if 20.0 > $4286 // floating-point values jf @PHIL1_13400 $4286 = 20.0 // floating-point values :PHIL1_13400 jump @PHIL1_13438 :PHIL1_13407 if 10.0 > $4286 // floating-point values jf @PHIL1_13438 $4286 = 10.0 // floating-point values :PHIL1_13438 Car.SetMaxSpeed($4288, $4286) :PHIL1_13446 if $4291 == 1 // integer values jf @PHIL1_13663 if not Actor.Dead($4289) jf @PHIL1_13663 if Actor.InCar($4289, $4288) jf @PHIL1_13655 if $4308 == 0 // integer values jf @PHIL1_13531 Car.SetDriverBehaviour($4288, 3) $4308 = 1 // integer values :PHIL1_13531 if $4290 == 0 // integer values jf @PHIL1_13648 if not Car.Wrecked($4226) jf @PHIL1_13572 00AE: set_vehicle $4226 traffic_behavior_to 2 :PHIL1_13572 if not Car.Wrecked($4227) jf @PHIL1_13595 00AE: set_vehicle $4227 traffic_behavior_to 2 :PHIL1_13595 if not Car.Wrecked($4228) jf @PHIL1_13618 00AE: set_vehicle $4228 traffic_behavior_to 2 :PHIL1_13618 if not Car.Wrecked($4229) jf @PHIL1_13641 00AE: set_vehicle $4229 traffic_behavior_to 2 :PHIL1_13641 $4290 = 1 // integer values :PHIL1_13648 jump @PHIL1_13663 :PHIL1_13655 01CC: actor $4289 kill_player $PLAYER_CHAR :PHIL1_13663 if 81FC: not player $PLAYER_CHAR near_car $4288 radius 80.0 80.0 0 jf @PHIL1_13708 Car.ImmuneToNonPlayer($4288) = True jump @PHIL1_13715 :PHIL1_13708 Car.ImmuneToNonPlayer($4288) = False :PHIL1_13715 if not Actor.Dead($4289) jf @PHIL1_14051 if Actor.InCar($4289, $4288) jf @PHIL1_14043 if not Car.Wrecked($4288) jf @PHIL1_14036 if 01AF: car $4288 0 $4316 $4317 $4318 radius 5.0 5.0 5.0 jf @PHIL1_13973 if 16@ > 4000 // integer values jf @PHIL1_13973 if 82CA: not car $4288 bounding_sphere_visible jf @PHIL1_13973 Car.StorePos($4288, $4313, $4314, $4315) 03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 if 838A: not car_in_cube $4313 $4314 $4315 5.0 5.0 5.0 jf @PHIL1_13973 if 80C2: not sphere_onscreen $4313 $4314 $4315 4.0 jf @PHIL1_13973 Car.PutAt($4288, $4313, $4314, $4315) Car.Angle($4288) = $4319 16@ = 0 // integer values :PHIL1_13973 if 81AF: not car $4288 0 $4316 $4317 $4318 radius 4.0 4.0 4.0 jf @PHIL1_14036 Car.StorePos($4288, $4316, $4317, $4318) 16@ = 0 // integer values :PHIL1_14036 jump @PHIL1_14051 :PHIL1_14043 01CC: actor $4289 kill_player $PLAYER_CHAR :PHIL1_14051 if not Actor.Dead($4289) jf @PHIL1_14266 if Actor.InCar($4289, $4288) jf @PHIL1_14258 if Car.Wrecked($4288) jf @PHIL1_14251 if 02BF: car $4288 sunk jf @PHIL1_14251 if 81FC: not player $PLAYER_CHAR near_car $4288 radius 50.0 50.0 0 jf @PHIL1_14251 if 82CA: not car $4288 bounding_sphere_visible jf @PHIL1_14251 Car.StorePos($4288, $4313, $4314, $4315) 03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 if 80C2: not sphere_onscreen $4313 $4314 $4315 3.0 jf @PHIL1_14251 Car.PutAt($4288, $4313, $4314, $4315) Car.Angle($4288) = $4319 :PHIL1_14251 jump @PHIL1_14266 :PHIL1_14258 01CC: actor $4289 kill_player $PLAYER_CHAR :PHIL1_14266 if not Actor.Dead($4289) jf @PHIL1_14453 if Actor.InCar($4289, $4288) jf @PHIL1_14445 if and 01F4: car $4288 flipped 01C1: car $4288 stopped jf @PHIL1_14438 if 82CA: not car $4288 bounding_sphere_visible jf @PHIL1_14438 03ED: set_car $4288 not_damaged_when_upside_down 1 Car.StorePos($4288, $4313, $4314, $4315) 03D3: point $4313 $4314 $4315 get_nearby_vector $4313 $4314 $4315 $4319 if 80C2: not sphere_onscreen $4313 $4314 $4315 3.0 jf @PHIL1_14438 Car.PutAt($4288, $4313, $4314, $4315) Car.Angle($4288) = $4319 03ED: set_car $4288 not_damaged_when_upside_down 0 :PHIL1_14438 jump @PHIL1_14453 :PHIL1_14445 01CC: actor $4289 kill_player $PLAYER_CHAR :PHIL1_14453 return :PHIL1_14455 if $4277 == 1 // integer values jf @PHIL1_14627 Car.RemoveReferences($4238) Actor.RemoveReferences($4242) if 8121: not player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @PHIL1_14537 $4238 = Car.Create(#FAGGIO, -984.7, -73.1, 9.9) jump @PHIL1_14570 :PHIL1_14537 $4238 = Car.Create(#FAGGIO, -679.5, 652.6, 9.9) Car.Angle($4238) = 173.4 :PHIL1_14570 0129: $4242 = create_actor 4 #WMYCR in_car $4238 driverseat 01B2: give_actor $4242 weapon 23 ammo 30000 // Load the weapon model before using this Car.ImmuneToNonPlayer($4238) = True Car.SetDriverBehaviour($4238, 5) 00AE: set_vehicle $4238 traffic_behavior_to 2 $4281 += 1 // integer values $4277 = 0 // integer values :PHIL1_14627 if $4278 == 1 // integer values jf @PHIL1_14799 Car.RemoveReferences($4239) Actor.RemoveReferences($4243) if 8121: not player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @PHIL1_14709 $4239 = Car.Create(#FAGGIO, -984.7, -78.1, 9.9) jump @PHIL1_14742 :PHIL1_14709 $4239 = Car.Create(#FAGGIO, -679.5, 657.6, 9.9) Car.Angle($4239) = 173.4 :PHIL1_14742 0129: $4243 = create_actor 4 #WMYCR in_car $4239 driverseat 01B2: give_actor $4243 weapon 23 ammo 30000 // Load the weapon model before using this Car.ImmuneToNonPlayer($4239) = True Car.SetDriverBehaviour($4239, 5) 00AE: set_vehicle $4239 traffic_behavior_to 2 $4281 += 1 // integer values $4278 = 0 // integer values :PHIL1_14799 if $4279 == 1 // integer values jf @PHIL1_14971 Car.RemoveReferences($4240) Actor.RemoveReferences($4244) if 8121: not player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @PHIL1_14881 $4240 = Car.Create(#FAGGIO, -984.7, -83.1, 9.9) jump @PHIL1_14914 :PHIL1_14881 $4240 = Car.Create(#FAGGIO, -679.5, 662.6, 9.9) Car.Angle($4240) = 173.4 :PHIL1_14914 0129: $4244 = create_actor 4 #WMYCR in_car $4240 driverseat 01B2: give_actor $4244 weapon 23 ammo 30000 // Load the weapon model before using this Car.ImmuneToNonPlayer($4240) = True Car.SetDriverBehaviour($4240, 5) 00AE: set_vehicle $4240 traffic_behavior_to 2 $4281 += 1 // integer values $4279 = 0 // integer values :PHIL1_14971 if $4280 == 1 // integer values jf @PHIL1_15143 Car.RemoveReferences($4241) Actor.RemoveReferences($4245) if 8121: not player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @PHIL1_15053 $4241 = Car.Create(#FAGGIO, -984.7, -88.1, 9.9) jump @PHIL1_15086 :PHIL1_15053 $4241 = Car.Create(#FAGGIO, -679.5, 667.6, 9.9) Car.Angle($4241) = 173.4 :PHIL1_15086 0129: $4245 = create_actor 4 #WMYCR in_car $4241 driverseat 01B2: give_actor $4245 weapon 23 ammo 30000 // Load the weapon model before using this Car.ImmuneToNonPlayer($4241) = True Car.SetDriverBehaviour($4241, 5) 00AE: set_vehicle $4241 traffic_behavior_to 2 $4281 += 1 // integer values $4280 = 0 // integer values :PHIL1_15143 if $4300 == 0 // integer values jf @PHIL1_15168 $4300 = 1 // integer values :PHIL1_15168 return :PHIL1_15170 if $4282 == 1 // integer values jf @PHIL1_15630 if not Actor.Dead($4242) jf @PHIL1_15630 Actor.StorePos($4242, $4323, $4324, $4325) if 00E9: player $PLAYER_CHAR 0 $4242 radius 50.0 50.0 jf @PHIL1_15417 if 80E9: not player $PLAYER_CHAR 0 $4242 radius 13.0 13.0 jf @PHIL1_15410 0086: $4326 = $4323 // floating-point values only $4326 += 20.0 // floating-point values 0086: $4327 = $4324 // floating-point values only $4327 += 20.0 // floating-point values $4323 -= 20.0 // floating-point values $4324 -= 20.0 // floating-point values Car.RemoveReferences($4238) 0327: $4238 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 if not $4238 == -1 // integer values jf @PHIL1_15410 020A: set_car $4238 door_status_to 1 Car.SetMaxSpeed($4238, 0.0) 01D5: actor $4242 go_to_and_drive_car $4238 0319: set_actor $4242 running 1 :PHIL1_15410 jump @PHIL1_15558 :PHIL1_15417 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 jf @PHIL1_15558 if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 jf @PHIL1_15558 Car.RemoveReferences($4238) $4238 = Car.Create(#FAGGIO, $4323, $4324, $4325) Car.Angle($4238) = $4328 if not Actor.Driving($4242) jf @PHIL1_15558 036A: put_actor $4242 in_car $4238 :PHIL1_15558 if not Car.Wrecked($4238) jf @PHIL1_15630 if not Actor.Dead($4242) jf @PHIL1_15630 if Actor.InCar($4242, $4238) jf @PHIL1_15630 Car.SetDriverBehaviour($4238, 5) 00AE: set_vehicle $4238 traffic_behavior_to 2 $4282 = 0 // integer values :PHIL1_15630 return :PHIL1_15632 if $4283 == 1 // integer values jf @PHIL1_16092 if not Actor.Dead($4243) jf @PHIL1_16092 Actor.StorePos($4243, $4323, $4324, $4325) if 00E9: player $PLAYER_CHAR 0 $4243 radius 50.0 50.0 jf @PHIL1_15879 if 80E9: not player $PLAYER_CHAR 0 $4243 radius 13.0 13.0 jf @PHIL1_15872 0086: $4326 = $4323 // floating-point values only $4326 += 20.0 // floating-point values 0086: $4327 = $4324 // floating-point values only $4327 += 20.0 // floating-point values $4323 -= 20.0 // floating-point values $4324 -= 20.0 // floating-point values Car.RemoveReferences($4239) 0327: $4239 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 if not $4239 == -1 // integer values jf @PHIL1_15872 020A: set_car $4239 door_status_to 1 Car.SetMaxSpeed($4239, 0.0) 01D5: actor $4243 go_to_and_drive_car $4239 0319: set_actor $4243 running 1 :PHIL1_15872 jump @PHIL1_16020 :PHIL1_15879 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 jf @PHIL1_16020 if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 jf @PHIL1_16020 Car.RemoveReferences($4239) $4239 = Car.Create(#FAGGIO, $4323, $4324, $4325) Car.Angle($4239) = $4328 if not Actor.Driving($4243) jf @PHIL1_16020 036A: put_actor $4243 in_car $4239 :PHIL1_16020 if not Car.Wrecked($4239) jf @PHIL1_16092 if not Actor.Dead($4243) jf @PHIL1_16092 if Actor.InCar($4243, $4239) jf @PHIL1_16092 Car.SetDriverBehaviour($4239, 5) 00AE: set_vehicle $4239 traffic_behavior_to 2 $4283 = 0 // integer values :PHIL1_16092 return :PHIL1_16094 if $4284 == 1 // integer values jf @PHIL1_16554 if not Actor.Dead($4244) jf @PHIL1_16554 Actor.StorePos($4244, $4323, $4324, $4325) if 00E9: player $PLAYER_CHAR 0 $4244 radius 50.0 50.0 jf @PHIL1_16341 if 80E9: not player $PLAYER_CHAR 0 $4244 radius 13.0 13.0 jf @PHIL1_16334 0086: $4326 = $4323 // floating-point values only $4326 += 20.0 // floating-point values 0086: $4327 = $4324 // floating-point values only $4327 += 20.0 // floating-point values $4323 -= 20.0 // floating-point values $4324 -= 20.0 // floating-point values Car.RemoveReferences($4240) 0327: $4240 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 if not $4240 == -1 // integer values jf @PHIL1_16334 020A: set_car $4240 door_status_to 1 Car.SetMaxSpeed($4240, 0.0) 01D5: actor $4244 go_to_and_drive_car $4240 0319: set_actor $4244 running 1 :PHIL1_16334 jump @PHIL1_16482 :PHIL1_16341 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 jf @PHIL1_16482 if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 jf @PHIL1_16482 Car.RemoveReferences($4240) $4240 = Car.Create(#FAGGIO, $4323, $4324, $4325) Car.Angle($4240) = $4328 if not Actor.Driving($4244) jf @PHIL1_16482 036A: put_actor $4244 in_car $4240 :PHIL1_16482 if not Car.Wrecked($4240) jf @PHIL1_16554 if not Actor.Dead($4244) jf @PHIL1_16554 if Actor.InCar($4244, $4240) jf @PHIL1_16554 Car.SetDriverBehaviour($4240, 5) 00AE: set_vehicle $4240 traffic_behavior_to 2 $4284 = 0 // integer values :PHIL1_16554 return :PHIL1_16556 if $4285 == 1 // integer values jf @PHIL1_17016 if not Actor.Dead($4245) jf @PHIL1_17016 Actor.StorePos($4245, $4323, $4324, $4325) if 00E9: player $PLAYER_CHAR 0 $4245 radius 50.0 50.0 jf @PHIL1_16803 if 80E9: not player $PLAYER_CHAR 0 $4245 radius 13.0 13.0 jf @PHIL1_16796 0086: $4326 = $4323 // floating-point values only $4326 += 20.0 // floating-point values 0086: $4327 = $4324 // floating-point values only $4327 += 20.0 // floating-point values $4323 -= 20.0 // floating-point values $4324 -= 20.0 // floating-point values Car.RemoveReferences($4241) 0327: $4241 = create_random_car_with_actors -1 in_area $4323 $4324 $4326 $4327 if not $4241 == -1 // integer values jf @PHIL1_16796 020A: set_car $4241 door_status_to 1 Car.SetMaxSpeed($4241, 0.0) 01D5: actor $4245 go_to_and_drive_car $4241 0319: set_actor $4245 running 1 :PHIL1_16796 jump @PHIL1_16944 :PHIL1_16803 03D3: point $4323 $4324 $4325 get_nearby_vector $4323 $4324 $4325 $4328 if 80C2: not sphere_onscreen $4323 $4324 $4325 3.0 jf @PHIL1_16944 if 838A: not car_in_cube $4323 $4324 $4325 3.0 3.0 2.0 jf @PHIL1_16944 Car.RemoveReferences($4241) $4241 = Car.Create(#FAGGIO, $4323, $4324, $4325) Car.Angle($4241) = $4328 if not Actor.Driving($4245) jf @PHIL1_16944 036A: put_actor $4245 in_car $4241 :PHIL1_16944 if not Car.Wrecked($4241) jf @PHIL1_17016 if not Actor.Dead($4245) jf @PHIL1_17016 if Actor.InCar($4245, $4241) jf @PHIL1_17016 Car.SetDriverBehaviour($4241, 5) 00AE: set_vehicle $4241 traffic_behavior_to 2 $4285 = 0 // integer values :PHIL1_17016 return :PHIL1_17018 if not Car.Wrecked($4226) jf @PHIL1_17046 Marker.Disable($4254) $4296 = 1 // integer values :PHIL1_17046 if not Car.Wrecked($4227) jf @PHIL1_17074 Marker.Disable($4255) $4297 = 1 // integer values :PHIL1_17074 if not Car.Wrecked($4228) jf @PHIL1_17102 Marker.Disable($4256) $4298 = 1 // integer values :PHIL1_17102 if not Car.Wrecked($4229) jf @PHIL1_17130 Marker.Disable($4257) $4299 = 1 // integer values :PHIL1_17130 return //-------------Mission 26--------------- // Originally: Boomshine Saigon :PHIL2 thread 'PHIL2' gosub @PHIL2_46 if wasted_or_busted jf @PHIL2_37 gosub @PHIL2_6994 :PHIL2_37 gosub @PHIL2_7089 end_thread :PHIL2_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'PHIL2' 058E: set_restart_mission_taxi_destination -1004.5 311.1 9.9 155.7 $4352 = 0 // integer values $4353 = 0 // integer values $4354 = 0 // integer values $4355 = 0 // integer values $4356 = 0 // integer values $4357 = 100 // integer values $4358 = 0 // integer values $4359 = 0 // integer values $4360 = 8 // integer values $4361 = 255 // integer values $4362 = 0 // integer values $4363 = 0 // integer values $95 = 0.0 // floating-point values $96 = 0.0 // floating-point values $97 = 0.0 // floating-point values $4364 = 0.0 // floating-point values $4365 = 0.0 // floating-point values $4366 = 0.0 // floating-point values $4367 = 0.0 // floating-point values $4368 = 0.0 // floating-point values $4369 = 0.0 // floating-point values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSPHIL' 02F3: load_object #CUTOBJ01 'PHILBMB' Camera.SetAtPos(-1099.62, 327.21, 10.23) 038B: load_requested_models :PHIL2_332 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @PHIL2_362 wait 0 jump @PHIL2_332 :PHIL2_362 if not Model.Available(#CUTOBJ01) jf @PHIL2_389 wait 0 jump @PHIL2_362 :PHIL2_389 0395: clear_area 1 at -1083.1 321.1 range 11.2 300.0 02E4: load_cutscene_data 'PHIL_2' 0244: set_cutscene_pos -1099.62 327.21 10.23 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $137 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $137 'CSPHIL' 02E5: $4370 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $4370 'PHILBMB' 0395: clear_area 1 at -1105.0 334.0 range 10.8 1.0 0055: put_player $PLAYER_CHAR at -1105.0 334.0 10.8 0171: set_player $PLAYER_CHAR z_angle_to 265.8 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PHIL2_584 if 1073 > $CUT_SCENE_TIME // integer values jf @PHIL2_619 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_584 :PHIL2_619 00BC: text_highpriority 'PHIL2_A' 10000 ms 1 // Hey Phil, how's it goin? :PHIL2_634 if 2713 > $CUT_SCENE_TIME // integer values jf @PHIL2_669 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_634 :PHIL2_669 00BC: text_highpriority 'PHIL2_B' 10000 ms 1 // Heeyyyy, Tommy. Howyadoin'? Ish been too long... :PHIL2_684 if 8842 > $CUT_SCENE_TIME // integer values jf @PHIL2_719 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_684 :PHIL2_719 00BC: text_highpriority 'PHIL2_C' 10000 ms 1 // I swear you should lay off that boomshine, man - :PHIL2_734 if 10547 > $CUT_SCENE_TIME // integer values jf @PHIL2_769 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_734 :PHIL2_769 00BC: text_highpriority 'PHIL2_D' 10000 ms 1 // smells like paint stripper. Making my eyes burn... :PHIL2_784 if 13397 > $CUT_SCENE_TIME // integer values jf @PHIL2_819 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_784 :PHIL2_819 00BC: text_highpriority 'PHIL2_E' 10000 ms 1 // Shshs shhh youshelf Tommy, :PHIL2_834 if 16619 > $CUT_SCENE_TIME // integer values jf @PHIL2_869 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_834 :PHIL2_869 00BC: text_highpriority 'PHIL2_F' 10000 ms 1 // and come over here because there's someshin' I wanna show you.. someshin. :PHIL2_884 if 20734 > $CUT_SCENE_TIME // integer values jf @PHIL2_919 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_884 :PHIL2_919 00BC: text_highpriority 'PHIL2_G' 10000 ms 1 // Woof! God! Should I be able to smell that from way over here? I'm feeling woozy. :PHIL2_934 if 24299 > $CUT_SCENE_TIME // integer values jf @PHIL2_969 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_934 :PHIL2_969 00BC: text_highpriority 'PHIL2_H' 10000 ms 1 // Don'tchaworry about the shmell Tommy, you jush wash thish. :PHIL2_984 if 32636 > $CUT_SCENE_TIME // integer values jf @PHIL2_1019 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_984 :PHIL2_1019 00BC: text_highpriority 'PHIL2_I' 10000 ms 1 // Shittycheapbatteriesh or shumin'. There'sh shum more on the bench. :PHIL2_1034 if 44824 > $CUT_SCENE_TIME // integer values jf @PHIL2_1071 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1034 :PHIL2_1071 00BC: text_highpriority 'PHIL2_J' 10000 ms 1 // TA-DAAA! :PHIL2_1086 if 46000 > $CUT_SCENE_TIME // integer values jf @PHIL2_1123 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1086 :PHIL2_1123 if 856A: not has_cutscene_been_interrupted jf @PHIL2_1193 020C: create_explosion_with_radius 2 at -1083.8 352.7 11.3 020C: create_explosion_with_radius 11 at -1083.8 352.7 11.3 020C: create_explosion_with_radius 6 at -1083.8 352.7 11.3 :PHIL2_1193 if 48307 > $CUT_SCENE_TIME // integer values jf @PHIL2_1230 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1193 :PHIL2_1230 00BC: text_highpriority 'PHIL2_K' 10000 ms 1 // Aww Damn! if 856A: not has_cutscene_been_interrupted jf @PHIL2_1294 if and 840C: not german_game 840B: not french_game jf @PHIL2_1294 gosub @PHIL2_7155 gosub @PHIL2_7155 gosub @PHIL2_7155 :PHIL2_1294 if 48807 > $CUT_SCENE_TIME // integer values jf @PHIL2_1331 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1294 :PHIL2_1331 if 856A: not has_cutscene_been_interrupted jf @PHIL2_1380 if and 840C: not german_game 840B: not french_game jf @PHIL2_1380 gosub @PHIL2_7155 gosub @PHIL2_7155 gosub @PHIL2_7155 :PHIL2_1380 if 49307 > $CUT_SCENE_TIME // integer values jf @PHIL2_1417 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1380 :PHIL2_1417 00BE: text_clear_all :PHIL2_1419 if 49907 > $CUT_SCENE_TIME // integer values jf @PHIL2_1456 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1419 :PHIL2_1456 if 856A: not has_cutscene_been_interrupted jf @PHIL2_1505 if and 840C: not german_game 840B: not french_game jf @PHIL2_1505 gosub @PHIL2_7155 gosub @PHIL2_7155 gosub @PHIL2_7155 :PHIL2_1505 if 50007 > $CUT_SCENE_TIME // integer values jf @PHIL2_1542 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1505 :PHIL2_1542 if 856A: not has_cutscene_been_interrupted jf @PHIL2_1591 if and 840C: not german_game 840B: not french_game jf @PHIL2_1591 gosub @PHIL2_7155 gosub @PHIL2_7155 gosub @PHIL2_7155 :PHIL2_1591 if 51007 > $CUT_SCENE_TIME // integer values jf @PHIL2_1628 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1591 :PHIL2_1628 if 856A: not has_cutscene_been_interrupted jf @PHIL2_1677 if and 840C: not german_game 840B: not french_game jf @PHIL2_1677 gosub @PHIL2_7155 gosub @PHIL2_7155 gosub @PHIL2_7155 :PHIL2_1677 if 52207 > $CUT_SCENE_TIME // integer values jf @PHIL2_1714 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1677 :PHIL2_1714 if 856A: not has_cutscene_been_interrupted jf @PHIL2_1763 if and 840C: not german_game 840B: not french_game jf @PHIL2_1763 gosub @PHIL2_7155 gosub @PHIL2_7155 gosub @PHIL2_7155 :PHIL2_1763 00BE: text_clear_all :PHIL2_1765 if 53376 > $CUT_SCENE_TIME // integer values jf @PHIL2_1802 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PHIL2_1765 :PHIL2_1802 fade 0 1500 00BE: text_clear_all :PHIL2_1811 if fading jf @PHIL2_1835 wait 0 jump @PHIL2_1811 :PHIL2_1835 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 0 60000 Model.Load(#PATRIOT) :PHIL2_1900 if not Model.Available(#PATRIOT) jf @PHIL2_1927 wait 0 jump @PHIL2_1900 :PHIL2_1927 03CF: load_wav 'PHIL2_1' as 2 :PHIL2_1939 if 83D0: not wav 2 loaded jf @PHIL2_1965 wait 0 jump @PHIL2_1939 :PHIL2_1965 if $ONMISSION == 0 // integer values jf @PHIL2_2003 018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 :PHIL2_2003 023C: load_special_actor 1 'IGPHIL2' :PHIL2_2015 if 823D: not special_actor 1 loaded jf @PHIL2_2041 wait 0 jump @PHIL2_2015 :PHIL2_2041 $4342 = Car.Create(#PATRIOT, -1097.0, 334.0, 10.8) Car.Angle($4342) = 269.2 0369: put_player $PLAYER_CHAR in_car $4342 Camera.SetBehindPlayer 01C8: $4343 = create_actor_pedtype 4 model #SPECIAL01 in_car $4342 passenger_seat 0 04F5: unknown_actor $4343 kiss_player $PLAYER_CHAR on 1 03FD: set_player $PLAYER_CHAR handling_responsiveness $4360 052C: set_player $PLAYER_CHAR drunk_visuals 255 if and 840C: not german_game 840B: not french_game jf @PHIL2_2146 0332: set_actor $4343 bleeding_to 1 :PHIL2_2146 039E: set_actor $4343 locked_while_in_vehicle 1 0526: set_actor $4343 stay_in_car_when_jacked 1 015D: set_gamespeed 1.0 018A: $4350 = create_checkpoint_at -871.6 -469.5 9.9 03C4: set_status_text_to $4357 1 'PHI2_04' // PHIL'S HEALTH: $4358 = Car.Health($4342) $4358 /= 10 // integer values 16@ = 0 // integer values 17@ = 0 // integer values fade 1 1500 00BC: text_highpriority 'PHI2_01' 5000 ms 1 // ~g~Quick, get Phil to the hospital. :PHIL2_2253 wait 0 if not Car.Wrecked($4342) jf @PHIL2_4302 if 00DC: player $PLAYER_CHAR driving $4342 jf @PHIL2_4302 if $4363 == 0 // integer values jf @PHIL2_4298 if $4362 == 0 // integer values jf @PHIL2_2593 if 85 > $4357 // integer values jf @PHIL2_2593 03CF: load_wav 'PHIL2_4' as 1 :PHIL2_2358 if 83D0: not wav 1 loaded jf @PHIL2_2453 wait 0 if $4352 == 0 // integer values jf @PHIL2_2424 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_2446 :PHIL2_2424 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_2446 jump @PHIL2_2358 :PHIL2_2453 00BC: text_highpriority 'PHI2_08' 5000 ms 1 // Watch out! Charlie in the tree line! 03D1: play_wav 1 :PHIL2_2472 if and 83D2: not wav 1 ended not Actor.Dead($4343) jf @PHIL2_2572 wait 0 if $4352 == 0 // integer values jf @PHIL2_2543 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_2565 :PHIL2_2543 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_2565 jump @PHIL2_2472 :PHIL2_2572 040D: unload_wav 1 03D5: remove_text 'PHI2_08' // Watch out! Charlie in the tree line! $4362 = 1 // integer values :PHIL2_2593 if $4362 == 1 // integer values jf @PHIL2_2876 if 75 > $4357 // integer values jf @PHIL2_2876 03CF: load_wav 'PHIL2_5' as 1 :PHIL2_2641 if 83D0: not wav 1 loaded jf @PHIL2_2736 wait 0 if $4352 == 0 // integer values jf @PHIL2_2707 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_2729 :PHIL2_2707 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_2729 jump @PHIL2_2641 :PHIL2_2736 00BC: text_highpriority 'PHI2_09' 5000 ms 1 // Is it me or are the roads made of jelly? 03D1: play_wav 1 :PHIL2_2755 if and 83D2: not wav 1 ended not Actor.Dead($4343) jf @PHIL2_2855 wait 0 if $4352 == 0 // integer values jf @PHIL2_2826 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_2848 :PHIL2_2826 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_2848 jump @PHIL2_2755 :PHIL2_2855 040D: unload_wav 1 03D5: remove_text 'PHI2_09' // Is it me or are the roads made of jelly? $4362 = 2 // integer values :PHIL2_2876 if $4362 == 2 // integer values jf @PHIL2_3159 if 65 > $4357 // integer values jf @PHIL2_3159 03CF: load_wav 'PHIL2_6' as 1 :PHIL2_2924 if 83D0: not wav 1 loaded jf @PHIL2_3019 wait 0 if $4352 == 0 // integer values jf @PHIL2_2990 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_3012 :PHIL2_2990 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3012 jump @PHIL2_2924 :PHIL2_3019 00BC: text_highpriority 'PHI2_10' 5000 ms 1 // Broken Spoon to Mother Hen, you copy? 03D1: play_wav 1 :PHIL2_3038 if and 83D2: not wav 1 ended not Actor.Dead($4343) jf @PHIL2_3138 wait 0 if $4352 == 0 // integer values jf @PHIL2_3109 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_3131 :PHIL2_3109 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3131 jump @PHIL2_3038 :PHIL2_3138 040D: unload_wav 1 03D5: remove_text 'PHI2_10' // Broken Spoon to Mother Hen, you copy? $4362 = 3 // integer values :PHIL2_3159 if $4362 == 3 // integer values jf @PHIL2_3442 if 55 > $4357 // integer values jf @PHIL2_3442 03CF: load_wav 'PHIL2_7' as 1 :PHIL2_3207 if 83D0: not wav 1 loaded jf @PHIL2_3302 wait 0 if $4352 == 0 // integer values jf @PHIL2_3273 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_3295 :PHIL2_3273 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3295 jump @PHIL2_3207 :PHIL2_3302 00BC: text_highpriority 'PHI2_11' 5000 ms 1 // Spooney Wooney Woo Woo Woooo! 03D1: play_wav 1 :PHIL2_3321 if and 83D2: not wav 1 ended not Actor.Dead($4343) jf @PHIL2_3421 wait 0 if $4352 == 0 // integer values jf @PHIL2_3392 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_3414 :PHIL2_3392 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3414 jump @PHIL2_3321 :PHIL2_3421 040D: unload_wav 1 03D5: remove_text 'PHI2_11' // Spooney Wooney Woo Woo Woooo! $4362 = 4 // integer values :PHIL2_3442 if $4362 == 4 // integer values jf @PHIL2_3725 if 45 > $4357 // integer values jf @PHIL2_3725 03CF: load_wav 'PHIL2_8' as 1 :PHIL2_3490 if 83D0: not wav 1 loaded jf @PHIL2_3585 wait 0 if $4352 == 0 // integer values jf @PHIL2_3556 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_3578 :PHIL2_3556 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3578 jump @PHIL2_3490 :PHIL2_3585 00BC: text_highpriority 'PHI2_12' 5000 ms 1 // He's come for me boy! 03D1: play_wav 1 :PHIL2_3604 if and 83D2: not wav 1 ended not Actor.Dead($4343) jf @PHIL2_3704 wait 0 if $4352 == 0 // integer values jf @PHIL2_3675 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_3697 :PHIL2_3675 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3697 jump @PHIL2_3604 :PHIL2_3704 040D: unload_wav 1 03D5: remove_text 'PHI2_12' // He's come for me boy! $4362 = 5 // integer values :PHIL2_3725 if $4362 == 5 // integer values jf @PHIL2_4008 if 35 > $4357 // integer values jf @PHIL2_4008 03CF: load_wav 'PHIL2_9' as 1 :PHIL2_3773 if 83D0: not wav 1 loaded jf @PHIL2_3868 wait 0 if $4352 == 0 // integer values jf @PHIL2_3839 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_3861 :PHIL2_3839 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3861 jump @PHIL2_3773 :PHIL2_3868 00BC: text_highpriority 'PHI2_13' 5000 ms 1 // Black feathered wings beating all around... 03D1: play_wav 1 :PHIL2_3887 if and 83D2: not wav 1 ended not Actor.Dead($4343) jf @PHIL2_3987 wait 0 if $4352 == 0 // integer values jf @PHIL2_3958 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_3980 :PHIL2_3958 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_3980 jump @PHIL2_3887 :PHIL2_3987 040D: unload_wav 1 03D5: remove_text 'PHI2_13' // Black feathered wings beating all around... $4362 = 6 // integer values :PHIL2_4008 if $4362 == 6 // integer values jf @PHIL2_4291 if 25 > $4357 // integer values jf @PHIL2_4291 03CF: load_wav 'PHIL210' as 1 :PHIL2_4056 if 83D0: not wav 1 loaded jf @PHIL2_4151 wait 0 if $4352 == 0 // integer values jf @PHIL2_4122 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_4144 :PHIL2_4122 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_4144 jump @PHIL2_4056 :PHIL2_4151 00BC: text_highpriority 'PHI2_14' 5000 ms 1 // It's beautiful, man ... it's beautiful ... but so cold ... 03D1: play_wav 1 :PHIL2_4170 if and 83D2: not wav 1 ended not Actor.Dead($4343) jf @PHIL2_4270 wait 0 if $4352 == 0 // integer values jf @PHIL2_4241 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_4263 :PHIL2_4241 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_4263 jump @PHIL2_4170 :PHIL2_4270 040D: unload_wav 1 03D5: remove_text 'PHI2_14' // It's beautiful, man ... it's beautiful ... but so cold ... $4362 = 7 // integer values :PHIL2_4291 jump @PHIL2_4302 :PHIL2_4298 040D: unload_wav 1 :PHIL2_4302 if not Car.Wrecked($4342) jf @PHIL2_6927 if and 01F4: car $4342 flipped 01C1: car $4342 stopped jf @PHIL2_4346 $4354 = 1 // integer values :PHIL2_4346 if and 80DC: not player $PLAYER_CHAR driving $4342 $4353 == 0 // integer values $4354 == 0 // integer values jf @PHIL2_4419 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! $4349 = Marker.CreateAboveCar($4342) Marker.Disable($4350) Marker.Disable($4351) $4353 = 1 // integer values :PHIL2_4419 if and 00DC: player $PLAYER_CHAR driving $4342 $4353 == 1 // integer values jf @PHIL2_4545 Marker.Disable($4349) Marker.Disable($4350) Marker.Disable($4351) if $4352 == 0 // integer values jf @PHIL2_4498 018A: $4350 = create_checkpoint_at -871.6 -469.5 9.9 :PHIL2_4498 if $4352 == 1 // integer values jf @PHIL2_4536 018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 :PHIL2_4536 00BE: text_clear_all $4353 = 0 // integer values :PHIL2_4545 $4356 = Car.Health($4342) $4356 /= 10 // integer values if 001C: $4358 > $4356 // integer values jf @PHIL2_4603 0084: $4359 = $4358 // integer values and handles 0060: $4359 -= $4356 // integer values 0060: $4357 -= $4359 // integer values :PHIL2_4603 0084: $4358 = $4356 // integer values and handles if 16@ > 1000 // integer values jf @PHIL2_4644 $4357 -= 1 // integer values 16@ = 0 // integer values :PHIL2_4644 if 1 > $4357 // integer values jf @PHIL2_4705 if not Actor.Dead($4343) jf @PHIL2_4683 0321: kill_actor $4343 :PHIL2_4683 00BC: text_highpriority 'PHI2_03' 5000 ms 1 // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City? jump @PHIL2_6994 :PHIL2_4705 if 17@ > 20000 // integer values jf @PHIL2_4761 $4360 -= 1 // integer values $4361 -= 30 // integer values 03FD: set_player $PLAYER_CHAR handling_responsiveness $4360 052C: set_player $PLAYER_CHAR drunk_visuals $4361 17@ = 0 // integer values :PHIL2_4761 02E3: $4368 = car $4342 speed if $4368 > 5.0 // floating-point values jf @PHIL2_5191 if not Player.WantedLevel($PLAYER_CHAR) > 0 jf @PHIL2_5191 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0086: $4364 = $95 // floating-point values only $4364 += 10.0 // floating-point values 0086: $4365 = $96 // floating-point values only $4365 += 10.0 // floating-point values 0086: $4366 = $95 // floating-point values only $4366 -= 10.0 // floating-point values 0086: $4367 = $96 // floating-point values only $4367 -= 10.0 // floating-point values 0469: create_actor $4344 in area $4364 $4365 $4366 $4367 unknown 1 0 0 0 0 if not $4344 == -1 // integer values jf @PHIL2_5186 Player.WantedLevel($PLAYER_CHAR) = 1 03CF: load_wav 'PHIL211' as 1 :PHIL2_4958 if 83D0: not wav 1 loaded jf @PHIL2_5053 wait 0 if $4352 == 0 // integer values jf @PHIL2_5024 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_5046 :PHIL2_5024 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_5046 jump @PHIL2_4958 :PHIL2_5053 00BC: text_highpriority 'PHI2_15' 5000 ms 1 // 10-4 we've got a drunk driver. 03D1: play_wav 1 :PHIL2_5072 if and 83D2: not wav 1 ended not Actor.Dead($4343) jf @PHIL2_5172 wait 0 if $4352 == 0 // integer values jf @PHIL2_5143 03A1: clear_area_with_center_at_3D_coord -871.6 -469.5 9.9 radius 7.0 jump @PHIL2_5165 :PHIL2_5143 03A1: clear_area_with_center_at_3D_coord -1183.0 -664.2 10.5 radius 7.0 :PHIL2_5165 jump @PHIL2_5072 :PHIL2_5172 040D: unload_wav 1 03D5: remove_text 'PHI2_15' // 10-4 we've got a drunk driver. :PHIL2_5186 Actor.RemoveReferences($4344) :PHIL2_5191 if $4352 == 0 // integer values jf @PHIL2_5606 if not Car.Wrecked($4342) jf @PHIL2_5606 if 00DC: player $PLAYER_CHAR driving $4342 jf @PHIL2_5606 if 01B0: car $4342 stopped 1 -871.6 -469.5 9.9 radius 7.0 7.0 7.0 jf @PHIL2_5606 Marker.Disable($4350) 018A: $4351 = create_checkpoint_at -1183.0 -664.2 10.5 $4363 = 1 // integer values 00BC: text_highpriority 'PHI2_05' 5000 ms 1 // Not the hospital, man! Too many cops and Viet Cong! 03D1: play_wav 2 :PHIL2_5343 if and 83D2: not wav 2 ended not Actor.Dead($4343) jf @PHIL2_5374 wait 0 jump @PHIL2_5343 :PHIL2_5374 040D: unload_wav 2 03D5: remove_text 'PHI2_05' // Not the hospital, man! Too many cops and Viet Cong! 03CF: load_wav 'PHIL2_2' as 2 :PHIL2_5400 if 83D0: not wav 2 loaded jf @PHIL2_5426 wait 0 jump @PHIL2_5400 :PHIL2_5426 00BC: text_highpriority 'PHI2_06' 5000 ms 1 // There's an ex-army surgeon owes me a few favors and a lawnmower. 03D1: play_wav 2 :PHIL2_5445 if and 83D2: not wav 2 ended not Actor.Dead($4343) jf @PHIL2_5476 wait 0 jump @PHIL2_5445 :PHIL2_5476 040D: unload_wav 2 03D5: remove_text 'PHI2_06' // There's an ex-army surgeon owes me a few favors and a lawnmower. 03CF: load_wav 'PHIL2_3' as 2 :PHIL2_5502 if 83D0: not wav 2 loaded jf @PHIL2_5528 wait 0 jump @PHIL2_5502 :PHIL2_5528 00BC: text_highpriority 'PHI2_07' 5000 ms 1 // He's got a place down Little Havana - ooo look, a giant fish. 03D1: play_wav 2 :PHIL2_5547 if and 83D2: not wav 2 ended not Actor.Dead($4343) jf @PHIL2_5578 wait 0 jump @PHIL2_5547 :PHIL2_5578 040D: unload_wav 2 03D5: remove_text 'PHI2_07' // He's got a place down Little Havana - ooo look, a giant fish. $4363 = 0 // integer values $4352 = 1 // integer values :PHIL2_5606 if $4352 == 1 // integer values jf @PHIL2_6920 if not Car.Wrecked($4342) jf @PHIL2_6898 if 00DC: player $PLAYER_CHAR driving $4342 jf @PHIL2_6891 if 01B0: car $4342 stopped 1 -1183.0 -664.2 10.5 radius 7.0 7.0 7.0 jf @PHIL2_6891 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 052C: set_player $PLAYER_CHAR drunk_visuals 0 if not Actor.Dead($4343) jf @PHIL2_5789 $4369 = Car.Angle($4342) Car.PutAt($4342, -1183.0, -664.2, 10.5) Car.Angle($4342) = $4369 03E2: actor $4343 exit_car 0245: set_actor $4343 walk_style_to 48 :PHIL2_5789 Camera.SetPosition(-1178.1, -676.3, 15.5, 0.0, 0.0, 0.0) Camera.PointAt(-1183.7, -656.7, 11.1, 2) 03BA: clear_cars_from_cube -1190.0 -671.2 17.5 -1174.0 -657.2 3.5 if not Actor.Dead($4343) jf @PHIL2_5908 011C: actor $4343 clear_objective 0211: actor $4343 walk_to -1218.9 -665.1 :PHIL2_5908 16@ = 0 // integer values 17@ = 0 // integer values :PHIL2_5922 wait 0 if 17@ > 500 // integer values jf @PHIL2_5990 if not Actor.Dead($4343) jf @PHIL2_5983 if and 840C: not german_game 840B: not french_game jf @PHIL2_5983 gosub @PHIL2_8127 :PHIL2_5983 17@ = 0 // integer values :PHIL2_5990 if 16@ > 2000 // integer values jf @PHIL2_6030 16@ = 0 // integer values 17@ = 0 // integer values jump @PHIL2_6037 :PHIL2_6030 jump @PHIL2_5922 :PHIL2_6037 wait 0 if not Actor.Dead($4343) jf @PHIL2_6174 if 17@ > 500 // integer values jf @PHIL2_6121 if not Actor.Dead($4343) jf @PHIL2_6114 if and 840C: not german_game 840B: not french_game jf @PHIL2_6114 gosub @PHIL2_8127 :PHIL2_6114 17@ = 0 // integer values :PHIL2_6121 if or 00ED: actor $4343 0 -1218.9 -665.1 radius 3.0 3.0 16@ > 3000 // integer values jf @PHIL2_6174 jump @PHIL2_6181 :PHIL2_6174 jump @PHIL2_6037 :PHIL2_6181 if not Actor.Dead($4343) jf @PHIL2_6237 011C: actor $4343 clear_objective Actor.PutAt($4343, -1191.7, -664.3, 10.5) 0211: actor $4343 walk_to -1218.9 -665.1 :PHIL2_6237 16@ = 0 // integer values 17@ = 0 // integer values Camera.SetPosition(-1174.3, -664.2, 15.9, 0.0, 0.0, 0.0) Camera.PointAt(-1184.5, -664.1, 11.64, 2) :PHIL2_6302 wait 0 if not Actor.Dead($4343) jf @PHIL2_6439 if 17@ > 500 // integer values jf @PHIL2_6386 if not Actor.Dead($4343) jf @PHIL2_6379 if and 840C: not german_game 840B: not french_game jf @PHIL2_6379 gosub @PHIL2_8127 :PHIL2_6379 17@ = 0 // integer values :PHIL2_6386 if or 00ED: actor $4343 0 -1218.9 -665.1 radius 3.0 3.0 16@ > 3000 // integer values jf @PHIL2_6439 jump @PHIL2_6446 :PHIL2_6439 jump @PHIL2_6302 :PHIL2_6446 015D: set_gamespeed 1.0 fade 0 500 :PHIL2_6460 if fading jf @PHIL2_6484 wait 0 jump @PHIL2_6460 :PHIL2_6484 Actor.DestroyInstantly($4343) $4345 = Pickup.Create(#M60, 1, -1105.9, 335.3, 11.1) $4346 = Pickup.Create(#ROCKETLA, 1, -1105.9, 330.3, 11.1) $4347 = Pickup.Create(#MINIGUN, 1, -1105.9, 325.3, 11.1) $4348 = Pickup.Create(#BOMB, 1, -1105.9, 320.3, 11.1) Camera.SetAtPos(-1038.4, 309.7, 20.9) Camera.SetPosition(-1038.4, 309.7, 20.9, 0.0, 0.0, 0.0) Camera.PointAt(-1065.6, 322.1, 21.7, 2) fade 1 500 :PHIL2_6664 if fading jf @PHIL2_6688 wait 0 jump @PHIL2_6664 :PHIL2_6688 0394: play_music 1 00BA: text_styled 'PHI_AS1' 5000 ms 6 // PHILS PLACE ASSET COMPLETED wait 5000 Camera.SetAtPos(-1093.2, 345.0, 14.3) Camera.SetPosition(-1093.2, 345.0, 14.3, 0.0, 0.0, 0.0) Camera.PointAt(-1110.1, 331.3, 11.0, 2) 00BC: text_highpriority 'PHI_AS2' 6000 ms 1 // ~g~New Weapons available to purchase from Phils Place. wait 6000 fade 0 500 :PHIL2_6807 if fading jf @PHIL2_6831 wait 0 jump @PHIL2_6807 :PHIL2_6831 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 Camera.SetAtPos($95, $96, $97) fade 1 500 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 052C: set_player $PLAYER_CHAR drunk_visuals $4361 jump @PHIL2_7011 :PHIL2_6891 jump @PHIL2_6920 :PHIL2_6898 00BC: text_highpriority 'PHI2_03' 5000 ms 1 // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City? jump @PHIL2_6994 :PHIL2_6920 jump @PHIL2_6949 :PHIL2_6927 00BC: text_highpriority 'PHI2_03' 5000 ms 1 // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City? jump @PHIL2_6994 :PHIL2_6949 if Actor.Dead($4343) jf @PHIL2_6987 00BC: text_highpriority 'PHI2_03' 5000 ms 1 // ~r~Phil Cassidy is dead!!! Now who's gonna supply arms in Vice City? jump @PHIL2_6994 :PHIL2_6987 jump @PHIL2_2253 :PHIL2_6994 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :PHIL2_7011 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 4000 030C: progress_made += 1 0318: set_latest_mission_passed 'PHIL_2' // Boomshine Saigon Marker.Disable($253) 04CE: $253 = create_icon_marker_without_sphere $423 at $492 $493 $494 $255 = 1 // integer values return :PHIL2_7089 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True Model.Destroy(#PATRIOT) Actor.RemoveReferences($4344) Camera.Shake(0) Actor.DestroyWithFade($4343) 0296: unload_special_actor 1 Marker.Disable($4349) Marker.Disable($4350) Marker.Disable($4351) 0151: remove_status_text $4357 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :PHIL2_7155 if 80E1: not player 0 pressed_button 16 jf @PHIL2_8125 0400: create_coordinate $95 $96 $97 from_object $137 offset 0.3 0.3 0.3 0437: scatter_particle 76 0.1 at $95 $96 $97 0.0 0.0 0.0 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 1.0 0.03 0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 41 0.0 at $95 $96 $97 0.0 0.0 0.03 :PHIL2_8125 return :PHIL2_8127 04C4: create_coordinate $95 $96 $97 from_actor $4343 offset -0.3 0.3 0.3 0437: scatter_particle 76 0.1 at $95 $96 $97 0.0 0.0 0.0 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 7 0.0 at $95 $96 $97 0.0 0.0 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 0437: scatter_particle 8 0.0 at $95 $96 $97 0.0 0.1 0.03 return //-------------Mission 27--------------- // Originally: Recruitment Drive :PORNO1 thread 'PORNO1' gosub @PORNO1_46 if wasted_or_busted jf @PORNO1_37 gosub @PORNO1_11171 :PORNO1_37 gosub @PORNO1_11256 end_thread :PORNO1_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'PORN1' 058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 $4387 = 0 // integer values $4388 = 0 // integer values $4386 = 0 // integer values $4400 = 0.0 // floating-point values $4389 = 0 // integer values $4390 = 0 // integer values $4391 = 0 // integer values $4392 = 0 // integer values $4393 = 0 // integer values $4394 = 0 // integer values $4395 = 0 // integer values $4401 = 0.0 // floating-point values $4402 = 0.0 // floating-point values $4403 = 0.0 // floating-point values $4404 = 0.0 // floating-point values $4396 = 0 // integer values $4397 = 0 // integer values $4398 = 0 // integer values $4399 = 0.0 // floating-point values 03CF: load_wav 'MONO_3' as 1 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIREC' 023C: load_special_actor 3 'CSJUGGZ' 023C: load_special_actor 4 'CMRAMAN' 023C: load_special_actor 5 'MPORNA' 02F3: load_object #CUTOBJ01 'CS_CAM' 02F3: load_object #CUTOBJ02 'DRCHAIR' Camera.SetAtPos(-86.0, 929.0, 9.764) 038B: load_requested_models :PORNO1_369 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @PORNO1_411 wait 0 jump @PORNO1_369 :PORNO1_411 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @PORNO1_443 wait 0 jump @PORNO1_411 :PORNO1_443 02E4: load_cutscene_data 'PORN_1' 0244: set_cutscene_pos -69.128 920.965 9.764 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $163 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $163 'CSDIREC' 02E5: $4405 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $4405 'CSJUGGZ' 02E5: $197 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $197 'CMRAMAN' 02E5: $164 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $164 'MPORNA' 02E5: $209 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $209 'CS_CAM' 02E5: $215 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $215 'DRCHAIR' 0395: clear_area 1 at -66.0 933.04 range 10.2 1.0 0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 0171: set_player $PLAYER_CHAR z_angle_to 275.6 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PORNO1_695 if 2533 > $CUT_SCENE_TIME // integer values jf @PORNO1_730 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_695 :PORNO1_730 00BC: text_highpriority 'POR1_A' 10000 ms 1 // Action. :PORNO1_745 if 3343 > $CUT_SCENE_TIME // integer values jf @PORNO1_780 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_745 :PORNO1_780 00BC: text_highpriority 'POR1_B' 10000 ms 1 // Whoa! Now that's big. :PORNO1_795 if 6008 > $CUT_SCENE_TIME // integer values jf @PORNO1_830 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_795 :PORNO1_830 00BC: text_highpriority 'POR1_C' 10000 ms 1 // 12 inches. That is regulation baby. :PORNO1_845 if 11226 > $CUT_SCENE_TIME // integer values jf @PORNO1_880 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_845 :PORNO1_880 00BC: text_highpriority 'POR1_D' 10000 ms 1 // CUT!! Who IS this idiot? You! YOU! Why are you in my space? WHY? :PORNO1_895 if 16462 > $CUT_SCENE_TIME // integer values jf @PORNO1_930 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_895 :PORNO1_930 00BC: text_highpriority 'POR1_E' 10000 ms 1 // What is all this crap? :PORNO1_945 if 18076 > $CUT_SCENE_TIME // integer values jf @PORNO1_980 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_945 :PORNO1_980 00BC: text_highpriority 'POR1_F' 10000 ms 1 // Aliens? Fishing poles? :PORNO1_995 if 20247 > $CUT_SCENE_TIME // integer values jf @PORNO1_1030 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_995 :PORNO1_1030 00BC: text_highpriority 'POR1_G' 10000 ms 1 // Who's ever seen a shark that big? :PORNO1_1045 if 22282 > $CUT_SCENE_TIME // integer values jf @PORNO1_1080 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1045 :PORNO1_1080 00BC: text_highpriority 'POR1_H' 10000 ms 1 // All this stuff's gotta go. :PORNO1_1095 if 24320 > $CUT_SCENE_TIME // integer values jf @PORNO1_1130 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1095 :PORNO1_1130 00BC: text_highpriority 'POR1_I' 10000 ms 1 // Why'd you get in this business, ya prick? :PORNO1_1145 if 26352 > $CUT_SCENE_TIME // integer values jf @PORNO1_1180 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1145 :PORNO1_1180 00BC: text_highpriority 'POR1_J' 10000 ms 1 // Huh? :PORNO1_1195 if 27126 > $CUT_SCENE_TIME // integer values jf @PORNO1_1230 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1195 :PORNO1_1230 00BC: text_highpriority 'POR1_K' 10000 ms 1 // For the pussy, that's why! What is this?? :PORNO1_1245 if 30127 > $CUT_SCENE_TIME // integer values jf @PORNO1_1280 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1245 :PORNO1_1280 00BC: text_highpriority 'POR1_L' 10000 ms 1 // This is my art - SECURITY! :PORNO1_1295 if 34028 > $CUT_SCENE_TIME // integer values jf @PORNO1_1332 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1295 :PORNO1_1332 00BC: text_highpriority 'POR1_M' 10000 ms 1 // Look, you pompous asshole, I own you now. I own all of this. :PORNO1_1347 if 38273 > $CUT_SCENE_TIME // integer values jf @PORNO1_1384 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1347 :PORNO1_1384 00BC: text_highpriority 'POR1_N' 10000 ms 1 // We're gonna turn this place around... :PORNO1_1399 if 40013 > $CUT_SCENE_TIME // integer values jf @PORNO1_1436 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1399 :PORNO1_1436 00BC: text_highpriority 'POR1_O' 10000 ms 1 // I'm gonna make you rich. :PORNO1_1451 if 42086 > $CUT_SCENE_TIME // integer values jf @PORNO1_1488 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1451 :PORNO1_1488 00BC: text_highpriority 'POR1_P' 10000 ms 1 // Uh. You're - You - you're Tommy Vercetti? But I thought that you were... :PORNO1_1503 if 46091 > $CUT_SCENE_TIME // integer values jf @PORNO1_1540 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1503 :PORNO1_1540 00BC: text_highpriority 'POR1_Q' 10000 ms 1 // That's right. :PORNO1_1555 if 47169 > $CUT_SCENE_TIME // integer values jf @PORNO1_1592 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1555 :PORNO1_1592 00BC: text_highpriority 'POR1_R' 10000 ms 1 // We're gonna be making some changes around here and start making some real money. :PORNO1_1607 if 50143 > $CUT_SCENE_TIME // integer values jf @PORNO1_1644 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1607 :PORNO1_1644 00BC: text_highpriority 'POR1_S' 10000 ms 1 // Actually, have you ever thought about, umm... :PORNO1_1659 if 52720 > $CUT_SCENE_TIME // integer values jf @PORNO1_1696 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1659 :PORNO1_1696 00BC: text_highpriority 'POR1_T' 10000 ms 1 // But first we're going to need some good-looking broads. :PORNO1_1711 if 54090 > $CUT_SCENE_TIME // integer values jf @PORNO1_1748 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1711 :PORNO1_1748 00BC: text_highpriority 'POR1_U' 10000 ms 1 // Yeh, girls are fine but you... whew! :PORNO1_1763 if 56976 > $CUT_SCENE_TIME // integer values jf @PORNO1_1800 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO1_1763 :PORNO1_1800 fade 0 1500 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @PORNO1_1846 if 03D0: wav 1 loaded jf @PORNO1_1846 03D1: play_wav 1 :PORNO1_1846 if fading jf @PORNO1_1870 wait 0 jump @PORNO1_1846 :PORNO1_1870 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 Camera.SetAtPos(-67.0, 939.297, 10.94) Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 0 60000 Model.Load(#WMYPI) Model.Load(#BMYCR) Model.Load(#HMYRI) Model.Load(#SENTINEL) Model.Load(#BAT) Model.Load(#TEC9) Model.Load(#STRETCH) :PORNO1_1996 if or not Model.Available(#WMYPI) not Model.Available(#BMYCR) not Model.Available(#HMYRI) jf @PORNO1_2030 wait 0 jump @PORNO1_1996 :PORNO1_2030 if or not Model.Available(#SENTINEL) not Model.Available(#BAT) not Model.Available(#TEC9) not Model.Available(#STRETCH) jf @PORNO1_2072 wait 0 jump @PORNO1_2030 :PORNO1_2072 023C: load_special_actor 1 'IGCANDY' 023C: load_special_actor 2 'IGMERC' :PORNO1_2096 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @PORNO1_2126 wait 0 jump @PORNO1_2096 :PORNO1_2126 038B: load_requested_models 018A: $4382 = create_checkpoint_at -448.3 1324.6 10.7 fade 1 1500 00BC: text_highpriority 'POR1_01' 5000 ms 1 // ~g~Candy Suxxx would be perfect for a starring role! 00BB: text_lowpriority 'POR1_23' 5000 ms 1 // ~g~Candy will be taking care of business ~h~Downtown~g~. 0481: 3.0 :PORNO1_2192 if 80F6: not player $PLAYER_CHAR 1 -448.3 1324.6 10.7 radius 1.0 1.0 2.0 jf @PORNO1_2307 wait 0 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -448.3 1324.6 10.7 radius 20.0 20.0 20.0 jf @PORNO1_2300 00DA: $4378 = player $PLAYER_CHAR car :PORNO1_2300 jump @PORNO1_2192 :PORNO1_2307 03CF: load_wav 'PORN1_1' as 1 03CF: load_wav 'PORN1_2' as 2 :PORNO1_2331 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PORNO1_2361 wait 0 jump @PORNO1_2331 :PORNO1_2361 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if not Car.Wrecked($4378) jf @PORNO1_2456 if 01AD: car $4378 sphere 0 near_point -448.3 1324.6 radius 30.0 30.0 jf @PORNO1_2456 Car.PutAt($4378, -441.9, 1337.0, 10.7) Car.Angle($4378) = 289.8 :PORNO1_2456 03BA: clear_cars_from_cube -584.8 1320.7 5.5 -309.7 1360.2 15.5 01EB: set_traffic_density_multiplier_to 0.0 0055: put_player $PLAYER_CHAR at -448.3 1324.6 10.7 0171: set_player $PLAYER_CHAR z_angle_to 19.7 Camera.SetPosition(-445.3, 1321.8, 13.0, 0.0, 0.0, 0.0) Camera.PointAt(-450.3, 1327.7, 12.0, 2) 00BC: text_highpriority 'POR1_26' 5000 ms 1 // ~g~Here's Candy, looks like she has been with Congressman Shrub again. $4379 = Car.Create(#STRETCH, -492.4, 1335.8, 10.4) 00AE: set_vehicle $4379 traffic_behavior_to 2 Car.Angle($4379) = 276.1 0129: $4380 = create_actor 4 #HMYRI in_car $4379 driverseat 054A: set_actor $4380 can_be_shot_in_a_car 0 0229: set_car $4379 color_to 34 34 01C8: $4372 = create_actor_pedtype 5 model #SPECIAL01 in_car $4379 passenger_seat 2 04F5: unknown_actor $4372 kiss_player $PLAYER_CHAR on 1 01ED: clear_actor $4372 threat_search 02A9: set_actor $4372 immune_to_nonplayer 1 0245: set_actor $4372 walk_style_to 46 0319: set_actor $4372 running 1 0568: set_actor $4372 untargetable 1 053C: $4372 0 04BA: set_car $4379 speed_instantly 15.0 Car.SetMaxSpeed($4379, 15.0) Car.DriveTo($4379, -448.4, 1340.6, 10.4) 17@ = 0 // integer values :PORNO1_2770 wait 0 if not Car.Wrecked($4379) jf @PORNO1_2908 if 17@ > 7000 // integer values jf @PORNO1_2816 jump @PORNO1_2915 :PORNO1_2816 if 81AF: not car $4379 0 -448.4 1340.6 10.4 radius 4.0 4.0 4.0 jf @PORNO1_2891 Car.DriveTo($4379, -448.4, 1340.6, 10.4) jump @PORNO1_2908 :PORNO1_2891 Car.SetMaxSpeed($4379, 0.0) jump @PORNO1_2915 :PORNO1_2908 jump @PORNO1_2770 :PORNO1_2915 if not Car.Wrecked($4379) jf @PORNO1_2965 if not Actor.Dead($4372) jf @PORNO1_2965 Car.SetMaxSpeed($4379, 0.0) 01D3: actor $4372 leave_car $4379 :PORNO1_2965 wait 0 if not Car.Wrecked($4379) jf @PORNO1_3328 01E9: $4395 = car $4379 num_passengers if $4395 == 0 // integer values jf @PORNO1_3321 if not Actor.Dead($4372) jf @PORNO1_3300 Camera.Restore_WithJumpCut 01D1: actor $4372 follow_actor $PLAYER_ACTOR 01D1: actor $PLAYER_ACTOR follow_actor $4372 if not Car.Wrecked($4379) jf @PORNO1_3091 Car.SetMaxSpeed($4379, 15.0) Car.DriveTo($4379, -338.6, 1133.1, 8.5) :PORNO1_3091 $4371 = Car.Create(#SENTINEL, -492.4, 1335.8, 10.4) Car.Angle($4371) = 276.1 00AE: set_vehicle $4371 traffic_behavior_to 2 Car.ImmuneToNonPlayer($4371) = True 0129: $4373 = create_actor 4 #WMYPI in_car $4371 driverseat 01B2: give_actor $4373 weapon 22 ammo 30000 // Load the weapon model before using this 02A9: set_actor $4373 immune_to_nonplayer 1 01C8: $4374 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 0 01B2: give_actor $4374 weapon 6 ammo 1 // Load the weapon model before using this 01ED: clear_actor $4374 threat_search 01C8: $4375 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 1 01B2: give_actor $4375 weapon 6 ammo 1 // Load the weapon model before using this 01ED: clear_actor $4375 threat_search 01C8: $4376 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 2 01B2: give_actor $4376 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4376 threat_search $4383 = Marker.CreateAboveActor($4373) 04BA: set_car $4379 speed_instantly 15.0 Car.SetMaxSpeed($4371, 15.0) Car.DriveTo($4371, -448.4, 1340.6, 10.4) :PORNO1_3300 17@ = 0 // integer values jump @PORNO1_3335 jump @PORNO1_3328 :PORNO1_3321 jump @PORNO1_2965 :PORNO1_3328 jump @PORNO1_2965 :PORNO1_3335 wait 0 if 17@ > 7000 // integer values jf @PORNO1_3365 jump @PORNO1_3452 :PORNO1_3365 if not Actor.Dead($4372) jf @PORNO1_3445 if 00E9: player $PLAYER_CHAR 0 $4372 radius 2.0 2.0 jf @PORNO1_3445 011C: actor $4372 clear_objective 011C: actor $PLAYER_ACTOR clear_objective 020E: actor $PLAYER_ACTOR look_at_actor $4372 020F: actor $4372 look_at_player $PLAYER_CHAR jump @PORNO1_3452 :PORNO1_3445 jump @PORNO1_3335 :PORNO1_3452 Camera.SetPosition(-450.2, 1328.1, 12.8, 0.0, 0.0, 0.0) Camera.PointAt(-449.9, 1330.8, 12.2, 2) 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'POR1_04' 4000 ms 1 // Yo, Candy. I'm looking for movie talent - you interested? 03D1: play_wav 1 :PORNO1_3532 if 83D2: not wav 1 ended jf @PORNO1_3558 wait 0 jump @PORNO1_3532 :PORNO1_3558 040D: unload_wav 1 03D5: remove_text 'POR1_04' // Yo, Candy. I'm looking for movie talent - you interested? 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($4372) jf @PORNO1_3607 0372: set_actor $4372 anim 19 wait_state_time 10000 ms :PORNO1_3607 if not Actor.Dead($4373) jf @PORNO1_3647 if not Car.Wrecked($4371) jf @PORNO1_3647 01D3: actor $4373 leave_car $4371 :PORNO1_3647 00BC: text_highpriority 'POR1_05' 4000 ms 1 // Sure! But, you'd have to talk to my agent... 03D1: play_wav 2 :PORNO1_3666 if and 83D2: not wav 2 ended not Actor.Dead($4372) jf @PORNO1_3721 if not Actor.Dead($4373) jf @PORNO1_3710 020E: actor $4373 look_at_actor $PLAYER_ACTOR :PORNO1_3710 wait 0 jump @PORNO1_3666 :PORNO1_3721 040D: unload_wav 2 03D5: remove_text 'POR1_05' // Sure! But, you'd have to talk to my agent... 03CF: load_wav 'PRN1_3A' as 1 03CF: load_wav 'PORN1_3' as 2 :PORNO1_3759 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PORNO1_3789 wait 0 jump @PORNO1_3759 :PORNO1_3789 if not Actor.Dead($4372) jf @PORNO1_3838 0372: set_actor $4372 anim 0 wait_state_time 100 ms if not Actor.Dead($4373) jf @PORNO1_3838 020E: actor $4372 look_at_actor $4373 :PORNO1_3838 00BC: text_highpriority 'POR1_06' 4000 ms 1 // The HELL are you doin'? 03D1: play_wav 2 :PORNO1_3857 if and 83D2: not wav 2 ended not Actor.Dead($4373) jf @PORNO1_3888 wait 0 jump @PORNO1_3857 :PORNO1_3888 040D: unload_wav 2 03D5: remove_text 'POR1_06' // The HELL are you doin'? 01BE: set_actor $PLAYER_ACTOR to_look_at_spot -448.4 1340.6 10.4 0211: actor $PLAYER_ACTOR walk_to -448.4 1333.6 00BC: text_highpriority 'POR1_07' 4000 ms 1 // You should have stayed at home today! 03D1: play_wav 1 :PORNO1_3956 if 83D2: not wav 1 ended jf @PORNO1_3982 wait 0 jump @PORNO1_3956 :PORNO1_3982 040D: unload_wav 1 03D5: remove_text 'POR1_07' // You should have stayed at home today! 03CF: load_wav 'PRN1_21' as 2 :PORNO1_4008 if 83D0: not wav 2 loaded jf @PORNO1_4034 wait 0 jump @PORNO1_4008 :PORNO1_4034 if not Actor.Dead($4373) jf @PORNO1_4074 if not Car.Wrecked($4371) jf @PORNO1_4074 01D5: actor $4373 go_to_and_drive_car $4371 :PORNO1_4074 00BC: text_highpriority 'POR1_7B' 4000 ms 1 // Can you believe this asshole? 03D1: play_wav 2 :PORNO1_4093 if and 83D2: not wav 2 ended not Actor.Dead($4373) jf @PORNO1_4124 wait 0 jump @PORNO1_4093 :PORNO1_4124 040D: unload_wav 2 03D5: remove_text 'POR1_7B' // Can you believe this asshole? if not Actor.Dead($4374) jf @PORNO1_4210 if not Actor.Dead($4375) jf @PORNO1_4210 if not Actor.Dead($4376) jf @PORNO1_4210 01CA: actor $4374 kill_player $PLAYER_CHAR 01CA: actor $4375 kill_player $PLAYER_CHAR 01CA: actor $4376 kill_player $PLAYER_CHAR :PORNO1_4210 if not Actor.Dead($4372) jf @PORNO1_4247 0350: set_actor $4372 maintain_position_when_attacked 1 $4392 = 1 // integer values jump @PORNO1_4269 :PORNO1_4247 00BC: text_highpriority 'POR1_03' 5000 ms 1 // ~r~Candy is dead! jump @PORNO1_11171 :PORNO1_4269 wait 1000 if not Car.Wrecked($4379) jf @PORNO1_4332 if 82CA: not car $4379 bounding_sphere_visible jf @PORNO1_4332 if not Actor.Dead($4380) jf @PORNO1_4327 Actor.DestroyInstantly($4380) :PORNO1_4327 Car.Destroy($4379) :PORNO1_4332 011C: actor $PLAYER_ACTOR clear_objective 01EB: set_traffic_density_multiplier_to 1.0 Car.RemoveReferences($4378) Camera.Restore_WithJumpCut Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Marker.Disable($4382) 00BC: text_highpriority 'POR1_02' 7000 ms 1 // ~g~ Go and take out Candy's pimp, then return and pick up Candy. if not Car.Wrecked($4371) jf @PORNO1_4413 03CC: car $4371 add_to_stuck_car_check 1.5 = 4000 :PORNO1_4413 wait 0 if $4386 == 0 // integer values jf @PORNO1_5551 if not Actor.Dead($4373) jf @PORNO1_5544 if not Car.Wrecked($4371) jf @PORNO1_5537 if 81FC: not player $PLAYER_CHAR near_car $4371 radius 80.0 80.0 0 jf @PORNO1_4512 Car.ImmuneToNonPlayer($4371) = True jump @PORNO1_4519 :PORNO1_4512 Car.ImmuneToNonPlayer($4371) = False :PORNO1_4519 $4389 = Car.Health($4371) if $4389 > 300 // integer values jf @PORNO1_5517 if Actor.InCar($4373, $4371) jf @PORNO1_5498 01E9: $4387 = car $4371 num_passengers if $4387 == 3 // integer values jf @PORNO1_4916 if 01FC: player $PLAYER_CHAR near_car $4371 radius 50.0 50.0 0 jf @PORNO1_4899 if $4391 == 0 // integer values jf @PORNO1_4654 16@ = 0 // integer values $4391 = 1 // integer values :PORNO1_4654 Car.SetMaxSpeed($4371, 0.0) if 80E0: not player $PLAYER_CHAR driving jf @PORNO1_4780 if not Actor.Dead($4374) jf @PORNO1_4773 if not Actor.Dead($4375) jf @PORNO1_4773 if not Actor.Dead($4376) jf @PORNO1_4773 01CA: actor $4374 kill_player $PLAYER_CHAR 01CA: actor $4375 kill_player $PLAYER_CHAR 01CA: actor $4376 kill_player $PLAYER_CHAR $4387 = 0 // integer values $4390 = 0 // integer values $4391 = 0 // integer values :PORNO1_4773 jump @PORNO1_4892 :PORNO1_4780 if 16@ > 3000 // integer values jf @PORNO1_4892 if not Actor.Dead($4374) jf @PORNO1_4892 if not Actor.Dead($4375) jf @PORNO1_4892 if not Actor.Dead($4376) jf @PORNO1_4892 01CA: actor $4374 kill_player $PLAYER_CHAR 01CA: actor $4375 kill_player $PLAYER_CHAR 01CA: actor $4376 kill_player $PLAYER_CHAR $4387 = 0 // integer values $4390 = 0 // integer values $4391 = 0 // integer values :PORNO1_4892 jump @PORNO1_4909 :PORNO1_4899 Car.SetMaxSpeed($4371, 20.0) :PORNO1_4909 jump @PORNO1_5411 :PORNO1_4916 if $4390 == 0 // integer values jf @PORNO1_4946 Car.SetToPsychoDriver($4371) $4390 = 1 // integer values :PORNO1_4946 Car.SetMaxSpeed($4371, 40.0) if 81FC: not player $PLAYER_CHAR near_car $4371 radius 100.0 100.0 0 jf @PORNO1_5411 if 82CA: not car $4371 bounding_sphere_visible jf @PORNO1_5411 if not Actor.Dead($4374) jf @PORNO1_5110 if not Actor.InCar($4374, $4371) jf @PORNO1_5103 if 80E9: not player $PLAYER_CHAR 0 $4374 radius 60.0 60.0 jf @PORNO1_5103 0321: kill_actor $4374 Actor.RemoveReferences($4374) 01C8: $4374 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 0 01B2: give_actor $4374 weapon 22 ammo 30000 // Load the weapon model before using this :PORNO1_5103 jump @PORNO1_5139 :PORNO1_5110 Actor.RemoveReferences($4374) 01C8: $4374 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 0 01B2: give_actor $4374 weapon 22 ammo 30000 // Load the weapon model before using this :PORNO1_5139 if not Actor.Dead($4375) jf @PORNO1_5246 if not Actor.InCar($4375, $4371) jf @PORNO1_5239 if 80E9: not player $PLAYER_CHAR 0 $4375 radius 60.0 60.0 jf @PORNO1_5239 0321: kill_actor $4375 Actor.RemoveReferences($4375) 01C8: $4375 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 1 01B2: give_actor $4375 weapon 22 ammo 30000 // Load the weapon model before using this :PORNO1_5239 jump @PORNO1_5275 :PORNO1_5246 Actor.RemoveReferences($4375) 01C8: $4375 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 1 01B2: give_actor $4375 weapon 22 ammo 30000 // Load the weapon model before using this :PORNO1_5275 if not Actor.Dead($4376) jf @PORNO1_5382 if not Actor.InCar($4376, $4371) jf @PORNO1_5375 if 80E9: not player $PLAYER_CHAR 0 $4376 radius 60.0 60.0 jf @PORNO1_5375 0321: kill_actor $4376 Actor.RemoveReferences($4376) 01C8: $4376 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 2 01B2: give_actor $4376 weapon 22 ammo 30000 // Load the weapon model before using this :PORNO1_5375 jump @PORNO1_5411 :PORNO1_5382 Actor.RemoveReferences($4376) 01C8: $4376 = create_actor_pedtype 4 model #BMYCR in_car $4371 passenger_seat 2 01B2: give_actor $4376 weapon 22 ammo 30000 // Load the weapon model before using this :PORNO1_5411 if $4386 == 0 // integer values jf @PORNO1_5455 if 03CE: car $4371 stuck jf @PORNO1_5455 0477: set_car $4371 action 2 time 1000 :PORNO1_5455 if 01F4: car $4371 flipped jf @PORNO1_5491 01D3: actor $4373 leave_car $4371 03CD: car $4371 remove_from_stuck_car_check $4386 = 1 // integer values :PORNO1_5491 jump @PORNO1_5510 :PORNO1_5498 03CD: car $4371 remove_from_stuck_car_check $4386 = 1 // integer values :PORNO1_5510 jump @PORNO1_5537 :PORNO1_5517 01D3: actor $4373 leave_car $4371 03CD: car $4371 remove_from_stuck_car_check $4386 = 1 // integer values :PORNO1_5537 jump @PORNO1_5551 :PORNO1_5544 jump @PORNO1_6212 :PORNO1_5551 if $4386 == 1 // integer values jf @PORNO1_6034 if not Actor.Dead($4373) jf @PORNO1_6027 if $4388 == 0 // integer values jf @PORNO1_5628 Marker.Disable($4383) $4383 = Marker.CreateAboveActor($4373) Car.RemoveReferences($4371) $4388 = 1 // integer values :PORNO1_5628 if 8449: not actor $4373 in_a_car jf @PORNO1_5950 Car.RemoveReferences($4371) :PORNO1_5649 wait 0 if not Actor.Dead($4373) jf @PORNO1_5943 Actor.StorePos($4373, $4400, $4401, $4404) 0086: $4402 = $4400 // floating-point values only $4402 += 20.0 // floating-point values 0086: $4403 = $4401 // floating-point values only $4403 += 20.0 // floating-point values $4400 -= 20.0 // floating-point values $4401 -= 20.0 // floating-point values 0327: $4371 = create_random_car_with_actors -1 in_area $4400 $4401 $4402 $4403 if $4371 == -1 // integer values jf @PORNO1_5800 Car.RemoveReferences($4371) 0193: set_actor $4373 objective_to_act_like_ped jump @PORNO1_5649 jump @PORNO1_5943 :PORNO1_5800 01EA: $4387 = car $4371 max_passengers if 3 > $4387 // integer values jf @PORNO1_5855 Car.RemoveReferences($4371) 011C: actor $4373 clear_objective 0193: set_actor $4373 objective_to_act_like_ped jump @PORNO1_5649 jump @PORNO1_5943 :PORNO1_5855 $4389 = Car.Health($4371) if 300 > $4389 // integer values jf @PORNO1_5906 Car.RemoveReferences($4371) 0193: set_actor $4373 objective_to_act_like_ped jump @PORNO1_5649 jump @PORNO1_5943 :PORNO1_5906 020A: set_car $4371 door_status_to 1 Car.SetMaxSpeed($4371, 0.0) 011C: actor $4373 clear_objective 01D5: actor $4373 go_to_and_drive_car $4371 0319: set_actor $4373 running 1 :PORNO1_5943 jump @PORNO1_6020 :PORNO1_5950 Marker.Disable($4383) if not Car.Wrecked($4371) jf @PORNO1_5999 $4383 = Marker.CreateAboveActor($4373) 00AE: set_vehicle $4371 traffic_behavior_to 2 03CC: car $4371 add_to_stuck_car_check 1.5 = 4000 :PORNO1_5999 $4388 = 0 // integer values $4386 = 0 // integer values $4390 = 0 // integer values :PORNO1_6020 jump @PORNO1_6034 :PORNO1_6027 jump @PORNO1_6212 :PORNO1_6034 if not Actor.Dead($4372) jf @PORNO1_6183 if 00F0: actor $4372 stopped 0 -448.3 1324.6 radius 3.0 3.0 jf @PORNO1_6147 if $4392 == 0 // integer values jf @PORNO1_6140 01BE: set_actor $4372 to_look_at_spot -448.4 1340.6 10.7 0350: set_actor $4372 maintain_position_when_attacked 1 $4392 = 1 // integer values :PORNO1_6140 jump @PORNO1_6176 :PORNO1_6147 0350: set_actor $4372 maintain_position_when_attacked 0 0239: actor $4372 run_to -448.3 1324.6 $4392 = 0 // integer values :PORNO1_6176 jump @PORNO1_6205 :PORNO1_6183 00BC: text_highpriority 'POR1_03' 5000 ms 1 // ~r~Candy is dead! jump @PORNO1_11171 :PORNO1_6205 jump @PORNO1_4413 :PORNO1_6212 00BC: text_highpriority 'POR1_24' 7000 ms 1 // ~g~Go back and collect Candy. Marker.Disable($4383) if not Actor.Dead($4372) jf @PORNO1_6294 0372: set_actor $4372 anim 0 wait_state_time 1 ms Actor.Angle($4372) = 14.9 0350: set_actor $4372 maintain_position_when_attacked 0 018A: $4382 = create_checkpoint_at -448.3 1324.6 10.7 :PORNO1_6294 if 80F6: not player $PLAYER_CHAR 1 -448.3 1326.6 10.7 radius 1.0 1.0 2.0 jf @PORNO1_6524 wait 0 if Actor.Dead($4372) jf @PORNO1_6391 00BC: text_highpriority 'POR1_03' 5000 ms 1 // ~r~Candy is dead! jump @PORNO1_11171 jump @PORNO1_6517 :PORNO1_6391 if 00F0: actor $4372 stopped 0 -448.3 1324.6 radius 3.0 3.0 jf @PORNO1_6488 if $4392 == 0 // integer values jf @PORNO1_6481 01BE: set_actor $4372 to_look_at_spot -448.4 1340.6 10.7 0350: set_actor $4372 maintain_position_when_attacked 1 $4392 = 1 // integer values :PORNO1_6481 jump @PORNO1_6517 :PORNO1_6488 0350: set_actor $4372 maintain_position_when_attacked 0 0239: actor $4372 run_to -448.3 1324.6 $4392 = 0 // integer values :PORNO1_6517 jump @PORNO1_6294 :PORNO1_6524 01DF: tie_actor $4372 to_player $PLAYER_CHAR $4393 = 1 // integer values Marker.Disable($4382) 03CF: load_wav 'PRN1_16' as 1 :PORNO1_6556 if 83D0: not wav 1 loaded jf @PORNO1_6582 wait 0 jump @PORNO1_6556 :PORNO1_6582 00BC: text_highpriority 'POR1_27' 4000 ms 1 // Come on, let's go. 03D1: play_wav 1 :PORNO1_6601 if and 83D2: not wav 1 ended not Actor.Dead($4372) jf @PORNO1_6632 wait 0 jump @PORNO1_6601 :PORNO1_6632 040D: unload_wav 1 03D5: remove_text 'POR1_19' // Hey! 00BB: text_lowpriority 'POR1_12' 5000 ms 1 // ~g~Take Candy with you to meet up with Mercedes. Actor.RemoveReferences($4374) Actor.RemoveReferences($4375) Actor.RemoveReferences($4376) Car.RemoveReferences($4371) $4377 = Actor.Create(CivFemale, #SPECIAL02, -902.3, 800.2, 10.4) Actor.Angle($4377) = 95.9 04F5: unknown_actor $4377 kiss_player $PLAYER_CHAR on 1 0245: set_actor $4377 walk_style_to 46 0319: set_actor $4377 running 1 053C: $4377 0 0372: set_actor $4377 anim 19 wait_state_time 86400000 ms 0568: set_actor $4377 untargetable 1 $4371 = Car.Create(#SENTINEL, -858.0, 796.5, 10.9) Car.Angle($4371) = 187.1 0376: $4374 = create_random_actor -887.5 800.5 10.3 0376: $4375 = create_random_actor -888.5 800.5 10.3 0376: $4376 = create_random_actor -888.6 801.2 10.3 03F9: make_actors $4374 $4375 converse_in 86400000 ms 03F9: make_actors $4376 $4375 converse_in 86400000 ms 018A: $4384 = create_checkpoint_at -900.8 796.0 10.3 :PORNO1_6904 if 80F6: not player $PLAYER_CHAR $4393 -900.8 796.0 10.3 radius 1.0 1.0 2.0 jf @PORNO1_7875 wait 0 if not Actor.Dead($4372) jf @PORNO1_7789 if $4393 == 1 // integer values jf @PORNO1_7168 if 8320: not actor $4372 in_range_of_player $PLAYER_CHAR jf @PORNO1_7168 03CF: load_wav 'PRN1_13' as 1 :PORNO1_7022 if 83D0: not wav 1 loaded jf @PORNO1_7048 wait 0 jump @PORNO1_7022 :PORNO1_7048 00BC: text_highpriority 'POR1_20' 4000 ms 1 // Tommy where are you going? Get back here! 03D1: play_wav 1 :PORNO1_7067 if and 83D2: not wav 1 ended not Actor.Dead($4372) jf @PORNO1_7098 wait 0 jump @PORNO1_7067 :PORNO1_7098 040D: unload_wav 1 03D5: remove_text 'POR1_20' // Tommy where are you going? Get back here! 00BB: text_lowpriority 'POR1_25' 4000 ms 1 // ~g~You have left Candy behind, go and get her. Marker.Disable($4384) Marker.Disable($4382) if not Actor.Dead($4372) jf @PORNO1_7161 $4382 = Marker.CreateAboveActor($4372) :PORNO1_7161 $4393 = 0 // integer values :PORNO1_7168 if $4393 == 0 // integer values jf @PORNO1_7373 if 00FB: player $PLAYER_CHAR 0 $4372 radius 8.0 8.0 8.0 jf @PORNO1_7373 01DF: tie_actor $4372 to_player $PLAYER_CHAR 03CF: load_wav 'PRN1_12' as 2 :PORNO1_7242 if 83D0: not wav 2 loaded jf @PORNO1_7268 wait 0 jump @PORNO1_7242 :PORNO1_7268 00BC: text_highpriority 'POR1_19' 4000 ms 1 // Hey! 03D1: play_wav 2 :PORNO1_7287 if and 83D2: not wav 2 ended not Actor.Dead($4372) jf @PORNO1_7318 wait 0 jump @PORNO1_7287 :PORNO1_7318 040D: unload_wav 2 03D5: remove_text 'POR1_19' // Hey! Marker.Disable($4384) Marker.Disable($4382) if not Actor.Dead($4377) jf @PORNO1_7366 $4384 = Marker.CreateAboveActor($4377) :PORNO1_7366 $4393 = 1 // integer values :PORNO1_7373 if 2 > $4396 // integer values jf @PORNO1_7782 if 0320: actor $4372 in_range_of_player $PLAYER_CHAR jf @PORNO1_7782 if 00E0: player $PLAYER_CHAR driving jf @PORNO1_7782 03C1: $4381 = player $PLAYER_CHAR car_no_save if Actor.InCar($4372, $4381) jf @PORNO1_7782 $4398 = Car.Health($4381) 02E3: $4399 = car $4381 speed if $4399 > 15.0 // floating-point values jf @PORNO1_7782 if $4396 == 0 // integer values jf @PORNO1_7636 if 700 > $4398 // integer values jf @PORNO1_7636 03CF: load_wav 'PRN1_17' as 1 :PORNO1_7539 if 83D0: not wav 1 loaded jf @PORNO1_7565 wait 0 jump @PORNO1_7539 :PORNO1_7565 00BC: text_highpriority 'POR1_28' 4000 ms 1 // Tommy be careful! My implants aren't insured yet! 03D1: play_wav 1 :PORNO1_7584 if and 83D2: not wav 1 ended not Actor.Dead($4372) jf @PORNO1_7615 wait 0 jump @PORNO1_7584 :PORNO1_7615 040D: unload_wav 1 03D5: remove_text 'POR1_28' // Tommy be careful! My implants aren't insured yet! $4396 = 1 // integer values :PORNO1_7636 if $4396 == 1 // integer values jf @PORNO1_7782 if 400 > $4398 // integer values jf @PORNO1_7782 03CF: load_wav 'PRN1_19' as 1 :PORNO1_7685 if 83D0: not wav 1 loaded jf @PORNO1_7711 wait 0 jump @PORNO1_7685 :PORNO1_7711 00BC: text_highpriority 'POR1_30' 4000 ms 1 // I can't do porno after this! 03D1: play_wav 1 :PORNO1_7730 if and 83D2: not wav 1 ended not Actor.Dead($4372) jf @PORNO1_7761 wait 0 jump @PORNO1_7730 :PORNO1_7761 040D: unload_wav 1 03D5: remove_text 'POR1_30' // I can't do porno after this! $4396 = 2 // integer values :PORNO1_7782 jump @PORNO1_7811 :PORNO1_7789 00BC: text_highpriority 'POR1_03' 5000 ms 1 // ~r~Candy is dead! jump @PORNO1_11171 :PORNO1_7811 if Actor.Dead($4377) jf @PORNO1_7856 00BC: text_highpriority 'POR1_18' 5000 ms 1 // ~r~Mercedes is dead! jump @PORNO1_11171 jump @PORNO1_7868 :PORNO1_7856 0372: set_actor $4377 anim 25 wait_state_time 86400000 ms :PORNO1_7868 jump @PORNO1_6904 :PORNO1_7875 Marker.Disable($4384) 0055: put_player $PLAYER_CHAR at -900.8 796.0 10.3 03DE: set_pedestrians_density_multiplier_to 0.0 if not Actor.Dead($4377) jf @PORNO1_7943 Actor.PutAt($4377, -902.3, 800.2, 10.4) :PORNO1_7943 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-897.3, 799.7, 12.5, 0.0, 0.0, 0.0) Camera.PointAt(-902.4, 798.0, 11.4, 2) 03CF: load_wav 'PORN1_4' as 1 03CF: load_wav 'PORN1_5' as 2 :PORNO1_8029 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PORNO1_8059 wait 0 jump @PORNO1_8029 :PORNO1_8059 if not Actor.Dead($4377) jf @PORNO1_8083 020E: actor $PLAYER_ACTOR look_at_actor $4377 :PORNO1_8083 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'POR1_08' 4000 ms 1 // Hey Mercedes! 03D1: play_wav 1 :PORNO1_8112 if 83D2: not wav 1 ended jf @PORNO1_8138 wait 0 jump @PORNO1_8112 :PORNO1_8138 040D: unload_wav 1 03D5: remove_text 'POR1_08' // Hey Mercedes! 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($4377) jf @PORNO1_8182 053D: $4377 :PORNO1_8182 wait 100 if not Actor.Dead($4377) jf @PORNO1_8210 01D1: actor $4377 follow_actor $PLAYER_ACTOR :PORNO1_8210 00BC: text_highpriority 'POR1_09' 4000 ms 1 // Hey Tommy! You wanna party? 03D1: play_wav 2 :PORNO1_8229 if and 83D2: not wav 2 ended not Actor.Dead($4377) jf @PORNO1_8260 wait 0 jump @PORNO1_8229 :PORNO1_8260 040D: unload_wav 2 03D5: remove_text 'POR1_09' // Hey Tommy! You wanna party? 03CF: load_wav 'PORN1_6' as 1 03CF: load_wav 'PORN1_7' as 2 :PORNO1_8298 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PORNO1_8328 wait 0 jump @PORNO1_8298 :PORNO1_8328 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'POR1_10' 4000 ms 1 // Not now sweets. You interested in doing some movies? 03D1: play_wav 1 :PORNO1_8357 if 83D2: not wav 1 ended jf @PORNO1_8383 wait 0 jump @PORNO1_8357 :PORNO1_8383 040D: unload_wav 1 03D5: remove_text 'POR1_10' // Not now sweets. You interested in doing some movies? 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 00BC: text_highpriority 'POR1_11' 4000 ms 1 // Of course. As long as it's cheap and sleazy. 03D1: play_wav 2 :PORNO1_8425 if and 83D2: not wav 2 ended not Actor.Dead($4377) jf @PORNO1_8456 wait 0 jump @PORNO1_8425 :PORNO1_8456 040D: unload_wav 2 03D5: remove_text 'POR1_11' // Of course. As long as it's cheap and sleazy. 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 03CF: load_wav 'PORN1_8' as 1 :PORNO1_8492 if 83D0: not wav 1 loaded jf @PORNO1_8518 wait 0 jump @PORNO1_8492 :PORNO1_8518 00BC: text_highpriority 'POR1_14' 4000 ms 1 // Heh heh - you're hired! 03D1: play_wav 1 :PORNO1_8537 if 83D2: not wav 1 ended jf @PORNO1_8563 wait 0 jump @PORNO1_8537 :PORNO1_8563 040D: unload_wav 1 03D5: remove_text 'POR1_14' // Heh heh - you're hired! 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms 03DE: set_pedestrians_density_multiplier_to 1.0 if not Actor.Dead($4377) jf @PORNO1_8617 01DF: tie_actor $4377 to_player $PLAYER_CHAR :PORNO1_8617 $4394 = 1 // integer values Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 00BB: text_lowpriority 'POR1_13' 5000 ms 1 // ~g~Take the girls back to the Studio to meet Steve. 018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 :PORNO1_8672 wait 0 if not Actor.Dead($4372) jf @PORNO1_9101 if 2 > $4397 // integer values jf @PORNO1_9101 if 0320: actor $4372 in_range_of_player $PLAYER_CHAR jf @PORNO1_9101 if 00E0: player $PLAYER_CHAR driving jf @PORNO1_9101 03C1: $4381 = player $PLAYER_CHAR car_no_save if Actor.InCar($4372, $4381) jf @PORNO1_9101 $4398 = Car.Health($4381) 02E3: $4399 = car $4381 speed if $4399 > 15.0 // floating-point values jf @PORNO1_9101 if $4397 == 0 // integer values jf @PORNO1_8955 if 700 > $4398 // integer values jf @PORNO1_8955 03CF: load_wav 'PRN1_18' as 1 :PORNO1_8858 if 83D0: not wav 1 loaded jf @PORNO1_8884 wait 0 jump @PORNO1_8858 :PORNO1_8884 00BC: text_highpriority 'POR1_29' 4000 ms 1 // You call that driving? 03D1: play_wav 1 :PORNO1_8903 if and 83D2: not wav 1 ended not Actor.Dead($4372) jf @PORNO1_8934 wait 0 jump @PORNO1_8903 :PORNO1_8934 040D: unload_wav 1 03D5: remove_text 'POR1_29' // You call that driving? $4397 = 1 // integer values :PORNO1_8955 if $4397 == 1 // integer values jf @PORNO1_9101 if 400 > $4398 // integer values jf @PORNO1_9101 03CF: load_wav 'PRN1_20' as 1 :PORNO1_9004 if 83D0: not wav 1 loaded jf @PORNO1_9030 wait 0 jump @PORNO1_9004 :PORNO1_9030 00BC: text_highpriority 'POR1_31' 4000 ms 1 // What? Are you trying to kill me? I thought I was the star! 03D1: play_wav 1 :PORNO1_9049 if and 83D2: not wav 1 ended not Actor.Dead($4372) jf @PORNO1_9080 wait 0 jump @PORNO1_9049 :PORNO1_9080 040D: unload_wav 1 03D5: remove_text 'POR1_31' // What? Are you trying to kill me? I thought I was the star! $4397 = 2 // integer values :PORNO1_9101 if not Actor.Dead($4372) jf @PORNO1_9538 if $4393 == 1 // integer values jf @PORNO1_9312 if 8320: not actor $4372 in_range_of_player $PLAYER_CHAR jf @PORNO1_9312 03CF: load_wav 'PRN1_13' as 1 :PORNO1_9166 if 83D0: not wav 1 loaded jf @PORNO1_9192 wait 0 jump @PORNO1_9166 :PORNO1_9192 00BC: text_highpriority 'POR1_20' 4000 ms 1 // Tommy where are you going? Get back here! 03D1: play_wav 1 :PORNO1_9211 if and 83D2: not wav 1 ended not Actor.Dead($4372) jf @PORNO1_9242 wait 0 jump @PORNO1_9211 :PORNO1_9242 040D: unload_wav 1 03D5: remove_text 'POR1_20' // Tommy where are you going? Get back here! 00BB: text_lowpriority 'POR1_25' 4000 ms 1 // ~g~You have left Candy behind, go and get her. Marker.Disable($4382) Marker.Disable($4385) if not Actor.Dead($4372) jf @PORNO1_9305 $4382 = Marker.CreateAboveActor($4372) :PORNO1_9305 $4393 = 0 // integer values :PORNO1_9312 if $4393 == 0 // integer values jf @PORNO1_9531 if 00FB: player $PLAYER_CHAR 0 $4372 radius 8.0 8.0 8.0 jf @PORNO1_9531 01DF: tie_actor $4372 to_player $PLAYER_CHAR 03CF: load_wav 'PRN1_12' as 2 :PORNO1_9386 if 83D0: not wav 2 loaded jf @PORNO1_9412 wait 0 jump @PORNO1_9386 :PORNO1_9412 00BC: text_highpriority 'POR1_19' 4000 ms 1 // Hey! 03D1: play_wav 2 :PORNO1_9431 if and 83D2: not wav 2 ended not Actor.Dead($4372) jf @PORNO1_9462 wait 0 jump @PORNO1_9431 :PORNO1_9462 040D: unload_wav 2 03D5: remove_text 'POR1_19' // Hey! Marker.Disable($4382) Marker.Disable($4385) if $4394 == 1 // integer values jf @PORNO1_9524 018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 :PORNO1_9524 $4393 = 1 // integer values :PORNO1_9531 jump @PORNO1_9560 :PORNO1_9538 00BC: text_highpriority 'POR1_03' 5000 ms 1 // ~r~Candy is dead! jump @PORNO1_11171 :PORNO1_9560 if not Actor.Dead($4377) jf @PORNO1_9997 if $4394 == 1 // integer values jf @PORNO1_9771 if 8320: not actor $4377 in_range_of_player $PLAYER_CHAR jf @PORNO1_9771 03CF: load_wav 'PRN1_14' as 1 :PORNO1_9625 if 83D0: not wav 1 loaded jf @PORNO1_9651 wait 0 jump @PORNO1_9625 :PORNO1_9651 00BC: text_highpriority 'POR1_21' 4000 ms 1 // Where are you going? 03D1: play_wav 1 :PORNO1_9670 if and 83D2: not wav 1 ended not Actor.Dead($4377) jf @PORNO1_9701 wait 0 jump @PORNO1_9670 :PORNO1_9701 040D: unload_wav 1 03D5: remove_text 'POR1_21' // Where are you going? 00BC: text_highpriority 'TAXW3_1' 4000 ms 1 // ~g~Go and pick up Mercedes. Marker.Disable($4384) Marker.Disable($4385) if not Actor.Dead($4377) jf @PORNO1_9764 $4384 = Marker.CreateAboveActor($4377) :PORNO1_9764 $4394 = 0 // integer values :PORNO1_9771 if $4394 == 0 // integer values jf @PORNO1_9990 if 00FB: player $PLAYER_CHAR 0 $4377 radius 8.0 8.0 8.0 jf @PORNO1_9990 01DF: tie_actor $4377 to_player $PLAYER_CHAR 03CF: load_wav 'PRN1_15' as 2 :PORNO1_9845 if 83D0: not wav 2 loaded jf @PORNO1_9871 wait 0 jump @PORNO1_9845 :PORNO1_9871 00BC: text_highpriority 'POR1_22' 4000 ms 1 // Tommy, when are we going to spend some time alone together? 03D1: play_wav 2 :PORNO1_9890 if and 83D2: not wav 2 ended not Actor.Dead($4377) jf @PORNO1_9921 wait 0 jump @PORNO1_9890 :PORNO1_9921 040D: unload_wav 2 03D5: remove_text 'POR1_22' // Tommy, when are we going to spend some time alone together? Marker.Disable($4384) Marker.Disable($4385) if $4393 == 1 // integer values jf @PORNO1_9983 018A: $4385 = create_checkpoint_at -60.2 934.5 10.6 :PORNO1_9983 $4394 = 1 // integer values :PORNO1_9990 jump @PORNO1_10019 :PORNO1_9997 00BC: text_highpriority 'POR1_18' 5000 ms 1 // ~r~Mercedes is dead! jump @PORNO1_11171 :PORNO1_10019 if $4394 == 1 // integer values jf @PORNO1_10270 if $4393 == 1 // integer values jf @PORNO1_10270 if not Actor.Dead($4372) jf @PORNO1_10270 if not Actor.Dead($4377) jf @PORNO1_10270 if 00F5: player $PLAYER_CHAR 1 -65.0 934.1 9.8 radius 5.0 5.0 5.0 jf @PORNO1_10270 if 00FE: actor $4372 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 jf @PORNO1_10270 if 00FE: actor $4377 0 -65.0 934.1 9.8 radius 5.0 5.0 5.0 jf @PORNO1_10270 if 00E0: player $PLAYER_CHAR driving jf @PORNO1_10263 00DA: $4378 = player $PLAYER_CHAR car $97 = Car.Angle($4378) :PORNO1_10263 jump @PORNO1_10277 :PORNO1_10270 jump @PORNO1_8672 :PORNO1_10277 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if not Car.Wrecked($4378) jf @PORNO1_10332 Car.PutAt($4378, -54.0, 942.1, 9.8) Car.Angle($4378) = $97 :PORNO1_10332 Camera.SetPosition(-50.7, 927.4, 10.1, 0.0, 0.0, 0.0) Camera.PointAt(-85.3, 960.7, 22.7, 2) 03CF: load_wav 'PRN1_10' as 1 03CF: load_wav 'PORN1_9' as 2 :PORNO1_10407 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PORNO1_10437 wait 0 jump @PORNO1_10407 :PORNO1_10437 00BC: text_highpriority 'POR1_15' 4000 ms 1 // Tommy, you coming in for a warm-up? 03D1: play_wav 2 :PORNO1_10456 if and 83D2: not wav 2 ended not Actor.Dead($4377) jf @PORNO1_10487 wait 0 jump @PORNO1_10456 :PORNO1_10487 040D: unload_wav 2 03D5: remove_text 'POR1_15' // Tommy, you coming in for a warm-up? 00BC: text_highpriority 'POR1_16' 4000 ms 1 // Maybe later, babe... 03D1: play_wav 1 :PORNO1_10520 if 83D2: not wav 1 ended jf @PORNO1_10546 wait 0 jump @PORNO1_10520 :PORNO1_10546 040D: unload_wav 1 03D5: remove_text 'POR1_16' // Maybe later, babe... if not Actor.Dead($4372) jf @PORNO1_10602 01E0: clear_leader $4372 if Actor.Driving($4372) jf @PORNO1_10602 03E2: actor $4372 exit_car :PORNO1_10602 if not Actor.Dead($4377) jf @PORNO1_10644 01E0: clear_leader $4377 if Actor.Driving($4377) jf @PORNO1_10644 03E2: actor $4377 exit_car :PORNO1_10644 if not Actor.Dead($4372) jf @PORNO1_10660 :PORNO1_10660 if Actor.Driving($4372) jf @PORNO1_10703 wait 0 if not Actor.Dead($4372) jf @PORNO1_10696 :PORNO1_10696 jump @PORNO1_10660 :PORNO1_10703 if not Actor.Dead($4377) jf @PORNO1_10719 :PORNO1_10719 if Actor.Driving($4377) jf @PORNO1_10762 wait 0 if not Actor.Dead($4377) jf @PORNO1_10755 :PORNO1_10755 jump @PORNO1_10719 :PORNO1_10762 if not Actor.Dead($4372) jf @PORNO1_10798 011C: actor $4372 clear_objective 0211: actor $4372 walk_to -75.25 930.9 :PORNO1_10798 if not Actor.Dead($4377) jf @PORNO1_10834 011C: actor $4377 clear_objective 0211: actor $4377 walk_to -75.25 930.9 :PORNO1_10834 Camera.SetPosition(-63.3, 933.9, 12.9, 0.0, 0.0, 0.0) Camera.PointAt(-78.1, 930.8, 10.5, 2) if not Actor.Dead($4377) jf @PORNO1_10921 Actor.PutAt($4377, -62.3, 933.6, 9.9) :PORNO1_10921 if not Actor.Dead($4372) jf @PORNO1_10957 Actor.PutAt($4372, -62.3, 935.6, 9.9) :PORNO1_10957 17@ = 0 // integer values :PORNO1_10964 if and 80EC: not actor $4372 0 -75.25 930.9 radius 1.0 1.0 8000 > 17@ // integer values jf @PORNO1_11037 wait 0 if not Actor.Dead($4372) jf @PORNO1_11030 :PORNO1_11030 jump @PORNO1_10964 :PORNO1_11037 03CF: load_wav 'PRN1_11' as 1 :PORNO1_11049 if 83D0: not wav 1 loaded jf @PORNO1_11075 wait 0 jump @PORNO1_11049 :PORNO1_11075 00BC: text_highpriority 'POR1_17' 4000 ms 1 // Whoa, cool shark! 03D1: play_wav 1 :PORNO1_11094 if and 83D2: not wav 1 ended not Actor.Dead($4372) jf @PORNO1_11125 wait 0 jump @PORNO1_11094 :PORNO1_11125 040D: unload_wav 1 03D5: remove_text 'POR1_17' // Whoa, cool shark! Actor.DestroyInstantly($4372) Actor.DestroyInstantly($4377) Camera.Restore_WithJumpCut Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 jump @PORNO1_11188 :PORNO1_11171 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :PORNO1_11188 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 1000 030C: progress_made += 1 0318: set_latest_mission_passed 'PORN_1' // Recruitment Drive create_thread @PORN2 $257 = 1 // integer values return :PORNO1_11256 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True Model.Destroy(#WMYPI) Model.Destroy(#BMYCR) Model.Destroy(#HMYRI) Model.Destroy(#SENTINEL) Model.Destroy(#BAT) Model.Destroy(#TEC9) Model.Destroy(#STRETCH) Actor.DestroyWithFade($4372) Actor.DestroyWithFade($4377) 0296: unload_special_actor 1 0296: unload_special_actor 2 Marker.Disable($4382) Marker.Disable($4384) Marker.Disable($4383) Marker.Disable($4385) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 28--------------- // Originally: Dildo Dodo :PORNO2 thread 'PORNO2' gosub @PORNO2_46 if wasted_or_busted jf @PORNO2_37 gosub @PORNO2_7436 :PORNO2_37 gosub @PORNO2_7532 end_thread :PORNO2_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'PORN2' 058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 $4414 = 6 // integer values $4415 = 0 // integer values $4416 = 0 // integer values $4417 = 0 // integer values $4418 = 0 // integer values $4419 = 0 // integer values $4420 = 0 // integer values $4421 = 0 // integer values $4422 = 100 // integer values $4423 = 0 // integer values $4424 = 0 // integer values $4425 = 0 // integer values $4436 = -703.0 // floating-point values $4437 = -1496.0 // floating-point values $4438 = 45.0 // floating-point values $4439 = -601.0 // floating-point values $4440 = 660.0 // floating-point values $4441 = 44.0 // floating-point values $4442 = -464.2 // floating-point values $4443 = 1459.3 // floating-point values $4444 = 40.0 // floating-point values $4445 = -872.8 // floating-point values $4446 = 805.8 // floating-point values $4447 = 35.0 // floating-point values $4448 = -1130.2 // floating-point values $4449 = -182.7 // floating-point values $4450 = 36.0 // floating-point values $4451 = -867.4 // floating-point values $4452 = -343.2 // floating-point values $4453 = 40.0 // floating-point values $95 = 0.0 // floating-point values $96 = 0.0 // floating-point values $97 = 0.0 // floating-point values $4427 = 0 // integer values $4428 = 0 // integer values $4429 = 0 // integer values $4430 = 0 // integer values $4431 = 0 // integer values $4432 = 0 // integer values $4433 = 0 // integer values $4434 = 0 // integer values $4435 = 0 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIREC' 023C: load_special_actor 3 'CSMERC' 023C: load_special_actor 4 'CREWA' 023C: load_special_actor 5 'CREWB' 02F3: load_object #CUTOBJ01 'SCENERY' 02F3: load_object #CUTOBJ02 'DRCHAIR' Camera.SetAtPos(-86.0, 929.0, 9.764) 038B: load_requested_models :PORNO2_563 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @PORNO2_605 wait 0 jump @PORNO2_563 :PORNO2_605 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @PORNO2_637 wait 0 jump @PORNO2_605 :PORNO2_637 02E4: load_cutscene_data 'PORN_2' 0244: set_cutscene_pos -69.128 920.965 9.764 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $163 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $163 'CSDIREC' 02E5: $162 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $162 'CSMERC' 02E5: $195 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $195 'CREWA' 02E5: $196 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $196 'CREWB' 02E5: $4454 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $4454 'SCENERY' 02E5: $215 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $215 'DRCHAIR' 0395: clear_area 1 at -66.0 933.04 range 10.2 1.0 0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 0171: set_player $PLAYER_CHAR z_angle_to 275.6 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PORNO2_889 if 6922 > $CUT_SCENE_TIME // integer values jf @PORNO2_924 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_889 :PORNO2_924 00BC: text_highpriority 'POR2_A' 10000 ms 1 // How's filming going, Steve? :PORNO2_939 if 8243 > $CUT_SCENE_TIME // integer values jf @PORNO2_974 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_939 :PORNO2_974 00BC: text_highpriority 'POR2_B' 10000 ms 1 // Well, Candy is a natural and that new girl - she's insatiable! :PORNO2_989 if 13374 > $CUT_SCENE_TIME // integer values jf @PORNO2_1024 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_989 :PORNO2_1024 00BC: text_highpriority 'POR2_C' 10000 ms 1 // She went through half the cast and crew before I even took a light reading. :PORNO2_1039 if 17692 > $CUT_SCENE_TIME // integer values jf @PORNO2_1074 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1039 :PORNO2_1074 00BC: text_highpriority 'POR2_D' 10000 ms 1 // Anyway, hey, tomorrow we're going on location to shoot the boat scenes - :PORNO2_1089 if 21037 > $CUT_SCENE_TIME // integer values jf @PORNO2_1124 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1089 :PORNO2_1124 00BC: text_highpriority 'POR2_E' 10000 ms 1 // Boat scenes?! What boat scenes? :PORNO2_1139 if 23916 > $CUT_SCENE_TIME // integer values jf @PORNO2_1174 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1139 :PORNO2_1174 00BC: text_highpriority 'POR2_F' 10000 ms 1 // The fishermen are in the throes of passion when this giant shark comes in - :PORNO2_1189 if 26964 > $CUT_SCENE_TIME // integer values jf @PORNO2_1224 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1189 :PORNO2_1224 00BC: text_highpriority 'POR2_G' 10000 ms 1 // What'd I say about the giant shark? :PORNO2_1239 if 28660 > $CUT_SCENE_TIME // integer values jf @PORNO2_1274 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1239 :PORNO2_1274 00BC: text_highpriority 'POR2_Q' 10000 ms 1 // Oh, boy. :PORNO2_1289 if 30017 > $CUT_SCENE_TIME // integer values jf @PORNO2_1324 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1289 :PORNO2_1324 00BC: text_highpriority 'POR2_H' 10000 ms 1 // I said, 'NO GIANT SHARK', alright? :PORNO2_1339 if 33395 > $CUT_SCENE_TIME // integer values jf @PORNO2_1376 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1339 :PORNO2_1376 00BC: text_highpriority 'POR2_I' 10000 ms 1 // Just keep the cameras pointed at the poontang! :PORNO2_1391 if 35819 > $CUT_SCENE_TIME // integer values jf @PORNO2_1428 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1391 :PORNO2_1428 00BC: text_highpriority 'POR2_J' 10000 ms 1 // Ok ok, hey Tommy, a guy's gotta try, right? :PORNO2_1443 if 38651 > $CUT_SCENE_TIME // integer values jf @PORNO2_1480 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1443 :PORNO2_1480 00BC: text_highpriority 'POR2_K' 10000 ms 1 // Get those flyers printed up? :PORNO2_1495 if 40472 > $CUT_SCENE_TIME // integer values jf @PORNO2_1532 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1495 :PORNO2_1532 00BC: text_highpriority 'POR2_L' 10000 ms 1 // Yeah, but nobody's gonna let us distribute those things, I mean :PORNO2_1547 if 43374 > $CUT_SCENE_TIME // integer values jf @PORNO2_1584 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1547 :PORNO2_1584 00BC: text_highpriority 'POR2_M' 10000 ms 1 // They're just too, uh, they're unimaginative. :PORNO2_1599 if 46300 > $CUT_SCENE_TIME // integer values jf @PORNO2_1636 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1599 :PORNO2_1636 00BC: text_highpriority 'POR2_N' 10000 ms 1 // You don't worry about that. :PORNO2_1651 if 47862 > $CUT_SCENE_TIME // integer values jf @PORNO2_1688 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1651 :PORNO2_1688 00BC: text_highpriority 'POR2_O' 10000 ms 1 // I've got my own ideas for distribution. :PORNO2_1703 if 49597 > $CUT_SCENE_TIME // integer values jf @PORNO2_1740 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1703 :PORNO2_1740 if or 059A: false 059C: jf @PORNO2_1799 :PORNO2_1755 if 49697 > $CUT_SCENE_TIME // integer values jf @PORNO2_1792 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1755 :PORNO2_1792 jump @PORNO2_1912 :PORNO2_1799 00BC: text_highpriority 'POR2_P' 10000 ms 1 // O.K. Hey, Candy, uh - in my trailer. :PORNO2_1814 if 50597 > $CUT_SCENE_TIME // integer values jf @PORNO2_1851 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1814 :PORNO2_1851 if 53376 > $CUT_SCENE_TIME // integer values jf @PORNO2_1888 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO2_1851 :PORNO2_1888 if 82E9: not cutscene_reached_end jf @PORNO2_1912 wait 0 jump @PORNO2_1888 :PORNO2_1912 fade 0 1500 00BE: text_clear_all :PORNO2_1921 if fading jf @PORNO2_1945 wait 0 jump @PORNO2_1921 :PORNO2_1945 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 Camera.SetAtPos(-67.0, 939.297, 10.94) Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 0 60000 Model.Load(#SKIMMER) :PORNO2_2044 if not Model.Available(#SKIMMER) jf @PORNO2_2071 wait 0 jump @PORNO2_2044 :PORNO2_2071 set_weather 4 $4406 = Car.Create(#SKIMMER, -141.1, 1030.4, 7.5) Car.Angle($4406) = 180.0 $4407 = Marker.CreateAboveCar($4406) fade 1 1500 00BC: text_highpriority 'POR2_01' 7000 ms 1 // ~g~There is a seaplane that was used as a prop in some old indie film round the back of the studios. 00BB: text_lowpriority 'POR2_05' 5000 ms 1 // ~g~Use it to distribute the flyers around town. :PORNO2_2153 wait 0 if not Car.Wrecked($4406) jf @PORNO2_2206 if 00DC: player $PLAYER_CHAR driving $4406 jf @PORNO2_2199 jump @PORNO2_2220 :PORNO2_2199 jump @PORNO2_2213 :PORNO2_2206 jump @PORNO2_7436 :PORNO2_2213 jump @PORNO2_2153 :PORNO2_2220 Marker.Disable($4407) 00BC: text_highpriority 'POR2_02' 5000 ms 1 // ~g~Pick one of the checkpoints to start dropping the flyers from. 00BB: text_lowpriority 'POR2_03' 5000 ms 1 // ~g~Drop the flyers all the way to the end checkpoint. 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 Marker.SetColor($4408, 2) 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 Marker.SetColor($4409, 2) 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 Marker.SetColor($4410, 2) 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 Marker.SetColor($4411, 2) 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 Marker.SetColor($4412, 2) 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 Marker.SetColor($4413, 2) 16@ = 0 // integer values 03C4: set_status_text_to $4422 1 'DILDO' // Skimmer Fuel: 17@ = 0 // integer values :PORNO2_2410 wait 0 if not Car.Wrecked($4406) jf @PORNO2_6986 if 00DC: player $PLAYER_CHAR driving $4406 jf @PORNO2_2524 if $4426 == 0 // integer values jf @PORNO2_2524 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @PORNO2_2507 03E5: text_box 'PLANE_4' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. jump @PORNO2_2517 :PORNO2_2507 03E5: text_box 'PLANE_H' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. :PORNO2_2517 $4426 = 1 // integer values :PORNO2_2524 if $4421 == 0 // integer values jf @PORNO2_3797 if $4415 == 0 // integer values jf @PORNO2_2750 if 80F5: not player $PLAYER_CHAR 0 $4436 $4437 $4438 radius 10.0 10.0 10.0 jf @PORNO2_2636 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4436 $4437 $4438 jump @PORNO2_2750 :PORNO2_2636 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4408) $4436 = -872.0 // floating-point values $4437 = -574.0 // floating-point values $4438 = 55.0 // floating-point values 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 Marker.SetColor($4408, 0) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) $4421 = 1 // integer values $4415 = 1 // integer values :PORNO2_2750 if $4416 == 0 // integer values jf @PORNO2_2958 if 80F5: not player $PLAYER_CHAR 0 $4439 $4440 $4441 radius 10.0 10.0 10.0 jf @PORNO2_2844 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4439 $4440 $4441 jump @PORNO2_2958 :PORNO2_2844 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4408) Marker.Disable($4409) $4439 = -354.2 // floating-point values $4440 = 1088.0 // floating-point values $4441 = 47.0 // floating-point values 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 Marker.SetColor($4409, 0) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) $4421 = 1 // integer values $4416 = 1 // integer values :PORNO2_2958 if $4417 == 0 // integer values jf @PORNO2_3166 if 80F5: not player $PLAYER_CHAR 0 $4442 $4443 $4444 radius 10.0 10.0 10.0 jf @PORNO2_3052 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4442 $4443 $4444 jump @PORNO2_3166 :PORNO2_3052 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) $4442 = -861.4 // floating-point values $4443 = 1084.8 // floating-point values $4444 = 54.5 // floating-point values 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 Marker.SetColor($4410, 0) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) $4421 = 1 // integer values $4417 = 1 // integer values :PORNO2_3166 if $4418 == 0 // integer values jf @PORNO2_3374 if 80F5: not player $PLAYER_CHAR 0 $4445 $4446 $4447 radius 10.0 10.0 10.0 jf @PORNO2_3260 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4445 $4446 $4447 jump @PORNO2_3374 :PORNO2_3260 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) $4445 = -1070.8 // floating-point values $4446 = 88.0 // floating-point values $4447 = 35.0 // floating-point values 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 Marker.SetColor($4411, 0) Marker.Disable($4412) Marker.Disable($4413) $4421 = 1 // integer values $4418 = 1 // integer values :PORNO2_3374 if $4419 == 0 // integer values jf @PORNO2_3582 if 80F5: not player $PLAYER_CHAR 0 $4448 $4449 $4450 radius 10.0 10.0 10.0 jf @PORNO2_3468 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4448 $4449 $4450 jump @PORNO2_3582 :PORNO2_3468 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) $4448 = -1433.8 // floating-point values $4449 = -807.1 // floating-point values $4450 = 45.5 // floating-point values 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 Marker.SetColor($4412, 0) Marker.Disable($4413) $4421 = 1 // integer values $4419 = 1 // integer values :PORNO2_3582 if $4420 == 0 // integer values jf @PORNO2_3790 if 80F5: not player $PLAYER_CHAR 0 $4451 $4452 $4453 radius 10.0 10.0 10.0 jf @PORNO2_3676 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 0 0 255 at $4451 $4452 $4453 jump @PORNO2_3790 :PORNO2_3676 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) $4451 = -771.9 // floating-point values $4452 = 304.6 // floating-point values $4453 = 50.1 // floating-point values 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 Marker.SetColor($4413, 0) $4421 = 1 // integer values $4420 = 1 // integer values :PORNO2_3790 jump @PORNO2_5906 :PORNO2_3797 0209: $4425 = random_int_in_ranges 1 7 if $4425 == 1 // integer values jf @PORNO2_3831 gosub @PORNO2_7607 :PORNO2_3831 if $4425 == 2 // integer values jf @PORNO2_3863 gosub @PORNO2_7607 gosub @PORNO2_7607 :PORNO2_3863 if $4425 == 3 // integer values jf @PORNO2_3902 gosub @PORNO2_7607 gosub @PORNO2_7607 gosub @PORNO2_7607 :PORNO2_3902 if $4415 == 1 // integer values jf @PORNO2_4236 if 80F5: not player $PLAYER_CHAR 0 $4436 $4437 $4438 radius 10.0 10.0 10.0 jf @PORNO2_3996 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4436 $4437 $4438 jump @PORNO2_4236 :PORNO2_3996 $4414 -= 1 // integer values if $4416 == 0 // integer values jf @PORNO2_4042 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 Marker.SetColor($4409, 2) :PORNO2_4042 if $4417 == 0 // integer values jf @PORNO2_4081 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 Marker.SetColor($4410, 2) :PORNO2_4081 if $4418 == 0 // integer values jf @PORNO2_4120 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 Marker.SetColor($4411, 2) :PORNO2_4120 if $4419 == 0 // integer values jf @PORNO2_4159 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 Marker.SetColor($4412, 2) :PORNO2_4159 if $4420 == 0 // integer values jf @PORNO2_4198 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 Marker.SetColor($4413, 2) :PORNO2_4198 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4408) $4421 = 0 // integer values $4415 = 2 // integer values :PORNO2_4236 if $4416 == 1 // integer values jf @PORNO2_4570 if 80F5: not player $PLAYER_CHAR 0 $4439 $4440 $4441 radius 10.0 10.0 10.0 jf @PORNO2_4330 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4439 $4440 $4441 jump @PORNO2_4570 :PORNO2_4330 $4414 -= 1 // integer values if $4415 == 0 // integer values jf @PORNO2_4376 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 Marker.SetColor($4408, 2) :PORNO2_4376 if $4417 == 0 // integer values jf @PORNO2_4415 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 Marker.SetColor($4410, 2) :PORNO2_4415 if $4418 == 0 // integer values jf @PORNO2_4454 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 Marker.SetColor($4411, 2) :PORNO2_4454 if $4419 == 0 // integer values jf @PORNO2_4493 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 Marker.SetColor($4412, 2) :PORNO2_4493 if $4420 == 0 // integer values jf @PORNO2_4532 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 Marker.SetColor($4413, 2) :PORNO2_4532 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4409) $4421 = 0 // integer values $4416 = 2 // integer values :PORNO2_4570 if $4417 == 1 // integer values jf @PORNO2_4904 if 80F5: not player $PLAYER_CHAR 0 $4442 $4443 $4444 radius 10.0 10.0 10.0 jf @PORNO2_4664 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4442 $4443 $4444 jump @PORNO2_4904 :PORNO2_4664 $4414 -= 1 // integer values if $4415 == 0 // integer values jf @PORNO2_4710 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 Marker.SetColor($4408, 2) :PORNO2_4710 if $4416 == 0 // integer values jf @PORNO2_4749 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 Marker.SetColor($4409, 2) :PORNO2_4749 if $4418 == 0 // integer values jf @PORNO2_4788 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 Marker.SetColor($4411, 2) :PORNO2_4788 if $4419 == 0 // integer values jf @PORNO2_4827 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 Marker.SetColor($4412, 2) :PORNO2_4827 if $4420 == 0 // integer values jf @PORNO2_4866 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 Marker.SetColor($4413, 2) :PORNO2_4866 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4410) $4421 = 0 // integer values $4417 = 2 // integer values :PORNO2_4904 if $4418 == 1 // integer values jf @PORNO2_5238 if 80F5: not player $PLAYER_CHAR 0 $4445 $4446 $4447 radius 10.0 10.0 10.0 jf @PORNO2_4998 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4445 $4446 $4447 jump @PORNO2_5238 :PORNO2_4998 $4414 -= 1 // integer values if $4415 == 0 // integer values jf @PORNO2_5044 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 Marker.SetColor($4408, 2) :PORNO2_5044 if $4416 == 0 // integer values jf @PORNO2_5083 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 Marker.SetColor($4409, 2) :PORNO2_5083 if $4417 == 0 // integer values jf @PORNO2_5122 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 Marker.SetColor($4410, 2) :PORNO2_5122 if $4419 == 0 // integer values jf @PORNO2_5161 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 Marker.SetColor($4412, 2) :PORNO2_5161 if $4420 == 0 // integer values jf @PORNO2_5200 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 Marker.SetColor($4413, 2) :PORNO2_5200 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4411) $4421 = 0 // integer values $4418 = 2 // integer values :PORNO2_5238 if $4419 == 1 // integer values jf @PORNO2_5572 if 80F5: not player $PLAYER_CHAR 0 $4448 $4449 $4450 radius 10.0 10.0 10.0 jf @PORNO2_5332 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4448 $4449 $4450 jump @PORNO2_5572 :PORNO2_5332 $4414 -= 1 // integer values if $4415 == 0 // integer values jf @PORNO2_5378 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 Marker.SetColor($4408, 2) :PORNO2_5378 if $4416 == 0 // integer values jf @PORNO2_5417 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 Marker.SetColor($4409, 2) :PORNO2_5417 if $4417 == 0 // integer values jf @PORNO2_5456 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 Marker.SetColor($4410, 2) :PORNO2_5456 if $4418 == 0 // integer values jf @PORNO2_5495 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 Marker.SetColor($4411, 2) :PORNO2_5495 if $4420 == 0 // integer values jf @PORNO2_5534 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 Marker.SetColor($4413, 2) :PORNO2_5534 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4412) $4421 = 0 // integer values $4419 = 2 // integer values :PORNO2_5572 if $4420 == 1 // integer values jf @PORNO2_5906 if 80F5: not player $PLAYER_CHAR 0 $4451 $4452 $4453 radius 10.0 10.0 10.0 jf @PORNO2_5666 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $4451 $4452 $4453 jump @PORNO2_5906 :PORNO2_5666 $4414 -= 1 // integer values if $4415 == 0 // integer values jf @PORNO2_5712 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 Marker.SetColor($4408, 2) :PORNO2_5712 if $4416 == 0 // integer values jf @PORNO2_5751 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 Marker.SetColor($4409, 2) :PORNO2_5751 if $4417 == 0 // integer values jf @PORNO2_5790 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 Marker.SetColor($4410, 2) :PORNO2_5790 if $4418 == 0 // integer values jf @PORNO2_5829 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 Marker.SetColor($4411, 2) :PORNO2_5829 if $4419 == 0 // integer values jf @PORNO2_5868 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 Marker.SetColor($4412, 2) :PORNO2_5868 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4413) $4421 = 0 // integer values $4420 = 2 // integer values :PORNO2_5906 if 80DC: not player $PLAYER_CHAR driving $4406 jf @PORNO2_6178 01BD: $4435 = current_time_in_ms 0084: $4429 = $4422 // integer values and handles $4429 *= 5000 // integer values if $4427 == 0 // integer values jf @PORNO2_6018 01BD: $4428 = current_time_in_ms if $4429 > 30000 // integer values jf @PORNO2_6003 $4430 = 30000 // integer values jump @PORNO2_6011 :PORNO2_6003 0084: $4430 = $4429 // integer values and handles :PORNO2_6011 $4427 = 1 // integer values :PORNO2_6018 01BD: $4431 = current_time_in_ms 0084: $4432 = $4431 // integer values and handles 0060: $4432 -= $4428 // integer values 0060: $4430 -= $4432 // integer values 0084: $4428 = $4431 // integer values and handles 0084: $4433 = $4430 // integer values and handles $4433 /= 1000 // integer values 01E5: text_1number_highpriority 'PORN2_9' $4433 flag 200 time 1 // ~g~You have ~1~ seconds to return to a Skimmer before the mission ends. if 1 > $4433 // integer values jf @PORNO2_6155 if 001C: $4435 > $4434 // integer values jf @PORNO2_6148 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! jump @PORNO2_7436 :PORNO2_6148 jump @PORNO2_6171 :PORNO2_6155 0084: $4434 = $4435 // integer values and handles $4434 += 1000 // integer values :PORNO2_6171 jump @PORNO2_6185 :PORNO2_6178 $4427 = 0 // integer values :PORNO2_6185 if and 01F4: car $4406 flipped 01C1: car $4406 stopped jf @PORNO2_6213 $4424 = 1 // integer values :PORNO2_6213 if and 80DC: not player $PLAYER_CHAR driving $4406 $4423 == 0 // integer values $4424 == 0 // integer values jf @PORNO2_6291 $4407 = Marker.CreateAboveCar($4406) Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) $4423 = 1 // integer values :PORNO2_6291 if and 00DC: player $PLAYER_CHAR driving $4406 $4423 == 1 // integer values jf @PORNO2_6979 Marker.Disable($4407) if $4415 == 0 // integer values jf @PORNO2_6361 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 Marker.SetColor($4408, 2) :PORNO2_6361 if $4416 == 0 // integer values jf @PORNO2_6400 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 Marker.SetColor($4409, 2) :PORNO2_6400 if $4417 == 0 // integer values jf @PORNO2_6439 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 Marker.SetColor($4410, 2) :PORNO2_6439 if $4418 == 0 // integer values jf @PORNO2_6478 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 Marker.SetColor($4411, 2) :PORNO2_6478 if $4419 == 0 // integer values jf @PORNO2_6517 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 Marker.SetColor($4412, 2) :PORNO2_6517 if $4420 == 0 // integer values jf @PORNO2_6556 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 Marker.SetColor($4413, 2) :PORNO2_6556 if $4415 == 1 // integer values jf @PORNO2_6625 Marker.Disable($4408) 018A: $4408 = create_checkpoint_at $4436 $4437 $4438 Marker.SetColor($4408, 0) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) :PORNO2_6625 if $4416 == 1 // integer values jf @PORNO2_6694 Marker.Disable($4408) Marker.Disable($4409) 018A: $4409 = create_checkpoint_at $4439 $4440 $4441 Marker.SetColor($4409, 0) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) :PORNO2_6694 if $4417 == 1 // integer values jf @PORNO2_6763 Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) 018A: $4410 = create_checkpoint_at $4442 $4443 $4444 Marker.SetColor($4410, 0) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) :PORNO2_6763 if $4418 == 1 // integer values jf @PORNO2_6832 Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) 018A: $4411 = create_checkpoint_at $4445 $4446 $4447 Marker.SetColor($4411, 0) Marker.Disable($4412) Marker.Disable($4413) :PORNO2_6832 if $4419 == 1 // integer values jf @PORNO2_6901 Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) 018A: $4412 = create_checkpoint_at $4448 $4449 $4450 Marker.SetColor($4412, 0) Marker.Disable($4413) :PORNO2_6901 if $4420 == 1 // integer values jf @PORNO2_6970 Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) 018A: $4413 = create_checkpoint_at $4451 $4452 $4453 Marker.SetColor($4413, 0) :PORNO2_6970 00BE: text_clear_all $4423 = 0 // integer values :PORNO2_6979 jump @PORNO2_6993 :PORNO2_6986 jump @PORNO2_7436 :PORNO2_6993 if $4422 == 0 // integer values jf @PORNO2_7183 if 00DC: player $PLAYER_CHAR driving $4406 jf @PORNO2_7037 Player.CanMove($PLAYER_CHAR) = False :PORNO2_7037 if 17@ > 3000 // integer values jf @PORNO2_7183 03F5: set_vehicle $4406 apply_damage_rules 1 020B: explode_car $4406 Car.StorePos($4406, $95, $96, $97) 020C: create_explosion_with_radius 2 at $95 $96 $97 020C: create_explosion_with_radius 11 at $95 $96 $97 020C: create_explosion_with_radius 1 at $95 $96 $97 020C: create_explosion_with_radius 6 at $95 $96 $97 039D: scatter_particles 17 0.8 0 0 0 11000 at $95 $96 $97 0.1 0.0 0.2 jump @PORNO2_7436 :PORNO2_7183 if $4422 > 0 // integer values jf @PORNO2_7241 if 17@ > 5000 // integer values jf @PORNO2_7234 $4422 -= 1 // integer values 17@ = 0 // integer values :PORNO2_7234 jump @PORNO2_7248 :PORNO2_7241 $4422 = 0 // integer values :PORNO2_7248 if $4422 > 0 // integer values jf @PORNO2_7404 if 10 > $4422 // integer values jf @PORNO2_7404 if not Car.Wrecked($4406) jf @PORNO2_7351 if 00DC: player $PLAYER_CHAR driving $4406 jf @PORNO2_7341 00BC: text_highpriority 'POR2_04' 5000 ms 1 // ~r~LOW FUEL!!! jump @PORNO2_7351 :PORNO2_7341 03D5: remove_text 'POR2_04' // ~r~LOW FUEL!!! :PORNO2_7351 if 16@ > 1000 // integer values jf @PORNO2_7404 Car.StorePos($4406, $95, $96, $97) 018C: play_sound 35 at $95 $96 $97 16@ = 0 // integer values :PORNO2_7404 if $4414 == 0 // integer values jf @PORNO2_7429 jump @PORNO2_7453 :PORNO2_7429 jump @PORNO2_2410 :PORNO2_7436 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :PORNO2_7453 00BE: text_clear_all 055A: 1 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 2000 014C: set_parked_car_generator $1929 cars_to_generate_to 101 030C: progress_made += 1 0318: set_latest_mission_passed 'PORN_2' // Dildo Dodo create_thread @PORN3 $258 = 1 // integer values return :PORNO2_7532 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True Model.Destroy(#SKIMMER) 0151: remove_status_text $4414 0151: remove_status_text $4422 Marker.Disable($4407) Marker.Disable($4408) Marker.Disable($4409) Marker.Disable($4410) Marker.Disable($4411) Marker.Disable($4412) Marker.Disable($4413) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 01B7: release_weather mission_cleanup return :PORNO2_7607 0407: create_coordinate $95 $96 $97 from_car $4406 offset 0.0 -2.0 -2.0 0437: scatter_particle 11 0.8 at $95 $96 $97 0.0 0.0 0.0 return //-------------Mission 29--------------- // Originally: Martha's Mug Shot :PORNO3 thread 'PORNO3' gosub @PORNO3_120 if wasted_or_busted jf @PORNO3_111 if $4487 == 1 // integer values jf @PORNO3_104 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT :PORNO3_104 gosub @PORNO3_9241 :PORNO3_111 gosub @PORNO3_9351 end_thread :PORNO3_120 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'PORN3' 058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 $4479 = 0 // integer values $4480 = 0 // integer values $4481 = 0 // integer values $4482 = 0 // integer values $4483 = 0 // integer values $4484 = 0 // integer values $4485 = 0 // integer values $4486 = 0 // integer values $4487 = 0 // integer values $4490 = 0 // integer values $4492 = 0 // integer values $4493 = 0 // integer values $4494 = 0 // integer values $4495 = 0 // integer values $4496 = 0 // integer values $4497 = 0 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIREC' 023C: load_special_actor 3 'CSCANDY' 023C: load_special_actor 4 'MPORNA' 023C: load_special_actor 5 'CMRAMAN' 02F3: load_object #CUTOBJ01 'CS_CAM' 02F3: load_object #CUTOBJ02 'DRCHAIR' Camera.SetAtPos(-86.0, 929.0, 9.764) 038B: load_requested_models :PORNO3_392 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @PORNO3_434 wait 0 jump @PORNO3_392 :PORNO3_434 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @PORNO3_466 wait 0 jump @PORNO3_434 :PORNO3_466 02E4: load_cutscene_data 'PORN_3' 0244: set_cutscene_pos -69.128 920.965 9.764 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $163 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $163 'CSDIREC' 02E5: $165 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $165 'CSCANDY' 02E5: $164 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $164 'MPORNA' 02E5: $197 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $197 'CMRAMAN' 02E5: $209 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $209 'CS_CAM' 02E5: $215 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $215 'DRCHAIR' 0395: clear_area 1 at -66.0 933.04 range 10.2 1.0 0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 0171: set_player $PLAYER_CHAR z_angle_to 275.6 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PORNO3_718 if 5363 > $CUT_SCENE_TIME // integer values jf @PORNO3_753 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_718 :PORNO3_753 00BC: text_highpriority 'POR3_A' 10000 ms 1 // Ok, what's the problem now? :PORNO3_768 if 7267 > $CUT_SCENE_TIME // integer values jf @PORNO3_803 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_768 :PORNO3_803 00BC: text_highpriority 'POR3_B' 10000 ms 1 // SSShhhh! :PORNO3_818 if 8405 > $CUT_SCENE_TIME // integer values jf @PORNO3_853 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_818 :PORNO3_853 00BC: text_highpriority 'POR3_C' 10000 ms 1 // Well, after his close encounter with the nympho-invaders, :PORNO3_868 if 11940 > $CUT_SCENE_TIME // integer values jf @PORNO3_903 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_868 :PORNO3_903 00BC: text_highpriority 'POR3_D' 10000 ms 1 // our hero finds himself unable to think of anything but this huge phallic mountain - :PORNO3_918 if 17623 > $CUT_SCENE_TIME // integer values jf @PORNO3_953 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_918 :PORNO3_953 00BC: text_highpriority 'POR3_E' 10000 ms 1 // and that's when I want to do the scene with the vat of mashed potatoes, but then we, uh - :PORNO3_968 if 20572 > $CUT_SCENE_TIME // integer values jf @PORNO3_1003 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_968 :PORNO3_1003 00BC: text_highpriority 'POR3_F' 10000 ms 1 // I don't give a crap about that! :PORNO3_1018 if 23405 > $CUT_SCENE_TIME // integer values jf @PORNO3_1053 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1018 :PORNO3_1053 00BC: text_highpriority 'POR3_G' 10000 ms 1 // J - Just keep going, keep going! :PORNO3_1068 if 24264 > $CUT_SCENE_TIME // integer values jf @PORNO3_1103 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1068 :PORNO3_1103 if 25472 > $CUT_SCENE_TIME // integer values jf @PORNO3_1138 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1103 :PORNO3_1138 00BC: text_highpriority 'POR3_I' 10000 ms 1 // You mentioned something about some legal problem on the phone? :PORNO3_1153 if 29817 > $CUT_SCENE_TIME // integer values jf @PORNO3_1188 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1153 :PORNO3_1188 00BC: text_highpriority 'POR3_J' 10000 ms 1 // Congressman Alex Shrub has jumped on the pre-election bandwagon, he's going after the puritan vote. :PORNO3_1203 if 35410 > $CUT_SCENE_TIME // integer values jf @PORNO3_1240 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1203 :PORNO3_1240 00BC: text_highpriority 'POR3_K' 10000 ms 1 // Rumors are he's gonna support measures to restrict, shall we say, :PORNO3_1255 if 38788 > $CUT_SCENE_TIME // integer values jf @PORNO3_1292 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1255 :PORNO3_1292 00BC: text_highpriority 'POR3_L' 10000 ms 1 // the more fleshy aspects of this nation's great entertainment industry. :PORNO3_1307 if 44773 > $CUT_SCENE_TIME // integer values jf @PORNO3_1344 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1307 :PORNO3_1344 00BC: text_highpriority 'POR3_M' 10000 ms 1 // Great. :PORNO3_1359 if 47875 > $CUT_SCENE_TIME // integer values jf @PORNO3_1396 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1359 :PORNO3_1396 00BC: text_highpriority 'POR3_N' 10000 ms 1 // Candy! You know Shrub, :PORNO3_1411 if 50039 > $CUT_SCENE_TIME // integer values jf @PORNO3_1448 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1411 :PORNO3_1448 00BC: text_highpriority 'POR3_O' 10000 ms 1 // you guys get up to anything kinky? :PORNO3_1463 if 53487 > $CUT_SCENE_TIME // integer values jf @PORNO3_1500 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1463 :PORNO3_1500 00BC: text_highpriority 'POR3_P' 10000 ms 1 // Oh yeah, oh yeah, oh yeah! Yes yes yes YES OOOoooh! :PORNO3_1515 if 62879 > $CUT_SCENE_TIME // integer values jf @PORNO3_1552 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1515 :PORNO3_1552 00BC: text_highpriority 'POR3_Q' 10000 ms 1 // Please - tell me you got that. :PORNO3_1567 if 64505 > $CUT_SCENE_TIME // integer values jf @PORNO3_1604 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1567 :PORNO3_1604 00BC: text_highpriority 'POR3_R' 10000 ms 1 // Was that part of the, uh... or was she talking to..? :PORNO3_1619 if 66734 > $CUT_SCENE_TIME // integer values jf @PORNO3_1656 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1619 :PORNO3_1656 00BC: text_highpriority 'POR3_S' 10000 ms 1 // Hey, I can never tell. Anyway... :PORNO3_1671 if 69061 > $CUT_SCENE_TIME // integer values jf @PORNO3_1708 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1671 :PORNO3_1708 00BC: text_highpriority 'POR3_T' 10000 ms 1 // You're probably best following her after the shoot, :PORNO3_1723 if 72018 > $CUT_SCENE_TIME // integer values jf @PORNO3_1760 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1723 :PORNO3_1760 00BC: text_highpriority 'POR3_U' 10000 ms 1 // see if she'll lead you to their new love nest. :PORNO3_1775 if 74686 > $CUT_SCENE_TIME // integer values jf @PORNO3_1812 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1775 :PORNO3_1812 00BC: text_highpriority 'POR3_V' 10000 ms 1 // You got a camera? :PORNO3_1827 if 76802 > $CUT_SCENE_TIME // integer values jf @PORNO3_1864 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1827 :PORNO3_1864 00BC: text_highpriority 'POR3_X' 10000 ms 1 // Yeah. Get him a camera. :PORNO3_1879 if 77802 > $CUT_SCENE_TIME // integer values jf @PORNO3_1916 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1879 :PORNO3_1916 00BE: text_clear_all :PORNO3_1918 if 78976 > $CUT_SCENE_TIME // integer values jf @PORNO3_1955 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO3_1918 :PORNO3_1955 fade 0 1500 00BE: text_clear_all :PORNO3_1964 if fading jf @PORNO3_1988 wait 0 jump @PORNO3_1964 :PORNO3_1988 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) 01EB: set_traffic_density_multiplier_to 0.75 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 Camera.SetAtPos(-67.0, 939.297, 10.94) Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 0 60000 023C: load_special_actor 1 'IGCANDY' 023C: load_special_actor 2 'IGALSCB' :PORNO3_2106 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @PORNO3_2136 wait 0 jump @PORNO3_2106 :PORNO3_2136 038B: load_requested_models Model.Load(#HMYRI) Model.Load(#CAMERA) Model.Load(#FBI) Model.Load(#GDA) Model.Load(#UZI) Model.Load(#SPARROW) Model.Load(#STRETCH) Model.Load(#RANCHER) Model.Load(#M4) :PORNO3_2180 if or not Model.Available(#HMYRI) not Model.Available(#CAMERA) not Model.Available(#FBI) not Model.Available(#GDA) not Model.Available(#UZI) jf @PORNO3_2224 wait 0 jump @PORNO3_2180 :PORNO3_2224 if or not Model.Available(#SPARROW) not Model.Available(#STRETCH) not Model.Available(#RANCHER) not Model.Available(#M4) jf @PORNO3_2266 wait 0 jump @PORNO3_2224 :PORNO3_2266 Object.Destroy($1815) $4466 = Object.Init(#SPAD_DR_OPEN2, 461.961, 31.436, 31.24) Object.RemoveFromMissionCleanupList($4466) Object.Destroy($1817) $4498 = Object.Init(#PH_BUILD_DR_OPEN, 569.33, 52.737, 14.616) Object.RemoveFromMissionCleanupList($4498) 034D: rotate_object $4498 from_angle 350.0 to_angle 350.0 flag 0 022B: create_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 01B1: give_player $PLAYER_CHAR weapon 36 ammo 12 // Load the weapon model before using this $4491 = 12 // integer values $4456 = Actor.Create(CivFemale, #SPECIAL01, -40.4, 945.0, 9.9) 054A: set_actor $4456 can_be_shot_in_a_car 0 04F5: unknown_actor $4456 kiss_player $PLAYER_CHAR on 1 0245: set_actor $4456 walk_style_to 46 01ED: clear_actor $4456 threat_search Actor.Angle($4456) = 296.8 02A9: set_actor $4456 immune_to_nonplayer 1 0211: actor $4456 walk_to 9.2 964.4 $4475 = Marker.CreateAboveActor($4456) 0568: set_actor $4456 untargetable 1 $4457 = Car.Create(#STRETCH, 18.8, 961.6, 10.6) Car.Angle($4457) = 360.1 0229: set_car $4457 color_to 34 34 00AE: set_vehicle $4457 traffic_behavior_to 2 0129: $4458 = create_actor 4 #HMYRI in_car $4457 driverseat 054A: set_actor $4458 can_be_shot_in_a_car 0 020A: set_car $4457 door_status_to 3 Car.SetToNormalDriver($4457) Car.ImmuneToNonPlayer($4457) = True 01ED: clear_actor $4458 threat_search Car.SetImmunities($4457, 0, 1, 0, 0, 0) $4465 = Car.Create(#SPARROW, -61.7, 1019.0, 9.9) Car.Angle($4465) = 356.2 $4478 = Marker.CreateAboveCar($4465) fade 1 1500 $4455 = Actor.Create(CivMale, #SPECIAL02, 471.3, 27.0, 29.6) 01ED: clear_actor $4455 threat_search 0350: set_actor $4455 maintain_position_when_attacked 1 Actor.Angle($4455) = 90.5 $4461 = Actor.Create(CivMale, #FBI, 477.6, 30.1, 29.9) Actor.Angle($4461) = 286.6 01B2: give_actor $4461 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4461 threat_search 0243: set_actor $4461 ped_stats_to 16 0291: set_actor $4461 attack_when_provoked 1 0350: set_actor $4461 maintain_position_when_attacked 1 02A9: set_actor $4461 immune_to_nonplayer 1 $4462 = Actor.Create(CivMale, #FBI, 458.8, 18.1, 32.0) 01B2: give_actor $4462 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4462 threat_search 0243: set_actor $4462 ped_stats_to 16 0291: set_actor $4462 attack_when_provoked 1 01E2: add_route_point 1 at 458.8 18.1 32.0 01E2: add_route_point 1 at 472.0 18.1 32.0 01E2: add_route_point 1 at 458.8 18.1 32.0 01E1: set_actor $4462 follow_route 1 3 02A9: set_actor $4462 immune_to_nonplayer 1 $4463 = Actor.Create(CivMale, #FBI, 458.4, 42.9, 32.0) 01B2: give_actor $4463 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4463 threat_search 0243: set_actor $4463 ped_stats_to 16 0291: set_actor $4463 attack_when_provoked 1 01E2: add_route_point 2 at 458.4 42.9 32.0 01E2: add_route_point 2 at 472.0 42.9 32.0 01E2: add_route_point 2 at 458.4 42.9 32.0 01E1: set_actor $4463 follow_route 2 3 02A9: set_actor $4463 immune_to_nonplayer 1 $4464 = Actor.Create(CivMale, #FBI, 455.0, 37.6, 33.8) 01B2: give_actor $4464 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4464 threat_search 0243: set_actor $4464 ped_stats_to 16 0291: set_actor $4464 attack_when_provoked 1 01E2: add_route_point 3 at 455.0 37.6 33.8 01E2: add_route_point 3 at 455.0 23.8 33.8 01E2: add_route_point 3 at 455.0 37.6 33.8 01E1: set_actor $4464 follow_route 3 3 02A9: set_actor $4464 immune_to_nonplayer 1 $4459 = Actor.Create(CivMale, #GDA, 474.9, 31.9, 11.0) Actor.Angle($4459) = 269.6 01B2: give_actor $4459 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4459 threat_search 0243: set_actor $4459 ped_stats_to 16 0291: set_actor $4459 attack_when_provoked 1 0350: set_actor $4459 maintain_position_when_attacked 1 02A9: set_actor $4459 immune_to_nonplayer 1 $4460 = Actor.Create(CivMale, #GDA, 474.9, 28.9, 11.0) Actor.Angle($4460) = 269.6 01B2: give_actor $4460 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4460 threat_search 0243: set_actor $4460 ped_stats_to 16 0291: set_actor $4460 attack_when_provoked 1 0350: set_actor $4460 maintain_position_when_attacked 1 02A9: set_actor $4460 immune_to_nonplayer 1 16@ = 0 // integer values 0293: $18 = get_controller_mode :PORNO3_3318 wait 0 if $4488 == 0 // integer values jf @PORNO3_3550 if 7000 > 16@ // integer values jf @PORNO3_3524 if $4489 == 0 // integer values jf @PORNO3_3517 if $18 == 0 // integer values jf @PORNO3_3412 03E5: text_box 'POR3_08' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera. $4489 = 1 // integer values :PORNO3_3412 if $18 == 1 // integer values jf @PORNO3_3447 03E5: text_box 'POR3_08' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera. $4489 = 1 // integer values :PORNO3_3447 if $18 == 2 // integer values jf @PORNO3_3482 03E5: text_box 'POR3_08' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target~w~ with the camera. $4489 = 1 // integer values :PORNO3_3482 if $18 == 3 // integer values jf @PORNO3_3517 03E5: text_box 'POR3_09' // Press and hold the~h~ ~k~~PED_LOCK_TARGET~ ~w~button to ~h~target ~w~with the camera. $4489 = 1 // integer values :PORNO3_3517 jump @PORNO3_3550 :PORNO3_3524 0293: $18 = get_controller_mode $4488 = 1 // integer values 16@ = 0 // integer values $4489 = 0 // integer values :PORNO3_3550 if $4488 == 1 // integer values jf @PORNO3_3778 if 7000 > 16@ // integer values jf @PORNO3_3752 if $4489 == 0 // integer values jf @PORNO3_3745 if $18 == 0 // integer values jf @PORNO3_3640 03E5: text_box 'POR3_10' // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again. $4489 = 1 // integer values :PORNO3_3640 if $18 == 1 // integer values jf @PORNO3_3675 03E5: text_box 'POR3_10' // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again. $4489 = 1 // integer values :PORNO3_3675 if $18 == 2 // integer values jf @PORNO3_3710 03E5: text_box 'POR3_11' // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again. $4489 = 1 // integer values :PORNO3_3710 if $18 == 3 // integer values jf @PORNO3_3745 03E5: text_box 'POR3_10' // Press the~h~ ~k~~PED_SNIPER_ZOOM_IN~ ~w~button to ~h~zoom in ~w~with the camera and the~h~ ~k~~PED_SNIPER_ZOOM_OUT~ ~w~button to ~h~zoom out ~w~again. $4489 = 1 // integer values :PORNO3_3745 jump @PORNO3_3778 :PORNO3_3752 0293: $18 = get_controller_mode $4488 = 2 // integer values 16@ = 0 // integer values $4489 = 0 // integer values :PORNO3_3778 if $4488 == 2 // integer values jf @PORNO3_4001 if 7000 > 16@ // integer values jf @PORNO3_3980 if $4489 == 0 // integer values jf @PORNO3_3973 if $18 == 0 // integer values jf @PORNO3_3868 03E5: text_box 'POR3_12' // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture. $4489 = 1 // integer values :PORNO3_3868 if $18 == 1 // integer values jf @PORNO3_3903 03E5: text_box 'POR3_12' // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture. $4489 = 1 // integer values :PORNO3_3903 if $18 == 2 // integer values jf @PORNO3_3938 03E5: text_box 'POR3_13' // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture. $4489 = 1 // integer values :PORNO3_3938 if $18 == 3 // integer values jf @PORNO3_3973 03E5: text_box 'POR3_14' // Press the~h~ ~k~~PED_FIREWEAPON~ ~w~button to take a picture. $4489 = 1 // integer values :PORNO3_3973 jump @PORNO3_4001 :PORNO3_3980 $4488 = 3 // integer values 16@ = 0 // integer values $4489 = 0 // integer values :PORNO3_4001 if $4488 == 3 // integer values jf @PORNO3_4075 if 16@ > 1000 // integer values jf @PORNO3_4075 00BC: text_highpriority 'POR3_01' 7000 ms 1 // ~g~Follow Candy's ~h~Stretch~g~. 00BB: text_lowpriority 'POR3_20' 5000 ms 1 // ~g~If you need transport, use the ~h~Sparrow~g~ round the back. $4488 = 4 // integer values :PORNO3_4075 if not Car.Wrecked($4465) jf @PORNO3_4129 if 00E0: player $PLAYER_CHAR driving jf @PORNO3_4122 Marker.Disable($4478) 03D5: remove_text 'POR3_20' // ~g~If you need transport, use the ~h~Sparrow~g~ round the back. :PORNO3_4122 jump @PORNO3_4144 :PORNO3_4129 Marker.Disable($4478) 03D5: remove_text 'POR3_20' // ~g~If you need transport, use the ~h~Sparrow~g~ round the back. :PORNO3_4144 if not Actor.Dead($4456) jf @PORNO3_4589 if not Car.Wrecked($4457) jf @PORNO3_4560 if not Actor.Dead($4458) jf @PORNO3_4531 if $4480 == 0 // integer values jf @PORNO3_4421 if Actor.InCar($4456, $4457) jf @PORNO3_4361 0362: put_actor $4456 at -862.0 -607.4 11.1 and_remove_from_car Actor.DestroyInstantly($4456) 01C8: $4456 = create_actor_pedtype 5 model #SPECIAL01 in_car $4457 passenger_seat 2 04F5: unknown_actor $4456 kiss_player $PLAYER_CHAR on 1 0245: set_actor $4456 walk_style_to 46 01ED: clear_actor $4456 threat_search 02A9: set_actor $4456 immune_to_nonplayer 1 Car.DriveTo($4457, 485.9, 31.3, 10.7) Car.SetMaxSpeed($4457, 20.0) Marker.Disable($4475) $4475 = Marker.CreateAboveActor($4456) 16@ = 0 // integer values $4480 = 1 // integer values jump @PORNO3_4414 :PORNO3_4361 if 00ED: actor $4456 0 9.2 964.4 radius 1.0 1.0 jf @PORNO3_4414 01D4: actor $4456 go_to_car $4457 and_enter_it_as_a_passenger 0319: set_actor $4456 running 1 :PORNO3_4414 jump @PORNO3_4524 :PORNO3_4421 if and 82CA: not car $4457 bounding_sphere_visible 81FC: not player $PLAYER_CHAR near_car $4457 radius 170.0 170.0 0 jf @PORNO3_4479 00BC: text_highpriority 'POR3_21' 5000 ms 1 // ~g~You lost Candy's Stretch! jump @PORNO3_9241 :PORNO3_4479 if 01AD: car $4457 sphere 0 near_point 485.9 31.3 radius 15.0 15.0 jf @PORNO3_4524 jump @PORNO3_4799 :PORNO3_4524 jump @PORNO3_4553 :PORNO3_4531 00BC: text_highpriority 'POR3_15' 5000 ms 1 // ~r~You trashed Candy's Stretch! jump @PORNO3_9241 :PORNO3_4553 jump @PORNO3_4582 :PORNO3_4560 00BC: text_highpriority 'POR3_15' 5000 ms 1 // ~r~You trashed Candy's Stretch! jump @PORNO3_9241 :PORNO3_4582 jump @PORNO3_4611 :PORNO3_4589 00BC: text_highpriority 'POR1_03' 5000 ms 1 // ~r~Candy is dead! jump @PORNO3_9241 :PORNO3_4611 gosub @PORNO3_10008 if $4481 == 1 // integer values jf @PORNO3_4658 00BC: text_highpriority 'POR1_03' 5000 ms 1 // ~r~Candy is dead! jump @PORNO3_9241 :PORNO3_4658 if $4481 == 2 // integer values jf @PORNO3_4698 00BC: text_highpriority 'POR3_02' 5000 ms 1 // ~r~You've killed the Congressman! There's no way you can blackmail him now. jump @PORNO3_9241 :PORNO3_4698 if $4481 == 3 // integer values jf @PORNO3_4738 00BC: text_highpriority 'POR3_03' 5000 ms 1 // ~r~You've alerted the Congressman's protection, they will get him out of there immediately. jump @PORNO3_9241 :PORNO3_4738 gosub @PORNO3_10393 gosub @PORNO3_10685 if $4481 == 4 // integer values jf @PORNO3_4792 00BC: text_highpriority 'POR3_19' 5000 ms 1 // ~r~You ran out of film! jump @PORNO3_9241 :PORNO3_4792 jump @PORNO3_3318 :PORNO3_4799 0169: set_fade_color 0 0 1 fade 0 500 :PORNO3_4814 if fading jf @PORNO3_4838 wait 0 jump @PORNO3_4814 :PORNO3_4838 if not Car.Wrecked($4457) jf @PORNO3_4884 Car.PutAt($4457, 485.9, 31.3, 9.8) Car.Angle($4457) = 196.8 :PORNO3_4884 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 $4494 = 0 // integer values $4495 = 0 // integer values if not Car.Wrecked($4465) jf @PORNO3_4951 if 00DC: player $PLAYER_CHAR driving $4465 jf @PORNO3_4951 Car.LockInCurrentPosition($4465) = True :PORNO3_4951 Camera.SetAtPos(478.4, 30.4, 11.0) 03BA: clear_cars_from_cube 487.5 24.2 0.0 479.3 36.11 15.0 fade 1 500 Camera.SetPosition(473.99, 27.96, 13.03, 0.0, 0.0, 0.0) Camera.PointAt(484.0, 31.4, 10.1, 2) wait 500 if not Actor.Dead($4456) jf @PORNO3_5103 if not Car.Wrecked($4457) jf @PORNO3_5103 01D3: actor $4456 leave_car $4457 :PORNO3_5103 wait 0 if not Car.Wrecked($4457) jf @PORNO3_5261 01E9: $4486 = car $4457 num_passengers if $4486 == 0 // integer values jf @PORNO3_5254 if not Actor.Dead($4456) jf @PORNO3_5247 if not Car.Wrecked($4457) jf @PORNO3_5211 Car.DriveTo($4457, 479.0, -174.4, 9.0) Car.SetMaxSpeed($4457, 20.0) :PORNO3_5211 0319: set_actor $4456 running 0 0211: actor $4456 walk_to 475.9 30.2 16@ = 0 // integer values jump @PORNO3_5268 :PORNO3_5247 jump @PORNO3_5261 :PORNO3_5254 jump @PORNO3_5103 :PORNO3_5261 jump @PORNO3_5103 :PORNO3_5268 wait 0 if not Actor.Dead($4456) jf @PORNO3_5346 if or 00EC: actor $4456 0 475.9 30.2 radius 1.0 1.0 16@ > 7000 // integer values jf @PORNO3_5346 0192: set_actor $4456 objective_to_stand_still jump @PORNO3_5353 :PORNO3_5346 jump @PORNO3_5268 :PORNO3_5353 Actor.PutAt($4456, 457.6, 30.6, 30.1) Actor.Angle($4456) = 270.0 Camera.SetPosition(471.75, 25.95, 30.53, 0.0, 0.0, 0.0) Camera.PointAt(429.69, 57.3, 24.51, 2) 16@ = 0 // integer values :PORNO3_5441 wait 0 if 16@ > 12000 // integer values jf @PORNO3_5471 jump @PORNO3_5813 :PORNO3_5471 if not Actor.Dead($4456) jf @PORNO3_5806 if not Actor.Dead($4455) jf @PORNO3_5806 if $4492 == 0 // integer values jf @PORNO3_5698 if 00EC: actor $4456 0 463.8 31.4 radius 1.0 1.0 jf @PORNO3_5683 04C2: $4456 $4455 03CF: load_wav 'PRN1_12' as 1 :PORNO3_5579 if 83D0: not wav 1 loaded jf @PORNO3_5605 wait 0 jump @PORNO3_5579 :PORNO3_5605 00BC: text_highpriority 'POR1_19' 4000 ms 1 // Hey! 03D1: play_wav 1 :PORNO3_5624 if and 83D2: not wav 1 ended not Actor.Dead($4456) jf @PORNO3_5655 wait 0 jump @PORNO3_5624 :PORNO3_5655 040D: unload_wav 1 03D5: remove_text 'POR1_19' // Hey! $4492 = 1 // integer values jump @PORNO3_5698 :PORNO3_5683 0211: actor $4456 walk_to 463.8 31.4 :PORNO3_5698 if $4492 == 1 // integer values jf @PORNO3_5806 if not Actor.Dead($4456) jf @PORNO3_5806 if not Actor.Dead($4455) jf @PORNO3_5806 if 00F2: actor $4456 near_actor $4455 radius 2.0 2.0 0 jf @PORNO3_5798 0192: set_actor $4456 objective_to_stand_still jump @PORNO3_5813 jump @PORNO3_5806 :PORNO3_5798 04C2: $4456 $4455 :PORNO3_5806 jump @PORNO3_5441 :PORNO3_5813 03CF: load_wav 'PORN3_1' as 1 03CF: load_wav 'PORN3_2' as 2 :PORNO3_5837 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PORNO3_5867 wait 0 jump @PORNO3_5837 :PORNO3_5867 if not Actor.Dead($4455) jf @PORNO3_5893 0372: set_actor $4455 anim 19 wait_state_time 10000 ms :PORNO3_5893 00BC: text_highpriority 'POR3_04' 4000 ms 1 // Uh, Candy, could you call me Martha? 03D1: play_wav 1 :PORNO3_5912 if and 83D2: not wav 1 ended not Actor.Dead($4455) jf @PORNO3_5943 wait 0 jump @PORNO3_5912 :PORNO3_5943 040D: unload_wav 1 03D5: remove_text 'POR3_04' // Uh, Candy, could you call me Martha? if not Actor.Dead($4455) jf @PORNO3_5982 0372: set_actor $4455 anim 0 wait_state_time 10 ms :PORNO3_5982 if not Actor.Dead($4456) jf @PORNO3_6008 0372: set_actor $4456 anim 19 wait_state_time 10000 ms :PORNO3_6008 00BC: text_highpriority 'POR3_05' 4000 ms 1 // Oh Alex - I mean Martha. Whatever you say... 03D1: play_wav 2 :PORNO3_6027 if and 83D2: not wav 2 ended not Actor.Dead($4456) jf @PORNO3_6058 wait 0 jump @PORNO3_6027 :PORNO3_6058 040D: unload_wav 2 03D5: remove_text 'POR3_05' // Oh Alex - I mean Martha. Whatever you say... if not Actor.Dead($4456) jf @PORNO3_6097 0372: set_actor $4456 anim 0 wait_state_time 10 ms :PORNO3_6097 wait 1000 if $4494 == 0 // integer values jf @PORNO3_6165 03CF: load_wav 'CAML' as 1 :PORNO3_6132 if 83D0: not wav 1 loaded jf @PORNO3_6158 wait 0 jump @PORNO3_6132 :PORNO3_6158 $4494 = 1 // integer values :PORNO3_6165 if $4495 == 0 // integer values jf @PORNO3_6228 03CF: load_wav 'CAMR' as 2 :PORNO3_6195 if 83D0: not wav 2 loaded jf @PORNO3_6221 wait 0 jump @PORNO3_6195 :PORNO3_6221 $4495 = 1 // integer values :PORNO3_6228 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 Camera.SetAtPos($95, $96, $97) 0169: set_fade_color 0 0 1 fade 0 500 :PORNO3_6268 if fading jf @PORNO3_6292 wait 0 jump @PORNO3_6268 :PORNO3_6292 if not Car.Wrecked($4465) jf @PORNO3_6334 if 00DC: player $PLAYER_CHAR driving $4465 jf @PORNO3_6334 Car.LockInCurrentPosition($4465) = False :PORNO3_6334 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 fade 1 500 if not Actor.Dead($4455) jf @PORNO3_6446 Actor.PutAt($4455, 463.3, 31.7, 29.9) Actor.Angle($4455) = 245.8 if not Actor.Dead($4456) jf @PORNO3_6446 Actor.PutAt($4456, 463.9, 30.3, 29.9) Actor.Angle($4456) = 44.8 :PORNO3_6446 011C: actor $4455 clear_objective 011C: actor $4456 clear_objective 03F9: make_actors $4455 $4456 converse_in 86400000 ms 018A: $4477 = create_checkpoint_at 559.0 17.6 51.7 00BC: text_highpriority 'POR3_16' 7000 ms 1 // ~g~You need three good blackmail photographs of Alex Shrub with Candy. 00BB: text_lowpriority 'POR3_22' 7000 ms 1 // ~g~The WK Chariot Hotel across from his balcony should provide an ideal photo-grabbing location. 00BB: text_lowpriority 'POR3_23' 7000 ms 1 // ~g~There is a side door that will allow you access to the hotel. 03C4: set_status_text_to $4497 0 'POR3_24' // PHOTOS TAKEN: 01EB: set_traffic_density_multiplier_to 1.0 :PORNO3_6556 wait 0 if not Actor.Dead($4455) jf @PORNO3_7056 if 04C5: actor $4455 photographed jf @PORNO3_6618 018C: play_sound 1 at 0.0 0.0 0.0 $4497 += 1 // integer values :PORNO3_6618 if $4497 > 2 // integer values jf @PORNO3_7056 0151: remove_status_text $4497 if not Actor.Dead($4459) jf @PORNO3_6717 Actor.PutAt($4459, 571.4, 49.3, 13.3) Actor.Angle($4459) = 185.6 011A: set_actor $4459 search_threat 1 01CA: actor $4459 kill_player $PLAYER_CHAR 02E2: set_actor $4459 weapon_accuracy_to 90 Actor.Health($4459) = 150 :PORNO3_6717 if not Actor.Dead($4460) jf @PORNO3_6793 Actor.PutAt($4460, 569.9, 49.0, 13.3) Actor.Angle($4460) = 185.6 011A: set_actor $4460 search_threat 1 01CA: actor $4460 kill_player $PLAYER_CHAR 02E2: set_actor $4460 weapon_accuracy_to 90 Actor.Health($4460) = 150 :PORNO3_6793 if $4490 == 0 // integer values jf @PORNO3_6995 $4494 = 0 // integer values 03CF: load_wav 'PORN3_3' as 1 :PORNO3_6830 if 83D0: not wav 1 loaded jf @PORNO3_6856 wait 0 jump @PORNO3_6830 :PORNO3_6856 00BC: text_highpriority 'POR3_06' 4000 ms 1 // Martha, someone's watching.. how kinky. 03D1: play_wav 1 :PORNO3_6875 if and 83D2: not wav 1 ended not Actor.Dead($4456) jf @PORNO3_6906 wait 0 jump @PORNO3_6875 :PORNO3_6906 040D: unload_wav 1 03D5: remove_text 'POR3_06' // Martha, someone's watching.. how kinky. if $4494 == 0 // integer values jf @PORNO3_6983 03CF: load_wav 'CAML' as 1 :PORNO3_6950 if 83D0: not wav 1 loaded jf @PORNO3_6976 wait 0 jump @PORNO3_6950 :PORNO3_6976 $4494 = 1 // integer values :PORNO3_6983 Marker.Disable($4477) $4490 = 1 // integer values :PORNO3_6995 Marker.Disable($4475) 018A: $4476 = create_checkpoint_at -52.5 941.9 9.9 Player.SetMinWantedLevel($PLAYER_CHAR, 5) 00BC: text_highpriority 'POR3_17' 7000 ms 1 // ~g~Get back to the Porn Studios with the film. $4492 = 0 // integer values jump @PORNO3_7244 :PORNO3_7056 gosub @PORNO3_10008 if $4481 == 1 // integer values jf @PORNO3_7103 00BC: text_highpriority 'POR1_03' 5000 ms 1 // ~r~Candy is dead! jump @PORNO3_9241 :PORNO3_7103 if $4481 == 2 // integer values jf @PORNO3_7143 00BC: text_highpriority 'POR3_02' 5000 ms 1 // ~r~You've killed the Congressman! There's no way you can blackmail him now. jump @PORNO3_9241 :PORNO3_7143 if $4481 == 3 // integer values jf @PORNO3_7183 00BC: text_highpriority 'POR3_03' 5000 ms 1 // ~r~You've alerted the Congressman's protection, they will get him out of there immediately. jump @PORNO3_9241 :PORNO3_7183 gosub @PORNO3_10685 if $4481 == 4 // integer values jf @PORNO3_7230 00BC: text_highpriority 'POR3_19' 5000 ms 1 // ~r~You ran out of film! jump @PORNO3_9241 :PORNO3_7230 gosub @PORNO3_10393 jump @PORNO3_6556 :PORNO3_7244 wait 0 if 00F5: player $PLAYER_CHAR 1 -52.5 941.9 9.9 radius 5.0 5.0 5.0 jf @PORNO3_7303 jump @PORNO3_9283 :PORNO3_7303 if $4496 == 0 // integer values jf @PORNO3_7981 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island jf @PORNO3_7981 Actor.RemoveReferences($4461) Actor.RemoveReferences($4462) Actor.RemoveReferences($4463) Actor.RemoveReferences($4464) Actor.RemoveReferences($4459) Actor.RemoveReferences($4460) $4467 = Actor.Create(CivMale, #FBI, 14.3, 966.0, 9.9) Actor.Angle($4467) = 327.1 01B2: give_actor $4467 weapon 26 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4467 threat_search 0243: set_actor $4467 ped_stats_to 16 0291: set_actor $4467 attack_when_provoked 1 0350: set_actor $4467 maintain_position_when_attacked 1 011A: set_actor $4467 search_threat 1 01CA: actor $4467 kill_player $PLAYER_CHAR 02E2: set_actor $4467 weapon_accuracy_to 90 Actor.Health($4467) = 150 $4468 = Actor.Create(CivMale, #FBI, 13.2, 960.4, 9.9) Actor.Angle($4468) = 191.9 01B2: give_actor $4468 weapon 26 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4468 threat_search 0243: set_actor $4468 ped_stats_to 16 0291: set_actor $4468 attack_when_provoked 1 0350: set_actor $4468 maintain_position_when_attacked 1 011A: set_actor $4468 search_threat 1 01CA: actor $4468 kill_player $PLAYER_CHAR 02E2: set_actor $4468 weapon_accuracy_to 90 Actor.Health($4468) = 150 $4471 = Actor.Create(CivMale, #FBI, 10.1, 965.7, 9.9) Actor.Angle($4471) = 121.8 01B2: give_actor $4471 weapon 26 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4471 threat_search 0243: set_actor $4471 ped_stats_to 16 0291: set_actor $4471 attack_when_provoked 1 0350: set_actor $4471 maintain_position_when_attacked 1 011A: set_actor $4471 search_threat 1 01CA: actor $4471 kill_player $PLAYER_CHAR 02E2: set_actor $4471 weapon_accuracy_to 90 Actor.Health($4471) = 150 $4472 = Car.Create(#RANCHER, 15.5, 962.7, 10.0) Car.Angle($4472) = 352.8 $4469 = Actor.Create(CivMale, #FBI, -6.9, 883.8, 9.7) Actor.Angle($4469) = 254.8 01B2: give_actor $4469 weapon 26 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4469 threat_search 0243: set_actor $4469 ped_stats_to 16 0291: set_actor $4469 attack_when_provoked 1 0350: set_actor $4469 maintain_position_when_attacked 1 011A: set_actor $4469 search_threat 1 01CA: actor $4469 kill_player $PLAYER_CHAR 02E2: set_actor $4469 weapon_accuracy_to 90 Actor.Health($4469) = 150 $4470 = Actor.Create(CivMale, #FBI, -12.6, 877.7, 9.8) Actor.Angle($4470) = 222.4 01B2: give_actor $4470 weapon 26 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4470 threat_search 0243: set_actor $4470 ped_stats_to 16 0291: set_actor $4470 attack_when_provoked 1 0350: set_actor $4470 maintain_position_when_attacked 1 011A: set_actor $4470 search_threat 1 01CA: actor $4470 kill_player $PLAYER_CHAR 02E2: set_actor $4470 weapon_accuracy_to 90 Actor.Health($4470) = 150 $4473 = Car.Create(#RANCHER, -5.8, 887.2, 9.8) Car.Angle($4473) = 187.0 $4474 = Car.Create(#RANCHER, -8.5, 880.2, 9.8) Car.Angle($4474) = 311.2 $4496 = 1 // integer values :PORNO3_7981 if not Actor.Dead($4461) jf @PORNO3_8329 if $4482 == 0 // integer values jf @PORNO3_8098 if 82CB: not actor $4461 bounding_sphere_visible jf @PORNO3_8098 Actor.PutAt($4461, 562.4, 29.6, 16.7) Actor.Angle($4461) = 271.4 011A: set_actor $4461 search_threat 1 01CA: actor $4461 kill_player $PLAYER_CHAR 02E2: set_actor $4461 weapon_accuracy_to 90 Actor.Health($4461) = 150 $4482 = 1 // integer values :PORNO3_8098 if $4482 == 1 // integer values jf @PORNO3_8329 if 02CB: actor $4461 bounding_sphere_visible jf @PORNO3_8329 if $4490 == 1 // integer values jf @PORNO3_8329 $4494 = 0 // integer values 03CF: load_wav 'PORN3_4' as 1 :PORNO3_8169 if 83D0: not wav 1 loaded jf @PORNO3_8195 wait 0 jump @PORNO3_8169 :PORNO3_8195 00BC: text_highpriority 'POR3_07' 4000 ms 1 // You! Give me that camera! 03D1: play_wav 1 :PORNO3_8214 if and 83D2: not wav 1 ended not Actor.Dead($4461) jf @PORNO3_8245 wait 0 jump @PORNO3_8214 :PORNO3_8245 040D: unload_wav 1 03D5: remove_text 'POR3_07' // You! Give me that camera! if $4494 == 0 // integer values jf @PORNO3_8322 03CF: load_wav 'CAML' as 1 :PORNO3_8289 if 83D0: not wav 1 loaded jf @PORNO3_8315 wait 0 jump @PORNO3_8289 :PORNO3_8315 $4494 = 1 // integer values :PORNO3_8322 $4490 = 2 // integer values :PORNO3_8329 if not Actor.Dead($4462) jf @PORNO3_8453 if $4483 == 0 // integer values jf @PORNO3_8453 if 82CB: not actor $4462 bounding_sphere_visible jf @PORNO3_8453 0350: set_actor $4462 maintain_position_when_attacked 1 Actor.PutAt($4462, 561.7, 27.4, 16.7) Actor.Angle($4462) = 302.4 011A: set_actor $4462 search_threat 1 01CA: actor $4462 kill_player $PLAYER_CHAR 02E2: set_actor $4462 weapon_accuracy_to 90 Actor.Health($4462) = 150 $4483 = 1 // integer values :PORNO3_8453 if not Actor.Dead($4463) jf @PORNO3_8577 if $4484 == 0 // integer values jf @PORNO3_8577 if 82CB: not actor $4463 bounding_sphere_visible jf @PORNO3_8577 0350: set_actor $4463 maintain_position_when_attacked 1 Actor.PutAt($4463, 574.2, 24.2, 11.7) Actor.Angle($4463) = 89.0 011A: set_actor $4463 search_threat 1 01CA: actor $4463 kill_player $PLAYER_CHAR 02E2: set_actor $4463 weapon_accuracy_to 90 Actor.Health($4463) = 150 $4484 = 1 // integer values :PORNO3_8577 if not Actor.Dead($4464) jf @PORNO3_8701 if $4485 == 0 // integer values jf @PORNO3_8701 if 82CB: not actor $4464 bounding_sphere_visible jf @PORNO3_8701 0350: set_actor $4464 maintain_position_when_attacked 1 Actor.PutAt($4464, 574.8, 26.3, 11.7) Actor.Angle($4464) = 107.0 011A: set_actor $4464 search_threat 1 01CA: actor $4464 kill_player $PLAYER_CHAR 02E2: set_actor $4464 weapon_accuracy_to 90 Actor.Health($4464) = 150 $4485 = 1 // integer values :PORNO3_8701 if not Actor.Dead($4456) jf @PORNO3_8901 if $4492 == 0 // integer values jf @PORNO3_8817 if 00EC: actor $4456 0 463.8 31.4 radius 1.0 1.0 jf @PORNO3_8802 0211: actor $4456 walk_to 457.6 30.6 $4492 = 1 // integer values jump @PORNO3_8817 :PORNO3_8802 0211: actor $4456 walk_to 463.8 31.4 :PORNO3_8817 if $4492 == 1 // integer values jf @PORNO3_8901 if not Actor.Dead($4456) jf @PORNO3_8901 if 00EC: actor $4456 0 457.6 30.6 radius 1.0 1.0 jf @PORNO3_8901 Actor.DestroyInstantly($4456) $4492 = 2 // integer values :PORNO3_8901 if not Actor.Dead($4455) jf @PORNO3_9101 if $4493 == 0 // integer values jf @PORNO3_9017 if 00EC: actor $4455 0 463.8 31.4 radius 1.0 1.0 jf @PORNO3_9002 0211: actor $4455 walk_to 457.6 30.6 $4493 = 1 // integer values jump @PORNO3_9017 :PORNO3_9002 0211: actor $4455 walk_to 463.8 31.4 :PORNO3_9017 if $4493 == 1 // integer values jf @PORNO3_9101 if not Actor.Dead($4455) jf @PORNO3_9101 if 00EC: actor $4455 0 457.6 30.6 radius 1.0 1.0 jf @PORNO3_9101 Actor.DestroyInstantly($4455) $4493 = 2 // integer values :PORNO3_9101 gosub @PORNO3_10393 gosub @PORNO3_10685 if not $4492 == 2 // integer values jf @PORNO3_9171 if Actor.Dead($4456) jf @PORNO3_9171 00BC: text_highpriority 'POR1_03' 5000 ms 1 // ~r~Candy is dead! jump @PORNO3_9241 :PORNO3_9171 if not $4493 == 2 // integer values jf @PORNO3_9234 if Actor.Dead($4455) jf @PORNO3_9234 00BC: text_highpriority 'POR3_02' 5000 ms 1 // ~r~You've killed the Congressman! There's no way you can blackmail him now. Player.SetMinWantedLevel($PLAYER_CHAR, 5) jump @PORNO3_9241 :PORNO3_9234 jump @PORNO3_7244 :PORNO3_9241 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! if $4481 == 2 // integer values jf @PORNO3_9281 Player.SetMinWantedLevel($PLAYER_CHAR, 5) :PORNO3_9281 return :PORNO3_9283 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 4000 030C: progress_made += 1 0318: set_latest_mission_passed 'PORN_3' // Martha's Mug Shot create_thread @PORN4 $259 = 1 // integer values return :PORNO3_9351 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True $4488 = 3 // integer values Actor.DestroyWithFade($4456) Actor.DestroyWithFade($4455) 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#HMYRI) Model.Destroy(#STRETCH) Model.Destroy(#CAMERA) Model.Destroy(#FBI) Model.Destroy(#GDA) Model.Destroy(#UZI) Model.Destroy(#SPARROW) Model.Destroy(#RANCHER) Model.Destroy(#M4) 0151: remove_status_text $4497 03AC: clear_route 1 03AC: clear_route 2 03AC: clear_route 3 022A: remove_forbidden_for_peds_cube 479.9 -1.4 11.0 450.3 59.5 40.0 017A: set_player $PLAYER_CHAR weapon 36 ammo_to 0 if 0056: player $PLAYER_CHAR 0 585.7 52.8 555.9 8.1 jf @PORNO3_9692 fade 0 400 0055: put_player $PLAYER_CHAR at 568.7 55.2 13.3 if $4487 == 1 // integer values jf @PORNO3_9629 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT :PORNO3_9629 Object.Destroy($4498) $1817 = Object.Init(#PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616) Object.RemoveFromMissionCleanupList($1817) 034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 fade 1 400 jump @PORNO3_9816 :PORNO3_9692 if not $259 == 1 // integer values jf @PORNO3_9766 Object.Destroy($4498) $1817 = Object.Init(#PH_BUILD_DR_CLOSED, 569.925, 52.0, 14.616) Object.RemoveFromMissionCleanupList($1817) 034D: rotate_object $1817 from_angle 270.0 to_angle 270.0 flag 0 jump @PORNO3_9816 :PORNO3_9766 Object.Destroy($1817) $4498 = Object.Init(#PH_BUILD_DR_OPEN, 569.33, 52.737, 14.616) Object.RemoveFromMissionCleanupList($4498) 034D: rotate_object $4498 from_angle 350.0 to_angle 350.0 flag 0 :PORNO3_9816 if 0057: player $PLAYER_CHAR 0 465.1 32.8 29.9 454.5 27.2 32.6 jf @PORNO3_9942 fade 0 400 0055: put_player $PLAYER_CHAR at 463.4 29.5 30.1 Object.Destroy($4466) Object.Destroy($1815) $1815 = Object.Init(#SPAD_DR_CLOSED2, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1815) fade 1 400 jump @PORNO3_9979 :PORNO3_9942 Object.Destroy($4466) Object.Destroy($1815) $1815 = Object.Init(#SPAD_DR_CLOSED2, 465.375, 30.336, 33.181) Object.RemoveFromMissionCleanupList($1815) :PORNO3_9979 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($4475) Marker.Disable($4476) Marker.Disable($4477) Marker.Disable($4478) mission_cleanup return :PORNO3_10008 if Actor.Dead($4456) jf @PORNO3_10031 $4481 = 1 // integer values :PORNO3_10031 if Actor.Dead($4455) jf @PORNO3_10054 $4481 = 2 // integer values :PORNO3_10054 if Actor.Dead($4459) jf @PORNO3_10077 $4481 = 3 // integer values :PORNO3_10077 if Actor.Dead($4460) jf @PORNO3_10100 $4481 = 3 // integer values :PORNO3_10100 if Actor.Dead($4461) jf @PORNO3_10123 $4481 = 3 // integer values :PORNO3_10123 if Actor.Dead($4462) jf @PORNO3_10146 $4481 = 3 // integer values :PORNO3_10146 if Actor.Dead($4463) jf @PORNO3_10169 $4481 = 3 // integer values :PORNO3_10169 if Actor.Dead($4464) jf @PORNO3_10192 $4481 = 3 // integer values :PORNO3_10192 if 0057: player $PLAYER_CHAR 0 477.3 14.8 29.4 448.6 45.5 38.2 jf @PORNO3_10391 if not Actor.Dead($4459) jf @PORNO3_10264 01CC: actor $4459 kill_player $PLAYER_CHAR :PORNO3_10264 if not Actor.Dead($4460) jf @PORNO3_10288 01CC: actor $4460 kill_player $PLAYER_CHAR :PORNO3_10288 if not Actor.Dead($4461) jf @PORNO3_10312 01CC: actor $4461 kill_player $PLAYER_CHAR :PORNO3_10312 if not Actor.Dead($4462) jf @PORNO3_10336 01CC: actor $4462 kill_player $PLAYER_CHAR :PORNO3_10336 if not Actor.Dead($4463) jf @PORNO3_10360 01CC: actor $4463 kill_player $PLAYER_CHAR :PORNO3_10360 if not Actor.Dead($4464) jf @PORNO3_10384 01CC: actor $4464 kill_player $PLAYER_CHAR :PORNO3_10384 $4481 = 3 // integer values :PORNO3_10391 return :PORNO3_10393 if $4487 == 0 // integer values jf @PORNO3_10538 if 00F5: player $PLAYER_CHAR 0 563.4 26.8 47.6 radius 7.0 7.0 7.0 jf @PORNO3_10538 if not Player.Wasted($PLAYER_CHAR) jf @PORNO3_10531 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_CHARIOT to #OD_WTSIGN 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODCHARIOT to #LODD_BUILDNEW :PORNO3_10531 $4487 = 1 // integer values :PORNO3_10538 if $4487 == 1 // integer values jf @PORNO3_10683 if 00F5: player $PLAYER_CHAR 0 561.9 26.4 18.1 radius 7.0 7.0 7.0 jf @PORNO3_10683 if not Player.Wasted($PLAYER_CHAR) jf @PORNO3_10676 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #OD_WTSIGN to #OD_CHARIOT 03B6: replace_model_at 568.54 -4.801 13.264 radius 80.0 from #LODD_BUILDNEW to #LODCHARIOT :PORNO3_10676 $4487 = 0 // integer values :PORNO3_10683 return :PORNO3_10685 0419: $4491 = player $PLAYER_CHAR weapon 36 ammo if $4491 == 0 // integer values jf @PORNO3_10720 $4481 = 4 // integer values :PORNO3_10720 if 17@ > 280 // integer values jf @PORNO3_10926 if $4494 == 1 // integer values jf @PORNO3_10926 if $4495 == 1 // integer values jf @PORNO3_10926 if 02D7: player $PLAYER_CHAR currentweapon == 36 jf @PORNO3_10926 if 00E1: player 0 pressed_button 6 jf @PORNO3_10926 if 00E1: player 0 pressed_button 17 jf @PORNO3_10926 03D1: play_wav 1 $4494 = 0 // integer values 03D1: play_wav 2 $4495 = 0 // integer values 17@ = 0 // integer values if $4481 == 4 // integer values jf @PORNO3_10926 :PORNO3_10874 if 83D2: not wav 1 ended jf @PORNO3_10900 wait 0 jump @PORNO3_10874 :PORNO3_10900 if 83D2: not wav 2 ended jf @PORNO3_10926 wait 0 jump @PORNO3_10900 :PORNO3_10926 if $4494 == 0 // integer values jf @PORNO3_10989 03CF: load_wav 'CAML' as 1 :PORNO3_10956 if 83D0: not wav 1 loaded jf @PORNO3_10982 wait 0 jump @PORNO3_10956 :PORNO3_10982 $4494 = 1 // integer values :PORNO3_10989 if $4495 == 0 // integer values jf @PORNO3_11052 03CF: load_wav 'CAMR' as 2 :PORNO3_11019 if 83D0: not wav 2 loaded jf @PORNO3_11045 wait 0 jump @PORNO3_11019 :PORNO3_11045 $4495 = 1 // integer values :PORNO3_11052 return //-------------Mission 30--------------- // Originally: G-spotlight :PORNO4 thread 'PORNO4' gosub @PORNO4_46 if wasted_or_busted jf @PORNO4_37 gosub @PORNO4_11336 :PORNO4_37 gosub @PORNO4_11600 end_thread :PORNO4_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'PORN4' 058E: set_restart_mission_taxi_destination 21.489 966.28 9.5 172.7 $4525 = 0 // integer values $4526 = 0 // integer values $4527 = 0 // integer values $4528 = 0 // integer values $4529 = 0 // integer values $4530 = 1 // integer values $4531 = 0 // integer values $61 = 0 // integer values $4532 = 0 // integer values $793 = 0 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDIREC' 023C: load_special_actor 3 'CSCANDY' 023C: load_special_actor 4 'CMRAMAN' 023C: load_special_actor 5 'MPORNA' 02F3: load_object #CUTOBJ01 'CS_CAM' 02F3: load_object #CUTOBJ02 'DRCHAIR' Camera.SetAtPos(-86.0, 929.0, 9.764) 038B: load_requested_models :PORNO4_276 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @PORNO4_318 wait 0 jump @PORNO4_276 :PORNO4_318 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @PORNO4_350 wait 0 jump @PORNO4_318 :PORNO4_350 02E4: load_cutscene_data 'PORN_4' 0244: set_cutscene_pos -69.128 920.965 9.764 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $163 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $163 'CSDIREC' 02E5: $165 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $165 'CSCANDY' 02E5: $197 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $197 'CMRAMAN' 02E5: $164 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $164 'MPORNA' 02E5: $209 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $209 'CS_CAM' 02E5: $215 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $215 'DRCHAIR' 0395: clear_area 1 at -66.0 933.04 range 10.2 1.0 0055: put_player $PLAYER_CHAR at -66.0 933.04 10.2 0171: set_player $PLAYER_CHAR z_angle_to 275.6 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime if and 859A: not false 859C: not jf @PORNO4_1718 :PORNO4_617 if 47 > $CUT_SCENE_TIME // integer values jf @PORNO4_651 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_617 :PORNO4_651 00BC: text_highpriority 'POR4_A' 10000 ms 1 // I'm sorry, but I just can't swallow this right now. :PORNO4_666 if 1741 > $CUT_SCENE_TIME // integer values jf @PORNO4_701 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_666 :PORNO4_701 00BC: text_highpriority 'POR4_B' 10000 ms 1 // Oh COME ON darling! :PORNO4_716 if 3291 > $CUT_SCENE_TIME // integer values jf @PORNO4_751 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_716 :PORNO4_751 00BC: text_highpriority 'POR4_C' 10000 ms 1 // He's hung like a sperm whale for pity's sake, :PORNO4_766 if 5700 > $CUT_SCENE_TIME // integer values jf @PORNO4_801 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_766 :PORNO4_801 00BC: text_highpriority 'POR4_D' 10000 ms 1 // how can you not feel the part?! :PORNO4_816 if 7244 > $CUT_SCENE_TIME // integer values jf @PORNO4_851 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_816 :PORNO4_851 00BC: text_highpriority 'POR4_E' 10000 ms 1 // But Stevie... :PORNO4_866 if 9917 > $CUT_SCENE_TIME // integer values jf @PORNO4_901 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_866 :PORNO4_901 00BC: text_highpriority 'POR4_F' 10000 ms 1 // How's my star director? :PORNO4_916 if 10414 > $CUT_SCENE_TIME // integer values jf @PORNO4_951 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_916 :PORNO4_951 00BC: text_highpriority 'POR4_G' 10000 ms 1 // Oh, man. The struggle between the artistic integrity and :PORNO4_966 if 13409 > $CUT_SCENE_TIME // integer values jf @PORNO4_1001 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_966 :PORNO4_1001 00BC: text_highpriority 'POR4_H' 10000 ms 1 // the humping, pumping action continues unabated. :PORNO4_1016 if 16161 > $CUT_SCENE_TIME // integer values jf @PORNO4_1051 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1016 :PORNO4_1051 00BC: text_highpriority 'POR4_I' 10000 ms 1 // And before you ask, yes, all four videos will be released by their... :PORNO4_1066 if 19667 > $CUT_SCENE_TIME // integer values jf @PORNO4_1101 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1066 :PORNO4_1101 00BC: text_highpriority 'POR4_J' 10000 ms 1 // Honey, can you PLEASE keep the anaconda in the shot, :PORNO4_1116 if 22706 > $CUT_SCENE_TIME // integer values jf @PORNO4_1151 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1116 :PORNO4_1151 00BC: text_highpriority 'POR4_K' 10000 ms 1 // he costs more per hour than you do! :PORNO4_1166 if 24572 > $CUT_SCENE_TIME // integer values jf @PORNO4_1201 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1166 :PORNO4_1201 00BC: text_highpriority 'POR4_L' 10000 ms 1 // Oh, sorry Steve. :PORNO4_1216 if 25843 > $CUT_SCENE_TIME // integer values jf @PORNO4_1251 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1216 :PORNO4_1251 00BC: text_highpriority 'POR4_M' 10000 ms 1 // I was thinking, we need some kind of big stunt to really promote the launch. :PORNO4_1266 if 29291 > $CUT_SCENE_TIME // integer values jf @PORNO4_1301 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1266 :PORNO4_1301 00BC: text_highpriority 'POR4_N' 10000 ms 1 // Something that will make a real impact on the City - you got any ideas? :PORNO4_1316 if 34272 > $CUT_SCENE_TIME // integer values jf @PORNO4_1353 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1316 :PORNO4_1353 00BC: text_highpriority 'POR4_O' 10000 ms 1 // Well, in the old days they used to have gala events, :PORNO4_1368 if 37360 > $CUT_SCENE_TIME // integer values jf @PORNO4_1405 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1368 :PORNO4_1405 00BC: text_highpriority 'POR4_P' 10000 ms 1 // stars, limos, the night sky crisscrossed with searchlights... :PORNO4_1420 if 42492 > $CUT_SCENE_TIME // integer values jf @PORNO4_1457 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1420 :PORNO4_1457 00BC: text_highpriority 'POR4_Q' 10000 ms 1 // Searchlights! I've got an idea... :PORNO4_1472 if 45162 > $CUT_SCENE_TIME // integer values jf @PORNO4_1509 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1472 :PORNO4_1509 00BC: text_highpriority 'POR4_R' 10000 ms 1 // ...yeah, yeah, yeah. The little sequined numbers, and the limos, oh, premieres :PORNO4_1524 if 50224 > $CUT_SCENE_TIME // integer values jf @PORNO4_1561 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1524 :PORNO4_1561 00BC: text_highpriority 'POR4_S' 10000 ms 1 // Oh, yes ma'am, of course ma'am, :PORNO4_1576 if 53220 > $CUT_SCENE_TIME // integer values jf @PORNO4_1613 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1576 :PORNO4_1613 fade 0 3000 00BC: text_highpriority 'POR4_T' 10000 ms 1 // and the press, and the barrage of lights... :PORNO4_1635 if 54220 > $CUT_SCENE_TIME // integer values jf @PORNO4_1672 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1635 :PORNO4_1672 00BE: text_clear_all :PORNO4_1674 if 56064 > $CUT_SCENE_TIME // integer values jf @PORNO4_1711 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1674 :PORNO4_1711 jump @PORNO4_2364 :PORNO4_1718 if 194 > $CUT_SCENE_TIME // integer values jf @PORNO4_1753 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1718 :PORNO4_1753 00BC: text_highpriority 'POR4_F' 10000 ms 1 // How's my star director? :PORNO4_1768 if 1394 > $CUT_SCENE_TIME // integer values jf @PORNO4_1803 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1768 :PORNO4_1803 00BC: text_highpriority 'POR4_G' 10000 ms 1 // Oh, man. The struggle between the artistic integrity and :PORNO4_1818 if 4344 > $CUT_SCENE_TIME // integer values jf @PORNO4_1853 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1818 :PORNO4_1853 00BC: text_highpriority 'POR4_H' 10000 ms 1 // the humping, pumping action continues unabated. :PORNO4_1868 if 7178 > $CUT_SCENE_TIME // integer values jf @PORNO4_1903 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1868 :PORNO4_1903 00BC: text_highpriority 'POR4_I' 10000 ms 1 // And before you ask, yes, all four videos will be released by their... :PORNO4_1918 if 10656 > $CUT_SCENE_TIME // integer values jf @PORNO4_1953 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1918 :PORNO4_1953 00BC: text_highpriority 'POR4_J' 10000 ms 1 // Honey, can you PLEASE keep the anaconda in the shot, :PORNO4_1968 if 13704 > $CUT_SCENE_TIME // integer values jf @PORNO4_2003 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_1968 :PORNO4_2003 00BC: text_highpriority 'POR4_K' 10000 ms 1 // he costs more per hour than you do! :PORNO4_2018 if 15550 > $CUT_SCENE_TIME // integer values jf @PORNO4_2053 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_2018 :PORNO4_2053 00BC: text_highpriority 'POR4_L' 10000 ms 1 // Oh, sorry Steve. :PORNO4_2068 if 16828 > $CUT_SCENE_TIME // integer values jf @PORNO4_2103 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_2068 :PORNO4_2103 00BC: text_highpriority 'POR4_M' 10000 ms 1 // I was thinking, we need some kind of big stunt to really promote the launch. :PORNO4_2118 if 20256 > $CUT_SCENE_TIME // integer values jf @PORNO4_2153 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_2118 :PORNO4_2153 00BC: text_highpriority 'POR4_N' 10000 ms 1 // Something that will make a real impact on the City - you got any ideas? :PORNO4_2168 if 25295 > $CUT_SCENE_TIME // integer values jf @PORNO4_2203 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_2168 :PORNO4_2203 00BC: text_highpriority 'POR4_O' 10000 ms 1 // Well, in the old days they used to have gala events, :PORNO4_2218 if 28750 > $CUT_SCENE_TIME // integer values jf @PORNO4_2253 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_2218 :PORNO4_2253 00BC: text_highpriority 'POR4_P' 10000 ms 1 // stars, limos, the night sky crisscrossed with searchlights... :PORNO4_2268 if 33584 > $CUT_SCENE_TIME // integer values jf @PORNO4_2305 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_2268 :PORNO4_2305 00BC: text_highpriority 'POR4_Q' 10000 ms 1 // Searchlights! I've got an idea... :PORNO4_2320 if 36184 > $CUT_SCENE_TIME // integer values jf @PORNO4_2357 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PORNO4_2320 :PORNO4_2357 fade 0 3000 :PORNO4_2364 00BE: text_clear_all :PORNO4_2366 if fading jf @PORNO4_2390 wait 0 jump @PORNO4_2366 :PORNO4_2390 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 Camera.SetBehindPlayer Camera.SetAtPos(-67.0, 939.297, 10.94) 00C0: set_current_time 17 0 04E3: unknown_player $PLAYER_CHAR 3 60000 Model.Load(#HFYBU) Model.Load(#WFYBU) Model.Load(#WMYBU) Model.Load(#WMOBU) Model.Load(#PCJ600) Model.Load(#GDA) :PORNO4_2515 if or not Model.Available(#HFYBU) not Model.Available(#WFYBU) not Model.Available(#WMYBU) not Model.Available(#WMOBU) jf @PORNO4_2553 wait 0 jump @PORNO4_2515 :PORNO4_2553 if or not Model.Available(#PCJ600) not Model.Available(#GDA) jf @PORNO4_2584 wait 0 jump @PORNO4_2553 :PORNO4_2584 if $ONMISSION == 0 // integer values jf @PORNO4_2642 018A: $4522 = create_checkpoint_at -483.5 853.0 9.9 018A: $4524 = create_checkpoint_at -526.2 886.2 70.0 :PORNO4_2642 $4517 = Car.Create(#PCJ600, -6.4, 957.1, 9.4) $4518 = Actor.Create(CivMale, #GDA, 0.3, 958.3, 9.9) fade 1 1500 00BC: text_highpriority 'POR4_01' 5000 ms 1 // ~g~Go ~y~Downtown~g~ and adjust the spotlight on top of the building. 00BB: text_lowpriority 'POR4_02' 5000 ms 1 // ~g~A fast bike will be needed to jump from roof to roof. The Security Guard usually drives a ~y~PCJ 600~g~ to work... 018A: $4521 = create_checkpoint_at 6.8 953.5 9.4 :PORNO4_2746 wait 0 if or $4525 == 0 // integer values $4525 == 2 // integer values jf @PORNO4_3174 if 00F5: player $PLAYER_CHAR 1 -487.9 837.7 10.0 radius 5.0 5.0 5.0 jf @PORNO4_3174 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0253: save_current_time Camera.SetPosition(-456.4, 851.2, 25.9, 0.0, 0.0, 0.0) Camera.PointAt(-499.2, 837.7, 11.1, 2) 00BE: text_clear_all 16@ = 0 // integer values :PORNO4_2896 if 1000 > 16@ // integer values jf @PORNO4_3007 wait 0 if 00E1: player 0 pressed_button 16 jf @PORNO4_2975 if $61 == 1 // integer values jf @PORNO4_2968 $61 = 0 // integer values jump @PORNO4_3140 :PORNO4_2968 jump @PORNO4_3000 :PORNO4_2975 if $61 == 0 // integer values jf @PORNO4_3000 $61 = 1 // integer values :PORNO4_3000 jump @PORNO4_2896 :PORNO4_3007 00BC: text_highpriority 'POR4_05' 5000 ms 1 // ~g~These stairs will lead round to a lower office. 16@ = 0 // integer values :PORNO4_3029 if 5000 > 16@ // integer values jf @PORNO4_3140 wait 0 if 00E1: player 0 pressed_button 16 jf @PORNO4_3108 if $61 == 1 // integer values jf @PORNO4_3101 $61 = 0 // integer values jump @PORNO4_3140 :PORNO4_3101 jump @PORNO4_3133 :PORNO4_3108 if $61 == 0 // integer values jf @PORNO4_3133 $61 = 1 // integer values :PORNO4_3133 jump @PORNO4_3029 :PORNO4_3140 00BE: text_clear_all Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 0254: restore_current_time 02A3: enable_widescreen 0 Marker.Disable($4521) Marker.Disable($4522) $4525 = 3 // integer values :PORNO4_3174 if $4525 == 1 // integer values jf @PORNO4_3224 Marker.Disable($4521) 018A: $4522 = create_checkpoint_at -487.9 837.7 10.0 $4525 = 2 // integer values :PORNO4_3224 if $4525 == 3 // integer values jf @PORNO4_3269 018A: $4519 = create_checkpoint_at -562.7 782.7 22.4 $4525 = 4 // integer values :PORNO4_3269 if $4525 == 5 // integer values jf @PORNO4_3314 018A: $4523 = create_checkpoint_at -528.2 774.5 98.0 $4525 = 6 // integer values :PORNO4_3314 if $4525 == 6 // integer values jf @PORNO4_3962 if $4531 == 0 // integer values jf @PORNO4_3932 if 00F5: player $PLAYER_CHAR 1 -528.2 774.5 98.0 radius 5.0 5.0 5.0 jf @PORNO4_3932 Marker.Disable($4523) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0253: save_current_time Camera.SetPosition(-531.8, 817.6, 99.1, 0.0, 0.0, 0.0) Camera.PointAt(-532.3, 825.6, 98.7, 2) 0055: put_player $PLAYER_CHAR at -537.3 897.3 67.4 0171: set_player $PLAYER_CHAR z_angle_to 4.5 00BE: text_clear_all wait 500 00BC: text_highpriority 'POR4_08' 5000 ms 1 // ~g~Smash through the window to start the course. You have until 07:00 before it gets too light to get up there unseen. 16@ = 0 // integer values :PORNO4_3526 if 5000 > 16@ // integer values jf @PORNO4_3637 wait 0 if 00E1: player 0 pressed_button 16 jf @PORNO4_3605 if $61 == 1 // integer values jf @PORNO4_3598 $61 = 0 // integer values jump @PORNO4_3869 :PORNO4_3598 jump @PORNO4_3630 :PORNO4_3605 if $61 == 0 // integer values jf @PORNO4_3630 $61 = 1 // integer values :PORNO4_3630 jump @PORNO4_3526 :PORNO4_3637 Camera.SetPosition(-530.2, 825.27, 98.4, 0.0, 0.0, 0.0) Camera.PointAt(-529.6, 901.06, 72.1, 2) 00BC: text_highpriority 'POR4_09' 5000 ms 1 // ~g~The pickups will show you which building to jump to next. 16@ = 0 // integer values :PORNO4_3710 if 5000 > 16@ // integer values jf @PORNO4_3869 wait 0 if 00F5: player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 jf @PORNO4_3781 :PORNO4_3781 if 00E1: player 0 pressed_button 16 jf @PORNO4_3837 if $61 == 1 // integer values jf @PORNO4_3830 $61 = 0 // integer values jump @PORNO4_3869 :PORNO4_3830 jump @PORNO4_3862 :PORNO4_3837 if $61 == 0 // integer values jf @PORNO4_3862 $61 = 1 // integer values :PORNO4_3862 jump @PORNO4_3710 :PORNO4_3869 00BE: text_clear_all 0055: put_player $PLAYER_CHAR at -528.2 774.5 96.5 0171: set_player $PLAYER_CHAR z_angle_to 4.5 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 0254: restore_current_time Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 $4525 = 7 // integer values $4531 = 1 // integer values :PORNO4_3932 Marker.Disable($4523) Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -526.2 886.2 70.0 :PORNO4_3962 if $4525 == 7 // integer values jf @PORNO4_4060 if 00F5: player $PLAYER_CHAR 1 -526.2 886.2 70.0 radius 10.0 10.0 10.0 jf @PORNO4_4060 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -552.6 1074.7 52.4 $4525 = 8 // integer values :PORNO4_4060 if $4525 == 8 // integer values jf @PORNO4_4177 if 00F5: player $PLAYER_CHAR 1 -552.6 1074.7 52.4 radius 15.0 15.0 15.0 jf @PORNO4_4177 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -645.7 1129.7 29.1 $4525 = 9 // integer values :PORNO4_4177 if $4525 == 9 // integer values jf @PORNO4_4294 if 00F5: player $PLAYER_CHAR 1 -645.7 1129.7 29.1 radius 10.0 10.0 10.0 jf @PORNO4_4294 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -695.5 1130.3 32.6 $4525 = 10 // integer values :PORNO4_4294 if $4525 == 10 // integer values jf @PORNO4_4411 if 00F5: player $PLAYER_CHAR 1 -695.5 1130.3 32.6 radius 10.0 10.0 10.0 jf @PORNO4_4411 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -800.6 1141.7 25.6 $4525 = 11 // integer values :PORNO4_4411 if $4525 == 11 // integer values jf @PORNO4_4528 if 00F5: player $PLAYER_CHAR 1 -800.6 1141.7 25.6 radius 20.0 20.0 20.0 jf @PORNO4_4528 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -840.1 1194.3 16.7 $4525 = 12 // integer values :PORNO4_4528 if $4525 == 12 // integer values jf @PORNO4_4626 if 00F5: player $PLAYER_CHAR 1 -840.1 1194.3 16.7 radius 10.0 10.0 10.0 jf @PORNO4_4626 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -792.4 1299.2 27.9 $4525 = 13 // integer values :PORNO4_4626 if $4525 == 13 // integer values jf @PORNO4_4743 if 00F5: player $PLAYER_CHAR 1 -792.4 1299.2 27.9 radius 10.0 10.0 10.0 jf @PORNO4_4743 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -710.1 1302.5 20.6 $4525 = 14 // integer values :PORNO4_4743 if $4525 == 14 // integer values jf @PORNO4_4860 if 00F5: player $PLAYER_CHAR 1 -710.1 1302.5 20.6 radius 10.0 10.0 10.0 jf @PORNO4_4860 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -681.8 1338.8 24.3 $4525 = 15 // integer values :PORNO4_4860 if $4525 == 15 // integer values jf @PORNO4_4977 if 00F5: player $PLAYER_CHAR 1 -681.8 1338.8 24.3 radius 10.0 10.0 10.0 jf @PORNO4_4977 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -573.5 1365.4 16.6 $4525 = 16 // integer values :PORNO4_4977 if $4525 == 16 // integer values jf @PORNO4_5094 if 00F5: player $PLAYER_CHAR 1 -573.5 1365.4 16.6 radius 10.0 10.0 10.0 jf @PORNO4_5094 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -482.0 1355.7 24.7 $4525 = 17 // integer values :PORNO4_5094 if $4525 > 16 // integer values jf @PORNO4_5358 if 029F: player $PLAYER_CHAR stopped jf @PORNO4_5358 if $4535 == 0 // integer values jf @PORNO4_5358 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0253: save_current_time Camera.SetPosition(-605.6, 1371.6, 23.1, 0.0, 0.0, 0.0) Camera.PointAt(-562.94, 1373.14, 14.81, 2) wait 1000 :PORNO4_5215 if $4537 >= -140.0 // floating-point values jf @PORNO4_5275 wait 0 0453: object $1807 set_rotation $4537 0.0 0.0 007E: $4537 -= frame_delta_time * 1.0 // floating-point values jump @PORNO4_5215 :PORNO4_5275 wait 1000 Marker.Disable($4519) 00BC: text_highpriority 'POR4_11' 7000 ms 1 // ~g~Return to the ladder if you need access to the rooftops again. Marker.Disable($4519) 0167: $4519 = create_marker_at -574.2 1373.35 16.1 color 5 flag 2 0166: set_marker $4519 brightness_to 1 Camera.Restore_WithJumpCut 0254: restore_current_time Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 $4535 = 1 // integer values :PORNO4_5358 if $4525 == 17 // integer values jf @PORNO4_5475 if 00F5: player $PLAYER_CHAR 1 -482.0 1355.7 24.7 radius 10.0 10.0 10.0 jf @PORNO4_5475 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -410.6 1364.8 29.7 $4525 = 18 // integer values :PORNO4_5475 if $4525 == 18 // integer values jf @PORNO4_5592 if 00F5: player $PLAYER_CHAR 1 -410.6 1364.8 29.7 radius 10.0 10.0 10.0 jf @PORNO4_5592 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -354.3 1385.0 27.0 $4525 = 19 // integer values :PORNO4_5592 if $4525 == 19 // integer values jf @PORNO4_5709 if 00F5: player $PLAYER_CHAR 1 -354.3 1385.0 27.0 radius 10.0 10.0 10.0 jf @PORNO4_5709 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -283.3 1401.7 27.3 $4525 = 20 // integer values :PORNO4_5709 if $4525 == 20 // integer values jf @PORNO4_5826 if 00F5: player $PLAYER_CHAR 1 -283.3 1401.7 27.3 radius 10.0 10.0 10.0 jf @PORNO4_5826 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -280.5 1335.0 27.1 $4525 = 21 // integer values :PORNO4_5826 if $4525 == 21 // integer values jf @PORNO4_5943 if 00F5: player $PLAYER_CHAR 1 -280.5 1335.0 27.1 radius 10.0 10.0 10.0 jf @PORNO4_5943 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -277.1 1274.0 27.9 $4525 = 22 // integer values :PORNO4_5943 if $4525 == 22 // integer values jf @PORNO4_6060 if 00F5: player $PLAYER_CHAR 1 -277.1 1274.0 27.9 radius 10.0 10.0 10.0 jf @PORNO4_6060 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -277.3 1216.3 42.6 $4525 = 23 // integer values :PORNO4_6060 if $4525 == 23 // integer values jf @PORNO4_6177 if 00F5: player $PLAYER_CHAR 1 -277.3 1216.3 42.6 radius 10.0 10.0 10.0 jf @PORNO4_6177 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4524) 018A: $4524 = create_checkpoint_at -336.5 1047.8 38.7 $4525 = 24 // integer values :PORNO4_6177 if $4525 == 24 // integer values jf @PORNO4_6255 if 00F5: player $PLAYER_CHAR 1 -336.5 1047.8 38.7 radius 10.0 10.0 10.0 jf @PORNO4_6255 Marker.Disable($4524) $4525 = 25 // integer values :PORNO4_6255 if $4525 > 24 // integer values jf @PORNO4_6529 if 029F: player $PLAYER_CHAR stopped jf @PORNO4_6529 if $4536 == 0 // integer values jf @PORNO4_6529 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0253: save_current_time $4537 = 0.0 // floating-point values Camera.SetPosition(-303.3, 858.4, 21.0, 0.0, 0.0, 0.0) Camera.PointAt(-356.3, 919.0, 23.0, 2) wait 3000 Camera.SetPosition(-345.3, 914.7, 17.6, 0.0, 0.0, 0.0) Camera.PointAt(-368.9, 909.8, 16.8, 2) wait 1000 :PORNO4_6442 if $4537 >= -150.0 // floating-point values jf @PORNO4_6502 wait 0 0453: object $1808 set_rotation $4537 0.0 157.0 007E: $4537 -= frame_delta_time * 1.0 // floating-point values jump @PORNO4_6442 :PORNO4_6502 wait 1000 Camera.Restore_WithJumpCut 0254: restore_current_time Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 $4536 = 1 // integer values :PORNO4_6529 if $4525 == 25 // integer values jf @PORNO4_6574 018A: $4520 = create_checkpoint_at -358.0 992.2 46.3 $4525 = 26 // integer values :PORNO4_6574 if 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 jf @PORNO4_6635 if $4525 == 0 // integer values jf @PORNO4_6635 00BE: text_clear_all 00BC: text_highpriority 'POR4_03' 5000 ms 1 // ~g~You will need to get onto the roofs of the buildings. There should be a lift into one of the upper offices... $4525 = 1 // integer values :PORNO4_6635 if 00F5: player $PLAYER_CHAR 0 6.8 953.5 10.0 radius 80.0 80.0 80.0 jf @PORNO4_6762 if $4530 == 0 // integer values jf @PORNO4_6755 $4517 = Car.Create(#PCJ600, -6.4, 957.1, 9.4) $4518 = Actor.Create(CivMale, #GDA, 0.3, 958.3, 9.9) $4530 = 1 // integer values :PORNO4_6755 jump @PORNO4_6797 :PORNO4_6762 if $4530 == 1 // integer values jf @PORNO4_6797 Actor.RemoveReferences($4518) Car.RemoveReferences($4517) $4530 = 0 // integer values :PORNO4_6797 if $4525 == 0 // integer values jf @PORNO4_6856 if $4530 == 1 // integer values jf @PORNO4_6856 if Car.Wrecked($4517) jf @PORNO4_6856 $4525 = 1 // integer values :PORNO4_6856 if 00F8: player $PLAYER_CHAR stopped 1 -562.5 782.3 21.8 radius 2.0 2.0 2.0 jf @PORNO4_9348 if 847E: not player $PLAYER_CHAR driving_a_motorbike jf @PORNO4_6935 00BC: text_highpriority 'POR4_07' 5000 ms 1 // ~g~You will need a bike so you can jump from building to building. :PORNO4_6935 if 047E: player $PLAYER_CHAR driving_a_motorbike jf @PORNO4_9348 if 0443: player $PLAYER_CHAR in_a_car jf @PORNO4_9348 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0253: save_current_time Camera.SetPosition(-565.4, 782.6, 23.7, 0.0, 0.0, 0.0) Camera.PointAt(-556.8, 782.0, 22.8, 2) 00DA: $4515 = player $PLAYER_CHAR car Car.PutAt($4515, -562.5, 782.3, 21.8) Car.Angle($4515) = 264.8 $4513 = Actor.Create(CivFemale, #WMOBU, -556.2, 783.0, 21.8) Actor.Angle($4513) = 204.7 $4514 = Actor.Create(CivFemale, #WFYBU, -555.8, 781.3, 21.8) Actor.Angle($4514) = 12.4 03F9: make_actors $4513 $4514 converse_in 86400000 ms wait 1000 03CF: load_wav 'LIFTOP' as 1 :PORNO4_7167 if 83D0: not wav 1 loaded jf @PORNO4_7193 wait 0 jump @PORNO4_7167 :PORNO4_7193 03CF: load_wav 'LIFTBEL' as 2 :PORNO4_7205 if 83D0: not wav 2 loaded jf @PORNO4_7231 wait 0 jump @PORNO4_7205 :PORNO4_7231 03D1: play_wav 2 :PORNO4_7235 if 83D2: not wav 2 ended jf @PORNO4_7261 wait 0 jump @PORNO4_7235 :PORNO4_7261 040D: unload_wav 2 03CF: load_wav 'LIFTRUN' as 2 :PORNO4_7277 if 83D0: not wav 2 loaded jf @PORNO4_7303 wait 0 jump @PORNO4_7277 :PORNO4_7303 16@ = 0 // integer values :PORNO4_7310 wait 0 03D1: play_wav 1 034E: move_object $1801 to -559.476 784.807 23.279 speed 0.0 0.1 0.0 collision_check 0 034E: move_object $1802 to -559.476 779.64 23.279 speed 0.0 0.1 0.0 collision_check 0 if 16@ > 2000 // integer values jf @PORNO4_7418 jump @PORNO4_7425 :PORNO4_7418 jump @PORNO4_7310 :PORNO4_7425 if not Actor.Dead($4513) jf @PORNO4_7475 if not Actor.Dead($4514) jf @PORNO4_7475 03F9: make_actors $4513 $4514 converse_in 10 ms 022D: set_actor $4513 to_look_at_player $PLAYER_CHAR :PORNO4_7475 wait 80 if not Actor.Dead($4514) jf @PORNO4_7503 022D: set_actor $4514 to_look_at_player $PLAYER_CHAR :PORNO4_7503 wait 100 03CF: load_wav 'INLIFT' as 1 :PORNO4_7519 if 83D0: not wav 1 loaded jf @PORNO4_7545 wait 0 jump @PORNO4_7519 :PORNO4_7545 if not Car.Wrecked($4515) jf @PORNO4_7589 03A2: set_vehicle $4515 action 3 00AE: set_vehicle $4515 traffic_behavior_to 3 0477: set_car $4515 action 8 time 1100 03D1: play_wav 1 :PORNO4_7589 16@ = 0 // integer values :PORNO4_7596 wait 0 if not Car.Wrecked($4515) jf @PORNO4_7661 if 01AD: car $4515 sphere 0 near_point -557.9 782.3 radius 1.3 1.3 jf @PORNO4_7661 jump @PORNO4_7694 :PORNO4_7661 if 16@ > 900 // integer values jf @PORNO4_7687 jump @PORNO4_7694 :PORNO4_7687 jump @PORNO4_7596 :PORNO4_7694 0477: set_car $4515 action 5 time 1 if not Actor.Dead($4513) jf @PORNO4_7744 022F: set_actor $4513 stop_looking 01BE: set_actor $4513 to_look_at_spot -562.5 782.3 21.8 :PORNO4_7744 wait 80 if not Actor.Dead($4514) jf @PORNO4_7789 022F: set_actor $4514 stop_looking 01BE: set_actor $4514 to_look_at_spot -562.5 782.3 21.8 :PORNO4_7789 wait 1000 16@ = 0 // integer values 03CF: load_wav 'LIFTCL' as 1 :PORNO4_7813 if 83D0: not wav 1 loaded jf @PORNO4_7839 wait 0 jump @PORNO4_7813 :PORNO4_7839 wait 0 034E: move_object $1801 to -559.476 783.107 23.279 speed 0.0 0.1 0.0 collision_check 0 034E: move_object $1802 to -559.476 781.34 23.279 speed 0.0 0.1 0.0 collision_check 0 03D1: play_wav 1 if 16@ > 1000 // integer values jf @PORNO4_8089 if $4528 == 0 // integer values jf @PORNO4_8089 Actor.DestroyInstantly($4513) Actor.DestroyInstantly($4514) $4513 = Actor.Create(CivFemale, #WMOBU, -550.0, 788.7, 96.5) Actor.Angle($4513) = 90.6 $4514 = Actor.Create(CivFemale, #WFYBU, -550.0, 787.2, 96.5) Actor.Angle($4514) = 90.6 if not Car.Wrecked($4515) jf @PORNO4_8082 Car.PutAt($4515, -551.5, 787.9, 96.5) Car.Angle($4515) = 269.4 :PORNO4_8082 $4528 = 1 // integer values :PORNO4_8089 if 16@ > 2000 // integer values jf @PORNO4_8115 jump @PORNO4_8122 :PORNO4_8115 jump @PORNO4_7839 :PORNO4_8122 03D1: play_wav 2 Camera.SetPosition(-553.3, 786.1, 100.0, 0.0, 0.0, 0.0) Camera.PointAt(-550.4, 788.4, 97.2, 2) 0507: set_camera_interference 1 wait 5000 040D: unload_wav 1 03CF: load_wav 'LIFTBEL' as 2 :PORNO4_8202 if 83D0: not wav 2 loaded jf @PORNO4_8228 wait 0 jump @PORNO4_8202 :PORNO4_8228 03D1: play_wav 2 :PORNO4_8232 if 83D2: not wav 2 ended jf @PORNO4_8258 wait 0 jump @PORNO4_8232 :PORNO4_8258 040D: unload_wav 2 $4505 = Actor.Create(CivFemale, #HFYBU, -564.4, 784.4, 96.5) Actor.Angle($4505) = 3.1 $4506 = Actor.Create(CivFemale, #WFYBU, -552.6, 768.6, 96.5) Actor.Angle($4506) = 179.0 $4507 = Actor.Create(CivFemale, #HFYBU, -537.9, 787.6, 96.5) Actor.Angle($4507) = 92.5 $4508 = Actor.Create(CivFemale, #HFYBU, -524.0, 811.6, 96.5) Actor.Angle($4508) = 108.6 $4509 = Actor.Create(CivFemale, #WMOBU, -524.0, 810.0, 96.5) Actor.Angle($4509) = 0.0 03F9: make_actors $4508 $4509 converse_in 86400000 ms $4510 = Actor.Create(CivFemale, #WMYBU, -529.5, 826.9, 96.5) Actor.Angle($4510) = 358.0 $4511 = Actor.Create(CivFemale, #WMYBU, -539.2, 768.6, 96.5) Actor.Angle($4511) = 6.5 $4512 = Actor.Create(CivFemale, #HFYBU, -540.2, 769.3, 96.5) Actor.Angle($4512) = 214.6 03F9: make_actors $4511 $4512 converse_in 86400000 ms $4527 = 1 // integer values 0507: set_camera_interference 0 Camera.SetPosition(-557.0, 787.7, 99.0, 0.0, 0.0, 0.0) Camera.PointAt(-550.6, 787.6, 97.5, 2) 16@ = 0 // integer values 03CF: load_wav 'LIFTOP' as 1 :PORNO4_8641 if 83D0: not wav 1 loaded jf @PORNO4_8667 wait 0 jump @PORNO4_8641 :PORNO4_8667 wait 0 03D1: play_wav 1 034E: move_object $1803 to -553.563 790.595 97.917 speed 0.0 0.1 0.0 collision_check 0 034E: move_object $1804 to -553.563 785.427 97.917 speed 0.0 0.1 0.0 collision_check 0 if 16@ > 2000 // integer values jf @PORNO4_8775 jump @PORNO4_8782 :PORNO4_8775 jump @PORNO4_8667 :PORNO4_8782 if not Car.Wrecked($4515) jf @PORNO4_8815 0477: set_car $4515 action 2 time 10000 16@ = 0 // integer values :PORNO4_8815 wait 0 if not Car.Wrecked($4515) jf @PORNO4_8880 if 01AD: car $4515 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 jf @PORNO4_8880 jump @PORNO4_8913 :PORNO4_8880 if 16@ > 2500 // integer values jf @PORNO4_8906 jump @PORNO4_8913 :PORNO4_8906 jump @PORNO4_8815 :PORNO4_8913 0477: set_car $4515 action 5 time 1 if 81AD: not car $4515 sphere 0 near_point -560.5 788.0 radius 1.0 1.0 jf @PORNO4_8990 Car.PutAt($4515, -560.5, 788.0, 96.0) Car.Angle($4515) = 186.0 :PORNO4_8990 wait 1000 16@ = 0 // integer values 03CF: load_wav 'LIFTCL' as 1 :PORNO4_9014 if 83D0: not wav 1 loaded jf @PORNO4_9040 wait 0 jump @PORNO4_9014 :PORNO4_9040 wait 0 034E: move_object $1803 to -553.563 788.895 97.917 speed 0.0 0.1 0.0 collision_check 0 034E: move_object $1804 to -553.563 787.127 97.917 speed 0.0 0.1 0.0 collision_check 0 03D1: play_wav 1 if 16@ > 2000 // integer values jf @PORNO4_9148 jump @PORNO4_9155 :PORNO4_9148 jump @PORNO4_9040 :PORNO4_9155 Actor.RemoveReferences($4513) Actor.RemoveReferences($4514) if not Car.Wrecked($4515) jf @PORNO4_9188 03A2: set_vehicle $4515 action 0 :PORNO4_9188 $4528 = 0 // integer values 0507: set_camera_interference 0 Camera.Restore_WithJumpCut 0254: restore_current_time Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 if or $4525 == 1 // integer values $4525 == 2 // integer values jf @PORNO4_9251 Marker.Disable($4522) $4525 = 4 // integer values :PORNO4_9251 if $4525 == 4 // integer values jf @PORNO4_9336 00BE: text_clear_all 00BC: text_highpriority 'POR4_06' 7000 ms 1 // ~g~Return to the lower office if you need access to the rooftops again. Marker.Disable($4519) 0167: $4519 = create_marker_at -562.7 782.7 22.4 color 5 flag 2 0166: set_marker $4519 brightness_to 1 $4525 = 5 // integer values jump @PORNO4_9348 :PORNO4_9336 Marker.Disable($4520) $4525 = 7 // integer values :PORNO4_9348 if 00F5: player $PLAYER_CHAR 0 -568.0 793.2 22.0 radius 40.0 40.0 40.0 jf @PORNO4_9706 if 0057: player $PLAYER_CHAR 0 -576.9 836.2 15.0 -583.0 821.6 25.0 jf @PORNO4_9699 if $4526 == 0 // integer values jf @PORNO4_9699 $4499 = Actor.Create(CivFemale, #HFYBU, -571.5, 776.5, 21.8) Actor.Angle($4499) = 355.4 $4500 = Actor.Create(CivFemale, #WFYBU, -570.9, 779.1, 21.8) Actor.Angle($4500) = 171.2 03F9: make_actors $4499 $4500 converse_in 86400000 ms $4501 = Actor.Create(CivFemale, #WMYBU, -574.1, 788.0, 21.8) Actor.Angle($4501) = 278.0 $4502 = Actor.Create(CivFemale, #HFYBU, -571.2, 810.6, 21.8) Actor.Angle($4502) = 272.9 $4503 = Actor.Create(CivFemale, #HFYBU, -560.8, 787.5, 21.8) Actor.Angle($4503) = 278.8 $4504 = Actor.Create(CivFemale, #WMOBU, -569.4, 810.5, 21.8) Actor.Angle($4504) = 114.1 03F9: make_actors $4502 $4504 converse_in 86400000 ms $4526 = 1 // integer values :PORNO4_9699 jump @PORNO4_9761 :PORNO4_9706 if $4526 == 1 // integer values jf @PORNO4_9761 Actor.DestroyInstantly($4499) Actor.DestroyInstantly($4500) Actor.DestroyInstantly($4501) Actor.DestroyInstantly($4502) Actor.DestroyInstantly($4503) Actor.DestroyInstantly($4504) $4526 = 0 // integer values :PORNO4_9761 if not Actor.Dead($4501) jf @PORNO4_9789 0372: set_actor $4501 anim 24 wait_state_time 999999 ms :PORNO4_9789 if not Actor.Dead($4503) jf @PORNO4_9817 0372: set_actor $4503 anim 25 wait_state_time 999999 ms :PORNO4_9817 if not Actor.Dead($4504) jf @PORNO4_9845 0372: set_actor $4504 anim 24 wait_state_time 999999 ms :PORNO4_9845 if not Actor.Dead($4505) jf @PORNO4_9873 0372: set_actor $4505 anim 24 wait_state_time 999999 ms :PORNO4_9873 if not Actor.Dead($4506) jf @PORNO4_9901 0372: set_actor $4506 anim 25 wait_state_time 999999 ms :PORNO4_9901 if not Actor.Dead($4507) jf @PORNO4_9929 0372: set_actor $4507 anim 24 wait_state_time 999999 ms :PORNO4_9929 if not Actor.Dead($4511) jf @PORNO4_9957 0372: set_actor $4511 anim 24 wait_state_time 999999 ms :PORNO4_9957 if 8057: not player $PLAYER_CHAR 0 -568.6 765.4 90.9 -479.8 846.2 111.0 jf @PORNO4_10070 if $4527 == 1 // integer values jf @PORNO4_10070 Actor.DestroyInstantly($4505) Actor.DestroyInstantly($4506) Actor.DestroyInstantly($4507) Actor.DestroyInstantly($4508) Actor.DestroyInstantly($4509) Actor.DestroyInstantly($4510) Actor.DestroyInstantly($4511) Actor.DestroyInstantly($4512) $4527 = 0 // integer values :PORNO4_10070 if $4525 == 26 // integer values jf @PORNO4_11280 if 00F9: player $PLAYER_CHAR stopped 1 -355.6 990.8 44.4 radius 1.0 1.0 2.0 jf @PORNO4_11280 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 00BF: $4533 = current_time_hours, $4534 = current_time_minutes if $4533 > 16 // integer values jf @PORNO4_10197 if 23 > $4533 // integer values jf @PORNO4_10197 00C0: set_current_time 23 0 :PORNO4_10197 0395: clear_area 1 at -356.1 990.1 range 44.4 1.0 0055: put_player $PLAYER_CHAR at -356.1 990.1 44.4 0171: set_player $PLAYER_CHAR z_angle_to 260.5 Camera.SetPosition(-358.1, 991.5, 46.8, 0.0, 0.0, 0.0) Camera.PointAt(-355.2, 990.3, 46.1, 2) 02E4: load_cutscene_data 'GSPOT' 02E7: start_cutscene wait 1000 0372: set_actor $PLAYER_ACTOR anim 25 wait_state_time 1000 ms wait 2000 053D: $PLAYER_ACTOR Object.Destroy($1806) wait 500 $1806 = Object.Init(#DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708) wait 500 Object.Destroy($1806) wait 500 $1806 = Object.Init(#DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708) wait 300 Object.Destroy($1806) wait 200 $1806 = Object.Init(#DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708) wait 100 Object.Destroy($1806) wait 50 $1806 = Object.Init(#DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708) wait 10 Object.Destroy($1806) wait 10 $1806 = Object.Init(#DTS_SOAPYTITWANK_A, -324.797, 991.184, 71.708) wait 10 Object.Destroy($1806) wait 500 Camera.SetPosition(-350.1, 991.07, 44.97, 0.0, 0.0, 0.0) Camera.PointAt(-478.2, 969.8, 137.3, 2) wait 1000 0055: put_player $PLAYER_CHAR at -342.9 984.7 44.8 :PORNO4_10605 if 834D: not rotate_object $1805 from_angle 360.0 to_angle 1.0 flag 0 jf @PORNO4_10644 wait 0 jump @PORNO4_10605 :PORNO4_10644 wait 500 $4516 = Object.Init(#DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66) wait 10 Object.Destroy($4516) wait 10 $4516 = Object.Init(#DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66) wait 10 Object.Destroy($4516) wait 50 $4516 = Object.Init(#DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66) wait 100 Object.Destroy($4516) wait 200 $4516 = Object.Init(#DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66) wait 300 Object.Destroy($4516) wait 500 $4516 = Object.Init(#DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66) wait 500 Object.Destroy($4516) wait 500 $4516 = Object.Init(#DTS_SOAPYTITWANK_B, -419.28, 952.886, 140.66) Object.RemoveFromMissionCleanupList($4516) wait 5000 02EA: end_cutscene Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 fade 0 500 :PORNO4_10889 if fading jf @PORNO4_10913 wait 0 jump @PORNO4_10889 :PORNO4_10913 0055: put_player $PLAYER_CHAR at -2.8 985.9 10.9 04A6: $632 = create_asset_money_pickup_at $576 $577 $578 money $631 $631 Camera.SetAtPos(17.6, 957.6, 16.7) Camera.SetPosition(39.5, 940.1, 21.8, 0.0, 0.0, 0.0) Camera.PointAt(17.6, 957.6, 16.7, 2) fade 1 500 :PORNO4_11028 if fading jf @PORNO4_11052 wait 0 jump @PORNO4_11028 :PORNO4_11052 0394: play_music 1 00BA: text_styled 'POR_AS1' 5000 ms 6 // FILM STUDIO ASSET COMPLETED wait 5000 Camera.SetAtPos(-4.0, 961.5, 9.7) Camera.SetPosition(9.2, 964.6, 12.9, 0.0, 0.0, 0.0) Camera.PointAt(-4.0, 961.5, 9.7, 2) 01E5: text_1number_highpriority 'POR_AS2' $631 flag 6000 time 1 // ~g~Inter Global Films will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. wait 6000 fade 0 500 :PORNO4_11174 if fading jf @PORNO4_11198 wait 0 jump @PORNO4_11174 :PORNO4_11198 0055: put_player $PLAYER_CHAR at -353.0 990.0 44.4 0171: set_player $PLAYER_CHAR z_angle_to 102.5 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 Camera.SetAtPos($95, $96, $97) fade 1 500 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 jump @PORNO4_11353 :PORNO4_11280 00C1: $4529 = minutes_to_current_time 7 0 if $4529 == 0 // integer values jf @PORNO4_11329 00BC: text_highpriority 'POR4_10' 5000 ms 1 // ~r~It's too light to get up there unseen. jump @PORNO4_11336 :PORNO4_11329 jump @PORNO4_2746 :PORNO4_11336 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :PORNO4_11353 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 8000 014C: set_parked_car_generator $1995 cars_to_generate_to 101 034E: move_object $1801 to -559.476 784.807 23.279 speed 0.0 10.0 0.0 collision_check 0 034E: move_object $1802 to -559.476 779.64 23.279 speed 0.0 10.0 0.0 collision_check 0 034E: move_object $1803 to -553.563 790.595 97.917 speed 0.0 10.0 0.0 collision_check 0 034E: move_object $1804 to -553.563 785.427 97.917 speed 0.0 10.0 0.0 collision_check 0 030C: progress_made += 1 0318: set_latest_mission_passed 'PORN_4' // G-spotlight Marker.Disable($256) 04CE: $256 = create_icon_marker_without_sphere $424 at $576 $577 $578 $1175 += 1 // integer values $633 = 1 // integer values $260 = 1 // integer values return :PORNO4_11600 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True Marker.Disable($4519) Marker.Disable($4520) Marker.Disable($4521) Marker.Disable($4522) Marker.Disable($4523) Marker.Disable($4524) Model.Destroy(#HFYBU) Model.Destroy(#WFYBU) Model.Destroy(#WMYBU) Model.Destroy(#WMOBU) Model.Destroy(#PCJ600) Model.Destroy(#GDA) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 31--------------- // Originally: Shakedown :PROTEC1 thread 'PROTEC1' gosub @PROTEC1_46 if wasted_or_busted jf @PROTEC1_37 gosub @PROTEC1_6937 :PROTEC1_37 gosub @PROTEC1_7051 end_thread :PROTEC1_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'PROT1' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 $4565 = 0 // integer values $4566 = 301000 // integer values $4567 = 0 // integer values $4568 = 0 // integer values $4569 = 0 // integer values $4570 = 0 // integer values $4571 = 0 // integer values $4572 = 0 // integer values $4573 = 0 // integer values $4574 = 0 // integer values $4575 = 0 // integer values $4576 = 0 // integer values $4577 = 0 // integer values $4578 = 0 // integer values $4579 = 0 // integer values $4580 = 0 // integer values $4581 = 0 // integer values $4582 = 0 // integer values $4583 = 0 // integer values $4584 = 0 // integer values $4585 = 0 // integer values $4586 = 0 // integer values $4587 = 0 // integer values $4588 = 0 // integer values $4589 = 0 // integer values $4590 = 0 // integer values $4591 = 0 // integer values $4592 = 0 // integer values $4593 = 0 // integer values $4594 = 0 // integer values $4595 = 0 // integer values $4596 = 0 // integer values $4597 = 0 // integer values $4598 = 0 // integer values $4599 = 0 // integer values $4600 = 0 // integer values $4601 = 0 // integer values $4602 = 0 // integer values $4603 = 0 // integer values select_interior 2 $991 = 1 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 023C: load_special_actor 3 'CSBUDDY' 023C: load_special_actor 4 'CSAVERY' Camera.SetAtPos(-378.62, -552.676, 18.534) 038B: load_requested_models :PROTEC1_455 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded jf @PROTEC1_493 wait 0 jump @PROTEC1_455 :PROTEC1_493 02E4: load_cutscene_data 'BUD_1' 0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 03DE: set_pedestrians_density_multiplier_to 0.0 0244: set_cutscene_pos -378.62 -552.676 18.534 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $136 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $136 'CSBUDDY' 02E5: $149 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $149 'CSAVERY' fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PROTEC1_684 if 498 > $CUT_SCENE_TIME // integer values jf @PROTEC1_719 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_684 :PROTEC1_719 00BC: text_highpriority 'PRO1_A' 10000 ms 1 // Oh, we gotta redecorate this place. We gotta make it look older. :PROTEC1_734 if 3470 > $CUT_SCENE_TIME // integer values jf @PROTEC1_769 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_734 :PROTEC1_769 00BC: text_highpriority 'PRO1_B' 10000 ms 1 // I can't stand this look. Tommy, whadaya say? Whadaya say we put a bar in... :PROTEC1_784 if 7473 > $CUT_SCENE_TIME // integer values jf @PROTEC1_819 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_784 :PROTEC1_819 00BC: text_highpriority 'PRO1_C' 10000 ms 1 // You're my lawyer, Rosenberg, not my interior decorator. Got it? :PROTEC1_834 if 11644 > $CUT_SCENE_TIME // integer values jf @PROTEC1_869 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_834 :PROTEC1_869 00BC: text_highpriority 'PRO1_D' 10000 ms 1 // Listen to me, :PROTEC1_884 if 12448 > $CUT_SCENE_TIME // integer values jf @PROTEC1_919 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_884 :PROTEC1_919 00BC: text_highpriority 'PRO1_E' 10000 ms 1 // The time to take over this town is now. It's all out there waiting for us. :PROTEC1_934 if 16477 > $CUT_SCENE_TIME // integer values jf @PROTEC1_969 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_934 :PROTEC1_969 00BC: text_highpriority 'PRO1_F' 10000 ms 1 // We need to start seizing territory, :PROTEC1_984 if 18657 > $CUT_SCENE_TIME // integer values jf @PROTEC1_1019 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_984 :PROTEC1_1019 00BC: text_highpriority 'PRO1_G' 10000 ms 1 // let Vice City know we're the new players in town, know what I'm saying? :PROTEC1_1034 if 21849 > $CUT_SCENE_TIME // integer values jf @PROTEC1_1069 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_1034 :PROTEC1_1069 00BC: text_highpriority 'PRO1_I' 10000 ms 1 // What you need is a legitimate front Tommy, real estate. It's never done me no harm. :PROTEC1_1084 if 26212 > $CUT_SCENE_TIME // integer values jf @PROTEC1_1119 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_1084 :PROTEC1_1119 00BC: text_highpriority 'PRO1_J' 10000 ms 1 // We need to start using some muscle or we can kiss all that hard work goodbye. :PROTEC1_1134 if 30323 > $CUT_SCENE_TIME // integer values jf @PROTEC1_1169 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_1134 :PROTEC1_1169 00BC: text_highpriority 'PRO1_K' 10000 ms 1 // Local businesses know Diaz is dead, and they're refusing to pay protection! :PROTEC1_1184 if 34351 > $CUT_SCENE_TIME // integer values jf @PROTEC1_1221 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_1184 :PROTEC1_1221 00BC: text_highpriority 'PRO1_L' 10000 ms 1 // Ooh! We could try bribery... :PROTEC1_1236 if 36310 > $CUT_SCENE_TIME // integer values jf @PROTEC1_1273 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_1236 :PROTEC1_1273 00BC: text_highpriority 'PRO1_M' 10000 ms 1 // Bribery? Screw bribery! I'll show you how to make 'em scared! :PROTEC1_1288 if 40077 > $CUT_SCENE_TIME // integer values jf @PROTEC1_1325 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_1288 :PROTEC1_1325 00BC: text_highpriority 'PRO1_N' 10000 ms 1 // I'll be back here in five minutes... :PROTEC1_1340 if 41077 > $CUT_SCENE_TIME // integer values jf @PROTEC1_1377 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_1340 :PROTEC1_1377 00BE: text_clear_all :PROTEC1_1379 if 42112 > $CUT_SCENE_TIME // integer values jf @PROTEC1_1416 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC1_1379 :PROTEC1_1416 fade 0 1500 00BE: text_clear_all :PROTEC1_1425 if fading jf @PROTEC1_1449 wait 0 jump @PROTEC1_1425 :PROTEC1_1449 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 $991 = 0 // integer values select_interior 0 0169: set_fade_color 0 0 0 wait 500 Camera.SetAtPos(-375.9, -510.6, 16.2) 0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2 0171: set_player $PLAYER_CHAR z_angle_to 360.0 Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 3 60000 Marker.Disable($434) Marker.Disable($437) Model.Load(#STINGER) :PROTEC1_1585 if not Model.Available(#STINGER) jf @PROTEC1_1612 wait 0 jump @PROTEC1_1585 :PROTEC1_1612 $4538 = Car.Create(#STINGER, -345.3, -524.6, 11.5) 032B: $4539 = create_weapon_pickup #UZI 3 ammo 250 at -347.8 -527.2 12.7 fade 1 1500 00BC: text_highpriority 'PRO1_11' 5000 ms 1 // ~g~Get to ~y~The North Point Mall~g~ in ~y~Vice Point~g~. 00BB: text_lowpriority 'PRO1_01' 5000 ms 1 // ~g~Do a hit and run on the shop fronts and the owners will be begging for protection. 00BB: text_lowpriority 'PRO1_13' 5000 ms 1 // ~g~You have five minutes to smash them all. 0540: unknown_player $PLAYER_CHAR window_washer_credibility 0 018A: $4540 = create_checkpoint_at 459.9 1004.1 18.1 018A: $4541 = create_checkpoint_at 467.2 1012.0 18.1 018A: $4542 = create_checkpoint_at 457.5 1197.6 18.1 018A: $4543 = create_checkpoint_at 463.8 1207.4 18.1 018A: $4544 = create_checkpoint_at 466.8 1211.8 18.1 018A: $4545 = create_checkpoint_at 369.9 1222.0 18.1 018A: $4546 = create_checkpoint_at 369.9 1212.2 18.1 018A: $4547 = create_checkpoint_at 356.5 1120.0 24.5 018A: $4548 = create_checkpoint_at 356.6 1115.5 24.5 018A: $4549 = create_checkpoint_at 361.1 1110.2 24.5 018A: $4550 = create_checkpoint_at 364.2 1107.2 24.5 018A: $4551 = create_checkpoint_at 367.0 1104.2 24.5 018A: $4552 = create_checkpoint_at 369.2 1101.7 24.5 018A: $4553 = create_checkpoint_at 403.1 1022.0 24.5 018A: $4554 = create_checkpoint_at 403.1 1033.0 24.5 018A: $4555 = create_checkpoint_at 406.7 1041.0 24.5 018A: $4556 = create_checkpoint_at 421.0 1041.0 24.5 018A: $4557 = create_checkpoint_at 425.1 1035.7 24.5 018A: $4558 = create_checkpoint_at 425.1 1021.8 24.5 018A: $4559 = create_checkpoint_at 403.1 1024.6 18.1 018A: $4560 = create_checkpoint_at 403.1 1033.0 18.1 018A: $4561 = create_checkpoint_at 406.7 1041.0 18.1 018A: $4562 = create_checkpoint_at 421.0 1041.0 18.1 018A: $4563 = create_checkpoint_at 425.1 1035.7 18.1 018A: $4564 = create_checkpoint_at 425.1 1021.8 18.1 014E: start_timer_at $4566 count_in_direction 1 :PROTEC1_2229 wait 0 if $1003 == 1 // integer values jf @PROTEC1_5792 if $4598 == 0 // integer values jf @PROTEC1_2291 00BC: text_highpriority 'PRO1_12' 5000 ms 1 // ~g~Smash the panes of glass in each shop front and the owners will be begging for new protection. $4598 = 1 // integer values :PROTEC1_2291 if $4567 == 25 // integer values jf @PROTEC1_2323 $4565 = 1 // integer values jump @PROTEC1_5792 :PROTEC1_2323 if 2 > $4568 // integer values jf @PROTEC1_2523 if $4573 == 0 // integer values jf @PROTEC1_2432 if 0523: unknown_glass_window_at 459.9 1004.1 19.7 broken jf @PROTEC1_2432 $4568 += 1 // integer values $4573 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4540) :PROTEC1_2432 if $4574 == 0 // integer values jf @PROTEC1_2523 if 0523: unknown_glass_window_at 467.2 1012.0 19.7 broken jf @PROTEC1_2523 $4568 += 1 // integer values $4574 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4541) :PROTEC1_2523 if $4568 == 2 // integer values jf @PROTEC1_2645 03CF: load_wav 'BUD1_1' as 1 :PROTEC1_2553 if 83D0: not wav 1 loaded jf @PROTEC1_2579 wait 0 jump @PROTEC1_2553 :PROTEC1_2579 00BC: text_highpriority 'PRO1_04' 4000 ms 1 // My livelihood, destroyed! 03D1: play_wav 1 :PROTEC1_2598 if 83D2: not wav 1 ended jf @PROTEC1_2624 wait 0 jump @PROTEC1_2598 :PROTEC1_2624 040D: unload_wav 1 03D5: remove_text 'PRO1_04' // My livelihood, destroyed! $4568 = 3 // integer values :PROTEC1_2645 if $4568 == 3 // integer values jf @PROTEC1_2767 03CF: load_wav 'BUD1_9' as 2 :PROTEC1_2675 if 83D0: not wav 2 loaded jf @PROTEC1_2701 wait 0 jump @PROTEC1_2675 :PROTEC1_2701 00BC: text_highpriority 'PRO1_09' 4000 ms 1 // Vercetti. Remember the name. 03D1: play_wav 2 :PROTEC1_2720 if 83D2: not wav 2 ended jf @PROTEC1_2746 wait 0 jump @PROTEC1_2720 :PROTEC1_2746 040D: unload_wav 2 03D5: remove_text 'PRO1_09' // Vercetti. Remember the name. $4568 = 4 // integer values :PROTEC1_2767 if 3 > $4569 // integer values jf @PROTEC1_3058 if $4575 == 0 // integer values jf @PROTEC1_2876 if 0523: unknown_glass_window_at 457.5 1197.6 19.7 broken jf @PROTEC1_2876 $4569 += 1 // integer values $4575 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4542) :PROTEC1_2876 if $4576 == 0 // integer values jf @PROTEC1_2967 if 0523: unknown_glass_window_at 463.8 1207.4 19.7 broken jf @PROTEC1_2967 $4569 += 1 // integer values $4576 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4543) :PROTEC1_2967 if $4577 == 0 // integer values jf @PROTEC1_3058 if 0523: unknown_glass_window_at 466.8 1211.8 19.7 broken jf @PROTEC1_3058 $4569 += 1 // integer values $4577 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4544) :PROTEC1_3058 if $4569 == 3 // integer values jf @PROTEC1_3180 03CF: load_wav 'BUD1_2' as 1 :PROTEC1_3088 if 83D0: not wav 1 loaded jf @PROTEC1_3114 wait 0 jump @PROTEC1_3088 :PROTEC1_3114 00BC: text_highpriority 'PRO1_05' 4000 ms 1 // Ruined...RUINED!! 03D1: play_wav 1 :PROTEC1_3133 if 83D2: not wav 1 ended jf @PROTEC1_3159 wait 0 jump @PROTEC1_3133 :PROTEC1_3159 040D: unload_wav 1 03D5: remove_text 'PRO1_05' // Ruined...RUINED!! $4569 = 4 // integer values :PROTEC1_3180 if 2 > $4570 // integer values jf @PROTEC1_3380 if $4578 == 0 // integer values jf @PROTEC1_3289 if 0523: unknown_glass_window_at 369.9 1222.0 19.7 broken jf @PROTEC1_3289 $4570 += 1 // integer values $4578 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4545) :PROTEC1_3289 if $4579 == 0 // integer values jf @PROTEC1_3380 if 0523: unknown_glass_window_at 369.9 1212.2 19.7 broken jf @PROTEC1_3380 $4570 += 1 // integer values $4579 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4546) :PROTEC1_3380 if $4570 == 2 // integer values jf @PROTEC1_3502 03CF: load_wav 'BUD1_3' as 1 :PROTEC1_3410 if 83D0: not wav 1 loaded jf @PROTEC1_3436 wait 0 jump @PROTEC1_3410 :PROTEC1_3436 00BC: text_highpriority 'PRO1_06' 4000 ms 1 // I pay through the ass for protection! 03D1: play_wav 1 :PROTEC1_3455 if 83D2: not wav 1 ended jf @PROTEC1_3481 wait 0 jump @PROTEC1_3455 :PROTEC1_3481 040D: unload_wav 1 03D5: remove_text 'PRO1_06' // I pay through the ass for protection! $4570 = 3 // integer values :PROTEC1_3502 if $4570 == 3 // integer values jf @PROTEC1_3624 03CF: load_wav 'BUD1_10' as 2 :PROTEC1_3532 if 83D0: not wav 2 loaded jf @PROTEC1_3558 wait 0 jump @PROTEC1_3532 :PROTEC1_3558 00BC: text_highpriority 'PRO1_10' 4000 ms 1 // I run this town now. ME! 03D1: play_wav 2 :PROTEC1_3577 if 83D2: not wav 2 ended jf @PROTEC1_3603 wait 0 jump @PROTEC1_3577 :PROTEC1_3603 040D: unload_wav 2 03D5: remove_text 'PRO1_10' // I run this town now. ME! $4570 = 4 // integer values :PROTEC1_3624 if 6 > $4571 // integer values jf @PROTEC1_4188 if $4580 == 0 // integer values jf @PROTEC1_3733 if 0523: unknown_glass_window_at 356.5 1120.0 25.7 broken jf @PROTEC1_3733 $4571 += 1 // integer values $4580 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4547) :PROTEC1_3733 if $4581 == 0 // integer values jf @PROTEC1_3824 if 0523: unknown_glass_window_at 356.6 1115.5 25.7 broken jf @PROTEC1_3824 $4571 += 1 // integer values $4581 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4548) :PROTEC1_3824 if $4582 == 0 // integer values jf @PROTEC1_3915 if 0523: unknown_glass_window_at 361.1 1110.2 25.7 broken jf @PROTEC1_3915 $4571 += 1 // integer values $4582 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4549) :PROTEC1_3915 if $4583 == 0 // integer values jf @PROTEC1_4006 if 0523: unknown_glass_window_at 364.2 1107.2 25.7 broken jf @PROTEC1_4006 $4571 += 1 // integer values $4583 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4550) :PROTEC1_4006 if $4584 == 0 // integer values jf @PROTEC1_4097 if 0523: unknown_glass_window_at 367.0 1104.2 25.7 broken jf @PROTEC1_4097 $4571 += 1 // integer values $4584 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4551) :PROTEC1_4097 if $4585 == 0 // integer values jf @PROTEC1_4188 if 0523: unknown_glass_window_at 369.2 1101.7 25.7 broken jf @PROTEC1_4188 $4571 += 1 // integer values $4585 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4552) :PROTEC1_4188 if $4571 == 6 // integer values jf @PROTEC1_4310 03CF: load_wav 'BUD1_4' as 1 :PROTEC1_4218 if 83D0: not wav 1 loaded jf @PROTEC1_4244 wait 0 jump @PROTEC1_4218 :PROTEC1_4244 00BC: text_highpriority 'PRO1_07' 4000 ms 1 // My beautiful window display! 03D1: play_wav 1 :PROTEC1_4263 if 83D2: not wav 1 ended jf @PROTEC1_4289 wait 0 jump @PROTEC1_4263 :PROTEC1_4289 040D: unload_wav 1 03D5: remove_text 'PRO1_07' // My beautiful window display! $4571 = 7 // integer values :PROTEC1_4310 if 12 > $4572 // integer values jf @PROTEC1_5420 if $4586 == 0 // integer values jf @PROTEC1_4419 if 0523: unknown_glass_window_at 403.1 1022.0 25.7 broken jf @PROTEC1_4419 $4572 += 1 // integer values $4586 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4553) :PROTEC1_4419 if $4587 == 0 // integer values jf @PROTEC1_4510 if 0523: unknown_glass_window_at 403.1 1033.0 25.7 broken jf @PROTEC1_4510 $4572 += 1 // integer values $4587 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4554) :PROTEC1_4510 if $4588 == 0 // integer values jf @PROTEC1_4601 if 0523: unknown_glass_window_at 406.7 1041.0 25.7 broken jf @PROTEC1_4601 $4572 += 1 // integer values $4588 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4555) :PROTEC1_4601 if $4589 == 0 // integer values jf @PROTEC1_4692 if 0523: unknown_glass_window_at 421.0 1041.0 25.7 broken jf @PROTEC1_4692 $4572 += 1 // integer values $4589 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4556) :PROTEC1_4692 if $4590 == 0 // integer values jf @PROTEC1_4783 if 0523: unknown_glass_window_at 425.1 1035.7 25.7 broken jf @PROTEC1_4783 $4572 += 1 // integer values $4590 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4557) :PROTEC1_4783 if $4591 == 0 // integer values jf @PROTEC1_4874 if 0523: unknown_glass_window_at 425.1 1021.8 25.7 broken jf @PROTEC1_4874 $4572 += 1 // integer values $4591 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4558) :PROTEC1_4874 if $4592 == 0 // integer values jf @PROTEC1_4965 if 0523: unknown_glass_window_at 403.1 1024.6 19.7 broken jf @PROTEC1_4965 $4572 += 1 // integer values $4592 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4559) :PROTEC1_4965 if $4593 == 0 // integer values jf @PROTEC1_5056 if 0523: unknown_glass_window_at 403.1 1033.0 19.7 broken jf @PROTEC1_5056 $4572 += 1 // integer values $4593 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4560) :PROTEC1_5056 if $4594 == 0 // integer values jf @PROTEC1_5147 if 0523: unknown_glass_window_at 406.7 1041.0 19.7 broken jf @PROTEC1_5147 $4572 += 1 // integer values $4594 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4561) :PROTEC1_5147 if $4595 == 0 // integer values jf @PROTEC1_5238 if 0523: unknown_glass_window_at 421.0 1041.0 19.7 broken jf @PROTEC1_5238 $4572 += 1 // integer values $4595 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4562) :PROTEC1_5238 if $4596 == 0 // integer values jf @PROTEC1_5329 if 0523: unknown_glass_window_at 425.1 1035.7 19.7 broken jf @PROTEC1_5329 $4572 += 1 // integer values $4596 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4563) :PROTEC1_5329 if $4597 == 0 // integer values jf @PROTEC1_5420 if 0523: unknown_glass_window_at 425.1 1021.8 19.7 broken jf @PROTEC1_5420 $4572 += 1 // integer values $4597 = 1 // integer values $4567 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($4564) :PROTEC1_5420 if $4572 == 12 // integer values jf @PROTEC1_5542 03CF: load_wav 'BUD1_5' as 1 :PROTEC1_5450 if 83D0: not wav 1 loaded jf @PROTEC1_5476 wait 0 jump @PROTEC1_5450 :PROTEC1_5476 00BC: text_highpriority 'PRO1_08' 4000 ms 1 // My store. My wonderful store. 03D1: play_wav 1 :PROTEC1_5495 if 83D2: not wav 1 ended jf @PROTEC1_5521 wait 0 jump @PROTEC1_5495 :PROTEC1_5521 040D: unload_wav 1 03D5: remove_text 'PRO1_08' // My store. My wonderful store. $4572 = 13 // integer values :PROTEC1_5542 if $4567 > 4 // integer values jf @PROTEC1_5592 if $4599 == 0 // integer values jf @PROTEC1_5592 Player.SetMinWantedLevel($PLAYER_CHAR, 1) $4599 = 1 // integer values :PROTEC1_5592 if $4567 > 9 // integer values jf @PROTEC1_5642 if $4600 == 0 // integer values jf @PROTEC1_5642 Player.SetMinWantedLevel($PLAYER_CHAR, 2) $4600 = 1 // integer values :PROTEC1_5642 if $4567 > 14 // integer values jf @PROTEC1_5692 if $4601 == 0 // integer values jf @PROTEC1_5692 Player.SetMinWantedLevel($PLAYER_CHAR, 3) $4601 = 1 // integer values :PROTEC1_5692 if $4567 > 19 // integer values jf @PROTEC1_5742 if $4602 == 0 // integer values jf @PROTEC1_5742 Player.SetMinWantedLevel($PLAYER_CHAR, 4) $4602 = 1 // integer values :PROTEC1_5742 if $4567 > 24 // integer values jf @PROTEC1_5792 if $4603 == 0 // integer values jf @PROTEC1_5792 Player.SetMinWantedLevel($PLAYER_CHAR, 5) $4603 = 1 // integer values :PROTEC1_5792 if $4566 == 0 // integer values jf @PROTEC1_5832 00BC: text_highpriority 'PRO1_03' 5000 ms 1 // ~r~This was supposed to be a hit and run, not a 'hit and have coffee'. jump @PROTEC1_6937 :PROTEC1_5832 if $4565 == 1 // integer values jf @PROTEC1_6930 Pickup.Destroy($PRINT_WORKS_ASSET) 0570: $634 = create_asset_radar_marker_with_icon 25 at $549 $550 $551 018B: show_on_radar $634 2 0518: $PRINT_WORKS_ASSET = create_available_asset_pickup 'PRNT_L' at $549 $550 $551 price $635 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Print Works for $~1~ create_thread @COUBUY Pickup.Destroy($CAR_SHOWROOM_ASSET) 0570: $624 = create_asset_radar_marker_with_icon 25 at $552 $553 $554 018B: show_on_radar $624 2 0518: $CAR_SHOWROOM_ASSET = create_available_asset_pickup 'CAR_L' at $552 $553 $554 price $625 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Car Showroom for $~1~ create_thread @CARBUY Pickup.Destroy($FILM_STUDIO_ASSET) 0570: $629 = create_asset_radar_marker_with_icon 25 at $555 $556 $557 018B: show_on_radar $629 2 0518: $FILM_STUDIO_ASSET = create_available_asset_pickup 'PORN_L' at $555 $556 $557 price $630 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Film Studios for $~1~ create_thread @PORNBUY Pickup.Destroy($ICE_CREAM_FACTORY_ASSET) 0570: $608 = create_asset_radar_marker_with_icon 25 at $558 $559 $560 018B: show_on_radar $608 2 0518: $ICE_CREAM_FACTORY_ASSET = create_available_asset_pickup 'ICE_L' at $558 $559 $560 price $609 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Ice Cream Factory for $~1~ create_thread @ICEBUY Pickup.Destroy($678) 0570: $619 = create_asset_radar_marker_with_icon 25 at $561 $562 $563 018B: show_on_radar $619 2 0518: $678 = create_available_asset_pickup 'TAXI_L' at $561 $562 $563 price $620 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Taxi Company for $~1~ create_thread @TAXIBUY Pickup.Destroy($679) 0570: $638 = create_asset_radar_marker_with_icon 25 at $564 $565 $566 018B: show_on_radar $638 2 0518: $679 = create_available_asset_pickup 'BANK_L' at $564 $565 $566 price $639 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase The Malibu for $~1~ create_thread @BANKBUY Pickup.Destroy($680) 0570: $603 = create_asset_radar_marker_with_icon 25 at $567 $568 $569 018B: show_on_radar $603 2 0518: $680 = create_available_asset_pickup 'BOAT_L' at $567 $568 $569 price $604 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Boatyard for $~1~ create_thread @BOATBUY Pickup.Destroy($615) 0518: $615 = create_available_asset_pickup 'STRP_L' at $570 $571 $572 price $614 // Press the ~h~~k~~PED_ANSWER_PHONE~ ~w~button to purchase the Pole Position Club for $~1~ 0570: $613 = create_asset_radar_marker_with_icon 25 at $570 $571 $572 018B: show_on_radar $613 2 create_thread @STRPBUY Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 fade 0 1500 :PROTEC1_6366 if fading jf @PROTEC1_6390 wait 0 jump @PROTEC1_6366 :PROTEC1_6390 02A3: enable_widescreen 1 00C0: set_current_time 22 0 if $1003 == 1 // integer values jf @PROTEC1_6422 select_interior 0 :PROTEC1_6422 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 Camera.SetAtPos(475.4, -67.8, 19.6) fade 1 1500 Camera.SetPosition(524.9, -88.8, 15.6, 0.0, 0.0, 0.0) Camera.PointAt(498.2, -74.0, 13.6, 2) 17@ = 0 // integer values 00BC: text_highpriority 'BUYP1' 8000 ms 1 // You can now buy property in certain areas of the map. :PROTEC1_6533 if not 17@ > 8000 // integer values jf @PROTEC1_6587 wait 0 if 00E1: player 0 pressed_button 16 jf @PROTEC1_6580 jump @PROTEC1_6790 :PROTEC1_6580 jump @PROTEC1_6533 :PROTEC1_6587 17@ = 0 // integer values Camera.SetPosition(495.7, -79.5, 12.6, 0.0, 0.0, 0.0) Camera.PointAt(488.6, -79.7, 12.3, 2) 00BC: text_highpriority 'BUYP2' 8000 ms 1 // If you see a green house pickup, you can buy that property. :PROTEC1_6660 if not 17@ > 8000 // integer values jf @PROTEC1_6714 wait 0 if 00E1: player 0 pressed_button 16 jf @PROTEC1_6707 jump @PROTEC1_6790 :PROTEC1_6707 jump @PROTEC1_6660 :PROTEC1_6714 17@ = 0 // integer values 00BC: text_highpriority 'BUYP3' 8000 ms 1 // Stand inside the pickup, then press the ~h~~k~~PED_ANSWER_PHONE~~w~ button to purchase that property. :PROTEC1_6736 if not 17@ > 8000 // integer values jf @PROTEC1_6790 wait 0 if 00E1: player 0 pressed_button 16 jf @PROTEC1_6783 jump @PROTEC1_6790 :PROTEC1_6783 jump @PROTEC1_6736 :PROTEC1_6790 fade 0 1000 :PROTEC1_6797 if fading jf @PROTEC1_6821 wait 0 jump @PROTEC1_6797 :PROTEC1_6821 if $1003 == 1 // integer values jf @PROTEC1_6843 select_interior 4 :PROTEC1_6843 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 Camera.SetAtPos($95, $96, $97) Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 fade 1 1000 Player.ClearWantedLevel($PLAYER_CHAR) jump @PROTEC1_6954 :PROTEC1_6930 jump @PROTEC1_2229 :PROTEC1_6937 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :PROTEC1_6954 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.Money($PLAYER_CHAR) += 2000 030C: progress_made += 1 0318: set_latest_mission_passed 'BUD_1' // Shakedown Marker.Disable($265) 02A7: $265 = create_icon_marker_and_sphere 29 at -397.4 -561.3 18.7 create_thread @PRO2 $856 = 1 // integer values $266 = 1 // integer values return :PROTEC1_7051 $ONMISSION = 0 // integer values 0540: unknown_player $PLAYER_CHAR window_washer_credibility 1 Marker.Disable($434) Marker.Disable($437) 04CE: $434 = create_icon_marker_without_sphere 16 at 364.8 1051.5 21.0 04CE: $437 = create_icon_marker_without_sphere 18 at 364.8 1086.5 21.0 Marker.Disable($4540) Marker.Disable($4541) Marker.Disable($4542) Marker.Disable($4543) Marker.Disable($4544) Marker.Disable($4545) Marker.Disable($4546) Marker.Disable($4547) Marker.Disable($4548) Marker.Disable($4549) Marker.Disable($4550) Marker.Disable($4551) Marker.Disable($4552) Marker.Disable($4553) Marker.Disable($4554) Marker.Disable($4555) Marker.Disable($4556) Marker.Disable($4557) Marker.Disable($4558) Marker.Disable($4559) Marker.Disable($4560) Marker.Disable($4561) Marker.Disable($4562) Marker.Disable($4563) Marker.Disable($4564) if not Pickup.Picked_up($4539) jf @PROTEC1_7265 Pickup.Destroy($4539) :PROTEC1_7265 Model.Destroy(#STINGER) Player.CanMove($PLAYER_CHAR) = True 014F: stop_timer $4566 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 32--------------- // Originally: Bar Brawl :PROTEC2 thread 'PROTEC2' gosub @PROTEC2_46 if wasted_or_busted jf @PROTEC2_37 gosub @PROTEC2_12047 :PROTEC2_37 gosub @PROTEC2_12166 end_thread :PROTEC2_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'PROT2' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 $4629 = 0 // integer values $4631 = 0 // integer values $4630 = 0 // integer values $61 = 0 // integer values $4632 = 0 // integer values $4633 = 0 // integer values $4634 = 0 // integer values $4635 = 301000 // integer values $4636 = 0 // integer values $4637 = 0 // integer values $4638 = 0 // integer values $4639 = 0 // integer values $4621 = 0 // integer values $4622 = 0 // integer values select_interior 2 Pickup.Destroy($2061) $991 = 1 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBUDDY' 023C: load_special_actor 3 'DGOONA' 023C: load_special_actor 4 'DGOONC' 023C: load_special_actor 5 'CSAVERY' 02F3: load_object #CUTOBJ01 'DCFAN' 02F3: load_object #CUTOBJ02 'DRINK' Camera.SetAtPos(-378.62, -552.676, 18.534) 038B: load_requested_models :PROTEC2_323 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @PROTEC2_365 wait 0 jump @PROTEC2_323 :PROTEC2_365 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @PROTEC2_397 wait 0 jump @PROTEC2_365 :PROTEC2_397 02E4: load_cutscene_data 'BUD_2' 0395: clear_area 1 at -378.6 -552.6 range 25.5 15.0 0395: clear_area 1 at -379.0 -564.6 range 19.8 15.0 03DE: set_pedestrians_density_multiplier_to 0.0 0244: set_cutscene_pos -378.62 -552.676 18.534 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $136 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $136 'CSBUDDY' 02E5: $193 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $193 'DGOONA' 02E5: $194 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $194 'DGOONC' 02E5: $149 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $149 'CSAVERY' 02E5: $203 = create_cutscene_object #CUTOBJ01 04BC: 'DCFAN' 02E6: set_cutscene_anim $203 'DCFAN' 02E5: $4640 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $4640 'DRINK01' 02E5: $4641 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $4641 'DRINK02' 02E5: $4642 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $4642 'DRINK03' fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PROTEC2_702 if 5914 > $CUT_SCENE_TIME // integer values jf @PROTEC2_737 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC2_702 :PROTEC2_737 00BC: text_highpriority 'PRO2_A' 10000 ms 1 // What's the problem? :PROTEC2_752 if 7399 > $CUT_SCENE_TIME // integer values jf @PROTEC2_787 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC2_752 :PROTEC2_787 00BC: text_highpriority 'PRO2_B' 10000 ms 1 // Some bar is refusing to pay. :PROTEC2_802 if 9756 > $CUT_SCENE_TIME // integer values jf @PROTEC2_837 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC2_802 :PROTEC2_837 00BC: text_highpriority 'PRO2_C' 10000 ms 1 // They reckon they're protected by a local gang of thugs. :PROTEC2_852 if 12705 > $CUT_SCENE_TIME // integer values jf @PROTEC2_887 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC2_852 :PROTEC2_887 00BC: text_highpriority 'PRO2_D' 10000 ms 1 // But don't worry Tommy, I can handle it. :PROTEC2_902 if 16592 > $CUT_SCENE_TIME // integer values jf @PROTEC2_937 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC2_902 :PROTEC2_937 00BC: text_highpriority 'PRO2_E' 10000 ms 1 // You call this handling it? :PROTEC2_952 if 19312 > $CUT_SCENE_TIME // integer values jf @PROTEC2_987 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC2_952 :PROTEC2_987 00BC: text_highpriority 'PRO2_F' 10000 ms 1 // You two, off your asses... :PROTEC2_1002 if 21275 > $CUT_SCENE_TIME // integer values jf @PROTEC2_1037 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC2_1002 :PROTEC2_1037 00BC: text_highpriority 'PRO2_G' 10000 ms 1 // Let's go. :PROTEC2_1052 if 22275 > $CUT_SCENE_TIME // integer values jf @PROTEC2_1087 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC2_1052 :PROTEC2_1087 00BE: text_clear_all :PROTEC2_1089 if 22784 > $CUT_SCENE_TIME // integer values jf @PROTEC2_1124 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC2_1089 :PROTEC2_1124 fade 0 1500 00BE: text_clear_all :PROTEC2_1133 if fading jf @PROTEC2_1157 wait 0 jump @PROTEC2_1133 :PROTEC2_1157 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) $2061 = Pickup.Create(#HEALTH, 2, -406.2503, -566.4947, 19.5804) 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 select_interior 0 $991 = 0 // integer values 0169: set_fade_color 0 0 0 wait 500 0055: put_player $PLAYER_CHAR at -375.9 -544.6 16.2 Camera.SetAtPos(-375.9, -510.6, 16.2) 0171: set_player $PLAYER_CHAR z_angle_to 360.0 Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 1 60000 Model.Load(#UZI) Model.Load(#BRASSKNUCKLE) Model.Load(#M4) Model.Load(#PCJ600) Model.Load(#OCEANIC) Model.Load(#SENTINEL) :PROTEC2_1338 if or not Model.Available(#UZI) not Model.Available(#BRASSKNUCKLE) not Model.Available(#M4) not Model.Available(#PCJ600) not Model.Available(#OCEANIC) not Model.Available(#SENTINEL) jf @PROTEC2_1390 wait 0 jump @PROTEC2_1338 :PROTEC2_1390 Model.Load(#GDA) Model.Load(#GDB) Model.Load(#HMOST) Model.Load(#SECURICA) :PROTEC2_1407 if or not Model.Available(#GDA) not Model.Available(#GDB) not Model.Available(#HMOST) not Model.Available(#SECURICA) jf @PROTEC2_1446 wait 0 jump @PROTEC2_1407 :PROTEC2_1446 if $ONMISSION == 0 // integer values jf @PROTEC2_1484 018A: $4628 = create_checkpoint_at 240.9 -1241.8 10.8 :PROTEC2_1484 $4604 = Actor.Create(Gang7, #SPECIAL03, -368.8, -544.8, 16.2) 04F5: unknown_actor $4604 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $4604 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4604 threat_search 02A9: set_actor $4604 immune_to_nonplayer 1 039E: set_actor $4604 locked_while_in_vehicle 1 0243: set_actor $4604 ped_stats_to 16 0291: set_actor $4604 attack_when_provoked 1 Actor.Angle($4604) = 281.0 $4605 = Actor.Create(Gang7, #SPECIAL04, -370.9, -546.8, 16.2) 04F5: unknown_actor $4605 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $4605 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4605 threat_search 02A9: set_actor $4605 immune_to_nonplayer 1 039E: set_actor $4605 locked_while_in_vehicle 1 0243: set_actor $4605 ped_stats_to 16 0291: set_actor $4605 attack_when_provoked 1 Actor.Angle($4605) = 281.0 01DF: tie_actor $4604 to_player $PLAYER_CHAR 01DF: tie_actor $4605 to_player $PLAYER_CHAR 0319: set_actor $4604 running 1 0319: set_actor $4605 running 1 $4615 = Car.Create(#SENTINEL, -345.3, -524.6, 11.5) fade 1 1500 00BC: text_highpriority 'PRO2_01' 11000 ms 1 // ~g~Take out the guards protecting the Front Page Bar and find out who supplied them. 0376: $4610 = create_random_actor 236.8 -1244.0 10.9 Actor.Angle($4610) = 320.4 0376: $4611 = create_random_actor 237.5 -1243.0 10.9 Actor.Angle($4611) = 140.3 03F9: make_actors $4610 $4611 converse_in 86400000 ms $4607 = Actor.Create(Gang5, #GDA, 243.1, -1243.4, 10.0) Actor.Angle($4607) = 0.9 01B2: give_actor $4607 weapon 23 ammo 10000 // Load the weapon model before using this 01ED: clear_actor $4607 threat_search 0243: set_actor $4607 ped_stats_to 16 $4623 = Marker.CreateAboveActor($4607) 0350: set_actor $4607 maintain_position_when_attacked 1 $4608 = Actor.Create(Gang5, #GDB, 243.2, -1239.9, 10.0) Actor.Angle($4608) = 194.6 01B2: give_actor $4608 weapon 23 ammo 10000 // Load the weapon model before using this 01ED: clear_actor $4608 threat_search 0243: set_actor $4608 ped_stats_to 16 $4624 = Marker.CreateAboveActor($4608) 0350: set_actor $4608 maintain_position_when_attacked 1 03F9: make_actors $4608 $4607 converse_in 86400000 ms :PROTEC2_1961 wait 0 if $4629 == 1 // integer values jf @PROTEC2_2025 if not Actor.Dead($4610) jf @PROTEC2_2004 Actor.RemoveReferences($4610) :PROTEC2_2004 if not Actor.Dead($4611) jf @PROTEC2_2025 Actor.RemoveReferences($4610) :PROTEC2_2025 if $4629 == 0 // integer values jf @PROTEC2_2127 if not Actor.Dead($4607) jf @PROTEC2_2085 if 0457: player $PLAYER_CHAR aiming_at_actor $4607 jf @PROTEC2_2085 $4629 = 1 // integer values :PROTEC2_2085 if not Actor.Dead($4608) jf @PROTEC2_2127 if 0457: player $PLAYER_CHAR aiming_at_actor $4608 jf @PROTEC2_2127 $4629 = 1 // integer values :PROTEC2_2127 if $4632 == 0 // integer values jf @PROTEC2_2353 if not Actor.Dead($4604) jf @PROTEC2_2353 if 0320: actor $4604 in_range_of_player $PLAYER_CHAR jf @PROTEC2_2353 if 00E0: player $PLAYER_CHAR driving jf @PROTEC2_2353 if 8449: not actor $4604 in_a_car jf @PROTEC2_2353 if 847E: not player $PLAYER_CHAR driving_a_motorbike jf @PROTEC2_2353 if 84AA: not player $PLAYER_CHAR driving_heli jf @PROTEC2_2353 03CF: load_wav 'BUD2_1' as 1 :PROTEC2_2256 if 83D0: not wav 1 loaded jf @PROTEC2_2282 wait 0 jump @PROTEC2_2256 :PROTEC2_2282 00BC: text_highpriority 'PRO2_11' 4000 ms 1 // Get in the car, useless. 03D1: play_wav 1 :PROTEC2_2301 if and 83D2: not wav 1 ended not Actor.Dead($4604) jf @PROTEC2_2332 wait 0 jump @PROTEC2_2301 :PROTEC2_2332 040D: unload_wav 1 03D5: remove_text 'PRO2_11' // Get in the car, useless. $4632 = 1 // integer values :PROTEC2_2353 if not Actor.Dead($4607) jf @PROTEC2_2467 if 8184: not actor $4607 health >= 95 jf @PROTEC2_2412 if $4629 == 0 // integer values jf @PROTEC2_2412 $4629 = 1 // integer values :PROTEC2_2412 if $4629 == 1 // integer values jf @PROTEC2_2460 0350: set_actor $4607 maintain_position_when_attacked 0 011A: set_actor $4607 search_threat 1 011A: set_actor $4607 search_threat 8192 01CA: actor $4607 kill_player $PLAYER_CHAR :PROTEC2_2460 jump @PROTEC2_2502 :PROTEC2_2467 if $4629 == 0 // integer values jf @PROTEC2_2492 $4629 = 1 // integer values :PROTEC2_2492 Marker.Disable($4623) Actor.RemoveReferences($4607) :PROTEC2_2502 if not Actor.Dead($4608) jf @PROTEC2_2786 if 8184: not actor $4608 health >= 95 jf @PROTEC2_2561 if $4629 == 0 // integer values jf @PROTEC2_2561 $4629 = 1 // integer values :PROTEC2_2561 if $4629 == 1 // integer values jf @PROTEC2_2779 0350: set_actor $4608 maintain_position_when_attacked 0 if $4630 == 0 // integer values jf @PROTEC2_2686 if 80EC: not actor $4608 0 240.2 -1241.8 radius 1.0 1.0 jf @PROTEC2_2664 0239: actor $4608 run_to 240.2 -1241.8 jump @PROTEC2_2686 :PROTEC2_2664 0239: actor $4608 run_to 242.9 -1241.5 $4630 = 1 // integer values :PROTEC2_2686 if $4630 == 1 // integer values jf @PROTEC2_2779 if 80EC: not actor $4608 0 242.9 -1241.5 radius 1.0 1.0 jf @PROTEC2_2764 0239: actor $4608 run_to 242.9 -1241.5 jump @PROTEC2_2779 :PROTEC2_2764 01D0: actor $4608 avoid_player $PLAYER_CHAR $4630 = 2 // integer values :PROTEC2_2779 jump @PROTEC2_2821 :PROTEC2_2786 if $4629 == 0 // integer values jf @PROTEC2_2811 $4629 = 1 // integer values :PROTEC2_2811 Marker.Disable($4624) Actor.RemoveReferences($4608) :PROTEC2_2821 if Actor.Dead($4607) jf @PROTEC2_4680 if Actor.Dead($4608) jf @PROTEC2_4680 if 00F9: player $PLAYER_CHAR stopped 1 240.9 -1241.8 10.8 radius 1.0 1.0 2.0 jf @PROTEC2_4620 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Marker.Disable($4628) 03EB: clear_small_messages_only $4606 = Actor.Create(CivMale, #HMOST, 235.6, -1236.0, 13.3) 01ED: clear_actor $4606 threat_search 01D1: actor $4606 follow_actor $PLAYER_ACTOR 01BE: set_actor $PLAYER_ACTOR to_look_at_spot 233.1 -1240.6 11.9 0568: set_actor $4606 untargetable 1 Camera.SetPosition(245.88, -1241.78, 13.24, 0.0, 0.0, 0.0) Camera.PointAt(240.75, -1241.51, 11.93, 2) 16@ = 0 // integer values :PROTEC2_3041 wait 0 if not Actor.Dead($4606) jf @PROTEC2_4606 if not Actor.Dead($4604) jf @PROTEC2_3127 if 00F3: actor $4604 near_actor_on_foot $4606 radius 5.0 5.0 0 jf @PROTEC2_3127 01E0: clear_leader $4604 0291: set_actor $4604 attack_when_provoked 0 0350: set_actor $4604 maintain_position_when_attacked 1 :PROTEC2_3127 if not Actor.Dead($4605) jf @PROTEC2_3193 if 00F3: actor $4605 near_actor_on_foot $4606 radius 5.0 5.0 0 jf @PROTEC2_3193 01E0: clear_leader $4605 0291: set_actor $4605 attack_when_provoked 0 0350: set_actor $4605 maintain_position_when_attacked 1 :PROTEC2_3193 if or 00F3: actor $PLAYER_ACTOR near_actor_on_foot $4606 radius 2.0 2.0 0 16@ > 2000 // integer values jf @PROTEC2_4606 wait 500 if not Actor.Dead($4606) jf @PROTEC2_3274 011C: actor $4606 clear_objective 020F: actor $4606 look_at_player $PLAYER_CHAR 020E: actor $PLAYER_ACTOR look_at_actor $4606 :PROTEC2_3274 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 03CF: load_wav 'BUD2_2' as 1 03CF: load_wav 'BUD2_3' as 2 :PROTEC2_3308 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PROTEC2_3338 wait 0 jump @PROTEC2_3308 :PROTEC2_3338 00BC: text_highpriority 'PRO2_02' 4000 ms 1 // Your protection needs a little more protection. 03D1: play_wav 1 :PROTEC2_3357 if 83D2: not wav 1 ended jf @PROTEC2_3464 wait 0 if 00E1: player 0 pressed_button 16 jf @PROTEC2_3432 if $61 == 1 // integer values jf @PROTEC2_3425 $61 = 0 // integer values jump @PROTEC2_4411 :PROTEC2_3425 jump @PROTEC2_3457 :PROTEC2_3432 if $61 == 0 // integer values jf @PROTEC2_3457 $61 = 1 // integer values :PROTEC2_3457 jump @PROTEC2_3357 :PROTEC2_3464 040D: unload_wav 1 03D5: remove_text 'PRO2_02' // Your protection needs a little more protection. 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($4606) jf @PROTEC2_3513 0372: set_actor $4606 anim 19 wait_state_time 20000 ms :PROTEC2_3513 00BC: text_highpriority 'PRO2_03' 4000 ms 1 // Aw hell, not again! I don't need this crap! 03D1: play_wav 2 :PROTEC2_3532 if and 83D2: not wav 2 ended not Actor.Dead($4606) jf @PROTEC2_3644 wait 0 if 00E1: player 0 pressed_button 16 jf @PROTEC2_3612 if $61 == 1 // integer values jf @PROTEC2_3605 $61 = 0 // integer values jump @PROTEC2_4411 :PROTEC2_3605 jump @PROTEC2_3637 :PROTEC2_3612 if $61 == 0 // integer values jf @PROTEC2_3637 $61 = 1 // integer values :PROTEC2_3637 jump @PROTEC2_3532 :PROTEC2_3644 040D: unload_wav 2 03D5: remove_text 'PRO2_03' // Aw hell, not again! I don't need this crap! 03CF: load_wav 'BUD2_4' as 1 03CF: load_wav 'BUD2_5' as 2 :PROTEC2_3682 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PROTEC2_3712 wait 0 jump @PROTEC2_3682 :PROTEC2_3712 00BC: text_highpriority 'PRO2_04' 4000 ms 1 // These idiots operate out of DBP Security around the block. 03D1: play_wav 1 :PROTEC2_3731 if and 83D2: not wav 1 ended not Actor.Dead($4606) jf @PROTEC2_3843 wait 0 if 00E1: player 0 pressed_button 16 jf @PROTEC2_3811 if $61 == 1 // integer values jf @PROTEC2_3804 $61 = 0 // integer values jump @PROTEC2_4411 :PROTEC2_3804 jump @PROTEC2_3836 :PROTEC2_3811 if $61 == 0 // integer values jf @PROTEC2_3836 $61 = 1 // integer values :PROTEC2_3836 jump @PROTEC2_3731 :PROTEC2_3843 040D: unload_wav 1 03D5: remove_text 'PRO2_04' // These idiots operate out of DBP Security around the block. 00BC: text_highpriority 'PRO2_05' 4000 ms 1 // You guys just sort it out amongst yourselves. 03D1: play_wav 2 :PROTEC2_3876 if and 83D2: not wav 2 ended not Actor.Dead($4606) jf @PROTEC2_3988 wait 0 if 00E1: player 0 pressed_button 16 jf @PROTEC2_3956 if $61 == 1 // integer values jf @PROTEC2_3949 $61 = 0 // integer values jump @PROTEC2_4411 :PROTEC2_3949 jump @PROTEC2_3981 :PROTEC2_3956 if $61 == 0 // integer values jf @PROTEC2_3981 $61 = 1 // integer values :PROTEC2_3981 jump @PROTEC2_3876 :PROTEC2_3988 040D: unload_wav 2 03D5: remove_text 'PRO2_05' // You guys just sort it out amongst yourselves. if not Actor.Dead($4606) jf @PROTEC2_4027 0372: set_actor $4606 anim 0 wait_state_time 100 ms :PROTEC2_4027 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 03CF: load_wav 'BUD2_6' as 1 03CF: load_wav 'BUD2_7' as 2 :PROTEC2_4061 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PROTEC2_4091 wait 0 jump @PROTEC2_4061 :PROTEC2_4091 00BC: text_highpriority 'PRO2_06' 4000 ms 1 // I'll be seeing you later. 03D1: play_wav 1 :PROTEC2_4110 if 83D2: not wav 1 ended jf @PROTEC2_4217 wait 0 if 00E1: player 0 pressed_button 16 jf @PROTEC2_4185 if $61 == 1 // integer values jf @PROTEC2_4178 $61 = 0 // integer values jump @PROTEC2_4411 :PROTEC2_4178 jump @PROTEC2_4210 :PROTEC2_4185 if $61 == 0 // integer values jf @PROTEC2_4210 $61 = 1 // integer values :PROTEC2_4210 jump @PROTEC2_4110 :PROTEC2_4217 040D: unload_wav 1 03D5: remove_text 'PRO2_06' // I'll be seeing you later. 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($4606) jf @PROTEC2_4266 0372: set_actor $4606 anim 19 wait_state_time 20000 ms :PROTEC2_4266 00BC: text_highpriority 'PRO2_07' 4000 ms 1 // Yeah, yeah, whatever. 03D1: play_wav 2 :PROTEC2_4285 if and 83D2: not wav 2 ended not Actor.Dead($4606) jf @PROTEC2_4397 wait 0 if 00E1: player 0 pressed_button 16 jf @PROTEC2_4365 if $61 == 1 // integer values jf @PROTEC2_4358 $61 = 0 // integer values jump @PROTEC2_4411 :PROTEC2_4358 jump @PROTEC2_4390 :PROTEC2_4365 if $61 == 0 // integer values jf @PROTEC2_4390 $61 = 1 // integer values :PROTEC2_4390 jump @PROTEC2_4285 :PROTEC2_4397 040D: unload_wav 2 03D5: remove_text 'PRO2_07' // Yeah, yeah, whatever. :PROTEC2_4411 03EB: clear_small_messages_only 040D: unload_wav 1 040D: unload_wav 2 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($4606) jf @PROTEC2_4455 0372: set_actor $4606 anim 0 wait_state_time 100 ms :PROTEC2_4455 if not Actor.Dead($4604) jf @PROTEC2_4493 0291: set_actor $4604 attack_when_provoked 1 0350: set_actor $4604 maintain_position_when_attacked 0 01DF: tie_actor $4604 to_player $PLAYER_CHAR :PROTEC2_4493 if not Actor.Dead($4605) jf @PROTEC2_4531 0291: set_actor $4605 attack_when_provoked 1 0350: set_actor $4605 maintain_position_when_attacked 0 01DF: tie_actor $4605 to_player $PLAYER_CHAR :PROTEC2_4531 011C: actor $PLAYER_ACTOR clear_objective if not Actor.Dead($4606) jf @PROTEC2_4557 011C: actor $4606 clear_objective :PROTEC2_4557 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 00BC: text_highpriority 'PRO2_08' 11000 ms 1 // ~g~DBP Security will know you are on your way, go and get them before they clear out. 014E: start_timer_at $4635 count_in_direction 1 $4629 = 0 // integer values jump @PROTEC2_4687 :PROTEC2_4606 jump @PROTEC2_3041 jump @PROTEC2_4680 :PROTEC2_4620 if $4629 == 1 // integer values jf @PROTEC2_4680 00BC: text_highpriority 'PRO2_09' 11000 ms 1 // ~g~Go and speak to the Front Page Bar Owner. 018A: $4628 = create_checkpoint_at 240.9 -1241.8 10.8 $4629 = 2 // integer values :PROTEC2_4680 jump @PROTEC2_1961 :PROTEC2_4687 $4612 = Car.Create(#OCEANIC, 346.8, -727.1, 9.1) Car.Angle($4612) = 247.9 04E1: open_trunk_of_car_fully $4612 $4616 = Object.Create(#BRIEFCASE, 346.8, -727.1, 9.1) $4617 = Object.Create(#BRIEFCASE, 346.8, -727.1, 9.1) $4618 = Object.Create(#BRIEFCASE, 346.8, -727.1, 9.1) Object.CollisionDetection($4616) = False Object.CollisionDetection($4617) = False Object.CollisionDetection($4618) = False $4607 = Actor.Create(Gang5, #GDB, 353.4, -732.9, 9.6) Actor.Angle($4607) = 339.7 01B2: give_actor $4607 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4607 threat_search 0243: set_actor $4607 ped_stats_to 16 $4623 = Marker.CreateAboveActor($4607) 0350: set_actor $4607 maintain_position_when_attacked 1 02E2: set_actor $4607 weapon_accuracy_to 90 Actor.Health($4607) = 150 $4608 = Actor.Create(Gang5, #GDA, 350.6, -731.9, 9.6) Actor.Angle($4608) = 339.2 01B2: give_actor $4608 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4608 threat_search 0243: set_actor $4608 ped_stats_to 16 $4624 = Marker.CreateAboveActor($4608) 0350: set_actor $4608 maintain_position_when_attacked 1 02E2: set_actor $4608 weapon_accuracy_to 90 Actor.Health($4608) = 150 $4609 = Actor.Create(Gang5, #GDA, 349.1, -726.2, 9.6) Actor.Angle($4609) = 148.2 01B2: give_actor $4609 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4609 threat_search 0243: set_actor $4609 ped_stats_to 16 $4625 = Marker.CreateAboveActor($4609) 02E2: set_actor $4609 weapon_accuracy_to 90 Actor.Health($4609) = 150 04EB: actor $4609 crouch 1 86400000 ms $4610 = Actor.Create(Gang5, #GDB, 343.7, -725.2, 9.2) Actor.Angle($4610) = 190.7 01B2: give_actor $4610 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4610 threat_search 0243: set_actor $4610 ped_stats_to 16 $4626 = Marker.CreateAboveActor($4610) 02E2: set_actor $4610 weapon_accuracy_to 90 Actor.Health($4610) = 150 $4611 = Actor.Create(Gang5, #GDA, 343.2, -726.4, 9.2) Actor.Angle($4611) = 1.8 01B2: give_actor $4611 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4611 threat_search 0243: set_actor $4611 ped_stats_to 16 $4627 = Marker.CreateAboveActor($4611) 02E2: set_actor $4611 weapon_accuracy_to 90 Actor.Health($4611) = 150 03F9: make_actors $4610 $4611 converse_in 86400000 ms 17@ = 0 // integer values :PROTEC2_5253 wait 0 if $4635 == 0 // integer values jf @PROTEC2_5297 00BC: text_highpriority 'TAXI2' 5000 ms 1 // ~r~You're out of time! jump @PROTEC2_12047 :PROTEC2_5297 if not Car.Wrecked($4612) jf @PROTEC2_5426 if 00DC: player $PLAYER_CHAR driving $4612 jf @PROTEC2_5357 if $4629 == 0 // integer values jf @PROTEC2_5357 $4629 = 1 // integer values :PROTEC2_5357 035C: place_object $4616 relative_to_car $4612 offset 0.0 -2.0 0.0 035C: place_object $4617 relative_to_car $4612 offset 0.0 -2.2 0.0 035C: place_object $4618 relative_to_car $4612 offset 0.0 -2.4 0.0 :PROTEC2_5426 if not Actor.Dead($4607) jf @PROTEC2_5585 if 16@ > 500 // integer values jf @PROTEC2_5494 if 0123: actor $4607 spotted_player $PLAYER_CHAR jf @PROTEC2_5494 $4629 = 1 // integer values 17@ = 0 // integer values :PROTEC2_5494 if 8184: not actor $4607 health >= 95 jf @PROTEC2_5537 if $4629 == 0 // integer values jf @PROTEC2_5537 $4629 = 1 // integer values :PROTEC2_5537 if $4629 == 1 // integer values jf @PROTEC2_5578 011A: set_actor $4607 search_threat 1 011A: set_actor $4607 search_threat 8192 01CA: actor $4607 kill_player $PLAYER_CHAR :PROTEC2_5578 jump @PROTEC2_5602 :PROTEC2_5585 $4629 = 1 // integer values Marker.Disable($4623) Actor.RemoveReferences($4607) :PROTEC2_5602 if not Actor.Dead($4608) jf @PROTEC2_5709 if 8184: not actor $4608 health >= 95 jf @PROTEC2_5661 if $4629 == 0 // integer values jf @PROTEC2_5661 $4629 = 1 // integer values :PROTEC2_5661 if $4629 == 1 // integer values jf @PROTEC2_5702 011A: set_actor $4608 search_threat 1 011A: set_actor $4608 search_threat 8192 01CA: actor $4608 kill_player $PLAYER_CHAR :PROTEC2_5702 jump @PROTEC2_5726 :PROTEC2_5709 $4629 = 1 // integer values Marker.Disable($4624) Actor.RemoveReferences($4608) :PROTEC2_5726 if not Actor.Dead($4609) jf @PROTEC2_5973 if 8184: not actor $4609 health >= 95 jf @PROTEC2_5785 if $4629 == 0 // integer values jf @PROTEC2_5785 $4629 = 1 // integer values :PROTEC2_5785 if $4636 == 0 // integer values jf @PROTEC2_5850 if $4629 == 1 // integer values jf @PROTEC2_5850 0350: set_actor $4609 maintain_position_when_attacked 0 011A: set_actor $4609 search_threat 1 011A: set_actor $4609 search_threat 8192 $4636 = 1 // integer values :PROTEC2_5850 if $4636 == 1 // integer values jf @PROTEC2_5890 0239: actor $4609 run_to 355.6 -726.0 $4636 = 2 // integer values :PROTEC2_5890 if $4636 == 2 // integer values jf @PROTEC2_5966 if 00EC: actor $4609 0 355.6 -726.0 radius 2.0 2.0 jf @PROTEC2_5966 011C: actor $4609 clear_objective 01CA: actor $4609 kill_player $PLAYER_CHAR $4636 = 3 // integer values :PROTEC2_5966 jump @PROTEC2_5990 :PROTEC2_5973 $4629 = 1 // integer values Marker.Disable($4625) Actor.RemoveReferences($4609) :PROTEC2_5990 if not Actor.Dead($4610) jf @PROTEC2_6237 if 8184: not actor $4610 health >= 95 jf @PROTEC2_6049 if $4629 == 0 // integer values jf @PROTEC2_6049 $4629 = 1 // integer values :PROTEC2_6049 if $4637 == 0 // integer values jf @PROTEC2_6114 if $4629 == 1 // integer values jf @PROTEC2_6114 0350: set_actor $4610 maintain_position_when_attacked 0 011A: set_actor $4610 search_threat 1 011A: set_actor $4610 search_threat 8192 $4637 = 1 // integer values :PROTEC2_6114 if $4637 == 1 // integer values jf @PROTEC2_6154 0239: actor $4610 run_to 355.6 -726.0 $4637 = 2 // integer values :PROTEC2_6154 if $4637 == 2 // integer values jf @PROTEC2_6230 if 00EC: actor $4610 0 355.6 -726.0 radius 2.0 2.0 jf @PROTEC2_6230 011C: actor $4610 clear_objective 01CA: actor $4610 kill_player $PLAYER_CHAR $4637 = 3 // integer values :PROTEC2_6230 jump @PROTEC2_6254 :PROTEC2_6237 $4629 = 1 // integer values Marker.Disable($4626) Actor.RemoveReferences($4610) :PROTEC2_6254 if not Actor.Dead($4611) jf @PROTEC2_6501 if 8184: not actor $4611 health >= 95 jf @PROTEC2_6313 if $4629 == 0 // integer values jf @PROTEC2_6313 $4629 = 1 // integer values :PROTEC2_6313 if $4638 == 0 // integer values jf @PROTEC2_6378 if $4629 == 1 // integer values jf @PROTEC2_6378 0350: set_actor $4611 maintain_position_when_attacked 0 011A: set_actor $4611 search_threat 1 011A: set_actor $4611 search_threat 8192 $4638 = 1 // integer values :PROTEC2_6378 if $4638 == 1 // integer values jf @PROTEC2_6418 0239: actor $4611 run_to 355.6 -726.0 $4638 = 2 // integer values :PROTEC2_6418 if $4638 == 2 // integer values jf @PROTEC2_6494 if 00EC: actor $4611 0 355.6 -726.0 radius 2.0 2.0 jf @PROTEC2_6494 011C: actor $4611 clear_objective 01CA: actor $4611 kill_player $PLAYER_CHAR $4638 = 3 // integer values :PROTEC2_6494 jump @PROTEC2_6518 :PROTEC2_6501 $4629 = 1 // integer values Marker.Disable($4627) Actor.RemoveReferences($4611) :PROTEC2_6518 if Actor.Dead($4607) jf @PROTEC2_6617 if Actor.Dead($4608) jf @PROTEC2_6617 if Actor.Dead($4609) jf @PROTEC2_6617 if Actor.Dead($4610) jf @PROTEC2_6617 if Actor.Dead($4611) jf @PROTEC2_6617 Car.RemoveReferences($4612) $4629 = 0 // integer values jump @PROTEC2_6624 :PROTEC2_6617 jump @PROTEC2_5253 :PROTEC2_6624 wait 2000 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 03BA: clear_cars_from_cube 347.3 -703.4 5.0 397.4 -773.0 20.0 Camera.SetPosition(353.54, -719.07, 13.89, 0.0, 0.0, 0.0) Camera.PointAt(365.18, -730.36, 10.99, 2) 0239: actor $PLAYER_ACTOR run_to 356.8 -724.7 wait 1000 020C: create_explosion_with_radius 2 at 366.4 -730.3 9.0 020C: create_explosion_with_radius 11 at 366.4 -730.3 9.0 020C: create_explosion_with_radius 6 at 366.4 -730.3 9.0 039D: scatter_particles 17 0.8 0 0 0 11000 at 366.4 -730.3 9.0 0.1 0.0 0.2 wait 500 $4613 = Car.Create(#PCJ600, 359.0, -742.1, 10.0) Car.Angle($4613) = 332.8 00AE: set_vehicle $4613 traffic_behavior_to 2 Car.SetMaxSpeed($4613, 0.0) Car.ImmuneToNonPlayer($4613) = True Car.SetImmunities($4613, 1, 1, 1, 1, 1) 0129: $4607 = create_actor 5 #GDB in_car $4613 driverseat 01B2: give_actor $4607 weapon 26 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4607 threat_search 0243: set_actor $4607 ped_stats_to 16 011A: set_actor $4607 search_threat 1 011A: set_actor $4607 search_threat 8192 0319: set_actor $4607 running 1 02AB: set_actor $4607 immunities BP 1 FP 1 EP 1 CP 1 MP 1 02A9: set_actor $4607 immune_to_nonplayer 1 Actor.Health($4607) = 150 $4623 = Marker.CreateAboveActor($4607) 0291: set_actor $4607 attack_when_provoked 1 $4614 = Car.Create(#PCJ600, 357.5, -745.2, 10.0) Car.Angle($4614) = 332.8 00AE: set_vehicle $4614 traffic_behavior_to 3 Car.SetMaxSpeed($4614, 0.0) Car.ImmuneToNonPlayer($4614) = True Car.SetImmunities($4614, 1, 1, 1, 1, 1) 0129: $4608 = create_actor 5 #GDA in_car $4614 driverseat 01B2: give_actor $4608 weapon 26 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4608 threat_search 0243: set_actor $4608 ped_stats_to 16 011A: set_actor $4608 search_threat 1 011A: set_actor $4608 search_threat 8192 0319: set_actor $4608 running 1 02AB: set_actor $4608 immunities BP 1 FP 1 EP 1 CP 1 MP 1 02A9: set_actor $4608 immune_to_nonplayer 1 Actor.Health($4607) = 150 $4624 = Marker.CreateAboveActor($4608) 04BD: set_car $4613 is_part_of_convoy 1 04E0: car $4613 abandon_path_radius 255 04BD: set_car $4614 is_part_of_convoy 1 04E0: car $4614 abandon_path_radius 255 0291: set_actor $4608 attack_when_provoked 1 $4619 = Car.Create(#SECURICA, 250.8, -1292.2, 10.0) Car.Angle($4619) = 347.7 00AE: set_vehicle $4619 traffic_behavior_to 2 Car.SetMaxSpeed($4619, 0.0) 04E0: car $4619 abandon_path_radius 15 020A: set_car $4619 door_status_to 2 0129: $4620 = create_actor 5 #GDA in_car $4619 driverseat 01B2: give_actor $4620 weapon 26 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $4620 threat_search 0243: set_actor $4620 ped_stats_to 16 011A: set_actor $4620 search_threat 1 011A: set_actor $4620 search_threat 8192 0319: set_actor $4620 running 1 if not Car.Wrecked($4613) jf @PROTEC2_7395 Car.DriveTo($4613, 368.4, -726.3, 10.1) Car.SetMaxSpeed($4613, 25.0) :PROTEC2_7395 if not Car.Wrecked($4614) jf @PROTEC2_7441 Car.DriveTo($4614, 368.4, -726.3, 10.1) Car.SetMaxSpeed($4614, 15.0) :PROTEC2_7441 if not Car.Wrecked($4613) jf @PROTEC2_7466 Camera.OnVehicle($4613, 15, 2) :PROTEC2_7466 16@ = 0 // integer values :PROTEC2_7473 wait 0 if not Car.Wrecked($4613) jf @PROTEC2_7558 if 01AD: car $4613 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 jf @PROTEC2_7558 Car.DriveTo($4613, 391.7, -743.9, 10.9) $4633 = 1 // integer values :PROTEC2_7558 if not Car.Wrecked($4614) jf @PROTEC2_7649 if 01AD: car $4614 sphere 0 near_point 368.4 -726.3 radius 2.0 2.0 jf @PROTEC2_7649 Car.DriveTo($4614, 391.7, -743.9, 10.9) Car.SetMaxSpeed($4614, 23.0) $4634 = 1 // integer values :PROTEC2_7649 if and $4633 == 1 // integer values $4634 == 1 // integer values jf @PROTEC2_7681 jump @PROTEC2_7714 :PROTEC2_7681 if 16@ > 5000 // integer values jf @PROTEC2_7707 jump @PROTEC2_7714 :PROTEC2_7707 jump @PROTEC2_7473 :PROTEC2_7714 $4629 = 0 // integer values if $4633 == 0 // integer values jf @PROTEC2_7759 Car.DriveTo($4613, 391.7, -743.9, 10.9) :PROTEC2_7759 if $4634 == 0 // integer values jf @PROTEC2_7797 Car.DriveTo($4614, 391.7, -743.9, 10.9) :PROTEC2_7797 $4633 = 0 // integer values $4634 = 0 // integer values if not Car.Wrecked($4613) jf @PROTEC2_7842 Car.SetImmunities($4613, 0, 0, 0, 0, 0) :PROTEC2_7842 if not Car.Wrecked($4614) jf @PROTEC2_7873 Car.SetImmunities($4614, 0, 0, 0, 0, 0) :PROTEC2_7873 if not Actor.Dead($4607) jf @PROTEC2_7904 02AB: set_actor $4607 immunities BP 0 FP 0 EP 0 CP 0 MP 0 :PROTEC2_7904 if not Actor.Dead($4608) jf @PROTEC2_7935 02AB: set_actor $4608 immunities BP 0 FP 0 EP 0 CP 0 MP 0 :PROTEC2_7935 wait 2000 011C: actor $PLAYER_ACTOR clear_objective 00BC: text_highpriority 'PRO2_10' 5000 ms 1 // ~g~Two more have made a run for it. Track them down and finish this. 0481: 3.5 011C: actor $PLAYER_ACTOR clear_objective Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 if not Car.Wrecked($4619) jf @PROTEC2_8018 Car.SetMaxSpeed($4619, 100.0) Car.SetDriverBehaviour($4619, KillThePlayer) :PROTEC2_8018 wait 0 if $4639 == 0 // integer values jf @PROTEC2_8108 if Car.Wrecked($4619) jf @PROTEC2_8108 01E3: text_1number_styled 'BONUS' number 1000 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 1000 $4639 = 1 // integer values :PROTEC2_8108 if $4635 == 0 // integer values jf @PROTEC2_8148 00BC: text_highpriority 'TAXI2' 5000 ms 1 // ~r~You're out of time! jump @PROTEC2_12047 :PROTEC2_8148 if not Car.Wrecked($4612) jf @PROTEC2_8233 035C: place_object $4616 relative_to_car $4612 offset 0.0 -2.0 0.0 035C: place_object $4617 relative_to_car $4612 offset 0.0 -2.2 0.0 035C: place_object $4618 relative_to_car $4612 offset 0.0 -2.4 0.0 :PROTEC2_8233 if not Actor.Dead($4607) jf @PROTEC2_10112 if not Car.Wrecked($4613) jf @PROTEC2_10092 if Actor.InCar($4607, $4613) jf @PROTEC2_9675 if $4633 == 0 // integer values jf @PROTEC2_8427 if $4621 == 1 // integer values jf @PROTEC2_8362 011C: actor $4607 clear_objective Car.DriveTo($4613, 391.7, -743.9, 10.9) Car.SetMaxSpeed($4613, 25.0) $4621 = 0 // integer values :PROTEC2_8362 if 01AD: car $4613 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 jf @PROTEC2_8427 02C2: car $4613 drive_to_point 300.3 -955.4 10.8 $4633 = 1 // integer values :PROTEC2_8427 if $4633 == 1 // integer values jf @PROTEC2_8570 if $4621 == 1 // integer values jf @PROTEC2_8505 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 300.3 -955.4 10.8 Car.SetMaxSpeed($4613, 25.0) $4621 = 0 // integer values :PROTEC2_8505 if 01AD: car $4613 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 jf @PROTEC2_8570 02C2: car $4613 drive_to_point 285.3 -1048.8 11.3 $4633 = 2 // integer values :PROTEC2_8570 if $4633 == 2 // integer values jf @PROTEC2_8713 if $4621 == 1 // integer values jf @PROTEC2_8648 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 285.3 -1048.8 10.8 Car.SetMaxSpeed($4613, 25.0) $4621 = 0 // integer values :PROTEC2_8648 if 01AD: car $4613 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 jf @PROTEC2_8713 02C2: car $4613 drive_to_point 257.9 -1206.8 11.3 $4633 = 3 // integer values :PROTEC2_8713 if $4633 == 3 // integer values jf @PROTEC2_8856 if $4621 == 1 // integer values jf @PROTEC2_8791 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 257.9 -1206.8 10.8 Car.SetMaxSpeed($4613, 25.0) $4621 = 0 // integer values :PROTEC2_8791 if 01AD: car $4613 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 jf @PROTEC2_8856 02C2: car $4613 drive_to_point 234.4 -1326.1 11.3 $4633 = 4 // integer values :PROTEC2_8856 if $4633 == 4 // integer values jf @PROTEC2_8999 if $4621 == 1 // integer values jf @PROTEC2_8934 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 234.4 -1326.1 10.8 Car.SetMaxSpeed($4613, 25.0) $4621 = 0 // integer values :PROTEC2_8934 if 01AD: car $4613 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 jf @PROTEC2_8999 02C2: car $4613 drive_to_point 220.7 -1398.6 11.3 $4633 = 5 // integer values :PROTEC2_8999 if $4633 == 5 // integer values jf @PROTEC2_9142 if $4621 == 1 // integer values jf @PROTEC2_9077 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 220.7 -1398.6 11.3 Car.SetMaxSpeed($4613, 25.0) $4621 = 0 // integer values :PROTEC2_9077 if 01AD: car $4613 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 jf @PROTEC2_9142 02C2: car $4613 drive_to_point 169.0 -1525.2 11.3 $4633 = 6 // integer values :PROTEC2_9142 if $4633 == 6 // integer values jf @PROTEC2_9285 if $4621 == 1 // integer values jf @PROTEC2_9220 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 169.0 -1525.2 10.8 Car.SetMaxSpeed($4613, 25.0) $4621 = 0 // integer values :PROTEC2_9220 if 01AD: car $4613 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 jf @PROTEC2_9285 02C2: car $4613 drive_to_point 192.8 -1583.0 11.3 $4633 = 7 // integer values :PROTEC2_9285 if $4633 == 7 // integer values jf @PROTEC2_9438 if $4621 == 1 // integer values jf @PROTEC2_9363 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 192.8 -1583.0 10.8 Car.SetMaxSpeed($4613, 25.0) $4621 = 0 // integer values :PROTEC2_9363 if 01AD: car $4613 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 jf @PROTEC2_9438 02C2: car $4613 drive_to_point 240.5 -1689.2 11.3 Car.SetMaxSpeed($4613, 15.0) $4633 = 8 // integer values :PROTEC2_9438 if $4633 == 8 // integer values jf @PROTEC2_9588 if $4621 == 1 // integer values jf @PROTEC2_9516 011C: actor $4607 clear_objective 02C2: car $4613 drive_to_point 240.5 -1689.2 10.8 Car.SetMaxSpeed($4613, 25.0) $4621 = 0 // integer values :PROTEC2_9516 if 01AD: car $4613 sphere 0 near_point 240.5 -1689.2 radius 7.0 7.0 jf @PROTEC2_9588 0477: set_car $4613 action 5 time 10000 Car.SetMaxSpeed($4613, 0.0) Car.ImmuneToNonPlayer($4613) = False $4633 = 9 // integer values :PROTEC2_9588 if $4633 == 9 // integer values jf @PROTEC2_9643 01D3: actor $4607 leave_car $4613 0239: actor $4607 run_to 258.7 -1703.0 16@ = 0 // integer values $4633 = 10 // integer values :PROTEC2_9643 if $4633 > 9 // integer values jf @PROTEC2_9668 $4633 = 9 // integer values :PROTEC2_9668 jump @PROTEC2_10085 :PROTEC2_9675 if 9 > $4633 // integer values jf @PROTEC2_9807 if 00E9: player $PLAYER_CHAR 0 $4607 radius 10.0 10.0 jf @PROTEC2_9739 01CC: actor $4607 kill_player $PLAYER_CHAR jump @PROTEC2_9793 :PROTEC2_9739 if 0202: actor $4607 near_car $4613 radius 30.0 30.0 sphere 0 jf @PROTEC2_9785 01D5: actor $4607 go_to_and_drive_car $4613 jump @PROTEC2_9793 :PROTEC2_9785 01CC: actor $4607 kill_player $PLAYER_CHAR :PROTEC2_9793 $4621 = 1 // integer values jump @PROTEC2_10085 :PROTEC2_9807 if $4634 == 9 // integer values jf @PROTEC2_9881 if Actor.InCar($4607, $4613) jf @PROTEC2_9852 01D3: actor $4607 leave_car $4613 :PROTEC2_9852 0239: actor $4607 run_to 258.7 -1703.0 16@ = 0 // integer values $4634 = 10 // integer values :PROTEC2_9881 if $4633 == 10 // integer values jf @PROTEC2_10052 if 80EC: not actor $4607 0 454.3 -1727.9 radius 5.0 5.0 jf @PROTEC2_10033 if 16@ > 500 // integer values jf @PROTEC2_10026 if 8510: not unknown_actor $4607 on_path 454.3 -1727.9 9.0 radius 1.0 jf @PROTEC2_10019 009E: set_actor $4607 path 454.3 -1727.9 9.0 unknown 1.0 1 :PROTEC2_10019 16@ = 0 // integer values :PROTEC2_10026 jump @PROTEC2_10052 :PROTEC2_10033 011C: actor $4607 clear_objective 0350: set_actor $4607 maintain_position_when_attacked 1 $4633 = 11 // integer values :PROTEC2_10052 if $4633 == 11 // integer values jf @PROTEC2_10085 01CA: actor $4607 kill_player $PLAYER_CHAR $4633 = 12 // integer values :PROTEC2_10085 jump @PROTEC2_10105 :PROTEC2_10092 Car.RemoveReferences($4613) 01CC: actor $4607 kill_player $PLAYER_CHAR :PROTEC2_10105 jump @PROTEC2_10117 :PROTEC2_10112 Marker.Disable($4623) :PROTEC2_10117 if not Actor.Dead($4608) jf @PROTEC2_11996 if not Car.Wrecked($4614) jf @PROTEC2_11976 if Actor.InCar($4608, $4614) jf @PROTEC2_11559 if $4634 == 0 // integer values jf @PROTEC2_10311 if $4622 == 1 // integer values jf @PROTEC2_10246 011C: actor $4608 clear_objective Car.DriveTo($4614, 391.7, -743.9, 10.9) Car.SetMaxSpeed($4614, 23.0) $4622 = 0 // integer values :PROTEC2_10246 if 01AD: car $4614 sphere 0 near_point 391.7 -743.9 radius 7.0 7.0 jf @PROTEC2_10311 02C2: car $4614 drive_to_point 300.3 -955.4 10.8 $4634 = 1 // integer values :PROTEC2_10311 if $4634 == 1 // integer values jf @PROTEC2_10454 if $4622 == 1 // integer values jf @PROTEC2_10389 011C: actor $4608 clear_objective Car.DriveTo($4614, 300.3, -955.4, 10.9) Car.SetMaxSpeed($4614, 23.0) $4622 = 0 // integer values :PROTEC2_10389 if 01AD: car $4614 sphere 0 near_point 300.3 -955.4 radius 7.0 7.0 jf @PROTEC2_10454 02C2: car $4614 drive_to_point 285.3 -1048.8 11.3 $4634 = 2 // integer values :PROTEC2_10454 if $4634 == 2 // integer values jf @PROTEC2_10597 if $4622 == 1 // integer values jf @PROTEC2_10532 011C: actor $4608 clear_objective Car.DriveTo($4614, 285.3, -1048.8, 10.9) Car.SetMaxSpeed($4614, 23.0) $4622 = 0 // integer values :PROTEC2_10532 if 01AD: car $4614 sphere 0 near_point 285.3 -1048.8 radius 7.0 7.0 jf @PROTEC2_10597 02C2: car $4614 drive_to_point 257.9 -1206.8 11.3 $4634 = 3 // integer values :PROTEC2_10597 if $4634 == 3 // integer values jf @PROTEC2_10740 if $4622 == 1 // integer values jf @PROTEC2_10675 011C: actor $4608 clear_objective Car.DriveTo($4614, 257.9, -1206.8, 10.9) Car.SetMaxSpeed($4614, 23.0) $4622 = 0 // integer values :PROTEC2_10675 if 01AD: car $4614 sphere 0 near_point 257.9 -1206.8 radius 7.0 7.0 jf @PROTEC2_10740 02C2: car $4614 drive_to_point 234.4 -1326.1 11.3 $4634 = 4 // integer values :PROTEC2_10740 if $4634 == 4 // integer values jf @PROTEC2_10883 if $4622 == 1 // integer values jf @PROTEC2_10818 011C: actor $4608 clear_objective Car.DriveTo($4614, 234.4, -1326.1, 10.9) Car.SetMaxSpeed($4614, 23.0) $4622 = 0 // integer values :PROTEC2_10818 if 01AD: car $4614 sphere 0 near_point 234.4 -1326.1 radius 7.0 7.0 jf @PROTEC2_10883 02C2: car $4614 drive_to_point 220.7 -1398.6 11.3 $4634 = 5 // integer values :PROTEC2_10883 if $4634 == 5 // integer values jf @PROTEC2_11026 if $4622 == 1 // integer values jf @PROTEC2_10961 011C: actor $4608 clear_objective Car.DriveTo($4614, 220.7, -1398.6, 10.9) Car.SetMaxSpeed($4614, 23.0) $4622 = 0 // integer values :PROTEC2_10961 if 01AD: car $4614 sphere 0 near_point 220.7 -1398.6 radius 7.0 7.0 jf @PROTEC2_11026 02C2: car $4614 drive_to_point 169.0 -1525.2 11.3 $4634 = 6 // integer values :PROTEC2_11026 if $4634 == 6 // integer values jf @PROTEC2_11179 if $4622 == 1 // integer values jf @PROTEC2_11104 011C: actor $4608 clear_objective Car.DriveTo($4614, 169.0, -1525.2, 10.9) Car.SetMaxSpeed($4614, 23.0) $4622 = 0 // integer values :PROTEC2_11104 if 01AD: car $4614 sphere 0 near_point 169.0 -1525.2 radius 7.0 7.0 jf @PROTEC2_11179 02C2: car $4614 drive_to_point 192.8 -1583.0 11.3 Car.SetMaxSpeed($4614, 15.0) $4634 = 7 // integer values :PROTEC2_11179 if $4634 == 7 // integer values jf @PROTEC2_11322 if $4622 == 1 // integer values jf @PROTEC2_11257 011C: actor $4608 clear_objective Car.DriveTo($4614, 192.8, -1583.0, 10.9) Car.SetMaxSpeed($4614, 23.0) $4622 = 0 // integer values :PROTEC2_11257 if 01AD: car $4614 sphere 0 near_point 192.8 -1583.0 radius 7.0 7.0 jf @PROTEC2_11322 02C2: car $4614 drive_to_point 240.5 -1689.2 11.3 $4634 = 8 // integer values :PROTEC2_11322 if $4634 == 8 // integer values jf @PROTEC2_11472 if $4622 == 1 // integer values jf @PROTEC2_11400 011C: actor $4608 clear_objective Car.DriveTo($4614, 240.5, -1689.2, 10.9) Car.SetMaxSpeed($4614, 15.0) $4622 = 0 // integer values :PROTEC2_11400 if 01AD: car $4614 sphere 0 near_point 240.5 -1689.2 radius 9.0 9.0 jf @PROTEC2_11472 0477: set_car $4614 action 5 time 10000 Car.SetMaxSpeed($4614, 0.0) Car.ImmuneToNonPlayer($4614) = False $4634 = 9 // integer values :PROTEC2_11472 if $4634 == 9 // integer values jf @PROTEC2_11527 01D3: actor $4608 leave_car $4614 0239: actor $4608 run_to 258.7 -1703.0 16@ = 0 // integer values $4634 = 10 // integer values :PROTEC2_11527 if $4634 > 9 // integer values jf @PROTEC2_11552 $4634 = 9 // integer values :PROTEC2_11552 jump @PROTEC2_11969 :PROTEC2_11559 if 9 > $4634 // integer values jf @PROTEC2_11691 if 00E9: player $PLAYER_CHAR 0 $4608 radius 10.0 10.0 jf @PROTEC2_11623 01CC: actor $4608 kill_player $PLAYER_CHAR jump @PROTEC2_11677 :PROTEC2_11623 if 0202: actor $4608 near_car $4614 radius 30.0 30.0 sphere 0 jf @PROTEC2_11669 01D5: actor $4608 go_to_and_drive_car $4614 jump @PROTEC2_11677 :PROTEC2_11669 01CC: actor $4608 kill_player $PLAYER_CHAR :PROTEC2_11677 $4622 = 1 // integer values jump @PROTEC2_11969 :PROTEC2_11691 if $4634 == 9 // integer values jf @PROTEC2_11765 if Actor.InCar($4608, $4614) jf @PROTEC2_11736 01D3: actor $4608 leave_car $4614 :PROTEC2_11736 0239: actor $4608 run_to 258.7 -1703.0 16@ = 0 // integer values $4634 = 10 // integer values :PROTEC2_11765 if $4634 == 10 // integer values jf @PROTEC2_11936 if 80EC: not actor $4608 0 454.3 -1727.9 radius 5.0 5.0 jf @PROTEC2_11917 if 16@ > 500 // integer values jf @PROTEC2_11910 if 8510: not unknown_actor $4608 on_path 454.3 -1727.9 9.0 radius 1.0 jf @PROTEC2_11903 009E: set_actor $4608 path 454.3 -1727.9 9.0 unknown 1.0 1 :PROTEC2_11903 16@ = 0 // integer values :PROTEC2_11910 jump @PROTEC2_11936 :PROTEC2_11917 011C: actor $4608 clear_objective 0350: set_actor $4608 maintain_position_when_attacked 1 $4634 = 11 // integer values :PROTEC2_11936 if $4634 == 11 // integer values jf @PROTEC2_11969 01CA: actor $4608 kill_player $PLAYER_CHAR $4634 = 12 // integer values :PROTEC2_11969 jump @PROTEC2_11989 :PROTEC2_11976 Car.RemoveReferences($4614) 01CC: actor $4608 kill_player $PLAYER_CHAR :PROTEC2_11989 jump @PROTEC2_12001 :PROTEC2_11996 Marker.Disable($4624) :PROTEC2_12001 if Actor.Dead($4607) jf @PROTEC2_12040 if Actor.Dead($4608) jf @PROTEC2_12040 jump @PROTEC2_12064 :PROTEC2_12040 jump @PROTEC2_8018 :PROTEC2_12047 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :PROTEC2_12064 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 4000 0318: set_latest_mission_passed 'BUD_2' // Bar Brawl 030C: progress_made += 1 Marker.Disable($265) 02A7: $265 = create_icon_marker_and_sphere 29 at -348.5 -541.8 16.4 create_thread @PRO3 $267 = 1 // integer values $848 = 1 // integer values return :PROTEC2_12166 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True 014F: stop_timer $4635 Model.Destroy(#UZI) Model.Destroy(#BRASSKNUCKLE) Model.Destroy(#M4) Model.Destroy(#PCJ600) Model.Destroy(#GDA) Model.Destroy(#GDB) Model.Destroy(#HMOST) Model.Destroy(#OCEANIC) Model.Destroy(#SENTINEL) Model.Destroy(#SECURICA) Actor.DestroyWithFade($4604) Actor.DestroyWithFade($4605) 0296: unload_special_actor 3 0296: unload_special_actor 4 Marker.Disable($4623) Marker.Disable($4624) Marker.Disable($4625) Marker.Disable($4626) Marker.Disable($4627) Marker.Disable($4628) Object.Destroy($4616) Object.Destroy($4617) Object.Destroy($4618) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 33--------------- // Originally: Cop Land :PROTEC3 thread 'PROTEC3' gosub @PROTEC3_46 if wasted_or_busted jf @PROTEC3_37 gosub @PROTEC3_11888 :PROTEC3_37 gosub @PROTEC3_12083 end_thread :PROTEC3_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! Player.ClearWantedLevel($PLAYER_CHAR) $ONMISSION = 1 // integer values $1603 = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'PROT3' if not Actor.Dead($PLAYER_ACTOR) jf @PROTEC3_143 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @PROTEC3_143 0353: refresh_actor $PLAYER_ACTOR :PROTEC3_143 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 $4680 = 0 // integer values $4681 = 0 // integer values $4682 = 1 // integer values $4683 = 0 // integer values $4684 = 0 // integer values $4685 = 0 // integer values $4686 = 0 // integer values $4687 = 0 // integer values $4688 = 0 // integer values $4690 = 0 // integer values $4691 = 0 // integer values $4692 = 0 // integer values $4665 = 0 // integer values $4666 = 0 // integer values $4667 = 0 // integer values $4668 = 0 // integer values $4674 = 0 // integer values $4675 = 0 // integer values $4689 = 0.0 // floating-point values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBUDDY' 023C: load_special_actor 3 'DGOONA' Camera.SetAtPos(-378.62, -552.676, 18.534) 038B: load_requested_models :PROTEC3_356 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded jf @PROTEC3_390 wait 0 jump @PROTEC3_356 :PROTEC3_390 02E4: load_cutscene_data 'BUD_3' 0244: set_cutscene_pos -378.62 -552.676 18.534 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $136 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $136 'CSBUDDY' 02E5: $193 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $193 'DGOONA' 0395: clear_area 1 at -379.0 -539.6 range 19.8 60.0 03DE: set_pedestrians_density_multiplier_to 0.0 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :PROTEC3_537 if 640 > $CUT_SCENE_TIME // integer values jf @PROTEC3_572 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_537 :PROTEC3_572 00BC: text_highpriority 'PRO3_A' 10000 ms 1 // You moron! What were you thinking?! :PROTEC3_587 if 3260 > $CUT_SCENE_TIME // integer values jf @PROTEC3_622 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_587 :PROTEC3_622 00BC: text_highpriority 'PRO3_B' 10000 ms 1 // Do you realize what this means?! :PROTEC3_637 if 5037 > $CUT_SCENE_TIME // integer values jf @PROTEC3_672 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_637 :PROTEC3_672 00BC: text_highpriority 'PRO3_C' 10000 ms 1 // We could all be sunk! :PROTEC3_687 if 6257 > $CUT_SCENE_TIME // integer values jf @PROTEC3_722 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_687 :PROTEC3_722 00BC: text_highpriority 'PRO3_D' 10000 ms 1 // The timer must have got screwed. :PROTEC3_737 if 8063 > $CUT_SCENE_TIME // integer values jf @PROTEC3_772 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_737 :PROTEC3_772 00BC: text_highpriority 'PRO3_E' 10000 ms 1 // That place was wired to go up like a firework factory. :PROTEC3_787 if 10576 > $CUT_SCENE_TIME // integer values jf @PROTEC3_822 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_787 :PROTEC3_822 00BC: text_highpriority 'PRO3_F' 10000 ms 1 // Then somebody tipped off the cops... :PROTEC3_837 if 12294 > $CUT_SCENE_TIME // integer values jf @PROTEC3_872 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_837 :PROTEC3_872 00BC: text_highpriority 'PRO3_G' 10000 ms 1 // What's the problem, fellas? :PROTEC3_887 if 13350 > $CUT_SCENE_TIME // integer values jf @PROTEC3_922 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_887 :PROTEC3_922 00BC: text_highpriority 'PRO3_H' 10000 ms 1 // Mike was supposed to torch some place in the mall, :PROTEC3_937 if 15890 > $CUT_SCENE_TIME // integer values jf @PROTEC3_972 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_937 :PROTEC3_972 00BC: text_highpriority 'PRO3_I' 10000 ms 1 // but he screwed the fuses and now the cops are crawling all over it. :PROTEC3_987 if 19687 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1022 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_987 :PROTEC3_1022 00BC: text_highpriority 'PRO3_J' 10000 ms 1 // We gotta get our stuff and get out of here! :PROTEC3_1037 if 21037 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1072 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1037 :PROTEC3_1072 00BC: text_highpriority 'PRO3_K' 10000 ms 1 // Relax, both of you, let me think for a second! :PROTEC3_1087 if 23717 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1122 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1087 :PROTEC3_1122 00BC: text_highpriority 'PRO3_L' 10000 ms 1 // Tommy Vercetti just doesn't cut and run. :PROTEC3_1137 if 29837 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1172 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1137 :PROTEC3_1172 00BC: text_highpriority 'PRO3_M' 10000 ms 1 // The cops are gonna be going over that building with a fine toothed comb, right? :PROTEC3_1187 if 33146 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1224 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1187 :PROTEC3_1224 00BC: text_highpriority 'PRO3_N' 10000 ms 1 // But that takes time. :PROTEC3_1239 if 34850 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1276 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1239 :PROTEC3_1276 00BC: text_highpriority 'PRO3_O' 10000 ms 1 // We gotta go in and torch that place ourselves. :PROTEC3_1291 if 36855 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1328 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1291 :PROTEC3_1328 00BC: text_highpriority 'PRO3_P' 10000 ms 1 // Yeah, but... :PROTEC3_1343 if 37233 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1380 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1343 :PROTEC3_1380 00BC: text_highpriority 'PRO3_Q' 10000 ms 1 // No one but a cop could get within a mile of that place! :PROTEC3_1395 if 39659 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1432 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1395 :PROTEC3_1432 00BC: text_highpriority 'PRO3_R' 10000 ms 1 // So we go as cops. :PROTEC3_1447 if 41424 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1484 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1447 :PROTEC3_1484 00BC: text_highpriority 'PRO3_S' 10000 ms 1 // We gotta get uniforms - and we're gonna need a squad car. :PROTEC3_1499 if 44643 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1536 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1499 :PROTEC3_1536 00BC: text_highpriority 'PRO3_T' 10000 ms 1 // All thanks to you Mike. :PROTEC3_1551 if 45615 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1588 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1551 :PROTEC3_1588 00BC: text_highpriority 'PRO3_U' 10000 ms 1 // I'm sorry. :PROTEC3_1603 if 46434 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1640 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1603 :PROTEC3_1640 00BC: text_highpriority 'PRO3_V' 10000 ms 1 // I got it. :PROTEC3_1655 if 48010 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1692 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1655 :PROTEC3_1692 00BC: text_highpriority 'PRO3_W' 10000 ms 1 // What we got to do is lure the cops in with the finger, :PROTEC3_1707 if 50758 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1744 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1707 :PROTEC3_1744 00BC: text_highpriority 'PRO3_X' 10000 ms 1 // put them in a lock-up :PROTEC3_1759 if 52122 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1796 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1759 :PROTEC3_1796 00BC: text_highpriority 'PRO3_Y' 10000 ms 1 // and jump 'em. :PROTEC3_1811 if 52864 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1848 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1811 :PROTEC3_1848 00BC: text_highpriority 'PRO3_Z' 10000 ms 1 // Good plan. Let's go! :PROTEC3_1863 if 54506 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1900 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1863 :PROTEC3_1900 00BC: text_highpriority 'PRO3_A1' 10000 ms 1 // Alright. :PROTEC3_1915 if 55506 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1952 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1915 :PROTEC3_1952 00BE: text_clear_all :PROTEC3_1954 if 56320 > $CUT_SCENE_TIME // integer values jf @PROTEC3_1991 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @PROTEC3_1954 :PROTEC3_1991 fade 0 1500 00BE: text_clear_all :PROTEC3_2000 if fading jf @PROTEC3_2024 wait 0 jump @PROTEC3_2000 :PROTEC3_2024 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 $991 = 0 // integer values 0169: set_fade_color 0 0 0 wait 500 Camera.SetBehindPlayer 0055: put_player $PLAYER_CHAR at -353.1 -526.4 11.7 Camera.SetAtPos(-353.1, -510.4, 11.7) 0171: set_player $PLAYER_CHAR z_angle_to 304.3 Player.CanMove($PLAYER_CHAR) = True 04E3: unknown_player $PLAYER_CHAR 0 60000 Pickup.Destroy($1297) Pickup.Destroy($1298) Pickup.Destroy($1284) Pickup.Destroy($1285) Pickup.Destroy($1286) Pickup.Destroy($1287) Pickup.Destroy($1288) Pickup.Destroy($1289) Pickup.Destroy($1290) Pickup.Destroy($1291) Pickup.Destroy($1292) Pickup.Destroy($1296) Model.Load(#DYNAMITE) Model.Load(#COP) Model.Load(#ARMY) Model.Load(#NITESTICK) Model.Load(#BUDDYSHOT) Model.Load(#M4) Model.Load(#SENTINEL) Model.Load(#POLICE) Model.Load(#COLT45) :PROTEC3_2246 if or not Model.Available(#COP) not Model.Available(#ARMY) not Model.Available(#DYNAMITE) not Model.Available(#NITESTICK) jf @PROTEC3_2285 wait 0 jump @PROTEC3_2246 :PROTEC3_2285 if or not Model.Available(#BUDDYSHOT) not Model.Available(#M4) not Model.Available(#SENTINEL) not Model.Available(#POLICE) not Model.Available(#COLT45) jf @PROTEC3_2332 wait 0 jump @PROTEC3_2285 :PROTEC3_2332 023C: load_special_actor 1 'IGBUDDY' 023C: load_special_actor 2 'IGBUDY2' 023C: load_special_actor 3 'PLAYER6' 038B: load_requested_models :PROTEC3_2370 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded jf @PROTEC3_2404 wait 0 jump @PROTEC3_2370 :PROTEC3_2404 038B: load_requested_models 03CF: load_wav 'BUD3_1A' as 1 03CF: load_wav 'BUD3_1B' as 2 :PROTEC3_2430 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PROTEC3_2460 wait 0 jump @PROTEC3_2430 :PROTEC3_2460 015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 1000 015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 1000 0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 1000 0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 1000 04EC: set_zone_car_class_info 'RICH1' 1 90 0 400 400 0 0 100 0 10 500 500 04EC: set_zone_car_class_info 'RICH1' 0 90 0 400 400 0 0 100 0 10 500 500 0324: set_zone_pedgroup_info 'RICH1' 1 25 0324: set_zone_pedgroup_info 'RICH1' 0 26 015C: set_zone_gang_info 'SHOP1' 1 30 0 0 0 0 0 0 0 0 0 1000 015C: set_zone_gang_info 'SHOP1' 0 20 0 0 0 0 0 0 0 0 0 1000 0152: set_zone_car_info 'SHOP1' 1 15 0 0 0 0 0 0 0 0 0 1000 0152: set_zone_car_info 'SHOP1' 0 13 0 0 0 0 0 0 0 0 0 1000 04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'SHOP1' 1 31 0324: set_zone_pedgroup_info 'SHOP1' 0 32 if $ONMISSION == 0 // integer values jf @PROTEC3_3045 018A: $4676 = create_checkpoint_at 471.0 1028.0 19.1 0469: create_actor $4644 in area 587.7 -70.7 551.6 -110.6 unknown 1 0 0 0 0 018A: $4678 = create_checkpoint_at 157.4 -1277.0 9.4 :PROTEC3_3045 $LANCE_VANCE = Actor.Create(Gang7, #SPECIAL01, -351.3, -525.1, 11.7) Actor.Angle($LANCE_VANCE) = 124.3 04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 01ED: clear_actor $LANCE_VANCE threat_search 0243: set_actor $LANCE_VANCE ped_stats_to 16 02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 // Load the weapon model before using this 0319: set_actor $LANCE_VANCE running 1 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR $4647 = Actor.Create(CivMale, #ARMY, 464.3, 1010.9, 17.2) Actor.Angle($4647) = 37.9 02A9: set_actor $4647 immune_to_nonplayer 1 01B2: give_actor $4647 weapon 26 ammo 30000 // Load the weapon model before using this 02E2: set_actor $4647 weapon_accuracy_to 90 0350: set_actor $4647 maintain_position_when_attacked 1 $4648 = Actor.Create(CivMale, #ARMY, 462.5, 1009.0, 17.2) Actor.Angle($4648) = 54.3 02A9: set_actor $4648 immune_to_nonplayer 1 01B2: give_actor $4648 weapon 26 ammo 30000 // Load the weapon model before using this 0350: set_actor $4648 maintain_position_when_attacked 1 02E2: set_actor $4647 weapon_accuracy_to 90 $4669 = Object.Create(#DYNAMITE, 467.9, 1004.8, 18.9) Object.CollisionDetection($4669) = False Object.ToggleInMovingList($4669) = False $4670 = Object.Create(#DYNAMITE, 468.5, 1004.4, 18.9) Object.CollisionDetection($4670) = False Object.ToggleInMovingList($4670) = False $4671 = Object.Create(#DYNAMITE, 468.1, 1004.8, 18.9) Object.CollisionDetection($4671) = False Object.ToggleInMovingList($4671) = False $4672 = Object.Create(#DYNAMITE, 468.3, 1004.5, 18.9) Object.CollisionDetection($4672) = False Object.ToggleInMovingList($4672) = False $4673 = Object.Create(#DYNAMITE, 468.4, 1004.3, 18.9) Object.CollisionDetection($4673) = False Object.ToggleInMovingList($4673) = False 0514: unknown_actor $LANCE_VANCE 6 0 0514: unknown_actor $PLAYER_ACTOR 6 0 0360: open_garage $690 03DA: set_garage $690 camera_follows_player $4663 = Car.Create(#SENTINEL, -345.3, -524.6, 11.5) $4664 = Car.Create(#POLICE, 469.6, 336.6, 11.4) 020A: set_car $4664 door_status_to 1 fade 1 1500 wait 1000 00BC: text_highpriority 'PRO3_01' 5000 ms 1 // Ok Lance, let's get the cops' attention! 03D1: play_wav 1 :PROTEC3_3562 if 83D2: not wav 1 ended jf @PROTEC3_3588 wait 0 jump @PROTEC3_3562 :PROTEC3_3588 040D: unload_wav 1 03D5: remove_text 'PRO3_01' // Ok Lance, let's get the cops' attention! 00BB: text_lowpriority 'PRO3_21' 5000 ms 1 // ~g~Get a wanted level so the cops will follow you into the lock-up. 018A: $4677 = create_checkpoint_at 459.1 332.5 9.4 16@ = 0 // integer values :PROTEC3_3644 wait 0 if $4680 == 0 // integer values jf @PROTEC3_6686 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_5346 if Player.WantedLevel($PLAYER_CHAR) > 0 jf @PROTEC3_3839 if $4685 == 0 // integer values jf @PROTEC3_3839 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_3839 if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR jf @PROTEC3_3839 00BC: text_highpriority 'PRO3_19' 5000 ms 1 // Now that got them really irritated. 00BB: text_lowpriority 'PRO3_20' 5000 ms 1 // ~g~ Get two cops to follow you into the garage. 03D1: play_wav 2 :PROTEC3_3787 if and 83D2: not wav 2 ended not Actor.Dead($LANCE_VANCE) jf @PROTEC3_3818 wait 0 jump @PROTEC3_3787 :PROTEC3_3818 040D: unload_wav 2 03D5: remove_text 'PRO3_19' // Now that got them really irritated. $4685 = 1 // integer values :PROTEC3_3839 if 0056: player $PLAYER_CHAR 0 466.1 325.5 448.1 335.2 jf @PROTEC3_5287 if not $4681 == 2 // integer values jf @PROTEC3_4125 if Player.WantedLevel($PLAYER_CHAR) > 1 jf @PROTEC3_4125 if $4691 == 0 // integer values jf @PROTEC3_4019 if 80C2: not sphere_onscreen 444.6 348.4 10.7 2.0 jf @PROTEC3_4019 $4645 = Actor.Create(CivMale, #COP, 444.6, 348.4, 10.7) 01CA: actor $4645 kill_player $PLAYER_CHAR 011A: set_actor $4645 search_threat 1 01B2: give_actor $4645 weapon 4 ammo 1 // Load the weapon model before using this $4691 = 1 // integer values :PROTEC3_4019 if $4692 == 0 // integer values jf @PROTEC3_4125 if 80C2: not sphere_onscreen 472.1 347.8 10.6 2.0 jf @PROTEC3_4125 $4646 = Actor.Create(CivMale, #COP, 472.1, 347.8, 10.6) 01CA: actor $4646 kill_player $PLAYER_CHAR 011A: set_actor $4646 search_threat 1 01B2: give_actor $4646 weapon 4 ammo 1 // Load the weapon model before using this $4692 = 1 // integer values :PROTEC3_4125 if 00A3: actor $LANCE_VANCE 0 466.1 325.5 448.1 339.2 jf @PROTEC3_5221 if $4681 == 0 // integer values jf @PROTEC3_4655 if $4691 == 1 // integer values jf @PROTEC3_4336 if not Actor.Dead($4645) jf @PROTEC3_4317 if 00A3: actor $4645 0 466.1 325.5 448.1 337.2 jf @PROTEC3_4310 if $4667 == 0 // integer values jf @PROTEC3_4310 if $4668 == 0 // integer values jf @PROTEC3_4310 $4681 += 1 // integer values $4667 = 1 // integer values $4674 = 1 // integer values :PROTEC3_4310 jump @PROTEC3_4336 :PROTEC3_4317 Actor.RemoveReferences($4645) $4691 = 0 // integer values $4674 = 0 // integer values :PROTEC3_4336 if $4692 == 1 // integer values jf @PROTEC3_4491 if not Actor.Dead($4646) jf @PROTEC3_4472 if 00A3: actor $4646 0 466.1 325.5 448.1 337.2 jf @PROTEC3_4465 if $4667 == 0 // integer values jf @PROTEC3_4465 if $4668 == 0 // integer values jf @PROTEC3_4465 $4681 += 1 // integer values $4668 = 1 // integer values $4675 = 1 // integer values :PROTEC3_4465 jump @PROTEC3_4491 :PROTEC3_4472 Actor.RemoveReferences($4646) $4692 = 0 // integer values $4675 = 0 // integer values :PROTEC3_4491 0469: create_actor $4643 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 if not $4643 == -1 // integer values jf @PROTEC3_4655 if not Actor.Dead($4643) jf @PROTEC3_4638 if 02F2: actor $4643 model == #COP jf @PROTEC3_4631 if $4665 == 0 // integer values jf @PROTEC3_4610 $4681 += 1 // integer values $4665 = 1 // integer values :PROTEC3_4610 if Actor.Driving($4643) jf @PROTEC3_4631 03E2: actor $4643 exit_car :PROTEC3_4631 jump @PROTEC3_4655 :PROTEC3_4638 Actor.RemoveReferences($4643) Actor.RemoveReferences($4644) $4681 = 0 // integer values :PROTEC3_4655 if $4681 == 1 // integer values jf @PROTEC3_5214 if $4691 == 1 // integer values jf @PROTEC3_4839 if not Actor.Dead($4645) jf @PROTEC3_4820 if 00A3: actor $4645 0 466.1 325.5 448.1 337.2 jf @PROTEC3_4813 if $4674 == 0 // integer values jf @PROTEC3_4813 if 2 > $4667 // integer values jf @PROTEC3_4813 if 2 > $4668 // integer values jf @PROTEC3_4813 $4681 += 1 // integer values $4667 = 2 // integer values :PROTEC3_4813 jump @PROTEC3_4839 :PROTEC3_4820 Actor.RemoveReferences($4645) $4691 = 0 // integer values $4674 = 0 // integer values :PROTEC3_4839 if $4692 == 1 // integer values jf @PROTEC3_5005 if not Actor.Dead($4646) jf @PROTEC3_4986 if 00A3: actor $4646 0 466.1 325.5 448.1 337.2 jf @PROTEC3_4979 if $4675 == 0 // integer values jf @PROTEC3_4979 if 2 > $4667 // integer values jf @PROTEC3_4979 if 2 > $4668 // integer values jf @PROTEC3_4979 $4681 += 1 // integer values $4668 = 2 // integer values :PROTEC3_4979 jump @PROTEC3_5005 :PROTEC3_4986 Actor.RemoveReferences($4646) $4692 = 0 // integer values $4675 = 0 // integer values :PROTEC3_5005 0469: create_actor $4644 in area 466.1 325.5 448.1 339.2 unknown 1 0 0 0 0 if not $4644 == -1 // integer values jf @PROTEC3_5214 if not Actor.Dead($4644) jf @PROTEC3_5197 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_5168 if 02F2: actor $4644 model == #COP jf @PROTEC3_5161 if $4666 == 0 // integer values jf @PROTEC3_5140 $4681 += 1 // integer values $4666 = 1 // integer values :PROTEC3_5140 if Actor.Driving($4644) jf @PROTEC3_5161 03E2: actor $4644 exit_car :PROTEC3_5161 jump @PROTEC3_5190 :PROTEC3_5168 00BC: text_highpriority 'PRO3_05' 5000 ms 1 // ~r~You killed Lance! jump @PROTEC3_11888 :PROTEC3_5190 jump @PROTEC3_5214 :PROTEC3_5197 Actor.RemoveReferences($4643) Actor.RemoveReferences($4644) $4681 = 0 // integer values :PROTEC3_5214 jump @PROTEC3_5280 :PROTEC3_5221 Actor.RemoveReferences($4643) Actor.RemoveReferences($4644) $4681 = 0 // integer values $4665 = 0 // integer values $4666 = 0 // integer values $4667 = 0 // integer values $4668 = 0 // integer values $4674 = 0 // integer values $4675 = 0 // integer values :PROTEC3_5280 jump @PROTEC3_5346 :PROTEC3_5287 Actor.RemoveReferences($4643) Actor.RemoveReferences($4644) $4681 = 0 // integer values $4665 = 0 // integer values $4666 = 0 // integer values $4667 = 0 // integer values $4668 = 0 // integer values $4674 = 0 // integer values $4675 = 0 // integer values :PROTEC3_5346 if $4681 == 2 // integer values jf @PROTEC3_6599 if 8339: not anything_in_cube_cornerA 465.2 339.8 5.0 cornerB 451.5 341.0 15.5 solid 0 car 1 actor 0 object 0 particle 0 jf @PROTEC3_6574 if not Actor.Dead($4643) jf @PROTEC3_5446 01ED: clear_actor $4643 threat_search 01D2: actor $4643 follow_player $PLAYER_CHAR :PROTEC3_5446 if not Actor.Dead($4644) jf @PROTEC3_5475 01ED: clear_actor $4644 threat_search 01D2: actor $4644 follow_player $PLAYER_CHAR :PROTEC3_5475 if not Actor.Dead($4645) jf @PROTEC3_5504 01ED: clear_actor $4645 threat_search 01D2: actor $4645 follow_player $PLAYER_CHAR :PROTEC3_5504 if not Actor.Dead($4646) jf @PROTEC3_5533 01ED: clear_actor $4646 threat_search 01D2: actor $4646 follow_player $PLAYER_CHAR :PROTEC3_5533 00BE: text_clear_all Player.ClearWantedLevel($PLAYER_CHAR) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 01F0: set_max_wanted_level_to 0 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(460.0, 350.5, 14.1, 0.0, 0.0, 0.0) Camera.PointAt(458.85, 342.56, 11.7, 2) 0361: close_garage $690 :PROTEC3_5618 if 83B1: not garage $690 door_closed jf @PROTEC3_5645 wait 0 jump @PROTEC3_5618 :PROTEC3_5645 if $4665 > 0 // integer values jf @PROTEC3_5684 if not Actor.Dead($4643) jf @PROTEC3_5684 0321: kill_actor $4643 :PROTEC3_5684 if $4666 > 0 // integer values jf @PROTEC3_5723 if not Actor.Dead($4644) jf @PROTEC3_5723 0321: kill_actor $4644 :PROTEC3_5723 if $4667 > 0 // integer values jf @PROTEC3_5762 if not Actor.Dead($4645) jf @PROTEC3_5762 0321: kill_actor $4645 :PROTEC3_5762 if $4668 > 0 // integer values jf @PROTEC3_5801 if not Actor.Dead($4646) jf @PROTEC3_5801 0321: kill_actor $4646 :PROTEC3_5801 0591: unknown_clear_birds_from_airspace 466.1 325.5 448.1 339.2 042B: clear_peds_from_cube 466.1 325.5 5.0 448.0 340.1 15.0 03CF: load_wav 'BUD3_1' as 1 03CF: load_wav 'BUD3_2' as 2 :PROTEC3_5879 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PROTEC3_5909 wait 0 jump @PROTEC3_5879 :PROTEC3_5909 Marker.Disable($4677) wait 2000 00BC: text_highpriority 'PRO3_09' 5000 ms 1 // Tie 'em up and gag 'em! 03D1: play_wav 1 :PROTEC3_5938 if 83D2: not wav 1 ended jf @PROTEC3_5964 wait 0 jump @PROTEC3_5938 :PROTEC3_5964 040D: unload_wav 1 03D5: remove_text 'PRO3_09' // Tie 'em up and gag 'em! 00BC: text_highpriority 'PRO3_10' 5000 ms 1 // Ooo. Fits perfectly! 03D1: play_wav 2 :PROTEC3_5997 if and 83D2: not wav 2 ended not Actor.Dead($LANCE_VANCE) jf @PROTEC3_6028 wait 0 jump @PROTEC3_5997 :PROTEC3_6028 040D: unload_wav 2 03D5: remove_text 'PRO3_10' // Ooo. Fits perfectly! Actor.DestroyInstantly($LANCE_VANCE) $LANCE_VANCE = Actor.Create(CivMale, #SPECIAL02, 456.4, 338.7, 10.8) 04F5: unknown_actor $LANCE_VANCE kiss_player $PLAYER_CHAR on 1 01ED: clear_actor $LANCE_VANCE threat_search 0243: set_actor $LANCE_VANCE ped_stats_to 16 02A9: set_actor $LANCE_VANCE immune_to_nonplayer 1 039E: set_actor $LANCE_VANCE locked_while_in_vehicle 1 01B2: give_actor $LANCE_VANCE weapon 21 ammo 30000 // Load the weapon model before using this 0319: set_actor $LANCE_VANCE running 1 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR if 00E0: player $PLAYER_CHAR driving jf @PROTEC3_6175 0362: put_actor $PLAYER_ACTOR at 458.5 338.9 10.8 and_remove_from_car jump @PROTEC3_6195 :PROTEC3_6175 0055: put_player $PLAYER_CHAR at 458.5 338.9 10.8 :PROTEC3_6195 if not Actor.Dead($PLAYER_ACTOR) jf @PROTEC3_6247 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER6' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @PROTEC3_6247 0353: refresh_actor $PLAYER_ACTOR :PROTEC3_6247 03CF: load_wav 'BUD3_3' as 1 03CF: load_wav 'BUD3_4' as 2 :PROTEC3_6271 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PROTEC3_6301 wait 0 jump @PROTEC3_6271 :PROTEC3_6301 00BC: text_highpriority 'PRO3_11' 5000 ms 1 // Bit tight around the crotch though... 03D1: play_wav 1 :PROTEC3_6320 if 83D2: not wav 1 ended jf @PROTEC3_6346 wait 0 jump @PROTEC3_6320 :PROTEC3_6346 040D: unload_wav 1 03D5: remove_text 'PRO3_11' // Bit tight around the crotch though... 00BC: text_highpriority 'PRO3_12' 5000 ms 1 // Oh yeah yeah, mine too. Mine too. 03D1: play_wav 2 :PROTEC3_6379 if and 83D2: not wav 2 ended not Actor.Dead($LANCE_VANCE) jf @PROTEC3_6410 wait 0 jump @PROTEC3_6379 :PROTEC3_6410 040D: unload_wav 2 03D5: remove_text 'PRO3_12' // Oh yeah yeah, mine too. Mine too. 03CF: load_wav 'BUD3_1C' as 1 03CF: load_wav 'BUD3_5' as 2 :PROTEC3_6448 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PROTEC3_6478 wait 0 jump @PROTEC3_6448 :PROTEC3_6478 Actor.DestroyInstantly($4643) Actor.DestroyInstantly($4644) Actor.DestroyInstantly($4645) Actor.DestroyInstantly($4646) wait 2000 0360: open_garage $690 :PROTEC3_6508 if 83B0: not garage $690 door_open jf @PROTEC3_6535 wait 0 jump @PROTEC3_6508 :PROTEC3_6535 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Marker.Disable($4676) $4685 = 0 // integer values $4680 = 1 // integer values jump @PROTEC3_6599 :PROTEC3_6574 Actor.RemoveReferences($4643) Actor.RemoveReferences($4644) 00BC: text_highpriority 'PRO3_22' 5000 ms 1 // ~g~The lock-up door is blocked! You need to clear the door so it can close. :PROTEC3_6599 if $1003 == 1 // integer values jf @PROTEC3_6686 Player.SetMinWantedLevel($PLAYER_CHAR, 5) if not Actor.Dead($4647) jf @PROTEC3_6655 0243: set_actor $4647 ped_stats_to 16 01CC: actor $4647 kill_player $PLAYER_CHAR :PROTEC3_6655 if not Actor.Dead($4648) jf @PROTEC3_6686 0243: set_actor $4648 ped_stats_to 16 01CC: actor $4648 kill_player $PLAYER_CHAR :PROTEC3_6686 if $4680 == 1 // integer values jf @PROTEC3_7167 $4649 = Actor.Create(CivMale, #COP, 452.1, 994.0, 17.2) Actor.Angle($4649) = 171.9 02A9: set_actor $4649 immune_to_nonplayer 1 01B2: give_actor $4649 weapon 26 ammo 30000 // Load the weapon model before using this $4650 = Actor.Create(CivMale, #COP, 377.3, 993.8, 17.2) Actor.Angle($4650) = 172.1 02A9: set_actor $4650 immune_to_nonplayer 1 01B2: give_actor $4650 weapon 26 ammo 30000 // Load the weapon model before using this $4651 = Actor.Create(CivMale, #COP, 348.9, 1122.3, 17.2) Actor.Angle($4651) = 86.1 02A9: set_actor $4651 immune_to_nonplayer 1 01B2: give_actor $4651 weapon 17 ammo 30000 // Load the weapon model before using this $4652 = Actor.Create(CivMale, #COP, 478.9, 1125.5, 17.5) Actor.Angle($4652) = 259.1 02A9: set_actor $4652 immune_to_nonplayer 1 01B2: give_actor $4652 weapon 17 ammo 30000 // Load the weapon model before using this $4653 = Actor.Create(CivMale, #COP, 368.9, 1208.5, 24.5) Actor.Angle($4653) = 90.1 02A9: set_actor $4653 immune_to_nonplayer 1 01B2: give_actor $4653 weapon 17 ammo 30000 // Load the weapon model before using this $4654 = Actor.Create(CivMale, #COP, 380.5, 1257.9, 16.4) Actor.Angle($4654) = 353.1 02A9: set_actor $4654 immune_to_nonplayer 1 01B2: give_actor $4654 weapon 17 ammo 30000 // Load the weapon model before using this $4655 = Actor.Create(CivMale, #COP, 447.7, 1257.1, 17.3) Actor.Angle($4655) = 2.6 02A9: set_actor $4655 immune_to_nonplayer 1 01B2: give_actor $4655 weapon 17 ammo 30000 // Load the weapon model before using this 04C0: create_police_roadblock_at 556.5 763.3 10.2 538.5 763.3 10.2 04C0: create_police_roadblock_at 306.3 881.2 10.2 325.5 881.2 10.2 018A: $4676 = create_checkpoint_at 468.0 1005.9 18.1 00BB: text_lowpriority 'PRO3_02' 7000 ms 1 // ~g~ Take a cop car and go and plant the bomb at the Tarbrush Coffee Shop in the Mall. $4680 = 2 // integer values :PROTEC3_7167 if $4680 == 2 // integer values jf @PROTEC3_10472 if $1003 == 1 // integer values jf @PROTEC3_7243 if $4690 == 0 // integer values jf @PROTEC3_7243 00BC: text_highpriority 'PRO3_23' 5000 ms 1 // ~g~Walk into the marker to plant the bomb. $4690 = 1 // integer values :PROTEC3_7243 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_7505 if or 00F5: player $PLAYER_CHAR 0 556.5 763.3 10.2 radius 20.0 20.0 20.0 00F5: player $PLAYER_CHAR 0 306.3 881.2 10.2 radius 20.0 20.0 20.0 jf @PROTEC3_7505 if $4685 == 0 // integer values jf @PROTEC3_7505 if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR jf @PROTEC3_7505 if 00E0: player $PLAYER_CHAR driving jf @PROTEC3_7505 00DA: $4661 = player $PLAYER_CHAR car 02E3: $4689 = car $4661 speed if $4689 > 10.0 // floating-point values jf @PROTEC3_7505 00BC: text_highpriority 'PRO3_13' 5000 ms 1 // Easy brother! No cop drives this bad! 03D1: play_wav 1 :PROTEC3_7453 if and 83D2: not wav 1 ended not Actor.Dead($LANCE_VANCE) jf @PROTEC3_7484 wait 0 jump @PROTEC3_7453 :PROTEC3_7484 040D: unload_wav 1 03D5: remove_text 'PRO3_13' // Easy brother! No cop drives this bad! $4685 = 1 // integer values :PROTEC3_7505 if or 0057: player $PLAYER_CHAR 0 436.2 995.1 17.3 468.7 988.7 19.7 00F5: player $PLAYER_CHAR 0 377.3 993.8 18.2 radius 15.0 15.0 15.0 00F5: player $PLAYER_CHAR 0 348.9 1122.3 18.2 radius 15.0 15.0 15.0 00F5: player $PLAYER_CHAR 0 478.9 1125.5 17.5 radius 15.0 15.0 15.0 00F5: player $PLAYER_CHAR 0 368.9 1208.5 25.5 radius 15.0 15.0 15.0 jf @PROTEC3_8183 if not Player.WantedLevel($PLAYER_CHAR) > 0 jf @PROTEC3_8183 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_7854 if $4686 == 0 // integer values jf @PROTEC3_7854 if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR jf @PROTEC3_7854 if 80E0: not player $PLAYER_CHAR driving jf @PROTEC3_7854 00BC: text_highpriority 'PRO3_14' 5000 ms 1 // Remember - smile at the other cops 03D1: play_wav 2 :PROTEC3_7807 if 83D2: not wav 2 ended jf @PROTEC3_7833 wait 0 jump @PROTEC3_7807 :PROTEC3_7833 040D: unload_wav 2 03D5: remove_text 'PRO3_14' // Remember - smile at the other cops $4686 = 1 // integer values :PROTEC3_7854 if $4686 == 1 // integer values jf @PROTEC3_8048 03CF: load_wav 'BUD3_6' as 1 03CF: load_wav 'BUD3_7' as 2 :PROTEC3_7896 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PROTEC3_7926 wait 0 jump @PROTEC3_7896 :PROTEC3_7926 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_8048 if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR jf @PROTEC3_8048 if 80E0: not player $PLAYER_CHAR driving jf @PROTEC3_8048 00BC: text_highpriority 'PRO3_15' 5000 ms 1 // Hey there officer. Nice badge, nice badge. 03D1: play_wav 1 :PROTEC3_7996 if and 83D2: not wav 1 ended not Actor.Dead($LANCE_VANCE) jf @PROTEC3_8027 wait 0 jump @PROTEC3_7996 :PROTEC3_8027 040D: unload_wav 1 03D5: remove_text 'PRO3_15' // Hey there officer. Nice badge, nice badge. $4686 = 2 // integer values :PROTEC3_8048 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_8183 if $4686 == 2 // integer values jf @PROTEC3_8183 if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR jf @PROTEC3_8183 if 80E0: not player $PLAYER_CHAR driving jf @PROTEC3_8183 00BC: text_highpriority 'PRO3_16' 5000 ms 1 // Real smooth, Lance. 03D1: play_wav 2 :PROTEC3_8136 if 83D2: not wav 2 ended jf @PROTEC3_8162 wait 0 jump @PROTEC3_8136 :PROTEC3_8162 040D: unload_wav 2 03D5: remove_text 'PRO3_16' // Real smooth, Lance. $4686 = 3 // integer values :PROTEC3_8183 if $4684 == 0 // integer values jf @PROTEC3_8285 if 8500: not player $PLAYER_CHAR skin == 'PLAYER6' jf @PROTEC3_8250 if $1003 == 1 // integer values jf @PROTEC3_8250 $4684 = 1 // integer values :PROTEC3_8250 if or Actor.Dead($4647) Actor.Dead($4648) jf @PROTEC3_8278 $4684 = 1 // integer values :PROTEC3_8278 jump @PROTEC3_8608 :PROTEC3_8285 00BB: text_lowpriority 'PRO3_07' 5000 ms 1 // ~g~ You have blown your cover. Hurry up and plant the bomb! if $4683 == 0 // integer values jf @PROTEC3_8329 01F0: set_max_wanted_level_to 6 Player.WantedLevel($PLAYER_CHAR) = 4 :PROTEC3_8329 if not Actor.Dead($4649) jf @PROTEC3_8360 0243: set_actor $4649 ped_stats_to 16 01CC: actor $4649 kill_player $PLAYER_CHAR :PROTEC3_8360 if not Actor.Dead($4650) jf @PROTEC3_8391 0243: set_actor $4650 ped_stats_to 16 01CC: actor $4650 kill_player $PLAYER_CHAR :PROTEC3_8391 if not Actor.Dead($4651) jf @PROTEC3_8422 0243: set_actor $4651 ped_stats_to 16 01CC: actor $4651 kill_player $PLAYER_CHAR :PROTEC3_8422 if not Actor.Dead($4652) jf @PROTEC3_8453 0243: set_actor $4652 ped_stats_to 16 01CC: actor $4652 kill_player $PLAYER_CHAR :PROTEC3_8453 if not Actor.Dead($4653) jf @PROTEC3_8484 0243: set_actor $4653 ped_stats_to 16 01CC: actor $4653 kill_player $PLAYER_CHAR :PROTEC3_8484 if not Actor.Dead($4654) jf @PROTEC3_8515 0243: set_actor $4654 ped_stats_to 16 01CC: actor $4654 kill_player $PLAYER_CHAR :PROTEC3_8515 if not Actor.Dead($4655) jf @PROTEC3_8546 0243: set_actor $4655 ped_stats_to 16 01CC: actor $4655 kill_player $PLAYER_CHAR :PROTEC3_8546 if not Actor.Dead($4647) jf @PROTEC3_8577 0243: set_actor $4647 ped_stats_to 16 01CC: actor $4647 kill_player $PLAYER_CHAR :PROTEC3_8577 if not Actor.Dead($4648) jf @PROTEC3_8608 0243: set_actor $4648 ped_stats_to 16 01CC: actor $4648 kill_player $PLAYER_CHAR :PROTEC3_8608 if $4683 == 0 // integer values jf @PROTEC3_8860 if 00F6: player $PLAYER_CHAR 1 468.0 1005.9 18.1 radius 1.0 1.0 2.0 jf @PROTEC3_8860 Marker.Disable($4676) Player.CanMove($PLAYER_CHAR) = False 03CF: load_wav 'BUD3_8A' as 1 03CF: load_wav 'BUD3_9A' as 2 :PROTEC3_8710 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @PROTEC3_8740 wait 0 jump @PROTEC3_8710 :PROTEC3_8740 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) Actor.Angle($PLAYER_ACTOR) = 232.0 0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 1000 ms Camera.SetBehindPlayer wait 1000 if not Actor.Dead($PLAYER_ACTOR) jf @PROTEC3_8807 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms :PROTEC3_8807 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 if not Actor.Dead($PLAYER_ACTOR) jf @PROTEC3_8846 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms :PROTEC3_8846 17@ = 0 // integer values $4683 = 1 // integer values :PROTEC3_8860 if $4683 == 1 // integer values jf @PROTEC3_10472 if $4687 == 0 // integer values jf @PROTEC3_9093 00BC: text_highpriority 'PRO3_17' 5000 ms 1 // Ok, timers are set, 5 seconds and ticking. 03D1: play_wav 1 :PROTEC3_8915 if 83D2: not wav 1 ended jf @PROTEC3_8996 wait 0 if 00F5: player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 jf @PROTEC3_8989 jump @PROTEC3_9149 :PROTEC3_8989 jump @PROTEC3_8915 :PROTEC3_8996 040D: unload_wav 1 03D5: remove_text 'PRO3_17' // Ok, timers are set, 5 seconds and ticking. 17@ = 0 // integer values if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_9086 if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR jf @PROTEC3_9086 00BC: text_highpriority 'PRO3_18' 5000 ms 1 // 5 seconds?!! We got to get the hell out of here! 00BB: text_lowpriority 'PRO3_24' 5000 ms 1 // ~g~Get clear of the Cafe! 03D1: play_wav 2 :PROTEC3_9086 $4687 = 1 // integer values :PROTEC3_9093 if or 17@ > 6000 // integer values 00F5: player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 jf @PROTEC3_10472 :PROTEC3_9149 if 00F5: player $PLAYER_CHAR 0 448.65 1003.0 18.4 radius 5.0 5.0 5.0 jf @PROTEC3_9248 if 847E: not player $PLAYER_CHAR driving_a_motorbike jf @PROTEC3_9218 0579: stop_actor $PLAYER_ACTOR :PROTEC3_9218 0055: put_player $PLAYER_CHAR at 449.4 1007.1 18.1 0171: set_player $PLAYER_CHAR z_angle_to 182.3 :PROTEC3_9248 if 8057: not player $PLAYER_CHAR 0 458.7 1002.1 25.0 398.2 1095.3 15.7 jf @PROTEC3_9337 if 847E: not player $PLAYER_CHAR driving_a_motorbike jf @PROTEC3_9317 0579: stop_actor $PLAYER_ACTOR :PROTEC3_9317 0055: put_player $PLAYER_CHAR at 435.1 1030.4 18.1 :PROTEC3_9337 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 $96 += 1.0 // floating-point values if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_9391 Actor.PutAt($LANCE_VANCE, $95, $96, $97) :PROTEC3_9391 00BE: text_clear_all Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0336: set_player $PLAYER_CHAR visible 0 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_9442 02AB: set_actor $LANCE_VANCE immunities BP 1 FP 1 EP 1 CP 1 MP 1 :PROTEC3_9442 Camera.SetPosition(450.5358, 1023.133, 22.5928, 0.0, 0.0, 0.0) Camera.PointAt(451.2465, 1022.443, 22.4529, 2) 020C: create_explosion_with_radius 2 at 471.5 1009.5 18.1 020C: create_explosion_with_radius 11 at 471.5 1009.5 18.1 020C: create_explosion_with_radius 1 at 471.5 1009.5 18.1 020C: create_explosion_with_radius 6 at 471.5 1009.5 18.1 Camera.Shake(900) wait 1000 020C: create_explosion_with_radius 2 at 468.5 1010.1 18.1 020C: create_explosion_with_radius 11 at 468.5 1010.1 18.1 020C: create_explosion_with_radius 1 at 468.5 1010.1 18.1 020C: create_explosion_with_radius 6 at 468.5 1010.1 18.1 039D: scatter_particles 17 0.6 5 156 165 11000 at 468.5 1010.1 18.1 0.1 0.0 0.2 020C: create_explosion_with_radius 2 at 466.5 1012.5 18.1 020C: create_explosion_with_radius 11 at 466.5 1012.5 18.1 020C: create_explosion_with_radius 1 at 466.5 1012.5 18.1 Camera.Shake(900) wait 1000 020C: create_explosion_with_radius 2 at 465.3 1005.6 18.1 020C: create_explosion_with_radius 11 at 465.3 1005.6 18.1 020C: create_explosion_with_radius 1 at 465.3 1005.6 18.1 020C: create_explosion_with_radius 2 at 461.7 1002.3 18.1 020C: create_explosion_with_radius 11 at 461.7 1002.3 18.1 020C: create_explosion_with_radius 1 at 461.7 1002.3 18.1 020C: create_explosion_with_radius 6 at 461.7 1002.3 18.1 039D: scatter_particles 17 0.8 0 0 0 11000 at 461.7 1002.3 18.1 0.1 0.0 0.2 Camera.Shake(1800) wait 2000 020C: create_explosion_with_radius 6 at 463.9 1008.0 18.1 020C: create_explosion_with_radius 6 at 464.3 1008.0 18.1 020C: create_explosion_with_radius 6 at 464.9 1008.0 18.1 020C: create_explosion_with_radius 6 at 465.3 1008.0 18.1 020C: create_explosion_with_radius 6 at 465.9 1008.0 18.1 039D: scatter_particles 4 3.0 0 0 0 11000 at 463.9 1008.0 18.1 0.2 0.0 0.1 020C: create_explosion_with_radius 6 at 452.5358 1023.133 22.5928 Camera.Shake(1000) 0169: set_fade_color 255 255 255 fade 0 400 if not Player.Wasted($PLAYER_CHAR) jf @PROTEC3_10233 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_10233 03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSH to #ML_TARBRUSHDAMAGE if $4688 == 0 // integer values jf @PROTEC3_10233 $4688 = 1 // integer values :PROTEC3_10233 fade 1 400 02CF: $4656 = create_fire_at 471.5 1009.5 18.1 02CF: $4657 = create_fire_at 468.5 1010.1 18.1 02CF: $4658 = create_fire_at 465.3 1005.6 18.1 02CF: $4659 = create_fire_at 461.7 1002.3 18.1 02CF: $4660 = create_fire_at 463.9 1008.0 18.1 wait 3000 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 0336: set_player $PLAYER_CHAR visible 1 01F0: set_max_wanted_level_to 6 Player.WantedLevel($PLAYER_CHAR) = 5 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_10414 02AB: set_actor $LANCE_VANCE immunities BP 0 FP 0 EP 0 CP 0 MP 0 :PROTEC3_10414 $4684 = 1 // integer values 00BC: text_highpriority 'PRO3_08' 5000 ms 1 // ~g~ Get back to ~h~Vercetti Estate~g~ on ~h~Starfish Island~g~. 018A: $4678 = create_checkpoint_at -378.2 -549.8 17.6 04C1: remove_references_to_roadblocks $4680 = 3 // integer values $4683 = 1 // integer values :PROTEC3_10472 if $4680 == 3 // integer values jf @PROTEC3_11498 if 00F9: player $PLAYER_CHAR stopped 1 -378.2 -549.8 17.6 radius 3.0 3.0 3.0 jf @PROTEC3_11498 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_11498 if 0320: actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR jf @PROTEC3_11498 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0055: put_player $PLAYER_CHAR at -381.4 -532.3 16.1 $4643 = Actor.Create(CivMale, #SPECIAL03, -378.2, -549.8, 17.6) Actor.Angle($4643) = 184.6 if not Actor.Dead($4643) jf @PROTEC3_10669 0239: actor $4643 run_to -378.4 -561.1 :PROTEC3_10669 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_10735 Actor.PutAt($LANCE_VANCE, -377.4, -547.9, 16.7) Actor.Angle($LANCE_VANCE) = 184.6 01E0: clear_leader $LANCE_VANCE 0239: actor $LANCE_VANCE run_to -378.4 -561.1 :PROTEC3_10735 Camera.SetPosition(-378.5, -546.1, 21.2, 0.0, 0.0, 0.0) Camera.PointAt(-378.7, -553.7, 19.6, 2) wait 1000 if not Actor.Dead($4643) jf @PROTEC3_10822 0239: actor $4643 run_to -378.4 -561.1 :PROTEC3_10822 16@ = 0 // integer values :PROTEC3_10829 if and 80ED: not actor $4643 0 -378.4 -561.1 radius 1.0 1.0 not 16@ > 7000 // integer values jf @PROTEC3_10902 wait 0 if not Actor.Dead($4643) jf @PROTEC3_10895 :PROTEC3_10895 jump @PROTEC3_10829 :PROTEC3_10902 if not Actor.Dead($4643) jf @PROTEC3_10923 Actor.DestroyInstantly($4643) :PROTEC3_10923 if not Actor.Dead($PLAYER_ACTOR) jf @PROTEC3_10975 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models if not Actor.Dead($PLAYER_ACTOR) jf @PROTEC3_10975 0353: refresh_actor $PLAYER_ACTOR :PROTEC3_10975 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_10996 Actor.DestroyInstantly($LANCE_VANCE) :PROTEC3_10996 $4643 = Actor.Create(CivMale, #NULL, -378.4, -561.1, 18.5) if not Actor.Dead($4643) jf @PROTEC3_11051 0239: actor $4643 run_to -378.2 -549.8 :PROTEC3_11051 16@ = 0 // integer values :PROTEC3_11058 if and 80ED: not actor $4643 0 -378.2 -549.8 radius 1.0 1.0 not 16@ > 7000 // integer values jf @PROTEC3_11131 wait 0 if not Actor.Dead($4643) jf @PROTEC3_11124 :PROTEC3_11124 jump @PROTEC3_11058 :PROTEC3_11131 wait 2000 Actor.DestroyInstantly($4643) 0055: put_player $PLAYER_CHAR at -378.2 -549.8 17.6 0171: set_player $PLAYER_CHAR z_angle_to 9.3 Camera.SetBehindPlayer Marker.Disable($4678) fade 0 500 :PROTEC3_11185 if fading jf @PROTEC3_11209 wait 0 jump @PROTEC3_11185 :PROTEC3_11209 04A6: $4662 = create_asset_money_pickup_at -378.4 -536.9 17.2 money $621 $621 Camera.SetPosition(-369.1, -467.9, 22.7, 0.0, 0.0, 0.0) Camera.PointAt(-370.6, -533.8, 18.0, 2) fade 1 500 :PROTEC3_11293 if fading jf @PROTEC3_11317 wait 0 jump @PROTEC3_11293 :PROTEC3_11317 0394: play_music 1 00BA: text_styled 'PRO_AS1' 5000 ms 6 // PROTECTION RING ASSET COMPLETED wait 5000 Camera.SetPosition(-377.1, -526.9, 19.4, 0.0, 0.0, 0.0) Camera.PointAt(-377.6, -536.6, 17.5, 2) 01E5: text_1number_highpriority 'PRO_AS2' $621 flag 6000 time 1 // ~g~Vercetti Estate will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. wait 6000 fade 0 500 :PROTEC3_11422 if fading jf @PROTEC3_11446 wait 0 jump @PROTEC3_11422 :PROTEC3_11446 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 Camera.SetAtPos($95, $96, $97) fade 1 500 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 jump @PROTEC3_11951 :PROTEC3_11498 if not Actor.Dead($LANCE_VANCE) jf @PROTEC3_11859 if $4682 == 1 // integer values jf @PROTEC3_11615 if 8320: not actor $LANCE_VANCE in_range_of_player $PLAYER_CHAR jf @PROTEC3_11615 if 16@ > 3000 // integer values jf @PROTEC3_11585 00BC: text_highpriority 'PRO3_03' 5000 ms 1 // ~g~ You've left Lance behind, go and get him. :PROTEC3_11585 Marker.Disable($4677) Marker.Disable($4676) Marker.Disable($4678) $4679 = Marker.CreateAboveActor($LANCE_VANCE) $4682 = 0 // integer values :PROTEC3_11615 if $4682 == 0 // integer values jf @PROTEC3_11852 if 00FB: player $PLAYER_CHAR 0 $LANCE_VANCE radius 8.0 8.0 8.0 jf @PROTEC3_11852 01DF: tie_actor $LANCE_VANCE to_player $PLAYER_CHAR if 16@ > 3000 // integer values jf @PROTEC3_11711 00BC: text_highpriority 'PRO3_04' 5000 ms 1 // ~g~ Let's go. :PROTEC3_11711 Marker.Disable($4679) Marker.Disable($4677) Marker.Disable($4676) Marker.Disable($4678) if $4680 == 0 // integer values jf @PROTEC3_11769 018A: $4677 = create_checkpoint_at 457.4 335.28 9.4 :PROTEC3_11769 if $4680 == 2 // integer values jf @PROTEC3_11807 018A: $4676 = create_checkpoint_at 471.5 1009.5 18.1 :PROTEC3_11807 if $4680 == 3 // integer values jf @PROTEC3_11845 018A: $4678 = create_checkpoint_at -378.2 -549.8 17.6 :PROTEC3_11845 $4682 = 1 // integer values :PROTEC3_11852 jump @PROTEC3_11881 :PROTEC3_11859 00BC: text_highpriority 'PRO3_05' 5000 ms 1 // ~r~You killed Lance! jump @PROTEC3_11888 :PROTEC3_11881 jump @PROTEC3_3644 :PROTEC3_11888 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! if $4688 == 1 // integer values jf @PROTEC3_11949 03B6: replace_model_at 468.882 1006.67 20.681 radius 80.0 from #ML_TARBRUSHDAMAGE to #ML_TARBRUSH :PROTEC3_11949 return :PROTEC3_11951 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED! $~1~ 055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 $1269 = 1 // integer values create_thread @CLOTH5 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 10000 030C: progress_made += 1 0318: set_latest_mission_passed 'BUD_3' // Cop Land Marker.Disable($265) Marker.Disable($234) 04CE: $234 = create_icon_marker_without_sphere 29 at -378.4 -536.9 17.2 $1175 += 1 // integer values $268 = 1 // integer values return :PROTEC3_12083 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True 01F0: set_max_wanted_level_to 6 Actor.DestroyWithFade($LANCE_VANCE) 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Model.Destroy(#COP) Model.Destroy(#ARMY) Model.Destroy(#BUDDYSHOT) Model.Destroy(#M4) Model.Destroy(#SENTINEL) Model.Destroy(#POLICE) Model.Destroy(#DYNAMITE) Model.Destroy(#NITESTICK) Model.Destroy(#COLT45) Object.Destroy($4669) Object.Destroy($4670) Object.Destroy($4671) Object.Destroy($4672) Object.Destroy($4673) Marker.Disable($4678) Marker.Disable($4677) Marker.Disable($4676) Marker.Disable($4679) 015C: set_zone_gang_info 'RICH1' 1 13 0 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'RICH1' 1 12 0 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'RICH1' 0 10 0 0 0 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'RICH1' 1 90 0 400 400 0 0 100 0 10 500 500 04EC: set_zone_car_class_info 'RICH1' 0 90 0 400 400 0 0 100 0 10 500 500 0324: set_zone_pedgroup_info 'RICH1' 1 25 0324: set_zone_pedgroup_info 'RICH1' 0 26 015C: set_zone_gang_info 'SHOP1' 1 30 0 0 50 0 50 0 0 0 0 10 015C: set_zone_gang_info 'SHOP1' 0 20 0 0 50 0 50 0 0 0 0 10 0152: set_zone_car_info 'SHOP1' 1 15 0 0 50 0 0 0 0 0 0 10 0152: set_zone_car_info 'SHOP1' 0 13 0 0 50 0 0 0 0 0 0 10 04EC: set_zone_car_class_info 'SHOP1' 1 250 250 200 0 100 0 200 0 0 500 500 04EC: set_zone_car_class_info 'SHOP1' 0 250 250 200 0 100 0 200 0 0 500 500 0324: set_zone_pedgroup_info 'SHOP1' 1 31 0324: set_zone_pedgroup_info 'SHOP1' 0 32 if $1278 == 1 // integer values jf @PROTEC3_12729 055B: $1297 = create_clothes_pickup 1 at -384.5 -591.9 25.3 :PROTEC3_12729 if $1277 == 1 // integer values jf @PROTEC3_12769 055B: $1284 = create_clothes_pickup 1 at 226.4 -1265.6 20.1 :PROTEC3_12769 if $1300 == 1 // integer values jf @PROTEC3_12809 055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 :PROTEC3_12809 if $1265 == 1 // integer values jf @PROTEC3_12849 055B: $1285 = create_clothes_pickup 2 at 97.5 -1133.6 10.4 :PROTEC3_12849 if $1266 == 1 // integer values jf @PROTEC3_12889 055B: $1286 = create_clothes_pickup 3 at 364.2 1086.1 19.0 :PROTEC3_12889 if $1267 == 1 // integer values jf @PROTEC3_12929 055B: $1287 = create_clothes_pickup 4 at 106.5 253.0 21.7 :PROTEC3_12929 if $1268 == 1 // integer values jf @PROTEC3_12969 055B: $1288 = create_clothes_pickup 5 at -1024.5 -433.9 10.9 :PROTEC3_12969 if $268 == 0 // integer values jf @PROTEC3_13027 if $1269 == 1 // integer values jf @PROTEC3_13027 055B: $1289 = create_clothes_pickup 6 at 405.7 -485.6 12.3 :PROTEC3_13027 if $1270 == 1 // integer values jf @PROTEC3_13067 055B: $1290 = create_clothes_pickup 8 at 414.3 1042.0 25.4 :PROTEC3_13067 if $1271 == 1 // integer values jf @PROTEC3_13107 055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 :PROTEC3_13107 if $1272 == 1 // integer values jf @PROTEC3_13147 055B: $1292 = create_clothes_pickup 10 at -917.4 885.1 11.0 :PROTEC3_13147 if $1276 == 1 // integer values jf @PROTEC3_13187 055B: $1296 = create_clothes_pickup 7 at 465.3 -57.4 15.7 :PROTEC3_13187 03AE: remove_objects_from_cube 466.0 1023.0 14.1 476.0 1033.0 24.1 031A: remove_all_fires 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $1603 = 0 // integer values mission_cleanup return //-------------Mission 34--------------- // Originally: Spilling the Beans :COUNT1 thread 'COUNT1' gosub @COUNT1_46 if wasted_or_busted jf @COUNT1_37 gosub @COUNT1_6503 :COUNT1_37 gosub @COUNT1_6586 end_thread :COUNT1_46 increment_mission_attempts $ONMISSION = 1 // integer values $994 = 1 // integer values $4694 = 0 // integer values $4697 = 0 // integer values $4695 = 0 // integer values $4699 = 0 // integer values $4700 = 0 // integer values $4701 = 0 // integer values $4698 = 0 // integer values $4704 = 0 // integer values $4703 = 0 // integer values $4705 = 0 // integer values $4708 = 0 // integer values $4707 = 0 // integer values $4709 = 0 // integer values $4712 = 0 // integer values $4711 = 0 // integer values $4713 = 0 // integer values $4716 = 0 // integer values $4715 = 0 // integer values $4717 = 0 // integer values $4720 = 0 // integer values $4719 = 0 // integer values $4721 = 0 // integer values $4724 = 0 // integer values $4723 = 0 // integer values $4725 = 0 // integer values $4728 = 0 // integer values $4727 = 0 // integer values $4729 = 0 // integer values $4732 = 0 // integer values $4731 = 0 // integer values $4733 = 0 // integer values $4736 = 0 // integer values $4735 = 0 // integer values $4737 = 0 // integer values $4739 = 0 // integer values $4740 = 0 // integer values $4741 = 0 // integer values $4747 = 0 // integer values $4743 = 0 // integer values $4744 = 0.0 // floating-point values $4745 = 0.0 // floating-point values $4746 = 0.0 // floating-point values $4750 = 0 // integer values $4751 = 0 // integer values $4752 = 0 // integer values $4755 = 0 // integer values $4757 = 0 // integer values $4759 = 0 // integer values $4761 = 0 // integer values $4763 = 0 // integer values $4765 = 0 // integer values $4767 = 0 // integer values $4769 = 0 // integer values $4770 = 0 // integer values $4771 = 0 // integer values $4772 = 0 // integer values $4775 = 0 // integer values $4776 = 0 // integer values $4777 = 0 // integer values $4778 = 0 // integer values $4779 = 0 // integer values $4780 = 0 // integer values $4781 = 0 // integer values $4782 = 0 // integer values $4785 = 0 // integer values $4786 = 0 // integer values $4748 = 0 // integer values wait 0 054C: use_GXT_table 'COUNT1' 058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKELLY' select_interior 18 Camera.SetAtPos(-1070.05, -280.06, 11.09) 038B: load_requested_models :COUNT1_623 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @COUNT1_653 wait 0 jump @COUNT1_623 :COUNT1_653 02E4: load_cutscene_data 'CNT_1A' 0244: set_cutscene_pos -1064.103 -276.39 11.066 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $167 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $167 'CSKELLY' 0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 0171: set_player $PLAYER_CHAR z_angle_to 272.2088 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :COUNT1_803 if 11104 > $CUT_SCENE_TIME // integer values jf @COUNT1_838 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_803 :COUNT1_838 00BC: text_highpriority 'CM1_A' 10000 ms 1 // Mr. Vercetti? Hey. You bought the old print works? :COUNT1_853 if 15668 > $CUT_SCENE_TIME // integer values jf @COUNT1_888 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_853 :COUNT1_888 00BC: text_highpriority 'CM1_B' 10000 ms 1 // Yeah, my old man used to work on these. :COUNT1_903 if 18152 > $CUT_SCENE_TIME // integer values jf @COUNT1_938 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_903 :COUNT1_938 00BC: text_highpriority 'CM1_N' 10000 ms 1 // I used to spend the evenings with him, cleaning the rollers... :COUNT1_953 if 21286 > $CUT_SCENE_TIME // integer values jf @COUNT1_988 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_953 :COUNT1_988 00BC: text_highpriority 'CM1_C' 10000 ms 1 // I was going to follow him in his trade, but...I lived a different life. :COUNT1_1003 if 25141 > $CUT_SCENE_TIME // integer values jf @COUNT1_1038 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1003 :COUNT1_1038 00BC: text_highpriority 'CM1_D' 10000 ms 1 // You planning on selling the old machinery, breaking it down? :COUNT1_1053 if 28808 > $CUT_SCENE_TIME // integer values jf @COUNT1_1088 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1053 :COUNT1_1088 00BC: text_highpriority 'CM1_E' 10000 ms 1 // I'm thinking we might print something - a newspaper, a magazine... :COUNT1_1103 if 31680 > $CUT_SCENE_TIME // integer values jf @COUNT1_1138 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1103 :COUNT1_1138 00BC: text_highpriority 'CM1_F' 10000 ms 1 // Oh, crap, sonny, low grade crap. I've always fancied printing money. It ain't too hard. :COUNT1_1153 if 37694 > $CUT_SCENE_TIME // integer values jf @COUNT1_1190 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1153 :COUNT1_1190 00BC: text_highpriority 'CM1_G' 10000 ms 1 // You know, I've been doing it on a small scale for years. :COUNT1_1205 if 40520 > $CUT_SCENE_TIME // integer values jf @COUNT1_1242 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1205 :COUNT1_1242 00BC: text_highpriority 'CM1_H' 10000 ms 1 // Really? :COUNT1_1257 if 41862 > $CUT_SCENE_TIME // integer values jf @COUNT1_1294 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1257 :COUNT1_1294 00BC: text_highpriority 'CM1_I' 10000 ms 1 // Sure. But we'd need some good quality plates. :COUNT1_1309 if 46771 > $CUT_SCENE_TIME // integer values jf @COUNT1_1346 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1309 :COUNT1_1346 00BC: text_highpriority 'CM1_J' 10000 ms 1 // Of course! There's a counterfeiting syndicate already operating in Florida. :COUNT1_1361 if 51081 > $CUT_SCENE_TIME // integer values jf @COUNT1_1398 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1361 :COUNT1_1398 00BC: text_highpriority 'CM1_K' 10000 ms 1 // A syndicate? :COUNT1_1413 if 51973 > $CUT_SCENE_TIME // integer values jf @COUNT1_1450 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1413 :COUNT1_1450 00BC: text_highpriority 'CM1_L' 10000 ms 1 // Yeah. Just rumors is all I've heard. :COUNT1_1465 if 54422 > $CUT_SCENE_TIME // integer values jf @COUNT1_1502 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1465 :COUNT1_1502 00BC: text_highpriority 'CM1_M' 10000 ms 1 // I know a man who's good with rumors... :COUNT1_1517 if 56704 > $CUT_SCENE_TIME // integer values jf @COUNT1_1554 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1517 :COUNT1_1554 00BE: text_clear_all :COUNT1_1556 if 57968 > $CUT_SCENE_TIME // integer values jf @COUNT1_1593 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_1556 :COUNT1_1593 fade 0 2000 00BE: text_clear_all :COUNT1_1602 if fading jf @COUNT1_1626 wait 0 jump @COUNT1_1602 :COUNT1_1626 select_interior 0 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 Camera.SetAtPos(-1059.841, -278.7214, 10.4044) 04E3: unknown_player $PLAYER_CHAR 0 60000 0556: create_cab -1047.664 -298.188 11.0 266.28 512.591 -74.9 9.573 189.24 if $1580 == 0 // integer values jf @COUNT1_1756 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 :COUNT1_1756 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 Model.Load(#GDA) Model.Load(#GDB) Model.Load(#MP5LNG) Model.Load(#M4) 03CF: load_wav 'CNT1_1' as 2 :COUNT1_1806 if or not Model.Available(#GDA) not Model.Available(#GDB) not Model.Available(#MP5LNG) not Model.Available(#M4) 83D0: not wav 2 loaded jf @COUNT1_1850 wait 0 jump @COUNT1_1806 :COUNT1_1850 if fading jf @COUNT1_1874 wait 0 jump @COUNT1_1850 :COUNT1_1874 if $1580 == 0 // integer values jf @COUNT1_2069 wait 100 0395: clear_area 0 at -1042.921 -304.553 range 12.463 1.0 Camera.SetPosition(-1042.921, -304.553, 12.463, 0.0, 0.0, 0.0) Camera.PointAt(-1043.434, -303.718, 12.266, 2) 00BC: text_highpriority 'TAXSHRT' 10000 ms 1 // ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9. 16@ = 0 // integer values :COUNT1_1993 if 6000 > 16@ // integer values jf @COUNT1_2023 wait 0 jump @COUNT1_1993 :COUNT1_2023 03D5: remove_text 'TAXSHRT' // ~g~You can use this Kaufman Cab to take you to destinations instead of driving. It will cost you $9. 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut $1580 = 1 // integer values :COUNT1_2069 00BC: text_highpriority 'CM1_5' 5000 ms 1 // ~g~Go and meet Kent Paul at the Malibu Club! 018A: $4749 = create_checkpoint_at 491.0 -77.7 10.4 Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_OPEN, 490.34, -77.017, 11.598) $1012 = 1 // integer values $1011 = 0 // integer values :COUNT1_2145 if 80F5: not player $PLAYER_CHAR 1 491.0 -77.7 10.4 radius 3.0 3.0 3.0 jf @COUNT1_2204 wait 0 jump @COUNT1_2145 :COUNT1_2204 Player.CanMove($PLAYER_CHAR) = False Marker.Disable($4749) 0169: set_fade_color 0 0 0 fade 0 1500 :COUNT1_2231 if fading jf @COUNT1_2255 wait 0 jump @COUNT1_2231 :COUNT1_2255 01BD: $29 = current_time_in_ms $30 = 0 // integer values :COUNT1_2267 if and not Player.Controllable($PLAYER_CHAR) 5000 > $30 // integer values jf @COUNT1_2323 wait 0 01BD: $28 = current_time_in_ms 0084: $30 = $28 // integer values and handles 0060: $30 -= $29 // integer values jump @COUNT1_2267 :COUNT1_2323 Player.MakeSafe($PLAYER_CHAR) 03AD: set_rubbish 0 03AF: set_streaming 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKENT' 023C: load_special_actor 3 'FLOOZYA' select_interior 17 Camera.SetAtPos(470.495, -57.014, 10.04) 038B: load_requested_models :COUNT1_2395 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded jf @COUNT1_2429 wait 0 jump @COUNT1_2395 :COUNT1_2429 04F9: set_extracolors 1 fade 0 02E4: load_cutscene_data 'CNT_1B' 0244: set_cutscene_pos 476.972 -65.499 8.943 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $142 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $142 'CSKENT' 02E5: $174 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $174 'FLOOZYA' 0395: clear_area 1 at 493.1 -82.4 range 9.8 1.0 if 00E0: player $PLAYER_CHAR driving jf @COUNT1_2660 00D9: $4784 = actor $PLAYER_ACTOR car // add to mission cleanup if not Car.Wrecked($4784) jf @COUNT1_2623 Car.PutAt($4784, 496.3, -82.8, 9.0) Car.Angle($4784) = 116.6 :COUNT1_2623 0362: put_actor $PLAYER_ACTOR at 493.1 -82.4 9.8 and_remove_from_car 0171: set_player $PLAYER_CHAR z_angle_to 220.0 jump @COUNT1_2690 :COUNT1_2660 0055: put_player $PLAYER_CHAR at 493.1 -82.4 9.8 0171: set_player $PLAYER_CHAR z_angle_to 220.0 :COUNT1_2690 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :COUNT1_2712 if 7872 > $CUT_SCENE_TIME // integer values jf @COUNT1_2747 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_2712 :COUNT1_2747 00BC: text_highpriority 'CM1_2A' 10000 ms 1 // Look at the arse on that! :COUNT1_2762 if 12284 > $CUT_SCENE_TIME // integer values jf @COUNT1_2797 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_2762 :COUNT1_2797 00BC: text_highpriority 'CM1_2B' 10000 ms 1 // Awright girl, it's your loss mate init! :COUNT1_2812 if 14399 > $CUT_SCENE_TIME // integer values jf @COUNT1_2847 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_2812 :COUNT1_2847 00BC: text_highpriority 'CM1_2C' 10000 ms 1 // Awright me ol'china, how's it hangin'? :COUNT1_2862 if 17102 > $CUT_SCENE_TIME // integer values jf @COUNT1_2897 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_2862 :COUNT1_2897 00BC: text_highpriority 'CM1_2D' 10000 ms 1 // What do you know about counterfeiting? :COUNT1_2912 if 18528 > $CUT_SCENE_TIME // integer values jf @COUNT1_2947 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_2912 :COUNT1_2947 00BC: text_highpriority 'CM1_2E' 10000 ms 1 // Oh I'm fine Paul, how 'bout you? :COUNT1_2962 if 20285 > $CUT_SCENE_TIME // integer values jf @COUNT1_2997 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_2962 :COUNT1_2997 00BC: text_highpriority 'CM1_2F' 10000 ms 1 // Come 'ere! :COUNT1_3012 if 21336 > $CUT_SCENE_TIME // integer values jf @COUNT1_3047 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_3012 :COUNT1_3047 00BC: text_highpriority 'CM1_2G' 10000 ms 1 // Awright! Awright! Awright!! You're obviously a busy man. :COUNT1_3062 if 24945 > $CUT_SCENE_TIME // integer values jf @COUNT1_3097 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_3062 :COUNT1_3097 00BC: text_highpriority 'CM1_2H' 10000 ms 1 // All I know about dodgy readys is the Triads supply the plates. :COUNT1_3112 if 31191 > $CUT_SCENE_TIME // integer values jf @COUNT1_3147 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_3112 :COUNT1_3147 00BC: text_highpriority 'CM1_2I' 10000 ms 1 // They've got a shipping company down the docks, :COUNT1_3162 if 33488 > $CUT_SCENE_TIME // integer values jf @COUNT1_3199 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_3162 :COUNT1_3199 00BC: text_highpriority 'CM1_2J' 10000 ms 1 // the boss man would know when the plates are coming in next! :COUNT1_3214 if 37791 > $CUT_SCENE_TIME // integer values jf @COUNT1_3251 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_3214 :COUNT1_3251 00BC: text_highpriority 'CM1_2K' 10000 ms 1 // Thanks Paul. :COUNT1_3266 if 40783 > $CUT_SCENE_TIME // integer values jf @COUNT1_3303 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_3266 :COUNT1_3303 00BC: text_highpriority 'CM1_2L' 10000 ms 1 // What's the matter with you, you maniac! :COUNT1_3318 if 43496 > $CUT_SCENE_TIME // integer values jf @COUNT1_3355 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_3318 :COUNT1_3355 00BC: text_highpriority 'CM1_2M' 10000 ms 1 // Give me another drink, lively! :COUNT1_3370 if 45120 > $CUT_SCENE_TIME // integer values jf @COUNT1_3407 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_3370 :COUNT1_3407 00BE: text_clear_all :COUNT1_3409 if 47160 > $CUT_SCENE_TIME // integer values jf @COUNT1_3446 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT1_3409 :COUNT1_3446 Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $1011 = 1 // integer values $1012 = 0 // integer values $994 = 0 // integer values $986 = 0 // integer values fade 0 2000 00BE: text_clear_all :COUNT1_3515 if fading jf @COUNT1_3539 wait 0 jump @COUNT1_3515 :COUNT1_3539 00BA: text_styled 'BEACH3' 3000 ms 2 // Vice Point select_interior 0 04FA: reset_sky_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Camera.SetAtPos(493.1, -82.4, 9.8) 04E3: unknown_player $PLAYER_CHAR 2 60000 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 00BC: text_highpriority 'CM1_1' 5000 ms 1 // ~g~Go to the Chartered Libertine Lines boat at the docks. 00BB: text_lowpriority 'CM1_2' 5000 ms 1 // ~g~The Shipping Officer will have the information that is required. 018A: $4693 = create_checkpoint_at -686.85 -1245.43 30.14 03BC: $4773 = create_sphere -686.85 -1245.43 30.14 1.5 $98 = 0.0 // floating-point values :COUNT1_3716 if 10.0 > $98 // floating-point values jf @COUNT1_3768 wait 0 02CE: $98 = ground_z -686.85 -1245.43 30.14 jump @COUNT1_3716 :COUNT1_3768 $4696 = Actor.Create(Gang5, #GDA, -662.12, -1326.81, 15.26) $4751 += 1 // integer values 01ED: clear_actor $4696 threat_search 01B2: give_actor $4696 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $4696 search_threat 1 01E2: add_route_point 0 at -666.06 -1318.48 15.26 01E2: add_route_point 0 at -673.8 -1302.02 15.26 01E2: add_route_point 0 at -683.28 -1282.11 15.26 01E2: add_route_point 0 at -693.41 -1258.63 15.24 01E2: add_route_point 0 at -699.76 -1245.01 15.26 01E2: add_route_point 0 at -693.41 -1258.63 15.24 01E2: add_route_point 0 at -683.28 -1282.11 15.26 01E2: add_route_point 0 at -673.8 -1302.02 15.26 01E2: add_route_point 0 at -666.06 -1318.48 15.26 01E2: add_route_point 0 at -662.12 -1326.81 15.26 01E1: set_actor $4696 follow_route 0 3 $4702 = Actor.Create(Gang5, #GDB, -659.26, -1330.93, 15.26) $4751 += 1 // integer values 01ED: clear_actor $4702 threat_search 01B2: give_actor $4702 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $4702 search_threat 1 01E2: add_route_point 1 at -653.93 -1342.18 15.26 01E2: add_route_point 1 at -647.19 -1355.4 15.27 01E2: add_route_point 1 at -632.47 -1382.57 15.29 01E2: add_route_point 1 at -647.19 -1355.4 15.27 01E2: add_route_point 1 at -653.93 -1342.18 15.26 01E2: add_route_point 1 at -659.26 -1330.93 15.26 01E1: set_actor $4702 follow_route 1 3 $4706 = Actor.Create(Gang5, #GDA, -609.85, -1381.29, 15.25) $4751 += 1 // integer values 01ED: clear_actor $4706 threat_search 01B2: give_actor $4706 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $4706 search_threat 1 01E2: add_route_point 2 at -615.43 -1367.41 15.28 01E2: add_route_point 2 at -620.06 -1355.03 15.28 01E2: add_route_point 2 at -635.64 -1363.45 15.28 01E2: add_route_point 2 at -620.06 -1355.03 15.28 01E2: add_route_point 2 at -615.43 -1367.41 15.28 01E2: add_route_point 2 at -609.85 -1381.29 15.25 01E1: set_actor $4706 follow_route 2 3 $4710 = Actor.Create(Gang5, #GDB, -627.04, -1339.79, 15.27) $4751 += 1 // integer values 01ED: clear_actor $4710 threat_search 01B2: give_actor $4710 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $4710 search_threat 1 01E2: add_route_point 3 at -630.43 -1333.91 15.27 01E2: add_route_point 3 at -634.26 -1322.39 15.27 01E2: add_route_point 3 at -639.33 -1307.99 15.26 01E2: add_route_point 3 at -642.71 -1303.6 15.26 01E2: add_route_point 3 at -639.33 -1307.99 15.26 01E2: add_route_point 3 at -634.26 -1322.39 15.27 01E2: add_route_point 3 at -630.43 -1333.91 15.27 01E2: add_route_point 3 at -627.04 -1339.79 15.27 01E1: set_actor $4710 follow_route 3 3 $4714 = Actor.Create(Gang5, #GDA, -653.46, -1279.55, 15.26) $4751 += 1 // integer values 01ED: clear_actor $4714 threat_search 01B2: give_actor $4714 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $4714 search_threat 1 01E2: add_route_point 4 at -656.61 -1271.76 15.26 01E2: add_route_point 4 at -660.34 -1262.76 15.26 01E2: add_route_point 4 at -664.83 -1254.11 15.26 01E2: add_route_point 4 at -660.34 -1262.76 15.26 01E2: add_route_point 4 at -656.61 -1271.76 15.26 01E2: add_route_point 4 at -653.46 -1279.55 15.26 01E1: set_actor $4714 follow_route 4 3 $4718 = Actor.Create(Gang5, #GDB, -691.13, -1260.5, 31.93) $4751 += 1 // integer values Actor.Angle($4718) = 180.0 01ED: clear_actor $4718 threat_search 01B2: give_actor $4718 weapon 26 ammo 30000 // Load the weapon model before using this 011A: set_actor $4718 search_threat 1 0350: set_actor $4718 maintain_position_when_attacked 1 $4722 = Actor.Create(Gang5, #GDA, -667.68, -1249.14, 31.93) $4751 += 1 // integer values Actor.Angle($4722) = 180.0 01ED: clear_actor $4722 threat_search 01B2: give_actor $4722 weapon 26 ammo 30000 // Load the weapon model before using this 011A: set_actor $4722 search_threat 1 0350: set_actor $4722 maintain_position_when_attacked 1 $4726 = Actor.Create(Gang5, #GDB, -690.94, -1218.18, 15.28) $4751 += 1 // integer values 01ED: clear_actor $4726 threat_search 01B2: give_actor $4726 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $4726 search_threat 1 01E2: add_route_point 5 at -698.0 -1221.23 15.28 01E2: add_route_point 5 at -690.94 -1218.18 15.28 01E1: set_actor $4726 follow_route 5 3 $4730 = Actor.Create(Gang5, #GDB, -690.69, -1229.06, 22.46) $4751 += 1 // integer values Actor.Angle($4730) = 33.0 01ED: clear_actor $4730 threat_search 01B2: give_actor $4730 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $4730 search_threat 1 0350: set_actor $4730 maintain_position_when_attacked 1 $4734 = Actor.Create(Gang5, #GDB, -689.14, -1242.03, 30.14) $4751 += 1 // integer values Actor.Angle($4734) = 100.0 01ED: clear_actor $4734 threat_search 01B2: give_actor $4734 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $4734 search_threat 1 0350: set_actor $4734 maintain_position_when_attacked 1 $4738 = Actor.Create(Gang5, #GDA, -670.709, -1296.564, 18.94) $4751 += 1 // integer values Actor.Angle($4738) = 146.102 01ED: clear_actor $4738 threat_search 01B2: give_actor $4738 weapon 26 ammo 30000 // Load the weapon model before using this 011A: set_actor $4738 search_threat 1 0350: set_actor $4738 maintain_position_when_attacked 1 :COUNT1_5212 if 2 > $4772 // integer values jf @COUNT1_6111 wait 0 $4782 += 1 // integer values if $4782 > 17 // integer values jf @COUNT1_5266 $4782 = 0 // integer values :COUNT1_5266 if $4772 >= 1 // integer values jf @COUNT1_5404 if and 82B3: not player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 82B3: not player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 jf @COUNT1_5404 if $4786 == 0 // integer values jf @COUNT1_5404 gosub @COUNT1_16457 :COUNT1_5404 01BD: $4775 = current_time_in_ms if $4772 == 1 // integer values jf @COUNT1_5543 if or 02B3: player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 02B3: player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 jf @COUNT1_5536 $4772 = 1 // integer values jump @COUNT1_5543 :COUNT1_5536 $4772 = 2 // integer values :COUNT1_5543 0054: store_player $PLAYER_CHAR position_to $4744 $4745 $4746 if or 02B3: player $PLAYER_CHAR in_cube -716.95 -1218.89 2.0 -697.73 -1266.5 50.0 radius 60.0 sphere 0 02B3: player $PLAYER_CHAR in_cube -697.73 -1266.5 2.0 -616.29 -1430.59 50.0 radius 60.0 sphere 0 jf @COUNT1_5659 $4743 = 1 // integer values :COUNT1_5659 if $4694 == 0 // integer values jf @COUNT1_5732 if 00E4: player $PLAYER_CHAR 0 -686.85 -1245.43 radius 0.5 0.5 jf @COUNT1_5732 03BD: destroy_sphere $4773 Marker.Disable($4693) $4694 = 1 // integer values :COUNT1_5732 if $4694 == 1 // integer values jf @COUNT1_5903 if $4771 == 0 // integer values jf @COUNT1_5782 gosub @COUNT1_14330 jump @COUNT1_5903 :COUNT1_5782 if $4772 == 0 // integer values jf @COUNT1_5903 00BC: text_highpriority 'CM1_6' 5000 ms 1 // ~g~Get the information back to the Print Works! Player.SetMinWantedLevel($PLAYER_CHAR, 2) 018A: $4774 = create_checkpoint_at -1052.579 -282.013 10.279 if $4741 == 0 // integer values jf @COUNT1_5896 018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 $4747 = 1 // integer values $4741 = 1 // integer values :COUNT1_5896 $4772 = 1 // integer values :COUNT1_5903 gosub @COUNT1_6731 if $4748 == 1 // integer values jf @COUNT1_5942 16@ = 0 // integer values $4748 = 2 // integer values :COUNT1_5942 if $4748 == 2 // integer values jf @COUNT1_6033 if 16@ >= 30000 // integer values jf @COUNT1_6033 if $4741 == 0 // integer values jf @COUNT1_6033 018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 $4747 = 1 // integer values $4741 = 1 // integer values :COUNT1_6033 if $4741 == 1 // integer values jf @COUNT1_6104 if $4770 == 0 // integer values jf @COUNT1_6083 17@ = 0 // integer values $4770 = 1 // integer values :COUNT1_6083 gosub @COUNT1_12323 gosub @COUNT1_13338 gosub @COUNT1_13472 :COUNT1_6104 jump @COUNT1_5212 :COUNT1_6111 $123 = 1 // integer values :COUNT1_6118 if 80F8: not player $PLAYER_CHAR stopped $123 -1052.579 -282.013 10.279 radius 3.0 3.0 3.0 jf @COUNT1_6178 wait 0 jump @COUNT1_6118 :COUNT1_6178 Marker.Disable($4774) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0395: clear_area 0 at -1063.095 -286.61 range 14.163 1.0 Camera.SetPosition(-1063.095, -286.61, 14.163, 0.0, 0.0, 0.0) Camera.PointAt(-1062.265, -286.498, 13.616, 2) if 00E0: player $PLAYER_CHAR driving jf @COUNT1_6368 00DA: $4783 = player $PLAYER_CHAR car 01D3: actor $PLAYER_ACTOR leave_car $4783 :COUNT1_6315 if 00DC: player $PLAYER_CHAR driving $4783 jf @COUNT1_6368 wait 0 if Car.Wrecked($4783) jf @COUNT1_6361 jump @COUNT1_6503 :COUNT1_6361 jump @COUNT1_6315 :COUNT1_6368 0211: actor $PLAYER_ACTOR walk_to -1061.465 -287.322 16@ = 0 // integer values 17@ = 0 // integer values :COUNT1_6397 if 4000 > 16@ // integer values jf @COUNT1_6427 wait 0 jump @COUNT1_6397 :COUNT1_6427 Camera.Restore_WithJumpCut 009F: set_actor $PLAYER_ACTOR idle 0055: put_player $PLAYER_CHAR at -1059.214 -285.815 10.22 0171: set_player $PLAYER_CHAR z_angle_to 289.0 03C8: set_camera_directly_before_player 02A3: enable_widescreen 0 wait 300 Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 jump @COUNT1_6520 :COUNT1_6503 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :COUNT1_6520 $272 = 1 // integer values 0318: set_latest_mission_passed 'CNT_1' // Spilling the Beans 030C: progress_made += 1 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 2000 create_thread @COU2 return :COUNT1_6586 $ONMISSION = 0 // integer values 03AC: clear_route 0 03AC: clear_route 1 03AC: clear_route 2 03AC: clear_route 3 03AC: clear_route 4 03AC: clear_route 5 Object.Destroy($1013) $1013 = Object.Init(#OD_CLBDR_CLOSE, 490.34, -77.017, 11.598) Object.RemoveFromMissionCleanupList($1013) $1011 = 1 // integer values $1012 = 0 // integer values $994 = 0 // integer values $986 = 0 // integer values 0557: Model.Destroy(#GDA) Model.Destroy(#GDB) Model.Destroy(#MP5LNG) Model.Destroy(#M4) Marker.Disable($4774) 03BD: destroy_sphere $4773 018E: stop_sound $4742 Marker.Disable($4693) Marker.Disable($4749) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :COUNT1_6731 if $4782 == 0 // integer values jf @COUNT1_7482 if $4697 == 0 // integer values jf @COUNT1_7482 if Actor.Dead($4696) jf @COUNT1_7032 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_7013 if or 031D: actor $4696 hit_by_weapon 12 031D: actor $4696 hit_by_weapon 13 031D: actor $4696 hit_by_weapon 15 031D: actor $4696 hit_by_weapon 16 031D: actor $4696 hit_by_weapon 17 031D: actor $4696 hit_by_weapon 18 jf @COUNT1_6868 $4748 = 1 // integer values :COUNT1_6868 if or 031D: actor $4696 hit_by_weapon 19 031D: actor $4696 hit_by_weapon 20 031D: actor $4696 hit_by_weapon 21 031D: actor $4696 hit_by_weapon 27 031D: actor $4696 hit_by_weapon 22 031D: actor $4696 hit_by_weapon 26 jf @COUNT1_6928 $4748 = 1 // integer values :COUNT1_6928 if or 031D: actor $4696 hit_by_weapon 25 031D: actor $4696 hit_by_weapon 23 031D: actor $4696 hit_by_weapon 42 031D: actor $4696 hit_by_weapon 31 031D: actor $4696 hit_by_weapon 32 031D: actor $4696 hit_by_weapon 33 jf @COUNT1_6988 $4748 = 1 // integer values :COUNT1_6988 if 031D: actor $4696 hit_by_weapon 11 jf @COUNT1_7013 $4748 = 1 // integer values :COUNT1_7013 Actor.RemoveReferences($4696) $4697 = 1 // integer values jump @COUNT1_7482 :COUNT1_7032 if $4743 == 1 // integer values jf @COUNT1_7482 if or 0123: actor $4696 spotted_player $PLAYER_CHAR 0480: actor $4696 looking_at_death_of_actor_with_pedtype 11 $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_7482 if $4741 == 0 // integer values jf @COUNT1_7399 if $4695 == 0 // integer values jf @COUNT1_7155 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4747 = 1 // integer values $4695 = 1 // integer values :COUNT1_7155 if or $4699 == 0 // integer values $4698 == 1 // integer values jf @COUNT1_7392 if $4700 == 0 // integer values jf @COUNT1_7232 009E: set_actor $4696 path -697.39 -1250.62 15.24 unknown 0.5 1 $4700 = 1 // integer values :COUNT1_7232 if $4700 == 1 // integer values jf @COUNT1_7392 if 00ED: actor $4696 0 -697.39 -1250.62 radius 1.0 1.0 jf @COUNT1_7392 if $4741 == 0 // integer values jf @COUNT1_7335 018D: $4742 = create_sound 0 at -692.33 -1258.94 15.25 $4741 = 1 // integer values :COUNT1_7335 009E: set_actor $4696 path $4744 $4745 $4746 unknown 0.5 1 011A: set_actor $4696 search_threat 1 01CA: actor $4696 kill_player $PLAYER_CHAR $4747 = 1 // integer values $4699 = 1 // integer values $4700 = 2 // integer values :COUNT1_7392 jump @COUNT1_7482 :COUNT1_7399 if $4701 == 0 // integer values jf @COUNT1_7453 009E: set_actor $4696 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4696 kill_player $PLAYER_CHAR $4701 = 1 // integer values :COUNT1_7453 009E: set_actor $4696 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4696 kill_player $PLAYER_CHAR :COUNT1_7482 if $4782 == 1 // integer values jf @COUNT1_7996 if $4704 == 0 // integer values jf @COUNT1_7996 if Actor.Dead($4702) jf @COUNT1_7783 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_7764 if or 031D: actor $4702 hit_by_weapon 12 031D: actor $4702 hit_by_weapon 13 031D: actor $4702 hit_by_weapon 15 031D: actor $4702 hit_by_weapon 16 031D: actor $4702 hit_by_weapon 17 031D: actor $4702 hit_by_weapon 18 jf @COUNT1_7619 $4748 = 1 // integer values :COUNT1_7619 if or 031D: actor $4702 hit_by_weapon 19 031D: actor $4702 hit_by_weapon 20 031D: actor $4702 hit_by_weapon 21 031D: actor $4702 hit_by_weapon 27 031D: actor $4702 hit_by_weapon 22 031D: actor $4702 hit_by_weapon 26 jf @COUNT1_7679 $4748 = 1 // integer values :COUNT1_7679 if or 031D: actor $4702 hit_by_weapon 25 031D: actor $4702 hit_by_weapon 23 031D: actor $4702 hit_by_weapon 42 031D: actor $4702 hit_by_weapon 31 031D: actor $4702 hit_by_weapon 32 031D: actor $4702 hit_by_weapon 33 jf @COUNT1_7739 $4748 = 1 // integer values :COUNT1_7739 if 031D: actor $4702 hit_by_weapon 11 jf @COUNT1_7764 $4748 = 1 // integer values :COUNT1_7764 Actor.RemoveReferences($4702) $4704 = 1 // integer values jump @COUNT1_7996 :COUNT1_7783 if $4743 == 1 // integer values jf @COUNT1_7996 if or 0480: actor $4702 looking_at_death_of_actor_with_pedtype 11 0123: actor $4702 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_7996 if $4741 == 0 // integer values jf @COUNT1_7913 if $4705 == 0 // integer values jf @COUNT1_7913 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4705 = 1 // integer values :COUNT1_7913 if $4703 == 0 // integer values jf @COUNT1_7967 009E: set_actor $4702 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4702 kill_player $PLAYER_CHAR $4703 = 1 // integer values :COUNT1_7967 009E: set_actor $4702 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4702 kill_player $PLAYER_CHAR :COUNT1_7996 if $4782 == 2 // integer values jf @COUNT1_8510 if $4708 == 0 // integer values jf @COUNT1_8510 if Actor.Dead($4706) jf @COUNT1_8297 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_8278 if or 031D: actor $4706 hit_by_weapon 12 031D: actor $4706 hit_by_weapon 13 031D: actor $4706 hit_by_weapon 15 031D: actor $4706 hit_by_weapon 16 031D: actor $4706 hit_by_weapon 17 031D: actor $4706 hit_by_weapon 18 jf @COUNT1_8133 $4748 = 1 // integer values :COUNT1_8133 if or 031D: actor $4706 hit_by_weapon 19 031D: actor $4706 hit_by_weapon 20 031D: actor $4706 hit_by_weapon 21 031D: actor $4706 hit_by_weapon 27 031D: actor $4706 hit_by_weapon 22 031D: actor $4706 hit_by_weapon 26 jf @COUNT1_8193 $4748 = 1 // integer values :COUNT1_8193 if or 031D: actor $4706 hit_by_weapon 25 031D: actor $4706 hit_by_weapon 23 031D: actor $4706 hit_by_weapon 42 031D: actor $4706 hit_by_weapon 31 031D: actor $4706 hit_by_weapon 32 031D: actor $4706 hit_by_weapon 33 jf @COUNT1_8253 $4748 = 1 // integer values :COUNT1_8253 if 031D: actor $4706 hit_by_weapon 11 jf @COUNT1_8278 $4748 = 1 // integer values :COUNT1_8278 Actor.RemoveReferences($4706) $4708 = 1 // integer values jump @COUNT1_8510 :COUNT1_8297 if $4743 == 1 // integer values jf @COUNT1_8510 if or 0480: actor $4706 looking_at_death_of_actor_with_pedtype 11 0123: actor $4706 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_8510 if $4741 == 0 // integer values jf @COUNT1_8427 if $4709 == 0 // integer values jf @COUNT1_8427 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4709 = 1 // integer values :COUNT1_8427 if $4707 == 0 // integer values jf @COUNT1_8481 009E: set_actor $4706 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4706 kill_player $PLAYER_CHAR $4707 = 1 // integer values :COUNT1_8481 009E: set_actor $4706 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4706 kill_player $PLAYER_CHAR :COUNT1_8510 if $4782 == 3 // integer values jf @COUNT1_9024 if $4712 == 0 // integer values jf @COUNT1_9024 if Actor.Dead($4710) jf @COUNT1_8811 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_8792 if or 031D: actor $4710 hit_by_weapon 12 031D: actor $4710 hit_by_weapon 13 031D: actor $4710 hit_by_weapon 15 031D: actor $4710 hit_by_weapon 16 031D: actor $4710 hit_by_weapon 17 031D: actor $4710 hit_by_weapon 18 jf @COUNT1_8647 $4748 = 1 // integer values :COUNT1_8647 if or 031D: actor $4710 hit_by_weapon 19 031D: actor $4710 hit_by_weapon 20 031D: actor $4710 hit_by_weapon 21 031D: actor $4710 hit_by_weapon 27 031D: actor $4710 hit_by_weapon 22 031D: actor $4710 hit_by_weapon 26 jf @COUNT1_8707 $4748 = 1 // integer values :COUNT1_8707 if or 031D: actor $4710 hit_by_weapon 25 031D: actor $4710 hit_by_weapon 23 031D: actor $4710 hit_by_weapon 42 031D: actor $4710 hit_by_weapon 31 031D: actor $4710 hit_by_weapon 32 031D: actor $4710 hit_by_weapon 33 jf @COUNT1_8767 $4748 = 1 // integer values :COUNT1_8767 if 031D: actor $4710 hit_by_weapon 11 jf @COUNT1_8792 $4748 = 1 // integer values :COUNT1_8792 Actor.RemoveReferences($4710) $4712 = 1 // integer values jump @COUNT1_9024 :COUNT1_8811 if $4743 == 1 // integer values jf @COUNT1_9024 if or 0480: actor $4710 looking_at_death_of_actor_with_pedtype 11 0123: actor $4710 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_9024 if $4741 == 0 // integer values jf @COUNT1_8941 if $4713 == 0 // integer values jf @COUNT1_8941 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4713 = 1 // integer values :COUNT1_8941 if $4711 == 0 // integer values jf @COUNT1_8995 009E: set_actor $4710 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4710 kill_player $PLAYER_CHAR $4711 = 1 // integer values :COUNT1_8995 009E: set_actor $4710 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4710 kill_player $PLAYER_CHAR :COUNT1_9024 if $4782 == 4 // integer values jf @COUNT1_9538 if $4716 == 0 // integer values jf @COUNT1_9538 if Actor.Dead($4714) jf @COUNT1_9325 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_9306 if or 031D: actor $4714 hit_by_weapon 12 031D: actor $4714 hit_by_weapon 13 031D: actor $4714 hit_by_weapon 15 031D: actor $4714 hit_by_weapon 16 031D: actor $4714 hit_by_weapon 17 031D: actor $4714 hit_by_weapon 18 jf @COUNT1_9161 $4748 = 1 // integer values :COUNT1_9161 if or 031D: actor $4714 hit_by_weapon 19 031D: actor $4714 hit_by_weapon 20 031D: actor $4714 hit_by_weapon 21 031D: actor $4714 hit_by_weapon 27 031D: actor $4714 hit_by_weapon 22 031D: actor $4714 hit_by_weapon 26 jf @COUNT1_9221 $4748 = 1 // integer values :COUNT1_9221 if or 031D: actor $4714 hit_by_weapon 25 031D: actor $4714 hit_by_weapon 23 031D: actor $4714 hit_by_weapon 42 031D: actor $4714 hit_by_weapon 31 031D: actor $4714 hit_by_weapon 32 031D: actor $4714 hit_by_weapon 33 jf @COUNT1_9281 $4748 = 1 // integer values :COUNT1_9281 if 031D: actor $4714 hit_by_weapon 11 jf @COUNT1_9306 $4748 = 1 // integer values :COUNT1_9306 Actor.RemoveReferences($4714) $4716 = 1 // integer values jump @COUNT1_9538 :COUNT1_9325 if $4743 == 1 // integer values jf @COUNT1_9538 if or 0480: actor $4714 looking_at_death_of_actor_with_pedtype 11 0123: actor $4714 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_9538 if $4741 == 0 // integer values jf @COUNT1_9455 if $4717 == 0 // integer values jf @COUNT1_9455 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4717 = 1 // integer values :COUNT1_9455 if $4715 == 0 // integer values jf @COUNT1_9509 009E: set_actor $4714 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4714 kill_player $PLAYER_CHAR $4715 = 1 // integer values :COUNT1_9509 009E: set_actor $4714 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4714 kill_player $PLAYER_CHAR :COUNT1_9538 if $4782 == 5 // integer values jf @COUNT1_10002 if $4720 == 0 // integer values jf @COUNT1_10002 if Actor.Dead($4718) jf @COUNT1_9839 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_9820 if or 031D: actor $4718 hit_by_weapon 12 031D: actor $4718 hit_by_weapon 13 031D: actor $4718 hit_by_weapon 15 031D: actor $4718 hit_by_weapon 16 031D: actor $4718 hit_by_weapon 17 031D: actor $4718 hit_by_weapon 18 jf @COUNT1_9675 $4748 = 1 // integer values :COUNT1_9675 if or 031D: actor $4718 hit_by_weapon 19 031D: actor $4718 hit_by_weapon 20 031D: actor $4718 hit_by_weapon 21 031D: actor $4718 hit_by_weapon 27 031D: actor $4718 hit_by_weapon 22 031D: actor $4718 hit_by_weapon 26 jf @COUNT1_9735 $4748 = 1 // integer values :COUNT1_9735 if or 031D: actor $4718 hit_by_weapon 25 031D: actor $4718 hit_by_weapon 23 031D: actor $4718 hit_by_weapon 42 031D: actor $4718 hit_by_weapon 31 031D: actor $4718 hit_by_weapon 32 031D: actor $4718 hit_by_weapon 33 jf @COUNT1_9795 $4748 = 1 // integer values :COUNT1_9795 if 031D: actor $4718 hit_by_weapon 11 jf @COUNT1_9820 $4748 = 1 // integer values :COUNT1_9820 Actor.RemoveReferences($4718) $4720 = 1 // integer values jump @COUNT1_10002 :COUNT1_9839 if $4743 == 1 // integer values jf @COUNT1_10002 if or 0480: actor $4718 looking_at_death_of_actor_with_pedtype 11 0123: actor $4718 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_10002 if $4741 == 0 // integer values jf @COUNT1_9969 if $4721 == 0 // integer values jf @COUNT1_9969 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4721 = 1 // integer values :COUNT1_9969 if $4719 == 0 // integer values jf @COUNT1_10002 01CA: actor $4718 kill_player $PLAYER_CHAR $4719 = 1 // integer values :COUNT1_10002 if $4782 == 6 // integer values jf @COUNT1_10466 if $4724 == 0 // integer values jf @COUNT1_10466 if Actor.Dead($4722) jf @COUNT1_10303 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_10284 if or 031D: actor $4722 hit_by_weapon 12 031D: actor $4722 hit_by_weapon 13 031D: actor $4722 hit_by_weapon 15 031D: actor $4722 hit_by_weapon 16 031D: actor $4722 hit_by_weapon 17 031D: actor $4722 hit_by_weapon 18 jf @COUNT1_10139 $4748 = 1 // integer values :COUNT1_10139 if or 031D: actor $4722 hit_by_weapon 19 031D: actor $4722 hit_by_weapon 20 031D: actor $4722 hit_by_weapon 21 031D: actor $4722 hit_by_weapon 27 031D: actor $4722 hit_by_weapon 22 031D: actor $4722 hit_by_weapon 26 jf @COUNT1_10199 $4748 = 1 // integer values :COUNT1_10199 if or 031D: actor $4722 hit_by_weapon 25 031D: actor $4722 hit_by_weapon 23 031D: actor $4722 hit_by_weapon 42 031D: actor $4722 hit_by_weapon 31 031D: actor $4722 hit_by_weapon 32 031D: actor $4722 hit_by_weapon 33 jf @COUNT1_10259 $4748 = 1 // integer values :COUNT1_10259 if 031D: actor $4722 hit_by_weapon 11 jf @COUNT1_10284 $4748 = 1 // integer values :COUNT1_10284 Actor.RemoveReferences($4722) $4724 = 1 // integer values jump @COUNT1_10466 :COUNT1_10303 if $4743 == 1 // integer values jf @COUNT1_10466 if or 0480: actor $4722 looking_at_death_of_actor_with_pedtype 11 0123: actor $4722 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_10466 if $4741 == 0 // integer values jf @COUNT1_10433 if $4725 == 0 // integer values jf @COUNT1_10433 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4725 = 1 // integer values :COUNT1_10433 if $4723 == 0 // integer values jf @COUNT1_10466 01CA: actor $4722 kill_player $PLAYER_CHAR $4723 = 1 // integer values :COUNT1_10466 if $4782 == 7 // integer values jf @COUNT1_10980 if $4728 == 0 // integer values jf @COUNT1_10980 if Actor.Dead($4726) jf @COUNT1_10767 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_10748 if or 031D: actor $4726 hit_by_weapon 12 031D: actor $4726 hit_by_weapon 13 031D: actor $4726 hit_by_weapon 15 031D: actor $4726 hit_by_weapon 16 031D: actor $4726 hit_by_weapon 17 031D: actor $4726 hit_by_weapon 18 jf @COUNT1_10603 $4748 = 1 // integer values :COUNT1_10603 if or 031D: actor $4726 hit_by_weapon 19 031D: actor $4726 hit_by_weapon 20 031D: actor $4726 hit_by_weapon 21 031D: actor $4726 hit_by_weapon 27 031D: actor $4726 hit_by_weapon 22 031D: actor $4726 hit_by_weapon 26 jf @COUNT1_10663 $4748 = 1 // integer values :COUNT1_10663 if or 031D: actor $4726 hit_by_weapon 25 031D: actor $4726 hit_by_weapon 23 031D: actor $4726 hit_by_weapon 42 031D: actor $4726 hit_by_weapon 31 031D: actor $4726 hit_by_weapon 32 031D: actor $4726 hit_by_weapon 33 jf @COUNT1_10723 $4748 = 1 // integer values :COUNT1_10723 if 031D: actor $4726 hit_by_weapon 11 jf @COUNT1_10748 $4748 = 1 // integer values :COUNT1_10748 Actor.RemoveReferences($4726) $4728 = 1 // integer values jump @COUNT1_10980 :COUNT1_10767 if $4743 == 1 // integer values jf @COUNT1_10980 if or 0480: actor $4726 looking_at_death_of_actor_with_pedtype 11 0123: actor $4726 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_10980 if $4741 == 0 // integer values jf @COUNT1_10897 if $4729 == 0 // integer values jf @COUNT1_10897 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4729 = 1 // integer values :COUNT1_10897 if $4727 == 0 // integer values jf @COUNT1_10951 009E: set_actor $4726 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4726 kill_player $PLAYER_CHAR $4727 = 1 // integer values :COUNT1_10951 009E: set_actor $4726 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4726 kill_player $PLAYER_CHAR :COUNT1_10980 if $4782 == 8 // integer values jf @COUNT1_11444 if $4732 == 0 // integer values jf @COUNT1_11444 if Actor.Dead($4730) jf @COUNT1_11281 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_11262 if or 031D: actor $4730 hit_by_weapon 12 031D: actor $4730 hit_by_weapon 13 031D: actor $4730 hit_by_weapon 15 031D: actor $4730 hit_by_weapon 16 031D: actor $4730 hit_by_weapon 17 031D: actor $4730 hit_by_weapon 18 jf @COUNT1_11117 $4748 = 1 // integer values :COUNT1_11117 if or 031D: actor $4730 hit_by_weapon 19 031D: actor $4730 hit_by_weapon 20 031D: actor $4730 hit_by_weapon 21 031D: actor $4730 hit_by_weapon 27 031D: actor $4730 hit_by_weapon 22 031D: actor $4730 hit_by_weapon 26 jf @COUNT1_11177 $4748 = 1 // integer values :COUNT1_11177 if or 031D: actor $4730 hit_by_weapon 25 031D: actor $4730 hit_by_weapon 23 031D: actor $4730 hit_by_weapon 42 031D: actor $4730 hit_by_weapon 31 031D: actor $4730 hit_by_weapon 32 031D: actor $4730 hit_by_weapon 33 jf @COUNT1_11237 $4748 = 1 // integer values :COUNT1_11237 if 031D: actor $4730 hit_by_weapon 11 jf @COUNT1_11262 $4748 = 1 // integer values :COUNT1_11262 Actor.RemoveReferences($4730) $4732 = 1 // integer values jump @COUNT1_11444 :COUNT1_11281 if $4743 == 1 // integer values jf @COUNT1_11444 if or 0480: actor $4730 looking_at_death_of_actor_with_pedtype 11 0123: actor $4730 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_11444 if $4741 == 0 // integer values jf @COUNT1_11411 if $4733 == 0 // integer values jf @COUNT1_11411 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4733 = 1 // integer values :COUNT1_11411 if $4731 == 0 // integer values jf @COUNT1_11444 01CA: actor $4730 kill_player $PLAYER_CHAR $4731 = 1 // integer values :COUNT1_11444 if $4782 == 9 // integer values jf @COUNT1_11908 if $4736 == 0 // integer values jf @COUNT1_11908 if Actor.Dead($4734) jf @COUNT1_11745 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_11726 if or 031D: actor $4734 hit_by_weapon 12 031D: actor $4734 hit_by_weapon 13 031D: actor $4734 hit_by_weapon 15 031D: actor $4734 hit_by_weapon 16 031D: actor $4734 hit_by_weapon 17 031D: actor $4734 hit_by_weapon 18 jf @COUNT1_11581 $4748 = 1 // integer values :COUNT1_11581 if or 031D: actor $4734 hit_by_weapon 19 031D: actor $4734 hit_by_weapon 20 031D: actor $4734 hit_by_weapon 21 031D: actor $4734 hit_by_weapon 27 031D: actor $4734 hit_by_weapon 22 031D: actor $4734 hit_by_weapon 26 jf @COUNT1_11641 $4748 = 1 // integer values :COUNT1_11641 if or 031D: actor $4734 hit_by_weapon 25 031D: actor $4734 hit_by_weapon 23 031D: actor $4734 hit_by_weapon 42 031D: actor $4734 hit_by_weapon 31 031D: actor $4734 hit_by_weapon 32 031D: actor $4734 hit_by_weapon 33 jf @COUNT1_11701 $4748 = 1 // integer values :COUNT1_11701 if 031D: actor $4734 hit_by_weapon 11 jf @COUNT1_11726 $4748 = 1 // integer values :COUNT1_11726 Actor.RemoveReferences($4734) $4736 = 1 // integer values jump @COUNT1_11908 :COUNT1_11745 if $4743 == 1 // integer values jf @COUNT1_11908 if or 0480: actor $4734 looking_at_death_of_actor_with_pedtype 11 0123: actor $4734 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_11908 if $4741 == 0 // integer values jf @COUNT1_11875 if $4737 == 0 // integer values jf @COUNT1_11875 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4737 = 1 // integer values :COUNT1_11875 if $4735 == 0 // integer values jf @COUNT1_11908 01CA: actor $4734 kill_player $PLAYER_CHAR $4735 = 1 // integer values :COUNT1_11908 if $4739 == 0 // integer values jf @COUNT1_12321 if Actor.Dead($4738) jf @COUNT1_12191 $4751 -= 1 // integer values if $4748 == 0 // integer values jf @COUNT1_12172 if or 031D: actor $4738 hit_by_weapon 12 031D: actor $4738 hit_by_weapon 13 031D: actor $4738 hit_by_weapon 15 031D: actor $4738 hit_by_weapon 16 031D: actor $4738 hit_by_weapon 17 031D: actor $4738 hit_by_weapon 18 jf @COUNT1_12027 $4748 = 1 // integer values :COUNT1_12027 if or 031D: actor $4738 hit_by_weapon 19 031D: actor $4738 hit_by_weapon 20 031D: actor $4738 hit_by_weapon 21 031D: actor $4738 hit_by_weapon 27 031D: actor $4738 hit_by_weapon 22 031D: actor $4738 hit_by_weapon 26 jf @COUNT1_12087 $4748 = 1 // integer values :COUNT1_12087 if or 031D: actor $4738 hit_by_weapon 25 031D: actor $4738 hit_by_weapon 23 031D: actor $4738 hit_by_weapon 42 031D: actor $4738 hit_by_weapon 31 031D: actor $4738 hit_by_weapon 32 031D: actor $4738 hit_by_weapon 33 jf @COUNT1_12147 $4748 = 1 // integer values :COUNT1_12147 if 031D: actor $4738 hit_by_weapon 11 jf @COUNT1_12172 $4748 = 1 // integer values :COUNT1_12172 Actor.RemoveReferences($4738) $4739 = 1 // integer values jump @COUNT1_12321 :COUNT1_12191 if $4743 == 1 // integer values jf @COUNT1_12321 if or 0480: actor $4738 looking_at_death_of_actor_with_pedtype 11 0123: actor $4738 spotted_player $PLAYER_CHAR $4741 == 1 // integer values $4747 == 1 // integer values jf @COUNT1_12321 if $4741 == 0 // integer values jf @COUNT1_12321 if $4740 == 0 // integer values jf @COUNT1_12321 00BC: text_highpriority 'CM1_3' 5000 ms 1 // ~g~You've been spotted! $4698 = 1 // integer values $4747 = 1 // integer values $4740 = 1 // integer values :COUNT1_12321 return :COUNT1_12323 if 40 >= $4750 // integer values jf @COUNT1_13336 if 6 > $4751 // integer values jf @COUNT1_13336 if $4752 == 2 // integer values jf @COUNT1_12391 17@ = 0 // integer values $4752 = 0 // integer values :COUNT1_12391 if 8339: not anything_in_cube_cornerA -693.25 -1257.23 14.0 cornerB -685.06 -1261.67 17.0 solid 0 car 1 actor 1 object 0 particle 0 jf @COUNT1_13336 $4785 = 3000 // integer values if 002F: 17@ >= $4785 // integer values jf @COUNT1_13336 if $4752 == 0 // integer values jf @COUNT1_13336 $4753 = -1 // integer values if or $4755 == 0 // integer values $4755 == 2 // integer values jf @COUNT1_12591 0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 $4754 = Actor.Create(Gang5, #GDA, -689.73, -1259.37, 15.24) 0084: $4753 = $4754 // integer values and handles $4755 = 1 // integer values jump @COUNT1_13249 :COUNT1_12591 if or $4757 == 0 // integer values $4757 == 2 // integer values jf @COUNT1_12686 0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 $4756 = Actor.Create(Gang5, #GDA, -689.73, -1259.37, 15.24) 0084: $4753 = $4756 // integer values and handles $4757 = 1 // integer values jump @COUNT1_13249 :COUNT1_12686 if or $4759 == 0 // integer values $4759 == 2 // integer values jf @COUNT1_12781 0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 $4758 = Actor.Create(Gang5, #GDA, -689.73, -1259.37, 15.24) 0084: $4753 = $4758 // integer values and handles $4759 = 1 // integer values jump @COUNT1_13249 :COUNT1_12781 if or $4761 == 0 // integer values $4761 == 2 // integer values jf @COUNT1_12876 0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 $4760 = Actor.Create(Gang5, #GDA, -689.73, -1259.37, 15.24) 0084: $4753 = $4760 // integer values and handles $4761 = 1 // integer values jump @COUNT1_13249 :COUNT1_12876 if or $4763 == 0 // integer values $4763 == 2 // integer values jf @COUNT1_12971 0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 $4762 = Actor.Create(Gang5, #GDA, -689.73, -1259.37, 15.24) 0084: $4753 = $4762 // integer values and handles $4763 = 1 // integer values jump @COUNT1_13249 :COUNT1_12971 if or $4765 == 0 // integer values $4765 == 2 // integer values jf @COUNT1_13066 0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 $4764 = Actor.Create(Gang5, #GDA, -689.73, -1259.37, 15.24) 0084: $4753 = $4764 // integer values and handles $4765 = 1 // integer values jump @COUNT1_13249 :COUNT1_13066 if or $4767 == 0 // integer values $4767 == 2 // integer values jf @COUNT1_13161 0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 $4766 = Actor.Create(Gang5, #GDA, -689.73, -1259.37, 15.24) 0084: $4753 = $4766 // integer values and handles $4767 = 1 // integer values jump @COUNT1_13249 :COUNT1_13161 if or $4769 == 0 // integer values $4769 == 2 // integer values jf @COUNT1_13249 0395: clear_area 0 at -689.73 -1259.37 range 15.24 1.0 $4768 = Actor.Create(Gang5, #GDA, -689.73, -1259.37, 15.24) 0084: $4753 = $4768 // integer values and handles $4769 = 1 // integer values :COUNT1_13249 if not Actor.Dead($4753) jf @COUNT1_13336 if not $4753 == -1 // integer values jf @COUNT1_13336 0243: set_actor $4753 ped_stats_to 16 Actor.Angle($4753) = 204.71 0239: actor $4753 run_to -688.4 -1262.07 $4751 += 1 // integer values $4750 += 1 // integer values $4752 = 1 // integer values :COUNT1_13336 return :COUNT1_13338 if $4752 == 1 // integer values jf @COUNT1_13470 if not Actor.Dead($4753) jf @COUNT1_13463 if 00ED: actor $4753 0 -688.4 -1262.07 radius 1.0 1.0 jf @COUNT1_13456 01B2: give_actor $4753 weapon 25 ammo 30000 // Load the weapon model before using this 009E: set_actor $4753 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4753 kill_player $PLAYER_CHAR $4752 = 2 // integer values :COUNT1_13456 jump @COUNT1_13470 :COUNT1_13463 $4752 = 2 // integer values :COUNT1_13470 return :COUNT1_13472 if $4782 == 10 // integer values jf @COUNT1_13579 if $4755 == 1 // integer values jf @COUNT1_13579 if Actor.Dead($4754) jf @COUNT1_13550 Actor.DestroyWithFade($4754) $4751 -= 1 // integer values $4755 = 2 // integer values jump @COUNT1_13579 :COUNT1_13550 009E: set_actor $4754 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4754 kill_player $PLAYER_CHAR :COUNT1_13579 if $4782 == 11 // integer values jf @COUNT1_13686 if $4757 == 1 // integer values jf @COUNT1_13686 if Actor.Dead($4756) jf @COUNT1_13657 Actor.DestroyWithFade($4756) $4751 -= 1 // integer values $4757 = 2 // integer values jump @COUNT1_13686 :COUNT1_13657 009E: set_actor $4756 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4756 kill_player $PLAYER_CHAR :COUNT1_13686 if $4782 == 12 // integer values jf @COUNT1_13793 if $4759 == 1 // integer values jf @COUNT1_13793 if Actor.Dead($4758) jf @COUNT1_13764 Actor.DestroyWithFade($4758) $4751 -= 1 // integer values $4759 = 2 // integer values jump @COUNT1_13793 :COUNT1_13764 009E: set_actor $4758 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4758 kill_player $PLAYER_CHAR :COUNT1_13793 if $4782 == 13 // integer values jf @COUNT1_13900 if $4761 == 1 // integer values jf @COUNT1_13900 if Actor.Dead($4760) jf @COUNT1_13871 Actor.DestroyWithFade($4760) $4751 -= 1 // integer values $4761 = 2 // integer values jump @COUNT1_13900 :COUNT1_13871 009E: set_actor $4760 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4760 kill_player $PLAYER_CHAR :COUNT1_13900 if $4782 == 14 // integer values jf @COUNT1_14007 if $4763 == 1 // integer values jf @COUNT1_14007 if Actor.Dead($4762) jf @COUNT1_13978 Actor.DestroyWithFade($4762) $4751 -= 1 // integer values $4763 = 2 // integer values jump @COUNT1_14007 :COUNT1_13978 009E: set_actor $4762 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4762 kill_player $PLAYER_CHAR :COUNT1_14007 if $4782 == 15 // integer values jf @COUNT1_14114 if $4765 == 1 // integer values jf @COUNT1_14114 if Actor.Dead($4764) jf @COUNT1_14085 Actor.DestroyWithFade($4764) $4751 -= 1 // integer values $4765 = 2 // integer values jump @COUNT1_14114 :COUNT1_14085 009E: set_actor $4764 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4764 kill_player $PLAYER_CHAR :COUNT1_14114 if $4782 == 16 // integer values jf @COUNT1_14221 if $4767 == 1 // integer values jf @COUNT1_14221 if Actor.Dead($4766) jf @COUNT1_14192 Actor.DestroyWithFade($4766) $4751 -= 1 // integer values $4767 = 2 // integer values jump @COUNT1_14221 :COUNT1_14192 009E: set_actor $4766 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4766 kill_player $PLAYER_CHAR :COUNT1_14221 if $4782 == 17 // integer values jf @COUNT1_14328 if $4769 == 1 // integer values jf @COUNT1_14328 if Actor.Dead($4768) jf @COUNT1_14299 Actor.DestroyWithFade($4768) $4751 -= 1 // integer values $4769 = 2 // integer values jump @COUNT1_14328 :COUNT1_14299 009E: set_actor $4768 path $4744 $4745 $4746 unknown 0.5 1 01CA: actor $4768 kill_player $PLAYER_CHAR :COUNT1_14328 return :COUNT1_14330 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 0395: clear_area 0 at -684.9 -1248.98 range 30.14 2.0 0395: clear_area 0 at -686.85 -1245.43 range 30.14 2.0 Camera.SetPosition(-691.09, -1242.906, 31.45, 0.0, 0.0, 0.0) Camera.PointAt(-690.182, -1243.3, 31.46, 2) 0211: actor $PLAYER_ACTOR walk_to -684.9 -1248.98 16@ = 0 // integer values :COUNT1_14484 if 80ED: not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 jf @COUNT1_14897 wait 0 01BD: $4775 = current_time_in_ms if $4747 == 1 // integer values jf @COUNT1_14735 if $4778 == 0 // integer values jf @COUNT1_14582 0084: $4776 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_14582 if $4778 == 1 // integer values jf @COUNT1_14642 0084: $4777 = $4775 // integer values and handles 0060: $4777 -= $4776 // integer values if $4777 >= 1000 // integer values jf @COUNT1_14642 $4778 = 2 // integer values :COUNT1_14642 if $4779 == 0 // integer values jf @COUNT1_14675 0084: $4781 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_14675 if $4779 == 1 // integer values jf @COUNT1_14735 0084: $4780 = $4775 // integer values and handles 0060: $4780 -= $4781 // integer values if $4780 >= 1000 // integer values jf @COUNT1_14735 $4779 = 2 // integer values :COUNT1_14735 if 16@ >= 6000 // integer values jf @COUNT1_14812 if 80ED: not actor $PLAYER_ACTOR 0 -684.9 -1248.98 radius 0.5 0.5 jf @COUNT1_14812 Actor.PutAt($PLAYER_ACTOR, -684.9, -1248.98, 30.14) :COUNT1_14812 gosub @COUNT1_6731 if $4741 == 1 // integer values jf @COUNT1_14890 if $4770 == 0 // integer values jf @COUNT1_14869 17@ = 0 // integer values $4770 = 1 // integer values :COUNT1_14869 gosub @COUNT1_12323 gosub @COUNT1_13338 gosub @COUNT1_13472 :COUNT1_14890 jump @COUNT1_14484 :COUNT1_14897 03D1: play_wav 2 00BC: text_highpriority 'CNT1_1' 5000 ms 1 // Who are you? Oooof! Aaiieee! Not the face! Not the face! 03CF: load_wav 'CNT1_2' as 1 :COUNT1_14928 if 83D2: not wav 2 ended jf @COUNT1_15241 wait 0 01BD: $4775 = current_time_in_ms if $4747 == 1 // integer values jf @COUNT1_15156 if $4778 == 0 // integer values jf @COUNT1_15003 0084: $4776 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_15003 if $4778 == 1 // integer values jf @COUNT1_15063 0084: $4777 = $4775 // integer values and handles 0060: $4777 -= $4776 // integer values if $4777 >= 1000 // integer values jf @COUNT1_15063 $4778 = 2 // integer values :COUNT1_15063 if $4779 == 0 // integer values jf @COUNT1_15096 0084: $4781 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_15096 if $4779 == 1 // integer values jf @COUNT1_15156 0084: $4780 = $4775 // integer values and handles 0060: $4780 -= $4781 // integer values if $4780 >= 1000 // integer values jf @COUNT1_15156 $4779 = 2 // integer values :COUNT1_15156 gosub @COUNT1_6731 if $4741 == 1 // integer values jf @COUNT1_15234 if $4770 == 0 // integer values jf @COUNT1_15213 17@ = 0 // integer values $4770 = 1 // integer values :COUNT1_15213 gosub @COUNT1_12323 gosub @COUNT1_13338 gosub @COUNT1_13472 :COUNT1_15234 jump @COUNT1_14928 :COUNT1_15241 03D5: remove_text 'CNT1_1' // Who are you? Oooof! Aaiieee! Not the face! Not the face! :COUNT1_15251 if 83D0: not wav 1 loaded jf @COUNT1_15564 wait 0 01BD: $4775 = current_time_in_ms if $4747 == 1 // integer values jf @COUNT1_15479 if $4778 == 0 // integer values jf @COUNT1_15326 0084: $4776 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_15326 if $4778 == 1 // integer values jf @COUNT1_15386 0084: $4777 = $4775 // integer values and handles 0060: $4777 -= $4776 // integer values if $4777 >= 1000 // integer values jf @COUNT1_15386 $4778 = 2 // integer values :COUNT1_15386 if $4779 == 0 // integer values jf @COUNT1_15419 0084: $4781 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_15419 if $4779 == 1 // integer values jf @COUNT1_15479 0084: $4780 = $4775 // integer values and handles 0060: $4780 -= $4781 // integer values if $4780 >= 1000 // integer values jf @COUNT1_15479 $4779 = 2 // integer values :COUNT1_15479 gosub @COUNT1_6731 if $4741 == 1 // integer values jf @COUNT1_15557 if $4770 == 0 // integer values jf @COUNT1_15536 17@ = 0 // integer values $4770 = 1 // integer values :COUNT1_15536 gosub @COUNT1_12323 gosub @COUNT1_13338 gosub @COUNT1_13472 :COUNT1_15557 jump @COUNT1_15251 :COUNT1_15564 03D1: play_wav 1 00BC: text_highpriority 'CNT1_2' 5000 ms 1 // Ok, I talk! I talk! :COUNT1_15583 if 83D2: not wav 1 ended jf @COUNT1_15896 wait 0 01BD: $4775 = current_time_in_ms if $4747 == 1 // integer values jf @COUNT1_15811 if $4778 == 0 // integer values jf @COUNT1_15658 0084: $4776 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_15658 if $4778 == 1 // integer values jf @COUNT1_15718 0084: $4777 = $4775 // integer values and handles 0060: $4777 -= $4776 // integer values if $4777 >= 1000 // integer values jf @COUNT1_15718 $4778 = 2 // integer values :COUNT1_15718 if $4779 == 0 // integer values jf @COUNT1_15751 0084: $4781 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_15751 if $4779 == 1 // integer values jf @COUNT1_15811 0084: $4780 = $4775 // integer values and handles 0060: $4780 -= $4781 // integer values if $4780 >= 1000 // integer values jf @COUNT1_15811 $4779 = 2 // integer values :COUNT1_15811 gosub @COUNT1_6731 if $4741 == 1 // integer values jf @COUNT1_15889 if $4770 == 0 // integer values jf @COUNT1_15868 17@ = 0 // integer values $4770 = 1 // integer values :COUNT1_15868 gosub @COUNT1_12323 gosub @COUNT1_13338 gosub @COUNT1_13472 :COUNT1_15889 jump @COUNT1_15583 :COUNT1_15896 03D5: remove_text 'CNT1_2' // Ok, I talk! I talk! Actor.PutAt($PLAYER_ACTOR, -685.59, -1247.87, 30.14) Actor.Angle($PLAYER_ACTOR) = 32.24 0395: clear_area 0 at -686.85 -1245.43 range 30.14 2.0 0395: clear_area 0 at -684.9 -1248.98 range 30.14 2.0 0211: actor $PLAYER_ACTOR walk_to -686.85 -1245.43 17@ = 0 // integer values :COUNT1_16006 if 80ED: not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 jf @COUNT1_16419 wait 0 01BD: $4775 = current_time_in_ms if $4747 == 1 // integer values jf @COUNT1_16257 if $4778 == 0 // integer values jf @COUNT1_16104 0084: $4776 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_16104 if $4778 == 1 // integer values jf @COUNT1_16164 0084: $4777 = $4775 // integer values and handles 0060: $4777 -= $4776 // integer values if $4777 >= 1000 // integer values jf @COUNT1_16164 $4778 = 2 // integer values :COUNT1_16164 if $4779 == 0 // integer values jf @COUNT1_16197 0084: $4781 = $4775 // integer values and handles $4778 = 1 // integer values :COUNT1_16197 if $4779 == 1 // integer values jf @COUNT1_16257 0084: $4780 = $4775 // integer values and handles 0060: $4780 -= $4781 // integer values if $4780 >= 1000 // integer values jf @COUNT1_16257 $4779 = 2 // integer values :COUNT1_16257 if 17@ >= 4000 // integer values jf @COUNT1_16334 if 80ED: not actor $PLAYER_ACTOR 0 -686.85 -1245.43 radius 0.5 0.5 jf @COUNT1_16334 Actor.PutAt($PLAYER_ACTOR, -686.85, -1245.43, 30.14) :COUNT1_16334 gosub @COUNT1_6731 if $4741 == 1 // integer values jf @COUNT1_16412 if $4770 == 0 // integer values jf @COUNT1_16391 17@ = 0 // integer values $4770 = 1 // integer values :COUNT1_16391 gosub @COUNT1_12323 gosub @COUNT1_13338 gosub @COUNT1_13472 :COUNT1_16412 jump @COUNT1_16006 :COUNT1_16419 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03C8: set_camera_directly_before_player Camera.Restore_WithJumpCut $4771 = 1 // integer values return :COUNT1_16457 018E: stop_sound $4742 Actor.RemoveReferences($4696) Actor.RemoveReferences($4702) Actor.RemoveReferences($4706) Actor.RemoveReferences($4710) Actor.RemoveReferences($4714) Actor.RemoveReferences($4718) Actor.RemoveReferences($4722) Actor.RemoveReferences($4726) Actor.RemoveReferences($4730) Actor.RemoveReferences($4734) Actor.RemoveReferences($4738) Actor.RemoveReferences($4754) Actor.RemoveReferences($4756) Actor.RemoveReferences($4758) Actor.RemoveReferences($4760) Actor.RemoveReferences($4762) Actor.RemoveReferences($4764) Actor.RemoveReferences($4766) Actor.RemoveReferences($4768) $4786 = 1 // integer values return //-------------Mission 35--------------- // Originally: Hit the Courier :COUNT2 gosub @COUNT2_36 if wasted_or_busted jf @COUNT2_27 gosub @COUNT2_18849 :COUNT2_27 gosub @COUNT2_19383 end_thread :COUNT2_36 $ONMISSION = 1 // integer values thread 'COUNT2' increment_mission_attempts wait 0 054C: use_GXT_table 'COUNT2' 058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 $4811 = 0 // integer values $4812 = 0 // integer values $4819 = 0 // integer values $4823 = 0 // integer values $4824 = 0 // integer values $4813 = 0 // integer values $4828 = 0 // integer values $4835 = 0 // integer values $4815 = 0 // integer values $4816 = 0 // integer values $4817 = 0 // integer values $4834 = 0 // integer values $4814 = 0 // integer values $4818 = 0 // integer values $4820 = 0 // integer values $4821 = 0 // integer values $4822 = 0 // integer values $4842 = 0 // integer values $4825 = 0 // integer values $4826 = 0 // integer values $4827 = 0 // integer values $4829 = 0 // integer values $4830 = 0 // integer values $4831 = 0 // integer values $4832 = 0 // integer values $4833 = 0 // integer values $4836 = 0 // integer values $4837 = 0 // integer values $4838 = 0 // integer values $4839 = 0 // integer values $4840 = 0 // integer values $4841 = 0 // integer values $4843 = 0 // integer values $4844 = 0 // integer values $4845 = 0 // integer values $4846 = 0 // integer values $4847 = 0 // integer values $4848 = 0 // integer values $4849 = 0 // integer values $4850 = 0 // integer values $4853 = 0.0 // floating-point values $4854 = 0.0 // floating-point values $4855 = 0.0 // floating-point values $4856 = 0.0 // floating-point values $4857 = 0.0 // floating-point values $4858 = 0.0 // floating-point values $4859 = 0.0 // floating-point values $4860 = 0.0 // floating-point values $4861 = 0.0 // floating-point values $4886 = 0.0 // floating-point values 9@ = 0.0 // floating-point values 10@ = 0.0 // floating-point values 11@ = 0.0 // floating-point values $4872 = 0.0 // floating-point values $4873 = 0.0 // floating-point values $4874 = 0.0 // floating-point values 12@ = 0.0 // floating-point values 13@ = 0.0 // floating-point values $4851 = 0 // integer values $2607 = 0 // integer values $2560 = 0 // integer values $2561 = 0 // integer values $2562 = 0 // integer values $2563 = 0 // integer values $2565 = 0 // integer values $6964 = 0.0 // floating-point values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKELLY' 023C: load_special_actor 3 'CSBUDDY' select_interior 18 Camera.SetAtPos(-1071.56, -278.9497, 12.3606) 038B: load_requested_models :COUNT2_669 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded jf @COUNT2_703 wait 0 jump @COUNT2_669 :COUNT2_703 02E4: load_cutscene_data 'CNT_2' 0244: set_cutscene_pos -1064.103 -276.39 11.066 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKELLY' 02E5: $136 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $136 'CSBUDDY' 0395: clear_area 1 at -1071.579 -281.4316 range 12.3068 3.0 0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 0171: set_player $PLAYER_CHAR z_angle_to 272.2088 041D: set_camera_near_clip 0.1 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :COUNT2_905 if 1444 > $CUT_SCENE_TIME // integer values jf @COUNT2_940 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT2_905 :COUNT2_940 00BC: text_highpriority 'CNT2_B1' 10000 ms 1 // Alright, the courier's moving the plates from the docks today. :COUNT2_955 if 3750 > $CUT_SCENE_TIME // integer values jf @COUNT2_990 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT2_955 :COUNT2_990 00BC: text_highpriority 'CNT2_B2' 10000 ms 1 // I'm gonna go intercept them, grab the plates, lose any heat, and make my way back here. :COUNT2_1005 if 7974 > $CUT_SCENE_TIME // integer values jf @COUNT2_1040 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT2_1005 :COUNT2_1040 00BC: text_highpriority 'CNT2_B3' 10000 ms 1 // Now. Depending how well this goes, :COUNT2_1055 if 9975 > $CUT_SCENE_TIME // integer values jf @COUNT2_1090 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT2_1055 :COUNT2_1090 00BC: text_highpriority 'CNT2_B4' 10000 ms 1 // we may have five minutes to print the money before the counterfeit syndicate finds us, or we may have all year. :COUNT2_1105 if 14465 > $CUT_SCENE_TIME // integer values jf @COUNT2_1140 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT2_1105 :COUNT2_1140 00BC: text_highpriority 'CNT2_B5' 10000 ms 1 // Either way, I want green rolling off the presses five minutes after I get back. Got it? :COUNT2_1155 if 18722 > $CUT_SCENE_TIME // integer values jf @COUNT2_1190 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT2_1155 :COUNT2_1190 00BC: text_highpriority 'CNT2_B6' 10000 ms 1 // Don't you worry Tommy. We'll be ready. :COUNT2_1205 if 22232 > $CUT_SCENE_TIME // integer values jf @COUNT2_1240 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT2_1205 :COUNT2_1240 00BC: text_highpriority 'CNT2_B7' 10000 ms 1 // Me an'the boys will be around in the neighborhood case you need any heat taken care of. :COUNT2_1255 if 28537 > $CUT_SCENE_TIME // integer values jf @COUNT2_1290 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT2_1255 :COUNT2_1290 00BC: text_highpriority 'CNT2_B8' 10000 ms 1 // All right, everybody cool? All right. I'll catch you later... :COUNT2_1305 if 30268 > $CUT_SCENE_TIME // integer values jf @COUNT2_1340 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @COUNT2_1305 :COUNT2_1340 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :COUNT2_1357 if fading jf @COUNT2_1381 wait 0 jump @COUNT2_1357 :COUNT2_1381 if 82E9: not cutscene_reached_end jf @COUNT2_1405 wait 0 jump @COUNT2_1381 :COUNT2_1405 03AD: set_rubbish 1 00BE: text_clear_all 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 select_interior 0 Camera.SetAtPos(-1059.841, -278.7214, 10.4044) 04E3: unknown_player $PLAYER_CHAR 3 60000 Model.Load(#SENTINEL) Model.Load(#COLT45) Model.Load(#BRIEFCASE) Model.Load(#MAVERICK) Model.Load(#SNIPER) Model.Load(#TEC9) Model.Load(#HFORI) Model.Load(#HFYBU) Model.Load(#WFYRI) Model.Load(#WFORI) Model.Load(#BFYST) Model.Load(#WFYBU) Model.Load(#UZI) Model.Load(#CHROMEGUN) 038B: load_requested_models :COUNT2_1525 if or not Model.Available(#SENTINEL) not Model.Available(#COLT45) not Model.Available(#HFORI) not Model.Available(#HFYBU) not Model.Available(#WFYRI) not Model.Available(#WFORI) jf @COUNT2_1573 wait 0 jump @COUNT2_1525 :COUNT2_1573 if or not Model.Available(#BRIEFCASE) not Model.Available(#MAVERICK) not Model.Available(#SNIPER) not Model.Available(#TEC9) not Model.Available(#BFYST) not Model.Available(#WFYBU) jf @COUNT2_1622 wait 0 jump @COUNT2_1573 :COUNT2_1622 if or not Model.Available(#CHROMEGUN) not Model.Available(#UZI) jf @COUNT2_1654 wait 0 jump @COUNT2_1622 :COUNT2_1654 $4791 = Car.Create(#MAVERICK, 408.198, -1726.195, 50.0) 0587: $4791 0 04BA: set_car $4791 speed_instantly 10.0 0129: $4799 = create_actor 9 #WFORI in_car $4791 driverseat 01B2: give_actor $4799 weapon 22 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4799 threat_search 011A: set_actor $4799 search_threat 1 011A: set_actor $4799 search_threat 4194304 0243: set_actor $4799 ped_stats_to 16 0319: set_actor $4799 running 1 0245: set_actor $4799 walk_style_to 46 0588: $4799 0 01C8: $4800 = create_actor_pedtype 9 model #HFYBU in_car $4791 passenger_seat 0 01B2: give_actor $4800 weapon 19 ammo 6 // Load the weapon model before using this 01ED: clear_actor $4800 threat_search 011A: set_actor $4800 search_threat 1 011A: set_actor $4800 search_threat 4194304 0243: set_actor $4800 ped_stats_to 16 0319: set_actor $4800 running 1 0245: set_actor $4800 walk_style_to 46 0588: $4800 0 $4191 = Marker.CreateAboveActor($4800) 0168: set_blip $4191 size 3 04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 15 04BA: set_car $4791 speed_instantly 15.0 $4812 = 1 // integer values fade 1 1500 :COUNT2_1900 if fading jf @COUNT2_1924 wait 0 jump @COUNT2_1900 :COUNT2_1924 00BC: text_highpriority 'CNT2_01' 30000 ms 1 // ~g~The counterfeit plates ~y~courier~g~ is arriving at the ~r~docks~g~ in a helicopter any second now. 018A: $4852 = create_checkpoint_at -683.1377 -1566.971 11.4 0481: 10.0 0482: 3.0 $4787 = Car.Create(#SENTINEL, -707.2035, -1549.606, 11.4769) 0229: set_car $4787 color_to 10 0 Car.Angle($4787) = 66.0 Car.SetMaxSpeed($4787, 15.0) 2@ = 0.0 // floating-point values 00AE: set_vehicle $4787 traffic_behavior_to 2 Car.ImmuneToNonPlayer($4787) = True 0466: unknown_car $4787 flag 0 03ED: set_car $4787 not_damaged_when_upside_down 1 Car.SetToNormalDriver($4787) 04BD: set_car $4787 is_part_of_convoy 1 Car.SetDriverBehaviour($4787, 11) $4788 = Car.Create(#SENTINEL, -708.85, -1553.722, 11.4936) 0229: set_car $4788 color_to 0 0 Car.Angle($4788) = 66.0 Car.SetMaxSpeed($4788, 15.0) 5@ = 0.0 // floating-point values 00AE: set_vehicle $4788 traffic_behavior_to 2 Car.ImmuneToNonPlayer($4788) = True 0466: unknown_car $4788 flag 0 03ED: set_car $4788 not_damaged_when_upside_down 1 020A: set_car $4788 door_status_to 3 Car.SetToNormalDriver($4788) 04BD: set_car $4788 is_part_of_convoy 1 Car.SetDriverBehaviour($4788, 11) $4789 = Car.Create(#SENTINEL, -710.5004, -1557.811, 11.5109) 0229: set_car $4789 color_to 10 0 Car.Angle($4789) = 66.0 Car.SetMaxSpeed($4789, 15.0) 8@ = 0.0 // floating-point values 00AE: set_vehicle $4789 traffic_behavior_to 2 Car.ImmuneToNonPlayer($4789) = True 0466: unknown_car $4789 flag 0 03ED: set_car $4789 not_damaged_when_upside_down 1 Car.SetToNormalDriver($4789) 04BD: set_car $4789 is_part_of_convoy 1 Car.SetDriverBehaviour($4789, 11) $4793 = Actor.Create(Gang3, #HFORI, -718.9443, -1530.91, 11.2232) Actor.Angle($4793) = 299.6208 01B2: give_actor $4793 weapon 19 ammo 2 // Load the weapon model before using this 01ED: clear_actor $4793 threat_search 011A: set_actor $4793 search_threat 1 011A: set_actor $4793 search_threat 4194304 011A: set_actor $4793 search_threat 1048576 0243: set_actor $4793 ped_stats_to 16 0319: set_actor $4793 running 1 0194: set_actor $4793 objective_to_guard_point -718.9443 -1530.91 11.2232 0245: set_actor $4793 walk_style_to 46 $4794 = Actor.Create(Gang3, #HFORI, -716.1127, -1533.785, 11.2238) Actor.Angle($4794) = 258.1555 01B2: give_actor $4794 weapon 23 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4794 threat_search 011A: set_actor $4794 search_threat 1 011A: set_actor $4794 search_threat 4194304 011A: set_actor $4794 search_threat 1048576 0243: set_actor $4794 ped_stats_to 16 0319: set_actor $4794 running 1 0372: set_actor $4794 anim 24 wait_state_time 60000000 ms 0194: set_actor $4794 objective_to_guard_point -716.1127 -1533.785 11.2238 0245: set_actor $4794 walk_style_to 46 $4795 = Actor.Create(Gang3, #WFORI, -715.5613, -1535.627, 11.2565) Actor.Angle($4795) = 16.6536 01B2: give_actor $4795 weapon 17 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4795 threat_search 011A: set_actor $4795 search_threat 1 011A: set_actor $4795 search_threat 4194304 011A: set_actor $4795 search_threat 1048576 0243: set_actor $4795 ped_stats_to 16 0319: set_actor $4795 running 1 0372: set_actor $4795 anim 19 wait_state_time 60000000 ms 0194: set_actor $4795 objective_to_guard_point -715.5613 -1535.627 11.2565 0245: set_actor $4795 walk_style_to 46 $4796 = Actor.Create(Gang3, #WFYRI, -710.0019, -1543.779, 11.4329) Actor.Angle($4796) = 22.8506 01B2: give_actor $4796 weapon 22 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4796 threat_search 011A: set_actor $4796 search_threat 1 011A: set_actor $4796 search_threat 4194304 011A: set_actor $4796 search_threat 1048576 0243: set_actor $4796 ped_stats_to 16 0319: set_actor $4796 running 1 0372: set_actor $4796 anim 13 wait_state_time 60000000 ms 0194: set_actor $4796 objective_to_guard_point -710.0019 -1543.779 11.4329 0245: set_actor $4796 walk_style_to 46 $4797 = Actor.Create(Gang3, #WFORI, -681.0981, -1557.247, 11.4438) Actor.Angle($4797) = 334.7375 01B2: give_actor $4797 weapon 23 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4797 threat_search 011A: set_actor $4797 search_threat 1 011A: set_actor $4797 search_threat 4194304 011A: set_actor $4797 search_threat 1048576 0243: set_actor $4797 ped_stats_to 16 0319: set_actor $4797 running 1 0194: set_actor $4797 objective_to_guard_point -681.0981 -1557.247 11.4438 0245: set_actor $4797 walk_style_to 46 $4798 = Actor.Create(Gang3, #WFYBU, -679.4094, -1559.045, 11.4483) Actor.Angle($4798) = 223.2479 01B2: give_actor $4798 weapon 22 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4798 threat_search 011A: set_actor $4798 search_threat 1 011A: set_actor $4798 search_threat 4194304 011A: set_actor $4798 search_threat 1048576 0243: set_actor $4798 ped_stats_to 16 0319: set_actor $4798 running 1 0194: set_actor $4798 objective_to_guard_point -679.4094 -1559.045 11.4483 0245: set_actor $4798 walk_style_to 46 $4802 = Actor.Create(Gang3, #HFORI, -718.4953, -1560.214, 13.858) Actor.Angle($4802) = 14.0515 01B2: give_actor $4802 weapon 19 ammo 2 // Load the weapon model before using this 01ED: clear_actor $4802 threat_search 011A: set_actor $4802 search_threat 1 011A: set_actor $4802 search_threat 4194304 011A: set_actor $4802 search_threat 1048576 0243: set_actor $4802 ped_stats_to 16 0319: set_actor $4802 running 1 0194: set_actor $4802 objective_to_guard_point -718.4953 -1560.214 13.858 0245: set_actor $4802 walk_style_to 46 $4803 = Actor.Create(Gang3, #WFYBU, -722.6389, -1557.029, 13.8587) Actor.Angle($4803) = 344.0981 01B2: give_actor $4803 weapon 22 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4803 threat_search 011A: set_actor $4803 search_threat 1 011A: set_actor $4803 search_threat 4194304 011A: set_actor $4803 search_threat 1048576 0243: set_actor $4803 ped_stats_to 16 0319: set_actor $4803 running 1 0194: set_actor $4803 objective_to_guard_point -722.6389 -1557.029 13.8587 0245: set_actor $4803 walk_style_to 46 $4804 = Actor.Create(Gang3, #WFYRI, -721.5871, -1542.477, 13.8572) Actor.Angle($4804) = 344.0981 01B2: give_actor $4804 weapon 23 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4804 threat_search 011A: set_actor $4804 search_threat 1 011A: set_actor $4804 search_threat 4194304 011A: set_actor $4804 search_threat 1048576 0243: set_actor $4804 ped_stats_to 16 0319: set_actor $4804 running 1 0194: set_actor $4804 objective_to_guard_point -721.5871 -1542.477 13.8572 0245: set_actor $4804 walk_style_to 46 $4805 = Actor.Create(Gang3, #WFYRI, -721.0208, -1548.822, 11.4844) Actor.Angle($4805) = 263.0088 01B2: give_actor $4805 weapon 22 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4805 threat_search 011A: set_actor $4805 search_threat 1 011A: set_actor $4805 search_threat 4194304 011A: set_actor $4805 search_threat 1048576 0243: set_actor $4805 ped_stats_to 16 0319: set_actor $4805 running 1 0194: set_actor $4805 objective_to_guard_point -721.0208 -1548.822 11.4844 0245: set_actor $4805 walk_style_to 46 $4806 = Actor.Create(Gang3, #BFYST, -703.3905, -1573.135, 15.6165) Actor.Angle($4806) = 312.8055 01B2: give_actor $4806 weapon 28 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4806 threat_search 011A: set_actor $4806 search_threat 1 011A: set_actor $4806 search_threat 4194304 011A: set_actor $4806 search_threat 1048576 0243: set_actor $4806 ped_stats_to 16 0319: set_actor $4806 running 1 04C6: actor $4806 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 0350: set_actor $4806 maintain_position_when_attacked 1 0291: set_actor $4806 attack_when_provoked 1 $4807 = Actor.Create(Gang3, #BFYST, -671.947, -1553.906, 22.7296) Actor.Angle($4807) = 3.9435 01B2: give_actor $4807 weapon 28 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4807 threat_search 011A: set_actor $4807 search_threat 1 011A: set_actor $4807 search_threat 4194304 011A: set_actor $4807 search_threat 1048576 0243: set_actor $4807 ped_stats_to 16 0319: set_actor $4807 running 1 04C6: actor $4807 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 0350: set_actor $4807 maintain_position_when_attacked 1 0291: set_actor $4807 attack_when_provoked 1 $4808 = Actor.Create(Gang3, #BFYST, -722.8923, -1528.647, 15.904) Actor.Angle($4808) = 331.8096 01B2: give_actor $4808 weapon 28 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4808 threat_search 011A: set_actor $4808 search_threat 1 011A: set_actor $4808 search_threat 4194304 011A: set_actor $4808 search_threat 1048576 0243: set_actor $4808 ped_stats_to 16 0319: set_actor $4808 running 1 04C6: actor $4808 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 0350: set_actor $4808 maintain_position_when_attacked 1 0291: set_actor $4808 attack_when_provoked 1 $4809 = Actor.Create(Gang3, #BFYST, -728.5547, -1554.013, 21.8729) Actor.Angle($4809) = 275.5398 01B2: give_actor $4809 weapon 28 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4809 threat_search 011A: set_actor $4809 search_threat 1 011A: set_actor $4809 search_threat 4194304 011A: set_actor $4809 search_threat 1048576 0243: set_actor $4809 ped_stats_to 16 0319: set_actor $4809 running 1 04C6: actor $4809 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 0350: set_actor $4809 maintain_position_when_attacked 1 0291: set_actor $4809 attack_when_provoked 1 $4810 = Actor.Create(Gang3, #WFYRI, -721.8732, -1500.1, 10.3946) Actor.Angle($4810) = 44.3659 01B2: give_actor $4810 weapon 19 ammo 9999 // Load the weapon model before using this 0319: set_actor $4810 running 1 0243: set_actor $4810 ped_stats_to 16 16@ = 3000 // integer values 17@ = 3000 // integer values if $ONMISSION == 0 // integer values jf @COUNT2_4074 $4791 = Car.Create(#MAVERICK, 408.198, -1726.195, 84.1376) :COUNT2_4074 wait 0 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 01BD: $4811 = current_time_in_ms $2565 += 1 // integer values if $2565 > 3 // integer values jf @COUNT2_4129 $2565 = 0 // integer values :COUNT2_4129 if $2565 == 0 // integer values jf @COUNT2_6206 if $4843 == 0 // integer values jf @COUNT2_4275 if not Car.Wrecked($4791) jf @COUNT2_4275 if 00DC: player $PLAYER_CHAR driving $4791 jf @COUNT2_4275 if not Actor.Dead($4806) jf @COUNT2_4234 01B2: give_actor $4806 weapon 19 ammo 999 // Load the weapon model before using this 01D9: actor $4806 destroy_car $4791 :COUNT2_4234 if not Actor.Dead($4807) jf @COUNT2_4268 01B2: give_actor $4807 weapon 19 ammo 999 // Load the weapon model before using this 01D9: actor $4807 destroy_car $4791 :COUNT2_4268 $4843 = 1 // integer values :COUNT2_4275 if not Actor.Dead($4793) jf @COUNT2_5919 if Actor.Driving($4793) jf @COUNT2_5583 Car.RemoveReferences($4787) $4787 = Actor.CurrentCar($4793) Car.StorePos($4787, 0@, 1@, $447) if $4816 == -1 // integer values jf @COUNT2_4366 16@ = 0 // integer values $4816 = 0 // integer values :COUNT2_4366 if $4816 == 0 // integer values jf @COUNT2_4716 if $4812 > 4 // integer values jf @COUNT2_4716 if 16@ > 2500 // integer values jf @COUNT2_4716 if $4814 == 1 // integer values jf @COUNT2_4543 Car.SetMaxSpeed($4787, 100.0) 2@ = 100.0 // floating-point values 00AE: set_vehicle $4787 traffic_behavior_to 2 Car.SetDriverBehaviour($4787, KillThePlayer) 0084: $4829 = $4811 // integer values and handles $4816 = 1 // integer values $4820 = 0 // integer values if $4812 == 7 // integer values jf @COUNT2_4536 0084: $4824 = $4811 // integer values and handles $4824 += 250 // integer values $4812 = 8 // integer values :COUNT2_4536 jump @COUNT2_4716 :COUNT2_4543 if $4812 > 6 // integer values jf @COUNT2_4716 Car.SetMaxSpeed($4787, 15.0) 2@ = 15.0 // floating-point values 00AE: set_vehicle $4787 traffic_behavior_to 2 if $4836 == 0 // integer values jf @COUNT2_4633 Car.DriveTo($4787, -1133.062, -342.2911, 9.8989) jump @COUNT2_4653 :COUNT2_4633 02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818 :COUNT2_4653 $4816 = 2 // integer values $4820 = 0 // integer values 0084: $4829 = $4811 // integer values and handles if $4812 == 7 // integer values jf @COUNT2_4716 $4812 = 8 // integer values 0084: $4824 = $4811 // integer values and handles $4824 += 750 // integer values :COUNT2_4716 if 01FC: player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0 jf @COUNT2_4761 Car.ImmuneToNonPlayer($4787) = False jump @COUNT2_4768 :COUNT2_4761 Car.ImmuneToNonPlayer($4787) = True :COUNT2_4768 if 00DC: player $PLAYER_CHAR driving $4787 jf @COUNT2_4795 01CA: actor $4793 kill_player $PLAYER_CHAR :COUNT2_4795 if $4839 == 0 // integer values jf @COUNT2_4858 if 01AD: car $4787 sphere 0 near_point -963.9817 322.1035 radius 3.0 3.0 jf @COUNT2_4858 $4839 = 1 // integer values :COUNT2_4858 if $4839 == 0 // integer values jf @COUNT2_5025 if not 2@ == 0.0 // floating-point values jf @COUNT2_5025 0084: $4880 = $4787 // integer values and handles 0084: $4881 = $4820 // integer values and handles 0084: $4882 = $4829 // integer values and handles 0086: $4877 = $4853 // floating-point values only 0086: $4878 = $4854 // floating-point values only 0086: $4879 = $4855 // floating-point values only gosub @COUNT2_20394 0084: $4820 = $4881 // integer values and handles 0084: $4829 = $4882 // integer values and handles 0086: $4853 = $4877 // floating-point values only 0086: $4854 = $4878 // floating-point values only 0086: $4855 = $4879 // floating-point values only if $4820 == -9 // integer values jf @COUNT2_5025 046B: actor $4793 leave_car $4787 and_flee $4820 = 0 // integer values :COUNT2_5025 if $4816 > 0 // integer values jf @COUNT2_5576 $4825 = Car.Health($4787) if $4814 > 0 // integer values jf @COUNT2_5094 if $4816 == 2 // integer values jf @COUNT2_5094 $4816 = 0 // integer values :COUNT2_5094 if 900 > $4825 // integer values jf @COUNT2_5163 if $4814 == 0 // integer values jf @COUNT2_5163 if $4816 == 2 // integer values jf @COUNT2_5163 $4816 = 0 // integer values $4814 = 1 // integer values :COUNT2_5163 if 300 > $4825 // integer values jf @COUNT2_5190 046B: actor $4793 leave_car $4787 and_flee :COUNT2_5190 Car.StorePos($4787, 0@, 1@, $447) 0088: $6960 = 0@ // floating-point values only $6960 -= -963.9817 // floating-point values 0088: $6961 = 1@ // floating-point values only $6961 -= 322.1035 // floating-point values 0069: $6960 *= $6960 // floating-point values 0069: $6961 *= $6961 // floating-point values 0059: $6960 += $6961 // floating-point values 01FB: 9@ = square_root $6960 if $4814 == 0 // integer values jf @COUNT2_5466 if $4836 == 0 // integer values jf @COUNT2_5373 if 01AD: car $4787 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 jf @COUNT2_5373 02C2: car $4787 drive_to_point -963.9817 322.1035 10.1818 $4836 = 1 // integer values :COUNT2_5373 0088: $4865 = 10@ // floating-point values only 0067: $4865 -= 9@ // floating-point values if $4865 > 20.0 // floating-point values jf @COUNT2_5446 Car.SetMaxSpeed($4787, 0.0) 0477: set_car $4787 action 1 time 100 2@ = 0.0 // floating-point values jump @COUNT2_5466 :COUNT2_5446 Car.SetMaxSpeed($4787, 15.0) 2@ = 15.0 // floating-point values :COUNT2_5466 if $4816 == 1 // integer values jf @COUNT2_5569 if 80E0: not player $PLAYER_CHAR driving jf @COUNT2_5569 0084: $4867 = $4787 // integer values and handles $4868 = -1 // integer values gosub @COUNT2_19492 0089: 2@ = $6964 // floating-point values only if 01FC: player $PLAYER_CHAR near_car $4787 radius 15.0 15.0 0 jf @COUNT2_5569 01CA: actor $4793 kill_player $PLAYER_CHAR :COUNT2_5569 gosub @COUNT2_21092 :COUNT2_5576 jump @COUNT2_5912 :COUNT2_5583 $4816 = -1 // integer values if $4812 > 4 // integer values jf @COUNT2_5912 if 00E9: player $PLAYER_CHAR 0 $4793 radius 40.0 40.0 jf @COUNT2_5814 if 80E0: not player $PLAYER_CHAR driving jf @COUNT2_5670 01CA: actor $4793 kill_player $PLAYER_CHAR jump @COUNT2_5807 :COUNT2_5670 if 00E9: player $PLAYER_CHAR 0 $4793 radius 25.0 25.0 jf @COUNT2_5716 01CA: actor $4793 kill_player $PLAYER_CHAR jump @COUNT2_5807 :COUNT2_5716 0084: $4869 = $4793 // integer values and handles if not Car.Wrecked($4787) jf @COUNT2_5800 if 0202: actor $4793 near_car $4787 radius 20.0 20.0 sphere 0 jf @COUNT2_5786 01D5: actor $4793 go_to_and_drive_car $4787 jump @COUNT2_5793 :COUNT2_5786 gosub @COUNT2_19759 :COUNT2_5793 jump @COUNT2_5807 :COUNT2_5800 gosub @COUNT2_19759 :COUNT2_5807 jump @COUNT2_5905 :COUNT2_5814 0084: $4869 = $4793 // integer values and handles if not Car.Wrecked($4787) jf @COUNT2_5898 if 0202: actor $4793 near_car $4787 radius 20.0 20.0 sphere 0 jf @COUNT2_5884 01D5: actor $4793 go_to_and_drive_car $4787 jump @COUNT2_5891 :COUNT2_5884 gosub @COUNT2_19759 :COUNT2_5891 jump @COUNT2_5905 :COUNT2_5898 gosub @COUNT2_19759 :COUNT2_5905 gosub @COUNT2_21092 :COUNT2_5912 jump @COUNT2_6206 :COUNT2_5919 Actor.RemoveReferences($4793) if not Actor.Dead($4794) jf @COUNT2_6064 0084: $4793 = $4794 // integer values and handles $4794 = -1 // integer values if not Actor.Dead($4795) jf @COUNT2_6006 01DE: tie_actor $4795 to_actor $4793 if 831F: not unknown_actor $4795 hit_by_actor $4793 jf @COUNT2_6006 01CC: actor $4795 kill_player $PLAYER_CHAR :COUNT2_6006 if not Actor.Dead($4796) jf @COUNT2_6057 01DE: tie_actor $4796 to_actor $4793 if 831F: not unknown_actor $4796 hit_by_actor $4793 jf @COUNT2_6057 01CC: actor $4796 kill_player $PLAYER_CHAR :COUNT2_6057 jump @COUNT2_6206 :COUNT2_6064 Actor.RemoveReferences($4794) if not Actor.Dead($4795) jf @COUNT2_6158 0084: $4793 = $4795 // integer values and handles $4795 = -1 // integer values if not Actor.Dead($4796) jf @COUNT2_6151 01DE: tie_actor $4796 to_actor $4793 if 831F: not unknown_actor $4796 hit_by_actor $4793 jf @COUNT2_6151 01CC: actor $4796 kill_player $PLAYER_CHAR :COUNT2_6151 jump @COUNT2_6206 :COUNT2_6158 Actor.RemoveReferences($4795) if not Actor.Dead($4796) jf @COUNT2_6201 0084: $4793 = $4796 // integer values and handles $4796 = -1 // integer values jump @COUNT2_6206 :COUNT2_6201 Actor.RemoveReferences($4796) :COUNT2_6206 if $2565 == 1 // integer values jf @COUNT2_10234 if $4812 > 4 // integer values jf @COUNT2_6858 if not Actor.Dead($4793) jf @COUNT2_6525 if $4832 == 0 // integer values jf @COUNT2_6434 if not Car.Wrecked($4787) jf @COUNT2_6402 if not Actor.Dead($4794) jf @COUNT2_6316 01DE: tie_actor $4794 to_actor $4793 :COUNT2_6316 if not Actor.Dead($4795) jf @COUNT2_6340 01DE: tie_actor $4795 to_actor $4793 :COUNT2_6340 if not Actor.Dead($4796) jf @COUNT2_6364 01DE: tie_actor $4796 to_actor $4793 :COUNT2_6364 if not Actor.Driving($4793) jf @COUNT2_6395 01D5: actor $4793 go_to_and_drive_car $4787 $4832 = 1 // integer values :COUNT2_6395 jump @COUNT2_6427 :COUNT2_6402 if $4814 == 0 // integer values jf @COUNT2_6427 $4814 = 1 // integer values :COUNT2_6427 jump @COUNT2_6518 :COUNT2_6434 if $4814 == 1 // integer values jf @COUNT2_6518 if Actor.Driving($4793) jf @COUNT2_6475 $4832 = 2 // integer values :COUNT2_6475 if $4832 == 1 // integer values jf @COUNT2_6518 011C: actor $4793 clear_objective 009F: set_actor $4793 idle 01CA: actor $4793 kill_player $PLAYER_CHAR $4832 = 2 // integer values :COUNT2_6518 jump @COUNT2_6550 :COUNT2_6525 if $4814 == 0 // integer values jf @COUNT2_6550 $4814 = 1 // integer values :COUNT2_6550 if not Actor.Dead($4802) jf @COUNT2_6833 if $4833 == 0 // integer values jf @COUNT2_6742 if not Car.Wrecked($4789) jf @COUNT2_6710 if not Actor.Dead($4803) jf @COUNT2_6624 01DE: tie_actor $4803 to_actor $4802 :COUNT2_6624 if not Actor.Dead($4804) jf @COUNT2_6648 01DE: tie_actor $4804 to_actor $4802 :COUNT2_6648 if not Actor.Dead($4805) jf @COUNT2_6672 01DE: tie_actor $4805 to_actor $4802 :COUNT2_6672 if not Actor.Driving($4802) jf @COUNT2_6703 01D5: actor $4802 go_to_and_drive_car $4789 $4833 = 1 // integer values :COUNT2_6703 jump @COUNT2_6735 :COUNT2_6710 if $4814 == 0 // integer values jf @COUNT2_6735 $4814 = 1 // integer values :COUNT2_6735 jump @COUNT2_6826 :COUNT2_6742 if $4814 == 1 // integer values jf @COUNT2_6826 if Actor.Driving($4802) jf @COUNT2_6783 $4833 = 2 // integer values :COUNT2_6783 if $4833 == 1 // integer values jf @COUNT2_6826 011C: actor $4802 clear_objective 009F: set_actor $4802 idle 01CA: actor $4802 kill_player $PLAYER_CHAR $4833 = 2 // integer values :COUNT2_6826 jump @COUNT2_6858 :COUNT2_6833 if $4814 == 0 // integer values jf @COUNT2_6858 $4814 = 1 // integer values :COUNT2_6858 if not Actor.Dead($4810) jf @COUNT2_7221 if 00E4: player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 jf @COUNT2_6993 if $4851 == 0 // integer values jf @COUNT2_6986 if $2563 == 0 // integer values jf @COUNT2_6971 $2563 = 1 // integer values 0084: $2588 = $4811 // integer values and handles $2588 += 6000 // integer values :COUNT2_6971 01D2: actor $4810 follow_player $PLAYER_CHAR $4851 = 1 // integer values :COUNT2_6986 jump @COUNT2_7103 :COUNT2_6993 if or 00E4: player $PLAYER_CHAR 0 -706.433 -1512.958 radius 15.0 15.0 00E4: player $PLAYER_CHAR 0 -723.606 -1515.598 radius 15.0 15.0 jf @COUNT2_7073 01CA: actor $4810 kill_player $PLAYER_CHAR jump @COUNT2_7103 :COUNT2_7073 if $4851 == 1 // integer values jf @COUNT2_7103 011C: actor $4810 clear_objective $4851 = 0 // integer values :COUNT2_7103 if 00E5: player $PLAYER_CHAR 0 -725.096 -1499.147 radius 3.7 3.0 jf @COUNT2_7214 if not $4851 == 2 // integer values jf @COUNT2_7214 01ED: clear_actor $4810 threat_search 011A: set_actor $4810 search_threat 1 011A: set_actor $4810 search_threat 4194304 011A: set_actor $4810 search_threat 1048576 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $4810 destroy_car $4790 $4851 = 2 // integer values :COUNT2_7214 jump @COUNT2_7251 :COUNT2_7221 Actor.RemoveReferences($4810) if $4814 == 0 // integer values jf @COUNT2_7251 $4814 = 1 // integer values :COUNT2_7251 if Actor.Dead($4793) jf @COUNT2_7304 Actor.RemoveReferences($4793) if $4814 == 0 // integer values jf @COUNT2_7297 $4814 = 1 // integer values :COUNT2_7297 jump @COUNT2_7337 :COUNT2_7304 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_7337 01CA: actor $4793 kill_player $PLAYER_CHAR :COUNT2_7337 if Actor.Dead($4794) jf @COUNT2_7390 Actor.RemoveReferences($4794) if $4814 == 0 // integer values jf @COUNT2_7383 $4814 = 1 // integer values :COUNT2_7383 jump @COUNT2_7423 :COUNT2_7390 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_7423 01CA: actor $4794 kill_player $PLAYER_CHAR :COUNT2_7423 if Actor.Dead($4795) jf @COUNT2_7476 Actor.RemoveReferences($4795) if $4814 == 0 // integer values jf @COUNT2_7469 $4814 = 1 // integer values :COUNT2_7469 jump @COUNT2_7509 :COUNT2_7476 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_7509 01CA: actor $4795 kill_player $PLAYER_CHAR :COUNT2_7509 if Actor.Dead($4796) jf @COUNT2_7562 Actor.RemoveReferences($4796) if $4814 == 0 // integer values jf @COUNT2_7555 $4814 = 1 // integer values :COUNT2_7555 jump @COUNT2_7595 :COUNT2_7562 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_7595 01CA: actor $4796 kill_player $PLAYER_CHAR :COUNT2_7595 if Actor.Dead($4797) jf @COUNT2_7648 Actor.RemoveReferences($4797) if $4814 == 0 // integer values jf @COUNT2_7641 $4814 = 1 // integer values :COUNT2_7641 jump @COUNT2_7681 :COUNT2_7648 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_7681 01CA: actor $4797 kill_player $PLAYER_CHAR :COUNT2_7681 if Actor.Dead($4798) jf @COUNT2_7734 Actor.RemoveReferences($4798) if $4814 == 0 // integer values jf @COUNT2_7727 $4814 = 1 // integer values :COUNT2_7727 jump @COUNT2_7767 :COUNT2_7734 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_7767 01CA: actor $4798 kill_player $PLAYER_CHAR :COUNT2_7767 if Actor.Dead($4802) jf @COUNT2_7820 Actor.RemoveReferences($4802) if $4814 == 0 // integer values jf @COUNT2_7813 $4814 = 1 // integer values :COUNT2_7813 jump @COUNT2_7853 :COUNT2_7820 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_7853 01CA: actor $4802 kill_player $PLAYER_CHAR :COUNT2_7853 if Actor.Dead($4803) jf @COUNT2_7906 Actor.RemoveReferences($4803) if $4814 == 0 // integer values jf @COUNT2_7899 $4814 = 1 // integer values :COUNT2_7899 jump @COUNT2_7939 :COUNT2_7906 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_7939 01CA: actor $4803 kill_player $PLAYER_CHAR :COUNT2_7939 if Actor.Dead($4804) jf @COUNT2_7992 Actor.RemoveReferences($4804) if $4814 == 0 // integer values jf @COUNT2_7985 $4814 = 1 // integer values :COUNT2_7985 jump @COUNT2_8025 :COUNT2_7992 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_8025 01CA: actor $4804 kill_player $PLAYER_CHAR :COUNT2_8025 if Actor.Dead($4805) jf @COUNT2_8078 Actor.RemoveReferences($4805) if $4814 == 0 // integer values jf @COUNT2_8071 $4814 = 1 // integer values :COUNT2_8071 jump @COUNT2_8111 :COUNT2_8078 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_8111 01CA: actor $4805 kill_player $PLAYER_CHAR :COUNT2_8111 if Actor.Dead($4806) jf @COUNT2_8164 Actor.RemoveReferences($4806) if $4814 == 0 // integer values jf @COUNT2_8157 $4814 = 1 // integer values :COUNT2_8157 jump @COUNT2_8197 :COUNT2_8164 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_8197 01CA: actor $4806 kill_player $PLAYER_CHAR :COUNT2_8197 if Actor.Dead($4807) jf @COUNT2_8250 Actor.RemoveReferences($4807) if $4814 == 0 // integer values jf @COUNT2_8243 $4814 = 1 // integer values :COUNT2_8243 jump @COUNT2_8283 :COUNT2_8250 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_8283 01CA: actor $4807 kill_player $PLAYER_CHAR :COUNT2_8283 if Actor.Dead($4808) jf @COUNT2_8336 Actor.RemoveReferences($4808) if $4814 == 0 // integer values jf @COUNT2_8329 $4814 = 1 // integer values :COUNT2_8329 jump @COUNT2_8369 :COUNT2_8336 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_8369 01CA: actor $4808 kill_player $PLAYER_CHAR :COUNT2_8369 if Actor.Dead($4809) jf @COUNT2_8422 Actor.RemoveReferences($4809) if $4814 == 0 // integer values jf @COUNT2_8415 $4814 = 1 // integer values :COUNT2_8415 jump @COUNT2_8455 :COUNT2_8422 if and $4814 == 1 // integer values 7 > $4812 // integer values jf @COUNT2_8455 01CA: actor $4809 kill_player $PLAYER_CHAR :COUNT2_8455 if not Actor.Dead($4800) jf @COUNT2_9980 if Actor.Driving($4800) jf @COUNT2_8531 if 050D: unknown_actor $4800 dead jf @COUNT2_8517 $4823 = 0 // integer values jump @COUNT2_8524 :COUNT2_8517 $4823 = 1 // integer values :COUNT2_8524 jump @COUNT2_8564 :COUNT2_8531 $4823 = 0 // integer values if 001C: $4828 > $4811 // integer values jf @COUNT2_8564 gosub @COUNT2_20994 :COUNT2_8564 if $4812 == 1 // integer values jf @COUNT2_8675 if 0100: actor $4800 near_point_in_car -649.6716 -1590.727 40.0 radius 5.0 5.0 5.0 sphere 0 jf @COUNT2_8675 if not Car.Wrecked($4791) jf @COUNT2_8668 04A2: heli $4791 fly_to -664.9825 -1579.252 25.0 speed 15 :COUNT2_8668 $4812 = 2 // integer values :COUNT2_8675 if $4812 == 2 // integer values jf @COUNT2_8786 if 0100: actor $4800 near_point_in_car -664.9825 -1579.252 25.0 radius 5.0 5.0 5.0 sphere 0 jf @COUNT2_8786 if not Car.Wrecked($4791) jf @COUNT2_8779 04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 10 :COUNT2_8779 $4812 = 3 // integer values :COUNT2_8786 if $4812 == 3 // integer values jf @COUNT2_8897 if 0100: actor $4800 near_point_in_car -679.126 -1569.792 17.7605 radius 5.0 5.0 5.0 sphere 0 jf @COUNT2_8897 if not Car.Wrecked($4791) jf @COUNT2_8890 04A2: heli $4791 fly_to -683.1377 -1566.971 11.4 speed 5 :COUNT2_8890 $4812 = 4 // integer values :COUNT2_8897 if $4812 == 4 // integer values jf @COUNT2_9192 if not Car.Wrecked($4791) jf @COUNT2_9192 if 00FE: actor $4800 0 -683.1377 -1566.971 11.4 radius 3.0 3.0 3.0 jf @COUNT2_9192 if 81F3: not car $4791 airborne jf @COUNT2_9192 if not Car.Wrecked($4788) jf @COUNT2_9122 03E2: actor $4800 exit_car if not Actor.Dead($4797) jf @COUNT2_9040 01DE: tie_actor $4797 to_actor $4800 :COUNT2_9040 if not Actor.Dead($4798) jf @COUNT2_9064 01DE: tie_actor $4798 to_actor $4800 :COUNT2_9064 if not Actor.Dead($4799) jf @COUNT2_9088 01DE: tie_actor $4799 to_actor $4800 :COUNT2_9088 $4812 = 5 // integer values 00BC: text_highpriority 'CNT2_08' 5000 ms 1 // ~g~The ~r~courier~g~ with the plates has arrived at the docks. Marker.Disable($4852) jump @COUNT2_9192 :COUNT2_9122 if not Car.Wrecked($4791) jf @COUNT2_9160 04A2: heli $4791 fly_to -679.126 -1569.792 17.7605 speed 60 :COUNT2_9160 $4812 = -1 // integer values if not $4814 == 1 // integer values jf @COUNT2_9192 $4814 = 1 // integer values :COUNT2_9192 if $4812 == 5 // integer values jf @COUNT2_9336 if not Actor.Driving($4800) jf @COUNT2_9336 if not Car.Wrecked($4788) jf @COUNT2_9264 01D5: actor $4800 go_to_and_drive_car $4788 $4812 = 6 // integer values jump @COUNT2_9336 :COUNT2_9264 if $2562 == 0 // integer values jf @COUNT2_9305 $2562 = 1 // integer values 0084: $2587 = $4811 // integer values and handles $2587 += 6000 // integer values :COUNT2_9305 if not Car.Wrecked($4791) jf @COUNT2_9336 01D5: actor $4800 go_to_and_drive_car $4791 $4812 = -1 // integer values :COUNT2_9336 if $4812 == 6 // integer values jf @COUNT2_9377 if Actor.Driving($4800) jf @COUNT2_9377 $4812 = 7 // integer values :COUNT2_9377 if $4812 == -1 // integer values jf @COUNT2_9459 if not Car.Wrecked($4791) jf @COUNT2_9459 if Actor.InCar($4800, $4791) jf @COUNT2_9459 04A2: heli $4791 fly_to -664.9825 -1579.252 31.0306 speed 60 $4812 = -2 // integer values :COUNT2_9459 if $4812 == -2 // integer values jf @COUNT2_9585 if 0100: actor $4800 near_point_in_car -664.9825 -1579.252 31.0306 radius 5.0 5.0 5.0 sphere 0 jf @COUNT2_9585 if not Car.Wrecked($4791) jf @COUNT2_9585 04A2: heli $4791 fly_to -649.6716 -1590.727 40.0 speed 60 00BC: text_highpriority 'CNT2_02' 5000 ms 1 // ~r~The plates courier has fled in the helicopter. jump @COUNT2_18849 :COUNT2_9585 if $4819 == 1 // integer values jf @COUNT2_9700 01E0: clear_leader $4800 if not Actor.Dead($4797) jf @COUNT2_9629 01E0: clear_leader $4797 :COUNT2_9629 if not Actor.Dead($4798) jf @COUNT2_9650 01E0: clear_leader $4798 :COUNT2_9650 if not Actor.Dead($4799) jf @COUNT2_9671 01E0: clear_leader $4799 :COUNT2_9671 0239: actor $4800 run_to -973.956 317.3278 0411: set_actor $4800 use_pednode_seek 0 $4819 = 2 // integer values :COUNT2_9700 if $4819 == 2 // integer values jf @COUNT2_9785 if 00ED: actor $4800 0 -973.956 317.3278 radius 1.5 1.5 jf @COUNT2_9785 0239: actor $4800 run_to -974.5215 266.5887 0411: set_actor $4800 use_pednode_seek 0 $4819 = 3 // integer values :COUNT2_9785 if $4819 == 3 // integer values jf @COUNT2_9870 if 00ED: actor $4800 0 -974.5215 266.5887 radius 1.5 1.5 jf @COUNT2_9870 0239: actor $4800 run_to -987.1808 266.6001 0411: set_actor $4800 use_pednode_seek 0 $4819 = 4 // integer values :COUNT2_9870 if $4819 == 4 // integer values jf @COUNT2_9973 if 00F0: actor $4800 stopped 0 -987.1808 266.6001 radius 1.5 1.5 jf @COUNT2_9973 0194: set_actor $4800 objective_to_guard_point -987.1808 266.6001 7.7758 01B2: give_actor $4800 weapon 19 ammo 9999 // Load the weapon model before using this Actor.Angle($4800) = 270.0 $4819 = 5 // integer values :COUNT2_9973 jump @COUNT2_10234 :COUNT2_9980 if $4823 == 1 // integer values jf @COUNT2_10027 00BC: text_highpriority 'CNT2_04' 5000 ms 1 // ~r~You destroyed the plates in the explosion! jump @COUNT2_18849 jump @COUNT2_10234 :COUNT2_10027 if 84AD: not actor $4800 in_water jf @COUNT2_10212 if not $4814 == 1 // integer values jf @COUNT2_10068 $4814 = 1 // integer values :COUNT2_10068 if $4834 == 0 // integer values jf @COUNT2_10205 Marker.Disable($4191) if 056D: actor $4800 defined jf @COUNT2_10128 Actor.StoreDeadActorPos($4800, $445, $446, $447) jump @COUNT2_10150 :COUNT2_10128 00BC: text_highpriority 'CNT2_04' 5000 ms 1 // ~r~You destroyed the plates in the explosion! jump @COUNT2_18849 :COUNT2_10150 $4792 = Pickup.Create(#BRIEFCASE, 3, $445, $446, $447) 03DC: $4191 = create_marker_above_pickup $4792 00BC: text_highpriority 'CNT2_06' 5000 ms 1 // ~g~The courier has died and dropped the plates, get to them before anyone else. $4823 = 2 // integer values $4834 = 1 // integer values :COUNT2_10205 jump @COUNT2_10234 :COUNT2_10212 00BC: text_highpriority 'CNT2_11' 5000 ms 1 // ~r~The plates are at the bottom of the sea! jump @COUNT2_18849 :COUNT2_10234 if $4823 == 2 // integer values jf @COUNT2_11060 if not Pickup.Picked_up($4792) jf @COUNT2_11053 if $2561 == 0 // integer values jf @COUNT2_10309 $2561 = 1 // integer values 0084: $2586 = $4811 // integer values and handles $2586 += 6000 // integer values :COUNT2_10309 if not Actor.Dead($4797) jf @COUNT2_10557 01E0: clear_leader $4797 011C: actor $4797 clear_objective 0239: actor $4797 run_to $445 $446 0411: set_actor $4797 use_pednode_seek 0 if 00ED: actor $4797 0 $445 $446 radius 1.0 1.0 jf @COUNT2_10550 Marker.Disable($4191) Pickup.Destroy($4792) 00BC: text_highpriority 'CNT2_07' 5000 ms 1 // ~g~One of the guards has picked up the plates, don't let 'em get away. $4834 = 0 // integer values 0084: $4800 = $4797 // integer values and handles $4797 = -1 // integer values $4823 = 0 // integer values $4818 = 1 // integer values $4819 = 0 // integer values $4191 = Marker.CreateAboveActor($4800) if not Car.Wrecked($4788) jf @COUNT2_10535 if 0185: car $4788 health >= 400 jf @COUNT2_10513 01D5: actor $4800 go_to_and_drive_car $4788 jump @COUNT2_10528 :COUNT2_10513 0084: $4869 = $4800 // integer values and handles gosub @COUNT2_19759 :COUNT2_10528 jump @COUNT2_10550 :COUNT2_10535 0084: $4869 = $4800 // integer values and handles gosub @COUNT2_19759 :COUNT2_10550 jump @COUNT2_11046 :COUNT2_10557 if not Actor.Dead($4798) jf @COUNT2_10805 01E0: clear_leader $4798 011C: actor $4798 clear_objective 0239: actor $4798 run_to $445 $446 0411: set_actor $4798 use_pednode_seek 0 if 00ED: actor $4798 0 $445 $446 radius 1.0 1.0 jf @COUNT2_10798 Marker.Disable($4191) Pickup.Destroy($4792) 00BC: text_highpriority 'CNT2_07' 5000 ms 1 // ~g~One of the guards has picked up the plates, don't let 'em get away. $4834 = 0 // integer values 0084: $4800 = $4798 // integer values and handles $4798 = -1 // integer values $4823 = 0 // integer values $4818 = 1 // integer values $4819 = 0 // integer values $4191 = Marker.CreateAboveActor($4800) if not Car.Wrecked($4788) jf @COUNT2_10783 if 0185: car $4788 health >= 400 jf @COUNT2_10761 01D5: actor $4800 go_to_and_drive_car $4788 jump @COUNT2_10776 :COUNT2_10761 0084: $4869 = $4800 // integer values and handles gosub @COUNT2_19759 :COUNT2_10776 jump @COUNT2_10798 :COUNT2_10783 0084: $4869 = $4800 // integer values and handles gosub @COUNT2_19759 :COUNT2_10798 jump @COUNT2_11046 :COUNT2_10805 if not Actor.Dead($4799) jf @COUNT2_11046 01E0: clear_leader $4799 011C: actor $4799 clear_objective 0239: actor $4799 run_to $445 $446 0411: set_actor $4799 use_pednode_seek 0 if 00ED: actor $4799 0 $445 $446 radius 1.0 1.0 jf @COUNT2_11046 Marker.Disable($4191) Pickup.Destroy($4792) 00BC: text_highpriority 'CNT2_07' 5000 ms 1 // ~g~One of the guards has picked up the plates, don't let 'em get away. $4834 = 0 // integer values 0084: $4800 = $4799 // integer values and handles $4799 = -1 // integer values $4823 = 0 // integer values $4818 = 1 // integer values $4819 = 0 // integer values $4191 = Marker.CreateAboveActor($4800) if not Car.Wrecked($4788) jf @COUNT2_11031 if 0185: car $4788 health >= 400 jf @COUNT2_11009 01D5: actor $4800 go_to_and_drive_car $4788 jump @COUNT2_11024 :COUNT2_11009 0084: $4869 = $4800 // integer values and handles gosub @COUNT2_19759 :COUNT2_11024 jump @COUNT2_11046 :COUNT2_11031 0084: $4869 = $4800 // integer values and handles gosub @COUNT2_19759 :COUNT2_11046 jump @COUNT2_11060 :COUNT2_11053 $4823 = 3 // integer values :COUNT2_11060 if and $4818 == 1 // integer values $4823 == 1 // integer values jf @COUNT2_11235 if not Actor.Dead($4800) jf @COUNT2_11235 Car.RemoveReferences($4788) $4788 = -1 // integer values 00D9: $4788 = actor $4800 car // add to mission cleanup Car.SetMaxSpeed($4788, 15.0) 5@ = 15.0 // floating-point values 00AE: set_vehicle $4788 traffic_behavior_to 2 if $4837 == 0 // integer values jf @COUNT2_11193 Car.DriveTo($4788, -1133.062, -342.2911, 9.8989) jump @COUNT2_11213 :COUNT2_11193 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 :COUNT2_11213 $4821 = 0 // integer values 0084: $4830 = $4811 // integer values and handles $4818 = 0 // integer values :COUNT2_11235 if $4823 == 3 // integer values jf @COUNT2_11313 Marker.Disable($4191) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'CNT2_05' 5000 ms 1 // ~g~You have the counterfeit plates. Take them to the print works. 018A: $4191 = create_checkpoint_at $474 $475 $476 $4823 = 4 // integer values :COUNT2_11313 if $4823 == 4 // integer values jf @COUNT2_11380 if 00F5: player $PLAYER_CHAR 1 $474 $475 $476 radius 1.5 2.0 2.0 jf @COUNT2_11380 jump @COUNT2_18866 :COUNT2_11380 if $4812 > 6 // integer values jf @COUNT2_11626 if not Actor.Dead($4806) jf @COUNT2_11626 if not Car.Wrecked($4791) jf @COUNT2_11626 if $4842 == 0 // integer values jf @COUNT2_11530 if 80DC: not player $PLAYER_CHAR driving $4791 jf @COUNT2_11530 if 01AF: car $4791 0 -683.1377 -1566.971 11.4 radius 4.0 4.0 4.0 jf @COUNT2_11530 01D5: actor $4806 go_to_and_drive_car $4791 $4842 = 1 // integer values :COUNT2_11530 if $4842 == 1 // integer values jf @COUNT2_11626 if Actor.InCar($4806, $4791) jf @COUNT2_11626 04A2: heli $4791 fly_to 408.198 -1726.195 84.1376 speed 50 Car.RemoveReferences($4791) Actor.RemoveReferences($4806) Actor.RemoveReferences($4807) Actor.RemoveReferences($4808) Actor.RemoveReferences($4809) Actor.RemoveReferences($4810) $4842 = 2 // integer values :COUNT2_11626 if $2565 == 2 // integer values jf @COUNT2_14221 if not Car.Wrecked($4788) jf @COUNT2_14199 Car.StorePos($4788, 3@, 4@, $447) if $4835 == 1 // integer values jf @COUNT2_12130 if $4815 == 1 // integer values jf @COUNT2_11717 $4815 = 2 // integer values :COUNT2_11717 if $4815 == 0 // integer values jf @COUNT2_11955 if 001C: $4811 > $4844 // integer values jf @COUNT2_11955 if not Actor.Dead($4799) jf @COUNT2_11797 if Actor.InCar($4799, $4788) jf @COUNT2_11797 0084: $4801 = $4799 // integer values and handles :COUNT2_11797 if not Actor.Dead($4798) jf @COUNT2_11840 if Actor.InCar($4798, $4788) jf @COUNT2_11840 0084: $4801 = $4798 // integer values and handles :COUNT2_11840 if not Actor.Dead($4797) jf @COUNT2_11883 if Actor.InCar($4797, $4788) jf @COUNT2_11883 0084: $4801 = $4797 // integer values and handles :COUNT2_11883 if not Actor.Dead($4801) jf @COUNT2_11955 if Actor.InCar($4801, $4788) jf @COUNT2_11955 Car.StorePos($4788, $445, $446, $447) 0362: put_actor $4801 at $445 $446 -10.0 and_remove_from_car $4815 = 1 // integer values :COUNT2_11955 if $4815 == 3 // integer values jf @COUNT2_12050 if not Actor.Dead($4801) jf @COUNT2_12043 if 00E0: player $PLAYER_CHAR driving jf @COUNT2_12028 03C1: $4790 = player $PLAYER_CHAR car_no_save 01D9: actor $4801 destroy_car $4790 jump @COUNT2_12036 :COUNT2_12028 01CA: actor $4801 kill_player $PLAYER_CHAR :COUNT2_12036 jump @COUNT2_12050 :COUNT2_12043 $4835 = 0 // integer values :COUNT2_12050 if $4815 == 2 // integer values jf @COUNT2_12123 if not Actor.Dead($4801) jf @COUNT2_12123 0464: put_actor $4801 into_turret_on_car $4788 at_car_offset 0.0 -0.3 0.8 position 2 angle 360.0 with_weapon 22 $4815 = 3 // integer values :COUNT2_12123 jump @COUNT2_12448 :COUNT2_12130 if $4815 > 0 // integer values jf @COUNT2_12448 if not Actor.Dead($4801) jf @COUNT2_12436 0465: remove_actor $4801 from_turret_mode $4813 = 0 // integer values :COUNT2_12176 if 8431: not car $4788 car_passenger_seat_free $4813 jf @COUNT2_12209 $4813 += 1 // integer values jump @COUNT2_12176 :COUNT2_12209 if 003A: $4801 == $4797 // integer values and handles jf @COUNT2_12256 Actor.DestroyInstantly($4797) 01C8: $4797 = create_actor_pedtype 9 model #WFORI in_car $4788 passenger_seat $4813 0084: $4801 = $4797 // integer values and handles :COUNT2_12256 if 003A: $4801 == $4798 // integer values and handles jf @COUNT2_12303 Actor.DestroyInstantly($4798) 01C8: $4798 = create_actor_pedtype 9 model #WFYBU in_car $4788 passenger_seat $4813 0084: $4801 = $4798 // integer values and handles :COUNT2_12303 if 003A: $4801 == $4799 // integer values and handles jf @COUNT2_12350 Actor.DestroyInstantly($4799) 01C8: $4799 = create_actor_pedtype 9 model #WFORI in_car $4788 passenger_seat $4813 0084: $4801 = $4799 // integer values and handles :COUNT2_12350 01B2: give_actor $4801 weapon 22 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4801 threat_search 011A: set_actor $4801 search_threat 1 011A: set_actor $4801 search_threat 4194304 011A: set_actor $4801 search_threat 1048576 0243: set_actor $4801 ped_stats_to 16 0319: set_actor $4801 running 1 0084: $4844 = $4811 // integer values and handles $4844 += 500 // integer values $4815 = 0 // integer values jump @COUNT2_12448 :COUNT2_12436 0465: remove_actor $4801 from_turret_mode $4815 = 0 // integer values :COUNT2_12448 if not Actor.Dead($4800) jf @COUNT2_12508 if Actor.InCar($4800, $4788) jf @COUNT2_12508 if $4814 == 1 // integer values jf @COUNT2_12508 $4812 = 8 // integer values :COUNT2_12508 if $4812 == 8 // integer values jf @COUNT2_12687 if or 001C: $4811 > $4824 // integer values $4814 == 1 // integer values jf @COUNT2_12687 Car.SetMaxSpeed($4788, 15.0) 5@ = 15.0 // floating-point values 00AE: set_vehicle $4788 traffic_behavior_to 2 if $4837 == 0 // integer values jf @COUNT2_12629 Car.DriveTo($4788, -1133.062, -342.2911, 9.8989) Actor.RemoveReferences($4810) jump @COUNT2_12649 :COUNT2_12629 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 :COUNT2_12649 $4821 = 0 // integer values 0084: $4830 = $4811 // integer values and handles 0084: $4824 = $4811 // integer values and handles $4824 += 750 // integer values $4812 = 9 // integer values :COUNT2_12687 if 01FC: player $PLAYER_CHAR near_car $4788 radius 15.0 15.0 0 jf @COUNT2_12732 Car.ImmuneToNonPlayer($4788) = False jump @COUNT2_12739 :COUNT2_12732 Car.ImmuneToNonPlayer($4788) = True :COUNT2_12739 if $4837 == 0 // integer values jf @COUNT2_12822 if 01AD: car $4788 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 jf @COUNT2_12822 02C2: car $4788 drive_to_point -971.6564 322.1157 10.1667 $4837 = 1 // integer values :COUNT2_12822 if $4812 > 8 // integer values jf @COUNT2_13136 if $4840 == 0 // integer values jf @COUNT2_12903 if 01AD: car $4788 sphere 0 near_point -971.6564 322.1157 radius 3.0 3.0 jf @COUNT2_12903 $4840 = 1 // integer values :COUNT2_12903 if $4840 == 0 // integer values jf @COUNT2_13111 if not 5@ == 0.0 // floating-point values jf @COUNT2_13104 0084: $4880 = $4788 // integer values and handles 0084: $4881 = $4821 // integer values and handles 0084: $4882 = $4830 // integer values and handles 0086: $4877 = $4856 // floating-point values only 0086: $4878 = $4857 // floating-point values only 0086: $4879 = $4858 // floating-point values only gosub @COUNT2_20394 0084: $4821 = $4881 // integer values and handles 0084: $4830 = $4882 // integer values and handles 0086: $4856 = $4877 // floating-point values only 0086: $4857 = $4878 // floating-point values only 0086: $4858 = $4879 // floating-point values only if $4814 > 0 // integer values jf @COUNT2_13104 if $4821 == -9 // integer values jf @COUNT2_13104 if not Actor.Dead($4800) jf @COUNT2_13097 046B: actor $4800 leave_car $4788 and_flee :COUNT2_13097 $4821 = 0 // integer values :COUNT2_13104 jump @COUNT2_13136 :COUNT2_13111 if $4819 == 0 // integer values jf @COUNT2_13136 $4819 = 1 // integer values :COUNT2_13136 $4826 = Car.Health($4788) if 990 > $4826 // integer values jf @COUNT2_13188 if $4814 == 0 // integer values jf @COUNT2_13188 $4814 = 1 // integer values :COUNT2_13188 if $4812 > 8 // integer values jf @COUNT2_14185 if 300 > $4826 // integer values jf @COUNT2_13301 Car.SetMaxSpeed($4788, 0.0) 0477: set_car $4788 action 1 time 100 5@ = 0.0 // floating-point values if not Actor.Dead($4800) jf @COUNT2_13278 046B: actor $4800 leave_car $4788 and_flee :COUNT2_13278 0084: $4828 = $4811 // integer values and handles $4828 += 5000 // integer values $4814 = 1 // integer values :COUNT2_13301 if $4814 == 0 // integer values jf @COUNT2_13779 if not Car.Wrecked($4787) jf @COUNT2_13666 0084: $4867 = $4788 // integer values and handles 0084: $4868 = $4787 // integer values and handles gosub @COUNT2_19492 0089: 5@ = $6964 // floating-point values only Car.StorePos($4788, 3@, 4@, $447) 0088: $6960 = 3@ // floating-point values only $6960 -= -963.9817 // floating-point values 0088: $6961 = 4@ // floating-point values only $6961 -= 322.1035 // floating-point values 0069: $6960 *= $6960 // floating-point values 0069: $6961 *= $6961 // floating-point values 0059: $6960 += $6961 // floating-point values 01FB: 10@ = square_root $6960 02F8: get_vehicle $4788 Z_angle_sine_to $6978 02F9: get_vehicle $4788 Z_angle_cosine_to $6979 if not Car.Wrecked($4787) jf @COUNT2_13494 Car.StorePos($4787, 0@, 1@, $447) :COUNT2_13494 Car.StorePos($4788, 3@, 4@, $447) 0088: $6960 = 3@ // floating-point values only 0067: $6960 -= 0@ // floating-point values 0069: $6978 *= $6960 // floating-point values 0088: $6961 = 4@ // floating-point values only 0067: $6961 -= 1@ // floating-point values 0069: $6979 *= $6961 // floating-point values 0086: $4864 = $6978 // floating-point values only 0059: $4864 += $6979 // floating-point values 0088: $6981 = 1@ // floating-point values only $6981 -= 20.0 // floating-point values if $4864 > 0.0 // floating-point values jf @COUNT2_13659 if 0027: 4@ > $6981 // floating-point values only jf @COUNT2_13659 Car.SetMaxSpeed($4788, 0.0) 0477: set_car $4788 action 1 time 100 5@ = 0.0 // floating-point values :COUNT2_13659 jump @COUNT2_13686 :COUNT2_13666 Car.SetMaxSpeed($4788, 15.0) 5@ = 15.0 // floating-point values :COUNT2_13686 0088: $4866 = 11@ // floating-point values only 0067: $4866 -= 10@ // floating-point values if $4866 > 20.0 // floating-point values jf @COUNT2_13759 Car.SetMaxSpeed($4788, 0.0) 0477: set_car $4788 action 1 time 100 5@ = 0.0 // floating-point values jump @COUNT2_13779 :COUNT2_13759 Car.SetMaxSpeed($4788, 15.0) 5@ = 15.0 // floating-point values :COUNT2_13779 if $4814 == 1 // integer values jf @COUNT2_14171 0086: $4862 = $95 // floating-point values only 0067: $4862 -= 3@ // floating-point values 0086: $4863 = $96 // floating-point values only 0067: $4863 -= 4@ // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 5@ = 1000.0 // floating-point values 0077: 5@ /= $4864 // floating-point values if 5@ > 50.0 // floating-point values jf @COUNT2_13918 5@ = 50.0 // floating-point values :COUNT2_13918 if 20.0 > 5@ // floating-point values jf @COUNT2_13949 5@ = 20.0 // floating-point values :COUNT2_13949 Car.SetMaxSpeed($4788, 5@) if 01FE: player $PLAYER_CHAR near_car_in_car $4788 radius 20.0 20.0 0 jf @COUNT2_14157 if 020D: car $4788 flipped jf @COUNT2_14143 if 81C1: not car $4788 stopped jf @COUNT2_14129 if 5@ > 15.0 // floating-point values jf @COUNT2_14115 if and 031E: vehicle $4788 hit_by_weapon 39 8185: not car $4788 health >= $4845 jf @COUNT2_14081 $4835 = 0 // integer values jump @COUNT2_14088 :COUNT2_14081 $4835 = 1 // integer values :COUNT2_14088 0468: set_vehicle $4788 clear_last_weapon_damage $4845 = Car.Health($4788) $4845 -= 25 // integer values jump @COUNT2_14122 :COUNT2_14115 $4835 = 0 // integer values :COUNT2_14122 jump @COUNT2_14136 :COUNT2_14129 $4835 = 0 // integer values :COUNT2_14136 jump @COUNT2_14150 :COUNT2_14143 $4835 = 0 // integer values :COUNT2_14150 jump @COUNT2_14164 :COUNT2_14157 $4835 = 0 // integer values :COUNT2_14164 jump @COUNT2_14178 :COUNT2_14171 $4835 = 0 // integer values :COUNT2_14178 jump @COUNT2_14192 :COUNT2_14185 $4835 = 0 // integer values :COUNT2_14192 jump @COUNT2_14221 :COUNT2_14199 0465: remove_actor $4797 from_turret_mode 0465: remove_actor $4798 from_turret_mode 0465: remove_actor $4799 from_turret_mode $4835 = 0 // integer values :COUNT2_14221 if $2565 == 3 // integer values jf @COUNT2_18006 if not Actor.Dead($4802) jf @COUNT2_16029 if Actor.Driving($4802) jf @COUNT2_15693 Car.RemoveReferences($4789) $4789 = Actor.CurrentCar($4802) Car.StorePos($4789, 6@, 7@, $447) if $4817 == -1 // integer values jf @COUNT2_14330 17@ = 0 // integer values $4817 = 0 // integer values :COUNT2_14330 if $4812 == 9 // integer values jf @COUNT2_14481 if 001C: $4811 > $4824 // integer values jf @COUNT2_14481 Car.SetMaxSpeed($4789, 15.0) 8@ = 15.0 // floating-point values 00AE: set_vehicle $4789 traffic_behavior_to 2 if $4838 == 0 // integer values jf @COUNT2_14439 Car.DriveTo($4789, -1133.062, -342.2911, 9.8989) jump @COUNT2_14459 :COUNT2_14439 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 :COUNT2_14459 $4822 = 0 // integer values 0084: $4831 = $4811 // integer values and handles $4812 = 10 // integer values :COUNT2_14481 if 01FC: player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0 jf @COUNT2_14526 Car.ImmuneToNonPlayer($4789) = False jump @COUNT2_14533 :COUNT2_14526 Car.ImmuneToNonPlayer($4789) = True :COUNT2_14533 if $4817 == 0 // integer values jf @COUNT2_14786 if or $4812 > 4 // integer values $4814 == 1 // integer values jf @COUNT2_14786 if 17@ > 2500 // integer values jf @COUNT2_14786 if $4814 == 1 // integer values jf @COUNT2_14669 Car.SetMaxSpeed($4789, 100.0) 8@ = 100.0 // floating-point values 00AE: set_vehicle $4789 traffic_behavior_to 2 Car.SetDriverBehaviour($4789, KillThePlayer) 0084: $4831 = $4811 // integer values and handles $4817 = 1 // integer values jump @COUNT2_14786 :COUNT2_14669 if $4812 > 9 // integer values jf @COUNT2_14786 Car.SetMaxSpeed($4789, 15.0) 8@ = 15.0 // floating-point values 00AE: set_vehicle $4789 traffic_behavior_to 2 if $4838 == 0 // integer values jf @COUNT2_14759 Car.DriveTo($4789, -1133.062, -342.2911, 9.8989) jump @COUNT2_14779 :COUNT2_14759 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 :COUNT2_14779 $4817 = 2 // integer values :COUNT2_14786 if $4817 > 0 // integer values jf @COUNT2_15686 if 00DC: player $PLAYER_CHAR driving $4789 jf @COUNT2_14831 01CA: actor $4802 kill_player $PLAYER_CHAR :COUNT2_14831 if $4812 > 9 // integer values jf @COUNT2_15211 if $4841 == 0 // integer values jf @COUNT2_14912 if 01AD: car $4789 sphere 0 near_point -984.1348 322.0096 radius 3.0 3.0 jf @COUNT2_14912 $4841 = 1 // integer values :COUNT2_14912 if $4841 == 0 // integer values jf @COUNT2_15079 if not 8@ == 0.0 // floating-point values jf @COUNT2_15079 0084: $4880 = $4789 // integer values and handles 0084: $4881 = $4822 // integer values and handles 0084: $4882 = $4831 // integer values and handles 0086: $4877 = $4859 // floating-point values only 0086: $4878 = $4860 // floating-point values only 0086: $4879 = $4861 // floating-point values only gosub @COUNT2_20394 0084: $4822 = $4881 // integer values and handles 0084: $4831 = $4882 // integer values and handles 0086: $4859 = $4877 // floating-point values only 0086: $4860 = $4878 // floating-point values only 0086: $4861 = $4879 // floating-point values only if $4822 == -9 // integer values jf @COUNT2_15079 046B: actor $4802 leave_car $4789 and_flee $4822 = 0 // integer values :COUNT2_15079 if $4814 == 0 // integer values jf @COUNT2_15211 if $4838 == 0 // integer values jf @COUNT2_15180 if 01AD: car $4789 sphere 0 near_point -1133.062 -342.2911 radius 10.0 10.0 jf @COUNT2_15180 02C2: car $4789 drive_to_point -984.1348 322.0096 10.1792 $4838 = 1 // integer values :COUNT2_15180 0084: $4867 = $4789 // integer values and handles 0084: $4868 = $4788 // integer values and handles gosub @COUNT2_19492 0089: 8@ = $6964 // floating-point values only :COUNT2_15211 $4827 = Car.Health($4789) if $4814 == 1 // integer values jf @COUNT2_15269 if $4817 == 2 // integer values jf @COUNT2_15262 $4817 = 0 // integer values :COUNT2_15262 jump @COUNT2_15480 :COUNT2_15269 02F8: get_vehicle $4789 Z_angle_sine_to $6978 02F9: get_vehicle $4789 Z_angle_cosine_to $6979 if not Car.Wrecked($4788) jf @COUNT2_15315 Car.StorePos($4788, 3@, 4@, $447) :COUNT2_15315 Car.StorePos($4789, 6@, 7@, $447) 0088: $6960 = 6@ // floating-point values only 0067: $6960 -= 3@ // floating-point values 0069: $6978 *= $6960 // floating-point values 0088: $6961 = 7@ // floating-point values only 0067: $6961 -= 4@ // floating-point values 0069: $6979 *= $6961 // floating-point values 0086: $4864 = $6978 // floating-point values only 0059: $4864 += $6979 // floating-point values 0088: $6981 = 4@ // floating-point values only $6981 -= 20.0 // floating-point values if $4864 > 0.0 // floating-point values jf @COUNT2_15480 if 0027: 7@ > $6981 // floating-point values only jf @COUNT2_15480 Car.SetMaxSpeed($4789, 0.0) 0477: set_car $4789 action 1 time 100 8@ = 0.0 // floating-point values :COUNT2_15480 if 900 > $4827 // integer values jf @COUNT2_15549 if $4814 == 0 // integer values jf @COUNT2_15549 if $4817 == 2 // integer values jf @COUNT2_15549 $4817 = 0 // integer values $4814 = 1 // integer values :COUNT2_15549 if 300 > $4827 // integer values jf @COUNT2_15576 046B: actor $4802 leave_car $4789 and_flee :COUNT2_15576 if $4817 == 1 // integer values jf @COUNT2_15679 if 80E0: not player $PLAYER_CHAR driving jf @COUNT2_15679 0084: $4867 = $4789 // integer values and handles $4868 = -1 // integer values gosub @COUNT2_19492 0089: 8@ = $6964 // floating-point values only if 01FC: player $PLAYER_CHAR near_car $4789 radius 15.0 15.0 0 jf @COUNT2_15679 01CA: actor $4802 kill_player $PLAYER_CHAR :COUNT2_15679 gosub @COUNT2_21413 :COUNT2_15686 jump @COUNT2_16022 :COUNT2_15693 $4817 = -1 // integer values if $4812 > 4 // integer values jf @COUNT2_16022 if 00E9: player $PLAYER_CHAR 0 $4802 radius 40.0 40.0 jf @COUNT2_15924 if 80E0: not player $PLAYER_CHAR driving jf @COUNT2_15780 01CA: actor $4802 kill_player $PLAYER_CHAR jump @COUNT2_15917 :COUNT2_15780 if 00E9: player $PLAYER_CHAR 0 $4802 radius 25.0 25.0 jf @COUNT2_15826 01CA: actor $4802 kill_player $PLAYER_CHAR jump @COUNT2_15917 :COUNT2_15826 0084: $4869 = $4802 // integer values and handles if not Car.Wrecked($4789) jf @COUNT2_15910 if 0202: actor $4802 near_car $4789 radius 20.0 20.0 sphere 0 jf @COUNT2_15896 01D5: actor $4802 go_to_and_drive_car $4789 jump @COUNT2_15903 :COUNT2_15896 gosub @COUNT2_19759 :COUNT2_15903 jump @COUNT2_15917 :COUNT2_15910 gosub @COUNT2_19759 :COUNT2_15917 jump @COUNT2_16015 :COUNT2_15924 0084: $4869 = $4802 // integer values and handles if not Car.Wrecked($4789) jf @COUNT2_16008 if 0202: actor $4802 near_car $4789 radius 20.0 20.0 sphere 0 jf @COUNT2_15994 01D5: actor $4802 go_to_and_drive_car $4789 jump @COUNT2_16001 :COUNT2_15994 gosub @COUNT2_19759 :COUNT2_16001 jump @COUNT2_16015 :COUNT2_16008 gosub @COUNT2_19759 :COUNT2_16015 gosub @COUNT2_21413 :COUNT2_16022 jump @COUNT2_16316 :COUNT2_16029 Actor.RemoveReferences($4802) if not Actor.Dead($4803) jf @COUNT2_16174 0084: $4802 = $4803 // integer values and handles $4803 = -1 // integer values if not Actor.Dead($4804) jf @COUNT2_16116 01DE: tie_actor $4804 to_actor $4802 if 831F: not unknown_actor $4804 hit_by_actor $4802 jf @COUNT2_16116 01CC: actor $4804 kill_player $PLAYER_CHAR :COUNT2_16116 if not Actor.Dead($4805) jf @COUNT2_16167 01DE: tie_actor $4805 to_actor $4802 if 831F: not unknown_actor $4805 hit_by_actor $4802 jf @COUNT2_16167 01CC: actor $4805 kill_player $PLAYER_CHAR :COUNT2_16167 jump @COUNT2_16316 :COUNT2_16174 Actor.RemoveReferences($4803) if not Actor.Dead($4804) jf @COUNT2_16268 0084: $4802 = $4804 // integer values and handles $4804 = -1 // integer values if not Actor.Dead($4805) jf @COUNT2_16261 01DE: tie_actor $4805 to_actor $4802 if 831F: not unknown_actor $4805 hit_by_actor $4802 jf @COUNT2_16261 01CC: actor $4805 kill_player $PLAYER_CHAR :COUNT2_16261 jump @COUNT2_16316 :COUNT2_16268 Actor.RemoveReferences($4804) if not Actor.Dead($4805) jf @COUNT2_16311 0084: $4802 = $4805 // integer values and handles $4805 = -1 // integer values jump @COUNT2_16316 :COUNT2_16311 Actor.RemoveReferences($4805) :COUNT2_16316 if $4837 == 1 // integer values jf @COUNT2_16727 if $4850 == 0 // integer values jf @COUNT2_16727 Actor.RemoveReferences($4806) $4806 = Actor.Create(Gang3, #BFYST, -987.1808, 266.6001, 7.7758) 01B2: give_actor $4806 weapon 19 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4806 threat_search 011A: set_actor $4806 search_threat 1 011A: set_actor $4806 search_threat 4194304 011A: set_actor $4806 search_threat 1048576 0243: set_actor $4806 ped_stats_to 16 0319: set_actor $4806 running 1 0245: set_actor $4806 walk_style_to 46 Actor.RemoveReferences($4807) $4807 = Actor.Create(Gang3, #BFYST, -985.7646, 266.4785, 7.7755) 01B2: give_actor $4807 weapon 19 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4807 threat_search 011A: set_actor $4807 search_threat 1 011A: set_actor $4807 search_threat 4194304 011A: set_actor $4807 search_threat 1048576 0243: set_actor $4807 ped_stats_to 16 0319: set_actor $4807 running 1 0245: set_actor $4807 walk_style_to 46 Actor.RemoveReferences($4808) $4808 = Actor.Create(Gang3, #BFYST, -984.2117, 266.6248, 7.7751) 01B2: give_actor $4808 weapon 19 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4808 threat_search 011A: set_actor $4808 search_threat 1 011A: set_actor $4808 search_threat 4194304 011A: set_actor $4808 search_threat 1048576 0243: set_actor $4808 ped_stats_to 16 0319: set_actor $4808 running 1 0245: set_actor $4808 walk_style_to 46 Actor.RemoveReferences($4809) $4809 = Actor.Create(Gang3, #BFYST, -982.5906, 266.5252, 7.7803) 01B2: give_actor $4809 weapon 19 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4809 threat_search 011A: set_actor $4809 search_threat 1 011A: set_actor $4809 search_threat 4194304 011A: set_actor $4809 search_threat 1048576 0243: set_actor $4809 ped_stats_to 16 0319: set_actor $4809 running 1 0245: set_actor $4809 walk_style_to 46 $4850 = 1 // integer values :COUNT2_16727 if $4850 == 1 // integer values jf @COUNT2_16912 12@ += 3.0 // floating-point values if 12@ > 90.0 // floating-point values jf @COUNT2_16786 12@ = 90.0 // floating-point values :COUNT2_16786 Object.Angle($1812) = 12@ 13@ -= 3.0 // floating-point values if 0.0 > 13@ // floating-point values jf @COUNT2_16835 13@ += 360.0 // floating-point values :COUNT2_16835 if 270.0 > 13@ // floating-point values jf @COUNT2_16866 13@ = 270.0 // floating-point values :COUNT2_16866 Object.Angle($1813) = 13@ if and 12@ == 90.0 // floating-point values 13@ == 270.0 // floating-point values jf @COUNT2_16912 $4850 = 2 // integer values :COUNT2_16912 if $4850 == 2 // integer values jf @COUNT2_18006 if not Actor.Dead($4800) jf @COUNT2_17198 if 00A4: actor $4800 0 -991.591 261.036 7.775 -983.0 271.96 11.506 jf @COUNT2_17198 if 8057: not player $PLAYER_CHAR 0 -991.591 261.036 7.775 -981.068 271.96 11.506 jf @COUNT2_17198 12@ -= 3.0 // floating-point values if 0.0 > 12@ // floating-point values jf @COUNT2_17083 12@ = 0.0 // floating-point values :COUNT2_17083 Object.Angle($1812) = 12@ 13@ += 3.0 // floating-point values if 13@ > 360.0 // floating-point values jf @COUNT2_17132 13@ = 0.0 // floating-point values :COUNT2_17132 Object.Angle($1813) = 13@ if and 12@ == 0.0 // floating-point values 13@ == 0.0 // floating-point values jf @COUNT2_17198 00BC: text_highpriority 'CNT2_03' 5000 ms 1 // ~r~The courier has arrived at his destination safely, you're too late! Actor.DestroyInstantly($4800) jump @COUNT2_18849 :COUNT2_17198 if not Actor.Dead($4806) jf @COUNT2_17400 if $4846 == 0 // integer values jf @COUNT2_17292 0211: actor $4806 walk_to -973.5972 266.4069 if 00ED: actor $4806 0 -973.5972 266.4069 radius 1.0 1.0 jf @COUNT2_17292 $4846 = 1 // integer values :COUNT2_17292 if $4846 == 1 // integer values jf @COUNT2_17400 0211: actor $4806 walk_to -974.2487 262.6737 if 00F0: actor $4806 stopped 0 -974.2487 262.6737 radius 1.0 1.0 jf @COUNT2_17400 0194: set_actor $4806 objective_to_guard_point -974.2487 262.6737 10.2265 Actor.Angle($4806) = 321.3187 $4846 = 2 // integer values :COUNT2_17400 if not Actor.Dead($4807) jf @COUNT2_17602 if $4847 == 0 // integer values jf @COUNT2_17494 0211: actor $4807 walk_to -973.5972 266.4069 if 00ED: actor $4807 0 -973.5972 266.4069 radius 1.0 1.0 jf @COUNT2_17494 $4847 = 1 // integer values :COUNT2_17494 if $4847 == 1 // integer values jf @COUNT2_17602 0211: actor $4807 walk_to -969.084 282.6923 if 00F0: actor $4807 stopped 0 -969.084 282.6923 radius 1.0 1.0 jf @COUNT2_17602 0194: set_actor $4807 objective_to_guard_point -969.084 282.6923 10.2265 Actor.Angle($4807) = 159.319 $4847 = 2 // integer values :COUNT2_17602 if not Actor.Dead($4808) jf @COUNT2_17804 if $4848 == 0 // integer values jf @COUNT2_17696 0211: actor $4808 walk_to -973.5972 266.4069 if 00ED: actor $4808 0 -973.5972 266.4069 radius 1.0 1.0 jf @COUNT2_17696 $4848 = 1 // integer values :COUNT2_17696 if $4848 == 1 // integer values jf @COUNT2_17804 0211: actor $4808 walk_to -969.8824 263.6498 if 00F0: actor $4808 stopped 0 -969.8824 263.6498 radius 1.0 1.0 jf @COUNT2_17804 0194: set_actor $4808 objective_to_guard_point -969.8824 263.6498 10.2265 Actor.Angle($4808) = 12.6357 $4848 = 2 // integer values :COUNT2_17804 if not Actor.Dead($4809) jf @COUNT2_18006 if $4849 == 0 // integer values jf @COUNT2_17898 0211: actor $4809 walk_to -973.5972 266.4069 if 00ED: actor $4809 0 -973.5972 266.4069 radius 1.0 1.0 jf @COUNT2_17898 $4849 = 1 // integer values :COUNT2_17898 if $4849 == 1 // integer values jf @COUNT2_18006 0211: actor $4809 walk_to -977.6256 277.8756 if 00F0: actor $4809 stopped 0 -977.6256 277.8756 radius 1.0 1.0 jf @COUNT2_18006 0194: set_actor $4809 objective_to_guard_point -977.6256 277.8756 10.2265 Actor.Angle($4809) = 3.8761 $4849 = 2 // integer values :COUNT2_18006 if $4814 == 1 // integer values jf @COUNT2_18184 if $2560 == 3 // integer values jf @COUNT2_18078 if 03D2: wav 1 ended jf @COUNT2_18078 $2560 = 4 // integer values $2607 = 0 // integer values jump @COUNT2_4074 :COUNT2_18078 if $2560 == 2 // integer values jf @COUNT2_18122 if 03D0: wav 1 loaded jf @COUNT2_18122 03D1: play_wav 1 $2560 = 3 // integer values :COUNT2_18122 if $2560 == 0 // integer values jf @COUNT2_18184 if $2607 == 0 // integer values jf @COUNT2_18184 03CF: load_wav 'CNT2_1' as 1 $2560 = 2 // integer values $2607 = 1 // integer values :COUNT2_18184 if $2561 > 0 // integer values jf @COUNT2_18395 if $2561 == 3 // integer values jf @COUNT2_18256 if 03D2: wav 1 ended jf @COUNT2_18256 $2561 = 4 // integer values $2607 = 0 // integer values jump @COUNT2_4074 :COUNT2_18256 if $2561 == 2 // integer values jf @COUNT2_18300 if 03D0: wav 1 loaded jf @COUNT2_18300 03D1: play_wav 1 $2561 = 3 // integer values :COUNT2_18300 if $2561 == 1 // integer values jf @COUNT2_18395 if $2607 == 0 // integer values jf @COUNT2_18369 03CF: load_wav 'CNT2_2' as 1 $2561 = 2 // integer values $2607 = 1 // integer values jump @COUNT2_18395 :COUNT2_18369 if 001C: $4811 > $2586 // integer values jf @COUNT2_18395 $2561 = 0 // integer values :COUNT2_18395 if $2562 > 0 // integer values jf @COUNT2_18606 if $2562 == 3 // integer values jf @COUNT2_18467 if 03D2: wav 1 ended jf @COUNT2_18467 $2562 = 0 // integer values $2607 = 0 // integer values jump @COUNT2_4074 :COUNT2_18467 if $2562 == 2 // integer values jf @COUNT2_18511 if 03D0: wav 1 loaded jf @COUNT2_18511 03D1: play_wav 1 $2562 = 3 // integer values :COUNT2_18511 if $2562 == 1 // integer values jf @COUNT2_18606 if $2607 == 0 // integer values jf @COUNT2_18580 03CF: load_wav 'CNT2_3' as 1 $2562 = 2 // integer values $2607 = 1 // integer values jump @COUNT2_18606 :COUNT2_18580 if 001C: $4811 > $2587 // integer values jf @COUNT2_18606 $2562 = 0 // integer values :COUNT2_18606 if $2563 > 0 // integer values jf @COUNT2_18842 if $2563 == 3 // integer values jf @COUNT2_18688 if 03D2: wav 1 ended jf @COUNT2_18688 03D5: remove_text 'CNT2_4' // Private business. You're not welcome! $2563 = 0 // integer values $2607 = 0 // integer values jump @COUNT2_4074 :COUNT2_18688 if $2563 == 2 // integer values jf @COUNT2_18747 if 03D0: wav 1 loaded jf @COUNT2_18747 00BC: text_highpriority 'CNT2_4' 5000 ms 1 // Private business. You're not welcome! 03D1: play_wav 1 $2563 = 3 // integer values :COUNT2_18747 if $2563 == 1 // integer values jf @COUNT2_18842 if $2607 == 0 // integer values jf @COUNT2_18816 03CF: load_wav 'CNT2_4' as 1 $2563 = 2 // integer values $2607 = 1 // integer values jump @COUNT2_18842 :COUNT2_18816 if 001C: $4811 > $2588 // integer values jf @COUNT2_18842 $2563 = 0 // integer values :COUNT2_18842 jump @COUNT2_4074 :COUNT2_18849 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :COUNT2_18866 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 0395: clear_area 1 at $549 $550 range $551 4.0 :COUNT2_18917 if fading jf @COUNT2_18941 wait 0 jump @COUNT2_18917 :COUNT2_18941 04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 $636 02A3: enable_widescreen 1 Camera.SetPosition(-1027.339, -281.6154, 16.3511, 0.0, 0.0, 0.0) Camera.PointAt(-1028.162, -281.0542, 16.273, 2) 0169: set_fade_color 0 0 1 fade 1 500 :COUNT2_19031 if fading jf @COUNT2_19055 wait 0 jump @COUNT2_19031 :COUNT2_19055 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 00BA: text_styled 'CNT2_09' 5000 ms 6 // PRINT WORKS ASSET COMPLETED wait 5000 Camera.SetPosition(-1056.369, -273.4923, 12.0057, 0.0, 0.0, 0.0) Camera.PointAt(-1057.288, -273.828, 11.8015, 2) 01E5: text_1number_highpriority 'CNT2_10' $636 flag 6000 time 1 // ~g~The print works will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. wait 6000 0169: set_fade_color 0 0 1 fade 0 500 :COUNT2_19173 if fading jf @COUNT2_19197 wait 0 jump @COUNT2_19173 :COUNT2_19197 0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 0171: set_player $PLAYER_CHAR z_angle_to 272.2088 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 Marker.Disable($271) 04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476 $273 = 1 // integer values $1175 += 1 // integer values 0318: set_latest_mission_passed 'CNT_2' // Hit the Courier 030C: progress_made += 1 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 5000 time 2500 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 5000 0169: set_fade_color 0 0 1 fade 1 500 wait 0 return :COUNT2_19383 $ONMISSION = 0 // integer values Marker.Disable($4191) Marker.Disable($4852) Model.Destroy(#UZI) Model.Destroy(#SENTINEL) Model.Destroy(#COLT45) Model.Destroy(#BRIEFCASE) Model.Destroy(#MAVERICK) Model.Destroy(#SNIPER) Model.Destroy(#TEC9) Model.Destroy(#HFORI) Model.Destroy(#HFYBU) Model.Destroy(#WFYRI) Model.Destroy(#WFORI) Model.Destroy(#BFYST) Model.Destroy(#WFYBU) Model.Destroy(#CHROMEGUN) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Object.Angle($1812) = 0.0 Object.Angle($1813) = 0.0 mission_cleanup return :COUNT2_19492 if $4868 == -1 // integer values jf @COUNT2_19531 0054: store_player $PLAYER_CHAR position_to $6962 $6963 $6960 jump @COUNT2_19561 :COUNT2_19531 if not Car.Wrecked($4868) jf @COUNT2_19561 Car.StorePos($4868, $6962, $6963, $6960) :COUNT2_19561 Car.StorePos($4867, $6958, $6959, $6960) 0086: $6960 = $6958 // floating-point values only 0061: $6960 -= $6962 // floating-point values 0086: $6961 = $6959 // floating-point values only 0061: $6961 -= $6963 // floating-point values 0069: $6960 *= $6960 // floating-point values 0069: $6961 *= $6961 // floating-point values 0059: $6960 += $6961 // floating-point values 01FB: $6960 = square_root $6960 0086: $6964 = $6960 // floating-point values only $6964 += 3.0 // floating-point values if $6964 > 100.0 // floating-point values jf @COUNT2_19688 $6964 = 100.0 // floating-point values :COUNT2_19688 if 0.0 > $6964 // floating-point values jf @COUNT2_19719 $6964 = 0.0 // floating-point values :COUNT2_19719 Car.SetMaxSpeed($4867, $6964) if $6964 == 0.0 // floating-point values jf @COUNT2_19757 0477: set_car $4867 action 1 time 100 :COUNT2_19757 return :COUNT2_19759 if $4886 == 919.9 // floating-point values jf @COUNT2_19797 $451 = Car.Create(#SENTINEL, $4872, $4873, $4874) :COUNT2_19797 Actor.StorePos($4869, $4872, $4873, $4874) if 00E9: player $PLAYER_CHAR 0 $4869 radius 40.0 40.0 jf @COUNT2_20155 0086: $4875 = $4872 // floating-point values only $4875 += 20.0 // floating-point values 0086: $4876 = $4873 // floating-point values only $4876 += 20.0 // floating-point values $4872 -= 20.0 // floating-point values $4873 -= 20.0 // floating-point values Car.RemoveReferences($451) 0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 if $451 == -1 // integer values jf @COUNT2_19971 if not Actor.Dead($4869) jf @COUNT2_19964 01CA: actor $4869 kill_player $PLAYER_CHAR :COUNT2_19964 jump @COUNT2_20148 :COUNT2_19971 $4870 = Car.Model($451) $4871 = Car.Health($451) if $4871 > 300 // integer values jf @COUNT2_20140 if or $4870 == 116 // integer values $4870 == 106 // integer values $4870 == 122 // integer values $4870 == 117 // integer values $4870 == 97 // integer values $4870 == 107 // integer values jf @COUNT2_20090 if not Actor.Dead($4869) jf @COUNT2_20083 01CA: actor $4869 kill_player $PLAYER_CHAR :COUNT2_20083 jump @COUNT2_20133 :COUNT2_20090 Car.SetMaxSpeed($451, 0.0) 0477: set_car $451 action 1 time 100 if not Actor.Dead($4869) jf @COUNT2_20133 01D5: actor $4869 go_to_and_drive_car $451 :COUNT2_20133 jump @COUNT2_20148 :COUNT2_20140 01CA: actor $4869 kill_player $PLAYER_CHAR :COUNT2_20148 jump @COUNT2_20392 :COUNT2_20155 03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 if 80C2: not sphere_onscreen $4872 $4873 $4874 3.0 jf @COUNT2_20392 if 838A: not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 jf @COUNT2_20303 Car.RemoveReferences($451) $451 = Car.Create(#SENTINEL, $4872, $4873, $4874) Car.Angle($451) = $4886 if not Actor.Dead($4869) jf @COUNT2_20296 01D5: actor $4869 go_to_and_drive_car $451 :COUNT2_20296 jump @COUNT2_20392 :COUNT2_20303 if not Actor.Dead($4869) jf @COUNT2_20392 if 00FF: actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 jf @COUNT2_20392 02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 0239: actor $4869 run_to $4872 $4873 :COUNT2_20392 return :COUNT2_20394 01BD: $4887 = current_time_in_ms if not Car.Wrecked($4880) jf @COUNT2_20992 if and 01F4: car $4880 flipped 01C1: car $4880 stopped jf @COUNT2_20590 if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 jf @COUNT2_20488 03ED: set_car $4880 not_damaged_when_upside_down 0 $4881 = -9 // integer values jump @COUNT2_20590 :COUNT2_20488 if 82CA: not car $4880 bounding_sphere_visible jf @COUNT2_20590 Car.StorePos($4880, $4883, $4884, $4885) 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 jf @COUNT2_20590 Car.PutAt($4880, $4883, $4884, $4885) Car.Angle($4880) = $4886 :COUNT2_20590 if 01AF: car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 jf @COUNT2_20929 if $4881 == 0 // integer values jf @COUNT2_20665 0084: $4882 = $4887 // integer values and handles $4881 = 1 // integer values :COUNT2_20665 0060: $4887 -= $4882 // integer values if $4881 == 1 // integer values jf @COUNT2_20929 if $4887 > 8000 // integer values jf @COUNT2_20929 if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 jf @COUNT2_20770 03ED: set_car $4880 not_damaged_when_upside_down 0 0084: $4882 = $4887 // integer values and handles $4881 = -9 // integer values jump @COUNT2_20929 :COUNT2_20770 if 82CA: not car $4880 bounding_sphere_visible jf @COUNT2_20929 Car.StorePos($4880, $4883, $4884, $4885) 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 if 838A: not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0 jf @COUNT2_20929 if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 jf @COUNT2_20929 Car.PutAt($4880, $4883, $4884, $4885) Car.Angle($4880) = $4886 0450: car $4880 warp_to_player 0084: $4882 = $4887 // integer values and handles $4881 = 0 // integer values :COUNT2_20929 if 81AF: not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 jf @COUNT2_20992 Car.StorePos($4880, $4877, $4878, $4879) $4881 = 0 // integer values :COUNT2_20992 return :COUNT2_20994 if not Actor.Dead($4797) jf @COUNT2_21018 01CA: actor $4797 kill_player $PLAYER_CHAR :COUNT2_21018 if not Actor.Dead($4798) jf @COUNT2_21042 01CA: actor $4798 kill_player $PLAYER_CHAR :COUNT2_21042 if not Actor.Dead($4799) jf @COUNT2_21066 01CA: actor $4799 kill_player $PLAYER_CHAR :COUNT2_21066 if not Actor.Dead($4800) jf @COUNT2_21090 01CA: actor $4800 kill_player $PLAYER_CHAR :COUNT2_21090 return :COUNT2_21092 if not Actor.Dead($4793) jf @COUNT2_21411 if not Actor.Dead($4794) jf @COUNT2_21204 if 831F: not unknown_actor $4794 hit_by_actor $4793 jf @COUNT2_21197 if 00F2: actor $4794 near_actor $4793 radius 30.0 30.0 0 jf @COUNT2_21189 01DE: tie_actor $4794 to_actor $4793 jump @COUNT2_21197 :COUNT2_21189 01CC: actor $4794 kill_player $PLAYER_CHAR :COUNT2_21197 jump @COUNT2_21209 :COUNT2_21204 Actor.RemoveReferences($4794) :COUNT2_21209 if not Actor.Dead($4795) jf @COUNT2_21305 if 831F: not unknown_actor $4795 hit_by_actor $4793 jf @COUNT2_21298 if 00F2: actor $4795 near_actor $4793 radius 30.0 30.0 0 jf @COUNT2_21290 01DE: tie_actor $4795 to_actor $4793 jump @COUNT2_21298 :COUNT2_21290 01CC: actor $4795 kill_player $PLAYER_CHAR :COUNT2_21298 jump @COUNT2_21310 :COUNT2_21305 Actor.RemoveReferences($4795) :COUNT2_21310 if not Actor.Dead($4796) jf @COUNT2_21406 if 831F: not unknown_actor $4796 hit_by_actor $4793 jf @COUNT2_21399 if 00F2: actor $4796 near_actor $4793 radius 30.0 30.0 0 jf @COUNT2_21391 01DE: tie_actor $4796 to_actor $4793 jump @COUNT2_21399 :COUNT2_21391 01CC: actor $4796 kill_player $PLAYER_CHAR :COUNT2_21399 jump @COUNT2_21411 :COUNT2_21406 Actor.RemoveReferences($4796) :COUNT2_21411 return :COUNT2_21413 if not Actor.Dead($4802) jf @COUNT2_21732 if not Actor.Dead($4803) jf @COUNT2_21525 if 831F: not unknown_actor $4803 hit_by_actor $4802 jf @COUNT2_21518 if 00F2: actor $4803 near_actor $4802 radius 30.0 30.0 0 jf @COUNT2_21510 01DE: tie_actor $4803 to_actor $4802 jump @COUNT2_21518 :COUNT2_21510 01CC: actor $4803 kill_player $PLAYER_CHAR :COUNT2_21518 jump @COUNT2_21530 :COUNT2_21525 Actor.RemoveReferences($4803) :COUNT2_21530 if not Actor.Dead($4804) jf @COUNT2_21626 if 831F: not unknown_actor $4804 hit_by_actor $4802 jf @COUNT2_21619 if 00F2: actor $4804 near_actor $4802 radius 30.0 30.0 0 jf @COUNT2_21611 01DE: tie_actor $4804 to_actor $4802 jump @COUNT2_21619 :COUNT2_21611 01CC: actor $4804 kill_player $PLAYER_CHAR :COUNT2_21619 jump @COUNT2_21631 :COUNT2_21626 Actor.RemoveReferences($4804) :COUNT2_21631 if not Actor.Dead($4805) jf @COUNT2_21727 if 831F: not unknown_actor $4805 hit_by_actor $4802 jf @COUNT2_21720 if 00F2: actor $4805 near_actor $4802 radius 30.0 30.0 0 jf @COUNT2_21712 01DE: tie_actor $4805 to_actor $4802 jump @COUNT2_21720 :COUNT2_21712 01CC: actor $4805 kill_player $PLAYER_CHAR :COUNT2_21720 jump @COUNT2_21732 :COUNT2_21727 Actor.RemoveReferences($4805) :COUNT2_21732 return //-------------Mission 36--------------- // Originally: Printworks Buy :BUYPRO1 thread 'BUYPRO1' $ONMISSION = 1 // integer values wait 0 Marker.Disable($271) Marker.Disable($634) 030C: progress_made += 1 015C: set_zone_gang_info 'PRINTWK' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'PRINTWK' 0 10 0 0 0 0 0 0 1000 0 0 0 022A: remove_forbidden_for_peds_cube -1176.038 -266.898 0.0 -1012.796 -158.26 30.0 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO1_170 if fading jf @BUYPRO1_237 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO1_230 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 create_thread @COU1 end_thread :BUYPRO1_230 jump @BUYPRO1_170 :BUYPRO1_237 0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 0171: set_player $PLAYER_CHAR z_angle_to 90.0 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(-1027.339, -281.6154, 16.3511, 0.0, 0.0, 0.0) Camera.PointAt(-1028.162, -281.0542, 16.273, 2) :BUYPRO1_361 if fading jf @BUYPRO1_428 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO1_421 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 create_thread @COU1 end_thread :BUYPRO1_421 jump @BUYPRO1_361 :BUYPRO1_428 01E3: text_1number_styled 'CNTBUY1' number $635 time 4000 style 6 // Printworks purchased: $~1~ 0529: add $635 to_money_spent_on_property_stats 0542: add_property 1 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 4000 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO1_515 043C: set_game_sounds_disable_on_fade 1 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 create_thread @COU1 end_thread :BUYPRO1_515 0169: set_fade_color 0 0 1 fade 0 500 :BUYPRO1_530 if fading jf @BUYPRO1_601 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO1_594 043C: set_game_sounds_disable_on_fade 1 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 create_thread @COU1 end_thread :BUYPRO1_594 jump @BUYPRO1_530 :BUYPRO1_601 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 02A7: $271 = create_icon_marker_and_sphere $426 at $474 $475 $476 create_thread @COU1 0169: set_fade_color 0 0 1 fade 1 500 :BUYPRO1_667 if fading jf @BUYPRO1_713 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO1_706 043C: set_game_sounds_disable_on_fade 1 end_thread :BUYPRO1_706 jump @BUYPRO1_667 :BUYPRO1_713 043C: set_game_sounds_disable_on_fade 1 create_thread @PSAVE8 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 37--------------- // Originally: Sunshine Autos :CARBUY1 $ONMISSION = 1 // integer values thread 'CARBUY1' wait 0 054C: use_GXT_table 'CARBUY' 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBJ' 02F3: load_object #CUTOBJ01 'HLRYCAR' Model.Load(#SENTINEL) 038B: load_requested_models :CARBUY1_75 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#SENTINEL) jf @CARBUY1_115 wait 0 jump @CARBUY1_75 :CARBUY1_115 $4890 = Car.Create(#SENTINEL, -1033.211, -856.8564, 12.0452) Car.Angle($4890) = 210.278 Model.Destroy(#SENTINEL) 02E4: load_cutscene_data 'CAR_1' 0244: set_cutscene_pos -1018.647 -877.935 12.045 02E5: $4889 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $4889 'CSPLAY' 02E5: $4888 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $4888 'CSBJ' 02E5: $214 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $214 'HLRYCAR' 0395: clear_area 1 at -1007.303 -869.9353 range 11.8668 1.0 0055: put_player $PLAYER_CHAR at -1007.303 -869.9353 11.8668 0171: set_player $PLAYER_CHAR z_angle_to 30.0 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CARBUY1_325 if 976 > $CUT_SCENE_TIME // integer values jf @CARBUY1_360 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_325 :CARBUY1_360 00BC: text_highpriority 'CAR1_1' 10000 ms 1 // B.J. Smith. And you must be Mr. Vercetti. :CARBUY1_375 if 4506 > $CUT_SCENE_TIME // integer values jf @CARBUY1_410 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_375 :CARBUY1_410 00BC: text_highpriority 'CAR1_2' 10000 ms 1 // Would you like the tour? :CARBUY1_425 if 6299 > $CUT_SCENE_TIME // integer values jf @CARBUY1_460 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_425 :CARBUY1_460 00BC: text_highpriority 'CAR1_3' 10000 ms 1 // Might as well. :CARBUY1_475 if 7695 > $CUT_SCENE_TIME // integer values jf @CARBUY1_510 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_475 :CARBUY1_510 00BC: text_highpriority 'CAR1_4' 10000 ms 1 // Well, I'm very sad to be selling the dealership to y'all. :CARBUY1_525 if 10390 > $CUT_SCENE_TIME // integer values jf @CARBUY1_560 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_525 :CARBUY1_560 00BC: text_highpriority 'CAR1_5' 10000 ms 1 // This was my first investment after I turned pro. :CARBUY1_575 if 13170 > $CUT_SCENE_TIME // integer values jf @CARBUY1_610 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_575 :CARBUY1_610 00BC: text_highpriority 'CAR1_6' 10000 ms 1 // But now it's time for me to move on. :CARBUY1_625 if 14855 > $CUT_SCENE_TIME // integer values jf @CARBUY1_660 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_625 :CARBUY1_660 00BC: text_highpriority 'CAR1_7' 10000 ms 1 // You're leaving town? :CARBUY1_675 if 16114 > $CUT_SCENE_TIME // integer values jf @CARBUY1_710 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_675 :CARBUY1_710 00BC: text_highpriority 'CAR1_8' 10000 ms 1 // Not in too much of a hurry, I hope? :CARBUY1_725 if 18118 > $CUT_SCENE_TIME // integer values jf @CARBUY1_760 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_725 :CARBUY1_760 00BC: text_highpriority 'CAR1_9' 10000 ms 1 // No. I'm just coming out of retirement, and preparing for my future comeback. :CARBUY1_775 if 22505 > $CUT_SCENE_TIME // integer values jf @CARBUY1_810 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_775 :CARBUY1_810 00BC: text_highpriority 'CAR1_10' 10000 ms 1 // The business wasn't too strong, :CARBUY1_825 if 23989 > $CUT_SCENE_TIME // integer values jf @CARBUY1_860 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_825 :CARBUY1_860 00BC: text_highpriority 'CAR1_11' 10000 ms 1 // and my staff took it upon themselves to get a bit more :CARBUY1_875 if 26958 > $CUT_SCENE_TIME // integer values jf @CARBUY1_910 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_875 :CARBUY1_910 00BC: text_highpriority 'CAR1_12' 10000 ms 1 // creative with the generation of wealth. :CARBUY1_925 if 35538 > $CUT_SCENE_TIME // integer values jf @CARBUY1_962 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_925 :CARBUY1_962 00BC: text_highpriority 'CAR1_13' 10000 ms 1 // Obviously, I could wind down the business before I hand it over. :CARBUY1_977 if 39241 > $CUT_SCENE_TIME // integer values jf @CARBUY1_1014 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_977 :CARBUY1_1014 00BC: text_highpriority 'CAR1_14' 10000 ms 1 // Hell, I could burn the place down if I wanted to. :CARBUY1_1029 if 43374 > $CUT_SCENE_TIME // integer values jf @CARBUY1_1066 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_1029 :CARBUY1_1066 00BC: text_highpriority 'CAR1_15' 10000 ms 1 // This is prime development land. :CARBUY1_1081 if 45142 > $CUT_SCENE_TIME // integer values jf @CARBUY1_1118 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_1081 :CARBUY1_1118 00BC: text_highpriority 'CAR1_16' 10000 ms 1 // Oh, I wouldn't worry about any of that. :CARBUY1_1133 if 48422 > $CUT_SCENE_TIME // integer values jf @CARBUY1_1170 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_1133 :CARBUY1_1170 00BC: text_highpriority 'CAR1_17' 10000 ms 1 // This place seems perfect. :CARBUY1_1185 if 50000 > $CUT_SCENE_TIME // integer values jf @CARBUY1_1222 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_1185 :CARBUY1_1222 00BC: text_highpriority 'CAR1_18' 10000 ms 1 // Yeh it does, So I take it we have a deal? :CARBUY1_1237 if 53504 > $CUT_SCENE_TIME // integer values jf @CARBUY1_1274 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CARBUY1_1237 :CARBUY1_1274 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :CARBUY1_1291 if fading jf @CARBUY1_1315 wait 0 jump @CARBUY1_1291 :CARBUY1_1315 if 82E9: not cutscene_reached_end jf @CARBUY1_1339 wait 0 jump @CARBUY1_1315 :CARBUY1_1339 03AD: set_rubbish 1 00BE: text_clear_all 02EA: end_cutscene Camera.SetBehindPlayer Model.Destroy(#CUTOBJ01) 0296: unload_special_actor 1 0296: unload_special_actor 2 wait 0 wait 0 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 Camera.SetPosition(-1017.024, -922.2878, 19.0987, 0.0, 0.0, 0.0) Camera.PointAt(-1017.044, -921.3013, 18.9361, 2) 03EA: generate_cars_around_camera 1 0169: set_fade_color 0 0 1 fade 1 1500 :CARBUY1_1455 if fading jf @CARBUY1_1479 wait 0 jump @CARBUY1_1455 :CARBUY1_1479 0394: play_music 1 01E3: text_1number_styled 'CARBUY' number $625 time 7000 style 6 // Car Showroom purchased: $~1~ 0529: add $625 to_money_spent_on_property_stats 0542: add_property 4 to_property_own_stats 02FA: garage $692 change_to_type 27 02FA: garage $693 change_to_type 28 02FA: garage $694 change_to_type 29 02FA: garage $695 change_to_type 30 wait 5000 0169: set_fade_color 0 0 1 fade 0 1500 :CARBUY1_1558 if fading jf @CARBUY1_1582 wait 0 jump @CARBUY1_1558 :CARBUY1_1582 0189: $4891 = unknown_create_checkpoint_at -967.705 -827.3005 5.7702 018B: show_on_radar $4891 1 030C: progress_made += 1 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($624) 0570: $624 = create_asset_radar_marker_with_icon 26 at $552 $553 $554 018B: show_on_radar $624 2 $1114 = Object.Init(#LH_IMP_EXP01, -981.754, -841.278, 8.586) Object.RemoveFromMissionCleanupList($1114) 015C: set_zone_gang_info 'CARYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'CARYRD' 0 5 0 0 0 0 0 0 1000 0 0 0 022A: remove_forbidden_for_peds_cube -1031.494 -902.312 0.0 -949.479 -821.592 30.0 create_thread @RACES create_thread @PSAVE3 create_thread @IMPORT1 02FA: garage $687 change_to_type 8 0169: set_fade_color 0 0 1 fade 1 1500 03EA: generate_cars_around_camera 0 Camera.Restore_WithJumpCut $ONMISSION = 0 // integer values mission_cleanup end_thread //-------------Mission 38--------------- // Originally: Interglobal Films Buy :BUYPRO2 thread 'BUYPRO2' $ONMISSION = 1 // integer values wait 0 Marker.Disable($256) Marker.Disable($629) 030C: progress_made += 1 015C: set_zone_gang_info 'PORNSTU' 1 4 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'PORNSTU' 0 5 0 0 0 0 0 0 1000 0 0 0 022A: remove_forbidden_for_peds_cube -112.495 920.349 0.0 9.705 1025.694 30.0 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO2_170 if fading jf @BUYPRO2_237 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO2_230 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 create_thread @PORN1 end_thread :BUYPRO2_230 jump @BUYPRO2_170 :BUYPRO2_237 Object.Destroy($FILM_STUDIO_FRONT_GATE_CLOSED) Object.Destroy($FILM_STUDIO_BACK_GATE_CLOSED) $FILM_STUDIO_FRONT_GATE_OPEN = Object.Init(#CI_GATESOPEN, 10.273, 963.308, 12.258) Object.RemoveFromMissionCleanupList($FILM_STUDIO_FRONT_GATE_OPEN) $FILM_STUDIO_BACK_GATE_OPEN = Object.Init(#CI_BACKGATEOPEN, -14.381, 884.12, 13.542) Object.RemoveFromMissionCleanupList($FILM_STUDIO_BACK_GATE_OPEN) Object.Destroy($1811) $1810 = Object.Init(#CI_JETYGATESOPEN, -115.825, 1028.55, 11.334) Object.RemoveFromMissionCleanupList($1810) 0395: clear_area 1 at 10.1629 963.4605 range 9.8996 1.0 0055: put_player $PLAYER_CHAR at 10.1629 963.4605 9.8996 0171: set_player $PLAYER_CHAR z_angle_to 84.6334 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(75.8516, 976.8268, 41.9825, 0.0, 0.0, 0.0) Camera.PointAt(74.8664, 976.7122, 41.855, 2) :BUYPRO2_460 if fading jf @BUYPRO2_527 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO2_520 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 create_thread @PORN1 end_thread :BUYPRO2_520 jump @BUYPRO2_460 :BUYPRO2_527 01E3: text_1number_styled 'PORNBUY' number $630 time 5000 style 6 // Film Studio purchased: $~1~ 0529: add $630 to_money_spent_on_property_stats 0542: add_property 2 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 4000 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO2_614 043C: set_game_sounds_disable_on_fade 1 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 create_thread @PORN1 end_thread :BUYPRO2_614 0169: set_fade_color 0 0 1 fade 0 500 :BUYPRO2_629 if fading jf @BUYPRO2_700 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO2_693 043C: set_game_sounds_disable_on_fade 1 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 create_thread @PORN1 end_thread :BUYPRO2_693 jump @BUYPRO2_629 :BUYPRO2_700 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 02A7: $256 = create_icon_marker_and_sphere $424 at $471 $472 $473 create_thread @PORN1 0169: set_fade_color 0 0 1 fade 1 500 :BUYPRO2_766 if fading jf @BUYPRO2_812 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO2_805 043C: set_game_sounds_disable_on_fade 1 end_thread :BUYPRO2_805 jump @BUYPRO2_766 :BUYPRO2_812 043C: set_game_sounds_disable_on_fade 1 create_thread @PSAVE9 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 39--------------- // Originally: Cherry Popper Icecreams Buy :ICECUT thread 'ICECUT' $ONMISSION = 1 // integer values wait 0 054C: use_GXT_table 'ICECUT' 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Player.CanMove($PLAYER_CHAR) = False 03AF: set_streaming 0 03AD: set_rubbish 0 03CF: load_wav 'MONO_5' as 1 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSMAUDE' 02F3: load_object #CUTOBJ01 'MCANE' 038B: load_requested_models Camera.SetAtPos(-873.5121, -574.0815, 10.1528) :ICECUT_121 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) jf @ICECUT_156 wait 0 jump @ICECUT_121 :ICECUT_156 Model.Load(#MRWHOOP) :ICECUT_161 if not Model.Available(#MRWHOOP) jf @ICECUT_188 wait 0 jump @ICECUT_161 :ICECUT_188 $4894 = Car.Create(#MRWHOOP, -877.8974, -562.5469, 10.2353) Car.Angle($4894) = 184.4191 02E4: load_cutscene_data 'ICE_1' 0244: set_cutscene_pos -873.5121 -574.0815 10.1528 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $4892 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $4892 'CSMAUDE' 02E5: $4893 = create_cutscene_object #CUTOBJ01 0524: unknown_cutscene_command $4893 $4892 34 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_328 if 6929 > $CUT_SCENE_TIME // integer values jf @ICECUT_363 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_328 :ICECUT_363 00BC: text_highpriority 'ICC1_A' 10000 ms 1 // Who are you? 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_383 if 8306 > $CUT_SCENE_TIME // integer values jf @ICECUT_418 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_383 :ICECUT_418 00BC: text_highpriority 'ICC1_B' 10000 ms 1 // Your new owner. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_438 if 10381 > $CUT_SCENE_TIME // integer values jf @ICECUT_473 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_438 :ICECUT_473 00BC: text_highpriority 'ICC1_C' 10000 ms 1 // Were you now, or at any time, a child? 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_493 if 13633 > $CUT_SCENE_TIME // integer values jf @ICECUT_528 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_493 :ICECUT_528 00BC: text_highpriority 'ICC1_D' 10000 ms 1 // What are you talking about? 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_548 if 14189 > $CUT_SCENE_TIME // integer values jf @ICECUT_583 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_548 :ICECUT_583 00BC: text_highpriority 'ICC1_E' 10000 ms 1 // Were you a child? 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_603 if 15441 > $CUT_SCENE_TIME // integer values jf @ICECUT_638 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_603 :ICECUT_638 00BC: text_highpriority 'ICC1_F' 10000 ms 1 // Yes! Calm down! What's wrong with you? 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_658 if 16881 > $CUT_SCENE_TIME // integer values jf @ICECUT_693 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_658 :ICECUT_693 00BC: text_highpriority 'ICC1_G' 10000 ms 1 // I knew it. A child. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_713 if 20281 > $CUT_SCENE_TIME // integer values jf @ICECUT_748 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_713 :ICECUT_748 00BC: text_highpriority 'ICC1_H' 10000 ms 1 // A dirty, stinking, sniveling, snotting, vile, puking, crying little baby! 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_768 if 25045 > $CUT_SCENE_TIME // integer values jf @ICECUT_803 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_768 :ICECUT_803 00BC: text_highpriority 'ICC1_I' 10000 ms 1 // A baby.. an awful, horrible, disgusting little boo hoo. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_823 if 29698 > $CUT_SCENE_TIME // integer values jf @ICECUT_858 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_823 :ICECUT_858 00BC: text_highpriority 'ICC1_J' 10000 ms 1 // Mommy doesn't love you. You little shit! 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_878 if 32513 > $CUT_SCENE_TIME // integer values jf @ICECUT_913 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_878 :ICECUT_913 00BC: text_highpriority 'ICC1_K' 10000 ms 1 // Ow! Calm down. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_933 if 35215 > $CUT_SCENE_TIME // integer values jf @ICECUT_970 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_933 :ICECUT_970 00BC: text_highpriority 'ICC1_L' 10000 ms 1 // I HATE babies, and I hate children. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_990 if 38544 > $CUT_SCENE_TIME // integer values jf @ICECUT_1027 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_990 :ICECUT_1027 00BC: text_highpriority 'ICC1_M' 10000 ms 1 // They're dirty, sniveling, snotting, vile, puking little.. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1047 if 40042 > $CUT_SCENE_TIME // integer values jf @ICECUT_1084 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1047 :ICECUT_1084 00BC: text_highpriority 'ICC1_N' 10000 ms 1 // Enough already! 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1104 if 41685 > $CUT_SCENE_TIME // integer values jf @ICECUT_1141 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1104 :ICECUT_1141 00BC: text_highpriority 'ICC1_O' 10000 ms 1 // What is wrong with you?? 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1161 if 43879 > $CUT_SCENE_TIME // integer values jf @ICECUT_1198 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1161 :ICECUT_1198 00BC: text_highpriority 'ICC1_P' 10000 ms 1 // You make soft ice cream, okay? It's purely for kids. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1218 if 48927 > $CUT_SCENE_TIME // integer values jf @ICECUT_1255 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1218 :ICECUT_1255 00BC: text_highpriority 'ICC1_Q' 10000 ms 1 // What kind of psycho are you? 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1275 if 51501 > $CUT_SCENE_TIME // integer values jf @ICECUT_1312 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1275 :ICECUT_1312 00BC: text_highpriority 'ICC1_R' 10000 ms 1 // Just so I understand this, why make children happy if you hate them? 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1332 if 55814 > $CUT_SCENE_TIME // integer values jf @ICECUT_1369 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1332 :ICECUT_1369 00BC: text_highpriority 'ICC1_S' 10000 ms 1 // Oh, you stupid, sniveling, snotty- 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1389 if 59535 > $CUT_SCENE_TIME // integer values jf @ICECUT_1426 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1389 :ICECUT_1426 00BC: text_highpriority 'ICC1_T' 10000 ms 1 // Shut up! 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1446 if 60379 > $CUT_SCENE_TIME // integer values jf @ICECUT_1483 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1446 :ICECUT_1483 00BC: text_highpriority 'ICC1_U' 10000 ms 1 // - Brat! 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1503 if 62496 > $CUT_SCENE_TIME // integer values jf @ICECUT_1540 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1503 :ICECUT_1540 00BC: text_highpriority 'ICC1_V' 10000 ms 1 // The ice cream is a front. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1560 if 64801 > $CUT_SCENE_TIME // integer values jf @ICECUT_1597 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1560 :ICECUT_1597 00BC: text_highpriority 'ICC1_W' 10000 ms 1 // We distribute other, non-dairy products. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1617 if 68699 > $CUT_SCENE_TIME // integer values jf @ICECUT_1654 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1617 :ICECUT_1654 00BC: text_highpriority 'ICC1_X' 10000 ms 1 // And if I see a kid, I put him to good use. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1674 if 72778 > $CUT_SCENE_TIME // integer values jf @ICECUT_1711 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1674 :ICECUT_1711 00BC: text_highpriority 'ICC1_Y' 10000 ms 1 // Don't I, kiddies? Yes - yes, I do. Mummy doesn't love you. 02E8: $CUT_SCENE_TIME = cutscenetime :ICECUT_1731 if 78390 > $CUT_SCENE_TIME // integer values jf @ICECUT_1768 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1731 :ICECUT_1768 00BC: text_highpriority 'ICC1_Z' 10000 ms 1 // She HATES you! :ICECUT_1783 if 81000 > $CUT_SCENE_TIME // integer values jf @ICECUT_1820 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ICECUT_1783 :ICECUT_1820 03AD: set_rubbish 1 fade 0 1500 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @ICECUT_1870 if 03D0: wav 1 loaded jf @ICECUT_1870 03D1: play_wav 1 :ICECUT_1870 00BE: text_clear_all :ICECUT_1872 if fading jf @ICECUT_1896 wait 0 jump @ICECUT_1872 :ICECUT_1896 03AD: set_rubbish 1 Camera.SetAtPos(-839.512, -582.021, 24.777) 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Car.RemoveReferences($4894) Car.Destroy($4894) $338 = 1 // integer values 0529: add $609 to_money_spent_on_property_stats 014C: set_parked_car_generator $1841 cars_to_generate_to 101 Marker.Disable($608) 0570: $608 = create_asset_radar_marker_with_icon 21 at -878.5 -575.1 11.2 018B: show_on_radar $608 2 015C: set_zone_gang_info 'ICCREAM' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'ICCREAM' 0 10 0 0 0 0 0 0 1000 0 0 0 022A: remove_forbidden_for_peds_cube -896.098 -593.101 0.0 -855.09 -548.64 30.0 0542: add_property 3 to_property_own_stats create_thread @PSAVE7 wait 1000 fade 1 1500 034E: move_object $1819 to -866.689 -572.095 15.573 speed 0.0 0.0 4.5 collision_check 0 0395: clear_area 1 at -874.324 -565.683 range 11.194 1.0 0055: put_player $PLAYER_CHAR at -874.324 -565.683 11.194 0171: set_player $PLAYER_CHAR z_angle_to 183.398 Object.RemoveReferences($1819) Camera.SetPosition(-839.512, -582.021, 24.777, 0.0, 0.0, 0.0) Camera.PointAt(-840.451, -581.759, 24.553, 2) 0394: play_music 1 01E3: text_1number_styled 'ICEBUY' number $609 time 7000 style 6 // Ice Cream Factory purchased: $~1~ wait 7000 $ONMISSION = 0 // integer values 030C: progress_made += 1 02EA: end_cutscene Camera.Restore_WithJumpCut Camera.SetBehindPlayer mission_cleanup end_thread return //-------------Mission 40--------------- // Originally: Kaufman Cabs Buy :TAXCUT $ONMISSION = 1 // integer values Object.Destroy($1785) thread 'TAXCUT' wait 0 054C: use_GXT_table 'TAXICUT' if $ONMISSION == 0 // integer values jf @TAXCUT_70 0570: $619 = create_asset_radar_marker_with_icon 25 at $561 $562 $563 :TAXCUT_70 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Player.CanMove($PLAYER_CHAR) = False 03AF: set_streaming 0 03AD: set_rubbish 0 0522: Model.Load(#KAUFMAN) :TAXCUT_99 if not Model.Available(#KAUFMAN) jf @TAXCUT_126 wait 0 jump @TAXCUT_99 :TAXCUT_126 0395: clear_area 1 at -1001.7 198.8 range 11.4 4.0 3@ = Car.Create(#KAUFMAN, -1001.7, 198.8, 11.3) Car.Angle(3@) = 180.0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDORIS' 023C: load_special_actor 3 'CDRIVRA' 023C: load_special_actor 4 'CDRIVRB' 038B: load_requested_models :TAXCUT_233 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded jf @TAXCUT_271 wait 0 jump @TAXCUT_233 :TAXCUT_271 02E4: load_cutscene_data 'TAX_1' 0244: set_cutscene_pos -1002.4 202.0 10.4 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: 0@ = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim 0@ 'CSDORIS' 02E5: 1@ = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim 1@ 'CDRIVRA' 02E5: 2@ = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim 2@ 'CDRIVRB' 0395: clear_area 1 at -999.1 193.0 range 10.4 1.0 0055: put_player $PLAYER_CHAR at -999.1 193.0 10.4 0171: set_player $PLAYER_CHAR z_angle_to 80.0 wait 700 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :TAXCUT_466 if 10228 > $CUT_SCENE_TIME // integer values jf @TAXCUT_501 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_466 :TAXCUT_501 00BC: text_highpriority 'TAXC_A' 10000 ms 1 // Guess you're the new owner. :TAXCUT_516 if 11538 > $CUT_SCENE_TIME // integer values jf @TAXCUT_551 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_516 :TAXCUT_551 00BC: text_highpriority 'TAXC_B' 10000 ms 1 // What are you, mob? Cartel? You don't look Mexican... :TAXCUT_566 if 15232 > $CUT_SCENE_TIME // integer values jf @TAXCUT_601 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_566 :TAXCUT_601 00BC: text_highpriority 'TAXC_C' 10000 ms 1 // Anyhoo, I guess you better get on with the 'things are gonna change around here' crap, :TAXCUT_616 if 19887 > $CUT_SCENE_TIME // integer values jf @TAXCUT_651 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_616 :TAXCUT_651 00BC: text_highpriority 'TAXC_D' 10000 ms 1 // maybe threaten one of the drivers - :TAXCUT_666 if 22198 > $CUT_SCENE_TIME // integer values jf @TAXCUT_701 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_666 :TAXCUT_701 00BC: text_highpriority 'TAXC_E' 10000 ms 1 // go steady on Ted over there, he's just had his hernia fixed. :TAXCUT_716 if 27570 > $CUT_SCENE_TIME // integer values jf @TAXCUT_751 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_716 :TAXCUT_751 00BC: text_highpriority 'TAXC_F' 10000 ms 1 // Well, yeah. Things are going to change around here, lady. :TAXCUT_766 if 30477 > $CUT_SCENE_TIME // integer values jf @TAXCUT_801 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_766 :TAXCUT_801 00BC: text_highpriority 'TAXC_G' 10000 ms 1 // Oh crap, sonny. Might as well leave this to me - :TAXCUT_816 if 33933 > $CUT_SCENE_TIME // integer values jf @TAXCUT_853 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_816 :TAXCUT_853 00BC: text_highpriority 'TAXC_H' 10000 ms 1 // I've been doing this for years. :TAXCUT_868 if 36327 > $CUT_SCENE_TIME // integer values jf @TAXCUT_905 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_868 :TAXCUT_905 00BC: text_highpriority 'TAXC_I' 10000 ms 1 // Now hear this. :TAXCUT_920 if 38262 > $CUT_SCENE_TIME // integer values jf @TAXCUT_957 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_920 :TAXCUT_957 00BC: text_highpriority 'TAXC_J' 10000 ms 1 // We are now under new management and things are going to change around here again. :TAXCUT_972 if 43042 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1009 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_972 :TAXCUT_1009 00BC: text_highpriority 'TAXC_K' 10000 ms 1 // Our new management, the :TAXCUT_1024 if 45254 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1061 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1024 :TAXCUT_1061 00BC: text_highpriority 'TAXC_L' 10000 ms 1 // - Which gang are you? :TAXCUT_1076 if 46583 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1113 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1076 :TAXCUT_1113 00BC: text_highpriority 'TAXC_M' 10000 ms 1 // Well, I'm not part of any gang actually. :TAXCUT_1128 if 48993 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1165 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1128 :TAXCUT_1165 00BC: text_highpriority 'TAXC_N' 10000 ms 1 // What's your goddamned name, kid? :TAXCUT_1180 if 51083 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1217 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1180 :TAXCUT_1217 00BC: text_highpriority 'TAXC_O' 10000 ms 1 // Vercetti, Tommy Vercetti. :TAXCUT_1232 if 52858 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1269 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1232 :TAXCUT_1269 00BC: text_highpriority 'TAXC_P' 10000 ms 1 // Our new management, the Vercetti Gang, :TAXCUT_1284 if 55674 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1321 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1284 :TAXCUT_1321 00BC: text_highpriority 'TAXC_Q' 10000 ms 1 // is gonna make sure we get no trouble. :TAXCUT_1336 if 57991 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1373 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1336 :TAXCUT_1373 00BC: text_highpriority 'TAXC_R' 10000 ms 1 // Capiche? Out! :TAXCUT_1388 if 59837 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1425 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1388 :TAXCUT_1425 00BC: text_highpriority 'TAXC_S' 10000 ms 1 // Did you like the 'capiche'? I liked the 'capiche'. :TAXCUT_1440 if 62496 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1477 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1440 :TAXCUT_1477 00BC: text_highpriority 'TAXC_T' 10000 ms 1 // So this is how it's worked in the past, :TAXCUT_1492 if 64179 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1529 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1492 :TAXCUT_1529 00BC: text_highpriority 'TAXC_U' 10000 ms 1 // We run the firm as usual. :TAXCUT_1544 if 65671 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1581 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1544 :TAXCUT_1581 00BC: text_highpriority 'TAXC_V' 10000 ms 1 // If we get any trouble from rival firms, you beat the crap out of them. :TAXCUT_1596 if 68752 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1633 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1596 :TAXCUT_1633 00BC: text_highpriority 'TAXC_W' 10000 ms 1 // Then they beat the crap out of us, :TAXCUT_1648 if 70262 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1685 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1648 :TAXCUT_1685 00BC: text_highpriority 'TAXC_X' 10000 ms 1 // then you beat the crap out of them, :TAXCUT_1700 if 71555 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1737 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1700 :TAXCUT_1737 00BC: text_highpriority 'TAXC_Y' 10000 ms 1 // etcetera, etcetera. You got it? :TAXCUT_1752 if 73865 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1789 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1752 :TAXCUT_1789 00BC: text_highpriority 'TAXC_Z' 10000 ms 1 // Uh, yeah, I guess... :TAXCUT_1804 if 76173 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1841 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1804 :TAXCUT_1841 00BC: text_highpriority 'TAXC_A1' 10000 ms 1 // Just grab a taxi from the garage if you feel like jumping in. :TAXCUT_1856 if 77173 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1893 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1856 :TAXCUT_1893 if 81852 > $CUT_SCENE_TIME // integer values jf @TAXCUT_1930 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @TAXCUT_1893 :TAXCUT_1930 fade 0 1500 00BE: text_clear_all :TAXCUT_1939 if fading jf @TAXCUT_1963 wait 0 jump @TAXCUT_1939 :TAXCUT_1963 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetAtPos(-999.1, 193.0, 10.4) 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 Model.Destroy(#KAUFMAN) $307 = 1 // integer values wait 1000 02A3: enable_widescreen 1 fade 1 1500 Player.CanMove($PLAYER_CHAR) = False Camera.SetAtPos(-1017.904, 207.165, 15.09) Camera.SetPosition(-1018.54, 207.931, 15.185, 0.0, 0.0, 0.0) Camera.PointAt(-1017.904, 207.165, 15.09, 2) 0394: play_music 1 01E3: text_1number_styled 'TAXIBUY' number $620 time 7000 style 6 // Taxi Firm purchased: $~1~ 0529: add $620 to_money_spent_on_property_stats 0542: add_property 5 to_property_own_stats wait 7000 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($619) Marker.Disable($306) 02A7: $306 = create_icon_marker_and_sphere $432 at $489 $490 $491 create_thread @PSAVE4 030C: progress_made += 1 Camera.Restore_WithJumpCut 015C: set_zone_gang_info 'KAUFCAB' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'KAUFCAB' 0 10 0 0 0 0 0 0 1000 0 0 0 022A: remove_forbidden_for_peds_cube -1012.06 181.561 0.0 -982.06 216.561 30.0 mission_cleanup end_thread return //-------------Mission 41--------------- // Originally: Malibu Club Buy :BUYPRO3 thread 'BUYPRO3' $ONMISSION = 1 // integer values wait 0 Marker.Disable($247) Marker.Disable($638) 030C: progress_made += 1 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO3_68 if fading jf @BUYPRO3_142 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO3_135 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 create_thread @BANK1 $1092 = 1 // integer values end_thread :BUYPRO3_135 jump @BUYPRO3_68 :BUYPRO3_142 0395: clear_area 1 at 495.651 -84.2263 range 8.9929 1.0 0055: put_player $PLAYER_CHAR at 495.651 -84.2263 8.9929 0171: set_player $PLAYER_CHAR z_angle_to 47.6086 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(505.4001, -107.8699, 12.9888, 0.0, 0.0, 0.0) Camera.PointAt(504.9025, -107.0028, 12.9664, 2) :BUYPRO3_266 if fading jf @BUYPRO3_340 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO3_333 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 create_thread @BANK1 $1092 = 1 // integer values end_thread :BUYPRO3_333 jump @BUYPRO3_266 :BUYPRO3_340 01E3: text_1number_styled 'BANKBUY' number $639 time 5000 style 6 // The Malibu purchased: $~1~ 0529: add $639 to_money_spent_on_property_stats 0542: add_property 0 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 4000 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO3_434 043C: set_game_sounds_disable_on_fade 1 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 create_thread @BANK1 $1092 = 1 // integer values end_thread :BUYPRO3_434 0169: set_fade_color 0 0 1 fade 0 500 :BUYPRO3_449 if fading jf @BUYPRO3_527 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO3_520 043C: set_game_sounds_disable_on_fade 1 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 create_thread @BANK1 $1092 = 1 // integer values end_thread :BUYPRO3_520 jump @BUYPRO3_449 :BUYPRO3_527 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 02A7: $247 = create_icon_marker_and_sphere $422 at $468 $469 $470 create_thread @BANK1 $1092 = 1 // integer values 0169: set_fade_color 0 0 1 fade 1 500 :BUYPRO3_600 if fading jf @BUYPRO3_646 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO3_639 043C: set_game_sounds_disable_on_fade 1 end_thread :BUYPRO3_639 jump @BUYPRO3_600 :BUYPRO3_646 043C: set_game_sounds_disable_on_fade 1 create_thread @PSAVE10 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 42--------------- // Originally: The Boatyard Buy :BOATBY $ONMISSION = 1 // integer values thread 'BOATBY' wait 0 Object.Destroy($1786) 054C: use_GXT_table 'BOATBUY' 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSDWAYN' 023C: load_special_actor 3 'CSJETRO' 0@ = Object.Init(#DK_REEF, -651.0, -1481.21, 16.647) Object.RemoveFromMissionCleanupList(0@) if $ONMISSION == 0 // integer values jf @BOATBY_140 04CE: $603 = create_icon_marker_without_sphere 9 at -664.1 -1476.3 13.8 :BOATBY_140 wait 0 Camera.SetAtPos(-649.7202, -1482.1, 14.9076) 038B: load_requested_models :BOATBY_163 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded jf @BOATBY_197 wait 0 jump @BOATBY_163 :BOATBY_197 0569: 'CSPLAY' 0569: 'CSDWAYN' 0569: 'CSJETRO' 02E4: load_cutscene_data 'DRUG_1' 0244: set_cutscene_pos -690.0 -1568.0 11.4 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: 1@ = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim 1@ 'CSDWAYN' 02E5: 2@ = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim 2@ 'CSJETRO' 0395: clear_area 1 at -633.2 -1488.8 range 12.7 1.0 0055: put_player $PLAYER_CHAR at -633.2 -1488.8 12.7 0171: set_player $PLAYER_CHAR z_angle_to 250.0 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BOATBY_405 if 142 > $CUT_SCENE_TIME // integer values jf @BOATBY_440 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_405 :BOATBY_440 00BC: text_highpriority 'DRUG_1' 10000 ms 1 // Hello? Hel-lo?! Hello? :BOATBY_455 if 9838 > $CUT_SCENE_TIME // integer values jf @BOATBY_490 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_455 :BOATBY_490 00BC: text_highpriority 'DRUG_2' 10000 ms 1 // Put it out. There's a dude here. :BOATBY_505 if 12335 > $CUT_SCENE_TIME // integer values jf @BOATBY_540 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_505 :BOATBY_540 00BC: text_highpriority 'DRUG_3' 10000 ms 1 // Hey suit dude! I guess you're the new owner? :BOATBY_555 if 14831 > $CUT_SCENE_TIME // integer values jf @BOATBY_590 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_555 :BOATBY_590 00BC: text_highpriority 'DRUG_4' 10000 ms 1 // Yeah. Which one of the boats is the fastest? :BOATBY_605 if 17624 > $CUT_SCENE_TIME // integer values jf @BOATBY_640 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_605 :BOATBY_640 00BC: text_highpriority 'DRUG_5' 10000 ms 1 // It's already in the water, dude, :BOATBY_655 if 19626 > $CUT_SCENE_TIME // integer values jf @BOATBY_690 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_655 :BOATBY_690 00BC: text_highpriority 'DRUG_6' 10000 ms 1 // I though you might want to try her out. :BOATBY_705 if 21916 > $CUT_SCENE_TIME // integer values jf @BOATBY_740 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_705 :BOATBY_740 00BC: text_highpriority 'DRUG_7' 10000 ms 1 // Dude, she's already running with a 300 horse power engine... :BOATBY_755 if 24845 > $CUT_SCENE_TIME // integer values jf @BOATBY_790 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_755 :BOATBY_790 00BC: text_highpriority 'DRUG_8' 10000 ms 1 // ...and the fiberglass hull, she just shoots through the waves.! :BOATBY_805 if 29051 > $CUT_SCENE_TIME // integer values jf @BOATBY_840 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_805 :BOATBY_840 00BC: text_highpriority 'DRUG_9' 10000 ms 1 // She can do like zero to sixty in four seconds flat dude... :BOATBY_855 if 33053 > $CUT_SCENE_TIME // integer values jf @BOATBY_892 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_855 :BOATBY_892 00BC: text_highpriority 'DRUG_10' 10000 ms 1 // and she can hold like twenty bales of the best Jamaican smoke right in the hull! :BOATBY_907 if 37627 > $CUT_SCENE_TIME // integer values jf @BOATBY_944 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_907 :BOATBY_944 00BC: text_highpriority 'DRUG_11' 10000 ms 1 // So go ahead dude, she's ready to fly! :BOATBY_959 if 40309 > $CUT_SCENE_TIME // integer values jf @BOATBY_996 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_959 :BOATBY_996 00BC: text_highpriority 'DRUG_12' 10000 ms 1 // Yo yo, uh, suit dude, you gotta light? :BOATBY_1011 if 44071 > $CUT_SCENE_TIME // integer values jf @BOATBY_1048 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_1011 :BOATBY_1048 00BC: text_highpriority 'DRUG_13' 10000 ms 1 // Dude? :BOATBY_1063 if 45000 > $CUT_SCENE_TIME // integer values jf @BOATBY_1100 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BOATBY_1063 :BOATBY_1100 0169: set_fade_color 0 0 1 fade 0 1500 :BOATBY_1115 if fading jf @BOATBY_1139 wait 0 jump @BOATBY_1115 :BOATBY_1139 if 82E9: not cutscene_reached_end jf @BOATBY_1163 wait 0 jump @BOATBY_1139 :BOATBY_1163 03AD: set_rubbish 1 00BE: text_clear_all 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Load(#JETMAX) Model.Load(#SQUALO) 038B: load_requested_models :BOATBY_1207 if or not Model.Available(#JETMAX) not Model.Available(#SQUALO) jf @BOATBY_1239 wait 0 jump @BOATBY_1207 :BOATBY_1239 3@ = Car.Create(#JETMAX, -586.6, -1512.2, 5.0) Car.Angle(3@) = 253.0 4@ = Car.Create(#SQUALO, -581.2, -1503.2, 5.0) Car.Angle(4@) = 250.0 wait 0 wait 0 0169: set_fade_color 0 0 1 fade 1 1500 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False Camera.SetAtPos(-565.647, -1506.333, 8.906) Camera.SetPosition(-564.65, -1506.31, 8.99, 0.0, 0.0, 0.0) Camera.PointAt(-565.647, -1506.333, 8.906, 2) :BOATBY_1407 if fading jf @BOATBY_1431 wait 0 jump @BOATBY_1407 :BOATBY_1431 0394: play_music 1 01E3: text_1number_styled 'BOATBUY' number $604 time 7000 style 6 // Boatyard purchased: $~1~ 0529: add $604 to_money_spent_on_property_stats 0542: add_property 6 to_property_own_stats wait 7000 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 030C: progress_made += 1 014C: set_parked_car_generator $1982 cars_to_generate_to 101 014C: set_parked_car_generator $1983 cars_to_generate_to 101 Marker.Disable($603) 0570: $603 = create_asset_radar_marker_with_icon 12 at -664.1 -1476.3 13.8 018B: show_on_radar $603 2 015C: set_zone_gang_info 'BOATYRD' 1 13 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'BOATYRD' 0 10 0 0 0 0 0 0 1000 0 0 0 022A: remove_forbidden_for_peds_cube -692.193 -1522.901 0.0 -575.311 -1453.378 30.0 create_thread @PSAVE6 create_thread @COKRUN Camera.Restore_WithJumpCut Camera.SetBehindPlayer wait 0 Model.Destroy(#JETMAX) Model.Destroy(#SQUALO) $ONMISSION = 0 // integer values mission_cleanup end_thread //-------------Mission 43--------------- // Originally: Pole Position Club Buy :BUYPRO4 thread 'BUYPRO4' $ONMISSION = 1 // integer values if $ONMISSION == 0 // integer values jf @BUYPRO4_58 0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 018B: show_on_radar $613 2 :BUYPRO4_58 wait 0 Marker.Disable($613) 030C: progress_made += 1 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO4_104 if fading jf @BUYPRO4_176 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO4_169 0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 018B: show_on_radar $613 2 $999 = 1 // integer values end_thread :BUYPRO4_169 jump @BUYPRO4_104 :BUYPRO4_176 0570: $613 = create_asset_radar_marker_with_icon 20 at $570 $571 $572 018B: show_on_radar $613 2 create_thread @PSAVE5 $999 = 1 // integer values 055B: $1291 = create_clothes_pickup 9 at 158.3 -1275.9 10.6 $1271 = 1 // integer values create_thread @CLOTH7 0395: clear_area 1 at 100.9297 -1470.622 range 9.3871 1.0 0055: put_player $PLAYER_CHAR at 100.9297 -1470.622 9.3871 0171: set_player $PLAYER_CHAR z_angle_to 218.0275 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(112.9674, -1486.218, 11.2691, 0.0, 0.0, 0.0) Camera.PointAt(112.1791, -1485.63, 11.4509, 2) :BUYPRO4_375 if fading jf @BUYPRO4_417 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO4_410 end_thread :BUYPRO4_410 jump @BUYPRO4_375 :BUYPRO4_417 01E3: text_1number_styled 'STRPBUY' number $614 time 5000 style 6 // Pole Position Club purchased: $~1~ 0529: add $614 to_money_spent_on_property_stats 0542: add_property 7 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 4000 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO4_479 043C: set_game_sounds_disable_on_fade 1 end_thread :BUYPRO4_479 0169: set_fade_color 0 0 1 fade 0 500 :BUYPRO4_494 if fading jf @BUYPRO4_540 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO4_533 043C: set_game_sounds_disable_on_fade 1 end_thread :BUYPRO4_533 jump @BUYPRO4_494 :BUYPRO4_540 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 fade 1 500 :BUYPRO4_581 if fading jf @BUYPRO4_605 wait 0 jump @BUYPRO4_581 :BUYPRO4_605 043C: set_game_sounds_disable_on_fade 1 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 44--------------- // Originally: El Swanko Casa Buy :BUYPRO5 thread 'BUYPRO5' $ONMISSION = 1 // integer values wait 0 Marker.Disable($660) 030C: progress_made += 1 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :BUYPRO5_63 if fading jf @BUYPRO5_136 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO5_129 0570: $660 = create_asset_radar_marker_with_icon 19 at $573 $574 $575 018B: show_on_radar $660 2 create_thread @SAVE1 end_thread :BUYPRO5_129 jump @BUYPRO5_63 :BUYPRO5_136 0570: $660 = create_asset_radar_marker_with_icon 19 at $573 $574 $575 018B: show_on_radar $660 2 create_thread @SAVE1 0395: clear_area 1 at 428.373 608.9806 range 11.6898 1.0 0055: put_player $PLAYER_CHAR at 428.373 608.9806 11.6898 0171: set_player $PLAYER_CHAR z_angle_to 0.0 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(415.9304, 640.0891, 12.9833, 0.0, 0.0, 0.0) Camera.PointAt(416.2365, 639.1425, 13.0847, 2) :BUYPRO5_291 if fading jf @BUYPRO5_333 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO5_326 end_thread :BUYPRO5_326 jump @BUYPRO5_291 :BUYPRO5_333 $1798 = 1 // integer values $1303 = 1 // integer values 01E3: text_1number_styled 'NBMNBUY' number $661 time 5000 style 6 // El Swanko Casa purchased: $~1~ 0529: add $661 to_money_spent_on_property_stats 0542: add_property 10 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 2000 00BC: text_highpriority 'BUYSAVE' 3000 ms 1 // ~g~You can now save your game here when not on a mission. wait 3000 Camera.SetPosition(427.813, 650.6702, 15.3209, 0.0, 0.0, 0.0) Camera.PointAt(428.6758, 650.2003, 15.1346, 2) 00BC: text_highpriority 'BUYGARG' 3000 ms 1 // ~g~You can also store vehicles in this garage. 02FA: garage $663 change_to_type 16 wait 3000 0169: set_fade_color 0 0 1 fade 0 500 :BUYPRO5_500 if fading jf @BUYPRO5_546 wait 0 if not Player.Defined($PLAYER_CHAR) jf @BUYPRO5_539 043C: set_game_sounds_disable_on_fade 1 end_thread :BUYPRO5_539 jump @BUYPRO5_500 :BUYPRO5_546 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 fade 1 500 gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 45--------------- // Originally: Links View Apartment Buy :LNKVBUY thread 'LNKVBUY' $ONMISSION = 1 // integer values wait 0 Marker.Disable($652) 030C: progress_made += 1 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :LNKVBUY_63 if fading jf @LNKVBUY_136 wait 0 if not Player.Defined($PLAYER_CHAR) jf @LNKVBUY_129 0570: $652 = create_asset_radar_marker_with_icon 19 at $585 $586 $587 018B: show_on_radar $652 2 create_thread @SAVE2 end_thread :LNKVBUY_129 jump @LNKVBUY_63 :LNKVBUY_136 0570: $652 = create_asset_radar_marker_with_icon 19 at $585 $586 $587 018B: show_on_radar $652 2 create_thread @SAVE2 0395: clear_area 1 at 306.5728 376.2928 range 12.1856 1.0 0055: put_player $PLAYER_CHAR at 306.5728 376.2928 12.1856 0171: set_player $PLAYER_CHAR z_angle_to 276.3156 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(241.4097, 420.0691, 10.388, 0.0, 0.0, 0.0) Camera.PointAt(242.141, 419.4232, 10.6071, 2) :LNKVBUY_291 if fading jf @LNKVBUY_333 wait 0 if not Player.Defined($PLAYER_CHAR) jf @LNKVBUY_326 end_thread :LNKVBUY_326 jump @LNKVBUY_291 :LNKVBUY_333 $1799 = 1 // integer values $1304 = 1 // integer values 01E3: text_1number_styled 'LNKVBUY' number $653 time 5000 style 6 // Links View Apartment purchased: $~1~ 0529: add $653 to_money_spent_on_property_stats 0542: add_property 9 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 2000 00BC: text_highpriority 'BUYSAVE' 3000 ms 1 // ~g~You can now save your game here when not on a mission. wait 3000 Camera.SetPosition(313.6496, 390.976, 14.5314, 0.0, 0.0, 0.0) Camera.PointAt(313.0024, 391.738, 14.5534, 2) 00BC: text_highpriority 'BUYGARG' 3000 ms 1 // ~g~You can also store vehicles in this garage. 02FA: garage $655 change_to_type 26 wait 3000 0169: set_fade_color 0 0 1 fade 0 500 :LNKVBUY_500 if fading jf @LNKVBUY_546 wait 0 if not Player.Defined($PLAYER_CHAR) jf @LNKVBUY_539 043C: set_game_sounds_disable_on_fade 1 end_thread :LNKVBUY_539 jump @LNKVBUY_500 :LNKVBUY_546 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 fade 1 500 gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 46--------------- // Originally: Hyman Condo Buy :HYCOBUY thread 'HYCOBUY' $ONMISSION = 1 // integer values wait 0 Marker.Disable($664) 030C: progress_made += 1 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :HYCOBUY_63 if fading jf @HYCOBUY_136 wait 0 if not Player.Defined($PLAYER_CHAR) jf @HYCOBUY_129 0570: $664 = create_asset_radar_marker_with_icon 19 at $588 $589 $590 018B: show_on_radar $664 2 create_thread @SAVE3 end_thread :HYCOBUY_129 jump @HYCOBUY_63 :HYCOBUY_136 0570: $664 = create_asset_radar_marker_with_icon 19 at $588 $589 $590 018B: show_on_radar $664 2 create_thread @SAVE3 0395: clear_area 1 at -833.811 1304.07 range 10.5131 1.0 0055: put_player $PLAYER_CHAR at -833.811 1304.07 10.5131 0171: set_player $PLAYER_CHAR z_angle_to 200.4458 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(-905.0276, 1352.564, 50.7682, 0.0, 0.0, 0.0) Camera.PointAt(-904.088, 1352.261, 50.9287, 2) :HYCOBUY_291 if fading jf @HYCOBUY_333 wait 0 if not Player.Defined($PLAYER_CHAR) jf @HYCOBUY_326 end_thread :HYCOBUY_326 jump @HYCOBUY_291 :HYCOBUY_333 $1795 = 1 // integer values 055B: $1298 = create_clothes_pickup 1 at -820.2 1364.1 66.4 $1300 = 1 // integer values 01E3: text_1number_styled 'HYCOBUY' number $665 time 5000 style 6 // Hyman Condo purchased: $~1~ 0529: add $665 to_money_spent_on_property_stats 0542: add_property 14 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 2000 00BC: text_highpriority 'BUYSAVE' 3000 ms 1 // ~g~You can now save your game here when not on a mission. wait 3000 Camera.SetPosition(-848.3207, 1292.835, 11.4866, 0.0, 0.0, 0.0) Camera.PointAt(-847.6996, 1293.611, 11.5998, 2) 00BC: text_highpriority 'BUYGARS' 3000 ms 1 // ~g~You can also store vehicles in these garages. 02FA: garage $667 change_to_type 17 02FA: garage $668 change_to_type 18 02FA: garage $669 change_to_type 24 wait 3000 0169: set_fade_color 0 0 1 fade 0 500 :HYCOBUY_536 if fading jf @HYCOBUY_582 wait 0 if not Player.Defined($PLAYER_CHAR) jf @HYCOBUY_575 043C: set_game_sounds_disable_on_fade 1 end_thread :HYCOBUY_575 jump @HYCOBUY_536 :HYCOBUY_582 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 fade 1 500 gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 47--------------- // Originally: Ocean Heighs Aprt. Buy :OCHEBUY thread 'OCHEBUY' $ONMISSION = 1 // integer values wait 0 Marker.Disable($656) 030C: progress_made += 1 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :OCHEBUY_63 if fading jf @OCHEBUY_136 wait 0 if not Player.Defined($PLAYER_CHAR) jf @OCHEBUY_129 0570: $656 = create_asset_radar_marker_with_icon 19 at $591 $592 $593 018B: show_on_radar $656 2 create_thread @SAVE5 end_thread :OCHEBUY_129 jump @OCHEBUY_63 :OCHEBUY_136 0570: $656 = create_asset_radar_marker_with_icon 19 at $591 $592 $593 018B: show_on_radar $656 2 create_thread @SAVE5 0395: clear_area 1 at 14.4571 -1498.594 range 12.1974 1.0 0055: put_player $PLAYER_CHAR at 14.4571 -1498.594 12.1974 0171: set_player $PLAYER_CHAR z_angle_to 353.8286 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(-9.9202, -1467.05, 10.114, 0.0, 0.0, 0.0) Camera.PointAt(-9.376, -1467.813, 10.4639, 2) :OCHEBUY_291 if fading jf @OCHEBUY_333 wait 0 if not Player.Defined($PLAYER_CHAR) jf @OCHEBUY_326 end_thread :OCHEBUY_326 jump @OCHEBUY_291 :OCHEBUY_333 $1800 = 1 // integer values $1305 = 1 // integer values 01E3: text_1number_styled 'OCHEBUY' number $657 time 5000 style 6 // Ocean Heights Apartment purchased: $~1~ 0529: add $657 to_money_spent_on_property_stats 0542: add_property 12 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 2000 00BC: text_highpriority 'BUYSAVE' 3000 ms 1 // ~g~You can now save your game here when not on a mission. wait 3000 Camera.SetPosition(17.7346, -1467.674, 18.6329, 0.0, 0.0, 0.0) Camera.PointAt(18.0802, -1468.512, 18.2106, 2) 00BC: text_highpriority 'BUYGARG' 3000 ms 1 // ~g~You can also store vehicles in this garage. 02FA: garage $659 change_to_type 25 wait 3000 0169: set_fade_color 0 0 1 fade 0 500 :OCHEBUY_500 if fading jf @OCHEBUY_546 wait 0 if not Player.Defined($PLAYER_CHAR) jf @OCHEBUY_539 043C: set_game_sounds_disable_on_fade 1 end_thread :OCHEBUY_539 jump @OCHEBUY_500 :OCHEBUY_546 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 fade 1 500 gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 48--------------- // Originally: 1102 Washington Street Buy :WASHBUY thread 'WASHBUY' $ONMISSION = 1 // integer values wait 0 Marker.Disable($649) 030C: progress_made += 1 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :WASHBUY_63 if fading jf @WASHBUY_136 wait 0 if not Player.Defined($PLAYER_CHAR) jf @WASHBUY_129 0570: $649 = create_asset_radar_marker_with_icon 19 at $594 $595 $596 018B: show_on_radar $649 2 create_thread @SAVE4 end_thread :WASHBUY_129 jump @WASHBUY_63 :WASHBUY_136 0570: $649 = create_asset_radar_marker_with_icon 19 at $594 $595 $596 018B: show_on_radar $649 2 create_thread @SAVE4 0395: clear_area 1 at 90.781 -806.1213 range 10.3349 1.0 0055: put_player $PLAYER_CHAR at 90.781 -806.1213 10.3349 0171: set_player $PLAYER_CHAR z_angle_to 238.8605 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(57.5999, -681.8762, 10.4095, 0.0, 0.0, 0.0) Camera.PointAt(57.8653, -682.802, 10.6787, 2) :WASHBUY_291 if fading jf @WASHBUY_333 wait 0 if not Player.Defined($PLAYER_CHAR) jf @WASHBUY_326 end_thread :WASHBUY_326 jump @WASHBUY_291 :WASHBUY_333 $1796 = 1 // integer values $1301 = 1 // integer values 01E3: text_1number_styled 'WASHBUY' number $650 time 5000 style 6 // 1102 Washington Street purchased: $~1~ 0529: add $650 to_money_spent_on_property_stats 0542: add_property 11 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 2000 00BC: text_highpriority 'BUYSAVE' 3000 ms 1 // ~g~You can now save your game here when not on a mission. wait 3000 0169: set_fade_color 0 0 1 fade 0 500 :WASHBUY_422 if fading jf @WASHBUY_468 wait 0 if not Player.Defined($PLAYER_CHAR) jf @WASHBUY_461 043C: set_game_sounds_disable_on_fade 1 end_thread :WASHBUY_461 jump @WASHBUY_422 :WASHBUY_468 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 fade 1 500 gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 49--------------- // Originally: Vice Point Buy :VCPTBUY thread 'VCPTBUY' $ONMISSION = 1 // integer values wait 0 Marker.Disable($646) 030C: progress_made += 1 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :VCPTBUY_63 if fading jf @VCPTBUY_136 wait 0 if not Player.Defined($PLAYER_CHAR) jf @VCPTBUY_129 0570: $646 = create_asset_radar_marker_with_icon 19 at $597 $598 $599 018B: show_on_radar $646 2 create_thread @SAVE6 end_thread :VCPTBUY_129 jump @VCPTBUY_63 :VCPTBUY_136 0570: $646 = create_asset_radar_marker_with_icon 19 at $597 $598 $599 018B: show_on_radar $646 2 create_thread @SAVE6 0395: clear_area 1 at 529.6626 1272.155 range 16.822 1.0 0055: put_player $PLAYER_CHAR at 529.6626 1272.155 16.822 0171: set_player $PLAYER_CHAR z_angle_to 131.5277 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(468.3571, 1259.458, 21.8848, 0.0, 0.0, 0.0) Camera.PointAt(469.2978, 1259.797, 21.8834, 2) :VCPTBUY_291 if fading jf @VCPTBUY_333 wait 0 if not Player.Defined($PLAYER_CHAR) jf @VCPTBUY_326 end_thread :VCPTBUY_326 jump @VCPTBUY_291 :VCPTBUY_333 $1797 = 1 // integer values $1302 = 1 // integer values 01E3: text_1number_styled 'VCPTBUY' number $647 time 5000 style 6 // 3321 Vice Point purchased: $~1~ 0529: add $647 to_money_spent_on_property_stats 0542: add_property 8 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 2000 00BC: text_highpriority 'BUYSAVE' 3000 ms 1 // ~g~You can now save your game here when not on a mission. wait 3000 0169: set_fade_color 0 0 1 fade 0 500 :VCPTBUY_422 if fading jf @VCPTBUY_468 wait 0 if not Player.Defined($PLAYER_CHAR) jf @VCPTBUY_461 043C: set_game_sounds_disable_on_fade 1 end_thread :VCPTBUY_461 jump @VCPTBUY_422 :VCPTBUY_468 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 fade 1 500 gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 50--------------- // Originally: Skumole Shack Buy :SKUMBUY thread 'SKUMBUY' $ONMISSION = 1 // integer values wait 0 Marker.Disable($643) 030C: progress_made += 1 0169: set_fade_color 0 0 1 fade 0 500 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 :SKUMBUY_63 if fading jf @SKUMBUY_136 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SKUMBUY_129 0570: $643 = create_asset_radar_marker_with_icon 19 at $600 $601 $602 018B: show_on_radar $643 2 create_thread @SAVE7 end_thread :SKUMBUY_129 jump @SKUMBUY_63 :SKUMBUY_136 0570: $643 = create_asset_radar_marker_with_icon 19 at $600 $601 $602 018B: show_on_radar $643 2 create_thread @SAVE7 0395: clear_area 1 at -559.9 705.4 range 19.8 1.0 0055: put_player $PLAYER_CHAR at -559.9 705.4 19.8 0171: set_player $PLAYER_CHAR z_angle_to 243.0 02A3: enable_widescreen 1 0169: set_fade_color 0 0 1 fade 1 500 Camera.SetPosition(-570.4593, 708.1309, 24.3593, 0.0, 0.0, 0.0) Camera.PointAt(-569.6928, 707.5626, 24.0599, 2) :SKUMBUY_291 if fading jf @SKUMBUY_333 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SKUMBUY_326 end_thread :SKUMBUY_326 jump @SKUMBUY_291 :SKUMBUY_333 $1794 = 1 // integer values $1299 = 1 // integer values 01E3: text_1number_styled 'SKUMBUY' number $644 time 5000 style 6 // Skumole Shack purchased: $~1~ 0529: add $644 to_money_spent_on_property_stats 0542: add_property 13 to_property_own_stats 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 wait 2000 00BC: text_highpriority 'BUYSAVE' 3000 ms 1 // ~g~You can now save your game here when not on a mission. wait 3000 0169: set_fade_color 0 0 1 fade 0 500 :SKUMBUY_422 if fading jf @SKUMBUY_468 wait 0 if not Player.Defined($PLAYER_CHAR) jf @SKUMBUY_461 043C: set_game_sounds_disable_on_fade 1 end_thread :SKUMBUY_461 jump @SKUMBUY_422 :SKUMBUY_468 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 02A3: enable_widescreen 0 0169: set_fade_color 0 0 1 fade 1 500 gosub @HELP_2932 043C: set_game_sounds_disable_on_fade 1 $ONMISSION = 0 // integer values mission_cleanup end_thread return //-------------Mission 51--------------- // Originally: Cap the Collector :CAP_1 gosub @CAP_1_36 if wasted_or_busted jf @CAP_1_27 gosub @CAP_1_9159 :CAP_1_27 gosub @CAP_1_9281 end_thread :CAP_1_36 $ONMISSION = 1 // integer values increment_mission_attempts thread 'CAP_1' wait 0 054C: use_GXT_table 'CAP_1' 058E: set_restart_mission_taxi_destination -1045.726 -292.454 9.758 97.607 $4895 = -1 // integer values $4896 = -1 // integer values $4897 = -1 // integer values $4940 = 0 // integer values $4941 = 0 // integer values $4942 = 0 // integer values $4943 = 0 // integer values $4944 = 0 // integer values $4945 = 0 // integer values $4966 = 0.0 // floating-point values $4967 = 0.0 // floating-point values $4968 = 0.0 // floating-point values $4969 = 0.0 // floating-point values $4970 = 0.0 // floating-point values $4898 = -1 // integer values $4899 = -1 // integer values $4900 = -1 // integer values $4946 = 0 // integer values $4947 = 0 // integer values $4948 = 0 // integer values $4949 = 0 // integer values $4950 = 0 // integer values $4951 = 0 // integer values 0@ = 0.0 // floating-point values 1@ = 0.0 // floating-point values 2@ = 0.0 // floating-point values 3@ = 0.0 // floating-point values 4@ = 0.0 // floating-point values $4901 = -1 // integer values $4902 = -1 // integer values $4903 = -1 // integer values $4952 = 0 // integer values $4953 = 0 // integer values $4954 = 0 // integer values $4955 = 0 // integer values $4956 = 0 // integer values $4957 = 0 // integer values 5@ = 0.0 // floating-point values 6@ = 0.0 // floating-point values 7@ = 0.0 // floating-point values 8@ = 0.0 // floating-point values 9@ = 0.0 // floating-point values $4904 = -1 // integer values $4905 = -1 // integer values $4906 = -1 // integer values $4959 = 0 // integer values $4960 = 0 // integer values $4961 = 0 // integer values $4962 = 0 // integer values $4963 = 0 // integer values $4964 = 0 // integer values 10@ = 0.0 // floating-point values 11@ = 0.0 // floating-point values 12@ = 0.0 // floating-point values 13@ = 0.0 // floating-point values 14@ = 0.0 // floating-point values $4916 = 0 // integer values $4917 = 0 // integer values $4918 = 0 // integer values $4919 = 0 // integer values $4920 = 0 // integer values $4921 = 0 // integer values $4922 = 0 // integer values $4925 = 0 // integer values $4926 = 0 // integer values $4927 = 0 // integer values $4928 = 0 // integer values $4929 = 0 // integer values $4930 = 0 // integer values $4931 = 0 // integer values $4932 = 0 // integer values $4933 = 0 // integer values $4934 = 0 // integer values $4923 = 0 // integer values $2607 = 0 // integer values $2560 = 0 // integer values $2561 = 0 // integer values $2562 = 0 // integer values $2563 = 0 // integer values $2564 = 0 // integer values $2567 = 0 // integer values $2568 = 0 // integer values $2569 = 0 // integer values $2570 = 0 // integer values $2571 = 0 // integer values $2573 = 0 // integer values $4935 = 0 // integer values $4936 = 0 // integer values $4937 = 0 // integer values $4938 = 0 // integer values $2797 = 0 // integer values $4872 = 0.0 // floating-point values $4873 = 0.0 // floating-point values $4874 = 0.0 // floating-point values $2585 = 0 // integer values $2586 = 0 // integer values $2587 = 0 // integer values $2588 = 0 // integer values $2589 = 0 // integer values $2590 = 0 // integer values $2591 = 0 // integer values $2592 = 0 // integer values $2593 = 0 // integer values $2594 = 0 // integer values $2596 = 0 // integer values $4958 = 0 // integer values $4965 = 0 // integer values $4924 = 0 // integer values 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKELLY' 023C: load_special_actor 3 'PRINTRA' 023C: load_special_actor 4 'PRINTRB' 023C: load_special_actor 5 'PRINTRC' select_interior 18 Camera.SetAtPos(-1071.56, -278.9497, 12.3606) 038B: load_requested_models :CAP_1_999 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @CAP_1_1041 wait 0 jump @CAP_1_999 :CAP_1_1041 02E4: load_cutscene_data 'CAP_1' 041D: set_camera_near_clip 0.1 0244: set_cutscene_pos -1064.103 -276.39 11.066 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $167 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $167 'CSKELLY' 02E5: $136 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $136 'PRINTRA' 02E5: $138 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $138 'PRINTRB' 02E5: $129 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $129 'PRINTRC' 0395: clear_area 1 at -1059.841 -278.7214 range 10.4044 1.0 0055: put_player $PLAYER_CHAR at -1059.841 -278.7214 10.4044 0171: set_player $PLAYER_CHAR z_angle_to 272.2088 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CAP_1_1259 if 2420 > $CUT_SCENE_TIME // integer values jf @CAP_1_1294 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1259 :CAP_1_1294 00BC: text_highpriority 'CAP_01' 10000 ms 1 // Ok, what's the emergency? :CAP_1_1309 if 5636 > $CUT_SCENE_TIME // integer values jf @CAP_1_1344 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1309 :CAP_1_1344 00BC: text_highpriority 'CAP_02' 10000 ms 1 // WHO? :CAP_1_1359 if 6065 > $CUT_SCENE_TIME // integer values jf @CAP_1_1394 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1359 :CAP_1_1394 00BC: text_highpriority 'CAP_03' 10000 ms 1 // Tommy...some mob thugs ...said they'd come to take their cut... :CAP_1_1409 if 10876 > $CUT_SCENE_TIME // integer values jf @CAP_1_1444 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1409 :CAP_1_1444 00BC: text_highpriority 'CAP_04' 10000 ms 1 // ...said it was a Mr. Forello's money...I feel like crap. :CAP_1_1459 if 14640 > $CUT_SCENE_TIME // integer values jf @CAP_1_1494 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1459 :CAP_1_1494 00BC: text_highpriority 'CAP_05' 10000 ms 1 // Forelli? SONNY Forelli? :CAP_1_1509 if 17053 > $CUT_SCENE_TIME // integer values jf @CAP_1_1544 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1509 :CAP_1_1544 00BC: text_highpriority 'CAP_06' 10000 ms 1 // Yeah, that's the guy...I think...they were very insistent... :CAP_1_1559 if 20816 > $CUT_SCENE_TIME // integer values jf @CAP_1_1594 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1559 :CAP_1_1594 00BC: text_highpriority 'CAP_07' 10000 ms 1 // Don't you worry, pop, I'm not angry with you. :CAP_1_1609 if 22129 > $CUT_SCENE_TIME // integer values jf @CAP_1_1644 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1609 :CAP_1_1644 00BC: text_highpriority 'CAP_08' 10000 ms 1 // Get him to the hospital. :CAP_1_1659 if 24218 > $CUT_SCENE_TIME // integer values jf @CAP_1_1694 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1659 :CAP_1_1694 00BC: text_highpriority 'CAP_09' 10000 ms 1 // Tommy...rip that guy a new asshole for me... :CAP_1_1709 if 27085 > $CUT_SCENE_TIME // integer values jf @CAP_1_1744 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1709 :CAP_1_1744 00BC: text_highpriority 'CAP_10' 10000 ms 1 // I'm gonna rip him two! :CAP_1_1759 if 27367 > $CUT_SCENE_TIME // integer values jf @CAP_1_1794 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CAP_1_1759 :CAP_1_1794 0169: set_fade_color 0 0 1 fade 0 1500 wait 1000 00BE: text_clear_all :CAP_1_1816 if fading jf @CAP_1_1840 wait 0 jump @CAP_1_1816 :CAP_1_1840 if 82E9: not cutscene_reached_end jf @CAP_1_1864 wait 0 jump @CAP_1_1840 :CAP_1_1864 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 select_interior 0 Camera.SetAtPos(-1059.841, -278.7214, 10.4044) 023C: load_special_actor 1 'MBA' 023C: load_special_actor 2 'MBB' Model.Load(#M4) Model.Load(#CHROMEGUN) Model.Load(#SANCHEZ) 038B: load_requested_models :CAP_1_1954 if or not Model.Available(#M4) not Model.Available(#CHROMEGUN) not Model.Available(#SANCHEZ) 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @CAP_1_1999 wait 0 jump @CAP_1_1954 :CAP_1_1999 if $642 == 1 // integer values jf @CAP_1_2060 04CE: $4914 = create_icon_marker_without_sphere 13 at 499.791 -63.8411 10.4539 0168: set_blip $4914 size 2 Marker.SetColor($4914, 5) jump @CAP_1_2067 :CAP_1_2060 $4916 = 2 // integer values :CAP_1_2067 if $633 == 1 // integer values jf @CAP_1_2119 04CE: $4915 = create_icon_marker_without_sphere 15 at 8.5461 968.7767 9.8996 Object.Destroy($FILM_STUDIO_FRONT_GATE_CLOSED) jump @CAP_1_2126 :CAP_1_2119 $4919 = 2 // integer values :CAP_1_2126 if $612 == 1 // integer values jf @CAP_1_2173 04CE: $4910 = create_icon_marker_without_sphere 21 at -863.9365 -576.4991 10.0646 jump @CAP_1_2180 :CAP_1_2173 $4920 = 2 // integer values :CAP_1_2180 if $623 == 1 // integer values jf @CAP_1_2227 04CE: $4911 = create_icon_marker_without_sphere 22 at -997.1398 189.8333 10.3916 jump @CAP_1_2234 :CAP_1_2227 $4921 = 2 // integer values :CAP_1_2234 if $607 == 1 // integer values jf @CAP_1_2281 04CE: $4912 = create_icon_marker_without_sphere 12 at -640.8567 -1491.843 12.758 jump @CAP_1_2288 :CAP_1_2281 $4917 = 2 // integer values :CAP_1_2288 if $628 == 1 // integer values jf @CAP_1_2335 04CE: $4913 = create_icon_marker_without_sphere 26 at -1014.468 -833.3465 12.0452 jump @CAP_1_2342 :CAP_1_2335 $4918 = 2 // integer values :CAP_1_2342 if $ONMISSION == 0 // integer values jf @CAP_1_2480 04A6: $622 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 04A6: $632 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 04A6: $641 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 04A6: $611 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 04A6: $606 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 04A6: $627 = create_asset_money_pickup_at $445 $446 $447 money $631 $631 :CAP_1_2480 $4899 = Car.Create(#SANCHEZ, -866.8224, -448.586, 9.8801) Car.Angle($4899) = 198.0 Car.ImmuneToNonPlayer($4899) = True 0466: unknown_car $4899 flag 0 04BA: set_car $4899 speed_instantly 10.0 0129: $4898 = create_actor 4 #SPECIAL01 in_car $4899 driverseat 01B2: give_actor $4898 weapon 26 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4898 threat_search 011A: set_actor $4898 search_threat 1 0243: set_actor $4898 ped_stats_to 16 Actor.Health($4898) = 250 0483: unknown_actor $4898 1150 0291: set_actor $4898 attack_when_provoked 1 0350: set_actor $4898 maintain_position_when_attacked 1 0319: set_actor $4898 running 1 01C8: $4900 = create_actor_pedtype 4 model #SPECIAL02 in_car $4899 passenger_seat 0 01B2: give_actor $4900 weapon 19 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4900 threat_search 011A: set_actor $4900 search_threat 1 0243: set_actor $4900 ped_stats_to 16 Actor.Health($4900) = 250 0291: set_actor $4900 attack_when_provoked 1 0350: set_actor $4900 maintain_position_when_attacked 1 0319: set_actor $4900 running 1 01DE: tie_actor $4900 to_actor $4898 gosub @CAP_1_17812 0089: 0@ = $4966 // floating-point values only 0089: 1@ = $4967 // floating-point values only 0089: 2@ = $4968 // floating-point values only if not Car.Wrecked($4899) jf @CAP_1_2773 02C2: car $4899 drive_to_point 0@ 1@ 2@ Car.SetMaxSpeed($4899, 100.0) 00AE: set_vehicle $4899 traffic_behavior_to 2 :CAP_1_2773 0481: 10.0 :CAP_1_2780 wait 0 01BD: $4811 = current_time_in_ms if $4923 == 3 // integer values jf @CAP_1_2940 if not fading jf @CAP_1_2940 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 03F4: set_all_vehicles_apply_damage_rules 1 03EA: generate_cars_around_camera 0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0054: store_player $PLAYER_CHAR position_to $445 $446 $447 Camera.SetAtPos($445, $446, $447) 0169: set_fade_color 0 0 1 fade 1 1500 if not Actor.Dead($4898) jf @CAP_1_2921 $4907 = Marker.CreateAboveActor($4898) Marker.SetColor($4907, 0) :CAP_1_2921 04E3: unknown_player $PLAYER_CHAR 2 60000 $4923 = 4 // integer values :CAP_1_2940 if $4923 == 2 // integer values jf @CAP_1_2999 if 001C: $4811 > $2797 // integer values jf @CAP_1_2999 0169: set_fade_color 0 0 1 fade 0 1500 $4923 = 3 // integer values :CAP_1_2999 if $4923 == 1 // integer values jf @CAP_1_3084 if 001C: $4811 > $2797 // integer values jf @CAP_1_3084 if not Car.Wrecked($4899) jf @CAP_1_3077 Camera.OnVehicle($4899, 18, 2) 0084: $2797 = $4811 // integer values and handles $2797 += 2000 // integer values :CAP_1_3077 $4923 = 2 // integer values :CAP_1_3084 if $4923 == 0 // integer values jf @CAP_1_3314 if 001C: $4811 > $2797 // integer values jf @CAP_1_3314 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 03EA: generate_cars_around_camera 1 Camera.SetPosition(-856.1546, -497.3885, 10.7677, 0.0, 0.0, 0.0) if not Car.Wrecked($4899) jf @CAP_1_3204 Camera.OnVehicle($4899, 15, 2) :CAP_1_3204 if not Actor.Dead($4898) jf @CAP_1_3234 Actor.StorePos($4898, $445, $446, $447) :CAP_1_3234 Camera.SetAtPos($445, $446, $447) 0084: $2797 = $4811 // integer values and handles $2797 += 4000 // integer values 0169: set_fade_color 0 0 1 fade 1 1500 00BC: text_highpriority 'CAP1_B1' 20000 ms 1 // ~g~The Mafia is taxing your businesses. Find them and kill them. 0084: $2547 = $4811 // integer values and handles $2547 += 20000 // integer values $4923 = 1 // integer values :CAP_1_3314 if not Actor.Dead($4898) jf @CAP_1_3568 0084: $4895 = $4898 // integer values and handles 0084: $4896 = $4899 // integer values and handles 0084: $4940 = $4946 // integer values and handles 0088: $4966 = 0@ // floating-point values only 0088: $4967 = 1@ // floating-point values only 0088: $4968 = 2@ // floating-point values only 0084: $4941 = $4947 // integer values and handles 0088: $4969 = 3@ // floating-point values only 0088: $4970 = 4@ // floating-point values only 0084: $4942 = $4948 // integer values and handles 0084: $4943 = $4949 // integer values and handles 0084: $4897 = $4900 // integer values and handles 0084: $4944 = $4950 // integer values and handles 0084: $4945 = $4951 // integer values and handles gosub @CAP_1_9662 0084: $4898 = $4895 // integer values and handles 0084: $4899 = $4896 // integer values and handles 0084: $4946 = $4940 // integer values and handles 0089: 0@ = $4966 // floating-point values only 0089: 1@ = $4967 // floating-point values only 0089: 2@ = $4968 // floating-point values only 0084: $4947 = $4941 // integer values and handles 0089: 3@ = $4969 // floating-point values only 0089: 4@ = $4970 // floating-point values only 0084: $4948 = $4942 // integer values and handles 0084: $4949 = $4943 // integer values and handles 0084: $4900 = $4897 // integer values and handles 0084: $4950 = $4944 // integer values and handles 0084: $4951 = $4945 // integer values and handles jump @CAP_1_4230 :CAP_1_3568 Marker.Disable($4907) if not Actor.Dead($4900) jf @CAP_1_3716 if 056D: actor $4898 defined jf @CAP_1_3619 Actor.StoreDeadActorPos($4898, $445, $446, $447) :CAP_1_3619 if 00EC: actor $4900 0 $445 $446 radius 30.0 30.0 jf @CAP_1_3697 0084: $4898 = $4900 // integer values and handles $4900 = -1 // integer values $4950 = 0 // integer values $4907 = Marker.CreateAboveActor($4898) Marker.SetColor($4907, 0) jump @CAP_1_3709 :CAP_1_3697 Actor.RemoveReferences($4900) $4900 = -1 // integer values :CAP_1_3709 jump @CAP_1_4230 :CAP_1_3716 if not 0@ == 1E09 // floating-point values jf @CAP_1_4230 if 0@ == -852.5533 // floating-point values jf @CAP_1_3815 if $4920 == 1 // integer values jf @CAP_1_3783 $4920 = 0 // integer values :CAP_1_3783 if and $4929 == 0 // integer values $4920 == 2 // integer values jf @CAP_1_3815 $4920 = 0 // integer values :CAP_1_3815 if 0@ == -1016.265 // floating-point values jf @CAP_1_3893 if $4921 == 1 // integer values jf @CAP_1_3861 $4921 = 0 // integer values :CAP_1_3861 if and $4930 == 0 // integer values $4921 == 2 // integer values jf @CAP_1_3893 $4921 = 0 // integer values :CAP_1_3893 if 0@ == -726.0752 // floating-point values jf @CAP_1_3971 if $4917 == 1 // integer values jf @CAP_1_3939 $4917 = 0 // integer values :CAP_1_3939 if and $4931 == 0 // integer values $4917 == 2 // integer values jf @CAP_1_3971 $4917 = 0 // integer values :CAP_1_3971 if 0@ == -1025.169 // floating-point values jf @CAP_1_4049 if $4918 == 1 // integer values jf @CAP_1_4017 $4918 = 0 // integer values :CAP_1_4017 if and $4933 == 0 // integer values $4918 == 2 // integer values jf @CAP_1_4049 $4918 = 0 // integer values :CAP_1_4049 if 0@ == 506.2871 // floating-point values jf @CAP_1_4127 if $4916 == 1 // integer values jf @CAP_1_4095 $4916 = 0 // integer values :CAP_1_4095 if and $4932 == 0 // integer values $4916 == 2 // integer values jf @CAP_1_4127 $4916 = 0 // integer values :CAP_1_4127 if 0@ == 17.6185 // floating-point values jf @CAP_1_4205 if $4919 == 1 // integer values jf @CAP_1_4173 $4919 = 0 // integer values :CAP_1_4173 if and $4934 == 0 // integer values $4919 == 2 // integer values jf @CAP_1_4205 $4919 = 0 // integer values :CAP_1_4205 0@ = 1E09 // floating-point values 00BC: text_highpriority 'CAP1B10' 5000 ms 1 // You've capped the Collectors. More are on their way. :CAP_1_4230 if $4958 == 0 // integer values jf @CAP_1_4579 if Actor.Dead($4898) jf @CAP_1_4579 $4902 = Car.Create(#SANCHEZ, -830.2028, 756.1009, 9.8816) Car.Angle($4902) = 264.7463 Car.ImmuneToNonPlayer($4902) = True 0466: unknown_car $4902 flag 0 04BA: set_car $4902 speed_instantly 10.0 0129: $4901 = create_actor 4 #SPECIAL01 in_car $4902 driverseat 01B2: give_actor $4901 weapon 26 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4901 threat_search 011A: set_actor $4901 search_threat 1 0243: set_actor $4901 ped_stats_to 16 Actor.Health($4901) = 250 0483: unknown_actor $4901 1150 0291: set_actor $4901 attack_when_provoked 1 0350: set_actor $4901 maintain_position_when_attacked 1 0319: set_actor $4901 running 1 $4908 = Marker.CreateAboveActor($4901) Marker.SetColor($4908, 0) 01C8: $4903 = create_actor_pedtype 4 model #SPECIAL02 in_car $4902 passenger_seat 0 01B2: give_actor $4903 weapon 19 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4903 threat_search 011A: set_actor $4903 search_threat 1 0243: set_actor $4903 ped_stats_to 16 Actor.Health($4903) = 250 0291: set_actor $4903 attack_when_provoked 1 0350: set_actor $4903 maintain_position_when_attacked 1 0319: set_actor $4903 running 1 01DE: tie_actor $4903 to_actor $4901 gosub @CAP_1_17812 0089: 5@ = $4966 // floating-point values only 0089: 6@ = $4967 // floating-point values only 0089: 7@ = $4968 // floating-point values only if not Car.Wrecked($4902) jf @CAP_1_4572 02C2: car $4902 drive_to_point 5@ 6@ 7@ Car.SetMaxSpeed($4902, 100.0) 00AE: set_vehicle $4902 traffic_behavior_to 2 :CAP_1_4572 $4958 = 1 // integer values :CAP_1_4579 if Actor.Dead($4898) jf @CAP_1_5511 if not Actor.Dead($4901) jf @CAP_1_4849 0084: $4895 = $4901 // integer values and handles 0084: $4896 = $4902 // integer values and handles 0084: $4940 = $4952 // integer values and handles 0088: $4966 = 5@ // floating-point values only 0088: $4967 = 6@ // floating-point values only 0088: $4968 = 7@ // floating-point values only 0084: $4941 = $4953 // integer values and handles 0088: $4969 = 8@ // floating-point values only 0088: $4970 = 9@ // floating-point values only 0084: $4942 = $4954 // integer values and handles 0084: $4943 = $4955 // integer values and handles 0084: $4897 = $4903 // integer values and handles 0084: $4944 = $4956 // integer values and handles 0084: $4945 = $4957 // integer values and handles gosub @CAP_1_9662 0084: $4901 = $4895 // integer values and handles 0084: $4902 = $4896 // integer values and handles 0084: $4952 = $4940 // integer values and handles 0089: 5@ = $4966 // floating-point values only 0089: 6@ = $4967 // floating-point values only 0089: 7@ = $4968 // floating-point values only 0084: $4953 = $4941 // integer values and handles 0089: 8@ = $4969 // floating-point values only 0089: 9@ = $4970 // floating-point values only 0084: $4954 = $4942 // integer values and handles 0084: $4955 = $4943 // integer values and handles 0084: $4903 = $4897 // integer values and handles 0084: $4956 = $4944 // integer values and handles 0084: $4957 = $4945 // integer values and handles jump @CAP_1_5511 :CAP_1_4849 Marker.Disable($4908) if not Actor.Dead($4903) jf @CAP_1_4997 if 056D: actor $4901 defined jf @CAP_1_4900 Actor.StoreDeadActorPos($4901, $445, $446, $447) :CAP_1_4900 if 00EC: actor $4903 0 $445 $446 radius 30.0 30.0 jf @CAP_1_4978 0084: $4901 = $4903 // integer values and handles $4903 = -1 // integer values $4956 = 0 // integer values $4908 = Marker.CreateAboveActor($4901) Marker.SetColor($4908, 0) jump @CAP_1_4990 :CAP_1_4978 Actor.RemoveReferences($4903) $4903 = -1 // integer values :CAP_1_4990 jump @CAP_1_5511 :CAP_1_4997 if not 5@ == 1E09 // floating-point values jf @CAP_1_5511 if 5@ == -852.5533 // floating-point values jf @CAP_1_5096 if $4920 == 1 // integer values jf @CAP_1_5064 $4920 = 0 // integer values :CAP_1_5064 if and $4929 == 0 // integer values $4920 == 2 // integer values jf @CAP_1_5096 $4920 = 0 // integer values :CAP_1_5096 if 5@ == -1016.265 // floating-point values jf @CAP_1_5174 if $4921 == 1 // integer values jf @CAP_1_5142 $4921 = 0 // integer values :CAP_1_5142 if and $4930 == 0 // integer values $4921 == 2 // integer values jf @CAP_1_5174 $4921 = 0 // integer values :CAP_1_5174 if 5@ == -726.0752 // floating-point values jf @CAP_1_5252 if $4917 == 1 // integer values jf @CAP_1_5220 $4917 = 0 // integer values :CAP_1_5220 if and $4931 == 0 // integer values $4917 == 2 // integer values jf @CAP_1_5252 $4917 = 0 // integer values :CAP_1_5252 if 5@ == -1025.169 // floating-point values jf @CAP_1_5330 if $4918 == 1 // integer values jf @CAP_1_5298 $4918 = 0 // integer values :CAP_1_5298 if and $4933 == 0 // integer values $4918 == 2 // integer values jf @CAP_1_5330 $4918 = 0 // integer values :CAP_1_5330 if 5@ == 506.2871 // floating-point values jf @CAP_1_5408 if $4916 == 1 // integer values jf @CAP_1_5376 $4916 = 0 // integer values :CAP_1_5376 if and $4932 == 0 // integer values $4916 == 2 // integer values jf @CAP_1_5408 $4916 = 0 // integer values :CAP_1_5408 if 5@ == 17.6185 // floating-point values jf @CAP_1_5486 if $4919 == 1 // integer values jf @CAP_1_5454 $4919 = 0 // integer values :CAP_1_5454 if and $4934 == 0 // integer values $4919 == 2 // integer values jf @CAP_1_5486 $4919 = 0 // integer values :CAP_1_5486 5@ = 1E09 // floating-point values 00BC: text_highpriority 'CAP1B10' 5000 ms 1 // You've capped the Collectors. More are on their way. :CAP_1_5511 if $4965 == 0 // integer values jf @CAP_1_5865 if and Actor.Dead($4898) Actor.Dead($4901) jf @CAP_1_5865 $4905 = Car.Create(#SANCHEZ, -301.5698, 1245.774, 9.8718) Car.Angle($4905) = 181.6262 Car.ImmuneToNonPlayer($4905) = True 0466: unknown_car $4905 flag 0 04BA: set_car $4905 speed_instantly 10.0 0129: $4904 = create_actor 4 #SPECIAL01 in_car $4905 driverseat 01B2: give_actor $4904 weapon 26 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4904 threat_search 011A: set_actor $4904 search_threat 1 0243: set_actor $4904 ped_stats_to 16 Actor.Health($4904) = 250 0483: unknown_actor $4904 1150 0291: set_actor $4904 attack_when_provoked 1 0350: set_actor $4904 maintain_position_when_attacked 1 0319: set_actor $4904 running 1 $4909 = Marker.CreateAboveActor($4904) Marker.SetColor($4909, 0) 01C8: $4906 = create_actor_pedtype 4 model #SPECIAL02 in_car $4905 passenger_seat 0 01B2: give_actor $4906 weapon 19 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4906 threat_search 011A: set_actor $4906 search_threat 1 0243: set_actor $4906 ped_stats_to 16 Actor.Health($4906) = 250 0291: set_actor $4906 attack_when_provoked 1 0350: set_actor $4906 maintain_position_when_attacked 1 0319: set_actor $4906 running 1 01DE: tie_actor $4906 to_actor $4904 gosub @CAP_1_17812 0089: 10@ = $4966 // floating-point values only 0089: 11@ = $4967 // floating-point values only 0089: 12@ = $4968 // floating-point values only if not Car.Wrecked($4905) jf @CAP_1_5858 02C2: car $4905 drive_to_point 10@ 11@ 12@ Car.SetMaxSpeed($4905, 100.0) 00AE: set_vehicle $4905 traffic_behavior_to 2 :CAP_1_5858 $4965 = 1 // integer values :CAP_1_5865 if and Actor.Dead($4898) Actor.Dead($4901) jf @CAP_1_6295 if not Actor.Dead($4904) jf @CAP_1_6140 0084: $4895 = $4904 // integer values and handles 0084: $4896 = $4905 // integer values and handles 0084: $4940 = $4959 // integer values and handles 0088: $4966 = 10@ // floating-point values only 0088: $4967 = 11@ // floating-point values only 0088: $4968 = 12@ // floating-point values only 0084: $4941 = $4960 // integer values and handles 0088: $4969 = 13@ // floating-point values only 0088: $4970 = 14@ // floating-point values only 0084: $4942 = $4961 // integer values and handles 0084: $4943 = $4962 // integer values and handles 0084: $4897 = $4906 // integer values and handles 0084: $4944 = $4963 // integer values and handles 0084: $4945 = $4964 // integer values and handles gosub @CAP_1_9662 0084: $4904 = $4895 // integer values and handles 0084: $4905 = $4896 // integer values and handles 0084: $4959 = $4940 // integer values and handles 0089: 10@ = $4966 // floating-point values only 0089: 11@ = $4967 // floating-point values only 0089: 12@ = $4968 // floating-point values only 0084: $4960 = $4941 // integer values and handles 0089: 13@ = $4969 // floating-point values only 0089: 14@ = $4970 // floating-point values only 0084: $4961 = $4942 // integer values and handles 0084: $4962 = $4943 // integer values and handles 0084: $4906 = $4897 // integer values and handles 0084: $4963 = $4944 // integer values and handles 0084: $4964 = $4945 // integer values and handles jump @CAP_1_6295 :CAP_1_6140 Marker.Disable($4909) if not Actor.Dead($4906) jf @CAP_1_6288 if 056D: actor $4904 defined jf @CAP_1_6191 Actor.StoreDeadActorPos($4904, $445, $446, $447) :CAP_1_6191 if 00EC: actor $4906 0 $445 $446 radius 30.0 30.0 jf @CAP_1_6269 0084: $4904 = $4906 // integer values and handles $4906 = -1 // integer values $4963 = 0 // integer values $4909 = Marker.CreateAboveActor($4904) Marker.SetColor($4909, 0) jump @CAP_1_6281 :CAP_1_6269 Actor.RemoveReferences($4906) $4906 = -1 // integer values :CAP_1_6281 jump @CAP_1_6295 :CAP_1_6288 jump @CAP_1_9176 :CAP_1_6295 if and $4918 == 2 // integer values $4917 == 2 // integer values $4920 == 2 // integer values $4921 == 2 // integer values jf @CAP_1_6348 $4927 = 1 // integer values jump @CAP_1_6355 :CAP_1_6348 $4927 = 0 // integer values :CAP_1_6355 if and $4916 == 2 // integer values $4919 == 2 // integer values $4940 == 0 // integer values jf @CAP_1_6401 $4928 = 1 // integer values jump @CAP_1_6408 :CAP_1_6401 $4928 = 0 // integer values :CAP_1_6408 if and $4927 == 1 // integer values $4928 == 1 // integer values jf @CAP_1_6471 00BC: text_highpriority 'CAP1_B8' 5000 ms 1 // ~r~The collector has taxed all of your businesses. 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values jump @CAP_1_9159 :CAP_1_6471 if $2560 > 0 // integer values jf @CAP_1_6711 if $2560 == 3 // integer values jf @CAP_1_6553 if 03D2: wav 1 ended jf @CAP_1_6553 03D5: remove_text 'CAP1_2' // You know the rules, Vercetti! $2560 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_6553 if $2560 == 2 // integer values jf @CAP_1_6616 if 03D0: wav 1 loaded jf @CAP_1_6616 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_6609 :CAP_1_6609 $2560 = 3 // integer values :CAP_1_6616 if $2560 == 1 // integer values jf @CAP_1_6711 if $2607 == 0 // integer values jf @CAP_1_6685 03CF: load_wav 'CAP1_2' as 1 $2560 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_6711 :CAP_1_6685 if 001C: $4811 > $2585 // integer values jf @CAP_1_6711 $2560 = 0 // integer values :CAP_1_6711 if $2561 > 0 // integer values jf @CAP_1_6951 if $2561 == 3 // integer values jf @CAP_1_6793 if 03D2: wav 1 ended jf @CAP_1_6793 03D5: remove_text 'CAP1_3' // Mr. Forelli sends his regards! $2561 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_6793 if $2561 == 2 // integer values jf @CAP_1_6856 if 03D0: wav 1 loaded jf @CAP_1_6856 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_6849 :CAP_1_6849 $2561 = 3 // integer values :CAP_1_6856 if $2561 == 1 // integer values jf @CAP_1_6951 if $2607 == 0 // integer values jf @CAP_1_6925 03CF: load_wav 'CAP1_3' as 1 $2561 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_6951 :CAP_1_6925 if 001C: $4811 > $2586 // integer values jf @CAP_1_6951 $2561 = 0 // integer values :CAP_1_6951 if $2562 > 0 // integer values jf @CAP_1_7191 if $2562 == 3 // integer values jf @CAP_1_7033 if 03D2: wav 1 ended jf @CAP_1_7033 03D5: remove_text 'CAP1_4' // It's the Harwood Butcher! $2562 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_7033 if $2562 == 2 // integer values jf @CAP_1_7096 if 03D0: wav 1 loaded jf @CAP_1_7096 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_7089 :CAP_1_7089 $2562 = 3 // integer values :CAP_1_7096 if $2562 == 1 // integer values jf @CAP_1_7191 if $2607 == 0 // integer values jf @CAP_1_7165 03CF: load_wav 'CAP1_4' as 1 $2562 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_7191 :CAP_1_7165 if 001C: $4811 > $2587 // integer values jf @CAP_1_7191 $2562 = 0 // integer values :CAP_1_7191 if $2563 > 0 // integer values jf @CAP_1_7431 if $2563 == 3 // integer values jf @CAP_1_7273 if 03D2: wav 1 ended jf @CAP_1_7273 03D5: remove_text 'CAP1_5' // You tell Sonny - stay away! $2563 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_7273 if $2563 == 2 // integer values jf @CAP_1_7336 if 03D0: wav 1 loaded jf @CAP_1_7336 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_7329 :CAP_1_7329 $2563 = 3 // integer values :CAP_1_7336 if $2563 == 1 // integer values jf @CAP_1_7431 if $2607 == 0 // integer values jf @CAP_1_7405 03CF: load_wav 'CAP1_5' as 1 $2563 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_7431 :CAP_1_7405 if 001C: $4811 > $2588 // integer values jf @CAP_1_7431 $2563 = 0 // integer values :CAP_1_7431 if $2564 > 0 // integer values jf @CAP_1_7712 if $2564 == 3 // integer values jf @CAP_1_7513 if 03D2: wav 1 ended jf @CAP_1_7513 03D5: remove_text 'CAP1_6' // Vice City is MINE now, NOT his. $2564 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_7513 if $2564 == 2 // integer values jf @CAP_1_7576 if 03D0: wav 1 loaded jf @CAP_1_7576 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_7569 :CAP_1_7569 $2564 = 3 // integer values :CAP_1_7576 if $2564 == 1 // integer values jf @CAP_1_7671 if $2607 == 0 // integer values jf @CAP_1_7645 03CF: load_wav 'CAP1_6' as 1 $2564 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_7671 :CAP_1_7645 if 001C: $4811 > $2589 // integer values jf @CAP_1_7671 $2564 = 0 // integer values :CAP_1_7671 if $2564 == 0 // integer values jf @CAP_1_7712 0084: $2589 = $4811 // integer values and handles $2589 += 6000 // integer values $2564 = 1 // integer values :CAP_1_7712 if $2567 > 0 // integer values jf @CAP_1_7952 if $2567 == 3 // integer values jf @CAP_1_7794 if 03D2: wav 1 ended jf @CAP_1_7794 03D5: remove_text 'CAP1_7' // You think you can take me down, Vercetti? $2567 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_7794 if $2567 == 2 // integer values jf @CAP_1_7857 if 03D0: wav 1 loaded jf @CAP_1_7857 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_7850 :CAP_1_7850 $2567 = 3 // integer values :CAP_1_7857 if $2567 == 1 // integer values jf @CAP_1_7952 if $2607 == 0 // integer values jf @CAP_1_7926 03CF: load_wav 'CAP1_7' as 1 $2567 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_7952 :CAP_1_7926 if 001C: $4811 > $2590 // integer values jf @CAP_1_7952 $2567 = 0 // integer values :CAP_1_7952 if $2568 > 0 // integer values jf @CAP_1_8192 if $2568 == 3 // integer values jf @CAP_1_8034 if 03D2: wav 1 ended jf @CAP_1_8034 03D5: remove_text 'CAP1_8' // We'll keep coming after you until you die, Vercetti. $2568 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_8034 if $2568 == 2 // integer values jf @CAP_1_8097 if 03D0: wav 1 loaded jf @CAP_1_8097 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_8090 :CAP_1_8090 $2568 = 3 // integer values :CAP_1_8097 if $2568 == 1 // integer values jf @CAP_1_8192 if $2607 == 0 // integer values jf @CAP_1_8166 03CF: load_wav 'CAP1_8' as 1 $2568 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_8192 :CAP_1_8166 if 001C: $4811 > $2591 // integer values jf @CAP_1_8192 $2568 = 0 // integer values :CAP_1_8192 if $2569 > 0 // integer values jf @CAP_1_8432 if $2569 == 3 // integer values jf @CAP_1_8274 if 03D2: wav 1 ended jf @CAP_1_8274 03D5: remove_text 'CAP1_9' // You don't stand a chance, you psychotic prick. $2569 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_8274 if $2569 == 2 // integer values jf @CAP_1_8337 if 03D0: wav 1 loaded jf @CAP_1_8337 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_8330 :CAP_1_8330 $2569 = 3 // integer values :CAP_1_8337 if $2569 == 1 // integer values jf @CAP_1_8432 if $2607 == 0 // integer values jf @CAP_1_8406 03CF: load_wav 'CAP1_9' as 1 $2569 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_8432 :CAP_1_8406 if 001C: $4811 > $2592 // integer values jf @CAP_1_8432 $2569 = 0 // integer values :CAP_1_8432 if $2570 > 0 // integer values jf @CAP_1_8672 if $2570 == 3 // integer values jf @CAP_1_8514 if 03D2: wav 1 ended jf @CAP_1_8514 03D5: remove_text 'CAP1_10' // I'll murder you Vercetti. $2570 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_8514 if $2570 == 2 // integer values jf @CAP_1_8577 if 03D0: wav 1 loaded jf @CAP_1_8577 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_8570 :CAP_1_8570 $2570 = 3 // integer values :CAP_1_8577 if $2570 == 1 // integer values jf @CAP_1_8672 if $2607 == 0 // integer values jf @CAP_1_8646 03CF: load_wav 'CAP1_10' as 1 $2570 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_8672 :CAP_1_8646 if 001C: $4811 > $2593 // integer values jf @CAP_1_8672 $2570 = 0 // integer values :CAP_1_8672 if $2571 > 0 // integer values jf @CAP_1_8912 if $2571 == 3 // integer values jf @CAP_1_8754 if 03D2: wav 1 ended jf @CAP_1_8754 03D5: remove_text 'CAP1_11' // You always were a jerk. $2571 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_8754 if $2571 == 2 // integer values jf @CAP_1_8817 if 03D0: wav 1 loaded jf @CAP_1_8817 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_8810 :CAP_1_8810 $2571 = 3 // integer values :CAP_1_8817 if $2571 == 1 // integer values jf @CAP_1_8912 if $2607 == 0 // integer values jf @CAP_1_8886 03CF: load_wav 'CAP1_11' as 1 $2571 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_8912 :CAP_1_8886 if 001C: $4811 > $2594 // integer values jf @CAP_1_8912 $2571 = 0 // integer values :CAP_1_8912 if $2573 > 0 // integer values jf @CAP_1_9152 if $2573 == 3 // integer values jf @CAP_1_8994 if 03D2: wav 1 ended jf @CAP_1_8994 03D5: remove_text 'CAP1_12' // You're going to die, Vercetti. $2573 = 0 // integer values $2607 = 0 // integer values jump @CAP_1_2780 :CAP_1_8994 if $2573 == 2 // integer values jf @CAP_1_9057 if 03D0: wav 1 loaded jf @CAP_1_9057 03D1: play_wav 1 if 001C: $4811 > $2547 // integer values jf @CAP_1_9050 :CAP_1_9050 $2573 = 3 // integer values :CAP_1_9057 if $2573 == 1 // integer values jf @CAP_1_9152 if $2607 == 0 // integer values jf @CAP_1_9126 03CF: load_wav 'CAP1_12' as 1 $2573 = 2 // integer values $2607 = 1 // integer values jump @CAP_1_9152 :CAP_1_9126 if 001C: $4811 > $2596 // integer values jf @CAP_1_9152 $2573 = 0 // integer values :CAP_1_9152 jump @CAP_1_2780 :CAP_1_9159 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :CAP_1_9176 $269 = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 30000 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 0318: set_latest_mission_passed 'CAP_1' // Cap the Collector 030C: progress_made += 1 Marker.Disable($271) 04CE: $271 = create_icon_marker_without_sphere $426 at $474 $475 $476 Pickup.Destroy($637) 04A6: $637 = create_asset_money_pickup_at $549 $550 $551 money $636 $636 return :CAP_1_9281 if $4929 == 1 // integer values jf @CAP_1_9324 Pickup.Destroy($611) 04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 $610 :CAP_1_9324 if $4930 == 1 // integer values jf @CAP_1_9367 Pickup.Destroy($622) 04A6: $622 = create_asset_money_pickup_at $582 $583 $584 money $621 $621 :CAP_1_9367 if $4931 == 1 // integer values jf @CAP_1_9410 Pickup.Destroy($606) 04A6: $606 = create_asset_money_pickup_at $579 $580 $581 money $605 $605 :CAP_1_9410 if $4932 == 1 // integer values jf @CAP_1_9453 Pickup.Destroy($641) 04A6: $641 = create_asset_money_pickup_at $564 $565 $566 money $640 $640 :CAP_1_9453 if $4933 == 1 // integer values jf @CAP_1_9496 Pickup.Destroy($627) 04A6: $627 = create_asset_money_pickup_at $552 $553 $554 money $626 $626 :CAP_1_9496 if $4934 == 1 // integer values jf @CAP_1_9539 Pickup.Destroy($632) 04A6: $632 = create_asset_money_pickup_at $576 $577 $578 money $631 $631 :CAP_1_9539 Actor.DestroyWithFade($4898) Actor.DestroyWithFade($4900) Actor.DestroyWithFade($4901) Actor.DestroyWithFade($4903) Actor.DestroyWithFade($4904) Actor.DestroyWithFade($4906) 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#M4) Model.Destroy(#CHROMEGUN) Model.Destroy(#SANCHEZ) Marker.Disable($4907) Marker.Disable($4908) Marker.Disable($4909) Marker.Disable($4910) Marker.Disable($4911) Marker.Disable($4912) Marker.Disable($4913) Marker.Disable($4914) Marker.Disable($4915) 03EA: generate_cars_around_camera 0 03CD: car $4899 remove_from_stuck_car_check 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $ONMISSION = 0 // integer values mission_cleanup return :CAP_1_9662 if 0449: actor $4895 in_a_car jf @CAP_1_11593 $4896 = Actor.CurrentCar($4895) Car.ImmuneToNonPlayer($4896) = True 0466: unknown_car $4896 flag 0 if and $4918 == 2 // integer values $4917 == 2 // integer values $4920 == 2 // integer values $4921 == 2 // integer values jf @CAP_1_9753 $4925 = 1 // integer values jump @CAP_1_9760 :CAP_1_9753 $4925 = 0 // integer values :CAP_1_9760 if and $4916 == 2 // integer values $4919 == 2 // integer values $4940 == 0 // integer values jf @CAP_1_9806 $4926 = 1 // integer values jump @CAP_1_9813 :CAP_1_9806 $4926 = 0 // integer values :CAP_1_9813 if not Actor.Dead($4897) jf @CAP_1_9906 if 80F2: not actor $4895 near_actor $4897 radius 20.0 20.0 0 jf @CAP_1_9899 if 031F: unknown_actor $4897 hit_by_actor $4895 jf @CAP_1_9899 01E0: clear_leader $4897 01CC: actor $4897 kill_player $PLAYER_CHAR 0483: unknown_actor $4897 0 :CAP_1_9899 jump @CAP_1_9911 :CAP_1_9906 Actor.RemoveReferences($4897) :CAP_1_9911 if $4940 == 100 // integer values jf @CAP_1_10344 if and $4925 == 1 // integer values $4926 == 1 // integer values jf @CAP_1_9966 Car.SetToPsychoDriver($4896) jump @CAP_1_10320 :CAP_1_9966 02C2: car $4896 drive_to_point $4966 $4967 $4968 if $4966 == -852.5533 // floating-point values jf @CAP_1_10032 00BC: text_highpriority 'CAP1_D3' 5000 ms 1 // ~g~The Mafia is leaving the Ice Cream Factory! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values :CAP_1_10032 if $4966 == -1016.265 // floating-point values jf @CAP_1_10084 00BC: text_highpriority 'CAP1_D5' 5000 ms 1 // ~g~The Mafia is leaving the Taxi Firm! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values :CAP_1_10084 if $4966 == -726.0752 // floating-point values jf @CAP_1_10136 00BC: text_highpriority 'CAP1_D2' 5000 ms 1 // ~g~The Mafia is leaving the Boatyard! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values :CAP_1_10136 if $4966 == -1025.169 // floating-point values jf @CAP_1_10188 00BC: text_highpriority 'CAP1_D4' 5000 ms 1 // ~g~The Mafia is leaving the Car Showroom! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values :CAP_1_10188 if $4966 == 506.2871 // floating-point values jf @CAP_1_10240 00BC: text_highpriority 'CAP1_D9' 5000 ms 1 // ~g~The Mafia is leaving The Malibu! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values :CAP_1_10240 if $4966 == 17.6185 // floating-point values jf @CAP_1_10292 00BC: text_highpriority 'CAP1_D0' 5000 ms 1 // ~g~The Mafia is leaving the film studio! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values :CAP_1_10292 gosub @CAP_1_17812 Car.SetDriverBehaviour($4896, IgnoreRoadPaths) 02C2: car $4896 drive_to_point $4966 $4967 $4968 :CAP_1_10320 Car.SetMaxSpeed($4896, 100.0) 00AE: set_vehicle $4896 traffic_behavior_to 2 $4940 = 0 // integer values :CAP_1_10344 if $4941 == 1 // integer values jf @CAP_1_10430 if and $4925 == 1 // integer values $4926 == 1 // integer values jf @CAP_1_10399 Car.SetToPsychoDriver($4896) jump @CAP_1_10413 :CAP_1_10399 02C2: car $4896 drive_to_point $4966 $4967 $4968 :CAP_1_10413 Car.SetMaxSpeed($4896, 100.0) 00AE: set_vehicle $4896 traffic_behavior_to 2 :CAP_1_10430 $4941 = 0 // integer values if 00FE: actor $4895 0 $4966 $4967 $4968 radius 35.0 35.0 35.0 jf @CAP_1_11152 Car.SetMaxSpeed($4896, 8.0) if $4940 == 0 // integer values jf @CAP_1_11145 if 00FE: actor $4895 0 $4966 $4967 $4968 radius 6.0 6.0 6.0 jf @CAP_1_10559 0477: set_car $4896 action 1 time 400 :CAP_1_10559 if 0101: actor $4895 stopped_near_point $4966 $4967 $4968 radius 6.0 6.0 6.0 sphere 0 jf @CAP_1_11145 0477: set_car $4896 action 1 time 200 if $4920 == 1 // integer values jf @CAP_1_10700 if $4966 == -852.5533 // floating-point values jf @CAP_1_10700 00BC: text_highpriority 'CAP1_C3' 5000 ms 1 // ~g~The Mafia has arrived at the Ice Cream Factory! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 1 // integer values 03E2: actor $4895 exit_car $4920 = 2 // integer values :CAP_1_10700 if $4921 == 1 // integer values jf @CAP_1_10789 if $4966 == -1016.265 // floating-point values jf @CAP_1_10789 00BC: text_highpriority 'CAP1_C5' 5000 ms 1 // ~g~The Mafia has arrived at the Taxi Firm! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 2 // integer values 03E2: actor $4895 exit_car $4921 = 2 // integer values :CAP_1_10789 if $4917 == 1 // integer values jf @CAP_1_10878 if $4966 == -726.0752 // floating-point values jf @CAP_1_10878 00BC: text_highpriority 'CAP1_C2' 5000 ms 1 // ~g~The Mafia has arrived at the Boatyard! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 3 // integer values 03E2: actor $4895 exit_car $4917 = 2 // integer values :CAP_1_10878 if $4918 == 1 // integer values jf @CAP_1_10967 if $4966 == -1025.169 // floating-point values jf @CAP_1_10967 00BC: text_highpriority 'CAP1_C4' 5000 ms 1 // ~g~The Mafia has arrived at the Car Showroom! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 4 // integer values 03E2: actor $4895 exit_car $4918 = 2 // integer values :CAP_1_10967 if $4916 == 1 // integer values jf @CAP_1_11056 if $4966 == 506.2871 // floating-point values jf @CAP_1_11056 00BC: text_highpriority 'CAP1_C9' 5000 ms 1 // ~g~The Mafia has arrived at The Malibu! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 5 // integer values 03E2: actor $4895 exit_car $4916 = 2 // integer values :CAP_1_11056 if $4919 == 1 // integer values jf @CAP_1_11145 if $4966 == 17.6185 // floating-point values jf @CAP_1_11145 00BC: text_highpriority 'CAP1_C0' 5000 ms 1 // ~g~The Mafia has arrived at the film studio! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 6 // integer values 03E2: actor $4895 exit_car $4919 = 2 // integer values :CAP_1_11145 jump @CAP_1_11586 :CAP_1_11152 if $4940 == 0 // integer values jf @CAP_1_11586 if 00EC: actor $4895 0 $4969 $4970 radius 4.0 4.0 jf @CAP_1_11453 if 001C: $4811 > $4942 // integer values jf @CAP_1_11446 if 82CA: not car $4896 bounding_sphere_visible jf @CAP_1_11446 Car.StorePos($4896, $7467, $7468, $7469) 02C1: set $7467 $7468 $7469 to_car_path_coords_closest_to $7467 $7468 $7469 if 838A: not car_in_cube $7467 $7468 $7469 4.0 4.0 3.0 jf @CAP_1_11446 if 80C2: not sphere_onscreen $7467 $7468 $7469 4.0 jf @CAP_1_11446 Car.PutAt($4896, $7467, $7468, $7469) 039F: car $4896 race_to $4966 $4967 Car.SetMaxSpeed($4896, 100.0) 00AE: set_vehicle $4896 traffic_behavior_to 2 0084: $4942 = $4811 // integer values and handles $4942 += 4000 // integer values if and $4925 == 1 // integer values $4926 == 1 // integer values jf @CAP_1_11432 Car.SetToPsychoDriver($4896) jump @CAP_1_11446 :CAP_1_11432 02C2: car $4896 drive_to_point $4966 $4967 $4968 :CAP_1_11446 jump @CAP_1_11483 :CAP_1_11453 Car.StorePos($4896, $4969, $4970, $447) 0084: $4942 = $4811 // integer values and handles $4942 += 4000 // integer values :CAP_1_11483 if 001C: $4811 > $4943 // integer values jf @CAP_1_11586 Car.SetMaxSpeed($4896, 100.0) 00AE: set_vehicle $4896 traffic_behavior_to 2 if and $4925 == 1 // integer values $4926 == 1 // integer values jf @CAP_1_11556 Car.SetToPsychoDriver($4896) jump @CAP_1_11570 :CAP_1_11556 02C2: car $4896 drive_to_point $4966 $4967 $4968 :CAP_1_11570 0084: $4943 = $4811 // integer values and handles $4943 += 2000 // integer values :CAP_1_11586 jump @CAP_1_16807 :CAP_1_11593 if 001C: $4811 > $4924 // integer values jf @CAP_1_11633 011C: actor $4895 clear_objective 0084: $4924 = $4811 // integer values and handles $4924 += 1500 // integer values :CAP_1_11633 if or $4940 == 0 // integer values $4940 == 100 // integer values jf @CAP_1_12894 if $4941 == 0 // integer values jf @CAP_1_12442 if and 00FE: actor $4895 0 $4966 $4967 $4968 radius 6.0 6.0 6.0 $4940 == 0 // integer values jf @CAP_1_12236 if $4920 == 1 // integer values jf @CAP_1_11809 if $4966 == -852.5533 // floating-point values jf @CAP_1_11809 00BC: text_highpriority 'CAP1_C3' 5000 ms 1 // ~g~The Mafia has arrived at the Ice Cream Factory! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 1 // integer values $4920 = 2 // integer values :CAP_1_11809 if $4921 == 1 // integer values jf @CAP_1_11893 if $4966 == -1016.265 // floating-point values jf @CAP_1_11893 00BC: text_highpriority 'CAP1_C5' 5000 ms 1 // ~g~The Mafia has arrived at the Taxi Firm! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 2 // integer values $4921 = 2 // integer values :CAP_1_11893 if $4917 == 1 // integer values jf @CAP_1_11977 if $4966 == -726.0752 // floating-point values jf @CAP_1_11977 00BC: text_highpriority 'CAP1_C2' 5000 ms 1 // ~g~The Mafia has arrived at the Boatyard! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 3 // integer values $4917 = 2 // integer values :CAP_1_11977 if $4918 == 1 // integer values jf @CAP_1_12061 if $4966 == -1025.169 // floating-point values jf @CAP_1_12061 00BC: text_highpriority 'CAP1_C4' 5000 ms 1 // ~g~The Mafia has arrived at the Car Showroom! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 4 // integer values $4918 = 2 // integer values :CAP_1_12061 if $4916 == 1 // integer values jf @CAP_1_12145 if $4966 == 506.2871 // floating-point values jf @CAP_1_12145 00BC: text_highpriority 'CAP1_C9' 5000 ms 1 // ~g~The Mafia has arrived at The Malibu! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 5 // integer values $4916 = 2 // integer values :CAP_1_12145 if $4919 == 1 // integer values jf @CAP_1_12229 if $4966 == 17.6185 // floating-point values jf @CAP_1_12229 00BC: text_highpriority 'CAP1_C0' 5000 ms 1 // ~g~The Mafia has arrived at the film studio! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values $4940 = 6 // integer values $4919 = 2 // integer values :CAP_1_12229 jump @CAP_1_12442 :CAP_1_12236 if 80E9: not player $PLAYER_CHAR 0 $4895 radius 30.0 30.0 jf @CAP_1_12434 if not Car.Wrecked($4896) jf @CAP_1_12412 if 82BF: not car $4896 sunk jf @CAP_1_12390 if 0203: actor $4895 near_car_on_foot $4896 radius 30.0 30.0 unknown 0 jf @CAP_1_12368 01D5: actor $4895 go_to_and_drive_car $4896 0084: $4945 = $4811 // integer values and handles $4945 += 8000 // integer values $4941 = 1 // integer values jump @CAP_1_12383 :CAP_1_12368 0084: $4869 = $4895 // integer values and handles gosub @CAP_1_18163 :CAP_1_12383 jump @CAP_1_12405 :CAP_1_12390 0084: $4869 = $4895 // integer values and handles gosub @CAP_1_18163 :CAP_1_12405 jump @CAP_1_12427 :CAP_1_12412 0084: $4869 = $4895 // integer values and handles gosub @CAP_1_18163 :CAP_1_12427 jump @CAP_1_12442 :CAP_1_12434 01CC: actor $4895 kill_player $PLAYER_CHAR :CAP_1_12442 if $4941 == 1 // integer values jf @CAP_1_12887 if 80E9: not player $PLAYER_CHAR 0 $4895 radius 30.0 30.0 jf @CAP_1_12879 if not Car.Wrecked($4896) jf @CAP_1_12857 if 82BF: not car $4896 sunk jf @CAP_1_12835 if 0203: actor $4895 near_car_on_foot $4896 radius 30.0 30.0 unknown 0 jf @CAP_1_12813 01D5: actor $4895 go_to_and_drive_car $4896 if 001C: $4811 > $4945 // integer values jf @CAP_1_12806 if 82CA: not car $4896 bounding_sphere_visible jf @CAP_1_12806 if 82CB: not actor $4895 bounding_sphere_visible jf @CAP_1_12806 011C: actor $4895 clear_objective Car.StorePos($4896, $445, $446, $447) $4886 = Car.Angle($4896) Car.Destroy($4896) $4896 = Car.Create(#SANCHEZ, $445, $446, $447) Car.Angle($4896) = $4886 Car.ImmuneToNonPlayer($4896) = True 0466: unknown_car $4896 flag 0 036A: put_actor $4895 in_car $4896 if not Actor.Dead($4897) jf @CAP_1_12806 if 0431: car $4896 car_passenger_seat_free 0 jf @CAP_1_12806 01C8: $4897 = create_actor_pedtype 4 model #SPECIAL02 in_car $4896 passenger_seat 0 01B2: give_actor $4897 weapon 19 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $4897 threat_search 011A: set_actor $4897 search_threat 1 0243: set_actor $4897 ped_stats_to 16 Actor.Health($4897) = 250 0291: set_actor $4897 attack_when_provoked 1 0350: set_actor $4897 maintain_position_when_attacked 1 0319: set_actor $4897 running 1 01DE: tie_actor $4897 to_actor $4895 :CAP_1_12806 jump @CAP_1_12828 :CAP_1_12813 0084: $4869 = $4895 // integer values and handles gosub @CAP_1_18163 :CAP_1_12828 jump @CAP_1_12850 :CAP_1_12835 0084: $4869 = $4895 // integer values and handles gosub @CAP_1_18163 :CAP_1_12850 jump @CAP_1_12872 :CAP_1_12857 0084: $4869 = $4895 // integer values and handles gosub @CAP_1_18163 :CAP_1_12872 jump @CAP_1_12887 :CAP_1_12879 01CC: actor $4895 kill_player $PLAYER_CHAR :CAP_1_12887 jump @CAP_1_16807 :CAP_1_12894 if not Car.Wrecked($4896) jf @CAP_1_12919 0477: set_car $4896 action 1 time 17 :CAP_1_12919 if $4940 == 1 // integer values jf @CAP_1_12962 0239: actor $4895 run_to $558 $559 0411: set_actor $4895 use_pednode_seek 0 $4940 = 30 // integer values :CAP_1_12962 if $4940 == 30 // integer values jf @CAP_1_13189 if 0571: $4895 jf @CAP_1_13043 if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 jf @CAP_1_13043 Actor.PutAt($4895, $558, $559, 10.5) :CAP_1_13043 if 04FF: $4895 jf @CAP_1_13077 0239: actor $4895 run_to $558 $559 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13077 if 00ED: actor $4895 0 $558 $559 radius 1.0 1.0 jf @CAP_1_13189 00BC: text_highpriority 'CAP1_B3' 5000 ms 1 // ~g~The Mafia has taxed the Ice Cream Factory! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values Marker.Disable($4910) 0058: $4944 += $610 // integer values 03FE: set_actor $4895 money $4944 $4929 = 1 // integer values Pickup.Destroy($611) $4941 = 0 // integer values $4940 = 100 // integer values :CAP_1_13189 if $4940 == 2 // integer values jf @CAP_1_13252 0239: actor $4895 run_to -1009.286 196.7185 0411: set_actor $4895 use_pednode_seek 0 0084: $2274 = $4811 // integer values and handles $2274 += 5000 // integer values $4940 = 7 // integer values :CAP_1_13252 if $4940 == 7 // integer values jf @CAP_1_13438 if 0571: $4895 jf @CAP_1_13337 if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 jf @CAP_1_13337 Actor.PutAt($4895, -1009.286, 196.7185, 10.5) :CAP_1_13337 if 04FF: $4895 jf @CAP_1_13375 0239: actor $4895 run_to -1009.286 196.7185 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13375 if 00ED: actor $4895 0 -1009.286 196.7185 radius 1.0 1.0 jf @CAP_1_13438 0239: actor $4895 run_to $582 $583 0411: set_actor $4895 use_pednode_seek 0 $4940 = 8 // integer values :CAP_1_13438 if $4940 == 8 // integer values jf @CAP_1_13610 if 04FF: $4895 jf @CAP_1_13490 0239: actor $4895 run_to $582 $583 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13490 if 00ED: actor $4895 0 $582 $583 radius 1.0 1.0 jf @CAP_1_13610 00BC: text_highpriority 'CAP1_B5' 5000 ms 1 // ~g~The Mafia has taxed the Taxi Firm! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values Marker.Disable($4911) 0058: $4944 += $621 // integer values 03FE: set_actor $4895 money $4944 $4930 = 1 // integer values Pickup.Destroy($622) 0239: actor $4895 run_to -1009.286 196.7185 $4940 = 9 // integer values :CAP_1_13610 if $4940 == 9 // integer values jf @CAP_1_13718 if 04FF: $4895 jf @CAP_1_13666 0239: actor $4895 run_to -1009.286 196.7185 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13666 if 00ED: actor $4895 0 -1009.286 196.7185 radius 1.0 1.0 jf @CAP_1_13718 $4941 = 0 // integer values $4940 = 100 // integer values :CAP_1_13718 if $4940 == 3 // integer values jf @CAP_1_13765 0239: actor $4895 run_to -725.3655 -1501.66 0411: set_actor $4895 use_pednode_seek 0 $4940 = 10 // integer values :CAP_1_13765 if $4940 == 10 // integer values jf @CAP_1_13955 if 0571: $4895 jf @CAP_1_13850 if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 jf @CAP_1_13850 Actor.PutAt($4895, -725.3655, -1501.66, 10.8) :CAP_1_13850 if 04FF: $4895 jf @CAP_1_13888 0239: actor $4895 run_to -725.3655 -1501.66 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_13888 if 00ED: actor $4895 0 -725.3655 -1501.66 radius 1.0 1.0 jf @CAP_1_13955 0239: actor $4895 run_to -681.0613 -1490.428 0411: set_actor $4895 use_pednode_seek 0 $4940 = 11 // integer values :CAP_1_13955 if $4940 == 11 // integer values jf @CAP_1_14078 if 04FF: $4895 jf @CAP_1_14011 0239: actor $4895 run_to -681.0613 -1490.428 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14011 if 00ED: actor $4895 0 -681.0613 -1490.428 radius 1.0 1.0 jf @CAP_1_14078 0239: actor $4895 run_to -636.2616 -1500.152 0411: set_actor $4895 use_pednode_seek 0 $4940 = 12 // integer values :CAP_1_14078 if $4940 == 12 // integer values jf @CAP_1_14201 if 04FF: $4895 jf @CAP_1_14134 0239: actor $4895 run_to -636.2616 -1500.152 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14134 if 00ED: actor $4895 0 -636.2616 -1500.152 radius 1.0 1.0 jf @CAP_1_14201 0239: actor $4895 run_to -642.8112 -1496.429 0411: set_actor $4895 use_pednode_seek 0 $4940 = 13 // integer values :CAP_1_14201 if $4940 == 13 // integer values jf @CAP_1_14320 if 04FF: $4895 jf @CAP_1_14257 0239: actor $4895 run_to -642.8112 -1496.429 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14257 if 00ED: actor $4895 0 -642.8112 -1496.429 radius 1.0 1.0 jf @CAP_1_14320 0239: actor $4895 run_to $579 $580 0411: set_actor $4895 use_pednode_seek 0 $4940 = 14 // integer values :CAP_1_14320 if $4940 == 14 // integer values jf @CAP_1_14492 if 04FF: $4895 jf @CAP_1_14372 0239: actor $4895 run_to $579 $580 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14372 if 00ED: actor $4895 0 $579 $580 radius 1.0 1.0 jf @CAP_1_14492 0239: actor $4895 run_to -642.8112 -1496.429 00BC: text_highpriority 'CAP1_B2' 5000 ms 1 // ~g~The Mafia has taxed the Boatyard! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values Pickup.Destroy($606) $4931 = 1 // integer values 0058: $4944 += $605 // integer values 03FE: set_actor $4895 money $4944 Marker.Disable($4912) $4940 = 15 // integer values :CAP_1_14492 if $4940 == 15 // integer values jf @CAP_1_14615 if 04FF: $4895 jf @CAP_1_14548 0239: actor $4895 run_to -642.8112 -1496.429 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14548 if 00ED: actor $4895 0 -642.8112 -1496.429 radius 1.0 1.0 jf @CAP_1_14615 0239: actor $4895 run_to -636.2616 -1500.152 0411: set_actor $4895 use_pednode_seek 0 $4940 = 16 // integer values :CAP_1_14615 if $4940 == 16 // integer values jf @CAP_1_14738 if 04FF: $4895 jf @CAP_1_14671 0239: actor $4895 run_to -636.2616 -1500.152 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14671 if 00ED: actor $4895 0 -636.2616 -1500.152 radius 1.0 1.0 jf @CAP_1_14738 0239: actor $4895 run_to -681.0613 -1490.428 0411: set_actor $4895 use_pednode_seek 0 $4940 = 17 // integer values :CAP_1_14738 if $4940 == 17 // integer values jf @CAP_1_14861 if 04FF: $4895 jf @CAP_1_14794 0239: actor $4895 run_to -681.0613 -1490.428 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14794 if 00ED: actor $4895 0 -681.0613 -1490.428 radius 1.0 1.0 jf @CAP_1_14861 0239: actor $4895 run_to -725.3655 -1501.66 0411: set_actor $4895 use_pednode_seek 0 $4940 = 18 // integer values :CAP_1_14861 if $4940 == 18 // integer values jf @CAP_1_14969 if 04FF: $4895 jf @CAP_1_14917 0239: actor $4895 run_to -725.3655 -1501.66 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_14917 if 00ED: actor $4895 0 -725.3655 -1501.66 radius 1.0 1.0 jf @CAP_1_14969 $4941 = 0 // integer values $4940 = 100 // integer values :CAP_1_14969 if $4940 == 4 // integer values jf @CAP_1_15016 0239: actor $4895 run_to -1023.79 -901.9847 0411: set_actor $4895 use_pednode_seek 0 $4940 = 40 // integer values :CAP_1_15016 if $4940 == 40 // integer values jf @CAP_1_15202 if 0571: $4895 jf @CAP_1_15101 if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 jf @CAP_1_15101 Actor.PutAt($4895, -1023.79, -901.9847, 13.8) :CAP_1_15101 if 04FF: $4895 jf @CAP_1_15139 0239: actor $4895 run_to -1023.79 -901.9847 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15139 if 00ED: actor $4895 0 -1023.79 -901.9847 radius 1.0 1.0 jf @CAP_1_15202 0239: actor $4895 run_to $552 $553 0411: set_actor $4895 use_pednode_seek 0 $4940 = 41 // integer values :CAP_1_15202 if $4940 == 41 // integer values jf @CAP_1_15381 if 04FF: $4895 jf @CAP_1_15254 0239: actor $4895 run_to $552 $553 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15254 if 00ED: actor $4895 0 $552 $553 radius 1.0 1.0 jf @CAP_1_15381 0239: actor $4895 run_to -1023.79 -901.9847 00BC: text_highpriority 'CAP1_B4' 5000 ms 1 // ~g~The Mafia has taxed the Car Showroom! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values Pickup.Destroy($627) $4933 = 1 // integer values 0058: $4944 += $626 // integer values 03FE: set_actor $4895 money $4944 Marker.Disable($4913) $4941 = 0 // integer values $4940 = 42 // integer values :CAP_1_15381 if $4940 == 42 // integer values jf @CAP_1_15489 if 04FF: $4895 jf @CAP_1_15437 0239: actor $4895 run_to -1023.79 -901.9847 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15437 if 00ED: actor $4895 0 -1023.79 -901.9847 radius 1.0 1.0 jf @CAP_1_15489 $4941 = 0 // integer values $4940 = 100 // integer values :CAP_1_15489 if $4940 == 5 // integer values jf @CAP_1_15552 0239: actor $4895 run_to 501.5787 -81.769 0411: set_actor $4895 use_pednode_seek 0 0084: $2274 = $4811 // integer values and handles $2274 += 5000 // integer values $4940 = 20 // integer values :CAP_1_15552 if $4940 == 20 // integer values jf @CAP_1_15742 if 0571: $4895 jf @CAP_1_15637 if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 jf @CAP_1_15637 Actor.PutAt($4895, 501.5787, -81.769, 9.5) :CAP_1_15637 if 04FF: $4895 jf @CAP_1_15675 0239: actor $4895 run_to 501.5787 -81.769 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15675 if 00ED: actor $4895 0 501.5787 -81.769 radius 1.0 1.0 jf @CAP_1_15742 0239: actor $4895 run_to 491.7617 -78.5777 0411: set_actor $4895 use_pednode_seek 0 $4940 = 21 // integer values :CAP_1_15742 if $4940 == 21 // integer values jf @CAP_1_15861 if 04FF: $4895 jf @CAP_1_15798 0239: actor $4895 run_to 491.7617 -78.5777 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15798 if 00ED: actor $4895 0 491.7617 -78.5777 radius 1.0 1.0 jf @CAP_1_15861 0239: actor $4895 run_to $564 $565 0411: set_actor $4895 use_pednode_seek 0 $4940 = 23 // integer values :CAP_1_15861 if $4940 == 23 // integer values jf @CAP_1_16040 if 04FF: $4895 jf @CAP_1_15913 0239: actor $4895 run_to $564 $565 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_15913 if 00ED: actor $4895 0 $564 $565 radius 1.0 1.0 jf @CAP_1_16040 00BC: text_highpriority 'CAP1_B9' 5000 ms 1 // ~g~The mafia has taxed The Malibu! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values Marker.Disable($4914) Pickup.Destroy($641) 0058: $4944 += $640 // integer values 03FE: set_actor $4895 money $4944 $4932 = 1 // integer values 0239: actor $4895 run_to 491.7617 -78.5777 0411: set_actor $4895 use_pednode_seek 0 $4940 = 25 // integer values :CAP_1_16040 if $4940 == 25 // integer values jf @CAP_1_16163 if 04FF: $4895 jf @CAP_1_16096 0239: actor $4895 run_to 491.7617 -78.5777 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16096 if 00ED: actor $4895 0 491.7617 -78.5777 radius 1.0 1.0 jf @CAP_1_16163 0239: actor $4895 run_to 501.5787 -81.769 0411: set_actor $4895 use_pednode_seek 0 $4940 = 26 // integer values :CAP_1_16163 if $4940 == 26 // integer values jf @CAP_1_16271 if 04FF: $4895 jf @CAP_1_16219 0239: actor $4895 run_to 501.5787 -81.769 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16219 if 00ED: actor $4895 0 501.5787 -81.769 radius 1.0 1.0 jf @CAP_1_16271 $4941 = 0 // integer values $4940 = 100 // integer values :CAP_1_16271 if $4940 == 6 // integer values jf @CAP_1_16334 0239: actor $4895 run_to 12.285 963.0108 0411: set_actor $4895 use_pednode_seek 0 0084: $2274 = $4811 // integer values and handles $2274 += 5000 // integer values $4940 = 27 // integer values :CAP_1_16334 if $4940 == 27 // integer values jf @CAP_1_16520 if 0571: $4895 jf @CAP_1_16419 if 80E9: not player $PLAYER_CHAR 0 $4895 radius 120.0 120.0 jf @CAP_1_16419 Actor.PutAt($4895, 12.285, 963.0108, 10.5) :CAP_1_16419 if 04FF: $4895 jf @CAP_1_16457 0239: actor $4895 run_to 12.285 963.0108 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16457 if 00ED: actor $4895 0 12.285 963.0108 radius 1.0 1.0 jf @CAP_1_16520 0239: actor $4895 run_to $576 $577 0411: set_actor $4895 use_pednode_seek 0 $4940 = 28 // integer values :CAP_1_16520 if $4940 == 28 // integer values jf @CAP_1_16699 if 04FF: $4895 jf @CAP_1_16572 0239: actor $4895 run_to $576 $577 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16572 if 00ED: actor $4895 0 $576 $577 radius 1.0 1.0 jf @CAP_1_16699 00BC: text_highpriority 'CAP1_B0' 5000 ms 1 // ~g~The mafia has taxed the film studio! 0084: $2547 = $4811 // integer values and handles $2547 += 5000 // integer values 0058: $4944 += $631 // integer values 03FE: set_actor $4895 money $4944 Marker.Disable($4915) Pickup.Destroy($632) $4934 = 1 // integer values 0239: actor $4895 run_to 12.285 963.0108 0411: set_actor $4895 use_pednode_seek 0 $4940 = 29 // integer values :CAP_1_16699 if $4940 == 29 // integer values jf @CAP_1_16807 if 04FF: $4895 jf @CAP_1_16755 0239: actor $4895 run_to 12.285 963.0108 0411: set_actor $4895 use_pednode_seek 0 :CAP_1_16755 if 00ED: actor $4895 0 12.285 963.0108 radius 1.0 1.0 jf @CAP_1_16807 $4941 = 0 // integer values $4940 = 100 // integer values :CAP_1_16807 if 00EA: player $PLAYER_CHAR 0 $4895 radius 40.0 40.0 jf @CAP_1_17810 if 02DF: player $PLAYER_CHAR aggressive jf @CAP_1_17037 if 001C: $4811 > $4935 // integer values jf @CAP_1_17037 if $4936 == 1 // integer values jf @CAP_1_16955 if $2564 == 0 // integer values jf @CAP_1_16932 $2564 = 1 // integer values 0084: $2589 = $4811 // integer values and handles $2589 += 6000 // integer values :CAP_1_16932 $4936 += 1 // integer values 0084: $4935 = $4811 // integer values and handles $4935 += 3000 // integer values :CAP_1_16955 if $4936 == 0 // integer values jf @CAP_1_17037 if $2563 == 0 // integer values jf @CAP_1_17014 $2563 = 1 // integer values 0084: $2588 = $4811 // integer values and handles $2588 += 6000 // integer values :CAP_1_17014 $4936 += 1 // integer values 0084: $4935 = $4811 // integer values and handles $4935 += 3000 // integer values :CAP_1_17037 if 02E0: actor $4895 firing_weapon jf @CAP_1_17810 if 001C: $4811 > $4937 // integer values jf @CAP_1_17810 if $4938 == 8 // integer values jf @CAP_1_17154 if $2571 == 0 // integer values jf @CAP_1_17131 $2571 = 1 // integer values 0084: $2594 = $4811 // integer values and handles $2594 += 6000 // integer values :CAP_1_17131 $4938 += 1 // integer values 0084: $4937 = $4811 // integer values and handles $4937 += 3000 // integer values :CAP_1_17154 if $4938 == 7 // integer values jf @CAP_1_17236 if $2570 == 0 // integer values jf @CAP_1_17213 $2570 = 1 // integer values 0084: $2593 = $4811 // integer values and handles $2593 += 6000 // integer values :CAP_1_17213 $4938 += 1 // integer values 0084: $4937 = $4811 // integer values and handles $4937 += 3000 // integer values :CAP_1_17236 if $4938 == 6 // integer values jf @CAP_1_17318 if $2567 == 0 // integer values jf @CAP_1_17295 $2567 = 1 // integer values 0084: $2590 = $4811 // integer values and handles $2590 += 6000 // integer values :CAP_1_17295 $4938 += 1 // integer values 0084: $4937 = $4811 // integer values and handles $4937 += 3000 // integer values :CAP_1_17318 if $4938 == 5 // integer values jf @CAP_1_17400 if $2569 == 0 // integer values jf @CAP_1_17377 $2569 = 1 // integer values 0084: $2592 = $4811 // integer values and handles $2592 += 6000 // integer values :CAP_1_17377 $4938 += 1 // integer values 0084: $4937 = $4811 // integer values and handles $4937 += 3000 // integer values :CAP_1_17400 if $4938 == 4 // integer values jf @CAP_1_17482 if $2568 == 0 // integer values jf @CAP_1_17459 $2568 = 1 // integer values 0084: $2591 = $4811 // integer values and handles $2591 += 6000 // integer values :CAP_1_17459 $4938 += 1 // integer values 0084: $4937 = $4811 // integer values and handles $4937 += 3000 // integer values :CAP_1_17482 if $4938 == 3 // integer values jf @CAP_1_17564 if $2561 == 0 // integer values jf @CAP_1_17541 $2561 = 1 // integer values 0084: $2586 = $4811 // integer values and handles $2586 += 6000 // integer values :CAP_1_17541 $4938 += 1 // integer values 0084: $4937 = $4811 // integer values and handles $4937 += 3000 // integer values :CAP_1_17564 if $4938 == 2 // integer values jf @CAP_1_17646 if $2560 == 0 // integer values jf @CAP_1_17623 $2560 = 1 // integer values 0084: $2585 = $4811 // integer values and handles $2585 += 6000 // integer values :CAP_1_17623 $4938 += 1 // integer values 0084: $4937 = $4811 // integer values and handles $4937 += 3000 // integer values :CAP_1_17646 if $4938 == 1 // integer values jf @CAP_1_17728 if $2573 == 0 // integer values jf @CAP_1_17705 $2573 = 1 // integer values 0084: $2596 = $4811 // integer values and handles $2596 += 6000 // integer values :CAP_1_17705 $4938 += 1 // integer values 0084: $4937 = $4811 // integer values and handles $4937 += 3000 // integer values :CAP_1_17728 if $4938 == 0 // integer values jf @CAP_1_17810 if $2562 == 0 // integer values jf @CAP_1_17787 $2562 = 1 // integer values 0084: $2587 = $4811 // integer values and handles $2587 += 6000 // integer values :CAP_1_17787 $4938 += 1 // integer values 0084: $4937 = $4811 // integer values and handles $4937 += 3000 // integer values :CAP_1_17810 return :CAP_1_17812 if $4917 == 0 // integer values jf @CAP_1_17869 $4966 = -726.0752 // floating-point values $4967 = -1494.487 // floating-point values $4968 = 10.3799 // floating-point values $4917 = 1 // integer values return :CAP_1_17869 if $4918 == 0 // integer values jf @CAP_1_17926 $4966 = -1025.169 // floating-point values $4967 = -904.9712 // floating-point values $4968 = 13.2096 // floating-point values $4918 = 1 // integer values return :CAP_1_17926 if $4916 == 0 // integer values jf @CAP_1_17983 $4966 = 506.2871 // floating-point values $4967 = -82.8296 // floating-point values $4968 = 9.2532 // floating-point values $4916 = 1 // integer values return :CAP_1_17983 if $4920 == 0 // integer values jf @CAP_1_18040 $4966 = -852.5533 // floating-point values $4967 = -568.4194 // floating-point values $4968 = 10.0567 // floating-point values $4920 = 1 // integer values return :CAP_1_18040 if $4921 == 0 // integer values jf @CAP_1_18097 $4966 = -1016.265 // floating-point values $4967 = 199.9105 // floating-point values $4968 = 10.2062 // floating-point values $4921 = 1 // integer values return :CAP_1_18097 if $4919 == 0 // integer values jf @CAP_1_18154 $4966 = 17.6185 // floating-point values $4967 = 962.106 // floating-point values $4968 = 9.727 // floating-point values $4919 = 1 // integer values return :CAP_1_18154 $4922 = 5 // integer values return :CAP_1_18163 if not Actor.Dead($4869) jf @CAP_1_18705 if $4886 == 919.9 // floating-point values jf @CAP_1_18217 $451 = Car.Create(#SANCHEZ, $4872, $4873, $4874) :CAP_1_18217 Actor.StorePos($4869, $4872, $4873, $4874) if 00E9: player $PLAYER_CHAR 0 $4869 radius 30.0 30.0 jf @CAP_1_18484 0086: $4875 = $4872 // floating-point values only $4875 += 40.0 // floating-point values 0086: $4876 = $4873 // floating-point values only $4876 += 40.0 // floating-point values $4872 -= 40.0 // floating-point values $4873 -= 40.0 // floating-point values Car.RemoveReferences($451) $451 = -1 // integer values 0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 if or $451 == -1 // integer values 003A: $4899 == $451 // integer values and handles jf @CAP_1_18390 01CC: actor $4869 kill_player $PLAYER_CHAR jump @CAP_1_18477 :CAP_1_18390 if 0185: car $451 health >= 400 jf @CAP_1_18457 046D: $6900 = actor $4869 car_free_seats // members_in_group 01EA: $4939 = car $451 max_passengers 020A: set_car $451 door_status_to 1 Car.SetMaxSpeed($451, 0.0) 01D5: actor $4869 go_to_and_drive_car $451 jump @CAP_1_18477 :CAP_1_18457 01CC: actor $4869 kill_player $PLAYER_CHAR Car.RemoveReferences($451) $451 = -1 // integer values :CAP_1_18477 jump @CAP_1_18705 :CAP_1_18484 03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 if 80C2: not sphere_onscreen $4872 $4873 $4874 3.0 jf @CAP_1_18705 if 838A: not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 jf @CAP_1_18632 if Model.Available(#SANCHEZ) jf @CAP_1_18625 Car.RemoveReferences($451) $451 = Car.Create(#SANCHEZ, $4872, $4873, $4874) Car.Angle($451) = $4886 01D5: actor $4869 go_to_and_drive_car $451 :CAP_1_18625 jump @CAP_1_18705 :CAP_1_18632 if 00FF: actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 jf @CAP_1_18705 02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 0239: actor $4869 run_to $4872 $4873 :CAP_1_18705 return //-------------Mission 52--------------- // Originally: Keep your Friends Close... :FIN_1 gosub @FIN_1_36 if wasted_or_busted jf @FIN_1_27 gosub @FIN_1_27117 :FIN_1_27 gosub @FIN_1_27446 end_thread :FIN_1_36 $ONMISSION = 1 // integer values increment_mission_attempts thread 'FIN_1' wait 0 Object.Destroy($1788) 054C: use_GXT_table 'FINALE' 058E: set_restart_mission_taxi_destination -288.2 -487.5 9.8 275.0 $5014 = -373.2288 // floating-point values $5015 = -597.0028 // floating-point values $5016 = 24.7818 // floating-point values $5018 = 0 // integer values $5019 = -1 // integer values $5024 = 0 // integer values $5025 = 0 // integer values $5027 = -1 // integer values $5028 = 0 // integer values $5029 = 0 // integer values $5030 = 0 // integer values $5031 = 0 // integer values $5033 = 0.0 // floating-point values $5034 = 0.0 // floating-point values $5035 = 0.0 // floating-point values $5067 = -1 // integer values $5068 = 0 // integer values $5069 = 0 // integer values $5070 = 0 // integer values $5072 = -1 // integer values $5073 = 0 // integer values $5074 = 0 // integer values $5075 = 0 // integer values $5077 = -1 // integer values $5078 = 0 // integer values $5079 = 0 // integer values $5080 = 0 // integer values $5082 = -1 // integer values $5083 = 0 // integer values $5084 = 0 // integer values $5085 = 0 // integer values $5087 = -1 // integer values $5088 = 0 // integer values $5089 = 0 // integer values $5090 = 0 // integer values $5092 = -1 // integer values $5093 = 0 // integer values $5094 = 0 // integer values $5095 = 0 // integer values $5097 = -1 // integer values $5098 = 0 // integer values $5099 = 0 // integer values $5100 = 0 // integer values $5102 = -1 // integer values $5103 = 0 // integer values $5104 = 0 // integer values $5105 = 0 // integer values $5107 = -1 // integer values $5108 = 0 // integer values $5109 = 0 // integer values $5110 = 0 // integer values $4974 = 0 // integer values $4983 = 0 // integer values $4984 = 0 // integer values $4979 = 0 // integer values $4975 = 0 // integer values $4989 = 0 // integer values $4990 = 0 // integer values $4991 = 0 // integer values $4992 = 0 // integer values $5052 = 0 // integer values $5054 = 0 // integer values $5056 = 0 // integer values $5057 = 0 // integer values $5058 = 0 // integer values $5059 = 0 // integer values $5060 = 0 // integer values $5062 = 0 // integer values $5063 = 0 // integer values $5064 = 0 // integer values $5065 = 0 // integer values $5071 = 0 // integer values $5076 = 0 // integer values $5081 = 0 // integer values $5086 = 0 // integer values $5091 = 0 // integer values $5096 = 0 // integer values $5101 = 0 // integer values $5106 = 0 // integer values $5111 = 0 // integer values 0@ = 0.0 // floating-point values 1@ = 0.0 // floating-point values 2@ = 0.0 // floating-point values 3@ = 0.0 // floating-point values 4@ = 0.0 // floating-point values 5@ = 0.0 // floating-point values 6@ = 0.0 // floating-point values 7@ = 0.0 // floating-point values 8@ = 0.0 // floating-point values 9@ = 0.0 // floating-point values 10@ = 0.0 // floating-point values 11@ = 0.0 // floating-point values 12@ = 0.0 // floating-point values 13@ = 0.0 // floating-point values 14@ = 0.0 // floating-point values $5112 = 0.0 // floating-point values $5113 = 0.0 // floating-point values $5114 = 0.0 // floating-point values $5115 = 0.0 // floating-point values $5116 = 0.0 // floating-point values $5117 = 0.0 // floating-point values $5118 = 0.0 // floating-point values $5119 = 0.0 // floating-point values $5120 = 0.0 // floating-point values $5121 = 0.0 // floating-point values $5122 = 0.0 // floating-point values $5123 = 0.0 // floating-point values $5020 = 0 // integer values $4976 = 0 // integer values $5039 = 0 // integer values $5040 = 0 // integer values $5026 = 0 // integer values $5021 = 0 // integer values $5022 = 0 // integer values $4985 = Player.Money($PLAYER_CHAR) select_interior 2 $991 = 1 // integer values 022B: create_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451 90.643 03AD: set_rubbish 0 04F9: set_extracolors 7 fade 0 03DE: set_pedestrians_density_multiplier_to 0.0 0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 023C: load_special_actor 3 'CSBUDDY' Camera.SetAtPos(-378.466, -596.1799, 24.7818) 038B: load_requested_models :FIN_1_1140 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded jf @FIN_1_1174 wait 0 jump @FIN_1_1140 :FIN_1_1174 0569: 'CSPLAY' 0569: 'CSKEN' 0569: 'CSBUDDY' 02E4: load_cutscene_data 'FIN' 041D: set_camera_near_clip 0.1 0244: set_cutscene_pos -378.62 -552.676 18.534 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $136 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $136 'CSBUDDY' 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FIN_1_1328 if 1085 > $CUT_SCENE_TIME // integer values jf @FIN_1_1363 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1328 :FIN_1_1363 00BC: text_highpriority 'FIN1_01' 10000 ms 1 // What's going on? :FIN_1_1378 if 1924 > $CUT_SCENE_TIME // integer values jf @FIN_1_1413 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1378 :FIN_1_1413 00BC: text_highpriority 'FIN1_02' 10000 ms 1 // Tommy! Oh good, good. Listen, listen. Uh, listen, :FIN_1_1428 if 5027 > $CUT_SCENE_TIME // integer values jf @FIN_1_1463 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1428 :FIN_1_1463 00BC: text_highpriority 'FIN1_03' 10000 ms 1 // I like fish. I love fish. :FIN_1_1478 if 7525 > $CUT_SCENE_TIME // integer values jf @FIN_1_1513 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1478 :FIN_1_1513 00BC: text_highpriority 'FIN1_04' 10000 ms 1 // I love them as pets in bowls, or as food on a plate, :FIN_1_1528 if 10739 > $CUT_SCENE_TIME // integer values jf @FIN_1_1563 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1528 :FIN_1_1563 00BC: text_highpriority 'FIN1_05' 10000 ms 1 // but as much as I love em, I don't want to sleep with them. :FIN_1_1578 if 13469 > $CUT_SCENE_TIME // integer values jf @FIN_1_1613 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1578 :FIN_1_1613 00BC: text_highpriority 'FIN1_06' 10000 ms 1 // Okay, but right now your Italian brothers are coming from up there to fit me with some cement shoes, and I... :FIN_1_1628 if 19005 > $CUT_SCENE_TIME // integer values jf @FIN_1_1663 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1628 :FIN_1_1663 00BC: text_highpriority 'FIN1_07' 10000 ms 1 // Shut up Ken. Sit down. :FIN_1_1678 if 24137 > $CUT_SCENE_TIME // integer values jf @FIN_1_1713 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1678 :FIN_1_1713 00BC: text_highpriority 'FIN1_08' 10000 ms 1 // Lance, what the hell's going on? :FIN_1_1728 if 26080 > $CUT_SCENE_TIME // integer values jf @FIN_1_1763 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1728 :FIN_1_1763 00BC: text_highpriority 'FIN1_09' 10000 ms 1 // It's your friends up north Tommy. They ain't too happy you capped their man. :FIN_1_1778 if 30104 > $CUT_SCENE_TIME // integer values jf @FIN_1_1813 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1778 :FIN_1_1813 00BC: text_highpriority 'FIN1_10' 10000 ms 1 // They're coming down to see the business today. :FIN_1_1828 if 32108 > $CUT_SCENE_TIME // integer values jf @FIN_1_1863 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1828 :FIN_1_1863 00BC: text_highpriority 'FIN1_11' 10000 ms 1 // They took longer than I thought... :FIN_1_1878 if 34187 > $CUT_SCENE_TIME // integer values jf @FIN_1_1915 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1878 :FIN_1_1915 00BC: text_highpriority 'FIN1_12' 10000 ms 1 // Guys, we gotta make this final we gotta leave no doubt that this is my operation. Mine! :FIN_1_1930 if 39927 > $CUT_SCENE_TIME // integer values jf @FIN_1_1967 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1930 :FIN_1_1967 00BC: text_highpriority 'FIN1_13' 10000 ms 1 // Ken, you get the first run of counterfeit cash and put three mil in briefcases. :FIN_1_1982 if 45104 > $CUT_SCENE_TIME // integer values jf @FIN_1_2019 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_1982 :FIN_1_2019 00BC: text_highpriority 'FIN1_14' 10000 ms 1 // Lance, you get the guys together... :FIN_1_2034 if 52998 > $CUT_SCENE_TIME // integer values jf @FIN_1_2071 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2034 :FIN_1_2071 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :FIN_1_2088 if fading jf @FIN_1_2112 wait 0 jump @FIN_1_2088 :FIN_1_2112 if 82E9: not cutscene_reached_end jf @FIN_1_2136 wait 0 jump @FIN_1_2112 :FIN_1_2136 03AD: set_rubbish 1 02EA: end_cutscene 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 023C: load_special_actor 3 'CSBUDDY' 023C: load_special_actor 4 'CSSONNY' 023C: load_special_actor 5 'SFRENDA' 023C: load_special_actor 6 'SGOONA' 023C: load_special_actor 7 'SGOONB' 02F3: load_object #CUTOBJ01 'DELCASE' Camera.SetAtPos(-378.466, -596.1799, 24.7818) 038B: load_requested_models :FIN_1_2258 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded 823D: not special_actor 6 loaded jf @FIN_1_2304 wait 0 jump @FIN_1_2258 :FIN_1_2304 if or 823D: not special_actor 7 loaded not Model.Available(#CUTOBJ01) jf @FIN_1_2335 wait 0 jump @FIN_1_2304 :FIN_1_2335 02E4: load_cutscene_data 'FIN_2' 041D: set_camera_near_clip 0.1 0244: set_cutscene_pos -378.62 -552.676 18.534 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $136 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $136 'CSBUDDY' 02E5: $138 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $138 'CSSONNY' 02E5: $127 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $127 'SFRENDA' 02E5: $129 = create_cutscene_object #SPECIAL06 02E6: set_cutscene_anim $129 'SGOONA' 02E5: $130 = create_cutscene_object #SPECIAL07 02E6: set_cutscene_anim $130 'SGOONB' 02E5: $191 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $191 'DELCASE' 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :FIN_1_2560 if 3853 > $CUT_SCENE_TIME // integer values jf @FIN_1_2595 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2560 :FIN_1_2595 00BC: text_highpriority 'FIN2_01' 10000 ms 1 // Tommy! :FIN_1_2610 if 6297 > $CUT_SCENE_TIME // integer values jf @FIN_1_2645 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2610 :FIN_1_2645 00BC: text_highpriority 'FIN2_02' 10000 ms 1 // What? No big hugs for your old buddy? :FIN_1_2660 if 8417 > $CUT_SCENE_TIME // integer values jf @FIN_1_2695 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2660 :FIN_1_2695 00BC: text_highpriority 'FIN2_03' 10000 ms 1 // I've had fifteen years out of the loop, :FIN_1_2710 if 10472 > $CUT_SCENE_TIME // integer values jf @FIN_1_2745 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2710 :FIN_1_2745 00BC: text_highpriority 'FIN2_04' 10000 ms 1 // I'm a bit rusty on family etiquette. :FIN_1_2760 if 12387 > $CUT_SCENE_TIME // integer values jf @FIN_1_2795 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2760 :FIN_1_2795 00BC: text_highpriority 'FIN2_05' 10000 ms 1 // Always angry, eh Tommy. :FIN_1_2810 if 13627 > $CUT_SCENE_TIME // integer values jf @FIN_1_2845 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2810 :FIN_1_2845 00BC: text_highpriority 'FIN2_06' 10000 ms 1 // Didn't I say your temper would get you into trouble, huh? :FIN_1_2860 if 16943 > $CUT_SCENE_TIME // integer values jf @FIN_1_2895 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2860 :FIN_1_2895 00BC: text_highpriority 'FIN2_07' 10000 ms 1 // There's three mil in the cases... :FIN_1_2910 if 18730 > $CUT_SCENE_TIME // integer values jf @FIN_1_2945 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2910 :FIN_1_2945 00BC: text_highpriority 'FIN2_08' 10000 ms 1 // How many was it? Ten? No, eleven men. :FIN_1_2960 if 22330 > $CUT_SCENE_TIME // integer values jf @FIN_1_2995 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_2960 :FIN_1_2995 00BC: text_highpriority 'FIN2_09' 10000 ms 1 // That's how you get to be called the Harwood Butcher! Heh-heh-heh! :FIN_1_3010 if 25267 > $CUT_SCENE_TIME // integer values jf @FIN_1_3045 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3010 :FIN_1_3045 00BC: text_highpriority 'FIN2_10' 10000 ms 1 // You sent me to kill one man, ONE MAN. They knew I was coming Sonny... :FIN_1_3060 if 30987 > $CUT_SCENE_TIME // integer values jf @FIN_1_3095 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3060 :FIN_1_3095 00BC: text_highpriority 'FIN2_11' 10000 ms 1 // Tommy, Tommy, watch your tone. :FIN_1_3110 if 32780 > $CUT_SCENE_TIME // integer values jf @FIN_1_3147 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3110 :FIN_1_3147 00BC: text_highpriority 'FIN2_12' 10000 ms 1 // Anyone would think you blame me for that unfortunate set of circumstances. :FIN_1_3162 if 36617 > $CUT_SCENE_TIME // integer values jf @FIN_1_3199 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3162 :FIN_1_3199 00BC: text_highpriority 'FIN2_13' 10000 ms 1 // Just take the money... :FIN_1_3214 if 37728 > $CUT_SCENE_TIME // integer values jf @FIN_1_3251 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3214 :FIN_1_3251 00BC: text_highpriority 'FIN2_14' 10000 ms 1 // Get the damn cash. :FIN_1_3266 if 40994 > $CUT_SCENE_TIME // integer values jf @FIN_1_3303 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3266 :FIN_1_3303 00BC: text_highpriority 'FIN2_15' 10000 ms 1 // You know, Tommy? I did what I could for you, I pulled strings, called in favors. :FIN_1_3318 if 45718 > $CUT_SCENE_TIME // integer values jf @FIN_1_3355 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3318 :FIN_1_3355 00BC: text_highpriority 'FIN2_16' 10000 ms 1 // I was your friend, Tommy. I hoped you'd see sense, see what's good for business. :FIN_1_3370 if 49615 > $CUT_SCENE_TIME // integer values jf @FIN_1_3407 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3370 :FIN_1_3407 00BC: text_highpriority 'FIN2_17' 10000 ms 1 // I trusted you, Tommy, and you disappointed me. :FIN_1_3422 if 53574 > $CUT_SCENE_TIME // integer values jf @FIN_1_3459 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3422 :FIN_1_3459 00BC: text_highpriority 'FIN2_18' 10000 ms 1 // But at least someone in your chicken shit organization knows how to do business, :FIN_1_3474 if 58188 > $CUT_SCENE_TIME // integer values jf @FIN_1_3511 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3474 :FIN_1_3511 00BC: text_highpriority 'FIN2_19' 10000 ms 1 // Isn't that right, Lance? :FIN_1_3526 if 60272 > $CUT_SCENE_TIME // integer values jf @FIN_1_3563 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3526 :FIN_1_3563 00BC: text_highpriority 'FIN2_20' 10000 ms 1 // I'm sorry Tommy. This is Vice City. This is business. :FIN_1_3578 if 66249 > $CUT_SCENE_TIME // integer values jf @FIN_1_3615 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3578 :FIN_1_3615 00BC: text_highpriority 'FIN2_21' 10000 ms 1 // You sold us out... :FIN_1_3630 if 68133 > $CUT_SCENE_TIME // integer values jf @FIN_1_3667 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3630 :FIN_1_3667 00BC: text_highpriority 'FIN2_22' 10000 ms 1 // No. I sold YOU out, Tommy, I sold YOU out. :FIN_1_3682 if 73431 > $CUT_SCENE_TIME // integer values jf @FIN_1_3719 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3682 :FIN_1_3719 00BC: text_highpriority 'FIN2_23' 10000 ms 1 // The real cash is upstairs in the safe. :FIN_1_3734 if 76741 > $CUT_SCENE_TIME // integer values jf @FIN_1_3771 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3734 :FIN_1_3771 00BC: text_highpriority 'FIN2_24' 10000 ms 1 // Tommy, what was the big plan? :FIN_1_3786 if 78116 > $CUT_SCENE_TIME // integer values jf @FIN_1_3823 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3786 :FIN_1_3823 00BC: text_highpriority 'FIN2_25' 10000 ms 1 // You think I'd just take the fake cash? :FIN_1_3838 if 80094 > $CUT_SCENE_TIME // integer values jf @FIN_1_3875 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3838 :FIN_1_3875 00BC: text_highpriority 'FIN2_26' 10000 ms 1 // Save face and run away with my tail between my legs?! :FIN_1_3890 if 83916 > $CUT_SCENE_TIME // integer values jf @FIN_1_3927 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3890 :FIN_1_3927 00BC: text_highpriority 'FIN2_27' 10000 ms 1 // No. :FIN_1_3942 if 84910 > $CUT_SCENE_TIME // integer values jf @FIN_1_3979 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3942 :FIN_1_3979 00BC: text_highpriority 'FIN2_28' 10000 ms 1 // I just wanted to piss you off before I kill you. :FIN_1_3994 if 86980 > $CUT_SCENE_TIME // integer values jf @FIN_1_4031 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_3994 :FIN_1_4031 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :FIN_1_4048 if fading jf @FIN_1_4072 wait 0 jump @FIN_1_4048 :FIN_1_4072 if 82E9: not cutscene_reached_end jf @FIN_1_4096 wait 0 jump @FIN_1_4072 :FIN_1_4096 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 0296: unload_special_actor 6 0296: unload_special_actor 7 Model.Destroy(#CUTOBJ01) 03DE: set_pedestrians_density_multiplier_to 1.0 0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 Model.Load(#STRETCH) Model.Load(#RUGER) Model.Load(#TEC9) Model.Load(#COLT45) 023C: load_special_actor 1 'IGBUDDY' 023C: load_special_actor 2 'IGSONNY' 023C: load_special_actor 3 'MBA' 023C: load_special_actor 4 'MBB' 038B: load_requested_models :FIN_1_4236 if or not Model.Available(#STRETCH) not Model.Available(#TEC9) not Model.Available(#RUGER) not Model.Available(#COLT45) jf @FIN_1_4278 wait 0 jump @FIN_1_4236 :FIN_1_4278 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded jf @FIN_1_4316 wait 0 jump @FIN_1_4278 :FIN_1_4316 015C: set_zone_gang_info 'GANG1' 1 14 0 0 300 0 0 0 700 0 0 0 015C: set_zone_gang_info 'GANG1' 0 14 0 0 300 0 0 0 700 0 0 0 03F1: pedtype 13 add_threat 512 03F1: pedtype 9 add_threat 8192 03F1: pedtype 9 add_threat 1 0237: set_gang 6 primary_weapon_to 17 secondary_weapon_to 17 0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 17 0235: set_gang 2 models_to #SPECIAL03 #SPECIAL04 0514: unknown_actor $PLAYER_ACTOR 6 0 select_interior 2 $991 = 1 // integer values 03AD: set_rubbish 0 04F9: set_extracolors 7 fade 0 Camera.SetAtPos(-378.466, -596.1799, 24.7818) 0482: 2.0 0395: clear_area 1 at -378.466 -596.1799 range 24.7818 1.0 0055: put_player $PLAYER_CHAR at -378.466 -596.1799 24.7818 0171: set_player $PLAYER_CHAR z_angle_to 0.0 Camera.SetBehindPlayer 0225: $7453 = player $PLAYER_CHAR health if not $7453 > 100 // integer values jf @FIN_1_4575 0222: set_player $PLAYER_CHAR health_to 100 :FIN_1_4575 035E: set_player $PLAYER_CHAR armour_to 200 $4971 = Car.Create(#STRETCH, -386.1734, -515.6445, 11.7682) Car.Angle($4971) = 123.5502 Car.ImmuneToNonPlayer($4971) = True $4972 = Car.Create(#STRETCH, -375.7929, -514.4023, 11.7776) Car.Angle($4972) = 75.6302 Car.ImmuneToNonPlayer($4972) = True $4973 = Car.Create(#STRETCH, -366.1754, -517.2399, 11.7561) Car.Angle($4973) = 60.5286 Car.ImmuneToNonPlayer($4973) = True Car.SetToNormalDriver($4971) Car.SetToNormalDriver($4972) Car.SetToNormalDriver($4973) Car.SetDriverBehaviour($4971, 11) Car.SetDriverBehaviour($4972, 11) Car.SetDriverBehaviour($4973, 11) 0169: set_fade_color 0 0 1 fade 1 1500 if $ONMISSION == 0 // integer values jf @FIN_1_5216 01C8: $5027 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5067 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5072 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5077 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5082 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5087 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5092 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5097 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5102 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5107 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5041 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5042 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5043 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5044 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5045 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5046 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5047 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5048 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5049 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5050 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 01C8: $5051 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 $2061 = Pickup.Create(#HEALTH, 2, -336.6208, -568.994, 11.6022) $4977 = Pickup.Create(#BODYARMOUR, 2, -336.6208, -570.994, 11.6022) 032B: $4978 = create_weapon_pickup #TEC9 2 ammo 120 at -336.6208 -572.994 11.6022 032B: $4980 = create_weapon_pickup #TEC9 2 ammo 120 at -336.6208 -572.994 11.6022 $4988 = Pickup.Create(#HEALTH, 2, -336.6208, -568.994, 11.6022) $4993 = Pickup.Create(#HEALTH, 2, -336.6208, -568.994, 11.6022) :FIN_1_5216 Pickup.Destroy($2061) Pickup.Destroy($4977) Pickup.Destroy($4978) Pickup.Destroy($4980) $2061 = Pickup.Create(#HEALTH, 2, -406.2503, -566.4947, 19.5804) $4977 = Pickup.Create(#BODYARMOUR, 2, -406.2992, -564.582, 19.5804) 032B: $4978 = create_weapon_pickup #PYTHON 2 ammo 120 at -401.7512 -566.0168 19.5804 032B: $4980 = create_weapon_pickup #PYTHON 3 ammo 120 at -374.4366 -587.5957 25.3355 01BD: $4811 = current_time_in_ms 0084: $5018 = $4811 // integer values and handles $5018 += 60000 // integer values 0084: $5024 = $4811 // integer values and handles $5024 += 120000 // integer values :FIN_1_5379 if fading jf @FIN_1_5403 wait 0 jump @FIN_1_5379 :FIN_1_5403 00BC: text_highpriority 'FIN_B3' 5000 ms 1 // ~g~The Mafia are trying to steal your money. Defend the safe. $4985 = Player.Money($PLAYER_CHAR) 04E3: unknown_player $PLAYER_CHAR 2 60000 :FIN_1_5438 wait 0 01BD: $4811 = current_time_in_ms if 00F5: player $PLAYER_CHAR 0 -354.419 -569.529 30.0 radius 200.0 120.0 30.0 jf @FIN_1_5534 Player.WantedLevel($PLAYER_CHAR) = 0 if $4992 == 0 // integer values jf @FIN_1_5527 $4992 = 1 // integer values :FIN_1_5527 jump @FIN_1_5559 :FIN_1_5534 if $4992 == 1 // integer values jf @FIN_1_5559 $4992 = 0 // integer values :FIN_1_5559 if 8183: not player $PLAYER_CHAR health > 70 jf @FIN_1_5703 if $4983 == 1 // integer values jf @FIN_1_5696 00BC: text_highpriority 'FIN_B4' 6000 ms 1 // ~g~You are close to death, get some ~w~health~g~ from downstairs. if $4979 == 0 // integer values jf @FIN_1_5689 018A: $4986 = create_checkpoint_at -406.2503 -566.4947 19.5804 Marker.SetColor($4986, 3) 018A: $4982 = create_checkpoint_at -335.625 -571.77 11.0 Marker.SetColor($4982, 3) $4979 = 1 // integer values :FIN_1_5689 $4983 = 0 // integer values :FIN_1_5696 jump @FIN_1_5728 :FIN_1_5703 if $4983 == 0 // integer values jf @FIN_1_5728 $4983 = 1 // integer values :FIN_1_5728 if or $5070 == 2 // integer values $5075 == 2 // integer values $5080 == 2 // integer values $5085 == 2 // integer values $5090 == 2 // integer values jf @FIN_1_5788 $4989 = 1 // integer values jump @FIN_1_5795 :FIN_1_5788 $4989 = 0 // integer values :FIN_1_5795 if or $5095 == 2 // integer values $5100 == 2 // integer values $5105 == 2 // integer values $5110 == 2 // integer values jf @FIN_1_5848 $4990 = 1 // integer values jump @FIN_1_5855 :FIN_1_5848 $4990 = 0 // integer values :FIN_1_5855 if or $4989 == 1 // integer values $4990 == 1 // integer values jf @FIN_1_5948 if $4984 == 1 // integer values jf @FIN_1_5941 00BC: text_highpriority 'FIN_B5' 5000 ms 1 // ~g~The Mafia is stealing your money, defend the ~c~safe 018A: $4987 = create_checkpoint_at $5014 $5015 $5016 Marker.SetColor($4987, 6) $4984 = 0 // integer values :FIN_1_5941 jump @FIN_1_5978 :FIN_1_5948 if $4984 == 0 // integer values jf @FIN_1_5978 Marker.Disable($4987) $4984 = 1 // integer values :FIN_1_5978 if $5019 == -1 // integer values jf @FIN_1_6162 if 001C: $4811 > $5018 // integer values jf @FIN_1_6162 if 00F5: player $PLAYER_CHAR 0 -378.523 -579.67 27.284 radius 6.0 4.0 3.0 jf @FIN_1_6077 $5019 = 0 // integer values jump @FIN_1_6162 :FIN_1_6077 if 00F5: player $PLAYER_CHAR 0 -378.551 -591.784 28.232 radius 8.114 8.0 3.44 jf @FIN_1_6147 00BC: text_highpriority 'FIN_B1' 200 ms 1 // ~g~Go and kill ~y~Lance Vance~g~ the backstabber. jump @FIN_1_6162 :FIN_1_6147 00BC: text_highpriority 'DEFSAFE' 200 ms 1 // ~g~Get back to the safe and defend it. :FIN_1_6162 if $5019 == 0 // integer values jf @FIN_1_6541 Actor.DestroyInstantly($5067) Actor.DestroyInstantly($5072) Actor.DestroyInstantly($5077) Actor.DestroyInstantly($5082) Actor.DestroyInstantly($5087) Actor.DestroyInstantly($5092) Actor.DestroyInstantly($5097) Actor.DestroyInstantly($5102) Actor.DestroyInstantly($5107) Actor.DestroyInstantly($5041) Actor.DestroyInstantly($5042) Actor.DestroyInstantly($5043) Actor.DestroyInstantly($5044) Actor.DestroyInstantly($5045) Actor.DestroyInstantly($5046) Actor.DestroyInstantly($5047) Actor.DestroyInstantly($5048) Actor.DestroyInstantly($5049) Actor.DestroyInstantly($5050) Actor.DestroyInstantly($5051) $5017 = Actor.Create(21, #SPECIAL01, -357.6711, -559.5632, 26.5411) gosub @FIN_1_18539 03CF: load_wav 'FIN_3' as 1 03CF: load_wav 'FIN_1B' as 2 0239: actor $5017 run_to -362.1062 -559.4869 0411: set_actor $5017 use_pednode_seek 0 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 $4976 = 1 // integer values 0395: clear_area 1 at -378.0434 -579.1422 range 18.5385 2.0 0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385 $4981 = Actor.Create(CivMale, #NULL, -378.4288, -582.1033, 24.2735) 01B2: give_actor $4981 weapon 18 ammo 9 // Load the weapon model before using this 020E: actor $4981 look_at_actor $5017 01ED: clear_actor $4981 threat_search 0489: set_actor $4981 muted 1 Camera.SetPosition(-379.238, -583.7946, 26.1261, 0.0, 0.0, 0.0) Camera.PointAt(-378.7026, -582.9524, 26.0619, 2) $5019 = 1 // integer values :FIN_1_6541 if $5019 > 0 // integer values jf @FIN_1_11196 if not Actor.Dead($5017) jf @FIN_1_11056 if and 12 > $5019 // integer values $5019 > 4 // integer values jf @FIN_1_6650 if 001C: $4811 > $5018 // integer values jf @FIN_1_6650 00BC: text_highpriority 'FIN_B1' 5000 ms 1 // ~g~Go and kill ~y~Lance Vance~g~ the backstabber. 0084: $5018 = $4811 // integer values and handles $5018 += 10000 // integer values :FIN_1_6650 if $5019 == 1 // integer values jf @FIN_1_6787 if 00F0: actor $5017 stopped 0 -362.1062 -559.4869 radius 1.0 1.0 jf @FIN_1_6787 if 03D0: wav 1 loaded jf @FIN_1_6787 if not Actor.Dead($4981) jf @FIN_1_6745 04C6: actor $5017 do_kung_fu_stance_towards_actor $4981 :FIN_1_6745 03D1: play_wav 1 00BC: text_highpriority 'FIN_3' 5000 ms 1 // No one to cover your ass now, eh Tommy? 0084: $5018 = $4811 // integer values and handles $5018 += 500 // integer values $5019 = 2 // integer values :FIN_1_6787 if $5019 == 2 // integer values jf @FIN_1_7007 if 001C: $4811 > $5018 // integer values jf @FIN_1_7007 if not Actor.Dead($4981) jf @FIN_1_6848 $975 = Actor.Angle($4981) :FIN_1_6848 $975 += 12.0 // floating-point values if $975 > 325.2151 // floating-point values jf @FIN_1_6970 $975 = 325.2151 // floating-point values if and 03D2: wav 1 ended 03D0: wav 2 loaded jf @FIN_1_6970 03D1: play_wav 2 00BC: text_highpriority 'FIN_1B' 5000 ms 1 // You're going down, you back stabbing prick! if not Actor.Dead($4981) jf @FIN_1_6951 04C6: actor $4981 do_kung_fu_stance_towards_actor $5017 :FIN_1_6951 03CF: load_wav 'FIN_2B' as 1 $5019 = 3 // integer values :FIN_1_6970 if not Actor.Dead($4981) jf @FIN_1_7007 Actor.Angle($4981) = $975 022F: set_actor $4981 stop_looking 022C: set_actor $4981 to_look_at_actor $5017 :FIN_1_7007 if $5019 == 3 // integer values jf @FIN_1_7170 if and 03D2: wav 2 ended 03D0: wav 1 loaded jf @FIN_1_7170 Camera.SetPosition(-362.8571, -557.6577, 28.198, 0.0, 0.0, 0.0) Camera.PointAt(-362.9028, -558.6328, 27.9812, 2) 03D1: play_wav 1 00BC: text_highpriority 'FIN_2B' 5000 ms 1 // Oh you think so! 03CF: load_wav 'FIN_1A' as 2 if not Actor.Dead($4981) jf @FIN_1_7147 022F: set_actor $4981 stop_looking :FIN_1_7147 0084: $5018 = $4811 // integer values and handles $5018 += 1100 // integer values $5019 = 4 // integer values :FIN_1_7170 if $5019 == 4 // integer values jf @FIN_1_7246 if 03D2: wav 1 ended jf @FIN_1_7246 if 001C: $4811 > $5018 // integer values jf @FIN_1_7246 011C: actor $PLAYER_ACTOR clear_objective 03CF: load_wav 'FIN_4' as 1 $5019 = 5 // integer values :FIN_1_7246 if $5019 == 5 // integer values jf @FIN_1_7562 if $5020 == 2 // integer values jf @FIN_1_7419 Actor.DestroyInstantly($4981) 0395: clear_area 1 at -378.4288 -582.1033 range 24.2735 2.0 0055: put_player $PLAYER_CHAR at -378.4288 -582.1033 24.2735 0171: set_player $PLAYER_CHAR z_angle_to $975 Player.CanMove($PLAYER_CHAR) = True 0222: set_player $PLAYER_CHAR health_to 200 035E: set_player $PLAYER_CHAR armour_to 200 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 03F4: set_all_vehicles_apply_damage_rules 1 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0084: $5026 = $4811 // integer values and handles $5026 += 400 // integer values $4976 = 0 // integer values 00BC: text_highpriority 'FIN_B1' 10000 ms 1 // ~g~Go and kill ~y~Lance Vance~g~ the backstabber. :FIN_1_7419 $5020 += 1 // integer values if $5020 > 2 // integer values jf @FIN_1_7562 if or 031D: actor $5017 hit_by_weapon 47 00F5: player $PLAYER_CHAR 0 -378.523 -561.41 29.034 radius 18.0 6.0 2.5 jf @FIN_1_7535 0502: unknown_actor $5017 sprint_to -335.4508 -560.4796 0411: set_actor $5017 use_pednode_seek 0 $5019 = 6 // integer values jump @FIN_1_7562 :FIN_1_7535 if 001C: $4811 > $5026 // integer values jf @FIN_1_7562 01CA: actor $5017 kill_player $PLAYER_CHAR :FIN_1_7562 if $5019 == 6 // integer values jf @FIN_1_7669 if 00ED: actor $5017 0 -347.6153 -559.3744 radius 2.0 2.0 jf @FIN_1_7669 Actor.DestroyInstantly($5017) $5017 = Actor.Create(21, #SPECIAL01, -335.4508, -560.4796, 26.538) gosub @FIN_1_18539 01CA: actor $5017 kill_player $PLAYER_CHAR $5019 = 7 // integer values :FIN_1_7669 if $5019 == 7 // integer values jf @FIN_1_7872 if 02E0: actor $5017 firing_weapon jf @FIN_1_7710 $5019 = 8 // integer values :FIN_1_7710 if or 00F5: player $PLAYER_CHAR 0 -347.4754 -559.3594 27.5816 radius 2.0 2.0 2.0 031D: actor $5017 hit_by_weapon 47 jf @FIN_1_7772 $5019 = 8 // integer values :FIN_1_7772 if or 00F5: player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 00F5: player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 jf @FIN_1_7872 $5018 = -9999 // integer values $5019 = 12 // integer values :FIN_1_7872 if $5019 == 8 // integer values jf @FIN_1_8074 if or 00F5: player $PLAYER_CHAR 0 -347.4754 -559.3594 27.5816 radius 2.0 2.0 2.0 031D: actor $5017 hit_by_weapon 47 jf @FIN_1_7974 0502: unknown_actor $5017 sprint_to -334.3681 -579.2608 0411: set_actor $5017 use_pednode_seek 0 $5019 = 9 // integer values :FIN_1_7974 if or 00F5: player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 00F5: player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 jf @FIN_1_8074 $5018 = -9999 // integer values $5019 = 12 // integer values :FIN_1_8074 if $5019 == 9 // integer values jf @FIN_1_8181 if 00ED: actor $5017 0 -336.135 -567.6742 radius 2.0 2.0 jf @FIN_1_8181 Actor.DestroyInstantly($5017) $5017 = Actor.Create(21, #SPECIAL01, -334.3681, -579.2608, 26.5109) gosub @FIN_1_18539 01CA: actor $5017 kill_player $PLAYER_CHAR $5019 = 10 // integer values :FIN_1_8181 if $5019 == 10 // integer values jf @FIN_1_8384 if 02E0: actor $5017 firing_weapon jf @FIN_1_8222 $5019 = 11 // integer values :FIN_1_8222 if or 00F5: player $PLAYER_CHAR 0 -336.1548 -565.9336 27.5698 radius 2.0 2.0 2.0 031D: actor $5017 hit_by_weapon 47 jf @FIN_1_8284 $5019 = 11 // integer values :FIN_1_8284 if or 00F5: player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 00F5: player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 jf @FIN_1_8384 $5018 = -9999 // integer values $5019 = 12 // integer values :FIN_1_8384 if $5019 == 11 // integer values jf @FIN_1_8586 if or 00F5: player $PLAYER_CHAR 0 -336.1548 -565.9336 27.5698 radius 2.0 2.0 2.0 031D: actor $5017 hit_by_weapon 47 jf @FIN_1_8486 0502: unknown_actor $5017 sprint_to -325.5564 -578.9694 0411: set_actor $5017 use_pednode_seek 0 $5019 = 12 // integer values :FIN_1_8486 if or 00F5: player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 00F5: player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 jf @FIN_1_8586 $5018 = -9999 // integer values $5019 = 12 // integer values :FIN_1_8586 if $5019 == 12 // integer values jf @FIN_1_8723 if or 00ED: actor $5017 0 -330.0031 -578.982 radius 2.0 2.0 $5018 == -9999 // integer values jf @FIN_1_8723 Actor.DestroyInstantly($5017) $5017 = Actor.Create(21, #SPECIAL01, -317.6072, -580.8336, 32.5255) Actor.Angle($5017) = 80.6458 04EB: actor $5017 crouch 1 999999 ms gosub @FIN_1_18539 01CA: actor $5017 kill_player $PLAYER_CHAR $5019 = 13 // integer values :FIN_1_8723 if $5019 == 13 // integer values jf @FIN_1_8928 if or 00F5: player $PLAYER_CHAR 0 -323.0355 -573.3547 28.5367 radius 2.0 2.0 2.0 00F5: player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 031D: actor $5017 hit_by_weapon 47 00F5: player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 jf @FIN_1_8928 04EB: actor $5017 crouch 0 200 ms 0084: $5018 = $4811 // integer values and handles $5018 -= 1000 // integer values $5019 = 14 // integer values if $4991 == 0 // integer values jf @FIN_1_8928 $4991 = 1 // integer values :FIN_1_8928 if $5019 == 14 // integer values jf @FIN_1_9139 if or 00F5: player $PLAYER_CHAR 0 -323.0355 -573.3547 28.5367 radius 2.0 2.0 2.0 00F5: player $PLAYER_CHAR 0 -330.993 -578.541 20.332 radius 3.134 1.732 1.81 031D: actor $5017 hit_by_weapon 47 00F5: player $PLAYER_CHAR 0 -330.8983 -578.8625 11.6069 radius 2.0 2.0 2.0 jf @FIN_1_9139 04EB: actor $5017 crouch 0 200 ms 0502: unknown_actor $5017 sprint_to -318.4535 -583.2459 0411: set_actor $5017 use_pednode_seek 0 if $4991 == 0 // integer values jf @FIN_1_9132 $4991 = 1 // integer values :FIN_1_9132 $5019 = 15 // integer values :FIN_1_9139 if $5019 == 15 // integer values jf @FIN_1_9224 if 00ED: actor $5017 0 -318.4535 -583.2459 radius 1.0 1.0 jf @FIN_1_9224 0502: unknown_actor $5017 sprint_to -330.377 -582.4593 0411: set_actor $5017 use_pednode_seek 0 $5019 = 16 // integer values :FIN_1_9224 if $5019 == 16 // integer values jf @FIN_1_9309 if 00ED: actor $5017 0 -330.377 -582.4593 radius 1.0 1.0 jf @FIN_1_9309 0502: unknown_actor $5017 sprint_to -330.2176 -576.3726 0411: set_actor $5017 use_pednode_seek 0 $5019 = 17 // integer values :FIN_1_9309 if and $5019 > 4 // integer values 18 > $5019 // integer values jf @FIN_1_9384 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if $97 > 35.9013 // floating-point values jf @FIN_1_9384 $5018 = -9999 // integer values $5019 = 17 // integer values :FIN_1_9384 if $5019 == 17 // integer values jf @FIN_1_10426 if or 00ED: actor $5017 0 -330.2176 -576.3726 radius 2.0 2.0 $5018 == -9999 // integer values jf @FIN_1_10426 Actor.DestroyInstantly($5041) Actor.DestroyInstantly($5042) Actor.DestroyInstantly($5043) Actor.DestroyInstantly($5044) Actor.DestroyInstantly($5045) Actor.DestroyInstantly($5046) Actor.DestroyInstantly($5047) Actor.DestroyInstantly($5048) Actor.DestroyInstantly($5049) Actor.DestroyInstantly($5050) Actor.DestroyInstantly($5051) Actor.DestroyInstantly($5017) $5017 = Actor.Create(21, #SPECIAL01, -361.9369, -571.6255, 35.9036) gosub @FIN_1_18539 Actor.Health($5017) = 500 01CA: actor $5017 kill_player $PLAYER_CHAR $5041 = Actor.Create(Gang3, #SPECIAL03, -358.986, -573.551, 35.9023) 0084: $5027 = $5041 // integer values and handles gosub @FIN_1_18638 0350: set_actor $5041 maintain_position_when_attacked 0 01CA: actor $5041 kill_player $PLAYER_CHAR $5042 = Actor.Create(Gang3, #SPECIAL04, -360.4153, -581.7871, 35.9036) 0084: $5027 = $5042 // integer values and handles gosub @FIN_1_18638 01CA: actor $5042 kill_player $PLAYER_CHAR $5044 = Actor.Create(Gang3, #SPECIAL04, -358.8662, -572.5509, 35.9024) 0084: $5027 = $5044 // integer values and handles gosub @FIN_1_18638 04EB: actor $5044 crouch 1 99999999 ms 01CA: actor $5044 kill_player $PLAYER_CHAR $5045 = Actor.Create(Gang3, #SPECIAL03, -360.1348, -576.5894, 35.9036) 0084: $5027 = $5045 // integer values and handles gosub @FIN_1_18638 01CA: actor $5045 kill_player $PLAYER_CHAR $5046 = Actor.Create(Gang3, #SPECIAL04, -359.1239, -578.4683, 35.9022) 0084: $5027 = $5046 // integer values and handles gosub @FIN_1_18638 0350: set_actor $5046 maintain_position_when_attacked 0 01CA: actor $5046 kill_player $PLAYER_CHAR $5047 = Actor.Create(Gang3, #SPECIAL03, -357.0746, -575.2473, 35.9037) 0084: $5027 = $5047 // integer values and handles gosub @FIN_1_18638 01CA: actor $5047 kill_player $PLAYER_CHAR $4994 = Object.Init(#BARREL2, -359.73, -580.773, 36.291) Object.ToggleInMovingList($4994) = False $4995 = Object.Init(#BARREL2, -358.514, -581.288, 36.291) Object.ToggleInMovingList($4995) = False $4996 = Object.Init(#BARREL2, -358.991, -582.344, 36.291) Object.ToggleInMovingList($4996) = False $4997 = Object.Init(#BARREL2, -360.921, -573.17, 37.412) Object.ToggleInMovingList($4997) = False $4998 = Object.Init(#BARREL2, -361.612, -573.052, 36.291) Object.ToggleInMovingList($4998) = False $4999 = Object.Init(#BARREL2, -360.718, -573.451, 36.291) Object.ToggleInMovingList($4999) = False $5000 = Object.Init(#BARREL2, -361.612, -573.947, 36.291) Object.ToggleInMovingList($5000) = False $5001 = Object.Init(#BARREL2, -360.917, -572.457, 36.291) Object.ToggleInMovingList($5001) = False $5002 = Object.Init(#BARREL2, -360.024, -571.964, 36.291) Object.ToggleInMovingList($5002) = False $5003 = Object.Init(#BARREL2, -360.917, -571.564, 36.291) Object.ToggleInMovingList($5003) = False $5004 = Object.Init(#BARREL4, -365.268, -581.761, 36.281) Object.ToggleInMovingList($5004) = False 035D: make_object $5004 targetable $5007 = Object.Init(#BARREL2, -344.03, -574.41, 36.291) Object.ToggleInMovingList($5007) = False $5008 = Object.Init(#BARREL2, -344.646, -575.077, 36.291) Object.ToggleInMovingList($5008) = False $5009 = Object.Init(#BARREL2, -344.081, -575.753, 36.291) Object.ToggleInMovingList($5009) = False $5010 = Object.Init(#BARREL2, -343.878, -576.62, 36.291) Object.ToggleInMovingList($5010) = False $5011 = Object.Init(#BARREL2, -344.491, -577.278, 36.291) Object.ToggleInMovingList($5011) = False $5012 = Object.Init(#BARREL2, -344.317, -576.168, 37.412) Object.ToggleInMovingList($5012) = False $5013 = Object.Init(#BARREL2, -344.691, -576.371, 36.291) Object.ToggleInMovingList($5013) = False Pickup.Destroy($4993) $4993 = Pickup.Create(#HEALTH, 2, -408.2314, -586.6186, 38.5) $5019 = 18 // integer values :FIN_1_10426 if $5019 == 18 // integer values jf @FIN_1_10487 if 031D: actor $5017 hit_by_weapon 47 jf @FIN_1_10487 if $4991 == 3 // integer values jf @FIN_1_10487 $4991 = 4 // integer values :FIN_1_10487 if $5019 > 17 // integer values jf @FIN_1_10526 if Actor.Dead($5041) jf @FIN_1_10526 Actor.RemoveReferences($5041) :FIN_1_10526 if $5019 > 17 // integer values jf @FIN_1_10565 if Actor.Dead($5042) jf @FIN_1_10565 Actor.RemoveReferences($5042) :FIN_1_10565 if $5019 > 17 // integer values jf @FIN_1_10604 if Actor.Dead($5043) jf @FIN_1_10604 Actor.RemoveReferences($5043) :FIN_1_10604 if $5019 > 17 // integer values jf @FIN_1_10643 if Actor.Dead($5044) jf @FIN_1_10643 Actor.RemoveReferences($5044) :FIN_1_10643 if $5019 > 17 // integer values jf @FIN_1_10682 if Actor.Dead($5045) jf @FIN_1_10682 Actor.RemoveReferences($5045) :FIN_1_10682 if $5019 > 17 // integer values jf @FIN_1_10721 if Actor.Dead($5046) jf @FIN_1_10721 Actor.RemoveReferences($5046) :FIN_1_10721 if $5019 > 17 // integer values jf @FIN_1_10760 if Actor.Dead($5047) jf @FIN_1_10760 Actor.RemoveReferences($5047) :FIN_1_10760 if $4991 == 1 // integer values jf @FIN_1_10819 if 03D0: wav 2 loaded jf @FIN_1_10819 03D1: play_wav 2 00BC: text_highpriority 'FIN_1A' 5000 ms 1 // Come here you double-crossing piece of shit! $4991 = 2 // integer values :FIN_1_10819 if $4991 == 2 // integer values jf @FIN_1_10894 if and 03D2: wav 2 ended 03D0: wav 1 loaded jf @FIN_1_10894 03D1: play_wav 1 00BC: text_highpriority 'FIN_4' 5000 ms 1 // You're history, Tommy, history 03CF: load_wav 'FIN_1C' as 2 $4991 = 3 // integer values :FIN_1_10894 if $4991 == 4 // integer values jf @FIN_1_10969 if and 03D2: wav 1 ended 03D0: wav 2 loaded jf @FIN_1_10969 03D1: play_wav 2 00BC: text_highpriority 'FIN_1C' 5000 ms 1 // This is the last dance for lance vance! 03CF: load_wav 'FIN_2C' as 1 $4991 = 5 // integer values :FIN_1_10969 if $4991 == 5 // integer values jf @FIN_1_11044 if and 03D2: wav 2 ended 03D0: wav 1 loaded jf @FIN_1_11044 03D1: play_wav 1 00BC: text_highpriority 'FIN_2C' 5000 ms 1 // I said I had enough of that at school! 03CF: load_wav 'FIN_5' as 2 $4991 = 6 // integer values :FIN_1_11044 0467: set_actor $5017 clear_last_weapon_damage jump @FIN_1_11196 :FIN_1_11056 if not $5019 == -11 // integer values jf @FIN_1_11196 if $4991 == 6 // integer values jf @FIN_1_11133 if 03D0: wav 2 loaded jf @FIN_1_11133 03D1: play_wav 2 00BC: text_highpriority 'FIN_5' 5000 ms 1 // You picked the wrong side, Lance... $4991 = 7 // integer values :FIN_1_11133 Actor.RemoveReferences($5017) Actor.RemoveReferences($5041) Actor.RemoveReferences($5042) Actor.RemoveReferences($5043) Actor.RemoveReferences($5044) Actor.RemoveReferences($5045) Actor.RemoveReferences($5046) Actor.RemoveReferences($5047) 0084: $5018 = $4811 // integer values and handles $5018 += 3000 // integer values $5019 = -11 // integer values :FIN_1_11196 if or $5060 > 1 // integer values $5060 == -1 // integer values jf @FIN_1_11490 if $5062 == 0 // integer values jf @FIN_1_11342 $5048 = Actor.Create(Gang3, #SPECIAL03, -357.9117, -560.4049, 18.5529) 0350: set_actor $5048 maintain_position_when_attacked 1 01B2: give_actor $5048 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5048 weapon_accuracy_to 75 01ED: clear_actor $5048 threat_search 011A: set_actor $5048 search_threat 1 0291: set_actor $5048 attack_when_provoked 1 0243: set_actor $5048 ped_stats_to 16 0239: actor $5048 run_to -365.2909 -557.8369 0411: set_actor $5048 use_pednode_seek 0 $5062 = 1 // integer values :FIN_1_11342 if not Actor.Dead($5048) jf @FIN_1_11478 if $5062 == 1 // integer values jf @FIN_1_11445 if 00F0: actor $5048 stopped 0 -365.2909 -557.8369 radius 1.0 1.0 jf @FIN_1_11445 if not Actor.Dead($4981) jf @FIN_1_11438 04C6: actor $5048 do_kung_fu_stance_towards_actor $4981 :FIN_1_11438 $5062 = 2 // integer values :FIN_1_11445 if $5062 == 10 // integer values jf @FIN_1_11471 01CA: actor $5048 kill_player $PLAYER_CHAR :FIN_1_11471 jump @FIN_1_11490 :FIN_1_11478 Actor.RemoveReferences($5048) $5062 = -1 // integer values :FIN_1_11490 if or $5060 > 1 // integer values $5060 == -1 // integer values jf @FIN_1_11784 if $5063 == 0 // integer values jf @FIN_1_11636 $5049 = Actor.Create(Gang3, #SPECIAL04, -358.561, -560.1335, 26.5396) 0350: set_actor $5049 maintain_position_when_attacked 1 01B2: give_actor $5049 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5049 weapon_accuracy_to 75 01ED: clear_actor $5049 threat_search 011A: set_actor $5049 search_threat 1 0291: set_actor $5049 attack_when_provoked 1 0243: set_actor $5049 ped_stats_to 16 0239: actor $5049 run_to -380.1727 -560.6678 0411: set_actor $5049 use_pednode_seek 0 $5063 = 1 // integer values :FIN_1_11636 if not Actor.Dead($5049) jf @FIN_1_11772 if $5063 == 1 // integer values jf @FIN_1_11739 if 00F0: actor $5049 stopped 0 -380.1727 -560.6678 radius 1.0 1.0 jf @FIN_1_11739 if not Actor.Dead($4981) jf @FIN_1_11732 04C6: actor $5049 do_kung_fu_stance_towards_actor $4981 :FIN_1_11732 $5063 = 2 // integer values :FIN_1_11739 if $5063 == 10 // integer values jf @FIN_1_11765 01CA: actor $5049 kill_player $PLAYER_CHAR :FIN_1_11765 jump @FIN_1_11784 :FIN_1_11772 Actor.RemoveReferences($5049) $5063 = -1 // integer values :FIN_1_11784 if or $5063 > 0 // integer values $5063 == -1 // integer values jf @FIN_1_12139 if $5064 == 0 // integer values jf @FIN_1_11973 if 838A: not car_in_cube -358.561 -560.1335 26.5396 1.0 1.0 2.0 jf @FIN_1_11973 $5050 = Actor.Create(Gang3, #SPECIAL03, -358.561, -560.1335, 26.5396) 0350: set_actor $5050 maintain_position_when_attacked 1 01B2: give_actor $5050 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5050 weapon_accuracy_to 75 01ED: clear_actor $5050 threat_search 011A: set_actor $5050 search_threat 1 0291: set_actor $5050 attack_when_provoked 1 0243: set_actor $5050 ped_stats_to 16 0239: actor $5050 run_to -375.5527 -560.7495 0411: set_actor $5050 use_pednode_seek 0 $5064 = 1 // integer values :FIN_1_11973 if $5064 > 0 // integer values jf @FIN_1_12139 if not Actor.Dead($5050) jf @FIN_1_12127 if $5064 == 1 // integer values jf @FIN_1_12094 if 00F0: actor $5050 stopped 0 -375.5527 -560.7495 radius 1.0 1.0 jf @FIN_1_12094 if not Actor.Dead($4981) jf @FIN_1_12087 04C6: actor $5050 do_kung_fu_stance_towards_actor $4981 :FIN_1_12087 $5064 = 2 // integer values :FIN_1_12094 if $5064 == 10 // integer values jf @FIN_1_12120 01CA: actor $5050 kill_player $PLAYER_CHAR :FIN_1_12120 jump @FIN_1_12139 :FIN_1_12127 Actor.RemoveReferences($5050) $5064 = -1 // integer values :FIN_1_12139 if or $5064 > 1 // integer values $5064 == -1 // integer values jf @FIN_1_12503 if $5065 == 0 // integer values jf @FIN_1_12285 $5051 = Actor.Create(Gang3, #SPECIAL04, -358.561, -560.1335, 26.5396) 0350: set_actor $5051 maintain_position_when_attacked 1 01B2: give_actor $5051 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5051 weapon_accuracy_to 75 01ED: clear_actor $5051 threat_search 011A: set_actor $5051 search_threat 1 0291: set_actor $5051 attack_when_provoked 1 0243: set_actor $5051 ped_stats_to 16 0239: actor $5051 run_to -365.4941 -560.3325 0411: set_actor $5051 use_pednode_seek 0 $5065 = 1 // integer values :FIN_1_12285 if not Actor.Dead($5051) jf @FIN_1_12491 if $5065 == 1 // integer values jf @FIN_1_12390 if 00F0: actor $5051 stopped 0 -365.4941 -560.3325 radius 1.0 1.0 jf @FIN_1_12390 04EB: actor $5051 crouch 1 15000 ms 0084: $5066 = $4811 // integer values and handles $5066 += 800 // integer values $5065 = 2 // integer values :FIN_1_12390 if $5065 == 2 // integer values jf @FIN_1_12458 if 001C: $4811 > $5066 // integer values jf @FIN_1_12458 if not Actor.Dead($4981) jf @FIN_1_12451 04C6: actor $5051 do_kung_fu_stance_towards_actor $4981 :FIN_1_12451 $5065 = 3 // integer values :FIN_1_12458 if $5065 == 10 // integer values jf @FIN_1_12484 01CA: actor $5051 kill_player $PLAYER_CHAR :FIN_1_12484 jump @FIN_1_12503 :FIN_1_12491 Actor.RemoveReferences($5051) $5065 = -1 // integer values :FIN_1_12503 if and $5025 == 0 // integer values $5019 == -11 // integer values jf @FIN_1_13387 if 001C: $4811 > $5024 // integer values jf @FIN_1_13387 if 00F5: player $PLAYER_CHAR 0 -378.671 -588.595 28.17 radius 8.5 13.0 4.0 jf @FIN_1_13387 Actor.DestroyInstantly($5067) Actor.DestroyInstantly($5072) Actor.DestroyInstantly($5077) Actor.DestroyInstantly($5082) Actor.DestroyInstantly($5087) Actor.DestroyInstantly($5092) Actor.DestroyInstantly($5097) Actor.DestroyInstantly($5102) Actor.DestroyInstantly($5107) Actor.DestroyInstantly($5041) Actor.DestroyInstantly($5042) Actor.DestroyInstantly($5043) Actor.DestroyInstantly($5044) Actor.DestroyInstantly($5045) Actor.DestroyInstantly($5046) Actor.DestroyInstantly($5047) Actor.DestroyInstantly($5048) Actor.DestroyInstantly($5049) Actor.DestroyInstantly($5050) Actor.DestroyInstantly($5051) $4976 = 1 // integer values $5023 = Actor.Create(21, #SPECIAL02, -378.4445, -556.8553, 18.5385) Actor.Angle($5023) = 180.0 01ED: clear_actor $5023 threat_search 0243: set_actor $5023 ped_stats_to 16 01B2: give_actor $5023 weapon 27 ammo 9999 // Load the weapon model before using this 0350: set_actor $5023 maintain_position_when_attacked 1 Actor.Health($5023) = 1000 02E2: set_actor $5023 weapon_accuracy_to 100 02A9: set_actor $5023 immune_to_nonplayer 1 0291: set_actor $5023 attack_when_provoked 1 04F5: unknown_actor $5023 kiss_player $PLAYER_CHAR on 1 0446: set_actor $5023 dismemberment_possible 0 054A: set_actor $5023 can_be_shot_in_a_car 0 0514: unknown_actor $5023 6 0 0514: unknown_actor $5023 2 0 03CF: load_wav 'FIN_11A' as 1 03CF: load_wav 'FIN_11B' as 2 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 02A3: enable_widescreen 1 03F4: set_all_vehicles_apply_damage_rules 0 03DE: set_pedestrians_density_multiplier_to 0.0 0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 0395: clear_area 1 at -378.0434 -579.1422 range 18.5385 2.0 0055: put_player $PLAYER_CHAR at -378.0434 -579.1422 18.5385 $4981 = Actor.Create(CivMale, #NULL, -378.7225, -581.9664, 24.2737) 01B2: give_actor $4981 weapon 18 ammo 9 // Load the weapon model before using this 01ED: clear_actor $4981 threat_search 0211: actor $4981 walk_to -378.7615 -578.0532 0411: set_actor $4981 use_pednode_seek 0 0489: set_actor $4981 muted 1 $5041 = Actor.Create(Gang3, #SPECIAL03, -377.4021, -556.0059, 18.6338) 0350: set_actor $5041 maintain_position_when_attacked 1 01B2: give_actor $5041 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5041 weapon_accuracy_to 75 01ED: clear_actor $5041 threat_search 011A: set_actor $5041 search_threat 1 0291: set_actor $5041 attack_when_provoked 1 0243: set_actor $5041 ped_stats_to 16 04C6: actor $5041 do_kung_fu_stance_towards_actor $4981 $5042 = Actor.Create(Gang3, #SPECIAL04, -379.5223, -556.0323, 18.6338) 0350: set_actor $5042 maintain_position_when_attacked 1 01B2: give_actor $5042 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5042 weapon_accuracy_to 75 01ED: clear_actor $5042 threat_search 011A: set_actor $5042 search_threat 1 0291: set_actor $5042 attack_when_provoked 1 0243: set_actor $5042 ped_stats_to 16 03CF: load_wav 'FIN_11A' as 1 03CF: load_wav 'FIN_11B' as 2 04C6: actor $5042 do_kung_fu_stance_towards_actor $4981 Camera.SetPosition(-380.8234, -580.5767, 26.8352, 0.0, 0.0, 0.0) Camera.PointAt(-380.5664, -579.6381, 26.6052, 2) $5052 = 1 // integer values 0084: $5053 = $4811 // integer values and handles $5053 += 1500 // integer values $5054 = 1 // integer values 0084: $5055 = $4811 // integer values and handles $5055 += 2000 // integer values $5056 = 0 // integer values $5057 = 0 // integer values $5058 = 0 // integer values $5059 = 0 // integer values $5060 = 0 // integer values $5062 = 0 // integer values $5063 = 0 // integer values $5064 = 0 // integer values $5065 = 0 // integer values 01CA: actor $5023 kill_player $PLAYER_CHAR $5025 = 1 // integer values :FIN_1_13387 if $5025 > 0 // integer values jf @FIN_1_14836 if not Actor.Dead($5023) jf @FIN_1_14735 if $5025 == 1 // integer values jf @FIN_1_13500 if not Actor.Dead($4981) jf @FIN_1_13500 if 00ED: actor $4981 0 -378.7615 -578.0532 radius 1.0 1.0 jf @FIN_1_13500 $5025 = 2 // integer values :FIN_1_13500 if $5025 == 2 // integer values jf @FIN_1_13559 if 03D0: wav 1 loaded jf @FIN_1_13559 03D1: play_wav 1 00BC: text_highpriority 'FIN_11A' 5000 ms 1 // You took fifteen years from me Sonny... $5025 = 3 // integer values :FIN_1_13559 if $5025 == 3 // integer values jf @FIN_1_13658 if and 03D0: wav 2 loaded 03D2: wav 1 ended jf @FIN_1_13658 03D1: play_wav 2 00BC: text_highpriority 'FIN_11B' 5000 ms 1 // And now I'm gonna make you pay! if not Actor.Dead($4981) jf @FIN_1_13639 04C6: actor $4981 do_kung_fu_stance_towards_actor $5023 :FIN_1_13639 03CF: load_wav 'FIN_12A' as 1 $5025 = 4 // integer values :FIN_1_13658 if $5025 == 4 // integer values jf @FIN_1_13799 if and 03D0: wav 1 loaded 03D2: wav 2 ended jf @FIN_1_13799 Camera.SetPosition(-382.2642, -559.3823, 20.6255, 0.0, 0.0, 0.0) Camera.PointAt(-381.31, -559.3243, 20.3318, 2) 0211: actor $5023 walk_to -378.5504 -558.9965 03D1: play_wav 1 00BC: text_highpriority 'FIN_12A' 5000 ms 1 // You still don't get it do you! 03CF: load_wav 'FIN_12B' as 2 $5025 = 5 // integer values :FIN_1_13799 if $5025 == 5 // integer values jf @FIN_1_13874 if and 03D0: wav 2 loaded 03D2: wav 1 ended jf @FIN_1_13874 03D1: play_wav 2 00BC: text_highpriority 'FIN_12B' 5000 ms 1 // I OWN you, Tommy. 03CF: load_wav 'FIN_12C' as 1 $5025 = 6 // integer values :FIN_1_13874 if $5025 == 6 // integer values jf @FIN_1_14015 if and 03D0: wav 1 loaded 03D2: wav 2 ended jf @FIN_1_14015 0211: actor $5023 walk_to -378.5504 -558.9965 03D1: play_wav 1 Camera.SetPosition(-381.7876, -555.27, 20.6022, 0.0, 0.0, 0.0) Camera.PointAt(-381.1512, -556.0339, 20.4956, 2) 00BC: text_highpriority 'FIN_12C' 5000 ms 1 // Those fifteen years were mine to spend! 03CF: load_wav 'FIN_13' as 2 $5025 = 7 // integer values :FIN_1_14015 if $5025 == 7 // integer values jf @FIN_1_14085 if and 03D0: wav 2 loaded 03D2: wav 1 ended jf @FIN_1_14085 0084: $5024 = $4811 // integer values and handles $5024 += 2000 // integer values 0372: set_actor $5023 anim 3 wait_state_time 2000 ms $5025 = 8 // integer values :FIN_1_14085 if $5025 == 8 // integer values jf @FIN_1_14599 if 001C: $4811 > $5024 // integer values jf @FIN_1_14599 03D1: play_wav 2 00BC: text_highpriority 'FIN_13' 5000 ms 1 // Get him boys, he never understood a thing. 03CF: load_wav 'FINKILL' as 1 0084: $5026 = $4811 // integer values and handles $5026 += 500 // integer values Actor.DestroyInstantly($4981) 0395: clear_area 1 at -378.7374 -578.8705 range 24.2774 2.0 0055: put_player $PLAYER_CHAR at -378.7374 -578.8705 24.2774 0171: set_player $PLAYER_CHAR z_angle_to 0.0 0222: set_player $PLAYER_CHAR health_to 200 035E: set_player $PLAYER_CHAR armour_to 200 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 03F4: set_all_vehicles_apply_damage_rules 1 Camera.SetBehindPlayer Camera.Restore_WithJumpCut if not Actor.Dead($5041) jf @FIN_1_14298 011C: actor $5041 clear_objective :FIN_1_14298 if not Actor.Dead($5042) jf @FIN_1_14319 011C: actor $5042 clear_objective :FIN_1_14319 if not Actor.Dead($5043) jf @FIN_1_14340 011C: actor $5043 clear_objective :FIN_1_14340 if not Actor.Dead($5044) jf @FIN_1_14361 011C: actor $5044 clear_objective :FIN_1_14361 if not Actor.Dead($5045) jf @FIN_1_14382 011C: actor $5045 clear_objective :FIN_1_14382 if not Actor.Dead($5046) jf @FIN_1_14403 011C: actor $5046 clear_objective :FIN_1_14403 if not Actor.Dead($5047) jf @FIN_1_14424 011C: actor $5047 clear_objective :FIN_1_14424 if not Actor.Dead($5048) jf @FIN_1_14445 011C: actor $5048 clear_objective :FIN_1_14445 if not Actor.Dead($5049) jf @FIN_1_14466 011C: actor $5049 clear_objective :FIN_1_14466 if not Actor.Dead($5050) jf @FIN_1_14487 011C: actor $5050 clear_objective :FIN_1_14487 if not Actor.Dead($5051) jf @FIN_1_14508 011C: actor $5051 clear_objective :FIN_1_14508 $4976 = 0 // integer values Pickup.Destroy($4988) $4988 = Pickup.Create(#HEALTH, 2, -378.568, -598.7501, 25.4) Pickup.Destroy($4980) 032B: $4980 = create_weapon_pickup #SHOTGSPA 3 ammo 400 at -374.4366 -587.5957 25.3355 00BB: text_lowpriority 'FIN_B2' 5000 ms 1 // ~g~Kill ~p~Sonny~g~ and finish this once and for all. $5025 = 9 // integer values :FIN_1_14599 if $5025 == 9 // integer values jf @FIN_1_14728 if 001C: $4811 > $5026 // integer values jf @FIN_1_14728 $5052 = 10 // integer values $5054 = 10 // integer values $5056 = 10 // integer values $5057 = 10 // integer values $5058 = 10 // integer values $5059 = 10 // integer values $5060 = 10 // integer values $5062 = 10 // integer values $5063 = 10 // integer values $5064 = 10 // integer values $5065 = 10 // integer values 01CA: actor $5023 kill_player $PLAYER_CHAR $5025 = 10 // integer values :FIN_1_14728 jump @FIN_1_14836 :FIN_1_14735 if not $5025 == -11 // integer values jf @FIN_1_14836 Actor.RemoveReferences($5023) Actor.RemoveReferences($5041) Actor.RemoveReferences($5042) Actor.RemoveReferences($5043) Actor.RemoveReferences($5044) Actor.RemoveReferences($5045) Actor.RemoveReferences($5046) Actor.RemoveReferences($5047) Actor.RemoveReferences($5048) Actor.RemoveReferences($5049) Actor.RemoveReferences($5050) Actor.RemoveReferences($5051) 0084: $5024 = $4811 // integer values and handles $5024 += 3000 // integer values $5025 = -11 // integer values :FIN_1_14836 if not Actor.Dead($5041) jf @FIN_1_15108 if $5052 == 1 // integer values jf @FIN_1_14918 if 001C: $4811 > $5053 // integer values jf @FIN_1_14918 0239: actor $5041 run_to -376.9825 -559.1848 0411: set_actor $5041 use_pednode_seek 0 $5052 = 2 // integer values :FIN_1_14918 if $5052 == 2 // integer values jf @FIN_1_15007 if 00F0: actor $5041 stopped 0 -376.9825 -559.1848 radius 1.0 1.0 jf @FIN_1_15007 04EB: actor $5041 crouch 1 15000 ms 0084: $5053 = $4811 // integer values and handles $5053 += 800 // integer values $5052 = 3 // integer values :FIN_1_15007 if $5052 == 3 // integer values jf @FIN_1_15075 if 001C: $4811 > $5053 // integer values jf @FIN_1_15075 if not Actor.Dead($4981) jf @FIN_1_15068 04C6: actor $5041 do_kung_fu_stance_towards_actor $4981 :FIN_1_15068 $5052 = 4 // integer values :FIN_1_15075 if $5052 == 10 // integer values jf @FIN_1_15101 01CA: actor $5041 kill_player $PLAYER_CHAR :FIN_1_15101 jump @FIN_1_15120 :FIN_1_15108 Actor.RemoveReferences($5041) $5052 = -1 // integer values :FIN_1_15120 if not Actor.Dead($5042) jf @FIN_1_15322 if $5054 == 1 // integer values jf @FIN_1_15202 if 001C: $4811 > $5055 // integer values jf @FIN_1_15202 0239: actor $5042 run_to -382.3959 -563.701 0411: set_actor $5042 use_pednode_seek 0 $5054 = 2 // integer values :FIN_1_15202 if $5054 == 2 // integer values jf @FIN_1_15289 if 00F0: actor $5042 stopped 0 -382.3959 -563.701 radius 1.0 1.0 jf @FIN_1_15289 if not Actor.Dead($4981) jf @FIN_1_15282 04C6: actor $5042 do_kung_fu_stance_towards_actor $4981 :FIN_1_15282 $5054 = 3 // integer values :FIN_1_15289 if $5054 == 10 // integer values jf @FIN_1_15315 01CA: actor $5042 kill_player $PLAYER_CHAR :FIN_1_15315 jump @FIN_1_15334 :FIN_1_15322 Actor.RemoveReferences($5042) $5054 = -1 // integer values :FIN_1_15334 if or $5054 > 1 // integer values $5054 == -1 // integer values jf @FIN_1_15798 if $5056 == 0 // integer values jf @FIN_1_15480 $5043 = Actor.Create(Gang3, #SPECIAL04, -384.182, -553.5216, 18.5431) 0350: set_actor $5043 maintain_position_when_attacked 1 01B2: give_actor $5043 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5043 weapon_accuracy_to 75 01ED: clear_actor $5043 threat_search 011A: set_actor $5043 search_threat 1 0291: set_actor $5043 attack_when_provoked 1 0243: set_actor $5043 ped_stats_to 16 0239: actor $5043 run_to -379.5186 -553.2346 0411: set_actor $5043 use_pednode_seek 0 $5056 = 1 // integer values :FIN_1_15480 if not Actor.Dead($5043) jf @FIN_1_15786 if $5056 == 1 // integer values jf @FIN_1_15581 if 00ED: actor $5043 0 -379.5186 -553.2346 radius 1.0 1.0 jf @FIN_1_15581 0239: actor $5043 run_to -379.5223 -556.0323 0411: set_actor $5043 use_pednode_seek 0 $5056 = 2 // integer values :FIN_1_15581 if $5056 == 2 // integer values jf @FIN_1_15666 if 00ED: actor $5043 0 -379.5223 -556.0323 radius 1.0 1.0 jf @FIN_1_15666 0239: actor $5043 run_to -383.4772 -558.1151 0411: set_actor $5043 use_pednode_seek 0 $5056 = 3 // integer values :FIN_1_15666 if $5056 == 3 // integer values jf @FIN_1_15753 if 00F0: actor $5043 stopped 0 -383.4772 -558.1151 radius 1.0 1.0 jf @FIN_1_15753 if not Actor.Dead($4981) jf @FIN_1_15746 04C6: actor $5043 do_kung_fu_stance_towards_actor $4981 :FIN_1_15746 $5056 = 4 // integer values :FIN_1_15753 if $5056 == 10 // integer values jf @FIN_1_15779 01CA: actor $5043 kill_player $PLAYER_CHAR :FIN_1_15779 jump @FIN_1_15798 :FIN_1_15786 Actor.RemoveReferences($5043) $5056 = -1 // integer values :FIN_1_15798 if or $5052 > 1 // integer values $5052 == -1 // integer values jf @FIN_1_16262 if $5057 == 0 // integer values jf @FIN_1_15944 $5044 = Actor.Create(Gang3, #SPECIAL03, -373.98, -553.4843, 18.5448) 0350: set_actor $5044 maintain_position_when_attacked 1 01B2: give_actor $5044 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5044 weapon_accuracy_to 75 01ED: clear_actor $5044 threat_search 011A: set_actor $5044 search_threat 1 0291: set_actor $5044 attack_when_provoked 1 0243: set_actor $5044 ped_stats_to 16 0239: actor $5044 run_to -377.2835 -553.6105 0411: set_actor $5044 use_pednode_seek 0 $5057 = 1 // integer values :FIN_1_15944 if not Actor.Dead($5044) jf @FIN_1_16250 if $5057 == 1 // integer values jf @FIN_1_16045 if 00ED: actor $5044 0 -377.2835 -553.6105 radius 1.0 1.0 jf @FIN_1_16045 0239: actor $5044 run_to -377.4021 -556.0059 0411: set_actor $5044 use_pednode_seek 0 $5057 = 2 // integer values :FIN_1_16045 if $5057 == 2 // integer values jf @FIN_1_16130 if 00ED: actor $5044 0 -377.4021 -556.0059 radius 1.0 1.0 jf @FIN_1_16130 0239: actor $5044 run_to -373.7734 -558.1152 0411: set_actor $5044 use_pednode_seek 0 $5057 = 3 // integer values :FIN_1_16130 if $5057 == 3 // integer values jf @FIN_1_16217 if 00F0: actor $5044 stopped 0 -373.7734 -558.1152 radius 1.0 1.0 jf @FIN_1_16217 if not Actor.Dead($4981) jf @FIN_1_16210 04C6: actor $5044 do_kung_fu_stance_towards_actor $4981 :FIN_1_16210 $5057 = 4 // integer values :FIN_1_16217 if $5057 == 10 // integer values jf @FIN_1_16243 01CA: actor $5044 kill_player $PLAYER_CHAR :FIN_1_16243 jump @FIN_1_16262 :FIN_1_16250 Actor.RemoveReferences($5044) $5057 = -1 // integer values :FIN_1_16262 if or $5057 > 1 // integer values $5057 == -1 // integer values jf @FIN_1_16641 if $5058 == 0 // integer values jf @FIN_1_16408 $5045 = Actor.Create(Gang3, #SPECIAL04, -373.98, -553.4843, 18.5448) 0350: set_actor $5045 maintain_position_when_attacked 1 01B2: give_actor $5045 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5045 weapon_accuracy_to 75 01ED: clear_actor $5045 threat_search 011A: set_actor $5045 search_threat 1 0291: set_actor $5045 attack_when_provoked 1 0243: set_actor $5045 ped_stats_to 16 0239: actor $5045 run_to -377.2835 -553.6105 0411: set_actor $5045 use_pednode_seek 0 $5058 = 1 // integer values :FIN_1_16408 if not Actor.Dead($5045) jf @FIN_1_16629 if $5058 == 1 // integer values jf @FIN_1_16509 if 00ED: actor $5045 0 -377.2835 -553.6105 radius 1.0 1.0 jf @FIN_1_16509 0239: actor $5045 run_to -377.4021 -556.0059 0411: set_actor $5045 use_pednode_seek 0 $5058 = 2 // integer values :FIN_1_16509 if $5058 == 2 // integer values jf @FIN_1_16596 if 00F0: actor $5045 stopped 0 -377.4021 -556.0059 radius 1.0 1.0 jf @FIN_1_16596 if not Actor.Dead($4981) jf @FIN_1_16589 04C6: actor $5045 do_kung_fu_stance_towards_actor $4981 :FIN_1_16589 $5058 = 3 // integer values :FIN_1_16596 if $5058 == 10 // integer values jf @FIN_1_16622 01CA: actor $5045 kill_player $PLAYER_CHAR :FIN_1_16622 jump @FIN_1_16641 :FIN_1_16629 Actor.RemoveReferences($5045) $5058 = -1 // integer values :FIN_1_16641 if or $5056 > 1 // integer values $5056 == -1 // integer values jf @FIN_1_17020 if $5059 == 0 // integer values jf @FIN_1_16787 $5046 = Actor.Create(Gang3, #SPECIAL04, -384.182, -553.5216, 18.5431) 0350: set_actor $5046 maintain_position_when_attacked 1 01B2: give_actor $5046 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5046 weapon_accuracy_to 75 01ED: clear_actor $5046 threat_search 011A: set_actor $5046 search_threat 1 0291: set_actor $5046 attack_when_provoked 1 0243: set_actor $5046 ped_stats_to 16 0239: actor $5046 run_to -379.5186 -553.2346 0411: set_actor $5046 use_pednode_seek 0 $5059 = 1 // integer values :FIN_1_16787 if not Actor.Dead($5046) jf @FIN_1_17008 if $5059 == 1 // integer values jf @FIN_1_16888 if 00ED: actor $5046 0 -379.5186 -553.2346 radius 1.0 1.0 jf @FIN_1_16888 0239: actor $5046 run_to -379.5223 -556.0323 0411: set_actor $5046 use_pednode_seek 0 $5059 = 2 // integer values :FIN_1_16888 if $5059 == 2 // integer values jf @FIN_1_16975 if 00F0: actor $5046 stopped 0 -379.5223 -556.0323 radius 1.0 1.0 jf @FIN_1_16975 if not Actor.Dead($4981) jf @FIN_1_16968 04C6: actor $5046 do_kung_fu_stance_towards_actor $4981 :FIN_1_16968 $5059 = 3 // integer values :FIN_1_16975 if $5059 == 10 // integer values jf @FIN_1_17001 01CA: actor $5046 kill_player $PLAYER_CHAR :FIN_1_17001 jump @FIN_1_17020 :FIN_1_17008 Actor.RemoveReferences($5046) $5059 = -1 // integer values :FIN_1_17020 if or $5057 > 2 // integer values $5057 == -1 // integer values jf @FIN_1_17384 if $5060 == 0 // integer values jf @FIN_1_17166 $5047 = Actor.Create(Gang3, #SPECIAL03, -357.9117, -560.4049, 18.5529) 0350: set_actor $5047 maintain_position_when_attacked 1 01B2: give_actor $5047 weapon 22 ammo 9999 // Load the weapon model before using this 02E2: set_actor $5047 weapon_accuracy_to 75 01ED: clear_actor $5047 threat_search 011A: set_actor $5047 search_threat 1 0291: set_actor $5047 attack_when_provoked 1 0243: set_actor $5047 ped_stats_to 16 0239: actor $5047 run_to -370.8983 -561.2952 0411: set_actor $5047 use_pednode_seek 0 $5060 = 1 // integer values :FIN_1_17166 if not Actor.Dead($5047) jf @FIN_1_17372 if $5060 == 1 // integer values jf @FIN_1_17271 if 00F0: actor $5047 stopped 0 -370.8983 -561.2952 radius 1.0 1.0 jf @FIN_1_17271 04EB: actor $5047 crouch 1 15000 ms 0084: $5061 = $4811 // integer values and handles $5061 += 800 // integer values $5060 = 2 // integer values :FIN_1_17271 if $5060 == 2 // integer values jf @FIN_1_17339 if 001C: $4811 > $5061 // integer values jf @FIN_1_17339 if not Actor.Dead($4981) jf @FIN_1_17332 04C6: actor $5047 do_kung_fu_stance_towards_actor $4981 :FIN_1_17332 $5060 = 3 // integer values :FIN_1_17339 if $5060 == 10 // integer values jf @FIN_1_17365 01CA: actor $5047 kill_player $PLAYER_CHAR :FIN_1_17365 jump @FIN_1_17384 :FIN_1_17372 Actor.RemoveReferences($5047) $5060 = -1 // integer values :FIN_1_17384 if and $5025 == -11 // integer values $5019 == -11 // integer values jf @FIN_1_17443 if and 001C: $4811 > $5024 // integer values 001C: $4811 > $5018 // integer values jf @FIN_1_17443 jump @FIN_1_22886 :FIN_1_17443 if $4976 == 0 // integer values jf @FIN_1_18532 if not Actor.Dead($5067) jf @FIN_1_17524 0084: $5027 = $5067 // integer values and handles gosub @FIN_1_20345 if $4975 == 1 // integer values jf @FIN_1_17517 jump @FIN_1_27117 :FIN_1_17517 jump @FIN_1_17580 :FIN_1_17524 Actor.RemoveReferences($5067) $5067 = -1 // integer values $5068 = 0 // integer values $5069 = 0 // integer values $5070 = 0 // integer values 0084: $5027 = $5067 // integer values and handles gosub @FIN_1_18691 0084: $5067 = $5027 // integer values and handles :FIN_1_17580 if not Actor.Dead($5072) jf @FIN_1_17643 0084: $5027 = $5072 // integer values and handles gosub @FIN_1_20345 if $4975 == 1 // integer values jf @FIN_1_17636 jump @FIN_1_27117 :FIN_1_17636 jump @FIN_1_17699 :FIN_1_17643 Actor.RemoveReferences($5072) $5072 = -1 // integer values $5073 = 0 // integer values $5074 = 0 // integer values $5075 = 0 // integer values 0084: $5027 = $5072 // integer values and handles gosub @FIN_1_18691 0084: $5072 = $5027 // integer values and handles :FIN_1_17699 if not Actor.Dead($5077) jf @FIN_1_17762 0084: $5027 = $5077 // integer values and handles gosub @FIN_1_20345 if $4975 == 1 // integer values jf @FIN_1_17755 jump @FIN_1_27117 :FIN_1_17755 jump @FIN_1_17818 :FIN_1_17762 Actor.RemoveReferences($5077) $5077 = -1 // integer values $5078 = 0 // integer values $5079 = 0 // integer values $5080 = 0 // integer values 0084: $5027 = $5077 // integer values and handles gosub @FIN_1_18691 0084: $5077 = $5027 // integer values and handles :FIN_1_17818 if not Actor.Dead($5082) jf @FIN_1_17881 0084: $5027 = $5082 // integer values and handles gosub @FIN_1_20345 if $4975 == 1 // integer values jf @FIN_1_17874 jump @FIN_1_27117 :FIN_1_17874 jump @FIN_1_17937 :FIN_1_17881 Actor.RemoveReferences($5082) $5082 = -1 // integer values $5083 = 0 // integer values $5084 = 0 // integer values $5085 = 0 // integer values 0084: $5027 = $5082 // integer values and handles gosub @FIN_1_18691 0084: $5082 = $5027 // integer values and handles :FIN_1_17937 if not Actor.Dead($5087) jf @FIN_1_18000 0084: $5027 = $5087 // integer values and handles gosub @FIN_1_20345 if $4975 == 1 // integer values jf @FIN_1_17993 jump @FIN_1_27117 :FIN_1_17993 jump @FIN_1_18056 :FIN_1_18000 Actor.RemoveReferences($5087) $5087 = -1 // integer values $5088 = 0 // integer values $5089 = 0 // integer values $5090 = 0 // integer values 0084: $5027 = $5087 // integer values and handles gosub @FIN_1_18691 0084: $5087 = $5027 // integer values and handles :FIN_1_18056 if not Actor.Dead($5092) jf @FIN_1_18119 0084: $5027 = $5092 // integer values and handles gosub @FIN_1_20345 if $4975 == 1 // integer values jf @FIN_1_18112 jump @FIN_1_27117 :FIN_1_18112 jump @FIN_1_18175 :FIN_1_18119 Actor.RemoveReferences($5092) $5092 = -1 // integer values $5093 = 0 // integer values $5094 = 0 // integer values $5095 = 0 // integer values 0084: $5027 = $5092 // integer values and handles gosub @FIN_1_18691 0084: $5092 = $5027 // integer values and handles :FIN_1_18175 if not Actor.Dead($5097) jf @FIN_1_18238 0084: $5027 = $5097 // integer values and handles gosub @FIN_1_20345 if $4975 == 1 // integer values jf @FIN_1_18231 jump @FIN_1_27117 :FIN_1_18231 jump @FIN_1_18294 :FIN_1_18238 Actor.RemoveReferences($5097) $5097 = -1 // integer values $5098 = 0 // integer values $5099 = 0 // integer values $5100 = 0 // integer values 0084: $5027 = $5097 // integer values and handles gosub @FIN_1_18691 0084: $5097 = $5027 // integer values and handles :FIN_1_18294 if not Actor.Dead($5102) jf @FIN_1_18357 0084: $5027 = $5102 // integer values and handles gosub @FIN_1_20345 if $4975 == 1 // integer values jf @FIN_1_18350 jump @FIN_1_27117 :FIN_1_18350 jump @FIN_1_18413 :FIN_1_18357 Actor.RemoveReferences($5102) $5102 = -1 // integer values $5103 = 0 // integer values $5104 = 0 // integer values $5105 = 0 // integer values 0084: $5027 = $5102 // integer values and handles gosub @FIN_1_18691 0084: $5102 = $5027 // integer values and handles :FIN_1_18413 if not Actor.Dead($5107) jf @FIN_1_18476 0084: $5027 = $5107 // integer values and handles gosub @FIN_1_20345 if $4975 == 1 // integer values jf @FIN_1_18469 jump @FIN_1_27117 :FIN_1_18469 jump @FIN_1_18532 :FIN_1_18476 Actor.RemoveReferences($5107) $5107 = -1 // integer values $5108 = 0 // integer values $5109 = 0 // integer values $5110 = 0 // integer values 0084: $5027 = $5107 // integer values and handles gosub @FIN_1_18691 0084: $5107 = $5027 // integer values and handles :FIN_1_18532 jump @FIN_1_5438 :FIN_1_18539 0489: set_actor $5017 muted 1 01ED: clear_actor $5017 threat_search 0243: set_actor $5017 ped_stats_to 16 011A: set_actor $5017 search_threat 1 01B2: give_actor $5017 weapon 27 ammo 9999 // Load the weapon model before using this Actor.Health($5017) = 1000 02E2: set_actor $5017 weapon_accuracy_to 85 0350: set_actor $5017 maintain_position_when_attacked 1 02A9: set_actor $5017 immune_to_nonplayer 1 0514: unknown_actor $5017 6 0 0514: unknown_actor $5017 2 0 0446: set_actor $5017 dismemberment_possible 0 054A: set_actor $5017 can_be_shot_in_a_car 0 return :FIN_1_18638 0350: set_actor $5027 maintain_position_when_attacked 1 01B2: give_actor $5027 weapon 17 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $5027 threat_search 011A: set_actor $5027 search_threat 1 0291: set_actor $5027 attack_when_provoked 1 0243: set_actor $5027 ped_stats_to 16 020E: actor $5027 look_at_actor $PLAYER_ACTOR return :FIN_1_18691 0209: $5031 = random_int_in_ranges 0 11 if $5031 == 0 // integer values jf @FIN_1_18841 if not Car.Wrecked($4971) jf @FIN_1_18839 if 0431: car $4971 car_passenger_seat_free 1 jf @FIN_1_18830 Car.StorePos($4971, $445, $446, $447) if 80C2: not sphere_onscreen $445 $446 $447 4.0 jf @FIN_1_18821 01C8: $5027 = create_actor_pedtype 9 model #SPECIAL03 in_car $4971 passenger_seat 1 $5031 = -1 // integer values jump @FIN_1_18823 :FIN_1_18821 return :FIN_1_18823 jump @FIN_1_18832 :FIN_1_18830 return :FIN_1_18832 jump @FIN_1_18841 :FIN_1_18839 return :FIN_1_18841 if $5031 == 1 // integer values jf @FIN_1_18982 if not Car.Wrecked($4972) jf @FIN_1_18980 if 0431: car $4972 car_passenger_seat_free 1 jf @FIN_1_18971 Car.StorePos($4972, $445, $446, $447) if 80C2: not sphere_onscreen $445 $446 $447 4.0 jf @FIN_1_18962 01C8: $5027 = create_actor_pedtype 9 model #SPECIAL04 in_car $4972 passenger_seat 1 $5031 = -1 // integer values jump @FIN_1_18964 :FIN_1_18962 return :FIN_1_18964 jump @FIN_1_18973 :FIN_1_18971 return :FIN_1_18973 jump @FIN_1_18982 :FIN_1_18980 return :FIN_1_18982 if $5031 == 2 // integer values jf @FIN_1_19123 if not Car.Wrecked($4973) jf @FIN_1_19121 if 0431: car $4973 car_passenger_seat_free 1 jf @FIN_1_19112 Car.StorePos($4973, $445, $446, $447) if 80C2: not sphere_onscreen $445 $446 $447 4.0 jf @FIN_1_19103 01C8: $5027 = create_actor_pedtype 9 model #SPECIAL03 in_car $4973 passenger_seat 1 $5031 = -1 // integer values jump @FIN_1_19105 :FIN_1_19103 return :FIN_1_19105 jump @FIN_1_19114 :FIN_1_19112 return :FIN_1_19114 jump @FIN_1_19123 :FIN_1_19121 return :FIN_1_19123 if $5031 == 3 // integer values jf @FIN_1_19266 if 838A: not car_in_cube -354.0382 -527.9669 11.7155 1.0 1.0 2.0 jf @FIN_1_19264 if 80C2: not sphere_onscreen -354.0382 -527.9669 11.7155 2.0 jf @FIN_1_19255 $5027 = Actor.Create(Gang3, #SPECIAL04, -354.0382, -527.9669, 11.7155) $5031 = -1 // integer values jump @FIN_1_19257 :FIN_1_19255 return :FIN_1_19257 jump @FIN_1_19266 :FIN_1_19264 return :FIN_1_19266 if $5031 == 4 // integer values jf @FIN_1_19409 if 838A: not car_in_cube -390.1438 -541.0243 16.2431 1.0 1.0 2.0 jf @FIN_1_19407 if 80C2: not sphere_onscreen -390.1438 -541.0243 16.2431 2.0 jf @FIN_1_19398 $5027 = Actor.Create(Gang3, #SPECIAL03, -390.1438, -541.0243, 16.2431) $5031 = -1 // integer values jump @FIN_1_19400 :FIN_1_19398 return :FIN_1_19400 jump @FIN_1_19409 :FIN_1_19407 return :FIN_1_19409 if $5031 == 5 // integer values jf @FIN_1_19552 if 838A: not car_in_cube -458.3071 -606.5378 11.7988 1.0 1.0 2.0 jf @FIN_1_19550 if 80C2: not sphere_onscreen -458.3071 -606.5378 11.7988 2.0 jf @FIN_1_19541 $5027 = Actor.Create(Gang3, #SPECIAL04, -458.3071, -606.5378, 11.7988) $5031 = -1 // integer values jump @FIN_1_19543 :FIN_1_19541 return :FIN_1_19543 jump @FIN_1_19552 :FIN_1_19550 return :FIN_1_19552 if $5031 == 6 // integer values jf @FIN_1_19695 if 838A: not car_in_cube -455.4113 -561.619 11.762 1.0 1.0 2.0 jf @FIN_1_19693 if 80C2: not sphere_onscreen -455.4113 -561.619 11.762 2.0 jf @FIN_1_19684 $5027 = Actor.Create(Gang3, #SPECIAL03, -455.4113, -561.619, 11.762) $5031 = -1 // integer values jump @FIN_1_19686 :FIN_1_19684 return :FIN_1_19686 jump @FIN_1_19695 :FIN_1_19693 return :FIN_1_19695 if $5031 == 7 // integer values jf @FIN_1_19838 if 838A: not car_in_cube -412.1893 -605.7213 16.2433 1.0 1.0 2.0 jf @FIN_1_19836 if 80C2: not sphere_onscreen -412.1893 -605.7213 16.2433 2.0 jf @FIN_1_19827 $5027 = Actor.Create(Gang3, #SPECIAL04, -412.1893, -605.7213, 16.2433) $5031 = -1 // integer values jump @FIN_1_19829 :FIN_1_19827 return :FIN_1_19829 jump @FIN_1_19838 :FIN_1_19836 return :FIN_1_19838 if $5031 == 8 // integer values jf @FIN_1_19981 if 838A: not car_in_cube -370.0882 -615.1937 9.3386 1.0 1.0 2.0 jf @FIN_1_19979 if 80C2: not sphere_onscreen -370.0882 -615.1937 9.3386 2.0 jf @FIN_1_19970 $5027 = Actor.Create(Gang3, #SPECIAL03, -370.0882, -615.1937, 9.3386) $5031 = -1 // integer values jump @FIN_1_19972 :FIN_1_19970 return :FIN_1_19972 jump @FIN_1_19981 :FIN_1_19979 return :FIN_1_19981 if $5031 == 9 // integer values jf @FIN_1_20124 if 838A: not car_in_cube -335.9248 -579.002 18.5231 1.0 1.0 2.0 jf @FIN_1_20122 if 80C2: not sphere_onscreen -335.9248 -579.002 18.5231 2.0 jf @FIN_1_20113 $5027 = Actor.Create(Gang3, #SPECIAL03, -335.9248, -579.002, 18.5231) $5031 = -1 // integer values jump @FIN_1_20115 :FIN_1_20113 return :FIN_1_20115 jump @FIN_1_20124 :FIN_1_20122 return :FIN_1_20124 if $5031 == 10 // integer values jf @FIN_1_20267 if 838A: not car_in_cube -329.9831 -582.3398 34.5103 1.0 1.0 2.0 jf @FIN_1_20265 if 80C2: not sphere_onscreen -329.9831 -582.3398 34.5103 2.0 jf @FIN_1_20256 $5027 = Actor.Create(Gang3, #SPECIAL04, -329.9831, -582.3398, 34.5103) $5031 = -1 // integer values jump @FIN_1_20258 :FIN_1_20256 return :FIN_1_20258 jump @FIN_1_20267 :FIN_1_20265 return :FIN_1_20267 if $5031 == -1 // integer values jf @FIN_1_20343 0350: set_actor $5027 maintain_position_when_attacked 1 01B2: give_actor $5027 weapon 22 ammo 9999 // Load the weapon model before using this 01ED: clear_actor $5027 threat_search 011A: set_actor $5027 search_threat 1 0483: unknown_actor $5027 1500 0291: set_actor $5027 attack_when_provoked 1 0243: set_actor $5027 ped_stats_to 16 02E2: set_actor $5027 weapon_accuracy_to 75 :FIN_1_20343 return :FIN_1_20345 if 003A: $5027 == $5067 // integer values and handles jf @FIN_1_20450 0084: $5029 = $5068 // integer values and handles 0084: $5030 = $5069 // integer values and handles 0084: $5028 = $5070 // integer values and handles $5033 = -373.7542 // floating-point values $5034 = -590.6248 // floating-point values $5035 = 24.2896 // floating-point values 0084: $5032 = $5071 // integer values and handles 0088: $5036 = 0@ // floating-point values only 0088: $5037 = 1@ // floating-point values only 0088: $5038 = 2@ // floating-point values only :FIN_1_20450 if 003A: $5027 == $5072 // integer values and handles jf @FIN_1_20555 0084: $5029 = $5073 // integer values and handles 0084: $5030 = $5074 // integer values and handles 0084: $5028 = $5075 // integer values and handles $5033 = -381.0802 // floating-point values $5034 = -595.4677 // floating-point values $5035 = 24.7818 // floating-point values 0084: $5032 = $5076 // integer values and handles 0088: $5036 = 3@ // floating-point values only 0088: $5037 = 4@ // floating-point values only 0088: $5038 = 5@ // floating-point values only :FIN_1_20555 if 003A: $5027 == $5077 // integer values and handles jf @FIN_1_20660 0084: $5029 = $5078 // integer values and handles 0084: $5030 = $5079 // integer values and handles 0084: $5028 = $5080 // integer values and handles $5033 = -378.687 // floating-point values $5034 = -597.9142 // floating-point values $5035 = 24.7818 // floating-point values 0084: $5032 = $5081 // integer values and handles 0088: $5036 = 6@ // floating-point values only 0088: $5037 = 7@ // floating-point values only 0088: $5038 = 8@ // floating-point values only :FIN_1_20660 if 003A: $5027 == $5082 // integer values and handles jf @FIN_1_20765 0084: $5029 = $5083 // integer values and handles 0084: $5030 = $5084 // integer values and handles 0084: $5028 = $5085 // integer values and handles $5033 = -382.3163 // floating-point values $5034 = -589.9626 // floating-point values $5035 = 24.2934 // floating-point values 0084: $5032 = $5086 // integer values and handles 0088: $5036 = 9@ // floating-point values only 0088: $5037 = 10@ // floating-point values only 0088: $5038 = 11@ // floating-point values only :FIN_1_20765 if 003A: $5027 == $5087 // integer values and handles jf @FIN_1_20870 0084: $5029 = $5088 // integer values and handles 0084: $5030 = $5089 // integer values and handles 0084: $5028 = $5090 // integer values and handles $5033 = -379.9821 // floating-point values $5034 = -591.7104 // floating-point values $5035 = 24.5318 // floating-point values 0084: $5032 = $5091 // integer values and handles 0088: $5036 = 12@ // floating-point values only 0088: $5037 = 13@ // floating-point values only 0088: $5038 = 14@ // floating-point values only :FIN_1_20870 if 003A: $5027 == $5092 // integer values and handles jf @FIN_1_20975 0084: $5029 = $5093 // integer values and handles 0084: $5030 = $5094 // integer values and handles 0084: $5028 = $5095 // integer values and handles $5033 = -380.1006 // floating-point values $5034 = -586.4345 // floating-point values $5035 = 24.2804 // floating-point values 0084: $5032 = $5096 // integer values and handles 0086: $5036 = $5112 // floating-point values only 0086: $5037 = $5113 // floating-point values only 0086: $5038 = $5114 // floating-point values only :FIN_1_20975 if 003A: $5027 == $5097 // integer values and handles jf @FIN_1_21080 0084: $5029 = $5098 // integer values and handles 0084: $5030 = $5099 // integer values and handles 0084: $5028 = $5100 // integer values and handles $5033 = -374.6616 // floating-point values $5034 = -586.1156 // floating-point values $5035 = 24.2952 // floating-point values 0084: $5032 = $5101 // integer values and handles 0086: $5036 = $5115 // floating-point values only 0086: $5037 = $5116 // floating-point values only 0086: $5038 = $5117 // floating-point values only :FIN_1_21080 if 003A: $5027 == $5102 // integer values and handles jf @FIN_1_21185 0084: $5029 = $5103 // integer values and handles 0084: $5030 = $5104 // integer values and handles 0084: $5028 = $5105 // integer values and handles $5033 = -376.7446 // floating-point values $5034 = -586.6362 // floating-point values $5035 = 24.2921 // floating-point values 0084: $5032 = $5106 // integer values and handles 0086: $5036 = $5118 // floating-point values only 0086: $5037 = $5119 // floating-point values only 0086: $5038 = $5120 // floating-point values only :FIN_1_21185 if 003A: $5027 == $5107 // integer values and handles jf @FIN_1_21290 0084: $5029 = $5108 // integer values and handles 0084: $5030 = $5109 // integer values and handles 0084: $5028 = $5110 // integer values and handles $5033 = -378.8374 // floating-point values $5034 = -591.7079 // floating-point values $5035 = 24.5318 // floating-point values 0084: $5032 = $5111 // integer values and handles 0086: $5036 = $5121 // floating-point values only 0086: $5037 = $5122 // floating-point values only 0086: $5038 = $5123 // floating-point values only :FIN_1_21290 if $5028 == 0 // integer values jf @FIN_1_21434 if 00FF: actor $5027 0 $5014 $5015 $5016 radius 1.0 1.0 2.0 jf @FIN_1_21434 if 04FF: $5027 jf @FIN_1_21434 Actor.Angle($5027) = 226.1973 03FE: set_actor $5027 money $5030 0549: $5027 009F: set_actor $5027 idle 011C: actor $5027 clear_objective 04EB: actor $5027 crouch 1 999999999 ms 0084: $5022 = $4811 // integer values and handles $5022 += 1000 // integer values $5028 = 2 // integer values :FIN_1_21434 if $5028 == 0 // integer values jf @FIN_1_21872 if 001C: $4811 > $5029 // integer values jf @FIN_1_21688 if not Actor.Driving($5027) jf @FIN_1_21683 $5021 = 0 // integer values if or $5070 == 2 // integer values $5075 == 2 // integer values $5080 == 2 // integer values $5085 == 2 // integer values $5090 == 2 // integer values jf @FIN_1_21547 $5021 = 1 // integer values :FIN_1_21547 if or $5095 == 2 // integer values $5100 == 2 // integer values $5105 == 2 // integer values $5110 == 2 // integer values jf @FIN_1_21593 $5021 = 1 // integer values :FIN_1_21593 if $5021 == 0 // integer values jf @FIN_1_21639 009E: set_actor $5027 path $5014 $5015 $5016 unknown 4.0 1 jump @FIN_1_21660 :FIN_1_21639 009E: set_actor $5027 path $5033 $5034 $5035 unknown 3.0 1 :FIN_1_21660 0084: $5029 = $4811 // integer values and handles $5029 += 1000 // integer values jump @FIN_1_21688 :FIN_1_21683 03E2: actor $5027 exit_car :FIN_1_21688 if not $5033 == 0.0 // floating-point values jf @FIN_1_21872 if 00FF: actor $5027 0 $5033 $5034 $5035 radius 1.0 1.0 2.0 jf @FIN_1_21872 011C: actor $5027 clear_objective 0549: $5027 009F: set_actor $5027 idle if 8057: not player $PLAYER_CHAR 0 -386.123 -599.355 24.786 -370.926 -584.437 31.667 jf @FIN_1_21841 01BE: set_actor $5027 to_look_at_spot -378.4397 -582.1611 24.2722 jump @FIN_1_21849 :FIN_1_21841 01CA: actor $5027 kill_player $PLAYER_CHAR :FIN_1_21849 0084: $5029 = $4811 // integer values and handles $5029 += 3000 // integer values $5028 = 3 // integer values :FIN_1_21872 if $5028 == 2 // integer values jf @FIN_1_22058 if 00FF: actor $5027 0 $5014 $5015 $5016 radius 1.0 1.0 2.0 jf @FIN_1_22051 if 04FF: $5027 jf @FIN_1_22051 if 001C: $4811 > $5022 // integer values jf @FIN_1_21979 04EB: actor $5027 crouch 1 999999999 ms :FIN_1_21979 $4974 = Player.Money($PLAYER_CHAR) if 1 > $4974 // integer values jf @FIN_1_22029 00BC: text_highpriority 'FIN_B7' 5000 ms 1 // ~r~The mafia has stolen all your money. $4975 = 1 // integer values return :FIN_1_22029 Player.Money($PLAYER_CHAR) += -1 $5030 += 1 // integer values 03FE: set_actor $5027 money $5030 :FIN_1_22051 jump @FIN_1_22209 :FIN_1_22058 if 80A4: not actor $5027 0 -386.507 -600.089 24.286 -370.542 -583.413 31.667 jf @FIN_1_22209 if 00FF: actor $5027 0 $5036 $5037 $5038 radius 2.0 2.0 2.0 jf @FIN_1_22179 if 001C: $5032 > $4811 // integer values jf @FIN_1_22172 Actor.RemoveReferences($5027) :FIN_1_22172 jump @FIN_1_22209 :FIN_1_22179 0084: $5032 = $4811 // integer values and handles $5032 += 5000 // integer values Actor.StorePos($5027, $5036, $5037, $5038) :FIN_1_22209 if 003A: $5027 == $5067 // integer values and handles jf @FIN_1_22284 0084: $5068 = $5029 // integer values and handles 0084: $5069 = $5030 // integer values and handles 0084: $5070 = $5028 // integer values and handles 0084: $5071 = $5032 // integer values and handles 0089: 0@ = $5036 // floating-point values only 0089: 1@ = $5037 // floating-point values only 0089: 2@ = $5038 // floating-point values only :FIN_1_22284 if 003A: $5027 == $5072 // integer values and handles jf @FIN_1_22359 0084: $5073 = $5029 // integer values and handles 0084: $5074 = $5030 // integer values and handles 0084: $5075 = $5028 // integer values and handles 0084: $5076 = $5032 // integer values and handles 0089: 3@ = $5036 // floating-point values only 0089: 4@ = $5037 // floating-point values only 0089: 5@ = $5038 // floating-point values only :FIN_1_22359 if 003A: $5027 == $5077 // integer values and handles jf @FIN_1_22434 0084: $5078 = $5029 // integer values and handles 0084: $5079 = $5030 // integer values and handles 0084: $5080 = $5028 // integer values and handles 0084: $5081 = $5032 // integer values and handles 0089: 6@ = $5036 // floating-point values only 0089: 7@ = $5037 // floating-point values only 0089: 8@ = $5038 // floating-point values only :FIN_1_22434 if 003A: $5027 == $5082 // integer values and handles jf @FIN_1_22509 0084: $5083 = $5029 // integer values and handles 0084: $5084 = $5030 // integer values and handles 0084: $5085 = $5028 // integer values and handles 0084: $5086 = $5032 // integer values and handles 0089: 9@ = $5036 // floating-point values only 0089: 10@ = $5037 // floating-point values only 0089: 11@ = $5038 // floating-point values only :FIN_1_22509 if 003A: $5027 == $5087 // integer values and handles jf @FIN_1_22584 0084: $5088 = $5029 // integer values and handles 0084: $5089 = $5030 // integer values and handles 0084: $5090 = $5028 // integer values and handles 0084: $5091 = $5032 // integer values and handles 0089: 12@ = $5036 // floating-point values only 0089: 13@ = $5037 // floating-point values only 0089: 14@ = $5038 // floating-point values only :FIN_1_22584 if 003A: $5027 == $5092 // integer values and handles jf @FIN_1_22659 0084: $5093 = $5029 // integer values and handles 0084: $5094 = $5030 // integer values and handles 0084: $5095 = $5028 // integer values and handles 0084: $5096 = $5032 // integer values and handles 0086: $5112 = $5036 // floating-point values only 0086: $5113 = $5037 // floating-point values only 0086: $5114 = $5038 // floating-point values only :FIN_1_22659 if 003A: $5027 == $5097 // integer values and handles jf @FIN_1_22734 0084: $5098 = $5029 // integer values and handles 0084: $5099 = $5030 // integer values and handles 0084: $5100 = $5028 // integer values and handles 0084: $5101 = $5032 // integer values and handles 0086: $5115 = $5036 // floating-point values only 0086: $5116 = $5037 // floating-point values only 0086: $5117 = $5038 // floating-point values only :FIN_1_22734 if 003A: $5027 == $5102 // integer values and handles jf @FIN_1_22809 0084: $5103 = $5029 // integer values and handles 0084: $5104 = $5030 // integer values and handles 0084: $5105 = $5028 // integer values and handles 0084: $5106 = $5032 // integer values and handles 0086: $5118 = $5036 // floating-point values only 0086: $5119 = $5037 // floating-point values only 0086: $5120 = $5038 // floating-point values only :FIN_1_22809 if 003A: $5027 == $5107 // integer values and handles jf @FIN_1_22884 0084: $5108 = $5029 // integer values and handles 0084: $5109 = $5030 // integer values and handles 0084: $5110 = $5028 // integer values and handles 0084: $5111 = $5032 // integer values and handles 0086: $5121 = $5036 // floating-point values only 0086: $5122 = $5037 // floating-point values only 0086: $5123 = $5038 // floating-point values only :FIN_1_22884 return :FIN_1_22886 Player.MakeSafe($PLAYER_CHAR) 0169: set_fade_color 0 0 1 fade 0 1500 03AD: set_rubbish 0 03AF: set_streaming 0 :FIN_1_22914 if fading jf @FIN_1_22938 wait 0 jump @FIN_1_22914 :FIN_1_22938 03DE: set_pedestrians_density_multiplier_to 0.0 0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 Actor.DestroyInstantly($5067) Actor.DestroyInstantly($5072) Actor.DestroyInstantly($5077) Actor.DestroyInstantly($5082) Actor.DestroyInstantly($5087) Actor.DestroyInstantly($5092) Actor.DestroyInstantly($5097) Actor.DestroyInstantly($5102) Actor.DestroyInstantly($5107) Actor.DestroyInstantly($5023) Actor.DestroyInstantly($5017) Actor.DestroyInstantly($5041) Actor.DestroyInstantly($5042) Actor.DestroyInstantly($5043) Actor.DestroyInstantly($5044) Actor.DestroyInstantly($5045) Actor.DestroyInstantly($5046) Actor.DestroyInstantly($5047) Actor.DestroyInstantly($5048) Actor.DestroyInstantly($5049) Actor.DestroyInstantly($5050) Actor.DestroyInstantly($5051) 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSKEN' 02F3: load_object #CUTOBJ01 'MFOUR' 038B: load_requested_models :FIN_1_23134 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) jf @FIN_1_23169 wait 0 jump @FIN_1_23134 :FIN_1_23169 02E4: load_cutscene_data 'FINALE' 0451: load_end_of_game_audio 041D: set_camera_near_clip 0.1 0244: set_cutscene_pos -378.62 -552.676 18.534 select_interior 2 $991 = 1 // integer values 03AD: set_rubbish 0 04F9: set_extracolors 7 fade 0 Camera.SetAtPos(-378.466, -596.1799, 24.7818) 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'CSKEN' 02E5: $191 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $191 'MFOUR01' 0171: set_player $PLAYER_CHAR z_angle_to 270.0 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 043F: play_cutscene_music 043C: set_game_sounds_disable_on_fade 0 02E8: $CUT_SCENE_TIME = cutscenetime :FIN_1_23350 if 12797 > $CUT_SCENE_TIME // integer values jf @FIN_1_23385 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23350 :FIN_1_23385 00BC: text_highpriority 'FIN3_01' 10000 ms 1 // Tommy? :FIN_1_23400 if 14715 > $CUT_SCENE_TIME // integer values jf @FIN_1_23435 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23400 :FIN_1_23435 00BC: text_highpriority 'FIN3_02' 10000 ms 1 // Oh my god, Tommy! What happened? :FIN_1_23450 if 17875 > $CUT_SCENE_TIME // integer values jf @FIN_1_23485 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23450 :FIN_1_23485 00BC: text_highpriority 'FIN3_03' 10000 ms 1 // What does it look like? :FIN_1_23500 if 19401 > $CUT_SCENE_TIME // integer values jf @FIN_1_23535 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23500 :FIN_1_23535 00BC: text_highpriority 'FIN3_04' 10000 ms 1 // It looks like you ruined your suit! :FIN_1_23550 if 21176 > $CUT_SCENE_TIME // integer values jf @FIN_1_23585 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23550 :FIN_1_23585 00BC: text_highpriority 'FIN3_05' 10000 ms 1 // and Tommy, that was a beautiful suit! Tommy, what on earth happened? :FIN_1_23600 if 26212 > $CUT_SCENE_TIME // integer values jf @FIN_1_23635 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23600 :FIN_1_23635 00BC: text_highpriority 'FIN3_06' 10000 ms 1 // I had a disagreement with a business associate, you know how it is. :FIN_1_23650 if 29463 > $CUT_SCENE_TIME // integer values jf @FIN_1_23685 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23650 :FIN_1_23685 00BC: text_highpriority 'FIN3_07' 10000 ms 1 // Tommy, I have a disagreement, I send them an angry letter. :FIN_1_23700 if 32477 > $CUT_SCENE_TIME // integer values jf @FIN_1_23735 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23700 :FIN_1_23735 00BC: text_highpriority 'FIN3_08' 10000 ms 1 // Maybe I pee in their mailbox. I don't start World War III. :FIN_1_23750 if 36719 > $CUT_SCENE_TIME // integer values jf @FIN_1_23787 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23750 :FIN_1_23787 00BC: text_highpriority 'FIN3_09' 10000 ms 1 // You know, maybe you should speak to my shrink... :FIN_1_23802 if 39025 > $CUT_SCENE_TIME // integer values jf @FIN_1_23839 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23802 :FIN_1_23839 00BC: text_highpriority 'FIN3_10' 10000 ms 1 // That stupid prick, Lance... :FIN_1_23854 if 41031 > $CUT_SCENE_TIME // integer values jf @FIN_1_23891 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23854 :FIN_1_23891 00BC: text_highpriority 'FIN3_11' 10000 ms 1 // Tommy. I never liked that guy, okay? :FIN_1_23906 if 43337 > $CUT_SCENE_TIME // integer values jf @FIN_1_23943 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23906 :FIN_1_23943 00BC: text_highpriority 'FIN3_12' 10000 ms 1 // He's neurotic, he's insecure, he's self-centered - the guy's an asshole! :FIN_1_23958 if 47738 > $CUT_SCENE_TIME // integer values jf @FIN_1_23995 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_23958 :FIN_1_23995 00BC: text_highpriority 'FIN3_13' 10000 ms 1 // I'm glad you took him out! :FIN_1_24010 if 49016 > $CUT_SCENE_TIME // integer values jf @FIN_1_24047 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24010 :FIN_1_24047 00BC: text_highpriority 'FIN3_14' 10000 ms 1 // I don't think we're gonna be getting any more heat from up north either... :FIN_1_24062 if 54048 > $CUT_SCENE_TIME // integer values jf @FIN_1_24099 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24062 :FIN_1_24099 00BC: text_highpriority 'FIN3_15' 10000 ms 1 // ...'cause there ain't no 'up north', anymore. :FIN_1_24114 if 57610 > $CUT_SCENE_TIME // integer values jf @FIN_1_24151 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24114 :FIN_1_24151 00BC: text_highpriority 'FIN3_16' 10000 ms 1 // It's all down south now. :FIN_1_24166 if 59960 > $CUT_SCENE_TIME // integer values jf @FIN_1_24203 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24166 :FIN_1_24203 00BC: text_highpriority 'FIN3_17' 10000 ms 1 // Wait, does that mean what I think it means..? Tommy, baby! :FIN_1_24218 if 62722 > $CUT_SCENE_TIME // integer values jf @FIN_1_24255 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24218 :FIN_1_24255 00BC: text_highpriority 'FIN3_18' 10000 ms 1 // What do you think it means? :FIN_1_24270 if 64406 > $CUT_SCENE_TIME // integer values jf @FIN_1_24307 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24270 :FIN_1_24307 00BC: text_highpriority 'FIN3_19' 10000 ms 1 // That we're in charge... I mean, that you're in charge. Oh, Tommy! :FIN_1_24322 if 69535 > $CUT_SCENE_TIME // integer values jf @FIN_1_24359 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24322 :FIN_1_24359 00BC: text_highpriority 'FIN3_20' 10000 ms 1 // You know, Ken. I think this could be the beginning of a beautiful business relationship.... :FIN_1_24374 if 74550 > $CUT_SCENE_TIME // integer values jf @FIN_1_24411 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24374 :FIN_1_24411 00BC: text_highpriority 'FIN3_21' 10000 ms 1 // After all, you're a conniving, backstabbing, two-bit thief :FIN_1_24426 if 77761 > $CUT_SCENE_TIME // integer values jf @FIN_1_24463 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24426 :FIN_1_24463 00BC: text_highpriority 'FIN3_22' 10000 ms 1 // and I'm a convicted psychotic killer and drug dealer. :FIN_1_24478 if 81486 > $CUT_SCENE_TIME // integer values jf @FIN_1_24515 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24478 :FIN_1_24515 00BC: text_highpriority 'FIN3_23' 10000 ms 1 // I know. Ain't it just beautiful? :FIN_1_24530 if 86784 > $CUT_SCENE_TIME // integer values jf @FIN_1_24567 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @FIN_1_24530 :FIN_1_24567 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :FIN_1_24584 if fading jf @FIN_1_24608 wait 0 jump @FIN_1_24584 :FIN_1_24608 if 82E9: not cutscene_reached_end jf @FIN_1_24632 wait 0 jump @FIN_1_24608 :FIN_1_24632 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 select_interior 0 $991 = 0 // integer values 03AD: set_rubbish 1 04FA: reset_sky_colors_with_fade 0 0055: put_player $PLAYER_CHAR at 198.4252 -434.6284 9.5332 0434: show_credits $61 = 0 // integer values 03EA: generate_cars_around_camera 1 01BD: $4811 = current_time_in_ms wait 0 wait 0 02A3: enable_widescreen 1 01BD: $4811 = current_time_in_ms 0084: $5040 = $4811 // integer values and handles set_weather 0 :FIN_1_24761 if 8436: not reached_end_of_credits jf @FIN_1_26913 wait 0 01BD: $4811 = current_time_in_ms if 00E1: player 0 pressed_button 16 jf @FIN_1_24827 if $61 == 1 // integer values jf @FIN_1_24820 0435: end_credits :FIN_1_24820 jump @FIN_1_24834 :FIN_1_24827 $61 = 1 // integer values :FIN_1_24834 if $5039 == 0 // integer values jf @FIN_1_24980 if 001C: $4811 > $5040 // integer values jf @FIN_1_24980 Camera.SetPosition(315.4413, -606.3295, 10.9994, 0.0, 0.0, 0.0) Camera.PointAt(315.8044, -605.4032, 11.1004, 2) 00C0: set_current_time 18 0 Actor.DestroyInstantly($5027) $5027 = Actor.Create(CivMale, #MALE01, 315.4413, -606.3295, 10.9994) 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_24980 if $5039 == 1 // integer values jf @FIN_1_25055 if 001C: $4811 > $5040 // integer values jf @FIN_1_25055 0169: set_fade_color 0 0 1 fade 1 3000 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_25055 if $5039 == 2 // integer values jf @FIN_1_25130 if 001C: $4811 > $5040 // integer values jf @FIN_1_25130 0169: set_fade_color 0 0 1 fade 0 3000 0084: $5040 = $4811 // integer values and handles $5040 += 3500 // integer values $5039 += 1 // integer values :FIN_1_25130 if $5039 == 3 // integer values jf @FIN_1_25276 if 001C: $4811 > $5040 // integer values jf @FIN_1_25276 Camera.SetPosition(-57.009, -1579.473, 11.6604, 0.0, 0.0, 0.0) Camera.PointAt(-57.1214, -1578.485, 11.765, 2) 00C0: set_current_time 14 0 Actor.DestroyInstantly($5027) $5027 = Actor.Create(CivMale, #MALE01, -57.009, -1579.473, 11.6604) 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_25276 if $5039 == 4 // integer values jf @FIN_1_25351 if 001C: $4811 > $5040 // integer values jf @FIN_1_25351 0169: set_fade_color 0 0 1 fade 1 3000 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_25351 if $5039 == 5 // integer values jf @FIN_1_25426 if 001C: $4811 > $5040 // integer values jf @FIN_1_25426 0169: set_fade_color 0 0 1 fade 0 3000 0084: $5040 = $4811 // integer values and handles $5040 += 3500 // integer values $5039 += 1 // integer values :FIN_1_25426 if $5039 == 6 // integer values jf @FIN_1_25572 if 001C: $4811 > $5040 // integer values jf @FIN_1_25572 Camera.SetPosition(-31.4477, -942.5128, 11.2897, 0.0, 0.0, 0.0) Camera.PointAt(-30.4814, -942.2845, 11.4088, 2) 00C0: set_current_time 15 0 Actor.DestroyInstantly($5027) $5027 = Actor.Create(CivMale, #MALE01, -31.4477, -942.5128, 11.2897) 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_25572 if $5039 == 7 // integer values jf @FIN_1_25647 if 001C: $4811 > $5040 // integer values jf @FIN_1_25647 0169: set_fade_color 0 0 1 fade 1 3000 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_25647 if $5039 == 8 // integer values jf @FIN_1_25722 if 001C: $4811 > $5040 // integer values jf @FIN_1_25722 0169: set_fade_color 0 0 1 fade 0 3000 0084: $5040 = $4811 // integer values and handles $5040 += 3500 // integer values $5039 += 1 // integer values :FIN_1_25722 if $5039 == 9 // integer values jf @FIN_1_25868 if 001C: $4811 > $5040 // integer values jf @FIN_1_25868 Camera.SetPosition(527.1948, -1101.658, 12.3979, 0.0, 0.0, 0.0) Camera.PointAt(526.1959, -1101.612, 12.4088, 2) 00C0: set_current_time 12 0 Actor.DestroyInstantly($5027) $5027 = Actor.Create(CivMale, #MALE01, 527.1948, -1101.658, 12.3979) 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_25868 if $5039 == 10 // integer values jf @FIN_1_25943 if 001C: $4811 > $5040 // integer values jf @FIN_1_25943 0169: set_fade_color 0 0 1 fade 1 3000 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_25943 if $5039 == 11 // integer values jf @FIN_1_26018 if 001C: $4811 > $5040 // integer values jf @FIN_1_26018 0169: set_fade_color 0 0 1 fade 0 3000 0084: $5040 = $4811 // integer values and handles $5040 += 3500 // integer values $5039 += 1 // integer values :FIN_1_26018 if $5039 == 12 // integer values jf @FIN_1_26164 if 001C: $4811 > $5040 // integer values jf @FIN_1_26164 Camera.SetPosition(329.8244, -1123.419, 29.418, 0.0, 0.0, 0.0) Camera.PointAt(329.5483, -1122.458, 29.4027, 2) 00C0: set_current_time 2 0 Actor.DestroyInstantly($5027) $5027 = Actor.Create(CivMale, #MALE01, 329.8244, -1123.419, 29.418) 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_26164 if $5039 == 13 // integer values jf @FIN_1_26239 if 001C: $4811 > $5040 // integer values jf @FIN_1_26239 0169: set_fade_color 0 0 1 fade 1 3000 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_26239 if $5039 == 14 // integer values jf @FIN_1_26314 if 001C: $4811 > $5040 // integer values jf @FIN_1_26314 0169: set_fade_color 0 0 1 fade 0 3000 0084: $5040 = $4811 // integer values and handles $5040 += 3500 // integer values $5039 += 1 // integer values :FIN_1_26314 if $5039 == 15 // integer values jf @FIN_1_26460 if 001C: $4811 > $5040 // integer values jf @FIN_1_26460 Camera.SetPosition(420.3749, -179.7319, 12.2077, 0.0, 0.0, 0.0) Camera.PointAt(420.3214, -178.7335, 12.193, 2) 00C0: set_current_time 11 0 Actor.DestroyInstantly($5027) $5027 = Actor.Create(CivMale, #MALE01, 420.3749, -179.7319, 12.2077) 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_26460 if $5039 == 16 // integer values jf @FIN_1_26535 if 001C: $4811 > $5040 // integer values jf @FIN_1_26535 0169: set_fade_color 0 0 1 fade 1 3000 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_26535 if $5039 == 17 // integer values jf @FIN_1_26610 if 001C: $4811 > $5040 // integer values jf @FIN_1_26610 0169: set_fade_color 0 0 1 fade 0 3000 0084: $5040 = $4811 // integer values and handles $5040 += 3500 // integer values $5039 += 1 // integer values :FIN_1_26610 if $5039 == 18 // integer values jf @FIN_1_26756 if 001C: $4811 > $5040 // integer values jf @FIN_1_26756 Camera.SetPosition(-397.3825, 22.9746, 47.9553, 0.0, 0.0, 0.0) Camera.PointAt(-396.5451, 23.4814, 47.7505, 2) 00C0: set_current_time 5 45 Actor.DestroyInstantly($5027) $5027 = Actor.Create(CivMale, #MALE01, -391.2471, 26.5135, 25.2721) 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_26756 if $5039 == 19 // integer values jf @FIN_1_26831 if 001C: $4811 > $5040 // integer values jf @FIN_1_26831 0169: set_fade_color 0 0 1 fade 1 3000 0084: $5040 = $4811 // integer values and handles $5040 += 20000 // integer values $5039 += 1 // integer values :FIN_1_26831 if $5039 == 20 // integer values jf @FIN_1_26906 if 001C: $4811 > $5040 // integer values jf @FIN_1_26906 0169: set_fade_color 0 0 1 fade 0 3000 0084: $5040 = $4811 // integer values and handles $5040 += 3500 // integer values $5039 = 21 // integer values :FIN_1_26906 jump @FIN_1_24761 :FIN_1_26913 043C: set_game_sounds_disable_on_fade 1 0440: stop_cutscene_music Actor.DestroyInstantly($5027) 02A3: enable_widescreen 0 03EA: generate_cars_around_camera 0 01B7: release_weather 0395: clear_area 1 at -379.2 -536.4 range 16.2 1.0 0055: put_player $PLAYER_CHAR at -379.2 -536.4 16.2 0171: set_player $PLAYER_CHAR z_angle_to 0.0 Camera.SetBehindPlayer select_interior 0 $991 = 0 // integer values 03AD: set_rubbish 1 04FA: reset_sky_colors_with_fade 0 Camera.SetAtPos(-379.2, -536.4, 16.2) 0169: set_fade_color 0 0 1 fade 1 1500 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 03DE: set_pedestrians_density_multiplier_to 1.0 0395: clear_area 0 at -354.419 -569.529 range 30.0 200.0 04E3: unknown_player $PLAYER_CHAR 0 60000 jump @FIN_1_27218 :FIN_1_27117 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 03F2: pedtype 13 remove_threat 512 03F2: pedtype 9 remove_threat 8192 03F2: pedtype 9 remove_threat 1 0237: set_gang 6 primary_weapon_to 22 secondary_weapon_to 0 0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 0235: set_gang 2 models_to #SGA #SGB 0514: unknown_actor $PLAYER_ACTOR 6 1 $4974 = Player.Money($PLAYER_CHAR) $4974 *= -1 // integer values Player.Money($PLAYER_CHAR) += $4974 Player.Money($PLAYER_CHAR) += $4985 return :FIN_1_27218 $270 = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 30000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 30000 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 0318: set_latest_mission_passed 'FIN_1' // Keep your Friends Close... 030C: progress_made += 1 03F2: pedtype 13 remove_threat 512 03F2: pedtype 9 remove_threat 8192 03F2: pedtype 9 remove_threat 1 0237: set_gang 6 primary_weapon_to 23 secondary_weapon_to 0 0237: set_gang 2 primary_weapon_to 17 secondary_weapon_to 0 0235: set_gang 2 models_to #SGA #SGB 0514: unknown_actor $PLAYER_ACTOR 6 1 create_thread @GANGMEM 057C: 1 Marker.Disable($234) Marker.Disable($265) 04CE: $265 = create_icon_marker_without_sphere 29 at -378.3 -579.8 24.5 03DE: set_pedestrians_density_multiplier_to 1.0 if $2097 == 0 // integer values jf @FIN_1_27427 03E5: text_box 'PICK10' // Hunter now available from the Army Barracks! 014C: set_parked_car_generator $1979 cars_to_generate_to 101 $2097 = 1 // integer values jump @FIN_1_27444 :FIN_1_27427 03E5: text_box 'APACHE' // Hunter delivered to helipad in Ocean Beach. 014C: set_parked_car_generator $2098 cars_to_generate_to 101 :FIN_1_27444 return :FIN_1_27446 Marker.Disable($4986) Marker.Disable($4987) Marker.Disable($4982) 015C: set_zone_gang_info 'GANG1' 1 12 0 0 0 0 0 0 1000 0 0 0 015C: set_zone_gang_info 'GANG1' 0 12 0 0 0 0 0 0 1000 0 0 0 022A: remove_forbidden_for_peds_cube -522.414 -662.451 -9.357 -222.414 -502.451 90.643 Model.Destroy(#STRETCH) Model.Destroy(#COLT45) Model.Destroy(#RUGER) Model.Destroy(#TEC9) Actor.DestroyWithFade($5067) Actor.DestroyWithFade($5072) Actor.DestroyWithFade($5077) Actor.DestroyWithFade($5082) Actor.DestroyWithFade($5087) Actor.DestroyWithFade($5092) Actor.DestroyWithFade($5097) Actor.DestroyWithFade($5102) Actor.DestroyWithFade($5107) Actor.DestroyWithFade($5023) Actor.DestroyWithFade($5017) Actor.DestroyWithFade($5041) Actor.DestroyWithFade($5042) Actor.DestroyWithFade($5043) Actor.DestroyWithFade($5044) Actor.DestroyWithFade($5045) Actor.DestroyWithFade($5046) Actor.DestroyWithFade($5047) Actor.DestroyWithFade($5048) Actor.DestroyWithFade($5049) Actor.DestroyWithFade($5050) Actor.DestroyWithFade($5051) 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 Pickup.Destroy($4993) Pickup.Destroy($4988) Pickup.Destroy($4980) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $ONMISSION = 0 // integer values mission_cleanup return //-------------Mission 53--------------- // Originally: Alloy Wheels of Steel :BIKE1 thread 'BIKE1' gosub @BIKE1_74 if wasted_or_busted jf @BIKE1_37 gosub @BIKE1_6983 :BIKE1_37 gosub @BIKE1_7359 end_thread $5271 = 0 // integer values $5272 = 0 // integer values $5273 = 0 // integer values $5274 = 0 // integer values :BIKE1_74 increment_mission_attempts $ONMISSION = 1 // integer values $5134 = 0 // integer values $5145 = 0 // integer values $5137 = 7.0 // floating-point values $5136 = 100 // integer values $5157 = 0 // integer values $5149 = 7.0 // floating-point values $5148 = 100 // integer values $5170 = 0 // integer values $5162 = 7.0 // floating-point values $5161 = 100 // integer values $5251 = 0 // integer values $5255 = 0 // integer values $5263 = 100 // integer values $5260 = 0.0 // floating-point values $5261 = 0.0 // floating-point values $5257 = 0.0 // floating-point values $5258 = 0.0 // floating-point values $5259 = 0.0 // floating-point values $5262 = 0 // integer values $5264 = 0 // integer values $5265 = 0 // integer values $5266 = 0 // integer values $5267 = 0 // integer values $5268 = 0 // integer values $5253 = 0 // integer values $5270 = 0 // integer values wait 0 054C: use_GXT_table 'BIKE1' 058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 023C: load_special_actor 1 'CSBIGM' 023C: load_special_actor 2 'CSPLAY' 023C: load_special_actor 3 'MGOONA' Model.Load(#BKA) Model.Load(#BKB) 02F3: load_object #CUTOBJ01 'POOLQ' 02F3: load_object #CUTOBJ02 'POLBALS' select_interior 11 Camera.SetAtPos(-597.02, 642.46, 11.0) 04F9: set_extracolors 15 fade 0 038B: load_requested_models :BIKE1_424 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded not Model.Available(#BKA) not Model.Available(#BKB) jf @BIKE1_466 wait 0 jump @BIKE1_424 :BIKE1_466 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @BIKE1_498 wait 0 jump @BIKE1_466 :BIKE1_498 02E4: load_cutscene_data 'BIKE_1' 0244: set_cutscene_pos -602.052 636.289 10.636 041D: set_camera_near_clip 0.1 02E5: $155 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $155 'CSBIGM' 02E5: $125 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $144 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $144 'MGOONA' 02E5: $168 = create_cutscene_object #BKA 02E6: set_cutscene_anim $168 'BKA' 02E5: $169 = create_cutscene_object #BKB 02E6: set_cutscene_anim $169 'BKB' 02E5: $158 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $158 'POOLQ01' 02E5: $159 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $159 'POOLQ02' 02E5: $160 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $160 'POLBALS' 0395: clear_area 1 at -597.25 655.87 range 10.06 1.0 0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 0171: set_player $PLAYER_CHAR z_angle_to 0.0 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BIKE1_771 if 5467 > $CUT_SCENE_TIME // integer values jf @BIKE1_806 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_771 :BIKE1_806 00BC: text_highpriority 'BM1_A' 10000 ms 1 // Where's Baker? :BIKE1_821 if 11136 > $CUT_SCENE_TIME // integer values jf @BIKE1_856 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_821 :BIKE1_856 00BC: text_highpriority 'BM1_B' 10000 ms 1 // I'm looking for Big Mitch Baker... :BIKE1_871 if 13361 > $CUT_SCENE_TIME // integer values jf @BIKE1_906 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_871 :BIKE1_906 00BC: text_highpriority 'BM1_C' 10000 ms 1 // Who's lookin'? :BIKE1_921 if 14457 > $CUT_SCENE_TIME // integer values jf @BIKE1_956 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_921 :BIKE1_956 00BC: text_highpriority 'BM1_D' 10000 ms 1 // Tommy Vercetti. :BIKE1_971 if 16423 > $CUT_SCENE_TIME // integer values jf @BIKE1_1006 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_971 :BIKE1_1006 00BC: text_highpriority 'BM1_E' 10000 ms 1 // Vercetti :BIKE1_1021 if 18634 > $CUT_SCENE_TIME // integer values jf @BIKE1_1056 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1021 :BIKE1_1056 00BC: text_highpriority 'BM1_F' 10000 ms 1 // You don't look like the law, so that's bought you a minute. :BIKE1_1071 if 21688 > $CUT_SCENE_TIME // integer values jf @BIKE1_1106 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1071 :BIKE1_1106 00BC: text_highpriority 'BM1_G' 10000 ms 1 // You better talk fast. :BIKE1_1121 if 22905 > $CUT_SCENE_TIME // integer values jf @BIKE1_1156 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1121 :BIKE1_1156 00BC: text_highpriority 'BM1_H' 10000 ms 1 // Kent Paul said you might be interested in pulling security for a gig he's got set up. :BIKE1_1171 if 26588 > $CUT_SCENE_TIME // integer values jf @BIKE1_1206 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1171 :BIKE1_1206 00BC: text_highpriority 'BM1_I' 10000 ms 1 // Kent Paul? Sheesh! No wonder he sent ya. :BIKE1_1221 if 30208 > $CUT_SCENE_TIME // integer values jf @BIKE1_1256 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1221 :BIKE1_1256 00BC: text_highpriority 'BM1_J' 10000 ms 1 // The last time he was here he left through the window in nothing but his limey birthday suit. :BIKE1_1271 if 34442 > $CUT_SCENE_TIME // integer values jf @BIKE1_1308 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1271 :BIKE1_1308 00BC: text_highpriority 'BM1_K' 10000 ms 1 // Are you interested or not? :BIKE1_1323 if 36593 > $CUT_SCENE_TIME // integer values jf @BIKE1_1360 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1323 :BIKE1_1360 00BC: text_highpriority 'BM1_L' 10000 ms 1 // We only do favors for our own. :BIKE1_1375 if 39183 > $CUT_SCENE_TIME // integer values jf @BIKE1_1412 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1375 :BIKE1_1412 00BC: text_highpriority 'BM1_M' 10000 ms 1 // How do I join? :BIKE1_1427 if 41838 > $CUT_SCENE_TIME // integer values jf @BIKE1_1464 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1427 :BIKE1_1464 00BC: text_highpriority 'BM1_N' 10000 ms 1 // This ain't no country club, boy. Can you handle a bike? :BIKE1_1479 if 45261 > $CUT_SCENE_TIME // integer values jf @BIKE1_1516 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1479 :BIKE1_1516 00BC: text_highpriority 'BM1_O' 10000 ms 1 // Can you sit on a stool and drink? :BIKE1_1531 if 47270 > $CUT_SCENE_TIME // integer values jf @BIKE1_1568 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1531 :BIKE1_1568 00BC: text_highpriority 'BM1_P' 10000 ms 1 // Cougar, Zeppelin, go see how this girl handles a bike... :BIKE1_1583 if 51712 > $CUT_SCENE_TIME // integer values jf @BIKE1_1620 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1583 :BIKE1_1620 00BE: text_clear_all :BIKE1_1622 if 55482 > $CUT_SCENE_TIME // integer values jf @BIKE1_1659 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE1_1622 :BIKE1_1659 fade 0 2000 :BIKE1_1666 if fading jf @BIKE1_1690 wait 0 jump @BIKE1_1666 :BIKE1_1690 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 Model.Destroy(#BKA) Model.Destroy(#BKB) Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) 04FA: reset_sky_colors_with_fade 0 select_interior 0 Camera.SetAtPos(-597.25, 655.87, 10.06) 04E3: unknown_player $PLAYER_CHAR 1 60000 0481: 6.0 041E: set_radio_station 4 -1 $5254 = 18 // integer values $5131 = -592.65 // floating-point values $5132 = 667.08 // floating-point values $5133 = 9.91 // floating-point values $5187 = -537.77 // floating-point values $5188 = 674.27 // floating-point values $5189 = 9.9 // floating-point values $5190 = -478.51 // floating-point values $5191 = 803.08 // floating-point values $5192 = 9.91 // floating-point values $5193 = -387.36 // floating-point values $5194 = 1017.69 // floating-point values $5195 = 8.46 // floating-point values $5196 = -300.36 // floating-point values $5197 = 1285.44 // floating-point values $5198 = 10.59 // floating-point values $5199 = -487.11 // floating-point values $5200 = 1337.11 // floating-point values $5201 = 10.59 // floating-point values $5202 = -735.62 // floating-point values $5203 = 1314.6 // floating-point values $5204 = 10.59 // floating-point values $5205 = -817.54 // floating-point values $5206 = 1374.86 // floating-point values $5207 = 10.41 // floating-point values $5208 = -880.23 // floating-point values $5209 = 1441.79 // floating-point values $5210 = 10.74 // floating-point values $5211 = -683.27 // floating-point values $5212 = 1465.76 // floating-point values $5213 = 10.92 // floating-point values $5214 = -776.75 // floating-point values $5215 = 1383.71 // floating-point values $5216 = 10.86 // floating-point values $5217 = -873.98 // floating-point values $5218 = 1328.55 // floating-point values $5219 = 10.29 // floating-point values $5220 = -869.53 // floating-point values $5221 = 1107.01 // floating-point values $5222 = 9.9 // floating-point values $5223 = -873.4 // floating-point values $5224 = 953.7 // floating-point values $5225 = 9.9 // floating-point values $5226 = -871.27 // floating-point values $5227 = 775.91 // floating-point values $5228 = 9.9 // floating-point values $5229 = -726.25 // floating-point values $5230 = 749.28 // floating-point values $5231 = 9.92 // floating-point values $5232 = -623.68 // floating-point values $5233 = 743.44 // floating-point values $5234 = 9.42 // floating-point values $5235 = -516.6 // floating-point values $5236 = 733.58 // floating-point values $5237 = 9.65 // floating-point values $5238 = -596.92 // floating-point values $5239 = 666.82 // floating-point values $5240 = 9.91 // floating-point values $5138 = -592.65 // floating-point values $5139 = 665.35 // floating-point values $5140 = 9.91 // floating-point values $5150 = -592.65 // floating-point values $5151 = 663.15 // floating-point values $5152 = 9.91 // floating-point values $5163 = -592.65 // floating-point values $5164 = 661.26 // floating-point values $5165 = 9.91 // floating-point values $5176 = 270.0 // floating-point values $5181 = -648.52 // floating-point values $5182 = 629.85 // floating-point values $5183 = 8.0 // floating-point values $5184 = -499.21 // floating-point values $5185 = 702.38 // floating-point values $5186 = 15.0 // floating-point values $5269 = 0 // integer values Model.Load(#BKA) Model.Load(#BKB) Model.Load(#ANGEL) Model.Load(#UZI) 03CF: load_wav 'BIKEREV' as 1 03CF: load_wav 'BIKE1_1' as 2 :BIKE1_2564 if or not Model.Available(#BKA) not Model.Available(#BKB) not Model.Available(#ANGEL) not Model.Available(#UZI) 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @BIKE1_2612 wait 0 jump @BIKE1_2564 :BIKE1_2612 01EB: set_traffic_density_multiplier_to 0.5 03BA: clear_cars_from_cube $5181 $5182 $5183 $5184 $5185 $5186 01E8: create_forbidden_for_cars_cube $5181 $5182 $5183 $5184 $5185 $5186 $5144 = Car.Create(#ANGEL, $5138, $5139, $5140) 0423: car $5144 improve_handling 2.0 Car.Angle($5144) = $5176 00AE: set_vehicle $5144 traffic_behavior_to 2 Car.SetMaxSpeed($5144, 63.0) Car.ImmuneToNonPlayer($5144) = True 0129: $5135 = create_actor 4 #BKA in_car $5144 driverseat 0489: set_actor $5135 muted 1 04D8: set_actor $5135 drown 0 01ED: clear_actor $5135 threat_search 011C: actor $5135 clear_objective 02A9: set_actor $5135 immune_to_nonplayer 1 Car.SetToNormalDriver($5144) $5156 = Car.Create(#ANGEL, $5150, $5151, $5152) 0423: car $5156 improve_handling 2.0 Car.Angle($5156) = $5176 00AE: set_vehicle $5156 traffic_behavior_to 2 Car.SetMaxSpeed($5156, 63.0) Car.ImmuneToNonPlayer($5156) = True 0129: $5147 = create_actor 4 #BKB in_car $5156 driverseat 0489: set_actor $5147 muted 1 04D8: set_actor $5147 drown 0 01ED: clear_actor $5147 threat_search 011C: actor $5147 clear_objective 02A9: set_actor $5147 immune_to_nonplayer 1 Car.SetToNormalDriver($5156) $5169 = Car.Create(#ANGEL, $5163, $5164, $5165) 0423: car $5169 improve_handling 2.0 Car.Angle($5169) = $5176 00AE: set_vehicle $5169 traffic_behavior_to 2 Car.SetMaxSpeed($5169, 63.0) Car.ImmuneToNonPlayer($5169) = True 0129: $5160 = create_actor 4 #BKA in_car $5169 driverseat 0489: set_actor $5160 muted 1 04D8: set_actor $5160 drown 0 01ED: clear_actor $5160 threat_search 011C: actor $5160 clear_objective 02A9: set_actor $5160 immune_to_nonplayer 1 Car.SetToNormalDriver($5169) Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 0336: set_player $PLAYER_CHAR visible 1 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 018A: $5247 = create_checkpoint_at $5131 $5132 $5133 00BC: text_highpriority 'BM1_1' 5000 ms 1 // ~g~Get a Freeway or an Angel and get to the starting grid. :BIKE1_3060 if or 80F8: not player $PLAYER_CHAR stopped 1 $5131 $5132 $5133 radius 2.0 2.0 2.0 $5269 == 0 // integer values jf @BIKE1_4023 wait 0 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #FREEWAY 00DE: player $PLAYER_CHAR driving_vehicle_type #ANGEL jf @BIKE1_3154 $5269 = 1 // integer values jump @BIKE1_3161 :BIKE1_3154 $5269 = 0 // integer values :BIKE1_3161 if 00F8: player $PLAYER_CHAR stopped 1 $5131 $5132 $5133 radius 2.0 2.0 2.0 jf @BIKE1_3277 if and 80DE: not player $PLAYER_CHAR driving_vehicle_type #FREEWAY 80DE: not player $PLAYER_CHAR driving_vehicle_type #ANGEL jf @BIKE1_3270 if $5265 == 0 // integer values jf @BIKE1_3270 00BC: text_highpriority 'BM1_2' 5000 ms 1 // ~g~You need a Freeway or an Angel to compete! $5265 = 1 // integer values :BIKE1_3270 jump @BIKE1_3284 :BIKE1_3277 $5265 = 0 // integer values :BIKE1_3284 if Car.Wrecked($5144) jf @BIKE1_3329 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 jump @BIKE1_3362 :BIKE1_3329 if 0546: unknown_player $PLAYER_CHAR angel_bike $5144 jf @BIKE1_3362 $5262 = 1 // integer values jump @BIKE1_4023 :BIKE1_3362 if Car.Wrecked($5156) jf @BIKE1_3407 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 jump @BIKE1_3440 :BIKE1_3407 if 0546: unknown_player $PLAYER_CHAR angel_bike $5156 jf @BIKE1_3440 $5262 = 1 // integer values jump @BIKE1_4023 :BIKE1_3440 if Car.Wrecked($5169) jf @BIKE1_3485 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 jump @BIKE1_3518 :BIKE1_3485 if 0546: unknown_player $PLAYER_CHAR angel_bike $5169 jf @BIKE1_3518 $5262 = 1 // integer values jump @BIKE1_4023 :BIKE1_3518 $5249 = Car.Health($5144) if or 999 >= $5249 // integer values 0496: vehicle $5144 tire 4 deflated jf @BIKE1_3566 $5249 = 9 // integer values jump @BIKE1_4023 :BIKE1_3566 if not Actor.Dead($5135) jf @BIKE1_3662 $5136 = Actor.Health($5135) if 99 >= $5136 // integer values jf @BIKE1_3622 $5262 = 1 // integer values jump @BIKE1_4023 :BIKE1_3622 if not Actor.InCar($5135, $5144) jf @BIKE1_3655 $5262 = 1 // integer values jump @BIKE1_4023 :BIKE1_3655 jump @BIKE1_3684 :BIKE1_3662 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_3684 $5159 = Car.Health($5156) if or 999 >= $5159 // integer values 0496: vehicle $5156 tire 4 deflated jf @BIKE1_3732 $5159 = 9 // integer values jump @BIKE1_4023 :BIKE1_3732 if not Actor.Dead($5147) jf @BIKE1_3828 $5148 = Actor.Health($5147) if 99 >= $5148 // integer values jf @BIKE1_3788 $5262 = 1 // integer values jump @BIKE1_4023 :BIKE1_3788 if not Actor.InCar($5147, $5156) jf @BIKE1_3821 $5262 = 1 // integer values jump @BIKE1_4023 :BIKE1_3821 jump @BIKE1_3850 :BIKE1_3828 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_3850 $5172 = Car.Health($5169) if or 999 >= $5172 // integer values 0496: vehicle $5169 tire 4 deflated jf @BIKE1_3898 $5172 = 9 // integer values jump @BIKE1_4023 :BIKE1_3898 if not Actor.Dead($5160) jf @BIKE1_3994 $5161 = Actor.Health($5160) if 99 >= $5161 // integer values jf @BIKE1_3954 $5262 = 1 // integer values jump @BIKE1_4023 :BIKE1_3954 if not Actor.InCar($5160, $5169) jf @BIKE1_3987 $5262 = 1 // integer values jump @BIKE1_4023 :BIKE1_3987 jump @BIKE1_4016 :BIKE1_3994 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_4016 jump @BIKE1_3060 :BIKE1_4023 03D1: play_wav 1 03D1: play_wav 2 00BC: text_highpriority 'BIKE1_1' 5000 ms 1 // All right, fancy clothes. Let's see what you can do. if or $5249 == 9 // integer values $5262 == 1 // integer values $5159 == 9 // integer values $5172 == 9 // integer values jf @BIKE1_4107 00BA: text_styled 'RACE1' 1200 ms 4 // ~g~3..2..1.. GO GO GO! jump @BIKE1_4369 :BIKE1_4107 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 00BA: text_styled 'RACE2' 1100 ms 4 // ~g~3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE3' 1100 ms 4 // ~g~2 018C: play_sound 8 at 0.0 0.0 0.0 if 03D2: wav 2 ended jf @BIKE1_4223 03D5: remove_text 'BIKE1_1' // All right, fancy clothes. Let's see what you can do. :BIKE1_4223 wait 1000 00BA: text_styled 'RACE4' 1100 ms 4 // ~g~1 018C: play_sound 9 at 0.0 0.0 0.0 if 03D2: wav 2 ended jf @BIKE1_4287 03D5: remove_text 'BIKE1_1' // All right, fancy clothes. Let's see what you can do. :BIKE1_4287 wait 1000 00BA: text_styled 'RACE5' 800 ms 4 // ~g~GO! 018C: play_sound 10 at 0.0 0.0 0.0 if 03D2: wav 2 ended jf @BIKE1_4351 03D5: remove_text 'BIKE1_1' // All right, fancy clothes. Let's see what you can do. :BIKE1_4351 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 :BIKE1_4369 if 03D2: wav 2 ended jf @BIKE1_4394 03D5: remove_text 'BIKE1_1' // All right, fancy clothes. Let's see what you can do. :BIKE1_4394 if Car.Wrecked($5144) jf @BIKE1_4439 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 jump @BIKE1_4452 :BIKE1_4439 03CC: car $5144 add_to_stuck_car_check 1.0 = 2000 :BIKE1_4452 if not Actor.Dead($5135) jf @BIKE1_4482 0489: set_actor $5135 muted 0 jump @BIKE1_4504 :BIKE1_4482 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_4504 if Car.Wrecked($5156) jf @BIKE1_4549 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 jump @BIKE1_4562 :BIKE1_4549 03CC: car $5156 add_to_stuck_car_check 1.0 = 2000 :BIKE1_4562 if not Actor.Dead($5147) jf @BIKE1_4592 0489: set_actor $5147 muted 0 jump @BIKE1_4614 :BIKE1_4592 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_4614 if Car.Wrecked($5169) jf @BIKE1_4659 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 jump @BIKE1_4672 :BIKE1_4659 03CC: car $5169 add_to_stuck_car_check 1.0 = 2000 :BIKE1_4672 if not Actor.Dead($5160) jf @BIKE1_4702 0489: set_actor $5160 muted 0 jump @BIKE1_4724 :BIKE1_4702 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_4724 Marker.Disable($5247) 0162: tie_marker $5146 to_actor $5135 1 1 0162: tie_marker $5158 to_actor $5147 1 1 0162: tie_marker $5171 to_actor $5160 1 1 gosub @BIKE1_7450 0086: $5125 = $5241 // floating-point values only 0086: $5126 = $5242 // floating-point values only 0086: $5127 = $5243 // floating-point values only 0086: $5128 = $5244 // floating-point values only 0086: $5129 = $5245 // floating-point values only 0086: $5130 = $5246 // floating-point values only 0086: $5141 = $5241 // floating-point values only 0086: $5142 = $5242 // floating-point values only 0086: $5143 = $5243 // floating-point values only 0086: $5153 = $5241 // floating-point values only 0086: $5154 = $5242 // floating-point values only 0086: $5155 = $5243 // floating-point values only 0086: $5166 = $5241 // floating-point values only 0086: $5167 = $5242 // floating-point values only 0086: $5168 = $5243 // floating-point values only 018A: $5247 = create_checkpoint_at $5125 $5126 $5127 0167: $5248 = create_marker_at $5128 $5129 $5130 color 5 flag 2 0168: set_blip $5248 size 2 0166: set_marker $5248 brightness_to 1 if not Actor.Dead($5135) jf @BIKE1_5010 if not Car.Wrecked($5144) jf @BIKE1_5003 if Actor.InCar($5135, $5144) jf @BIKE1_5003 Car.DriveTo($5144, $5141, $5142, $5143) :BIKE1_5003 jump @BIKE1_5032 :BIKE1_5010 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_5032 wait 70 if not Actor.Dead($5147) jf @BIKE1_5108 if not Car.Wrecked($5156) jf @BIKE1_5101 if Actor.InCar($5147, $5156) jf @BIKE1_5101 Car.DriveTo($5156, $5153, $5154, $5155) :BIKE1_5101 jump @BIKE1_5130 :BIKE1_5108 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_5130 wait 90 if not Actor.Dead($5160) jf @BIKE1_5206 if not Car.Wrecked($5169) jf @BIKE1_5199 if Actor.InCar($5160, $5169) jf @BIKE1_5199 Car.DriveTo($5169, $5166, $5167, $5168) :BIKE1_5199 jump @BIKE1_5228 :BIKE1_5206 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_5228 03C3: set_timer_with_text_to $5253 type 0 text 'R_TIME' // RACE TIME: :BIKE1_5243 if 001C: $5254 > $5134 // integer values jf @BIKE1_6956 wait 0 $5252 = 0 // integer values if 00F5: player $PLAYER_CHAR 0 $5125 $5126 $5127 radius 6.0 6.0 6.0 jf @BIKE1_5531 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #FREEWAY 00DE: player $PLAYER_CHAR driving_vehicle_type #ANGEL jf @BIKE1_5531 018C: play_sound 1 at 0.0 0.0 0.0 $5134 += 1 // integer values Marker.Disable($5247) Marker.Disable($5248) 0084: $5251 = $5134 // integer values and handles gosub @BIKE1_7450 0086: $5125 = $5241 // floating-point values only 0086: $5126 = $5242 // floating-point values only 0086: $5127 = $5243 // floating-point values only 0086: $5128 = $5244 // floating-point values only 0086: $5129 = $5245 // floating-point values only 0086: $5130 = $5246 // floating-point values only if 003A: $5134 == $5254 // integer values and handles jf @BIKE1_5467 jump @BIKE1_7000 :BIKE1_5467 018A: $5247 = create_checkpoint_at $5125 $5126 $5127 if 17 > $5134 // integer values jf @BIKE1_5531 0167: $5248 = create_marker_at $5128 $5129 $5130 color 5 flag 2 0166: set_marker $5248 brightness_to 1 0168: set_blip $5248 size 2 :BIKE1_5531 if not Actor.Dead($5135) jf @BIKE1_5912 if not Car.Wrecked($5144) jf @BIKE1_5905 0084: $5250 = $5144 // integer values and handles 0084: $5251 = $5145 // integer values and handles 0084: $5256 = $5135 // integer values and handles 0086: $5241 = $5141 // floating-point values only 0086: $5242 = $5142 // floating-point values only 0086: $5243 = $5143 // floating-point values only 0084: $5271 = $5272 // integer values and handles gosub @BIKE1_10522 gosub @BIKE1_8640 gosub @BIKE1_10774 gosub @BIKE1_9482 0084: $5135 = $5256 // integer values and handles 0084: $5144 = $5250 // integer values and handles 0084: $5272 = $5271 // integer values and handles if and 00FE: actor $5135 0 $5141 $5142 $5143 radius $5137 $5137 $5137 Actor.DrivingVehicleType($5135, #ANGEL) jf @BIKE1_5905 $5145 += 1 // integer values 0084: $5251 = $5145 // integer values and handles gosub @BIKE1_7450 0086: $5141 = $5241 // floating-point values only 0086: $5142 = $5242 // floating-point values only 0086: $5143 = $5243 // floating-point values only if $5145 == 17 // integer values jf @BIKE1_5789 $5137 = 6.0 // floating-point values :BIKE1_5789 if 003A: $5145 == $5254 // integer values and handles jf @BIKE1_5830 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @BIKE1_6983 :BIKE1_5830 if Actor.InCar($5135, $5144) jf @BIKE1_5905 if $5137 == 7.0 // floating-point values jf @BIKE1_5891 Car.DriveTo($5144, $5141, $5142, $5143) jump @BIKE1_5905 :BIKE1_5891 02C2: car $5144 drive_to_point $5141 $5142 $5143 :BIKE1_5905 jump @BIKE1_5934 :BIKE1_5912 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_5934 if not Actor.Dead($5147) jf @BIKE1_6315 if not Car.Wrecked($5156) jf @BIKE1_6308 0084: $5250 = $5156 // integer values and handles 0084: $5251 = $5157 // integer values and handles 0084: $5256 = $5147 // integer values and handles 0086: $5241 = $5153 // floating-point values only 0086: $5242 = $5154 // floating-point values only 0086: $5243 = $5155 // floating-point values only 0084: $5271 = $5273 // integer values and handles gosub @BIKE1_10522 gosub @BIKE1_8640 gosub @BIKE1_10774 gosub @BIKE1_9482 0084: $5147 = $5256 // integer values and handles 0084: $5156 = $5250 // integer values and handles 0084: $5273 = $5271 // integer values and handles if and 00FE: actor $5147 0 $5153 $5154 $5155 radius $5149 $5149 $5149 Actor.DrivingVehicleType($5147, #ANGEL) jf @BIKE1_6308 $5157 += 1 // integer values 0084: $5251 = $5157 // integer values and handles gosub @BIKE1_7450 0086: $5153 = $5241 // floating-point values only 0086: $5154 = $5242 // floating-point values only 0086: $5155 = $5243 // floating-point values only if $5157 == 17 // integer values jf @BIKE1_6192 $5149 = 6.0 // floating-point values :BIKE1_6192 if 003A: $5157 == $5254 // integer values and handles jf @BIKE1_6233 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @BIKE1_6983 :BIKE1_6233 if Actor.InCar($5147, $5156) jf @BIKE1_6308 if $5149 == 7.0 // floating-point values jf @BIKE1_6294 Car.DriveTo($5156, $5153, $5154, $5155) jump @BIKE1_6308 :BIKE1_6294 02C2: car $5156 drive_to_point $5153 $5154 $5155 :BIKE1_6308 jump @BIKE1_6337 :BIKE1_6315 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_6337 if not Actor.Dead($5160) jf @BIKE1_6718 if not Car.Wrecked($5169) jf @BIKE1_6711 0084: $5250 = $5169 // integer values and handles 0084: $5251 = $5170 // integer values and handles 0084: $5256 = $5160 // integer values and handles 0086: $5241 = $5166 // floating-point values only 0086: $5242 = $5167 // floating-point values only 0086: $5243 = $5168 // floating-point values only 0084: $5271 = $5274 // integer values and handles gosub @BIKE1_10522 gosub @BIKE1_8640 gosub @BIKE1_10774 gosub @BIKE1_9482 0084: $5160 = $5256 // integer values and handles 0084: $5169 = $5250 // integer values and handles 0084: $5274 = $5271 // integer values and handles if and 00FE: actor $5160 0 $5166 $5167 $5168 radius $5162 $5162 $5162 Actor.DrivingVehicleType($5160, #ANGEL) jf @BIKE1_6711 $5170 += 1 // integer values 0084: $5251 = $5170 // integer values and handles gosub @BIKE1_7450 0086: $5166 = $5241 // floating-point values only 0086: $5167 = $5242 // floating-point values only 0086: $5168 = $5243 // floating-point values only if $5170 == 17 // integer values jf @BIKE1_6595 $5162 = 6.0 // floating-point values :BIKE1_6595 if 003A: $5170 == $5254 // integer values and handles jf @BIKE1_6636 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @BIKE1_6983 :BIKE1_6636 if Actor.InCar($5160, $5169) jf @BIKE1_6711 if $5162 == 7.0 // floating-point values jf @BIKE1_6697 Car.DriveTo($5169, $5166, $5167, $5168) jump @BIKE1_6711 :BIKE1_6697 02C2: car $5169 drive_to_point $5166 $5167 $5168 :BIKE1_6711 jump @BIKE1_6740 :BIKE1_6718 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_6740 if $5252 == 0 // integer values jf @BIKE1_6772 00BC: text_highpriority 'FIRST' 100 ms 1 // ~b~1st :BIKE1_6772 if $5252 == 1 // integer values jf @BIKE1_6804 00BC: text_highpriority 'SECOND' 100 ms 1 // ~b~2nd :BIKE1_6804 if $5252 == 2 // integer values jf @BIKE1_6836 00BC: text_highpriority 'THIRD' 100 ms 1 // ~b~3rd :BIKE1_6836 if $5252 == 3 // integer values jf @BIKE1_6868 00BC: text_highpriority 'FOURTH' 100 ms 1 // ~b~4th :BIKE1_6868 if $5134 == 17 // integer values jf @BIKE1_6920 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 0 0 at $5125 $5126 $5127 jump @BIKE1_6949 :BIKE1_6920 024F: create_corona_with_radius 5.5 type 6 lensflares 0 with_color 255 137 205 at $5125 $5126 $5127 :BIKE1_6949 jump @BIKE1_5243 :BIKE1_6956 014F: stop_timer $5253 03CD: car $5144 remove_from_stuck_car_check 03CD: car $5156 remove_from_stuck_car_check 03CD: car $5169 remove_from_stuck_car_check jump @BIKE1_7000 :BIKE1_6983 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :BIKE1_7000 $275 = 1 // integer values 0318: set_latest_mission_passed 'BIKE_1' // Alloy Wheels of Steel 030C: progress_made += 1 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) if $1559 == 1 // integer values jf @BIKE1_7060 018E: stop_sound $1556 $1559 = 0 // integer values :BIKE1_7060 if $1560 == 1 // integer values jf @BIKE1_7090 018E: stop_sound $1557 $1560 = 0 // integer values :BIKE1_7090 if $1561 == 1 // integer values jf @BIKE1_7120 018E: stop_sound $1558 $1561 = 0 // integer values :BIKE1_7120 if $1560 == 0 // integer values jf @BIKE1_7167 018D: $1557 = create_sound 37 at -596.018 640.916 12.0 $1560 = 1 // integer values :BIKE1_7167 0084: $5267 = $5253 // integer values and handles $5267 /= 1000 // integer values 042E: downdate_integer_stat 0 to $5267 0084: $5266 = $5267 // integer values and handles $5266 /= 60 // integer values 0084: $5268 = $5266 // integer values and handles $5268 *= 60 // integer values 0060: $5267 -= $5268 // integer values 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 1000 if $5267 >= 10 // integer values jf @BIKE1_7300 02FD: text_2numbers_lowpriority 'RACETM' $5266 $5267 5000 flag 1 // ~b~RACE TIME: ~1~:~1~ jump @BIKE1_7321 :BIKE1_7300 02FD: text_2numbers_lowpriority 'RACETM2' $5266 $5267 5000 flag 1 // ~b~RACE TIME: ~1~:0~1~ :BIKE1_7321 if 040C: german_game jf @BIKE1_7349 create_thread @BIK3 jump @BIKE1_7357 :BIKE1_7349 create_thread @BIK2 :BIKE1_7357 return :BIKE1_7359 $ONMISSION = 0 // integer values 01EB: set_traffic_density_multiplier_to 1.0 01E7: remove_forbidden_for_cars_cube $5181 $5182 $5183 $5184 $5185 $5186 Marker.Disable($5247) Marker.Disable($5248) Marker.Disable($5146) Marker.Disable($5158) Marker.Disable($5171) Model.Destroy(#BKA) Model.Destroy(#BKB) Model.Destroy(#ANGEL) Model.Destroy(#UZI) 014F: stop_timer $5253 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :BIKE1_7450 if $5251 == 0 // integer values jf @BIKE1_7516 0086: $5241 = $5187 // floating-point values only 0086: $5242 = $5188 // floating-point values only 0086: $5243 = $5189 // floating-point values only 0086: $5244 = $5190 // floating-point values only 0086: $5245 = $5191 // floating-point values only 0086: $5246 = $5192 // floating-point values only :BIKE1_7516 if $5251 == 1 // integer values jf @BIKE1_7582 0086: $5241 = $5190 // floating-point values only 0086: $5242 = $5191 // floating-point values only 0086: $5243 = $5192 // floating-point values only 0086: $5244 = $5193 // floating-point values only 0086: $5245 = $5194 // floating-point values only 0086: $5246 = $5195 // floating-point values only :BIKE1_7582 if $5251 == 2 // integer values jf @BIKE1_7648 0086: $5241 = $5193 // floating-point values only 0086: $5242 = $5194 // floating-point values only 0086: $5243 = $5195 // floating-point values only 0086: $5244 = $5196 // floating-point values only 0086: $5245 = $5197 // floating-point values only 0086: $5246 = $5198 // floating-point values only :BIKE1_7648 if $5251 == 3 // integer values jf @BIKE1_7714 0086: $5241 = $5196 // floating-point values only 0086: $5242 = $5197 // floating-point values only 0086: $5243 = $5198 // floating-point values only 0086: $5244 = $5199 // floating-point values only 0086: $5245 = $5200 // floating-point values only 0086: $5246 = $5201 // floating-point values only :BIKE1_7714 if $5251 == 4 // integer values jf @BIKE1_7780 0086: $5241 = $5199 // floating-point values only 0086: $5242 = $5200 // floating-point values only 0086: $5243 = $5201 // floating-point values only 0086: $5244 = $5202 // floating-point values only 0086: $5245 = $5203 // floating-point values only 0086: $5246 = $5204 // floating-point values only :BIKE1_7780 if $5251 == 5 // integer values jf @BIKE1_7846 0086: $5241 = $5202 // floating-point values only 0086: $5242 = $5203 // floating-point values only 0086: $5243 = $5204 // floating-point values only 0086: $5244 = $5205 // floating-point values only 0086: $5245 = $5206 // floating-point values only 0086: $5246 = $5207 // floating-point values only :BIKE1_7846 if $5251 == 6 // integer values jf @BIKE1_7912 0086: $5241 = $5205 // floating-point values only 0086: $5242 = $5206 // floating-point values only 0086: $5243 = $5207 // floating-point values only 0086: $5244 = $5208 // floating-point values only 0086: $5245 = $5209 // floating-point values only 0086: $5246 = $5210 // floating-point values only :BIKE1_7912 if $5251 == 7 // integer values jf @BIKE1_7978 0086: $5241 = $5208 // floating-point values only 0086: $5242 = $5209 // floating-point values only 0086: $5243 = $5210 // floating-point values only 0086: $5244 = $5211 // floating-point values only 0086: $5245 = $5212 // floating-point values only 0086: $5246 = $5213 // floating-point values only :BIKE1_7978 if $5251 == 8 // integer values jf @BIKE1_8044 0086: $5241 = $5211 // floating-point values only 0086: $5242 = $5212 // floating-point values only 0086: $5243 = $5213 // floating-point values only 0086: $5244 = $5214 // floating-point values only 0086: $5245 = $5215 // floating-point values only 0086: $5246 = $5216 // floating-point values only :BIKE1_8044 if $5251 == 9 // integer values jf @BIKE1_8110 0086: $5241 = $5214 // floating-point values only 0086: $5242 = $5215 // floating-point values only 0086: $5243 = $5216 // floating-point values only 0086: $5244 = $5217 // floating-point values only 0086: $5245 = $5218 // floating-point values only 0086: $5246 = $5219 // floating-point values only :BIKE1_8110 if $5251 == 10 // integer values jf @BIKE1_8176 0086: $5241 = $5217 // floating-point values only 0086: $5242 = $5218 // floating-point values only 0086: $5243 = $5219 // floating-point values only 0086: $5244 = $5220 // floating-point values only 0086: $5245 = $5221 // floating-point values only 0086: $5246 = $5222 // floating-point values only :BIKE1_8176 if $5251 == 11 // integer values jf @BIKE1_8242 0086: $5241 = $5220 // floating-point values only 0086: $5242 = $5221 // floating-point values only 0086: $5243 = $5222 // floating-point values only 0086: $5244 = $5223 // floating-point values only 0086: $5245 = $5224 // floating-point values only 0086: $5246 = $5225 // floating-point values only :BIKE1_8242 if $5251 == 12 // integer values jf @BIKE1_8308 0086: $5241 = $5223 // floating-point values only 0086: $5242 = $5224 // floating-point values only 0086: $5243 = $5225 // floating-point values only 0086: $5244 = $5226 // floating-point values only 0086: $5245 = $5227 // floating-point values only 0086: $5246 = $5228 // floating-point values only :BIKE1_8308 if $5251 == 13 // integer values jf @BIKE1_8374 0086: $5241 = $5226 // floating-point values only 0086: $5242 = $5227 // floating-point values only 0086: $5243 = $5228 // floating-point values only 0086: $5244 = $5229 // floating-point values only 0086: $5245 = $5230 // floating-point values only 0086: $5246 = $5231 // floating-point values only :BIKE1_8374 if $5251 == 14 // integer values jf @BIKE1_8440 0086: $5241 = $5229 // floating-point values only 0086: $5242 = $5230 // floating-point values only 0086: $5243 = $5231 // floating-point values only 0086: $5244 = $5232 // floating-point values only 0086: $5245 = $5233 // floating-point values only 0086: $5246 = $5234 // floating-point values only :BIKE1_8440 if $5251 == 15 // integer values jf @BIKE1_8506 0086: $5241 = $5232 // floating-point values only 0086: $5242 = $5233 // floating-point values only 0086: $5243 = $5234 // floating-point values only 0086: $5244 = $5235 // floating-point values only 0086: $5245 = $5236 // floating-point values only 0086: $5246 = $5237 // floating-point values only :BIKE1_8506 if $5251 == 16 // integer values jf @BIKE1_8572 0086: $5241 = $5235 // floating-point values only 0086: $5242 = $5236 // floating-point values only 0086: $5243 = $5237 // floating-point values only 0086: $5244 = $5238 // floating-point values only 0086: $5245 = $5239 // floating-point values only 0086: $5246 = $5240 // floating-point values only :BIKE1_8572 if $5251 == 17 // integer values jf @BIKE1_8638 0086: $5241 = $5238 // floating-point values only 0086: $5242 = $5239 // floating-point values only 0086: $5243 = $5240 // floating-point values only 0086: $5244 = $5238 // floating-point values only 0086: $5245 = $5239 // floating-point values only 0086: $5246 = $5240 // floating-point values only :BIKE1_8638 return :BIKE1_8640 $5249 = Car.Health($5250) if 500 > $5249 // integer values jf @BIKE1_8675 Car.Health($5250) = 1000 :BIKE1_8675 if Actor.InCar($5256, $5250) jf @BIKE1_9280 if not Actor.Dead($5256) jf @BIKE1_9280 if 03CE: car $5250 stuck jf @BIKE1_9280 if and 82CA: not car $5250 bounding_sphere_visible 80FB: not player $PLAYER_CHAR 0 $5256 radius 30.0 30.0 30.0 jf @BIKE1_9280 Car.StorePos($5250, $5173, $5174, $5175) 02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5173 $5174 $5175 if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 jf @BIKE1_9033 if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 jf @BIKE1_9026 Car.PutAt($5250, $5173, $5174, $5175) 039F: car $5250 race_to $5241 $5242 if Actor.InCar($5256, $5250) jf @BIKE1_9019 if or $5137 == 7.0 // floating-point values $5149 == 7.0 // floating-point values $5162 == 7.0 // floating-point values jf @BIKE1_8988 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) Car.DriveTo($5250, $5241, $5242, $5243) jump @BIKE1_9019 :BIKE1_8988 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_9019 $5255 = 0 // integer values :BIKE1_9026 jump @BIKE1_9280 :BIKE1_9033 04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 jf @BIKE1_9280 if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 jf @BIKE1_9280 Car.PutAt($5250, $5173, $5174, $5175) 039F: car $5250 race_to $5241 $5242 if Actor.InCar($5256, $5250) jf @BIKE1_9273 if or $5137 == 7.0 // floating-point values $5149 == 7.0 // floating-point values $5162 == 7.0 // floating-point values jf @BIKE1_9242 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) Car.DriveTo($5250, $5241, $5242, $5243) jump @BIKE1_9273 :BIKE1_9242 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_9273 $5255 = 0 // integer values :BIKE1_9280 0084: $5270 = $5134 // integer values and handles $5270 -= 2 // integer values if 001C: $5270 > $5251 // integer values jf @BIKE1_9480 if not Car.Wrecked($5250) jf @BIKE1_9480 if not Actor.Dead($5256) jf @BIKE1_9480 if Actor.InCar($5256, $5250) jf @BIKE1_9480 if 82CA: not car $5250 bounding_sphere_visible jf @BIKE1_9480 if 838A: not car_in_cube $5241 $5242 $5243 4.0 4.0 3.0 jf @BIKE1_9480 if 80C2: not sphere_onscreen $5241 $5242 $5243 4.0 jf @BIKE1_9480 Car.PutAt($5250, $5241, $5242, $5243) 039F: car $5250 race_to $5125 $5126 04BA: set_car $5250 speed_instantly 30.0 :BIKE1_9480 return :BIKE1_9482 if not Actor.Dead($5256) jf @BIKE1_10520 $5263 = Actor.Health($5256) if not Actor.Driving($5256) jf @BIKE1_10359 $5271 = 1 // integer values if 82CB: not actor $5256 bounding_sphere_visible jf @BIKE1_10165 if 80FB: not player $PLAYER_CHAR 0 $5256 radius 20.0 20.0 10.0 jf @BIKE1_10158 Actor.StorePos($5256, $5257, $5258, $5259) 02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5257 $5258 $5259 if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 jf @BIKE1_10158 if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 jf @BIKE1_9879 03CD: car $5250 remove_from_stuck_car_check Car.RemoveReferences($5250) $5250 = Car.Create(#ANGEL, $5173, $5174, $5175) 03CC: car $5250 add_to_stuck_car_check 1.0 = 2000 011C: actor $5256 clear_objective 036A: put_actor $5256 in_car $5250 039F: car $5250 race_to $5241 $5242 if Actor.InCar($5256, $5250) jf @BIKE1_9872 if or $5137 == 7.0 // floating-point values $5149 == 7.0 // floating-point values $5162 == 7.0 // floating-point values jf @BIKE1_9841 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) Car.DriveTo($5250, $5241, $5242, $5243) jump @BIKE1_9872 :BIKE1_9841 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_9872 jump @BIKE1_10158 :BIKE1_9879 04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 jf @BIKE1_10158 if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 jf @BIKE1_10158 03CD: car $5250 remove_from_stuck_car_check Car.RemoveReferences($5250) $5250 = Car.Create(#ANGEL, $5173, $5174, $5175) 03CC: car $5250 add_to_stuck_car_check 1.0 = 2000 011C: actor $5256 clear_objective 036A: put_actor $5256 in_car $5250 039F: car $5250 race_to $5241 $5242 if Actor.InCar($5256, $5250) jf @BIKE1_10158 if or $5137 == 7.0 // floating-point values $5149 == 7.0 // floating-point values $5162 == 7.0 // floating-point values jf @BIKE1_10127 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) Car.DriveTo($5250, $5241, $5242, $5243) jump @BIKE1_10158 :BIKE1_10127 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_10158 jump @BIKE1_10352 :BIKE1_10165 if not Car.Wrecked($5250) jf @BIKE1_10332 0319: set_actor $5256 running 1 01D5: actor $5256 go_to_and_drive_car $5250 if Actor.InCar($5256, $5250) jf @BIKE1_10325 if or $5137 == 7.0 // floating-point values $5149 == 7.0 // floating-point values $5162 == 7.0 // floating-point values jf @BIKE1_10294 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) Car.DriveTo($5250, $5241, $5242, $5243) jump @BIKE1_10325 :BIKE1_10294 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_10325 jump @BIKE1_10352 :BIKE1_10332 01CA: actor $5256 kill_player $PLAYER_CHAR 01B2: give_actor $5256 weapon 23 ammo 300000 // Load the weapon model before using this :BIKE1_10352 jump @BIKE1_10520 :BIKE1_10359 if $5271 == 1 // integer values jf @BIKE1_10520 if Actor.InCar($5256, $5250) jf @BIKE1_10520 if or $5137 == 7.0 // floating-point values $5149 == 7.0 // floating-point values $5162 == 7.0 // floating-point values jf @BIKE1_10482 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) Car.DriveTo($5250, $5241, $5242, $5243) $5271 = 0 // integer values jump @BIKE1_10520 :BIKE1_10482 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) 02C2: car $5250 drive_to_point $5241 $5242 $5243 $5271 = 0 // integer values :BIKE1_10520 return :BIKE1_10522 if 003A: $5134 == $5251 // integer values and handles jf @BIKE1_10746 Actor.StorePos($5256, $5173, $5174, $5175) 0086: $5177 = $5173 // floating-point values only 0061: $5177 -= $5125 // floating-point values 0086: $5178 = $5174 // floating-point values only 0061: $5178 -= $5126 // floating-point values 0069: $5177 *= $5177 // floating-point values 0069: $5178 *= $5178 // floating-point values 0086: $5179 = $5177 // floating-point values only 0059: $5179 += $5178 // floating-point values 01FB: $5180 = square_root $5179 0054: store_player $PLAYER_CHAR position_to $5173 $5174 $5175 0086: $5177 = $5173 // floating-point values only 0061: $5177 -= $5125 // floating-point values 0086: $5178 = $5174 // floating-point values only 0061: $5178 -= $5126 // floating-point values 0069: $5177 *= $5177 // floating-point values 0069: $5178 *= $5178 // floating-point values 0086: $5179 = $5177 // floating-point values only 0059: $5179 += $5178 // floating-point values 01FB: $5124 = square_root $5179 if 0024: $5124 > $5180 // floating-point values only jf @BIKE1_10739 $5252 += 1 // integer values :BIKE1_10739 jump @BIKE1_10772 :BIKE1_10746 if 001C: $5251 > $5134 // integer values jf @BIKE1_10772 $5252 += 1 // integer values :BIKE1_10772 return :BIKE1_10774 if not Actor.Dead($5256) jf @BIKE1_11532 if 04AD: actor $5256 in_water jf @BIKE1_11525 if 82CB: not actor $5256 bounding_sphere_visible jf @BIKE1_11525 if 80FB: not player $PLAYER_CHAR 0 $5256 radius 10.0 10.0 10.0 jf @BIKE1_11525 Actor.StorePos($5256, $5257, $5258, $5259) 02C1: set $5173 $5174 $5175 to_car_path_coords_closest_to $5257 $5258 $5259 if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 jf @BIKE1_11201 if not Actor.Dead($5256) jf @BIKE1_11172 if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 jf @BIKE1_11165 03CD: car $5250 remove_from_stuck_car_check Car.RemoveReferences($5250) $5250 = Car.Create(#ANGEL, $5173, $5174, $5175) 03CC: car $5250 add_to_stuck_car_check 1.0 = 2000 011C: actor $5256 clear_objective 036A: put_actor $5256 in_car $5250 039F: car $5250 race_to $5241 $5242 if Actor.InCar($5256, $5250) jf @BIKE1_11165 if or $5137 == 7.0 // floating-point values $5149 == 7.0 // floating-point values $5162 == 7.0 // floating-point values jf @BIKE1_11134 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) Car.DriveTo($5250, $5241, $5242, $5243) jump @BIKE1_11165 :BIKE1_11134 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_11165 jump @BIKE1_11194 :BIKE1_11172 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_11194 jump @BIKE1_11525 :BIKE1_11201 04D3: get_nearest_car_path_coords_from $5173 $5174 $5175 type 2 store_to $5173 $5174 $5175 if 838A: not car_in_cube $5173 $5174 $5175 4.0 4.0 3.0 jf @BIKE1_11525 if not Actor.Dead($5256) jf @BIKE1_11503 if 80C2: not sphere_onscreen $5173 $5174 $5175 4.0 jf @BIKE1_11496 03CD: car $5250 remove_from_stuck_car_check Car.RemoveReferences($5250) $5250 = Car.Create(#ANGEL, $5173, $5174, $5175) 03CC: car $5250 add_to_stuck_car_check 1.0 = 2000 011C: actor $5256 clear_objective 036A: put_actor $5256 in_car $5250 039F: car $5250 race_to $5241 $5242 if Actor.InCar($5256, $5250) jf @BIKE1_11496 if or $5137 == 7.0 // floating-point values $5149 == 7.0 // floating-point values $5162 == 7.0 // floating-point values jf @BIKE1_11465 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) Car.DriveTo($5250, $5241, $5242, $5243) jump @BIKE1_11496 :BIKE1_11465 00AE: set_vehicle $5250 traffic_behavior_to 2 Car.SetMaxSpeed($5250, 63.0) 02C2: car $5250 drive_to_point $5241 $5242 $5243 :BIKE1_11496 jump @BIKE1_11525 :BIKE1_11503 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_11525 jump @BIKE1_11554 :BIKE1_11532 00BC: text_highpriority 'BM1_3' 5000 ms 1 // ~r~The racers have been attacked! jump @BIKE1_6983 :BIKE1_11554 return //-------------Mission 54--------------- // Originally: Messing with the Man :BIKE2 thread 'BIKE2' gosub @BIKE2_46 if wasted_or_busted jf @BIKE2_37 gosub @BIKE2_1894 :BIKE2_37 gosub @BIKE2_2109 end_thread :BIKE2_46 $ONMISSION = 1 // integer values increment_mission_attempts $5275 = 0 // integer values $5276 = 0 // integer values $5277 = 0 // integer values $5278 = 0 // integer values $5279 = 0 // integer values $5280 = 0 // integer values $5281 = 121000 // integer values wait 0 054C: use_GXT_table 'BIKE2' 058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 023C: load_special_actor 1 'CSBIGM' 023C: load_special_actor 2 'CSPLAY' 023C: load_special_actor 3 'MGOONA' 023C: load_special_actor 4 'MSERVER' select_interior 11 Camera.SetAtPos(-597.02, 642.46, 11.0) 04F9: set_extracolors 15 fade 0 038B: load_requested_models :BIKE2_220 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded jf @BIKE2_258 wait 0 jump @BIKE2_220 :BIKE2_258 02E4: load_cutscene_data 'BIKE_3' 0244: set_cutscene_pos -602.052 636.289 10.636 041D: set_camera_near_clip 0.1 02E5: $155 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $155 'CSBIGM' 02E5: $125 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $144 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $144 'MGOONA' 02E5: $156 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $156 'MSERVER' 0395: clear_area 1 at -597.25 655.87 range 10.06 1.0 0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 0171: set_player $PLAYER_CHAR z_angle_to 0.0 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BIKE2_448 if 3004 > $CUT_SCENE_TIME // integer values jf @BIKE2_483 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_448 :BIKE2_483 00BC: text_highpriority 'BM2_A' 10000 ms 1 // Ah, got ya again. :BIKE2_498 if 5135 > $CUT_SCENE_TIME // integer values jf @BIKE2_533 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_498 :BIKE2_533 00BC: text_highpriority 'BM2_B' 10000 ms 1 // Hey Vercetti. :BIKE2_548 if 6423 > $CUT_SCENE_TIME // integer values jf @BIKE2_583 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_548 :BIKE2_583 00BC: text_highpriority 'BM2_C' 10000 ms 1 // Cougar says you can handle a bike pretty good. :BIKE2_598 if 8568 > $CUT_SCENE_TIME // integer values jf @BIKE2_633 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_598 :BIKE2_633 00BC: text_highpriority 'BM2_D' 10000 ms 1 // Yeah, how many more errands am I gonna to have to run? :BIKE2_648 if 10974 > $CUT_SCENE_TIME // integer values jf @BIKE2_683 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_648 :BIKE2_683 00BC: text_highpriority 'BM2_E' 10000 ms 1 // I'm a very busy man. :BIKE2_698 if 12703 > $CUT_SCENE_TIME // integer values jf @BIKE2_733 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_698 :BIKE2_733 00BC: text_highpriority 'BM2_F' 10000 ms 1 // If it's a fight that's gonna settle this then bring it on. :BIKE2_748 if 14662 > $CUT_SCENE_TIME // integer values jf @BIKE2_783 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_748 :BIKE2_783 00BC: text_highpriority 'BM2_G' 10000 ms 1 // Being one of us ain't just about brawlin'. It's about being part of a family. :BIKE2_798 if 18829 > $CUT_SCENE_TIME // integer values jf @BIKE2_833 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_798 :BIKE2_833 00BC: text_highpriority 'BM2_H' 10000 ms 1 // Yeah, I've been part of a family before alright. It didn't work out. :BIKE2_848 if 21584 > $CUT_SCENE_TIME // integer values jf @BIKE2_883 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_848 :BIKE2_883 00BC: text_highpriority 'BM2_I' 10000 ms 1 // Yeah, right, but this family takes care of its own. :BIKE2_898 if 24017 > $CUT_SCENE_TIME // integer values jf @BIKE2_933 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_898 :BIKE2_933 00BC: text_highpriority 'BM2_J' 10000 ms 1 // We don't ask a man to do the dirty work and then let him do fifteen years hard time. :BIKE2_948 if 28016 > $CUT_SCENE_TIME // integer values jf @BIKE2_983 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_948 :BIKE2_983 00BC: text_highpriority 'BM2_K' 10000 ms 1 // Yeah, that's right. I've done my homework. :BIKE2_998 if 30132 > $CUT_SCENE_TIME // integer values jf @BIKE2_1033 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_998 :BIKE2_1033 00BC: text_highpriority 'BM2_L' 10000 ms 1 // This here's the biggest family of misfits, outcasts and badasses. :BIKE2_1048 if 34034 > $CUT_SCENE_TIME // integer values jf @BIKE2_1085 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_1048 :BIKE2_1085 00BC: text_highpriority 'BM2_M' 10000 ms 1 // Hell, some of us has even been betrayed by our own country. :BIKE2_1100 if 36593 > $CUT_SCENE_TIME // integer values jf @BIKE2_1137 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_1100 :BIKE2_1137 00BC: text_highpriority 'BM2_N' 10000 ms 1 // I was locked up during 'Nam. Ugly business. :BIKE2_1152 if 38862 > $CUT_SCENE_TIME // integer values jf @BIKE2_1189 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_1152 :BIKE2_1189 00BC: text_highpriority 'BM2_O' 10000 ms 1 // Which is why I'm gonna ask you to go mess with the man. :BIKE2_1204 if 41401 > $CUT_SCENE_TIME // integer values jf @BIKE2_1241 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_1204 :BIKE2_1241 00BC: text_highpriority 'BM2_P' 10000 ms 1 // This whole damn country needs a kick in the ass, and we're the ones to deliver it. :BIKE2_1256 if 44782 > $CUT_SCENE_TIME // integer values jf @BIKE2_1293 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_1256 :BIKE2_1293 00BC: text_highpriority 'BM2_Q' 10000 ms 1 // So get out there, grab a bike and show this city how pissed you are! :BIKE2_1308 if 49441 > $CUT_SCENE_TIME // integer values jf @BIKE2_1345 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_1308 :BIKE2_1345 00BC: text_highpriority 'BM2_R' 10000 ms 1 // Alright, alright. :BIKE2_1360 if 50560 > $CUT_SCENE_TIME // integer values jf @BIKE2_1397 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE2_1360 :BIKE2_1397 00BE: text_clear_all fade 0 2000 00BE: text_clear_all :BIKE2_1408 if fading jf @BIKE2_1432 wait 0 jump @BIKE2_1408 :BIKE2_1432 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 select_interior 0 04FA: reset_sky_colors_with_fade 0 Camera.SetAtPos(-597.25, 655.87, 10.06) 04E3: unknown_player $PLAYER_CHAR 2 60000 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 00BC: text_highpriority 'BM2_2' 5000 ms 1 // ~g~You must fill the Chaos Meter in the time given to show us how much of a badass you are! 03C4: set_status_text_to $5275 1 'BM2_1' // CHAOSMETER: 03C7: set_sensitivity_to_crime_to 3.0 16@ = 0 // integer values 014E: start_timer_at $5281 count_in_direction 1 :BIKE2_1564 if $5276 == 0 // integer values jf @BIKE2_1887 wait 0 if $5281 == 0 // integer values jf @BIKE2_1626 00BC: text_highpriority 'BM2_4' 5000 ms 1 // ~r~You failed to fill the Chaos Meter in time! jump @BIKE2_1894 :BIKE2_1626 if $5280 == 0 // integer values jf @BIKE2_1676 if Player.WantedLevel($PLAYER_CHAR) > 2 jf @BIKE2_1676 03C7: set_sensitivity_to_crime_to 1.0 $5280 = 1 // integer values :BIKE2_1676 if $5275 == 100 // integer values jf @BIKE2_1701 $5276 = 1 // integer values :BIKE2_1701 04BF: $5277 = unknown_player $PLAYER_CHAR chaos_level if $5277 >= 25 // integer values jf @BIKE2_1880 if $5278 == 0 // integer values jf @BIKE2_1850 if 99 >= $5275 // integer values jf @BIKE2_1796 $5275 += 5 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 jump @BIKE2_1803 :BIKE2_1796 $5275 = 100 // integer values :BIKE2_1803 if $5279 == 0 // integer values jf @BIKE2_1843 00BC: text_highpriority 'BM2_3' 5000 ms 1 // ~g~This sound indicates that you have filled a part of the meter, continue to do so. $5279 = 1 // integer values :BIKE2_1843 $5278 = 1 // integer values :BIKE2_1850 if $5278 == 1 // integer values jf @BIKE2_1880 04BE: unknown_reset_player $PLAYER_CHAR chaos_level $5278 = 0 // integer values :BIKE2_1880 jump @BIKE2_1564 :BIKE2_1887 jump @BIKE2_1911 :BIKE2_1894 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :BIKE2_1911 $276 = 1 // integer values 0318: set_latest_mission_passed 'BIKE_2' // Messing with the Man 030C: progress_made += 1 0394: play_music 1 if $1559 == 1 // integer values jf @BIKE2_1966 018E: stop_sound $1556 $1559 = 0 // integer values :BIKE2_1966 if $1560 == 1 // integer values jf @BIKE2_1996 018E: stop_sound $1557 $1560 = 0 // integer values :BIKE2_1996 if $1561 == 1 // integer values jf @BIKE2_2026 018E: stop_sound $1558 $1561 = 0 // integer values :BIKE2_2026 if $1561 == 0 // integer values jf @BIKE2_2073 018D: $1558 = create_sound 38 at -596.018 640.916 12.0 $1561 = 1 // integer values :BIKE2_2073 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 2000 create_thread @BIK3 return :BIKE2_2109 $ONMISSION = 0 // integer values 014F: stop_timer $5281 0151: remove_status_text $5275 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 55--------------- // Originally: Hog Tied :BIKE3 thread 'BIKE3' gosub @BIKE3_46 if wasted_or_busted jf @BIKE3_37 gosub @BIKE3_4985 :BIKE3_37 gosub @BIKE3_5065 end_thread :BIKE3_46 increment_mission_attempts $ONMISSION = 1 // integer values $5291 = 0 // integer values $5291 = 0 // integer values $5292 = 0 // integer values $5293 = 0 // integer values $5294 = 0 // integer values $5295 = 0 // integer values $5296 = 0 // integer values $5297 = 0 // integer values $5298 = 0 // integer values $5299 = 0 // integer values $5300 = 0 // integer values $5301 = 0 // integer values $5302 = 0 // integer values $5310 = 0 // integer values $5312 = 0 // integer values $5314 = 0 // integer values $5316 = 0 // integer values $5318 = 0 // integer values $5320 = 0 // integer values $5322 = 0 // integer values $5324 = 0 // integer values $5326 = 0 // integer values $5328 = 0 // integer values $5330 = 0 // integer values $5332 = 0 // integer values $5334 = 0 // integer values $5336 = 0 // integer values $5338 = 0 // integer values $5340 = 0 // integer values $5305 = 0 // integer values $5307 = 0 // integer values $5308 = 0 // integer values $5341 = 0 // integer values $5342 = 0.0 // floating-point values $5343 = 0.0 // floating-point values $5344 = 0.0 // floating-point values $5354 = 0 // integer values $5355 = 0 // integer values $5360 = 0 // integer values $5362 = 0 // integer values $5363 = 0 // integer values $5364 = 0 // integer values $5365 = 0 // integer values $5366 = 0 // integer values $5367 = 0 // integer values $5368 = 0 // integer values $5369 = 0 // integer values $5370 = 0 // integer values $5371 = 0 // integer values $5372 = 0 // integer values $5373 = 0 // integer values wait 0 054C: use_GXT_table 'BIKE3' 058E: set_restart_mission_taxi_destination -609.723 658.861 9.908 279.44 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSBIGM' 023C: load_special_actor 3 'MSERVER' select_interior 11 Camera.SetAtPos(-597.02, 642.46, 11.0) 04F9: set_extracolors 15 fade 0 038B: load_requested_models :BIKE3_522 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded jf @BIKE3_556 wait 0 jump @BIKE3_522 :BIKE3_556 02E4: load_cutscene_data 'BIKE_2' 0244: set_cutscene_pos -602.052 636.289 10.636 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $155 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $155 'CSBIGM' 02E5: $157 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $157 'MSERVER' 0395: clear_area 1 at -597.25 655.87 range 10.06 1.0 0055: put_player $PLAYER_CHAR at -597.25 655.87 10.06 0171: set_player $PLAYER_CHAR z_angle_to 0.0 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :BIKE3_726 if 4538 > $CUT_SCENE_TIME // integer values jf @BIKE3_761 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_726 :BIKE3_761 00BC: text_highpriority 'BM3_A' 10000 ms 1 // Hey there, Mitch. :BIKE3_776 if 6581 > $CUT_SCENE_TIME // integer values jf @BIKE3_811 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_776 :BIKE3_811 00BC: text_highpriority 'BM3_B' 10000 ms 1 // Well, if it ain't 'bad ass' Vercetti. :BIKE3_826 if 8775 > $CUT_SCENE_TIME // integer values jf @BIKE3_861 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_826 :BIKE3_861 00BC: text_highpriority 'BM3_C' 10000 ms 1 // Now I wanna see how good you can fight for your patch. :BIKE3_876 if 11662 > $CUT_SCENE_TIME // integer values jf @BIKE3_911 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_876 :BIKE3_911 00BC: text_highpriority 'BM3_D' 10000 ms 1 // A local street gang made the mistake of stealing my hog... :BIKE3_926 if 14895 > $CUT_SCENE_TIME // integer values jf @BIKE3_961 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_926 :BIKE3_961 00BC: text_highpriority 'BM3_E' 10000 ms 1 // probably because of some machismo thing or somethin'. :BIKE3_976 if 17616 > $CUT_SCENE_TIME // integer values jf @BIKE3_1011 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_976 :BIKE3_1011 00BC: text_highpriority 'BM3_F' 10000 ms 1 // Me and the boys would go over there and teach them a lesson in respect an'all. :BIKE3_1026 if 22783 > $CUT_SCENE_TIME // integer values jf @BIKE3_1061 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_1026 :BIKE3_1061 00BC: text_highpriority 'BM3_G' 10000 ms 1 // Anyways. :BIKE3_1076 if 24681 > $CUT_SCENE_TIME // integer values jf @BIKE3_1111 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_1076 :BIKE3_1111 00BC: text_highpriority 'BM3_H' 10000 ms 1 // Then I got to thinking - this would make a good initiation for you. :BIKE3_1126 if 28415 > $CUT_SCENE_TIME // integer values jf @BIKE3_1161 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_1126 :BIKE3_1161 00BC: text_highpriority 'BM3_I' 10000 ms 1 // You get my bike back, you can tell Paul he's got his security. :BIKE3_1176 if 32256 > $CUT_SCENE_TIME // integer values jf @BIKE3_1211 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_1176 :BIKE3_1211 00BE: text_clear_all :BIKE3_1213 if 37916 > $CUT_SCENE_TIME // integer values jf @BIKE3_1250 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @BIKE3_1213 :BIKE3_1250 fade 0 2000 00BE: text_clear_all :BIKE3_1259 if fading jf @BIKE3_1283 wait 0 jump @BIKE3_1259 :BIKE3_1283 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 select_interior 0 04FA: reset_sky_colors_with_fade 0 Camera.SetAtPos(-597.25, 655.87, 10.06) 04E3: unknown_player $PLAYER_CHAR 1 60000 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 Model.Load(#DOONTOON50) Model.Load(#ROAD_DOWNTOWN_NEW2) Model.Load(#ROAD_DOWNTOWN02) Model.Load(#AMMUNATION_DT) Model.Load(#DOONTOON19) Model.Load(#DT_COMPOUND_ROOF) Model.Load(#DOONTOON51) Model.Load(#LODNTOON28) Model.Load(#AMMU_WINDOWS1) :BIKE3_1406 if or not Model.Available(#DOONTOON50) not Model.Available(#ROAD_DOWNTOWN_NEW2) not Model.Available(#ROAD_DOWNTOWN02) not Model.Available(#AMMUNATION_DT) not Model.Available(#DOONTOON19) not Model.Available(#DT_COMPOUND_ROOF) jf @BIKE3_1458 wait 0 jump @BIKE3_1406 :BIKE3_1458 if or not Model.Available(#DOONTOON51) not Model.Available(#LODNTOON28) not Model.Available(#AMMU_WINDOWS1) jf @BIKE3_1495 wait 0 jump @BIKE3_1458 :BIKE3_1495 0169: set_fade_color 0 0 0 02A3: enable_widescreen 1 wait 1000 fade 1 1500 00BC: text_highpriority 'BM3_1' 4000 ms 1 // ~g~A local gang has stolen Mitch Baker's Angel. Get it back! 16@ = 0 // integer values :BIKE3_1541 if 3500 > 16@ // integer values jf @BIKE3_1601 wait 0 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BIKE3_1594 jump @BIKE3_2101 :BIKE3_1594 jump @BIKE3_1541 :BIKE3_1601 00BC: text_highpriority 'BM3_6' 6000 ms 1 // ~g~They are holed up behind Ammu-Nation in the Downtown area. 16@ = 0 // integer values :BIKE3_1623 if 5500 > 16@ // integer values jf @BIKE3_1763 wait 0 if 16@ >= 4000 // integer values jf @BIKE3_1707 if $5373 == 0 // integer values jf @BIKE3_1707 fade 0 1500 03D5: remove_text 'BM3_6' // ~g~They are holed up behind Ammu-Nation in the Downtown area. $5373 = 1 // integer values :BIKE3_1707 if 4000 > 16@ // integer values jf @BIKE3_1756 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BIKE3_1756 jump @BIKE3_2101 :BIKE3_1756 jump @BIKE3_1623 :BIKE3_1763 if fading jf @BIKE3_1787 wait 0 jump @BIKE3_1763 :BIKE3_1787 Camera.SetAtPos(-675.93, 1116.28, 14.35) Camera.SetPosition(-675.93, 1116.28, 14.35, 0.0, 0.0, 0.0) Camera.PointAt(-675.81, 1117.19, 14.4, 2) fade 1 2000 :BIKE3_1862 if fading jf @BIKE3_1886 wait 0 jump @BIKE3_1862 :BIKE3_1886 00BC: text_highpriority 'BM3_7' 5000 ms 1 // ~g~You will need a fast bike to gain access to the roof. 17@ = 0 // integer values :BIKE3_1908 if 4000 > 17@ // integer values jf @BIKE3_1968 wait 0 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BIKE3_1961 jump @BIKE3_2101 :BIKE3_1961 jump @BIKE3_1908 :BIKE3_1968 Camera.SetPosition(-678.97, 1147.28, 25.48, 0.0, 0.0, 0.0) Camera.PointAt(-678.65, 1148.22, 25.44, 2) 00BC: text_highpriority 'BM3_8' 5000 ms 1 // ~g~Use the bike to jump from these stairs to the roof on the far side of the road. 16@ = 0 // integer values :BIKE3_2041 if 4000 > 16@ // integer values jf @BIKE3_2101 wait 0 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @BIKE3_2094 jump @BIKE3_2101 :BIKE3_2094 jump @BIKE3_2041 :BIKE3_2101 00BE: text_clear_all fade 0 1500 :BIKE3_2110 if fading jf @BIKE3_2134 wait 0 jump @BIKE3_2110 :BIKE3_2134 Camera.SetAtPos(-597.25, 655.87, 10.06) 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 Camera.Restore_WithJumpCut 03D5: remove_text 'BM3_8' // ~g~Use the bike to jump from these stairs to the roof on the far side of the road. Model.Destroy(#DOONTOON50) Model.Destroy(#ROAD_DOWNTOWN_NEW2) Model.Destroy(#ROAD_DOWNTOWN02) Model.Destroy(#AMMUNATION_DT) Model.Destroy(#DOONTOON19) Model.Destroy(#DT_COMPOUND_ROOF) Model.Destroy(#DOONTOON51) Model.Destroy(#LODNTOON28) Model.Destroy(#AMMU_WINDOWS1) Model.Load(#SGA) Model.Load(#SGB) Model.Load(#BKA) Model.Load(#ANGEL) Model.Load(#TEC9) Model.Load(#M4) Model.Load(#GANGBUR) :BIKE3_2265 if or not Model.Available(#SGA) not Model.Available(#SGB) not Model.Available(#ANGEL) not Model.Available(#TEC9) not Model.Available(#M4) not Model.Available(#BKA) jf @BIKE3_2314 wait 0 jump @BIKE3_2265 :BIKE3_2314 if not Model.Available(#GANGBUR) jf @BIKE3_2341 wait 0 jump @BIKE3_2314 :BIKE3_2341 018D: $5306 = create_sound 0 at -702.16 1215.37 23.17 018E: stop_sound $5306 $5356 = Car.Create(#GANGBUR, -518.54, 694.1, 10.89) 0129: $5346 = create_actor 9 #SGB in_car $5356 driverseat 01C8: $5350 = create_actor_pedtype 9 model #SGB in_car $5356 passenger_seat 0 Actor.DestroyInstantly($5346) Actor.DestroyInstantly($5350) Car.Destroy($5356) $5357 = Car.Create(#GANGBUR, -296.53, 1254.6, 10.11) 0129: $5347 = create_actor 9 #SGA in_car $5357 driverseat 01C8: $5351 = create_actor_pedtype 9 model #SGB in_car $5357 passenger_seat 0 Actor.DestroyInstantly($5347) Actor.DestroyInstantly($5351) Car.Destroy($5357) $5358 = Car.Create(#GANGBUR, -857.96, 1137.78, 9.79) 0129: $5348 = create_actor 9 #SGA in_car $5358 driverseat 01C8: $5352 = create_actor_pedtype 9 model #SGB in_car $5358 passenger_seat 0 Actor.DestroyInstantly($5348) Actor.DestroyInstantly($5352) Car.Destroy($5358) $5359 = Car.Create(#GANGBUR, -604.24, 664.34, 9.91) 0129: $5349 = create_actor 9 #SGB in_car $5359 driverseat 01C8: $5353 = create_actor_pedtype 9 model #SGB in_car $5359 passenger_seat 0 Actor.DestroyInstantly($5349) Actor.DestroyInstantly($5353) Car.Destroy($5359) 0169: set_fade_color 0 0 0 wait 1000 fade 1 2000 018A: $5361 = create_checkpoint_at -674.59 1128.49 10.08 $5362 = 1 // integer values $98 = 0.0 // floating-point values $5282 = Car.Create(#ANGEL, -700.08, 1300.14, 10.76) 0294: set_vehicle $5282 sprayable 0 Car.Angle($5282) = 180.0 $5285 = Actor.Create(Gang3, #SGA, -750.93, 1235.44, 23.73) 01ED: clear_actor $5285 threat_search $5299 += 1 // integer values $5341 += 1 // integer values $5286 = Actor.Create(Gang3, #SGA, -659.81, 1257.07, 23.17) 01ED: clear_actor $5286 threat_search $5299 += 1 // integer values $5341 += 1 // integer values $5287 = Actor.Create(Gang3, #SGA, -692.32, 1250.27, 10.2) 01ED: clear_actor $5287 threat_search $5299 += 1 // integer values $5341 += 1 // integer values $5288 = Actor.Create(Gang3, #SGB, -757.7, 1214.37, 10.07) 01ED: clear_actor $5288 threat_search $5299 += 1 // integer values $5341 += 1 // integer values $5289 = Actor.Create(Gang3, #SGA, -699.21, 1300.28, 10.76) 01ED: clear_actor $5289 threat_search $5299 += 1 // integer values $5341 += 1 // integer values $5290 = Actor.Create(Gang3, #SGB, -701.04, 1300.24, 10.76) 01ED: clear_actor $5290 threat_search $5299 += 1 // integer values $5341 += 1 // integer values $123 = 0 // integer values :BIKE3_2986 if 81B0: not car $5282 stopped $123 -596.63 658.2 10.06 radius 4.0 4.0 4.0 jf @BIKE3_4138 wait 0 $5372 += 1 // integer values if $5372 > 20 // integer values jf @BIKE3_3071 $5372 = 0 // integer values :BIKE3_3071 if 6 > $5370 // integer values jf @BIKE3_3096 gosub @BIKE3_11705 :BIKE3_3096 if or 0057: player $PLAYER_CHAR 0 -642.32 1198.51 22.0 -768.194 1306.725 30.0 0057: player $PLAYER_CHAR 0 -685.75 1239.31 9.0 -768.194 1306.725 30.0 0057: player $PLAYER_CHAR 0 -753.43 1213.0 9.0 -768.194 1306.725 30.0 jf @BIKE3_3378 Player.ClearWantedLevel($PLAYER_CHAR) if $5362 == 1 // integer values jf @BIKE3_3253 Marker.Disable($5361) $5362 = 0 // integer values :BIKE3_3253 if $5355 == 0 // integer values jf @BIKE3_3364 if $5363 == 0 // integer values jf @BIKE3_3364 if not Car.Wrecked($5282) jf @BIKE3_3342 00BC: text_highpriority 'BM3_9' 5000 ms 1 // ~g~Get Mitch's Angel and get out of there! $5284 = Marker.CreateAboveCar($5282) $5363 = 1 // integer values jump @BIKE3_3364 :BIKE3_3342 00BC: text_highpriority 'BM3_2' 5000 ms 1 // ~r~You were supposed to bring the bike back, not destroy it! jump @BIKE3_4985 :BIKE3_3364 $5360 = 1 // integer values jump @BIKE3_3496 :BIKE3_3378 if $5355 == 0 // integer values jf @BIKE3_3426 if $5363 == 1 // integer values jf @BIKE3_3426 Marker.Disable($5284) $5363 = 0 // integer values :BIKE3_3426 if $5355 == 0 // integer values jf @BIKE3_3489 if $5362 == 0 // integer values jf @BIKE3_3489 018A: $5361 = create_checkpoint_at -674.59 1128.49 10.08 $5362 = 1 // integer values :BIKE3_3489 $5360 = 0 // integer values :BIKE3_3496 if $5354 == 0 // integer values jf @BIKE3_3557 if $5355 == 1 // integer values jf @BIKE3_3557 if $5360 == 0 // integer values jf @BIKE3_3557 gosub @BIKE3_11122 :BIKE3_3557 if $5354 == 1 // integer values jf @BIKE3_3767 if not Actor.Dead($5346) jf @BIKE3_3599 01CC: actor $5346 kill_player $PLAYER_CHAR :BIKE3_3599 if not Actor.Dead($5347) jf @BIKE3_3623 01CC: actor $5347 kill_player $PLAYER_CHAR :BIKE3_3623 if not Actor.Dead($5348) jf @BIKE3_3647 01CC: actor $5348 kill_player $PLAYER_CHAR :BIKE3_3647 if not Actor.Dead($5349) jf @BIKE3_3671 01CC: actor $5349 kill_player $PLAYER_CHAR :BIKE3_3671 if not Actor.Dead($5350) jf @BIKE3_3695 01CC: actor $5350 kill_player $PLAYER_CHAR :BIKE3_3695 if not Actor.Dead($5351) jf @BIKE3_3719 01CC: actor $5351 kill_player $PLAYER_CHAR :BIKE3_3719 if not Actor.Dead($5352) jf @BIKE3_3743 01CC: actor $5352 kill_player $PLAYER_CHAR :BIKE3_3743 if not Actor.Dead($5353) jf @BIKE3_3767 01CC: actor $5353 kill_player $PLAYER_CHAR :BIKE3_3767 0054: store_player $PLAYER_CHAR position_to $5342 $5343 $5344 gosub @BIKE3_5194 if Car.Wrecked($5282) jf @BIKE3_3833 00BC: text_highpriority 'BM3_2' 5000 ms 1 // ~r~You were supposed to bring the bike back, not destroy it! jump @BIKE3_4985 jump @BIKE3_4053 :BIKE3_3833 if 00DC: player $PLAYER_CHAR driving $5282 jf @BIKE3_3993 if $5291 == 0 // integer values jf @BIKE3_3986 $123 = 1 // integer values $5298 = 1 // integer values if $5355 == 0 // integer values jf @BIKE3_3932 if $5363 == 1 // integer values jf @BIKE3_3932 Marker.Disable($5284) $5363 = 2 // integer values :BIKE3_3932 Marker.Disable($5284) 018A: $5283 = create_checkpoint_at -596.63 658.2 10.06 00BC: text_highpriority 'BM3_3' 5000 ms 1 // ~g~Get the bike back to the bar! $5355 = 1 // integer values $5291 = 1 // integer values :BIKE3_3986 jump @BIKE3_4053 :BIKE3_3993 if $5291 == 1 // integer values jf @BIKE3_4053 $123 = 0 // integer values Marker.Disable($5283) $5284 = Marker.CreateAboveCar($5282) 00BC: text_highpriority 'BM3_4' 5000 ms 1 // ~g~Get on the bike! $5291 = 0 // integer values :BIKE3_4053 if $5298 == 1 // integer values jf @BIKE3_4131 if $5302 == 0 // integer values jf @BIKE3_4110 17@ = 0 // integer values 16@ = 0 // integer values $5302 = 1 // integer values :BIKE3_4110 gosub @BIKE3_6788 gosub @BIKE3_8782 gosub @BIKE3_9154 :BIKE3_4131 jump @BIKE3_2986 :BIKE3_4138 $123 = 1 // integer values Marker.Disable($5284) Marker.Disable($5283) 02A3: enable_widescreen 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Camera.SetPosition(-607.076, 666.146, 13.891, 0.0, 0.0, 0.0) 0395: clear_area 0 at -596.63 658.2 range 10.06 1.0 Camera.PointAt(-606.531, 665.364, 13.589, 2) 01D3: actor $PLAYER_ACTOR leave_car $5282 :BIKE3_4268 if Actor.InCar($PLAYER_ACTOR, $5282) jf @BIKE3_4336 wait 0 if Car.Wrecked($5282) jf @BIKE3_4329 00BC: text_highpriority 'BM3_2' 5000 ms 1 // ~r~You were supposed to bring the bike back, not destroy it! jump @BIKE3_4985 :BIKE3_4329 jump @BIKE3_4268 :BIKE3_4336 0211: actor $PLAYER_ACTOR walk_to -594.99 654.58 16@ = 0 // integer values :BIKE3_4358 if 80ED: not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 jf @BIKE3_4509 wait 0 if 16@ > 6000 // integer values jf @BIKE3_4464 if 80ED: not actor $PLAYER_ACTOR 0 -594.99 654.58 radius 1.0 1.0 jf @BIKE3_4464 jump @BIKE3_4509 :BIKE3_4464 if Car.Wrecked($5282) jf @BIKE3_4502 00BC: text_highpriority 'BM3_2' 5000 ms 1 // ~r~You were supposed to bring the bike back, not destroy it! jump @BIKE3_4985 :BIKE3_4502 jump @BIKE3_4358 :BIKE3_4509 011C: actor $PLAYER_ACTOR clear_objective $5345 = Actor.Create(Gang6, #BKA, -608.72, 650.2, 10.06) 01ED: clear_actor $5345 threat_search 0319: set_actor $5345 running 1 020E: actor $PLAYER_ACTOR look_at_actor $5345 if not Car.Wrecked($5282) jf @BIKE3_4589 01D5: actor $5345 go_to_and_drive_car $5282 jump @BIKE3_4611 :BIKE3_4589 00BC: text_highpriority 'BM3_2' 5000 ms 1 // ~r~You were supposed to bring the bike back, not destroy it! jump @BIKE3_4985 :BIKE3_4611 16@ = 0 // integer values :BIKE3_4618 if not Actor.Driving($5345) jf @BIKE3_4752 wait 0 if Car.Wrecked($5282) jf @BIKE3_4676 00BC: text_highpriority 'BM3_2' 5000 ms 1 // ~r~You were supposed to bring the bike back, not destroy it! jump @BIKE3_4985 :BIKE3_4676 if Actor.Dead($5345) jf @BIKE3_4699 jump @BIKE3_4985 :BIKE3_4699 if 16@ > 20000 // integer values jf @BIKE3_4745 if not Actor.InCar($5345, $5282) jf @BIKE3_4745 036A: put_actor $5345 in_car $5282 :BIKE3_4745 jump @BIKE3_4618 :BIKE3_4752 if not Car.Wrecked($5282) jf @BIKE3_4797 Car.SetMaxSpeed($5282, 30.0) 00AE: set_vehicle $5282 traffic_behavior_to 2 Car.SetToPsychoDriver($5282) jump @BIKE3_4819 :BIKE3_4797 00BC: text_highpriority 'BM3_2' 5000 ms 1 // ~r~You were supposed to bring the bike back, not destroy it! jump @BIKE3_4985 :BIKE3_4819 if and 02CA: car $5282 bounding_sphere_visible 4000 > 16@ // integer values jf @BIKE3_4915 wait 0 if Car.Wrecked($5282) jf @BIKE3_4885 00BC: text_highpriority 'BM3_2' 5000 ms 1 // ~r~You were supposed to bring the bike back, not destroy it! jump @BIKE3_4985 :BIKE3_4885 if Actor.Dead($5345) jf @BIKE3_4908 jump @BIKE3_4985 :BIKE3_4908 jump @BIKE3_4819 :BIKE3_4915 wait 3000 if not Car.Wrecked($5282) jf @BIKE3_4941 Car.SetToNormalDriver($5282) :BIKE3_4941 Actor.DestroyInstantly($5345) Car.Destroy($5282) 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Camera.Restore_WithJumpCut jump @BIKE3_5002 :BIKE3_4985 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :BIKE3_5002 $277 = 1 // integer values 0318: set_latest_mission_passed 'BIKE_3' // Hog Tied 030C: progress_made += 1 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 4000 Marker.Disable($274) return :BIKE3_5065 $ONMISSION = 0 // integer values Model.Destroy(#DOONTOON50) Model.Destroy(#ROAD_DOWNTOWN_NEW2) Model.Destroy(#ROAD_DOWNTOWN02) Model.Destroy(#AMMUNATION_DT) Model.Destroy(#DOONTOON19) Model.Destroy(#DT_COMPOUND_ROOF) Model.Destroy(#DOONTOON51) Model.Destroy(#LODNTOON28) Model.Destroy(#AMMU_WINDOWS1) 03AC: clear_route 0 03AC: clear_route 1 03AC: clear_route 2 03AC: clear_route 3 018E: stop_sound $5306 Model.Destroy(#SGA) Model.Destroy(#SGB) Model.Destroy(#ANGEL) Model.Destroy(#BKA) Model.Destroy(#TEC9) Model.Destroy(#M4) Model.Destroy(#GANGBUR) Marker.Disable($5361) Marker.Disable($5284) Marker.Disable($5283) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :BIKE3_5194 if $5360 == 1 // integer values jf @BIKE3_6713 if $5372 == 0 // integer values jf @BIKE3_5594 if $5292 == 0 // integer values jf @BIKE3_5594 if Actor.Dead($5285) jf @BIKE3_5310 $5299 -= 1 // integer values if $5307 == 1 // integer values jf @BIKE3_5296 $5298 = 1 // integer values :BIKE3_5296 $5292 = 1 // integer values jump @BIKE3_5594 :BIKE3_5310 if $5305 == 0 // integer values jf @BIKE3_5409 if $5307 == 0 // integer values jf @BIKE3_5409 if or 0123: actor $5285 spotted_player $PLAYER_CHAR $5293 == 1 // integer values jf @BIKE3_5409 00BB: text_lowpriority 'INTRUDE' 5000 ms 1 // ~g~You've been spotted! 0239: actor $5285 run_to -693.58 1213.18 $5307 = 1 // integer values :BIKE3_5409 if $5305 == 0 // integer values jf @BIKE3_5565 if $5307 == 1 // integer values jf @BIKE3_5558 if 0102: actor $5285 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0 1.0 2.0 sphere 0 jf @BIKE3_5558 018D: $5306 = create_sound 0 at -693.58 1213.18 23.16 $5298 = 1 // integer values 009E: set_actor $5285 path $5342 $5343 $5344 unknown 1.0 1 01CA: actor $5285 kill_player $PLAYER_CHAR $5305 = 1 // integer values :BIKE3_5558 jump @BIKE3_5594 :BIKE3_5565 009E: set_actor $5285 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5285 kill_player $PLAYER_CHAR :BIKE3_5594 if $5372 == 1 // integer values jf @BIKE3_5976 if $5293 == 0 // integer values jf @BIKE3_5976 if Actor.Dead($5286) jf @BIKE3_5692 if $5308 == 1 // integer values jf @BIKE3_5671 $5298 = 1 // integer values :BIKE3_5671 $5299 -= 1 // integer values $5293 = 1 // integer values jump @BIKE3_5976 :BIKE3_5692 if $5305 == 0 // integer values jf @BIKE3_5791 if $5308 == 0 // integer values jf @BIKE3_5791 if or 0123: actor $5286 spotted_player $PLAYER_CHAR $5292 == 1 // integer values jf @BIKE3_5791 00BB: text_lowpriority 'INTRUDE' 5000 ms 1 // ~g~You've been spotted! 0239: actor $5286 run_to -693.58 1213.18 $5308 = 1 // integer values :BIKE3_5791 if $5305 == 0 // integer values jf @BIKE3_5947 if $5308 == 1 // integer values jf @BIKE3_5940 if 0102: actor $5286 stopped_near_point_on_foot -693.58 1213.18 23.16 radius 1.0 1.0 2.0 sphere 0 jf @BIKE3_5940 018D: $5306 = create_sound 0 at -693.58 1213.18 23.16 $5298 = 1 // integer values 009E: set_actor $5286 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5286 kill_player $PLAYER_CHAR $5305 = 1 // integer values :BIKE3_5940 jump @BIKE3_5976 :BIKE3_5947 009E: set_actor $5286 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5286 kill_player $PLAYER_CHAR :BIKE3_5976 if $5372 == 2 // integer values jf @BIKE3_6155 if $5294 == 0 // integer values jf @BIKE3_6155 if Actor.Dead($5287) jf @BIKE3_6049 $5299 -= 1 // integer values $5294 = 1 // integer values jump @BIKE3_6155 :BIKE3_6049 if $5298 == 0 // integer values jf @BIKE3_6108 if 0123: actor $5287 spotted_player $PLAYER_CHAR jf @BIKE3_6108 00BB: text_lowpriority 'INTRUDE' 5000 ms 1 // ~g~You've been spotted! $5298 = 1 // integer values :BIKE3_6108 if $5298 == 1 // integer values jf @BIKE3_6155 009E: set_actor $5287 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5287 kill_player $PLAYER_CHAR :BIKE3_6155 if $5372 == 3 // integer values jf @BIKE3_6334 if $5295 == 0 // integer values jf @BIKE3_6334 if Actor.Dead($5288) jf @BIKE3_6228 $5299 -= 1 // integer values $5295 = 1 // integer values jump @BIKE3_6334 :BIKE3_6228 if $5298 == 0 // integer values jf @BIKE3_6287 if 0123: actor $5288 spotted_player $PLAYER_CHAR jf @BIKE3_6287 00BB: text_lowpriority 'INTRUDE' 5000 ms 1 // ~g~You've been spotted! $5298 = 1 // integer values :BIKE3_6287 if $5298 == 1 // integer values jf @BIKE3_6334 009E: set_actor $5288 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5288 kill_player $PLAYER_CHAR :BIKE3_6334 if $5372 == 4 // integer values jf @BIKE3_6520 if $5296 == 0 // integer values jf @BIKE3_6520 if Actor.Dead($5289) jf @BIKE3_6407 $5299 -= 1 // integer values $5296 = 1 // integer values jump @BIKE3_6520 :BIKE3_6407 if $5298 == 0 // integer values jf @BIKE3_6466 if 0123: actor $5289 spotted_player $PLAYER_CHAR jf @BIKE3_6466 00BB: text_lowpriority 'INTRUDE' 5000 ms 1 // ~g~You've been spotted! $5298 = 1 // integer values :BIKE3_6466 if or $5298 == 1 // integer values $5297 == 1 // integer values jf @BIKE3_6520 009E: set_actor $5289 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5289 kill_player $PLAYER_CHAR :BIKE3_6520 if $5372 == 5 // integer values jf @BIKE3_6706 if $5297 == 0 // integer values jf @BIKE3_6706 if Actor.Dead($5290) jf @BIKE3_6593 $5299 -= 1 // integer values $5297 = 1 // integer values jump @BIKE3_6706 :BIKE3_6593 if $5298 == 0 // integer values jf @BIKE3_6652 if 0123: actor $5290 spotted_player $PLAYER_CHAR jf @BIKE3_6652 00BB: text_lowpriority 'INTRUDE' 5000 ms 1 // ~g~You've been spotted! $5298 = 1 // integer values :BIKE3_6652 if or $5298 == 1 // integer values $5296 == 1 // integer values jf @BIKE3_6706 009E: set_actor $5290 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5290 kill_player $PLAYER_CHAR :BIKE3_6706 jump @BIKE3_6761 :BIKE3_6713 if $5355 == 1 // integer values jf @BIKE3_6761 Actor.RemoveReferences($5285) Actor.RemoveReferences($5286) Actor.RemoveReferences($5287) Actor.RemoveReferences($5288) Actor.RemoveReferences($5289) Actor.RemoveReferences($5290) :BIKE3_6761 if $5371 == 2 // integer values jf @BIKE3_6786 $5371 = 0 // integer values :BIKE3_6786 return :BIKE3_6788 if $5360 == 1 // integer values jf @BIKE3_8780 if 29 >= $5341 // integer values jf @BIKE3_8780 if 8 > $5299 // integer values jf @BIKE3_8780 if $5300 == 2 // integer values jf @BIKE3_6874 17@ = 0 // integer values $5300 = 0 // integer values :BIKE3_6874 if $5301 == 2 // integer values jf @BIKE3_6906 16@ = 0 // integer values $5301 = 0 // integer values :BIKE3_6906 if 8339: not anything_in_cube_cornerA -695.11 1301.01 8.0 cornerB -688.96 1294.68 14.0 solid 0 car 1 actor 1 object 0 particle 0 jf @BIKE3_7843 if 17@ >= 4000 // integer values jf @BIKE3_7843 if $5300 == 0 // integer values jf @BIKE3_7843 $5303 = -1 // integer values if or $5310 == 0 // integer values $5310 == 2 // integer values jf @BIKE3_7098 0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 $5309 = Actor.Create(Gang3, #SGA, -690.84, 1298.62, 10.76) 0084: $5303 = $5309 // integer values and handles $5310 = 1 // integer values jump @BIKE3_7756 :BIKE3_7098 if or $5312 == 0 // integer values $5312 == 2 // integer values jf @BIKE3_7193 0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 $5311 = Actor.Create(Gang3, #SGA, -690.84, 1298.62, 10.76) 0084: $5303 = $5311 // integer values and handles $5312 = 1 // integer values jump @BIKE3_7756 :BIKE3_7193 if or $5314 == 0 // integer values $5314 == 2 // integer values jf @BIKE3_7288 0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 $5313 = Actor.Create(Gang3, #SGA, -690.84, 1298.62, 10.76) 0084: $5303 = $5313 // integer values and handles $5314 = 1 // integer values jump @BIKE3_7756 :BIKE3_7288 if or $5316 == 0 // integer values $5316 == 2 // integer values jf @BIKE3_7383 0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 $5315 = Actor.Create(Gang3, #SGA, -690.84, 1298.62, 10.76) 0084: $5303 = $5315 // integer values and handles $5316 = 1 // integer values jump @BIKE3_7756 :BIKE3_7383 if or $5318 == 0 // integer values $5318 == 2 // integer values jf @BIKE3_7478 0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 $5317 = Actor.Create(Gang3, #SGA, -690.84, 1298.62, 10.76) 0084: $5303 = $5317 // integer values and handles $5318 = 1 // integer values jump @BIKE3_7756 :BIKE3_7478 if or $5320 == 0 // integer values $5320 == 2 // integer values jf @BIKE3_7573 0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 $5319 = Actor.Create(Gang3, #SGA, -690.84, 1298.62, 10.76) 0084: $5303 = $5319 // integer values and handles $5320 = 1 // integer values jump @BIKE3_7756 :BIKE3_7573 if or $5322 == 0 // integer values $5322 == 2 // integer values jf @BIKE3_7668 0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 $5321 = Actor.Create(Gang3, #SGA, -690.84, 1298.62, 10.76) 0084: $5303 = $5321 // integer values and handles $5322 = 1 // integer values jump @BIKE3_7756 :BIKE3_7668 if or $5324 == 0 // integer values $5324 == 2 // integer values jf @BIKE3_7756 0395: clear_area 0 at -690.84 1298.62 range 10.76 4.0 $5323 = Actor.Create(Gang3, #SGA, -690.84, 1298.62, 10.76) 0084: $5303 = $5323 // integer values and handles $5324 = 1 // integer values :BIKE3_7756 if not Actor.Dead($5303) jf @BIKE3_7843 if not $5303 == -1 // integer values jf @BIKE3_7843 0243: set_actor $5303 ped_stats_to 16 Actor.Angle($5303) = 174.08 0239: actor $5303 run_to -691.25 1294.99 $5299 += 1 // integer values $5341 += 1 // integer values $5300 = 1 // integer values :BIKE3_7843 if 8339: not anything_in_cube_cornerA -735.7 1261.3 8.0 cornerB -728.2 1264.8 14.0 solid 0 car 1 actor 1 object 0 particle 0 jf @BIKE3_8780 if 16@ >= 7000 // integer values jf @BIKE3_8780 if $5301 == 0 // integer values jf @BIKE3_8780 $5304 = -1 // integer values if or $5326 == 0 // integer values $5326 == 2 // integer values jf @BIKE3_8035 0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 $5325 = Actor.Create(Gang3, #SGB, -733.7, 1263.0, 10.8) 0084: $5304 = $5325 // integer values and handles $5326 = 1 // integer values jump @BIKE3_8693 :BIKE3_8035 if or $5328 == 0 // integer values $5328 == 2 // integer values jf @BIKE3_8130 0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 $5327 = Actor.Create(Gang3, #SGB, -733.7, 1263.0, 10.8) 0084: $5304 = $5327 // integer values and handles $5328 = 1 // integer values jump @BIKE3_8693 :BIKE3_8130 if or $5330 == 0 // integer values $5330 == 2 // integer values jf @BIKE3_8225 0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 $5329 = Actor.Create(Gang3, #SGB, -733.7, 1263.0, 10.8) 0084: $5304 = $5329 // integer values and handles $5330 = 1 // integer values jump @BIKE3_8693 :BIKE3_8225 if or $5332 == 0 // integer values $5332 == 2 // integer values jf @BIKE3_8320 0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 $5331 = Actor.Create(Gang3, #SGB, -733.7, 1263.0, 10.8) 0084: $5304 = $5331 // integer values and handles $5332 = 1 // integer values jump @BIKE3_8693 :BIKE3_8320 if or $5334 == 0 // integer values $5334 == 2 // integer values jf @BIKE3_8415 0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 $5333 = Actor.Create(Gang3, #SGB, -733.7, 1263.0, 10.8) 0084: $5304 = $5333 // integer values and handles $5334 = 1 // integer values jump @BIKE3_8693 :BIKE3_8415 if or $5336 == 0 // integer values $5336 == 2 // integer values jf @BIKE3_8510 0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 $5335 = Actor.Create(Gang3, #SGB, -733.7, 1263.0, 10.8) 0084: $5304 = $5335 // integer values and handles $5336 = 1 // integer values jump @BIKE3_8693 :BIKE3_8510 if or $5338 == 0 // integer values $5338 == 2 // integer values jf @BIKE3_8605 0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 $5337 = Actor.Create(Gang3, #SGB, -733.7, 1263.0, 10.8) 0084: $5304 = $5337 // integer values and handles $5338 = 1 // integer values jump @BIKE3_8693 :BIKE3_8605 if or $5340 == 0 // integer values $5340 == 2 // integer values jf @BIKE3_8693 0395: clear_area 0 at -733.7 1263.0 range 10.8 4.0 $5339 = Actor.Create(Gang3, #SGB, -733.7, 1263.0, 10.8) 0084: $5304 = $5339 // integer values and handles $5340 = 1 // integer values :BIKE3_8693 if not Actor.Dead($5304) jf @BIKE3_8780 if not $5304 == -1 // integer values jf @BIKE3_8780 0243: set_actor $5304 ped_stats_to 16 Actor.Angle($5304) = 174.08 0239: actor $5304 run_to -730.6 1262.8 $5299 += 1 // integer values $5341 += 1 // integer values $5301 = 1 // integer values :BIKE3_8780 return :BIKE3_8782 if $5300 == 1 // integer values jf @BIKE3_8967 if not Actor.Dead($5303) jf @BIKE3_8960 if 00FF: actor $5303 0 -691.25 1294.99 10.76 radius 1.0 1.0 2.0 jf @BIKE3_8953 if $5341 > 29 // integer values jf @BIKE3_8907 Actor.Health($5303) = 200 01B2: give_actor $5303 weapon 26 ammo 30000 // Load the weapon model before using this jump @BIKE3_8917 :BIKE3_8907 01B2: give_actor $5303 weapon 22 ammo 30000 // Load the weapon model before using this :BIKE3_8917 009E: set_actor $5303 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5303 kill_player $PLAYER_CHAR $5300 = 2 // integer values :BIKE3_8953 jump @BIKE3_8967 :BIKE3_8960 $5300 = 2 // integer values :BIKE3_8967 if $5301 == 1 // integer values jf @BIKE3_9152 if not Actor.Dead($5304) jf @BIKE3_9145 if 00FF: actor $5304 0 -730.6 1262.8 10.8 radius 1.0 1.0 2.0 jf @BIKE3_9138 if $5341 > 29 // integer values jf @BIKE3_9092 Actor.Health($5304) = 200 01B2: give_actor $5304 weapon 26 ammo 30000 // Load the weapon model before using this jump @BIKE3_9102 :BIKE3_9092 01B2: give_actor $5304 weapon 22 ammo 30000 // Load the weapon model before using this :BIKE3_9102 009E: set_actor $5304 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5304 kill_player $PLAYER_CHAR $5301 = 2 // integer values :BIKE3_9138 jump @BIKE3_9152 :BIKE3_9145 $5301 = 2 // integer values :BIKE3_9152 return :BIKE3_9154 if $5360 == 1 // integer values jf @BIKE3_10784 if $5372 == 6 // integer values jf @BIKE3_9279 if $5310 == 1 // integer values jf @BIKE3_9279 if Actor.Dead($5309) jf @BIKE3_9250 Actor.DestroyWithFade($5309) $5299 -= 1 // integer values $5310 = 2 // integer values jump @BIKE3_9279 :BIKE3_9250 009E: set_actor $5309 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5309 kill_player $PLAYER_CHAR :BIKE3_9279 if $5372 == 7 // integer values jf @BIKE3_9386 if $5312 == 1 // integer values jf @BIKE3_9386 if Actor.Dead($5311) jf @BIKE3_9357 Actor.DestroyWithFade($5311) $5299 -= 1 // integer values $5312 = 2 // integer values jump @BIKE3_9386 :BIKE3_9357 009E: set_actor $5311 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5311 kill_player $PLAYER_CHAR :BIKE3_9386 if $5372 == 8 // integer values jf @BIKE3_9493 if $5314 == 1 // integer values jf @BIKE3_9493 if Actor.Dead($5313) jf @BIKE3_9464 Actor.DestroyWithFade($5313) $5299 -= 1 // integer values $5314 = 2 // integer values jump @BIKE3_9493 :BIKE3_9464 009E: set_actor $5313 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5313 kill_player $PLAYER_CHAR :BIKE3_9493 if $5372 == 9 // integer values jf @BIKE3_9600 if $5316 == 1 // integer values jf @BIKE3_9600 if Actor.Dead($5315) jf @BIKE3_9571 Actor.DestroyWithFade($5315) $5299 -= 1 // integer values $5316 = 2 // integer values jump @BIKE3_9600 :BIKE3_9571 009E: set_actor $5315 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5315 kill_player $PLAYER_CHAR :BIKE3_9600 if $5372 == 10 // integer values jf @BIKE3_9707 if $5318 == 1 // integer values jf @BIKE3_9707 if Actor.Dead($5317) jf @BIKE3_9678 Actor.DestroyWithFade($5317) $5299 -= 1 // integer values $5318 = 2 // integer values jump @BIKE3_9707 :BIKE3_9678 009E: set_actor $5317 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5317 kill_player $PLAYER_CHAR :BIKE3_9707 if $5372 == 11 // integer values jf @BIKE3_9814 if $5322 == 1 // integer values jf @BIKE3_9814 if Actor.Dead($5321) jf @BIKE3_9785 Actor.DestroyWithFade($5321) $5299 -= 1 // integer values $5322 = 2 // integer values jump @BIKE3_9814 :BIKE3_9785 009E: set_actor $5321 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5321 kill_player $PLAYER_CHAR :BIKE3_9814 if $5372 == 12 // integer values jf @BIKE3_9921 if $5324 == 1 // integer values jf @BIKE3_9921 if Actor.Dead($5323) jf @BIKE3_9892 Actor.DestroyWithFade($5323) $5299 -= 1 // integer values $5324 = 2 // integer values jump @BIKE3_9921 :BIKE3_9892 009E: set_actor $5323 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5323 kill_player $PLAYER_CHAR :BIKE3_9921 if $5372 == 13 // integer values jf @BIKE3_10028 if $5326 == 1 // integer values jf @BIKE3_10028 if Actor.Dead($5325) jf @BIKE3_9999 Actor.DestroyWithFade($5325) $5299 -= 1 // integer values $5326 = 2 // integer values jump @BIKE3_10028 :BIKE3_9999 009E: set_actor $5325 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5325 kill_player $PLAYER_CHAR :BIKE3_10028 if $5372 == 14 // integer values jf @BIKE3_10135 if $5328 == 1 // integer values jf @BIKE3_10135 if Actor.Dead($5327) jf @BIKE3_10106 Actor.DestroyWithFade($5327) $5299 -= 1 // integer values $5328 = 2 // integer values jump @BIKE3_10135 :BIKE3_10106 009E: set_actor $5327 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5327 kill_player $PLAYER_CHAR :BIKE3_10135 if $5372 == 15 // integer values jf @BIKE3_10242 if $5330 == 1 // integer values jf @BIKE3_10242 if Actor.Dead($5329) jf @BIKE3_10213 Actor.DestroyWithFade($5329) $5299 -= 1 // integer values $5330 = 2 // integer values jump @BIKE3_10242 :BIKE3_10213 009E: set_actor $5329 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5329 kill_player $PLAYER_CHAR :BIKE3_10242 if $5372 == 16 // integer values jf @BIKE3_10349 if $5332 == 1 // integer values jf @BIKE3_10349 if Actor.Dead($5331) jf @BIKE3_10320 Actor.DestroyWithFade($5331) $5299 -= 1 // integer values $5332 = 2 // integer values jump @BIKE3_10349 :BIKE3_10320 009E: set_actor $5331 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5331 kill_player $PLAYER_CHAR :BIKE3_10349 if $5372 == 17 // integer values jf @BIKE3_10456 if $5334 == 1 // integer values jf @BIKE3_10456 if Actor.Dead($5333) jf @BIKE3_10427 Actor.DestroyWithFade($5333) $5299 -= 1 // integer values $5334 = 2 // integer values jump @BIKE3_10456 :BIKE3_10427 009E: set_actor $5333 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5333 kill_player $PLAYER_CHAR :BIKE3_10456 if $5372 == 18 // integer values jf @BIKE3_10563 if $5336 == 1 // integer values jf @BIKE3_10563 if Actor.Dead($5335) jf @BIKE3_10534 Actor.DestroyWithFade($5335) $5299 -= 1 // integer values $5336 = 2 // integer values jump @BIKE3_10563 :BIKE3_10534 009E: set_actor $5335 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5335 kill_player $PLAYER_CHAR :BIKE3_10563 if $5372 == 19 // integer values jf @BIKE3_10670 if $5338 == 1 // integer values jf @BIKE3_10670 if Actor.Dead($5337) jf @BIKE3_10641 Actor.DestroyWithFade($5337) $5299 -= 1 // integer values $5338 = 2 // integer values jump @BIKE3_10670 :BIKE3_10641 009E: set_actor $5337 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5337 kill_player $PLAYER_CHAR :BIKE3_10670 if $5372 == 20 // integer values jf @BIKE3_10777 if $5340 == 1 // integer values jf @BIKE3_10777 if Actor.Dead($5339) jf @BIKE3_10748 Actor.DestroyWithFade($5339) $5299 -= 1 // integer values $5340 = 2 // integer values jump @BIKE3_10777 :BIKE3_10748 009E: set_actor $5339 path $5342 $5343 $5344 unknown 0.5 1 01CA: actor $5339 kill_player $PLAYER_CHAR :BIKE3_10777 jump @BIKE3_11120 :BIKE3_10784 if not Actor.Dead($5309) jf @BIKE3_10805 Actor.RemoveReferences($5309) :BIKE3_10805 if not Actor.Dead($5311) jf @BIKE3_10826 Actor.RemoveReferences($5311) :BIKE3_10826 if not Actor.Dead($5313) jf @BIKE3_10847 Actor.RemoveReferences($5313) :BIKE3_10847 if not Actor.Dead($5315) jf @BIKE3_10868 Actor.RemoveReferences($5315) :BIKE3_10868 if not Actor.Dead($5317) jf @BIKE3_10889 Actor.RemoveReferences($5317) :BIKE3_10889 if not Actor.Dead($5319) jf @BIKE3_10910 Actor.RemoveReferences($5319) :BIKE3_10910 if not Actor.Dead($5321) jf @BIKE3_10931 Actor.RemoveReferences($5321) :BIKE3_10931 if not Actor.Dead($5323) jf @BIKE3_10952 Actor.RemoveReferences($5323) :BIKE3_10952 if not Actor.Dead($5325) jf @BIKE3_10973 Actor.RemoveReferences($5325) :BIKE3_10973 if not Actor.Dead($5327) jf @BIKE3_10994 Actor.RemoveReferences($5327) :BIKE3_10994 if not Actor.Dead($5329) jf @BIKE3_11015 Actor.RemoveReferences($5329) :BIKE3_11015 if not Actor.Dead($5331) jf @BIKE3_11036 Actor.RemoveReferences($5331) :BIKE3_11036 if not Actor.Dead($5333) jf @BIKE3_11057 Actor.RemoveReferences($5333) :BIKE3_11057 if not Actor.Dead($5335) jf @BIKE3_11078 Actor.RemoveReferences($5335) :BIKE3_11078 if not Actor.Dead($5337) jf @BIKE3_11099 Actor.RemoveReferences($5337) :BIKE3_11099 if not Actor.Dead($5339) jf @BIKE3_11120 Actor.RemoveReferences($5339) :BIKE3_11120 return :BIKE3_11122 if $5354 == 0 // integer values jf @BIKE3_11703 $5356 = Car.Create(#GANGBUR, -783.346, 1367.562, 10.603) Car.Angle($5356) = 192.0 0129: $5346 = create_actor 9 #SGB in_car $5356 driverseat 01C8: $5350 = create_actor_pedtype 9 model #SGA in_car $5356 passenger_seat 0 01ED: clear_actor $5346 threat_search 01ED: clear_actor $5350 threat_search 011A: set_actor $5346 search_threat 1 01B2: give_actor $5346 weapon 22 ammo 30000 // Load the weapon model before using this 011A: set_actor $5350 search_threat 1 01B2: give_actor $5350 weapon 22 ammo 30000 // Load the weapon model before using this 01CC: actor $5346 kill_player $PLAYER_CHAR 01CC: actor $5350 kill_player $PLAYER_CHAR 04BA: set_car $5356 speed_instantly 30.0 Car.SetMaxSpeed($5356, 40.0) $5357 = Car.Create(#GANGBUR, -791.841, 1376.64, 10.422) Car.Angle($5357) = 258.512 0129: $5347 = create_actor 9 #SGA in_car $5357 driverseat 01ED: clear_actor $5347 threat_search 011A: set_actor $5347 search_threat 1 01B2: give_actor $5347 weapon 22 ammo 30000 // Load the weapon model before using this 01C8: $5351 = create_actor_pedtype 9 model #SGB in_car $5357 passenger_seat 0 01ED: clear_actor $5351 threat_search 011A: set_actor $5351 search_threat 1 01B2: give_actor $5351 weapon 22 ammo 30000 // Load the weapon model before using this 01CC: actor $5347 kill_player $PLAYER_CHAR 01CC: actor $5351 kill_player $PLAYER_CHAR 04BA: set_car $5357 speed_instantly 30.0 Car.SetMaxSpeed($5357, 40.0) $5358 = Car.Create(#GANGBUR, -295.967, 1255.681, 10.142) Car.Angle($5358) = 357.556 0129: $5348 = create_actor 9 #SGA in_car $5358 driverseat 01ED: clear_actor $5348 threat_search 011A: set_actor $5348 search_threat 1 01B2: give_actor $5348 weapon 22 ammo 30000 // Load the weapon model before using this 01C8: $5352 = create_actor_pedtype 9 model #SGB in_car $5358 passenger_seat 0 01ED: clear_actor $5352 threat_search 011A: set_actor $5352 search_threat 1 01B2: give_actor $5352 weapon 22 ammo 30000 // Load the weapon model before using this 01CC: actor $5348 kill_player $PLAYER_CHAR 01CC: actor $5352 kill_player $PLAYER_CHAR 04BA: set_car $5358 speed_instantly 30.0 Car.SetMaxSpeed($5358, 40.0) $5359 = Car.Create(#GANGBUR, -585.145, 666.533, 9.917) Car.Angle($5359) = 286.737 0129: $5349 = create_actor 9 #SGB in_car $5359 driverseat 01ED: clear_actor $5349 threat_search 011A: set_actor $5349 search_threat 1 01B2: give_actor $5349 weapon 22 ammo 30000 // Load the weapon model before using this 01C8: $5353 = create_actor_pedtype 9 model #SGB in_car $5359 passenger_seat 0 01ED: clear_actor $5353 threat_search 011A: set_actor $5353 search_threat 1 01B2: give_actor $5353 weapon 22 ammo 30000 // Load the weapon model before using this 01CC: actor $5349 kill_player $PLAYER_CHAR 01CC: actor $5353 kill_player $PLAYER_CHAR 04BA: set_car $5359 speed_instantly 30.0 Car.SetMaxSpeed($5359, 40.0) $5354 = 1 // integer values :BIKE3_11703 return :BIKE3_11705 if 6 > $5370 // integer values jf @BIKE3_13010 if $5364 == 0 // integer values jf @BIKE3_12046 if not Actor.Dead($5285) jf @BIKE3_12046 if 84F0: not is_actor_waiting_for_world_collision $5285 jf @BIKE3_12046 01ED: clear_actor $5285 threat_search 011A: set_actor $5285 search_threat 1 01B2: give_actor $5285 weapon 22 ammo 30000 // Load the weapon model before using this 01E2: add_route_point 0 at -751.91 1212.63 23.17 01E2: add_route_point 0 at -751.87 1204.57 23.17 01E2: add_route_point 0 at -746.22 1200.42 23.17 01E2: add_route_point 0 at -728.07 1200.61 23.17 01E2: add_route_point 0 at -703.98 1201.18 23.17 01E2: add_route_point 0 at -700.81 1200.92 23.17 01E2: add_route_point 0 at -703.98 1201.18 23.17 01E2: add_route_point 0 at -728.07 1200.61 23.17 01E2: add_route_point 0 at -746.22 1200.42 23.17 01E2: add_route_point 0 at -751.87 1204.57 23.17 01E2: add_route_point 0 at -751.91 1212.63 23.17 01E2: add_route_point 0 at -750.93 1235.44 23.73 01E1: set_actor $5285 follow_route 0 3 $5370 += 1 // integer values $5364 = 1 // integer values :BIKE3_12046 if $5365 == 0 // integer values jf @BIKE3_12369 if not Actor.Dead($5286) jf @BIKE3_12369 if 84F0: not is_actor_waiting_for_world_collision $5286 jf @BIKE3_12369 01ED: clear_actor $5286 threat_search 011A: set_actor $5286 search_threat 1 01B2: give_actor $5286 weapon 22 ammo 30000 // Load the weapon model before using this 01E2: add_route_point 1 at -659.65 1239.53 23.17 01E2: add_route_point 1 at -659.42 1214.94 23.87 01E2: add_route_point 1 at -659.33 1202.42 23.29 01E2: add_route_point 1 at -670.12 1202.51 23.3 01E2: add_route_point 1 at -689.49 1201.52 23.17 01E2: add_route_point 1 at -689.02 1201.12 23.17 01E2: add_route_point 1 at -689.49 1201.52 23.17 01E2: add_route_point 1 at -670.12 1202.51 23.3 01E2: add_route_point 1 at -659.33 1202.42 23.29 01E2: add_route_point 1 at -659.42 1214.94 23.87 01E2: add_route_point 1 at -659.65 1239.53 23.17 01E2: add_route_point 1 at -659.81 1257.07 23.17 01E1: set_actor $5286 follow_route 1 3 $5370 += 1 // integer values $5365 = 1 // integer values :BIKE3_12369 if $5366 == 0 // integer values jf @BIKE3_12540 if not Actor.Dead($5287) jf @BIKE3_12540 if 84F0: not is_actor_waiting_for_world_collision $5287 jf @BIKE3_12540 01ED: clear_actor $5287 threat_search 011A: set_actor $5287 search_threat 1 01B2: give_actor $5287 weapon 22 ammo 30000 // Load the weapon model before using this 01E2: add_route_point 2 at -690.88 1271.5 10.76 01E2: add_route_point 2 at -691.99 1294.35 10.76 01E2: add_route_point 2 at -690.88 1271.5 10.76 01E2: add_route_point 2 at -692.32 1250.27 10.2 01E1: set_actor $5287 follow_route 2 3 $5370 += 1 // integer values $5366 = 1 // integer values :BIKE3_12540 if $5367 == 0 // integer values jf @BIKE3_12825 if not Actor.Dead($5288) jf @BIKE3_12825 if 84F0: not is_actor_waiting_for_world_collision $5288 jf @BIKE3_12825 01ED: clear_actor $5288 threat_search 011A: set_actor $5288 search_threat 1 01B2: give_actor $5288 weapon 22 ammo 30000 // Load the weapon model before using this 01E2: add_route_point 3 at -756.2 1227.72 10.07 01E2: add_route_point 3 at -755.89 1243.83 10.07 01E2: add_route_point 3 at -755.94 1257.21 10.38 01E2: add_route_point 3 at -755.68 1275.26 10.66 01E2: add_route_point 3 at -755.44 1287.88 14.52 01E2: add_route_point 3 at -755.68 1275.26 10.66 01E2: add_route_point 3 at -755.94 1257.21 10.38 01E2: add_route_point 3 at -755.89 1243.83 10.07 01E2: add_route_point 3 at -756.2 1227.72 10.07 01E2: add_route_point 3 at -757.7 1214.37 10.07 01E1: set_actor $5288 follow_route 3 3 $5370 += 1 // integer values $5367 = 1 // integer values :BIKE3_12825 if $5368 == 0 // integer values jf @BIKE3_12911 if not Actor.Dead($5289) jf @BIKE3_12911 if 84F0: not is_actor_waiting_for_world_collision $5289 jf @BIKE3_12911 01ED: clear_actor $5289 threat_search 011A: set_actor $5289 search_threat 1 Actor.Angle($5289) = 66.98 $5370 += 1 // integer values $5368 = 1 // integer values :BIKE3_12911 if $5369 == 0 // integer values jf @BIKE3_13010 if not Actor.Dead($5290) jf @BIKE3_13010 if 84F0: not is_actor_waiting_for_world_collision $5290 jf @BIKE3_13010 01ED: clear_actor $5290 threat_search 011A: set_actor $5290 search_threat 1 Actor.Angle($5290) = 283.89 03F9: make_actors $5289 $5290 converse_in 1000000 ms $5370 += 1 // integer values $5369 = 1 // integer values :BIKE3_13010 return //-------------Mission 56--------------- // Originally: Stunt Boat Challenge :CUBAN1 thread 'CUBAN1' gosub @CUBAN1_46 if wasted_or_busted jf @CUBAN1_37 gosub @CUBAN1_10663 :CUBAN1_37 gosub @CUBAN1_10748 end_thread :CUBAN1_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'CUBAN1' 058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 $5484 = 0.0 // floating-point values $5485 = 0.0 // floating-point values $5486 = 0.0 // floating-point values $5487 = 0.0 // floating-point values $5488 = 0.0 // floating-point values $5489 = 0.0 // floating-point values $5389 = 181000 // integer values $5390 = 0 // integer values $5391 = 0 // integer values $5392 = 0 // integer values $5393 = 0 // integer values $5395 = 0.0 // floating-point values $5394 = 0 // integer values $5396 = 0 // integer values $5397 = 0 // integer values $5398 = 27 // integer values $5399 = 0 // integer values $5400 = 0 // integer values $5401 = 0 // integer values $5402 = 0 // integer values $5403 = -102.9375 // floating-point values $5404 = 171.7835 // floating-point values $5405 = 5.6727 // floating-point values $5406 = -64.7472 // floating-point values $5407 = 368.7051 // floating-point values $5408 = 5.505 // floating-point values $5409 = -27.916 // floating-point values $5410 = 482.466 // floating-point values $5411 = 16.0159 // floating-point values $5412 = 183.4692 // floating-point values $5413 = 614.9838 // floating-point values $5414 = 5.7676 // floating-point values $5415 = 239.9839 // floating-point values $5416 = 422.9632 // floating-point values $5417 = 5.9437 // floating-point values $5418 = 196.5818 // floating-point values $5419 = 227.5221 // floating-point values $5420 = 5.9738 // floating-point values $5421 = 336.4845 // floating-point values $5422 = 83.632 // floating-point values $5423 = 16.0888 // floating-point values $5424 = 417.2411 // floating-point values $5425 = -100.5402 // floating-point values $5426 = 15.9255 // floating-point values $5427 = 402.8727 // floating-point values $5428 = -300.6653 // floating-point values $5429 = 5.7619 // floating-point values $5430 = 290.0335 // floating-point values $5431 = -460.3196 // floating-point values $5432 = 5.9769 // floating-point values $5433 = 181.6709 // floating-point values $5434 = -617.7477 // floating-point values $5435 = 5.9921 // floating-point values $5436 = -4.6467 // floating-point values $5437 = -694.4938 // floating-point values $5438 = 5.8744 // floating-point values $5439 = -191.9626 // floating-point values $5440 = -772.1127 // floating-point values $5441 = 5.8744 // floating-point values $5442 = -335.464 // floating-point values $5443 = -910.51 // floating-point values $5444 = 5.4899 // floating-point values $5445 = -304.464 // floating-point values $5446 = -988.51 // floating-point values $5447 = 5.4899 // floating-point values $5448 = -244.464 // floating-point values $5449 = -922.51 // floating-point values $5450 = 5.4899 // floating-point values $5451 = -144.779 // floating-point values $5452 = -845.288 // floating-point values $5453 = 6.0213 // floating-point values $5454 = 26.0794 // floating-point values $5455 = -739.893 // floating-point values $5456 = 6.0163 // floating-point values $5457 = 154.4145 // floating-point values $5458 = -640.624 // floating-point values $5459 = 5.3606 // floating-point values $5460 = 304.531 // floating-point values $5461 = -431.591 // floating-point values $5462 = 16.0599 // floating-point values $5463 = 413.1744 // floating-point values $5464 = -280.507 // floating-point values $5465 = 5.9702 // floating-point values $5466 = 423.1779 // floating-point values $5467 = -89.6841 // floating-point values $5468 = 15.8592 // floating-point values $5469 = 339.5622 // floating-point values $5470 = 73.0977 // floating-point values $5471 = 6.0374 // floating-point values $5472 = 198.6796 // floating-point values $5473 = 243.2925 // floating-point values $5474 = 5.5461 // floating-point values $5475 = 75.6552 // floating-point values $5476 = 401.3978 // floating-point values $5477 = 5.6628 // floating-point values $5478 = -95.1011 // floating-point values $5479 = 295.7863 // floating-point values $5480 = 5.8772 // floating-point values $5481 = -86.3112 // floating-point values $5482 = 95.7909 // floating-point values $5483 = 5.6436 // floating-point values $5490 = -4.56 // floating-point values $5491 = 456.21 // floating-point values $5492 = 11.51 // floating-point values $5493 = -42.74 // floating-point values $5494 = 460.99 // floating-point values $5495 = -20.19 // floating-point values $5496 = 464.61 // floating-point values select_interior 7 04E3: unknown_player $PLAYER_CHAR 0 60000 042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSPABLO' 023C: load_special_actor 3 'CSPAPA' 023C: load_special_actor 4 'CSPEPE' 023C: load_special_actor 5 'CSUMBTO' 02F3: load_object #CUTOBJ01 'CCFAN' 02F3: load_object #CUTOBJ02 'LOBTRAY' 02F3: load_object #CUTOBJ03 'ESPRESO' Camera.SetAtPos(-1169.0, -620.0, 10.791) 038B: load_requested_models :CUBAN1_1325 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @CUBAN1_1367 wait 0 jump @CUBAN1_1325 :CUBAN1_1367 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @CUBAN1_1399 wait 0 jump @CUBAN1_1367 :CUBAN1_1399 02E4: load_cutscene_data 'CUB_1' 0244: set_cutscene_pos -1170.708 -608.327 10.791 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $178 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $178 'CSPABLO' 02E5: $179 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $179 'CSPAPA' 02E5: $180 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $180 'CSPEPE' 02E5: $181 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $181 'CSUMBTO' 02E5: $218 = create_cutscene_object #CUTOBJ01 04BC: 'CCFAN' 02E6: set_cutscene_anim $218 'CCFAN' 02E5: $198 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $198 'LOBTRAY' 02E5: $204 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $204 'ESPRESO' 0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0 0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CUBAN1_1672 if 2145 > $CUT_SCENE_TIME // integer values jf @CUBAN1_1707 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_1672 :CUBAN1_1707 00BC: text_highpriority 'CUB1_A' 10000 ms 1 // Si, men? :CUBAN1_1722 if 3036 > $CUT_SCENE_TIME // integer values jf @CUBAN1_1757 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_1722 :CUBAN1_1757 00BC: text_highpriority 'CUB1_B' 10000 ms 1 // Hey, easy Papi, this man's for me. You, you the boy? :CUBAN1_1772 if 10501 > $CUT_SCENE_TIME // integer values jf @CUBAN1_1807 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_1772 :CUBAN1_1807 00BC: text_highpriority 'CUB1_C' 10000 ms 1 // Oh yeh. You the boy. I think so, you know? :CUBAN1_1822 if 14480 > $CUT_SCENE_TIME // integer values jf @CUBAN1_1857 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_1822 :CUBAN1_1857 00BC: text_highpriority 'CUB1_D' 10000 ms 1 // No. I don't think I do. :CUBAN1_1872 if 16593 > $CUT_SCENE_TIME // integer values jf @CUBAN1_1907 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_1872 :CUBAN1_1907 00BC: text_highpriority 'CUB1_E' 10000 ms 1 // Oh yeah? You come here, tough guy. :CUBAN1_1922 if 19202 > $CUT_SCENE_TIME // integer values jf @CUBAN1_1957 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_1922 :CUBAN1_1957 00BC: text_highpriority 'CUB1_F' 10000 ms 1 // You think you can take me on? :CUBAN1_1972 if 20637 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2007 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_1972 :CUBAN1_2007 00BC: text_highpriority 'CUB1_G' 10000 ms 1 // You think you can play stupid with me? :CUBAN1_2022 if 22441 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2057 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2022 :CUBAN1_2057 00BC: text_highpriority 'CUB1_H' 10000 ms 1 // No, I think you're playing plenty stupid enough for both of us. :CUBAN1_2072 if 24775 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2107 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2072 :CUBAN1_2107 00BC: text_highpriority 'CUB1_I' 10000 ms 1 // Hey, he call you dumb, son. :CUBAN1_2122 if 27472 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2157 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2122 :CUBAN1_2157 00BC: text_highpriority 'CUB1_J' 10000 ms 1 // And I call him a little girl, Papi. :CUBAN1_2172 if 30348 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2207 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2172 :CUBAN1_2207 00BC: text_highpriority 'CUB1_K' 10000 ms 1 // Look at him, all dressed up like that. :CUBAN1_2222 if 33133 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2259 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2222 :CUBAN1_2259 00BC: text_highpriority 'CUB1_L' 10000 ms 1 // What is this, ladies night? :CUBAN1_2274 if 35329 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2311 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2274 :CUBAN1_2311 00BC: text_highpriority 'CUB1_M' 10000 ms 1 // You some kind of tough guy, you dress like a woman? :CUBAN1_2326 if 38022 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2363 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2326 :CUBAN1_2363 00BC: text_highpriority 'CUB1_N' 10000 ms 1 // You got on panties like a woman too, huh? :CUBAN1_2378 if 40251 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2415 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2378 :CUBAN1_2415 00BC: text_highpriority 'CUB1_O' 10000 ms 1 // What you got against women? You prefer men, big boy? :CUBAN1_2430 if 42742 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2467 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2430 :CUBAN1_2467 00BC: text_highpriority 'CUB1_P' 10000 ms 1 // I like women! I like all women! I love my mother, chico! :CUBAN1_2482 if 46831 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2519 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2482 :CUBAN1_2519 00BC: text_highpriority 'CUB1_Q' 10000 ms 1 // Alright, alright, I'll take your word for it. Relax. :CUBAN1_2534 if 51281 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2571 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2534 :CUBAN1_2571 00BC: text_highpriority 'CUB1_R' 10000 ms 1 // Can you drive, amigo? :CUBAN1_2586 if 53403 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2623 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2586 :CUBAN1_2623 00BC: text_highpriority 'CUB1_S' 10000 ms 1 // Yeah... like a woman. :CUBAN1_2638 if 57539 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2675 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2638 :CUBAN1_2675 00BC: text_highpriority 'CUB1_T' 10000 ms 1 // Very funny. I like you, big boy. Maybe you can help. :CUBAN1_2690 if 62464 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2727 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2690 :CUBAN1_2727 00BC: text_highpriority 'CUB1_U' 10000 ms 1 // Maybe you can prove you a man. Huh? :CUBAN1_2742 if 65377 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2779 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2742 :CUBAN1_2779 00BC: text_highpriority 'CUB1_V' 10000 ms 1 // Take out the boat. :CUBAN1_2794 if 68974 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2831 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2794 :CUBAN1_2831 00BC: text_highpriority 'CUB1_W' 10000 ms 1 // Show me you got some big cojones, :CUBAN1_2846 if 71656 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2883 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2846 :CUBAN1_2883 00BC: text_highpriority 'CUB1_X' 10000 ms 1 // and not some little bitty chiquita ones. :CUBAN1_2898 if 75392 > $CUT_SCENE_TIME // integer values jf @CUBAN1_2935 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN1_2898 :CUBAN1_2935 fade 0 1500 00BE: text_clear_all :CUBAN1_2944 if fading jf @CUBAN1_2968 wait 0 jump @CUBAN1_2944 :CUBAN1_2968 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) select_interior 0 $989 = 0 // integer values 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 00C0: set_current_time 10 0 Model.Load(#SPEEDER) Model.Load(#CBB) Model.Load(#CADDY) Model.Load(#WMYGO) Model.Load(#WFOGO) Model.Load(#REEFER) :CUBAN1_3080 if or not Model.Available(#SPEEDER) not Model.Available(#CBB) not Model.Available(#CADDY) not Model.Available(#WMYGO) not Model.Available(#WFOGO) not Model.Available(#REEFER) jf @CUBAN1_3129 wait 0 jump @CUBAN1_3080 :CUBAN1_3129 03CF: load_wav 'CUB1_9' as 1 03CF: load_wav 'COL3_2B' as 2 :CUBAN1_3153 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN1_3183 wait 0 jump @CUBAN1_3153 :CUBAN1_3183 set_weather 4 01E8: create_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0 Camera.SetAtPos(-74.17, 90.2, 9.67) 04E4: unknown_refresh_game_renderer_at -67.7 91.2 0055: put_player $PLAYER_CHAR at -67.7 91.2 9.5 $5375 = Actor.Create(Gang1, #CBB, -74.17, 90.2, 8.6) 04F5: unknown_actor $5375 kiss_player $PLAYER_CHAR on 1 Actor.Angle($5375) = 40.2 $5382 = Car.Create(#CADDY, -31.7, 484.9, 7.3) Car.Angle($5382) = 205.8 $5383 = Actor.Create(CivMale, #WMYGO, -29.5, 483.6, 7.7) Actor.Angle($5383) = 11.0 Actor.Health($5383) = 10 $5384 = Actor.Create(CivMale, #WMYGO, -27.2, 484.1, 7.7) Actor.Angle($5384) = 77.0 Actor.Health($5384) = 10 $5385 = Actor.Create(CivFemale, #WFOGO, -29.9, 484.4, 7.7) Actor.Angle($5385) = 282.0 Actor.Health($5385) = 10 $5386 = Actor.Create(CivFemale, #WFOGO, -28.4, 486.3, 7.7) Actor.Angle($5386) = 176.0 Actor.Health($5386) = 10 03F9: make_actors $5383 $5384 converse_in 86400000 ms 03F9: make_actors $5385 $5386 converse_in 86400000 ms fade 1 1500 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-67.34, 85.31, 10.02, 0.0, 0.0, 0.0) Camera.PointAt(-86.4, 117.01, 13.04, 2) wait 1000 if not Actor.Dead($5375) jf @CUBAN1_3633 01D1: actor $PLAYER_ACTOR follow_actor $5375 :CUBAN1_3633 wait 2000 00BC: text_highpriority 'CUB1_01' 4000 ms 1 // Hey, I'm Rico. You the man with the big cojones? 03D1: play_wav 1 :CUBAN1_3657 if and 83D2: not wav 1 ended not Actor.Dead($5375) jf @CUBAN1_3769 wait 0 if 00E1: player 0 pressed_button 16 jf @CUBAN1_3737 if $61 == 1 // integer values jf @CUBAN1_3730 $61 = 0 // integer values jump @CUBAN1_4106 :CUBAN1_3730 jump @CUBAN1_3762 :CUBAN1_3737 if $61 == 0 // integer values jf @CUBAN1_3762 $61 = 1 // integer values :CUBAN1_3762 jump @CUBAN1_3657 :CUBAN1_3769 040D: unload_wav 1 03D5: remove_text 'CUB1_01' // Hey, I'm Rico. You the man with the big cojones? 00BC: text_highpriority 'GEN3_4' 4000 ms 1 // Tommy Vercetti. Let's go... 03D1: play_wav 2 :CUBAN1_3802 if 83D2: not wav 2 ended jf @CUBAN1_3909 wait 0 if 00E1: player 0 pressed_button 16 jf @CUBAN1_3877 if $61 == 1 // integer values jf @CUBAN1_3870 $61 = 0 // integer values jump @CUBAN1_4106 :CUBAN1_3870 jump @CUBAN1_3902 :CUBAN1_3877 if $61 == 0 // integer values jf @CUBAN1_3902 $61 = 1 // integer values :CUBAN1_3902 jump @CUBAN1_3802 :CUBAN1_3909 040D: unload_wav 2 03D5: remove_text 'GEN3_4' // Tommy Vercetti. Let's go... 03CF: load_wav 'CUB1_10' as 1 :CUBAN1_3935 if 83D0: not wav 1 loaded jf @CUBAN1_3961 wait 0 jump @CUBAN1_3935 :CUBAN1_3961 00BC: text_highpriority 'CUB1_02' 4000 ms 1 // Ok man, treat her like a woman. 03D1: play_wav 1 :CUBAN1_3980 if and 83D2: not wav 1 ended not Actor.Dead($5375) jf @CUBAN1_4092 wait 0 if 00E1: player 0 pressed_button 16 jf @CUBAN1_4060 if $61 == 1 // integer values jf @CUBAN1_4053 $61 = 0 // integer values jump @CUBAN1_4106 :CUBAN1_4053 jump @CUBAN1_4085 :CUBAN1_4060 if $61 == 0 // integer values jf @CUBAN1_4085 $61 = 1 // integer values :CUBAN1_4085 jump @CUBAN1_3980 :CUBAN1_4092 040D: unload_wav 1 03D5: remove_text 'CUB1_02' // Ok man, treat her like a woman. :CUBAN1_4106 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 0169: set_fade_color 1 1 1 fade 0 1500 :CUBAN1_4137 if fading jf @CUBAN1_4161 wait 0 jump @CUBAN1_4137 :CUBAN1_4161 $5374 = Car.Create(#SPEEDER, -90.9, 105.1, 5.0) Car.Angle($5374) = 9.2 0323: enable_boat $5374 anchor 1 if not Car.Wrecked($5374) jf @CUBAN1_4324 0369: put_player $PLAYER_CHAR in_car $5374 if not Actor.Dead($5375) jf @CUBAN1_4288 0464: put_actor $5375 into_turret_on_car $5374 at_car_offset 0.0 1.8 1.2 position 0 angle 360.0 with_weapon 0 020E: actor $5375 look_at_actor $PLAYER_ACTOR jump @CUBAN1_4317 :CUBAN1_4288 00BC: text_highpriority 'CUB1_11' 5000 ms 1 // ~r~You Killed Rico! fade 1 1500 jump @CUBAN1_10663 :CUBAN1_4317 jump @CUBAN1_4353 :CUBAN1_4324 00BC: text_highpriority 'CUB1_11' 5000 ms 1 // ~r~You Killed Rico! fade 1 1500 jump @CUBAN1_10663 :CUBAN1_4353 Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True 0086: $5484 = $5403 // floating-point values only 0086: $5485 = $5404 // floating-point values only 0086: $5486 = $5405 // floating-point values only 0086: $5487 = $5406 // floating-point values only 0086: $5488 = $5407 // floating-point values only 0086: $5489 = $5408 // floating-point values only 018A: $5387 = create_checkpoint_at $5484 $5485 $5486 Marker.SetColor($5387, 4) 018A: $5388 = create_checkpoint_at $5487 $5488 $5489 Marker.SetColor($5388, 4) 0168: set_blip $5388 size 2 0166: set_marker $5388 brightness_to 1 $5376 = Object.Create(#WATERJUMPX2, -34.26, 455.9, 5.5) Object.Angle($5376) = 343.6 Object.CollisionDetection($5376) = True $5377 = Object.Create(#WATERJUMPX2, 312.2, 107.669, 5.5) Object.Angle($5377) = 230.88 Object.CollisionDetection($5377) = True $5378 = Object.Create(#WATERJUMPX2, 414.5, -79.8, 5.5) Object.Angle($5378) = 184.9 Object.CollisionDetection($5378) = True fade 1 1500 00BC: text_highpriority 'CUB1_12' 5000 ms 1 // Go through the first checkpoint to begin the test. 00BB: text_lowpriority 'CUB1_13' 5000 ms 1 // ~g~You have three minutes to get round the course. :CUBAN1_4623 wait 0 03BA: clear_cars_from_cube -185.35 -738.31 0.0 -150.63 -785.11 15.0 if 4 > $5390 // integer values jf @CUBAN1_4761 if $5399 == 0 // integer values jf @CUBAN1_4761 if Actor.Dead($5383) jf @CUBAN1_4761 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 $5399 = 1 // integer values :CUBAN1_4761 if $5390 == 4 // integer values jf @CUBAN1_4871 if not Actor.Dead($5383) jf @CUBAN1_4802 0350: set_actor $5383 maintain_position_when_attacked 1 :CUBAN1_4802 if not Actor.Dead($5384) jf @CUBAN1_4825 0350: set_actor $5384 maintain_position_when_attacked 1 :CUBAN1_4825 if not Actor.Dead($5385) jf @CUBAN1_4848 0350: set_actor $5385 maintain_position_when_attacked 1 :CUBAN1_4848 if not Actor.Dead($5386) jf @CUBAN1_4871 0350: set_actor $5386 maintain_position_when_attacked 1 :CUBAN1_4871 if not Car.Wrecked($5374) jf @CUBAN1_6141 if 0056: player $PLAYER_CHAR 0 $5493 $5494 $5495 $5496 jf @CUBAN1_6141 if $5390 == 2 // integer values jf @CUBAN1_5019 if not Actor.Dead($5383) jf @CUBAN1_4956 0193: set_actor $5383 objective_to_act_like_ped :CUBAN1_4956 if not Actor.Dead($5384) jf @CUBAN1_4977 0193: set_actor $5384 objective_to_act_like_ped :CUBAN1_4977 if not Actor.Dead($5385) jf @CUBAN1_4998 0193: set_actor $5385 objective_to_act_like_ped :CUBAN1_4998 if not Actor.Dead($5386) jf @CUBAN1_5019 0193: set_actor $5386 objective_to_act_like_ped :CUBAN1_5019 if 00E0: player $PLAYER_CHAR driving jf @CUBAN1_6141 03C1: $5381 = player $PLAYER_CHAR car_no_save 02E3: $5395 = car $5381 speed if 82BF: not car $5381 sunk jf @CUBAN1_5095 if $5395 > 15.0 // floating-point values jf @CUBAN1_5095 $5392 = 1 // integer values :CUBAN1_5095 if $5392 == 1 // integer values jf @CUBAN1_6141 015D: set_gamespeed 0.3 Camera.SetPosition($5490, $5491, $5492, 0.0, 0.0, 0.0) Camera.OnVehicle($5381, 15, 2) :CUBAN1_5155 if 82BF: not car $5381 sunk jf @CUBAN1_6111 wait 0 $5394 += 1 // integer values 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 if $5393 == 0 // integer values jf @CUBAN1_5986 if 00F5: player $PLAYER_CHAR 0 $5484 $5485 $5486 radius 7.0 7.0 7.0 jf @CUBAN1_5986 Marker.Disable($5387) Marker.Disable($5388) $5390 += 1 // integer values $5398 -= 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 if $5390 == 3 // integer values jf @CUBAN1_5449 $5490 = 369.99 // floating-point values $5491 = 74.3 // floating-point values $5492 = 8.66 // floating-point values $5493 = 308.57 // floating-point values $5494 = 99.09 // floating-point values $5495 = 340.835 // floating-point values $5496 = 107.66 // floating-point values 0086: $5484 = $5412 // floating-point values only 0086: $5485 = $5413 // floating-point values only 0086: $5486 = $5414 // floating-point values only 0086: $5487 = $5415 // floating-point values only 0086: $5488 = $5416 // floating-point values only 0086: $5489 = $5417 // floating-point values only :CUBAN1_5449 if $5390 == 7 // integer values jf @CUBAN1_5585 $5490 = 396.14 // floating-point values $5491 = -90.01 // floating-point values $5492 = 11.48 // floating-point values $5493 = 421.73 // floating-point values $5494 = -83.21 // floating-point values $5495 = 403.83 // floating-point values $5496 = -91.97 // floating-point values 0086: $5484 = $5424 // floating-point values only 0086: $5485 = $5425 // floating-point values only 0086: $5486 = $5426 // floating-point values only 0086: $5487 = $5427 // floating-point values only 0086: $5488 = $5428 // floating-point values only 0086: $5489 = $5429 // floating-point values only :CUBAN1_5585 if $5390 == 8 // integer values jf @CUBAN1_5721 $5490 = -194.5 // floating-point values $5491 = -783.5 // floating-point values $5492 = 9.2 // floating-point values $5493 = -183.166 // floating-point values $5494 = -756.844 // floating-point values $5495 = -181.8 // floating-point values $5496 = -780.26 // floating-point values 0086: $5484 = $5427 // floating-point values only 0086: $5485 = $5428 // floating-point values only 0086: $5486 = $5429 // floating-point values only 0086: $5487 = $5430 // floating-point values only 0086: $5488 = $5431 // floating-point values only 0086: $5489 = $5432 // floating-point values only :CUBAN1_5721 if $5390 == 20 // integer values jf @CUBAN1_5857 $5490 = 435.65 // floating-point values $5491 = -98.08 // floating-point values $5492 = 11.97 // floating-point values $5493 = 409.8 // floating-point values $5494 = -109.11 // floating-point values $5495 = 433.46 // floating-point values $5496 = -100.21 // floating-point values 0086: $5484 = $5463 // floating-point values only 0086: $5485 = $5464 // floating-point values only 0086: $5486 = $5465 // floating-point values only 0086: $5487 = $5466 // floating-point values only 0086: $5488 = $5467 // floating-point values only 0086: $5489 = $5468 // floating-point values only :CUBAN1_5857 if $5390 == 22 // integer values jf @CUBAN1_5923 0086: $5484 = $5469 // floating-point values only 0086: $5485 = $5470 // floating-point values only 0086: $5486 = $5471 // floating-point values only 0086: $5487 = $5472 // floating-point values only 0086: $5488 = $5473 // floating-point values only 0086: $5489 = $5474 // floating-point values only :CUBAN1_5923 018A: $5387 = create_checkpoint_at $5484 $5485 $5486 Marker.SetColor($5387, 4) 018A: $5388 = create_checkpoint_at $5487 $5488 $5489 Marker.SetColor($5388, 4) 0168: set_blip $5388 size 2 0166: set_marker $5388 brightness_to 1 $5393 = 1 // integer values :CUBAN1_5986 if Car.Wrecked($5381) jf @CUBAN1_6009 jump @CUBAN1_6111 :CUBAN1_6009 if not Player.Defined($PLAYER_CHAR) jf @CUBAN1_6032 jump @CUBAN1_6111 :CUBAN1_6032 if 80E0: not player $PLAYER_CHAR driving jf @CUBAN1_6055 jump @CUBAN1_6111 :CUBAN1_6055 if 01C1: car $5381 stopped jf @CUBAN1_6078 jump @CUBAN1_6111 :CUBAN1_6078 if $5394 > 1000 // integer values jf @CUBAN1_6104 jump @CUBAN1_6111 :CUBAN1_6104 jump @CUBAN1_5155 :CUBAN1_6111 015D: set_gamespeed 1.0 Camera.Restore_WithJumpCut $5392 = 0 // integer values $5393 = 0 // integer values $5394 = 0 // integer values :CUBAN1_6141 if $5390 == 26 // integer values jf @CUBAN1_6193 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 255 0 0 at $5484 $5485 $5486 jump @CUBAN1_6221 :CUBAN1_6193 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 :CUBAN1_6221 if $5390 == 1 // integer values jf @CUBAN1_6294 if $5396 == 0 // integer values jf @CUBAN1_6294 03C3: set_timer_with_text_to $5389 type 1 text 'RACES' // TIME: 03C4: set_status_text_to $5398 0 'KICK1_9' // CHECKPOINTS: $5396 = 1 // integer values :CUBAN1_6294 if not Car.Wrecked($5374) jf @CUBAN1_7593 if 00DC: player $PLAYER_CHAR driving $5374 jf @CUBAN1_7593 if $5397 == 0 // integer values jf @CUBAN1_6581 if $5390 > 1 // integer values jf @CUBAN1_6581 03CF: load_wav 'CUB1_3' as 1 :CUBAN1_6377 if 83D0: not wav 1 loaded jf @CUBAN1_6431 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_6377 :CUBAN1_6431 00BC: text_highpriority 'CUB1_05' 4000 ms 1 // Amigo, you a man, man. if not Actor.Dead($5375) jf @CUBAN1_6472 0372: set_actor $5375 anim 19 wait_state_time 10000 ms :CUBAN1_6472 03D1: play_wav 1 :CUBAN1_6476 if and 83D2: not wav 1 ended not Actor.Dead($5375) jf @CUBAN1_6535 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_6476 :CUBAN1_6535 040D: unload_wav 1 if not Actor.Dead($5375) jf @CUBAN1_6564 0372: set_actor $5375 anim 0 wait_state_time 100 ms :CUBAN1_6564 03D5: remove_text 'CUB1_05' // Amigo, you a man, man. $5397 = 1 // integer values :CUBAN1_6581 if $5397 == 1 // integer values jf @CUBAN1_6833 if $5390 > 4 // integer values jf @CUBAN1_6833 03CF: load_wav 'CUB1_4' as 1 :CUBAN1_6629 if 83D0: not wav 1 loaded jf @CUBAN1_6683 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_6629 :CUBAN1_6683 00BC: text_highpriority 'CUB1_06' 4000 ms 1 // Call yourself a man, man? if not Actor.Dead($5375) jf @CUBAN1_6724 0372: set_actor $5375 anim 19 wait_state_time 10000 ms :CUBAN1_6724 03D1: play_wav 1 :CUBAN1_6728 if and 83D2: not wav 1 ended not Actor.Dead($5375) jf @CUBAN1_6787 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_6728 :CUBAN1_6787 040D: unload_wav 1 if not Actor.Dead($5375) jf @CUBAN1_6816 0372: set_actor $5375 anim 0 wait_state_time 100 ms :CUBAN1_6816 03D5: remove_text 'CUB1_06' // Call yourself a man, man? $5397 = 2 // integer values :CUBAN1_6833 if $5397 == 2 // integer values jf @CUBAN1_7085 if $5390 > 9 // integer values jf @CUBAN1_7085 03CF: load_wav 'CUB1_5' as 1 :CUBAN1_6881 if 83D0: not wav 1 loaded jf @CUBAN1_6935 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_6881 :CUBAN1_6935 00BC: text_highpriority 'CUB1_07' 4000 ms 1 // You a little scaredy kitten, baby boy, go cry to your mommy! if not Actor.Dead($5375) jf @CUBAN1_6976 0372: set_actor $5375 anim 19 wait_state_time 10000 ms :CUBAN1_6976 03D1: play_wav 1 :CUBAN1_6980 if and 83D2: not wav 1 ended not Actor.Dead($5375) jf @CUBAN1_7039 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_6980 :CUBAN1_7039 040D: unload_wav 1 if not Actor.Dead($5375) jf @CUBAN1_7068 0372: set_actor $5375 anim 0 wait_state_time 100 ms :CUBAN1_7068 03D5: remove_text 'CUB1_07' // You a little scaredy kitten, baby boy, go cry to your mommy! $5397 = 3 // integer values :CUBAN1_7085 if $5397 == 3 // integer values jf @CUBAN1_7337 if $5390 > 15 // integer values jf @CUBAN1_7337 03CF: load_wav 'CUB1_1' as 1 :CUBAN1_7133 if 83D0: not wav 1 loaded jf @CUBAN1_7187 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_7133 :CUBAN1_7187 00BC: text_highpriority 'CUB1_03' 4000 ms 1 // Not bad, you're a real man. if not Actor.Dead($5375) jf @CUBAN1_7228 0372: set_actor $5375 anim 19 wait_state_time 10000 ms :CUBAN1_7228 03D1: play_wav 1 :CUBAN1_7232 if and 83D2: not wav 1 ended not Actor.Dead($5375) jf @CUBAN1_7291 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_7232 :CUBAN1_7291 040D: unload_wav 1 if not Actor.Dead($5375) jf @CUBAN1_7320 0372: set_actor $5375 anim 0 wait_state_time 100 ms :CUBAN1_7320 03D5: remove_text 'CUB1_03' // Not bad, you're a real man. $5397 = 4 // integer values :CUBAN1_7337 if $5397 == 4 // integer values jf @CUBAN1_7465 if $5390 > 22 // integer values jf @CUBAN1_7465 03CF: load_wav 'CUB1_7' as 1 :CUBAN1_7385 if 83D0: not wav 1 loaded jf @CUBAN1_7439 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_7385 :CUBAN1_7439 00BC: text_highpriority 'CUB1_09' 4000 ms 1 // Man, you the man, man. I like you, man. I like you a lot. 03D1: play_wav 1 $5397 = 5 // integer values :CUBAN1_7465 if $5397 == 5 // integer values jf @CUBAN1_7593 if $5390 > 23 // integer values jf @CUBAN1_7593 03CF: load_wav 'CUB1_8' as 1 :CUBAN1_7513 if 83D0: not wav 1 loaded jf @CUBAN1_7567 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $5484 $5485 $5486 jump @CUBAN1_7513 :CUBAN1_7567 00BC: text_highpriority 'CUB1_10' 4000 ms 1 // Any time, man. 'cause you got cojones. And all my friends have big cojones. 03D1: play_wav 1 $5397 = 6 // integer values :CUBAN1_7593 if not Car.Wrecked($5374) jf @CUBAN1_10360 if not Actor.Dead($5375) jf @CUBAN1_10326 if 00DC: player $PLAYER_CHAR driving $5374 jf @CUBAN1_10304 03D5: remove_text 'CUB1_14' // Get back in the boat! if 00F5: player $PLAYER_CHAR 0 $5484 $5485 $5486 radius 7.0 7.0 7.0 jf @CUBAN1_10297 $5390 += 1 // integer values $5398 -= 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($5387) Marker.Disable($5388) if $5390 == 1 // integer values jf @CUBAN1_7805 0086: $5484 = $5406 // floating-point values only 0086: $5485 = $5407 // floating-point values only 0086: $5486 = $5408 // floating-point values only 0086: $5487 = $5409 // floating-point values only 0086: $5488 = $5410 // floating-point values only 0086: $5489 = $5411 // floating-point values only :CUBAN1_7805 if $5390 == 2 // integer values jf @CUBAN1_7871 0086: $5484 = $5409 // floating-point values only 0086: $5485 = $5410 // floating-point values only 0086: $5486 = $5411 // floating-point values only 0086: $5487 = $5412 // floating-point values only 0086: $5488 = $5413 // floating-point values only 0086: $5489 = $5414 // floating-point values only :CUBAN1_7871 if $5390 == 3 // integer values jf @CUBAN1_8007 $5490 = 369.99 // floating-point values $5491 = 74.3 // floating-point values $5492 = 8.66 // floating-point values $5493 = 308.57 // floating-point values $5494 = 99.09 // floating-point values $5495 = 340.835 // floating-point values $5496 = 107.66 // floating-point values 0086: $5484 = $5412 // floating-point values only 0086: $5485 = $5413 // floating-point values only 0086: $5486 = $5414 // floating-point values only 0086: $5487 = $5415 // floating-point values only 0086: $5488 = $5416 // floating-point values only 0086: $5489 = $5417 // floating-point values only :CUBAN1_8007 if $5390 == 4 // integer values jf @CUBAN1_8098 Car.RemoveReferences($5382) Actor.RemoveReferences($5383) Actor.RemoveReferences($5384) Actor.RemoveReferences($5385) Actor.RemoveReferences($5386) 0086: $5484 = $5415 // floating-point values only 0086: $5485 = $5416 // floating-point values only 0086: $5486 = $5417 // floating-point values only 0086: $5487 = $5418 // floating-point values only 0086: $5488 = $5419 // floating-point values only 0086: $5489 = $5420 // floating-point values only :CUBAN1_8098 if $5390 == 5 // integer values jf @CUBAN1_8164 0086: $5484 = $5418 // floating-point values only 0086: $5485 = $5419 // floating-point values only 0086: $5486 = $5420 // floating-point values only 0086: $5487 = $5421 // floating-point values only 0086: $5488 = $5422 // floating-point values only 0086: $5489 = $5423 // floating-point values only :CUBAN1_8164 if $5390 == 6 // integer values jf @CUBAN1_8230 0086: $5484 = $5421 // floating-point values only 0086: $5485 = $5422 // floating-point values only 0086: $5486 = $5423 // floating-point values only 0086: $5487 = $5424 // floating-point values only 0086: $5488 = $5425 // floating-point values only 0086: $5489 = $5426 // floating-point values only :CUBAN1_8230 if $5390 == 7 // integer values jf @CUBAN1_8366 $5490 = 396.14 // floating-point values $5491 = -90.01 // floating-point values $5492 = 11.48 // floating-point values $5493 = 421.73 // floating-point values $5494 = -83.21 // floating-point values $5495 = 403.83 // floating-point values $5496 = -91.97 // floating-point values 0086: $5484 = $5424 // floating-point values only 0086: $5485 = $5425 // floating-point values only 0086: $5486 = $5426 // floating-point values only 0086: $5487 = $5427 // floating-point values only 0086: $5488 = $5428 // floating-point values only 0086: $5489 = $5429 // floating-point values only :CUBAN1_8366 if $5390 == 8 // integer values jf @CUBAN1_8502 $5490 = -194.5 // floating-point values $5491 = -783.5 // floating-point values $5492 = 9.2 // floating-point values $5493 = -183.166 // floating-point values $5494 = -756.844 // floating-point values $5495 = -181.8 // floating-point values $5496 = -780.26 // floating-point values 0086: $5484 = $5427 // floating-point values only 0086: $5485 = $5428 // floating-point values only 0086: $5486 = $5429 // floating-point values only 0086: $5487 = $5430 // floating-point values only 0086: $5488 = $5431 // floating-point values only 0086: $5489 = $5432 // floating-point values only :CUBAN1_8502 if $5390 == 9 // integer values jf @CUBAN1_8568 0086: $5484 = $5430 // floating-point values only 0086: $5485 = $5431 // floating-point values only 0086: $5486 = $5432 // floating-point values only 0086: $5487 = $5433 // floating-point values only 0086: $5488 = $5434 // floating-point values only 0086: $5489 = $5435 // floating-point values only :CUBAN1_8568 if $5390 == 10 // integer values jf @CUBAN1_8634 0086: $5484 = $5433 // floating-point values only 0086: $5485 = $5434 // floating-point values only 0086: $5486 = $5435 // floating-point values only 0086: $5487 = $5436 // floating-point values only 0086: $5488 = $5437 // floating-point values only 0086: $5489 = $5438 // floating-point values only :CUBAN1_8634 if $5390 == 11 // integer values jf @CUBAN1_8700 0086: $5484 = $5436 // floating-point values only 0086: $5485 = $5437 // floating-point values only 0086: $5486 = $5438 // floating-point values only 0086: $5487 = $5439 // floating-point values only 0086: $5488 = $5440 // floating-point values only 0086: $5489 = $5441 // floating-point values only :CUBAN1_8700 if $5390 == 12 // integer values jf @CUBAN1_8766 0086: $5484 = $5439 // floating-point values only 0086: $5485 = $5440 // floating-point values only 0086: $5486 = $5441 // floating-point values only 0086: $5487 = $5442 // floating-point values only 0086: $5488 = $5443 // floating-point values only 0086: $5489 = $5444 // floating-point values only :CUBAN1_8766 if $5390 == 13 // integer values jf @CUBAN1_8832 0086: $5484 = $5442 // floating-point values only 0086: $5485 = $5443 // floating-point values only 0086: $5486 = $5444 // floating-point values only 0086: $5487 = $5445 // floating-point values only 0086: $5488 = $5446 // floating-point values only 0086: $5489 = $5447 // floating-point values only :CUBAN1_8832 if $5390 == 14 // integer values jf @CUBAN1_9018 if $5391 == 0 // integer values jf @CUBAN1_8970 Object.Destroy($5376) Object.Destroy($5377) Object.Destroy($5378) $5376 = Object.Create(#WATERJUMP1, 295.2, -446.2, 5.5) Object.Angle($5376) = 326.5 Object.CollisionDetection($5376) = True $5377 = Object.Create(#WATERJUMPX2, 421.2, -112.669, 5.5) Object.Angle($5377) = 356.88 Object.CollisionDetection($5377) = True $5391 = 1 // integer values :CUBAN1_8970 0086: $5484 = $5445 // floating-point values only 0086: $5485 = $5446 // floating-point values only 0086: $5486 = $5447 // floating-point values only 0086: $5487 = $5448 // floating-point values only 0086: $5488 = $5449 // floating-point values only 0086: $5489 = $5450 // floating-point values only :CUBAN1_9018 if $5390 == 15 // integer values jf @CUBAN1_9084 0086: $5484 = $5448 // floating-point values only 0086: $5485 = $5449 // floating-point values only 0086: $5486 = $5450 // floating-point values only 0086: $5487 = $5451 // floating-point values only 0086: $5488 = $5452 // floating-point values only 0086: $5489 = $5453 // floating-point values only :CUBAN1_9084 if $5390 == 16 // integer values jf @CUBAN1_9150 0086: $5484 = $5451 // floating-point values only 0086: $5485 = $5452 // floating-point values only 0086: $5486 = $5453 // floating-point values only 0086: $5487 = $5454 // floating-point values only 0086: $5488 = $5455 // floating-point values only 0086: $5489 = $5456 // floating-point values only :CUBAN1_9150 if $5390 == 17 // integer values jf @CUBAN1_9216 0086: $5484 = $5454 // floating-point values only 0086: $5485 = $5455 // floating-point values only 0086: $5486 = $5456 // floating-point values only 0086: $5487 = $5457 // floating-point values only 0086: $5488 = $5458 // floating-point values only 0086: $5489 = $5459 // floating-point values only :CUBAN1_9216 if $5390 == 18 // integer values jf @CUBAN1_9282 0086: $5484 = $5457 // floating-point values only 0086: $5485 = $5458 // floating-point values only 0086: $5486 = $5459 // floating-point values only 0086: $5487 = $5460 // floating-point values only 0086: $5488 = $5461 // floating-point values only 0086: $5489 = $5462 // floating-point values only :CUBAN1_9282 if $5390 == 19 // integer values jf @CUBAN1_9348 0086: $5484 = $5460 // floating-point values only 0086: $5485 = $5461 // floating-point values only 0086: $5486 = $5462 // floating-point values only 0086: $5487 = $5463 // floating-point values only 0086: $5488 = $5464 // floating-point values only 0086: $5489 = $5465 // floating-point values only :CUBAN1_9348 if $5390 == 20 // integer values jf @CUBAN1_9414 0086: $5484 = $5463 // floating-point values only 0086: $5485 = $5464 // floating-point values only 0086: $5486 = $5465 // floating-point values only 0086: $5487 = $5466 // floating-point values only 0086: $5488 = $5467 // floating-point values only 0086: $5489 = $5468 // floating-point values only :CUBAN1_9414 if $5390 == 21 // integer values jf @CUBAN1_9480 0086: $5484 = $5466 // floating-point values only 0086: $5485 = $5467 // floating-point values only 0086: $5486 = $5468 // floating-point values only 0086: $5487 = $5469 // floating-point values only 0086: $5488 = $5470 // floating-point values only 0086: $5489 = $5471 // floating-point values only :CUBAN1_9480 if $5390 == 22 // integer values jf @CUBAN1_9546 0086: $5484 = $5469 // floating-point values only 0086: $5485 = $5470 // floating-point values only 0086: $5486 = $5471 // floating-point values only 0086: $5487 = $5472 // floating-point values only 0086: $5488 = $5473 // floating-point values only 0086: $5489 = $5474 // floating-point values only :CUBAN1_9546 if $5390 == 23 // integer values jf @CUBAN1_9612 0086: $5484 = $5472 // floating-point values only 0086: $5485 = $5473 // floating-point values only 0086: $5486 = $5474 // floating-point values only 0086: $5487 = $5475 // floating-point values only 0086: $5488 = $5476 // floating-point values only 0086: $5489 = $5477 // floating-point values only :CUBAN1_9612 if $5390 == 24 // integer values jf @CUBAN1_9678 0086: $5484 = $5475 // floating-point values only 0086: $5485 = $5476 // floating-point values only 0086: $5486 = $5477 // floating-point values only 0086: $5487 = $5478 // floating-point values only 0086: $5488 = $5479 // floating-point values only 0086: $5489 = $5480 // floating-point values only :CUBAN1_9678 if $5390 == 25 // integer values jf @CUBAN1_9744 0086: $5484 = $5478 // floating-point values only 0086: $5485 = $5479 // floating-point values only 0086: $5486 = $5480 // floating-point values only 0086: $5487 = $5481 // floating-point values only 0086: $5488 = $5482 // floating-point values only 0086: $5489 = $5483 // floating-point values only :CUBAN1_9744 if $5390 == 26 // integer values jf @CUBAN1_9786 0086: $5484 = $5481 // floating-point values only 0086: $5485 = $5482 // floating-point values only 0086: $5486 = $5483 // floating-point values only :CUBAN1_9786 if $5390 == 27 // integer values jf @CUBAN1_10241 Player.CanMove($PLAYER_CHAR) = False if not Car.Wrecked($5374) jf @CUBAN1_9854 0477: set_car $5374 action 5 time 10000 02DB: set_boat $5374 speed_to 0.0 0323: enable_boat $5374 anchor 1 :CUBAN1_9854 0169: set_fade_color 1 1 1 fade 0 1500 :CUBAN1_9869 if fading jf @CUBAN1_9893 wait 0 jump @CUBAN1_9869 :CUBAN1_9893 014F: stop_timer $5389 wait 1000 if not Car.Wrecked($5374) jf @CUBAN1_10017 012A: put_player $PLAYER_CHAR at -79.3 82.22 8.6 and_remove_from_car 0171: set_player $PLAYER_CHAR z_angle_to 120.75 if not Actor.Dead($5375) jf @CUBAN1_10017 0465: remove_actor $5375 from_turret_mode Actor.DestroyInstantly($5375) Car.PutAt($5374, -84.5, 82.7, 5.1) Car.Angle($5374) = 180.0 0129: $5375 = create_actor 7 #CBB in_car $5374 driverseat :CUBAN1_10017 fade 1 1500 02A3: enable_widescreen 1 Camera.SetPosition(-75.82, 83.66, 11.59, 0.0, 0.0, 0.0) Camera.PointAt(-80.32, 82.6, 9.96, 2) wait 1000 03CF: load_wav 'CUB1_2' as 1 :CUBAN1_10096 if 83D0: not wav 1 loaded jf @CUBAN1_10122 wait 0 jump @CUBAN1_10096 :CUBAN1_10122 00BC: text_highpriority 'CUB1_04' 4000 ms 1 // You got real big cojones, amigo. 03D1: play_wav 1 :CUBAN1_10141 if and 83D2: not wav 1 ended not Actor.Dead($5375) jf @CUBAN1_10172 wait 0 jump @CUBAN1_10141 :CUBAN1_10172 040D: unload_wav 1 03D5: remove_text 'CUB1_04' // You got real big cojones, amigo. if not Car.Wrecked($5374) jf @CUBAN1_10212 04BA: set_car $5374 speed_instantly 40.0 :CUBAN1_10212 Model.Destroy(#SPEEDER) Model.Destroy(#CBB) Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 jump @CUBAN1_10680 :CUBAN1_10241 018A: $5387 = create_checkpoint_at $5484 $5485 $5486 Marker.SetColor($5387, 4) 018A: $5388 = create_checkpoint_at $5487 $5488 $5489 Marker.SetColor($5388, 4) 0168: set_blip $5388 size 2 0166: set_marker $5388 brightness_to 1 :CUBAN1_10297 jump @CUBAN1_10319 :CUBAN1_10304 00BC: text_highpriority 'CUB1_14' 5000 ms 1 // Get back in the boat! :CUBAN1_10319 jump @CUBAN1_10353 :CUBAN1_10326 00BC: text_highpriority 'CUB1_11' 5000 ms 1 // ~r~You Killed Rico! Actor.DestroyInstantly($5375) jump @CUBAN1_10663 :CUBAN1_10353 jump @CUBAN1_10387 :CUBAN1_10360 00BC: text_highpriority 'CUB1_11' 5000 ms 1 // ~r~You Killed Rico! Actor.DestroyInstantly($5375) jump @CUBAN1_10663 :CUBAN1_10387 if $5389 == 0 // integer values jf @CUBAN1_10566 if not Car.Wrecked($5374) jf @CUBAN1_10566 03CF: load_wav 'CUB1_6' as 1 :CUBAN1_10433 if 83D0: not wav 1 loaded jf @CUBAN1_10459 wait 0 jump @CUBAN1_10433 :CUBAN1_10459 00BC: text_highpriority 'CUB1_08' 4000 ms 1 // You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot. 03D1: play_wav 1 :CUBAN1_10478 if and 83D2: not wav 1 ended not Actor.Dead($5375) jf @CUBAN1_10509 wait 0 jump @CUBAN1_10478 :CUBAN1_10509 040D: unload_wav 1 03D5: remove_text 'CUB1_08' // You a big waste of space. Walk like a man, talk like a man, but you drive like an idiot. if not Actor.Dead($5375) jf @CUBAN1_10544 Actor.DestroyWithFade($5375) :CUBAN1_10544 00BC: text_highpriority 'CUB1_15' 5000 ms 1 // ~r~You are too slow, man. jump @CUBAN1_10663 :CUBAN1_10566 if not Car.Wrecked($5374) jf @CUBAN1_10656 if 81FC: not player $PLAYER_CHAR near_car $5374 radius 15.0 15.0 0 jf @CUBAN1_10656 if not Actor.Dead($5375) jf @CUBAN1_10634 Actor.DestroyWithFade($5375) :CUBAN1_10634 00BC: text_highpriority 'T4X4_F' 5000 ms 1 // ~r~You bailed! Too tough for you?! jump @CUBAN1_10663 :CUBAN1_10656 jump @CUBAN1_4623 :CUBAN1_10663 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :CUBAN1_10680 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 1000 030C: progress_made += 1 0318: set_latest_mission_passed 'CUB_1' // Stunt Boat Challenge create_thread @CUB2 $279 = 1 // integer values return :CUBAN1_10748 $ONMISSION = 0 // integer values 01E7: remove_forbidden_for_cars_cube 130.4 368.4 50.7 -228.4 724.5 0.0 Player.CanMove($PLAYER_CHAR) = True Object.Destroy($5376) Object.Destroy($5377) Object.Destroy($5378) Model.Destroy(#SPEEDER) Model.Destroy(#CBB) Model.Destroy(#CADDY) Model.Destroy(#WMYGO) Model.Destroy(#WFOGO) Model.Destroy(#REEFER) Marker.Disable($5387) Marker.Disable($5388) 014F: stop_timer $5389 0151: remove_status_text $5398 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 01B7: release_weather mission_cleanup return //-------------Mission 57--------------- // Originally: Cannon Fodder :CUBAN2 thread 'CUBAN2' gosub @CUBAN2_46 if wasted_or_busted jf @CUBAN2_37 gosub @CUBAN2_16444 :CUBAN2_37 gosub @CUBAN2_16529 end_thread :CUBAN2_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'CUBAN2' 058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 $5539 = 0 // integer values $5540 = 0 // integer values $5541 = 0 // integer values $5542 = 0 // integer values $5543 = 0 // integer values $5544 = 0 // integer values $5545 = 0 // integer values $5546 = 0 // integer values $5547 = 0 // integer values $5548 = 0 // integer values $5549 = 0 // integer values $5550 = 0 // integer values $5551 = 0 // integer values $5552 = 0 // integer values $5553 = 0 // integer values $5554 = 0 // integer values $5555 = 0 // integer values $5556 = 0 // integer values $5557 = 0 // integer values $123 = 0 // integer values $5567 = 0 // integer values $5568 = 0 // integer values $5569 = 0 // integer values $5570 = 0 // integer values $5571 = 0 // integer values $5572 = 0 // integer values $5575 = 0 // integer values $5558 = 0 // integer values $5559 = 0 // integer values $5560 = 0 // integer values $5563 = 1 // integer values $5576 = -1115.8 // floating-point values $5577 = 61.7 // floating-point values $5578 = -1115.7 // floating-point values $5579 = 61.7 // floating-point values $5580 = -1115.8 // floating-point values $5581 = 77.2 // floating-point values $5582 = -1139.3 // floating-point values $5583 = 74.6 // floating-point values $5584 = -1139.3 // floating-point values $5585 = 67.0 // floating-point values $5586 = 10.1 // floating-point values $5587 = 270.0 // floating-point values $5588 = 272.0 // floating-point values $5589 = 272.2 // floating-point values $5590 = 298.0 // floating-point values $5591 = 263.6 // floating-point values $5561 = 0 // integer values $5562 = 0 // integer values $5564 = 0 // integer values $5565 = 0 // integer values $5566 = 0 // integer values $5573 = 0 // integer values $5574 = 0 // integer values select_interior 7 042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSPABLO' 023C: load_special_actor 3 'CSPAPA' 023C: load_special_actor 4 'CSPEPE' 023C: load_special_actor 5 'CSUMBTO' 02F3: load_object #CUTOBJ01 'CCFAN' Camera.SetAtPos(-1169.0, -620.0, 10.791) 0395: clear_area 1 at -1170.708 -608.327 range 10.791 5.0 038B: load_requested_models :CUBAN2_693 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @CUBAN2_735 wait 0 jump @CUBAN2_693 :CUBAN2_735 if not Model.Available(#CUTOBJ01) jf @CUBAN2_762 wait 0 jump @CUBAN2_735 :CUBAN2_762 02E4: load_cutscene_data 'CUB_2' 0244: set_cutscene_pos -1170.708 -608.327 10.791 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $178 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $178 'CSPABLO' 02E5: $179 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $179 'CSPAPA' 02E5: $180 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $180 'CSPEPE' 02E5: $181 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $181 'CSUMBTO' 02E5: $218 = create_cutscene_object #CUTOBJ01 04BC: 'CCFAN' 02E6: set_cutscene_anim $218 'CCFAN' 0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0 0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 0171: set_player $PLAYER_CHAR z_angle_to 15.3 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CUBAN2_1003 if 33 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1037 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1003 :CUBAN2_1037 00BC: text_highpriority 'CUB2_A' 10000 ms 1 // Un cafecito, por favor, Alberto.. :CUBAN2_1052 if 1457 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1087 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1052 :CUBAN2_1087 00BC: text_highpriority 'CUB2_N' 10000 ms 1 // No problema, Tommy. :CUBAN2_1102 if 2467 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1137 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1102 :CUBAN2_1137 00BC: text_highpriority 'CUB2_B' 10000 ms 1 // Papi! Una grande problema! :CUBAN2_1152 if 4466 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1187 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1152 :CUBAN2_1187 00BC: text_highpriority 'CUB2_O' 10000 ms 1 // Umberto my son, what happened? :CUBAN2_1202 if 6209 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1237 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1202 :CUBAN2_1237 00BC: text_highpriority 'CUB2_Z' 10000 ms 1 :CUBAN2_1252 if 8072 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1287 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1252 :CUBAN2_1287 00BC: text_highpriority 'CUB2_Y' 10000 ms 1 :CUBAN2_1302 if 11294 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1337 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1302 :CUBAN2_1337 00BC: text_highpriority 'CUB2_X' 10000 ms 1 :CUBAN2_1352 if 12584 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1387 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1352 :CUBAN2_1387 00BC: text_highpriority 'CUB2_W' 10000 ms 1 :CUBAN2_1402 if 15750 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1437 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1402 :CUBAN2_1437 00BC: text_highpriority 'CUB2_G' 10000 ms 1 // I lost a few hermanos already out there. :CUBAN2_1452 if 18171 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1487 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1452 :CUBAN2_1487 00BC: text_highpriority 'CUB2_H' 10000 ms 1 // Amigo, you drive good! :CUBAN2_1502 if 19840 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1537 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1502 :CUBAN2_1537 00BC: text_highpriority 'CUB2_I' 10000 ms 1 // For a woman. Right? :CUBAN2_1552 if 21118 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1587 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1552 :CUBAN2_1587 00BC: text_highpriority 'CUB2_J' 10000 ms 1 // This is no time for joking! :CUBAN2_1602 if 22511 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1637 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1602 :CUBAN2_1637 00BC: text_highpriority 'CUB2_K' 10000 ms 1 // Come on, drive for me again! :CUBAN2_1652 if 24940 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1687 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1652 :CUBAN2_1687 00BC: text_highpriority 'CUB2_V' 10000 ms 1 :CUBAN2_1702 if 27856 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1737 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1702 :CUBAN2_1737 00BC: text_highpriority 'CUB2_M' 10000 ms 1 // They mess with me, they mess with the biggest boy in town! :CUBAN2_1752 if 32000 > $CUT_SCENE_TIME // integer values jf @CUBAN2_1787 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN2_1752 :CUBAN2_1787 fade 0 1500 00BE: text_clear_all :CUBAN2_1796 if fading jf @CUBAN2_1820 wait 0 jump @CUBAN2_1796 :CUBAN2_1820 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 032B: $5523 = create_weapon_pickup #LASER 3 ammo 6 at -1129.9 66.3 11.0 select_interior 0 $989 = 0 // integer values 0169: set_fade_color 0 0 0 wait 500 Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 1 60000 03C7: set_sensitivity_to_crime_to 0.2 03F1: pedtype 8 add_threat 1 Model.Load(#CBA) Model.Load(#HNA) Model.Load(#CBB) Model.Load(#HNB) Model.Load(#WMOCA) Model.Load(#CELLPHONE) Model.Load(#STINGER) Model.Load(#UZI) Model.Load(#PONY) Model.Load(#SNIPER) Model.Load(#M4) Model.Load(#TAXI) :CUBAN2_1998 if or not Model.Available(#CBA) not Model.Available(#HNA) not Model.Available(#CBB) not Model.Available(#HNB) not Model.Available(#WMOCA) not Model.Available(#CELLPHONE) jf @CUBAN2_2045 wait 0 jump @CUBAN2_1998 :CUBAN2_2045 if or not Model.Available(#STINGER) not Model.Available(#UZI) not Model.Available(#PONY) not Model.Available(#SNIPER) not Model.Available(#M4) not Model.Available(#TAXI) jf @CUBAN2_2097 wait 0 jump @CUBAN2_2045 :CUBAN2_2097 03CF: load_wav 'CUB2_1' as 1 03CF: load_wav 'CUB2_2' as 2 :CUBAN2_2121 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN2_2151 wait 0 jump @CUBAN2_2121 :CUBAN2_2151 fade 1 1500 if $ONMISSION == 0 // integer values jf @CUBAN2_2372 $5498 = Actor.Create(Gang2, #HNA, $5576, $5577, $5586) $5499 = Actor.Create(Gang2, #HNA, $5578, $5579, $5586) $5500 = Actor.Create(Gang2, #HNA, $5580, $5581, $5586) $5501 = Actor.Create(Gang2, #HNA, $5582, $5583, $5586) $5502 = Actor.Create(Gang2, #HNA, $5584, $5585, $5586) $5503 = Actor.Create(Gang2, #HNA, $5584, $5585, $5586) $5504 = Actor.Create(Gang2, #HNA, $5584, $5585, $5586) $5505 = Actor.Create(Gang2, #HNA, $5584, $5585, $5586) $5506 = Actor.Create(Gang2, #HNA, $5584, $5585, $5586) $5507 = Actor.Create(Gang2, #HNA, $5584, $5585, $5586) 00DA: $5514 = player $PLAYER_CHAR car $5530 = Marker.CreateAboveCar($5514) :CUBAN2_2372 if 834E: not move_object $1791 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 jf @CUBAN2_2431 wait 0 jump @CUBAN2_2372 :CUBAN2_2431 00BC: text_highpriority 'CUB2_03' 5000 ms 1 // ~g~Get a car and pick up the Cubans from outside Robina's Cafe. $5511 = Actor.Create(Gang1, #CBA, -1171.2, -608.7, 10.8) Actor.Angle($5511) = 181.1 01B2: give_actor $5511 weapon 23 ammo 30000 // Load the weapon model before using this 035F: set_actor $5511 armour_to 100 01ED: clear_actor $5511 threat_search 0573: $5511 1 02A9: set_actor $5511 immune_to_nonplayer 1 039E: set_actor $5511 locked_while_in_vehicle 1 04F5: unknown_actor $5511 kiss_player $PLAYER_CHAR on 1 0526: set_actor $5511 stay_in_car_when_jacked 1 0291: set_actor $5511 attack_when_provoked 1 0568: set_actor $5511 untargetable 1 $5512 = Actor.Create(Gang1, #CBA, -1169.9, -609.0, 10.8) Actor.Angle($5512) = 181.1 01B2: give_actor $5512 weapon 23 ammo 30000 // Load the weapon model before using this 035F: set_actor $5512 armour_to 100 01ED: clear_actor $5512 threat_search 0573: $5512 1 02A9: set_actor $5512 immune_to_nonplayer 1 039E: set_actor $5512 locked_while_in_vehicle 1 04F5: unknown_actor $5512 kiss_player $PLAYER_CHAR on 1 0526: set_actor $5512 stay_in_car_when_jacked 1 0291: set_actor $5512 attack_when_provoked 1 0568: set_actor $5512 untargetable 1 $5513 = Actor.Create(Gang1, #CBA, -1169.9, -610.0, 10.8) 01B2: give_actor $5513 weapon 23 ammo 30000 // Load the weapon model before using this 035F: set_actor $5513 armour_to 100 01ED: clear_actor $5513 threat_search 0573: $5513 1 02A9: set_actor $5513 immune_to_nonplayer 1 039E: set_actor $5513 locked_while_in_vehicle 1 04F5: unknown_actor $5513 kiss_player $PLAYER_CHAR on 1 0526: set_actor $5513 stay_in_car_when_jacked 1 0291: set_actor $5513 attack_when_provoked 1 0568: set_actor $5513 untargetable 1 03F9: make_actors $5512 $5513 converse_in 86400000 ms $5527 = Car.Create(#PONY, -1071.3, -608.4, 9.7) 018A: $5528 = create_checkpoint_at -1168.5 -599.6 10.6 16@ = 0 // integer values :CUBAN2_2823 wait 0 :CUBAN2_2827 if or 80FA: not player $PLAYER_CHAR stopped 1 -1168.5 -599.6 10.6 radius 5.0 5.0 10.0 8443: not player $PLAYER_CHAR in_a_car jf @CUBAN2_3045 wait 0 if or Actor.Dead($5511) Actor.Dead($5512) Actor.Dead($5513) jf @CUBAN2_2939 gosub @CUBAN2_22617 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN2_16444 :CUBAN2_2939 if 16@ > 6000 // integer values jf @CUBAN2_3038 if 00F6: player $PLAYER_CHAR 0 -1168.5 -599.6 10.6 radius 5.0 5.0 10.0 jf @CUBAN2_3028 00BC: text_highpriority 'CUB2_18' 5000 ms 1 // ~g~Get a car and pick up the Cubans jump @CUBAN2_3038 :CUBAN2_3028 03D5: remove_text 'CUB2_18' // ~g~Get a car and pick up the Cubans :CUBAN2_3038 jump @CUBAN2_2827 :CUBAN2_3045 Car.RemoveReferences($5527) 00DA: $5514 = player $PLAYER_CHAR car if 003A: $5514 == $5561 // integer values and handles jf @CUBAN2_3091 $5562 = 0 // integer values jump @CUBAN2_3098 :CUBAN2_3091 $5562 = 1 // integer values :CUBAN2_3098 0084: $5561 = $5514 // integer values and handles 01EA: $5539 = car $5514 max_passengers if not $5539 > 2 // integer values jf @CUBAN2_3311 00BC: text_highpriority 'CUB2_01' 5000 ms 1 // Not enough room, man, you need a bigger car. if not Actor.Dead($5512) jf @CUBAN2_3173 Actor.Angle($5512) = 0.0 :CUBAN2_3173 if $5562 == 1 // integer values jf @CUBAN2_3278 03CF: load_wav 'CUB2_1' as 1 :CUBAN2_3203 if 83D0: not wav 1 loaded jf @CUBAN2_3229 wait 0 jump @CUBAN2_3203 :CUBAN2_3229 03D1: play_wav 1 :CUBAN2_3233 if and 83D2: not wav 1 ended not Actor.Dead($5512) jf @CUBAN2_3264 wait 0 jump @CUBAN2_3233 :CUBAN2_3264 040D: unload_wav 1 03D5: remove_text 'CUB2_01' // Not enough room, man, you need a bigger car. :CUBAN2_3278 if not Actor.Dead($5512) jf @CUBAN2_3304 Actor.Angle($5512) = 181.0 :CUBAN2_3304 jump @CUBAN2_2823 :CUBAN2_3311 Marker.Disable($5528) if not Car.Wrecked($5514) jf @CUBAN2_3339 020A: set_car $5514 door_status_to 4 :CUBAN2_3339 wait 500 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Camera.SetPosition(-1175.9, -608.1, 11.4, 0.0, 0.0, 0.0) Camera.PointAt(-1147.9, -583.11, 16.1, 2) 17@ = 0 // integer values if not Car.Wrecked($5514) jf @CUBAN2_3450 020A: set_car $5514 door_status_to 1 :CUBAN2_3450 if not $5540 == 3 // integer values jf @CUBAN2_4463 wait 0 if not Car.Wrecked($5514) jf @CUBAN2_3615 if not Actor.Dead($5511) jf @CUBAN2_3615 if $5544 == 0 // integer values jf @CUBAN2_3549 Actor.PutAt($5511, -1169.9, -608.0, 10.8) $5544 = 1 // integer values :CUBAN2_3549 01D4: actor $5511 go_to_car $5514 and_enter_it_as_a_passenger 0319: set_actor $5511 running 1 if $5544 == 1 // integer values jf @CUBAN2_3615 if Actor.InCar($5511, $5514) jf @CUBAN2_3615 $5540 += 1 // integer values $5544 = 2 // integer values :CUBAN2_3615 wait 800 if not Car.Wrecked($5514) jf @CUBAN2_3763 if not Actor.Dead($5512) jf @CUBAN2_3763 if $5545 == 0 // integer values jf @CUBAN2_3697 Actor.PutAt($5512, -1169.9, -608.0, 10.8) $5545 = 1 // integer values :CUBAN2_3697 01D4: actor $5512 go_to_car $5514 and_enter_it_as_a_passenger 0319: set_actor $5512 running 1 if $5545 == 1 // integer values jf @CUBAN2_3763 if Actor.InCar($5512, $5514) jf @CUBAN2_3763 $5540 += 1 // integer values $5545 = 2 // integer values :CUBAN2_3763 wait 800 if not Car.Wrecked($5514) jf @CUBAN2_3911 if not Actor.Dead($5513) jf @CUBAN2_3911 if $5546 == 0 // integer values jf @CUBAN2_3845 Actor.PutAt($5513, -1169.9, -608.0, 10.8) $5546 = 1 // integer values :CUBAN2_3845 01D4: actor $5513 go_to_car $5514 and_enter_it_as_a_passenger 0319: set_actor $5513 running 1 if $5546 == 1 // integer values jf @CUBAN2_3911 if Actor.InCar($5513, $5514) jf @CUBAN2_3911 $5540 += 1 // integer values $5546 = 2 // integer values :CUBAN2_3911 if 17@ > 2000 // integer values jf @CUBAN2_4456 if not Car.Wrecked($5514) jf @CUBAN2_4449 if not Actor.Dead($5511) jf @CUBAN2_4038 if Actor.InCar($5511, $5514) jf @CUBAN2_4013 0362: put_actor $5511 at -862.0 -607.4 11.1 and_remove_from_car Actor.RemoveReferences($5511) jump @CUBAN2_4038 :CUBAN2_4013 Actor.PutAt($5511, -862.0, -607.7, 11.1) Actor.RemoveReferences($5511) :CUBAN2_4038 if not Actor.Dead($5512) jf @CUBAN2_4130 if Actor.InCar($5512, $5514) jf @CUBAN2_4105 0362: put_actor $5512 at -862.0 -604.4 11.1 and_remove_from_car Actor.RemoveReferences($5512) jump @CUBAN2_4130 :CUBAN2_4105 Actor.PutAt($5512, -862.0, -604.4, 11.1) Actor.RemoveReferences($5512) :CUBAN2_4130 if not Actor.Dead($5513) jf @CUBAN2_4222 if Actor.InCar($5513, $5514) jf @CUBAN2_4197 0362: put_actor $5513 at -862.0 -601.4 11.1 and_remove_from_car Actor.RemoveReferences($5513) jump @CUBAN2_4222 :CUBAN2_4197 Actor.PutAt($5513, -862.0, -601.4, 11.1) Actor.RemoveReferences($5513) :CUBAN2_4222 01C8: $5511 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 0 04F5: unknown_actor $5511 kiss_player $PLAYER_CHAR on 1 0526: set_actor $5511 stay_in_car_when_jacked 1 01B2: give_actor $5511 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5511 threat_search 02A9: set_actor $5511 immune_to_nonplayer 1 039E: set_actor $5511 locked_while_in_vehicle 1 0291: set_actor $5511 attack_when_provoked 1 0568: set_actor $5511 untargetable 1 01C8: $5512 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 1 04F5: unknown_actor $5512 kiss_player $PLAYER_CHAR on 1 0526: set_actor $5512 stay_in_car_when_jacked 1 01B2: give_actor $5512 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5512 threat_search 02A9: set_actor $5512 immune_to_nonplayer 1 039E: set_actor $5512 locked_while_in_vehicle 1 0291: set_actor $5512 attack_when_provoked 1 0568: set_actor $5512 untargetable 1 01C8: $5513 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 2 04F5: unknown_actor $5513 kiss_player $PLAYER_CHAR on 1 0526: set_actor $5513 stay_in_car_when_jacked 1 01B2: give_actor $5513 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5513 threat_search 02A9: set_actor $5513 immune_to_nonplayer 1 039E: set_actor $5513 locked_while_in_vehicle 1 0291: set_actor $5513 attack_when_provoked 1 0568: set_actor $5513 untargetable 1 0508: vehicle $5514 close_all_doors :CUBAN2_4449 $5540 = 3 // integer values :CUBAN2_4456 jump @CUBAN2_3450 :CUBAN2_4463 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 018A: $5529 = create_checkpoint_at -1072.6 70.3 11.2 00BC: text_highpriority 'CUB2_19' 5000 ms 1 // We gonna fight like men! 03D1: play_wav 2 :CUBAN2_4529 if and 83D2: not wav 2 ended not Actor.Dead($5511) jf @CUBAN2_4560 wait 0 jump @CUBAN2_4529 :CUBAN2_4560 040D: unload_wav 2 03D5: remove_text 'CUB2_19' // We gonna fight like men! 00BB: text_lowpriority 'CUB2_04' 5000 ms 1 // ~g~Go and drop the Cubans off at the fight. 00BB: text_lowpriority 'CUB2_23' 5000 ms 1 // ~g~ Little Haiti will be swarming with Haitians trying to even the score with the Cubans. Watch your back. 03CF: load_wav 'CUB2_3A' as 1 :CUBAN2_4616 if 83D0: not wav 1 loaded jf @CUBAN2_4642 wait 0 jump @CUBAN2_4616 :CUBAN2_4642 wait 0 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -1072.6 70.3 11.2 radius 180.0 180.0 180.0 jf @CUBAN2_5106 if $5551 == 0 // integer values jf @CUBAN2_5106 gosub @CUBAN2_16753 0482: 3.0 $5508 = Actor.Create(Gang1, #CBA, -1079.5, 72.6, 10.2) 04F5: unknown_actor $5508 kiss_player $PLAYER_CHAR on 1 Actor.Angle($5508) = 91.5 01B2: give_actor $5508 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5508 threat_search 0243: set_actor $5508 ped_stats_to 16 011A: set_actor $5508 search_threat 256 011A: set_actor $5508 search_threat 64 011A: set_actor $5508 search_threat 65536 02A9: set_actor $5508 immune_to_nonplayer 1 04F5: unknown_actor $5508 kiss_player $PLAYER_CHAR on 1 0291: set_actor $5508 attack_when_provoked 1 0573: $5508 1 0568: set_actor $5508 untargetable 1 $5509 = Actor.Create(Gang1, #CBB, -1079.6, 73.9, 10.2) 04F5: unknown_actor $5509 kiss_player $PLAYER_CHAR on 1 Actor.Angle($5509) = 270.9 01ED: clear_actor $5509 threat_search 0243: set_actor $5509 ped_stats_to 16 02E2: set_actor $5509 weapon_accuracy_to 90 02A9: set_actor $5509 immune_to_nonplayer 1 0573: $5509 1 04F5: unknown_actor $5509 kiss_player $PLAYER_CHAR on 1 0291: set_actor $5509 attack_when_provoked 1 0568: set_actor $5509 untargetable 1 0526: set_actor $5509 stay_in_car_when_jacked 1 039E: set_actor $5509 locked_while_in_vehicle 1 $5510 = Actor.Create(Gang1, #CBA, -1079.3, 68.6, 10.2) 04F5: unknown_actor $5510 kiss_player $PLAYER_CHAR on 1 Actor.Angle($5510) = 82.1 01B2: give_actor $5510 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5510 threat_search 0243: set_actor $5510 ped_stats_to 16 011A: set_actor $5510 search_threat 256 011A: set_actor $5510 search_threat 64 011A: set_actor $5510 search_threat 65536 02A9: set_actor $5510 immune_to_nonplayer 1 04F5: unknown_actor $5510 kiss_player $PLAYER_CHAR on 1 0291: set_actor $5510 attack_when_provoked 1 0573: $5510 1 0568: set_actor $5510 untargetable 1 jump @CUBAN2_5227 :CUBAN2_5106 if or Actor.Dead($5511) Actor.Dead($5512) Actor.Dead($5513) jf @CUBAN2_5161 gosub @CUBAN2_22617 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN2_16444 :CUBAN2_5161 if not Car.Wrecked($5514) jf @CUBAN2_5191 gosub @CUBAN2_20251 jump @CUBAN2_5220 :CUBAN2_5191 gosub @CUBAN2_22617 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN2_16444 :CUBAN2_5220 jump @CUBAN2_4642 :CUBAN2_5227 wait 0 if not Car.Wrecked($5514) jf @CUBAN2_5358 if 80F7: not player $PLAYER_CHAR sphere 1 near_point_in_car -1070.1 70.3 10.2 radius 3.5 4.0 4.0 jf @CUBAN2_5309 gosub @CUBAN2_20251 jump @CUBAN2_5351 :CUBAN2_5309 if not Car.Wrecked($5514) jf @CUBAN2_5351 if 00DC: player $PLAYER_CHAR driving $5514 jf @CUBAN2_5351 jump @CUBAN2_5470 :CUBAN2_5351 jump @CUBAN2_5387 :CUBAN2_5358 gosub @CUBAN2_22617 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN2_16444 :CUBAN2_5387 if or Actor.Dead($5508) Actor.Dead($5509) Actor.Dead($5510) jf @CUBAN2_5442 gosub @CUBAN2_22617 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN2_16444 :CUBAN2_5442 gosub @CUBAN2_18493 gosub @CUBAN2_16753 gosub @CUBAN2_20425 jump @CUBAN2_5227 :CUBAN2_5470 Marker.Disable($5529) Marker.Disable($5530) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0395: clear_area 1 at -1079.6 73.9 range 10.2 50.0 01EB: set_traffic_density_multiplier_to 0.0 $5497 = Car.Create(#STINGER, -1113.2, 70.2, 10.0) Car.Angle($5497) = 358.19 Car.ImmuneToNonPlayer($5497) = True Camera.SetPosition(-1064.5, 64.8, 15.7, 0.0, 0.0, 0.0) Camera.OnVehicle($5514, 15, 2) 0477: set_car $5514 action 5 time 10000 if not Car.Wrecked($5514) jf @CUBAN2_5672 :CUBAN2_5629 if 81C1: not car $5514 stopped jf @CUBAN2_5672 wait 0 if not Car.Wrecked($5514) jf @CUBAN2_5665 :CUBAN2_5665 jump @CUBAN2_5629 :CUBAN2_5672 01D3: actor $PLAYER_ACTOR leave_car $5514 0239: actor $PLAYER_ACTOR run_to -1077.2 73.3 wait 200 if not Car.Wrecked($5514) jf @CUBAN2_5854 if not Actor.Dead($5511) jf @CUBAN2_5762 0243: set_actor $5511 ped_stats_to 16 01D3: actor $5511 leave_car $5514 0239: actor $5511 run_to -1075.8 71.4 :CUBAN2_5762 if not Actor.Dead($5512) jf @CUBAN2_5808 0243: set_actor $5512 ped_stats_to 16 01D3: actor $5512 leave_car $5514 0239: actor $5512 run_to -1075.6 70.0 :CUBAN2_5808 if not Actor.Dead($5513) jf @CUBAN2_5854 0243: set_actor $5513 ped_stats_to 16 01D3: actor $5513 leave_car $5514 0239: actor $5513 run_to -1075.8 68.6 :CUBAN2_5854 Car.RemoveReferences($5514) wait 2000 if $5554 == 0 // integer values jf @CUBAN2_5915 if not Actor.Dead($5509) jf @CUBAN2_5915 0372: set_actor $5509 anim 16 wait_state_time 800 ms $5554 = 1 // integer values :CUBAN2_5915 Camera.SetPosition(-1073.46, 72.77, 12.32, 0.0, 0.0, 0.0) Camera.PointAt(-1074.44, 72.62, 12.21, 2) wait 900 if not Actor.Dead($5511) jf @CUBAN2_6029 Actor.Angle($5511) = 91.5 0573: $5511 1 011A: set_actor $5511 search_threat 256 011A: set_actor $5511 search_threat 64 011A: set_actor $5511 search_threat 65536 :CUBAN2_6029 if not Actor.Dead($5512) jf @CUBAN2_6087 Actor.Angle($5512) = 89.5 0573: $5512 1 011A: set_actor $5512 search_threat 256 011A: set_actor $5512 search_threat 64 011A: set_actor $5512 search_threat 65536 :CUBAN2_6087 if not Actor.Dead($5513) jf @CUBAN2_6145 Actor.Angle($5513) = 90.5 0573: $5513 1 011A: set_actor $5513 search_threat 256 011A: set_actor $5513 search_threat 64 011A: set_actor $5513 search_threat 65536 :CUBAN2_6145 16@ = 0 // integer values :CUBAN2_6152 if 8126: not actor $PLAYER_ACTOR walking jf @CUBAN2_6205 wait 0 if 16@ > 5000 // integer values jf @CUBAN2_6198 jump @CUBAN2_6205 :CUBAN2_6198 jump @CUBAN2_6152 :CUBAN2_6205 if not Actor.Dead($5509) jf @CUBAN2_6246 020F: actor $5509 look_at_player $PLAYER_CHAR 020E: actor $PLAYER_ACTOR look_at_actor $5509 0372: set_actor $5509 anim 0 wait_state_time 100 ms :CUBAN2_6246 if not Actor.Dead($5509) jf @CUBAN2_6272 0372: set_actor $5509 anim 19 wait_state_time 10000 ms :CUBAN2_6272 00BC: text_highpriority 'CUB2_12' 3000 ms 1 // Hey amigo! Good to see you could make it! 03D1: play_wav 1 :CUBAN2_6291 if and 83D2: not wav 1 ended not Actor.Dead($5509) jf @CUBAN2_6322 wait 0 jump @CUBAN2_6291 :CUBAN2_6322 040D: unload_wav 1 03D5: remove_text 'CUB2_12' // Hey amigo! Good to see you could make it! 03CF: load_wav 'CUB2_3C' as 1 03CF: load_wav 'CUB2_9' as 2 :CUBAN2_6360 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN2_6390 wait 0 jump @CUBAN2_6360 :CUBAN2_6390 if not Actor.Dead($5509) jf @CUBAN2_6415 0372: set_actor $5509 anim 0 wait_state_time 100 ms :CUBAN2_6415 if not Actor.Dead($5511) jf @CUBAN2_6438 02A9: set_actor $5511 immune_to_nonplayer 0 :CUBAN2_6438 if not Actor.Dead($5512) jf @CUBAN2_6461 02A9: set_actor $5512 immune_to_nonplayer 0 :CUBAN2_6461 if not Actor.Dead($5513) jf @CUBAN2_6484 02A9: set_actor $5513 immune_to_nonplayer 0 :CUBAN2_6484 $5552 = 0 // integer values 0230: set_player $PLAYER_CHAR stop_looking if not Actor.Dead($5509) jf @CUBAN2_6554 022F: set_actor $5509 stop_looking 011A: set_actor $5509 search_threat 256 011A: set_actor $5509 search_threat 64 011A: set_actor $5509 search_threat 65536 01B2: give_actor $5509 weapon 26 ammo 99999 // Load the weapon model before using this :CUBAN2_6554 01EB: set_traffic_density_multiplier_to 1.0 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 00BC: text_highpriority 'CUB2_14' 5000 ms 1 // CHAAAAAARGE! 03D1: play_wav 1 :CUBAN2_6593 if and 83D2: not wav 1 ended not Actor.Dead($5509) jf @CUBAN2_6624 wait 0 jump @CUBAN2_6593 :CUBAN2_6624 040D: unload_wav 1 03D5: remove_text 'CUB2_14' // CHAAAAAARGE! 00BB: text_lowpriority 'CUB2_25' 5000 ms 1 // KILL ALL THE HAITIANS!! if not Actor.Dead($5498) jf @CUBAN2_6677 $5533 = Marker.CreateAboveActor($5498) :CUBAN2_6677 if not Actor.Dead($5499) jf @CUBAN2_6701 $5534 = Marker.CreateAboveActor($5499) :CUBAN2_6701 if not Actor.Dead($5500) jf @CUBAN2_6725 $5535 = Marker.CreateAboveActor($5500) :CUBAN2_6725 if not Actor.Dead($5501) jf @CUBAN2_6749 $5536 = Marker.CreateAboveActor($5501) :CUBAN2_6749 if not Actor.Dead($5502) jf @CUBAN2_6773 $5537 = Marker.CreateAboveActor($5502) :CUBAN2_6773 $5563 = 0 // integer values 0297: clear_rampage_kills :CUBAN2_6782 wait 0 if or Actor.Dead($5508) Actor.Dead($5509) Actor.Dead($5510) $5566 == 1 // integer values jf @CUBAN2_6848 gosub @CUBAN2_22617 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN2_16444 :CUBAN2_6848 gosub @CUBAN2_18493 gosub @CUBAN2_19540 gosub @CUBAN2_20425 gosub @CUBAN2_22585 if or Car.Wrecked($5497) $5552 > 9 // integer values 0056: player $PLAYER_CHAR 0 -1114.3 61.6 -1131.2 95.9 jf @CUBAN2_6933 $5553 = 1 // integer values :CUBAN2_6933 if Actor.Dead($5498) jf @CUBAN2_6954 Marker.Disable($5533) :CUBAN2_6954 if Actor.Dead($5499) jf @CUBAN2_6975 Marker.Disable($5534) :CUBAN2_6975 if Actor.Dead($5500) jf @CUBAN2_6996 Marker.Disable($5535) :CUBAN2_6996 if Actor.Dead($5501) jf @CUBAN2_7017 Marker.Disable($5536) :CUBAN2_7017 if Actor.Dead($5502) jf @CUBAN2_7038 Marker.Disable($5537) :CUBAN2_7038 if $5553 == 0 // integer values jf @CUBAN2_7070 gosub @CUBAN2_16753 jump @CUBAN2_7196 :CUBAN2_7070 if Actor.Dead($5498) jf @CUBAN2_7196 if Actor.Dead($5499) jf @CUBAN2_7196 if Actor.Dead($5500) jf @CUBAN2_7196 if Actor.Dead($5501) jf @CUBAN2_7196 if Actor.Dead($5502) jf @CUBAN2_7196 0482: 1.0 Marker.Disable($5533) Marker.Disable($5534) Marker.Disable($5535) Marker.Disable($5536) Marker.Disable($5537) $5563 = 1 // integer values jump @CUBAN2_7203 :CUBAN2_7196 jump @CUBAN2_6782 :CUBAN2_7203 wait 1000 0395: clear_area 1 at -1079.6 73.9 range 10.2 25.0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 00BC: text_highpriority 'CUB2_15' 5000 ms 1 // Now, my brothers, CHAAARRRGGEE!! 03D1: play_wav 2 :CUBAN2_7276 if and 83D2: not wav 2 ended not Actor.Dead($5509) jf @CUBAN2_7307 wait 0 jump @CUBAN2_7276 :CUBAN2_7307 040D: unload_wav 2 03D5: remove_text 'CUB2_15' // Now, my brothers, CHAAARRRGGEE!! $5514 = Car.Create(#TAXI, -1037.2, 24.6, 9.9) 0129: $5522 = create_actor 4 #WMOCA in_car $5514 driverseat Car.SetMaxSpeed($5514, 0.0) 01C8: $5517 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 0 04F5: unknown_actor $5517 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $5517 weapon 23 ammo 30000 // Load the weapon model before using this 035F: set_actor $5517 armour_to 100 01ED: clear_actor $5517 threat_search 02A9: set_actor $5517 immune_to_nonplayer 1 039E: set_actor $5517 locked_while_in_vehicle 1 04F5: unknown_actor $5517 kiss_player $PLAYER_CHAR on 1 0291: set_actor $5517 attack_when_provoked 1 0568: set_actor $5517 untargetable 1 01C8: $5518 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 1 04F5: unknown_actor $5518 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $5518 weapon 23 ammo 30000 // Load the weapon model before using this 035F: set_actor $5518 armour_to 100 01ED: clear_actor $5518 threat_search 02A9: set_actor $5518 immune_to_nonplayer 1 039E: set_actor $5518 locked_while_in_vehicle 1 04F5: unknown_actor $5518 kiss_player $PLAYER_CHAR on 1 0291: set_actor $5518 attack_when_provoked 1 0568: set_actor $5518 untargetable 1 01C8: $5519 = create_actor_pedtype 7 model #CBA in_car $5514 passenger_seat 2 04F5: unknown_actor $5519 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $5519 weapon 23 ammo 30000 // Load the weapon model before using this 035F: set_actor $5519 armour_to 100 01ED: clear_actor $5519 threat_search 02A9: set_actor $5519 immune_to_nonplayer 1 039E: set_actor $5519 locked_while_in_vehicle 1 04F5: unknown_actor $5519 kiss_player $PLAYER_CHAR on 1 0291: set_actor $5519 attack_when_provoked 1 0568: set_actor $5519 untargetable 1 03BA: clear_cars_from_cube -1108.2 65.2 5.0 -1118.2 75.2 15.0 Car.Destroy($5497) $5576 = -1137.8 // floating-point values $5577 = 66.7 // floating-point values $5587 = 5.2 // floating-point values $5578 = -1138.2 // floating-point values $5579 = 75.5 // floating-point values $5588 = 175.4 // floating-point values $5580 = -1158.2 // floating-point values $5581 = 67.2 // floating-point values $5589 = 5.2 // floating-point values $5582 = -1158.1 // floating-point values $5583 = 75.6 // floating-point values $5590 = 175.4 // floating-point values $5584 = -1163.5 // floating-point values $5585 = 75.8 // floating-point values $5591 = 226.7 // floating-point values $5586 = 10.1 // floating-point values gosub @CUBAN2_16753 0239: actor $PLAYER_ACTOR run_to -1103.1 71.9 $5516 = Actor.Create(Gang2, #HNB, -1189.8, 69.2, 23.9) 0489: set_actor $5516 muted 1 Actor.Angle($5516) = 270.0 01B2: give_actor $5516 weapon 28 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5516 threat_search 0243: set_actor $5516 ped_stats_to 16 011A: set_actor $5516 search_threat 128 011A: set_actor $5516 search_threat 1 011A: set_actor $5516 search_threat 64 02E2: set_actor $5516 weapon_accuracy_to 100 0239: actor $5516 run_to -1173.4 71.3 Camera.SetPosition(-1074.47, 70.88, 14.36, 0.0, 0.0, 0.0) Camera.PointAt(-1075.44, 70.9, 14.11, 2) if not Actor.Dead($5510) jf @CUBAN2_8031 01ED: clear_actor $5510 threat_search 0239: actor $5510 run_to -1117.2 68.5 :CUBAN2_8031 if not Actor.Dead($5511) jf @CUBAN2_8067 01ED: clear_actor $5511 threat_search 0239: actor $5511 run_to -1130.2 70.5 :CUBAN2_8067 if not Actor.Dead($5512) jf @CUBAN2_8103 01ED: clear_actor $5512 threat_search 0239: actor $5512 run_to -1130.2 70.5 :CUBAN2_8103 wait 2000 Camera.SetPosition(-1105.68, 70.95, 13.95, 0.0, 0.0, 0.0) Camera.PointAt(-1106.66, 70.91, 13.74, 2) 011C: actor $PLAYER_ACTOR clear_objective 0055: put_player $PLAYER_CHAR at -1103.1 71.9 10.27 if not Actor.Dead($5510) jf @CUBAN2_8235 Actor.PutAt($5510, -1106.7, 69.9, 10.4) 0239: actor $5510 run_to -1117.2 68.5 :CUBAN2_8235 if not Actor.Dead($5511) jf @CUBAN2_8286 Actor.PutAt($5511, -1106.7, 70.9, 10.4) 0239: actor $5511 run_to -1130.2 70.5 :CUBAN2_8286 if not Actor.Dead($5512) jf @CUBAN2_8337 Actor.PutAt($5512, -1106.7, 71.9, 10.4) 0239: actor $5512 run_to -1130.2 70.5 :CUBAN2_8337 16@ = 0 // integer values 03CF: load_wav 'SNIPSH' as 2 :CUBAN2_8356 if 83D0: not wav 2 loaded jf @CUBAN2_8382 wait 0 jump @CUBAN2_8356 :CUBAN2_8382 03CF: load_wav 'SNIPSH' as 1 :CUBAN2_8394 if 83D0: not wav 1 loaded jf @CUBAN2_8420 wait 0 jump @CUBAN2_8394 :CUBAN2_8420 wait 0 if not Actor.Dead($5510) jf @CUBAN2_8592 if 00A3: actor $5510 0 -1130.4 59.9 -1114.1 82.1 jf @CUBAN2_8592 if $5574 > 0 // integer values jf @CUBAN2_8534 03CF: load_wav 'SNIPER' as 1 :CUBAN2_8508 if 83D0: not wav 1 loaded jf @CUBAN2_8534 wait 0 jump @CUBAN2_8508 :CUBAN2_8534 03D1: play_wav 1 $5574 = 1 // integer values if not Actor.Dead($5510) jf @CUBAN2_8566 0321: kill_actor $5510 :CUBAN2_8566 if 83D2: not wav 1 ended jf @CUBAN2_8592 wait 0 jump @CUBAN2_8566 :CUBAN2_8592 if not Actor.Dead($5511) jf @CUBAN2_8697 if 00A3: actor $5511 0 -1130.4 59.9 -1119.1 82.1 jf @CUBAN2_8697 03D1: play_wav 2 if not Actor.Dead($5511) jf @CUBAN2_8671 0321: kill_actor $5511 :CUBAN2_8671 if 83D2: not wav 2 ended jf @CUBAN2_8697 wait 0 jump @CUBAN2_8671 :CUBAN2_8697 if not Actor.Dead($5512) jf @CUBAN2_8865 if 00A3: actor $5512 0 -1130.4 59.9 -1125.1 82.1 jf @CUBAN2_8865 if $5574 > 0 // integer values jf @CUBAN2_8807 03CF: load_wav 'SNIPER' as 1 :CUBAN2_8781 if 83D0: not wav 1 loaded jf @CUBAN2_8807 wait 0 jump @CUBAN2_8781 :CUBAN2_8807 03D1: play_wav 1 $5574 = 1 // integer values if not Actor.Dead($5512) jf @CUBAN2_8839 0321: kill_actor $5512 :CUBAN2_8839 if 83D2: not wav 1 ended jf @CUBAN2_8865 wait 0 jump @CUBAN2_8839 :CUBAN2_8865 if 16@ > 12000 // integer values jf @CUBAN2_8891 jump @CUBAN2_8968 :CUBAN2_8891 if Actor.Dead($5510) jf @CUBAN2_8961 if Actor.Dead($5511) jf @CUBAN2_8961 if Actor.Dead($5512) jf @CUBAN2_8961 Actor.RemoveReferences($5510) Actor.RemoveReferences($5512) Actor.RemoveReferences($5511) jump @CUBAN2_8968 :CUBAN2_8961 jump @CUBAN2_8420 :CUBAN2_8968 if not Actor.Dead($5516) jf @CUBAN2_9012 Actor.PutAt($5516, -1173.4, 71.3, 23.0) 04C6: actor $5516 do_kung_fu_stance_towards_actor $PLAYER_ACTOR :CUBAN2_9012 03CF: load_wav 'CUB2_5' as 1 03CF: load_wav 'CUB2_6' as 2 :CUBAN2_9036 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN2_9066 wait 0 jump @CUBAN2_9036 :CUBAN2_9066 wait 1000 Camera.SetPosition(-1175.9, 70.3, 24.3, 0.0, 0.0, 0.0) Camera.PointAt(-1135.9, 66.3, 18.6, 2) 00BC: text_highpriority 'CUB2_09' 4000 ms 1 // Sniper on the roof! 03D1: play_wav 1 :CUBAN2_9141 if and 83D2: not wav 1 ended not Actor.Dead($5509) jf @CUBAN2_9172 wait 0 jump @CUBAN2_9141 :CUBAN2_9172 040D: unload_wav 1 03D5: remove_text 'CUB2_09' // Sniper on the roof! 00BC: text_highpriority 'CUB2_07' 4000 ms 1 // They fight like girls! Take cover! 03D1: play_wav 2 :CUBAN2_9205 if and 83D2: not wav 2 ended not Actor.Dead($5509) jf @CUBAN2_9236 wait 0 jump @CUBAN2_9205 :CUBAN2_9236 040D: unload_wav 2 03D5: remove_text 'CUB2_07' // They fight like girls! Take cover! 03CF: load_wav 'CUB2_7' as 1 :CUBAN2_9262 if 83D0: not wav 1 loaded jf @CUBAN2_9288 wait 0 jump @CUBAN2_9262 :CUBAN2_9288 if not Actor.Dead($5509) jf @CUBAN2_9329 01ED: clear_actor $5509 threat_search Actor.PutAt($5509, -1112.98, 66.92, 10.4) :CUBAN2_9329 if not Actor.Dead($5508) jf @CUBAN2_9380 01ED: clear_actor $5508 threat_search Actor.PutAt($5508, -1112.2, 74.5, 10.4) Actor.Angle($5508) = 302.4 :CUBAN2_9380 if not Actor.Dead($5513) jf @CUBAN2_9431 01ED: clear_actor $5513 threat_search Actor.PutAt($5513, -1112.5, 65.2, 10.4) Actor.Angle($5513) = 357.4 :CUBAN2_9431 Actor.PutAt($PLAYER_ACTOR, -1110.95, 67.38, 10.4) if not Actor.Dead($5509) jf @CUBAN2_9488 020F: actor $5509 look_at_player $PLAYER_CHAR 0210: player $PLAYER_CHAR look_at_actor $5509 048F: actor $5509 remove_weapons :CUBAN2_9488 wait 1000 Camera.SetPosition(-1110.3, 64.24, 11.6, 0.0, 0.0, 0.0) Camera.PointAt(-1114.0, 71.1, 10.25, 2) if not Actor.Dead($5509) jf @CUBAN2_9567 052B: actor $5509 hold_cellphone 1 :CUBAN2_9567 wait 1000 00BC: text_highpriority 'CUB2_02' 4000 ms 1 // We need reinforcements from the cafe! 03D1: play_wav 1 :CUBAN2_9591 if and 83D2: not wav 1 ended not Actor.Dead($5509) jf @CUBAN2_9622 wait 0 jump @CUBAN2_9591 :CUBAN2_9622 040D: unload_wav 1 03D5: remove_text 'CUB2_02' // We need reinforcements from the cafe! 03CF: load_wav 'CUB2_8' as 1 03CF: load_wav 'CUB2_4A' as 2 :CUBAN2_9660 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN2_9690 wait 0 jump @CUBAN2_9660 :CUBAN2_9690 if not Actor.Dead($5509) jf @CUBAN2_9713 052B: actor $5509 hold_cellphone 0 :CUBAN2_9713 wait 1000 03BA: clear_cars_from_cube -1063.6 11.9 0.6 -1080.9 102.8 20.4 Camera.SetPosition(-1079.0, 73.4, 14.0, 0.0, 0.0, 0.0) if not Car.Wrecked($5514) jf @CUBAN2_9847 Camera.OnVehicle($5514, 15, 2) 04BA: set_car $5514 speed_instantly 40.0 Car.SetMaxSpeed($5514, 40.0) Car.DriveTo($5514, -1068.1, 77.11, 10.5) :CUBAN2_9847 if 81AD: not car $5514 sphere 0 near_point -1068.1 77.11 radius 10.0 10.0 jf @CUBAN2_9912 wait 0 if not Car.Wrecked($5514) jf @CUBAN2_9905 :CUBAN2_9905 jump @CUBAN2_9847 :CUBAN2_9912 if not Car.Wrecked($5514) jf @CUBAN2_9938 0477: set_car $5514 action 3 time 10000 :CUBAN2_9938 if not Actor.Dead($5517) jf @CUBAN2_9962 01D3: actor $5517 leave_car $5514 :CUBAN2_9962 if not Actor.Dead($5518) jf @CUBAN2_9986 01D3: actor $5518 leave_car $5514 :CUBAN2_9986 if not Actor.Dead($5519) jf @CUBAN2_10010 01D3: actor $5519 leave_car $5514 :CUBAN2_10010 $5558 = 2 // integer values $5559 = 2 // integer values $5560 = 2 // integer values :CUBAN2_10031 wait 0 if not Car.Wrecked($5514) jf @CUBAN2_10254 01E9: $5555 = car $5514 num_passengers if $5555 == 0 // integer values jf @CUBAN2_10247 if not Actor.Dead($5517) jf @CUBAN2_10129 if not Actor.Driving($5517) jf @CUBAN2_10129 011C: actor $5517 clear_objective 0239: actor $5517 run_to -1079.8 70.0 :CUBAN2_10129 if not Actor.Dead($5518) jf @CUBAN2_10181 if not Actor.Driving($5518) jf @CUBAN2_10181 011C: actor $5518 clear_objective 0239: actor $5518 run_to -1078.8 70.0 :CUBAN2_10181 if not Actor.Dead($5519) jf @CUBAN2_10233 if not Actor.Driving($5519) jf @CUBAN2_10233 011C: actor $5519 clear_objective 0239: actor $5519 run_to -1077.8 70.0 :CUBAN2_10233 jump @CUBAN2_10261 jump @CUBAN2_10254 :CUBAN2_10247 jump @CUBAN2_10031 :CUBAN2_10254 jump @CUBAN2_10031 :CUBAN2_10261 Camera.SetPosition(-1070.4, 69.9, 15.7, 0.0, 0.0, 0.0) Camera.PointAt(-1086.4, 69.7, 9.76, 2) :CUBAN2_10312 if 80FF: not actor $5519 0 -1112.9 66.7 10.4 radius 2.0 2.0 2.0 jf @CUBAN2_11070 wait 0 if not Actor.Dead($5517) jf @CUBAN2_10597 if $5558 == 2 // integer values jf @CUBAN2_10487 if 80FF: not actor $5517 0 -1079.8 71.0 10.4 radius 1.0 1.0 1.0 jf @CUBAN2_10468 0239: actor $5517 run_to -1079.8 71.0 jump @CUBAN2_10480 :CUBAN2_10468 $5558 = 0 // integer values 011C: actor $5517 clear_objective :CUBAN2_10480 jump @CUBAN2_10597 :CUBAN2_10487 if 00FF: actor $5517 0 -1112.0 73.0 10.4 radius 1.0 1.0 1.0 jf @CUBAN2_10564 011C: actor $5517 clear_objective Actor.Angle($5517) = 78.5 $5558 = 1 // integer values jump @CUBAN2_10597 :CUBAN2_10564 if $5558 == 0 // integer values jf @CUBAN2_10597 0239: actor $5517 run_to -1112.0 73.0 :CUBAN2_10597 if not Actor.Dead($5518) jf @CUBAN2_10830 if $5559 == 2 // integer values jf @CUBAN2_10720 if 80FF: not actor $5518 0 -1078.8 70.0 10.4 radius 1.0 1.0 1.0 jf @CUBAN2_10701 0239: actor $5518 run_to -1078.8 70.0 jump @CUBAN2_10713 :CUBAN2_10701 $5559 = 0 // integer values 011C: actor $5518 clear_objective :CUBAN2_10713 jump @CUBAN2_10830 :CUBAN2_10720 if 00FF: actor $5518 0 -1112.9 73.3 10.4 radius 1.0 1.0 1.0 jf @CUBAN2_10797 011C: actor $5518 clear_objective Actor.Angle($5518) = 274.5 $5559 = 1 // integer values jump @CUBAN2_10830 :CUBAN2_10797 if $5559 == 0 // integer values jf @CUBAN2_10830 0239: actor $5518 run_to -1112.9 73.3 :CUBAN2_10830 if not Actor.Dead($5519) jf @CUBAN2_11063 if $5560 == 2 // integer values jf @CUBAN2_10953 if 80FF: not actor $5519 0 -1077.8 69.0 10.4 radius 1.0 1.0 1.0 jf @CUBAN2_10934 0239: actor $5519 run_to -1077.8 69.0 jump @CUBAN2_10946 :CUBAN2_10934 $5560 = 0 // integer values 011C: actor $5519 clear_objective :CUBAN2_10946 jump @CUBAN2_11063 :CUBAN2_10953 if 00FF: actor $5519 0 -1112.9 66.7 10.4 radius 1.0 1.0 1.0 jf @CUBAN2_11030 011C: actor $5519 clear_objective Actor.Angle($5519) = 27.6 $5560 = 1 // integer values jump @CUBAN2_11063 :CUBAN2_11030 if $5560 == 0 // integer values jf @CUBAN2_11063 0239: actor $5519 run_to -1112.9 66.7 :CUBAN2_11063 jump @CUBAN2_10312 :CUBAN2_11070 Camera.SetPosition(-1110.3, 64.24, 11.6, 0.0, 0.0, 0.0) Camera.PointAt(-1114.0, 71.1, 10.25, 2) wait 1000 if not Actor.Dead($5509) jf @CUBAN2_11152 0372: set_actor $5509 anim 19 wait_state_time 10000 ms :CUBAN2_11152 00BC: text_highpriority 'CUB2_05' 5000 ms 1 // Take out that cowardly sniper! 03D1: play_wav 1 :CUBAN2_11171 if and 83D2: not wav 1 ended not Actor.Dead($5509) jf @CUBAN2_11202 wait 0 jump @CUBAN2_11171 :CUBAN2_11202 040D: unload_wav 1 03D5: remove_text 'CUB2_05' // Take out that cowardly sniper! if not Actor.Dead($5509) jf @CUBAN2_11241 0372: set_actor $5509 anim 0 wait_state_time 100 ms :CUBAN2_11241 0482: 3.0 if not Actor.Dead($5517) jf @CUBAN2_11293 0243: set_actor $5517 ped_stats_to 16 02A9: set_actor $5517 immune_to_nonplayer 0 011A: set_actor $5517 search_threat 256 011A: set_actor $5517 search_threat 64 :CUBAN2_11293 if not Actor.Dead($5518) jf @CUBAN2_11338 0243: set_actor $5518 ped_stats_to 16 02A9: set_actor $5518 immune_to_nonplayer 0 011A: set_actor $5518 search_threat 256 011A: set_actor $5518 search_threat 64 :CUBAN2_11338 if not Actor.Dead($5519) jf @CUBAN2_11383 0243: set_actor $5519 ped_stats_to 16 02A9: set_actor $5519 immune_to_nonplayer 0 011A: set_actor $5519 search_threat 256 011A: set_actor $5519 search_threat 64 :CUBAN2_11383 if not Actor.Dead($5516) jf @CUBAN2_11407 $5538 = Marker.CreateAboveActor($5516) :CUBAN2_11407 if not Actor.Dead($5509) jf @CUBAN2_11474 0372: set_actor $5509 anim 19 wait_state_time 10 ms 022F: set_actor $5509 stop_looking 011A: set_actor $5509 search_threat 256 011A: set_actor $5509 search_threat 64 011A: set_actor $5509 search_threat 65536 01B2: give_actor $5509 weapon 26 ammo 99999 // Load the weapon model before using this :CUBAN2_11474 if not Actor.Dead($5508) jf @CUBAN2_11515 011A: set_actor $5508 search_threat 256 011A: set_actor $5508 search_threat 64 011A: set_actor $5508 search_threat 65536 :CUBAN2_11515 if not Actor.Dead($5513) jf @CUBAN2_11556 011A: set_actor $5513 search_threat 256 011A: set_actor $5513 search_threat 64 011A: set_actor $5513 search_threat 65536 :CUBAN2_11556 if not Actor.Dead($5509) jf @CUBAN2_11577 022F: set_actor $5509 stop_looking :CUBAN2_11577 if not Actor.Dead($5508) jf @CUBAN2_11608 0239: actor $5508 run_to -1120.0 68.0 :CUBAN2_11608 if not Actor.Dead($5509) jf @CUBAN2_11639 0239: actor $5509 run_to -1119.0 74.0 :CUBAN2_11639 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 17@ = 0 // integer values Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 :CUBAN2_11673 wait 0 if $5573 == 0 // integer values jf @CUBAN2_11845 if 17@ > 7000 // integer values jf @CUBAN2_11845 if not Actor.Dead($5513) jf @CUBAN2_11745 0239: actor $5513 run_to -1138.0 71.0 :CUBAN2_11745 if not Actor.Dead($5517) jf @CUBAN2_11776 0239: actor $5517 run_to -1138.0 71.0 :CUBAN2_11776 if not Actor.Dead($5518) jf @CUBAN2_11807 0239: actor $5518 run_to -1138.0 71.0 :CUBAN2_11807 if not Actor.Dead($5519) jf @CUBAN2_11838 0239: actor $5519 run_to -1138.0 71.0 :CUBAN2_11838 $5573 = 1 // integer values :CUBAN2_11845 if or Actor.Dead($5508) Actor.Dead($5509) $5566 == 1 // integer values jf @CUBAN2_11902 gosub @CUBAN2_22617 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN2_16444 :CUBAN2_11902 if $5575 == 0 // integer values jf @CUBAN2_12021 if 00E0: player $PLAYER_CHAR driving jf @CUBAN2_12014 if 0057: player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 jf @CUBAN2_12007 00DA: $5515 = player $PLAYER_CHAR car Car.Health($5515) = 250 $5575 = 1 // integer values :CUBAN2_12007 jump @CUBAN2_12021 :CUBAN2_12014 $5575 = 0 // integer values :CUBAN2_12021 if 00E0: player $PLAYER_CHAR driving jf @CUBAN2_12098 if 0057: player $PLAYER_CHAR 0 -1137.0 84.5 5.8 -1179.9 60.7 15.0 jf @CUBAN2_12098 00DA: $5515 = player $PLAYER_CHAR car 020B: explode_car $5515 :CUBAN2_12098 gosub @CUBAN2_21132 gosub @CUBAN2_22585 if not Actor.Dead($5516) jf @CUBAN2_12841 if 80E0: not player $PLAYER_CHAR driving jf @CUBAN2_12255 if 0056: player $PLAYER_CHAR 0 -1136.4 61.1 -1158.1 78.6 jf @CUBAN2_12255 03CF: load_wav 'SNIPER' as 2 :CUBAN2_12194 if 83D0: not wav 2 loaded jf @CUBAN2_12220 wait 0 jump @CUBAN2_12194 :CUBAN2_12220 03D1: play_wav 2 0322: kill_player $PLAYER_CHAR :CUBAN2_12229 if 83D2: not wav 2 ended jf @CUBAN2_12255 wait 0 jump @CUBAN2_12229 :CUBAN2_12255 if not Actor.Dead($5513) jf @CUBAN2_12398 if 00A3: actor $5513 0 -1131.4 59.9 -1158.1 78.6 jf @CUBAN2_12398 03CF: load_wav 'SNIPER' as 1 :CUBAN2_12321 if 83D0: not wav 1 loaded jf @CUBAN2_12347 wait 0 jump @CUBAN2_12321 :CUBAN2_12347 03D1: play_wav 1 if not Actor.Dead($5513) jf @CUBAN2_12372 0321: kill_actor $5513 :CUBAN2_12372 if 83D2: not wav 1 ended jf @CUBAN2_12398 wait 0 jump @CUBAN2_12372 :CUBAN2_12398 if not Actor.Dead($5517) jf @CUBAN2_12541 if 00A3: actor $5517 0 -1133.4 59.9 -1158.1 78.6 jf @CUBAN2_12541 03CF: load_wav 'SNIPER' as 1 :CUBAN2_12464 if 83D0: not wav 1 loaded jf @CUBAN2_12490 wait 0 jump @CUBAN2_12464 :CUBAN2_12490 03D1: play_wav 1 if not Actor.Dead($5517) jf @CUBAN2_12515 0321: kill_actor $5517 :CUBAN2_12515 if 83D2: not wav 1 ended jf @CUBAN2_12541 wait 0 jump @CUBAN2_12515 :CUBAN2_12541 if not Actor.Dead($5518) jf @CUBAN2_12684 if 00A3: actor $5518 0 -1135.4 59.9 -1158.1 78.6 jf @CUBAN2_12684 03CF: load_wav 'SNIPER' as 1 :CUBAN2_12607 if 83D0: not wav 1 loaded jf @CUBAN2_12633 wait 0 jump @CUBAN2_12607 :CUBAN2_12633 03D1: play_wav 1 if not Actor.Dead($5518) jf @CUBAN2_12658 0321: kill_actor $5518 :CUBAN2_12658 if 83D2: not wav 1 ended jf @CUBAN2_12684 wait 0 jump @CUBAN2_12658 :CUBAN2_12684 if not Actor.Dead($5519) jf @CUBAN2_12827 if 00A3: actor $5519 0 -1137.4 59.9 -1158.1 78.6 jf @CUBAN2_12827 03CF: load_wav 'SNIPER' as 1 :CUBAN2_12750 if 83D0: not wav 1 loaded jf @CUBAN2_12776 wait 0 jump @CUBAN2_12750 :CUBAN2_12776 03D1: play_wav 1 if not Actor.Dead($5519) jf @CUBAN2_12801 0321: kill_actor $5519 :CUBAN2_12801 if 83D2: not wav 1 ended jf @CUBAN2_12827 wait 0 jump @CUBAN2_12801 :CUBAN2_12827 gosub @CUBAN2_16753 jump @CUBAN2_13125 :CUBAN2_12841 if $5563 == 1 // integer values jf @CUBAN2_13001 00BC: text_highpriority 'CUB2_22' 5000 ms 1 // ~g~ Finish off the rest of the Haitians so the Cubans can move forward. if not Actor.Dead($5498) jf @CUBAN2_12898 $5533 = Marker.CreateAboveActor($5498) :CUBAN2_12898 if not Actor.Dead($5499) jf @CUBAN2_12922 $5534 = Marker.CreateAboveActor($5499) :CUBAN2_12922 if not Actor.Dead($5500) jf @CUBAN2_12946 $5535 = Marker.CreateAboveActor($5500) :CUBAN2_12946 if not Actor.Dead($5501) jf @CUBAN2_12970 $5536 = Marker.CreateAboveActor($5501) :CUBAN2_12970 if not Actor.Dead($5502) jf @CUBAN2_12994 $5537 = Marker.CreateAboveActor($5502) :CUBAN2_12994 $5563 = 2 // integer values :CUBAN2_13001 Marker.Disable($5538) if Actor.Dead($5498) jf @CUBAN2_13125 if Actor.Dead($5499) jf @CUBAN2_13125 if Actor.Dead($5500) jf @CUBAN2_13125 if Actor.Dead($5501) jf @CUBAN2_13125 if Actor.Dead($5502) jf @CUBAN2_13125 Marker.Disable($5533) Marker.Disable($5534) Marker.Disable($5535) Marker.Disable($5536) Marker.Disable($5537) 00BE: text_clear_all wait 1000 jump @CUBAN2_13237 :CUBAN2_13125 if Actor.Dead($5498) jf @CUBAN2_13146 Marker.Disable($5533) :CUBAN2_13146 if Actor.Dead($5499) jf @CUBAN2_13167 Marker.Disable($5534) :CUBAN2_13167 if Actor.Dead($5500) jf @CUBAN2_13188 Marker.Disable($5535) :CUBAN2_13188 if Actor.Dead($5501) jf @CUBAN2_13209 Marker.Disable($5536) :CUBAN2_13209 if Actor.Dead($5502) jf @CUBAN2_13230 Marker.Disable($5537) :CUBAN2_13230 jump @CUBAN2_11673 :CUBAN2_13237 $5550 = 1 // integer values Actor.RemoveReferences($5516) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-1161.2, 71.5, 12.6, 0.0, 0.0, 0.0) Camera.PointAt(-1152.3, 71.9, 10.8, 2) $5521 = Car.Create(#PONY, -1161.5, 76.5, 10.2) Car.Health($5521) = 1500 Car.Angle($5521) = 90.7 Car.ImmuneToNonPlayer($5521) = True $5520 = Object.Create(#GUNBOX, -1161.5, 76.5, 11.2) Object.CollisionDetection($5520) = False 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 $5576 = -1183.9 // floating-point values $5577 = 101.7 // floating-point values $5587 = 230.8 // floating-point values $5578 = -1182.1 // floating-point values $5579 = 103.2 // floating-point values $5588 = 215.1 // floating-point values $5580 = -1180.8 // floating-point values $5581 = 105.9 // floating-point values $5589 = 215.1 // floating-point values $5582 = -1182.3 // floating-point values $5583 = 106.9 // floating-point values $5590 = 215.1 // floating-point values $5584 = -1184.9 // floating-point values $5585 = 104.5 // floating-point values $5591 = 227.6 // floating-point values $5586 = 10.1 // floating-point values gosub @CUBAN2_16753 $5550 = 2 // integer values gosub @CUBAN2_16753 wait 2000 if 80E0: not player $PLAYER_CHAR driving jf @CUBAN2_13641 0055: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 jump @CUBAN2_13661 :CUBAN2_13641 012A: put_player $PLAYER_CHAR at -1149.2 71.3 11.2 and_remove_from_car :CUBAN2_13661 Camera.SetPosition(-1149.2, 71.3, 13.7, 0.0, 0.0, 0.0) Camera.PointAt(-1163.7, 73.3, 10.7, 2) if not Actor.Dead($5508) jf @CUBAN2_13748 Actor.PutAt($5508, -1149.2, 72.3, 10.2) :CUBAN2_13748 if not Actor.Dead($5509) jf @CUBAN2_13784 Actor.PutAt($5509, -1149.2, 73.3, 10.2) :CUBAN2_13784 if not Actor.Dead($5513) jf @CUBAN2_13820 Actor.PutAt($5513, -1151.2, 73.3, 10.2) :CUBAN2_13820 if not Actor.Dead($5517) jf @CUBAN2_13856 Actor.PutAt($5517, -1151.2, 72.3, 10.2) :CUBAN2_13856 if not Actor.Dead($5518) jf @CUBAN2_13892 Actor.PutAt($5518, -1153.2, 73.3, 10.2) :CUBAN2_13892 if not Actor.Dead($5519) jf @CUBAN2_13928 Actor.PutAt($5519, -1153.2, 72.3, 10.2) :CUBAN2_13928 00BC: text_highpriority 'CUB2_21' 5000 ms 1 // Fight like men with huge cojones! 03D1: play_wav 2 :CUBAN2_13947 if and 83D2: not wav 2 ended not Actor.Dead($5509) jf @CUBAN2_13978 wait 0 jump @CUBAN2_13947 :CUBAN2_13978 040D: unload_wav 2 03D5: remove_text 'CUB2_21' // Fight like men with huge cojones! 03CF: load_wav 'CUB2_10' as 1 03CF: load_wav 'CUB2_11' as 2 :CUBAN2_14016 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN2_14046 wait 0 jump @CUBAN2_14016 :CUBAN2_14046 if not Actor.Dead($5509) jf @CUBAN2_14101 0291: set_actor $5509 attack_when_provoked 0 011C: actor $5509 clear_objective 01ED: clear_actor $5509 threat_search 0239: actor $5509 run_to -1167.7 73.3 02A9: set_actor $5509 immune_to_nonplayer 0 :CUBAN2_14101 wait 300 if not Actor.Dead($5508) jf @CUBAN2_14154 0291: set_actor $5508 attack_when_provoked 0 011C: actor $5508 clear_objective 01ED: clear_actor $5508 threat_search 0239: actor $5508 run_to -1165.1 68.0 :CUBAN2_14154 wait 300 if not Actor.Dead($5513) jf @CUBAN2_14207 0291: set_actor $5513 attack_when_provoked 0 011C: actor $5513 clear_objective 01ED: clear_actor $5513 threat_search 0239: actor $5513 run_to -1166.7 73.3 :CUBAN2_14207 wait 300 if not Actor.Dead($5517) jf @CUBAN2_14260 0291: set_actor $5517 attack_when_provoked 0 011C: actor $5517 clear_objective 01ED: clear_actor $5517 threat_search 0239: actor $5517 run_to -1165.7 73.3 :CUBAN2_14260 wait 300 if not Actor.Dead($5518) jf @CUBAN2_14313 0291: set_actor $5518 attack_when_provoked 0 011C: actor $5518 clear_objective 01ED: clear_actor $5518 threat_search 0239: actor $5518 run_to -1164.7 73.3 :CUBAN2_14313 wait 300 if not Actor.Dead($5519) jf @CUBAN2_14366 0291: set_actor $5519 attack_when_provoked 0 011C: actor $5519 clear_objective 01ED: clear_actor $5519 threat_search 0239: actor $5519 run_to -1164.7 70.3 :CUBAN2_14366 wait 300 if not Actor.Dead($5508) jf @CUBAN2_14407 01BE: set_actor $5508 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14407 if not Actor.Dead($5509) jf @CUBAN2_14443 01BE: set_actor $5509 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14443 if not Actor.Dead($5513) jf @CUBAN2_14479 01BE: set_actor $5513 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14479 if not Actor.Dead($5517) jf @CUBAN2_14515 01BE: set_actor $5517 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14515 if not Actor.Dead($5518) jf @CUBAN2_14551 01BE: set_actor $5518 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14551 if not Actor.Dead($5519) jf @CUBAN2_14587 01BE: set_actor $5519 to_look_at_spot -1173.8 102.5 11.2 :CUBAN2_14587 0239: actor $PLAYER_ACTOR run_to -1161.7 73.3 wait 2000 16@ = 0 // integer values :CUBAN2_14614 wait 0 if not Actor.Dead($5509) jf @CUBAN2_15044 if or 00EC: actor $5509 0 -1167.7 73.3 radius 4.0 4.0 16@ > 5000 // integer values jf @CUBAN2_15037 Camera.SetPosition(-1163.2, 64.2, 16.5, 0.0, 0.0, 0.0) Camera.PointAt(-1163.7, 73.3, 12.2, 2) if not Actor.Dead($5508) jf @CUBAN2_14779 011A: set_actor $5508 search_threat 256 011A: set_actor $5508 search_threat 64 011A: set_actor $5508 search_threat 65536 0291: set_actor $5508 attack_when_provoked 1 :CUBAN2_14779 if not Actor.Dead($5513) jf @CUBAN2_14827 011A: set_actor $5513 search_threat 256 011A: set_actor $5513 search_threat 64 011A: set_actor $5513 search_threat 65536 0291: set_actor $5513 attack_when_provoked 1 :CUBAN2_14827 if not Actor.Dead($5517) jf @CUBAN2_14875 011A: set_actor $5517 search_threat 256 011A: set_actor $5517 search_threat 64 011A: set_actor $5517 search_threat 65536 0291: set_actor $5517 attack_when_provoked 1 :CUBAN2_14875 if not Actor.Dead($5518) jf @CUBAN2_14923 011A: set_actor $5518 search_threat 256 011A: set_actor $5518 search_threat 64 011A: set_actor $5518 search_threat 65536 0291: set_actor $5518 attack_when_provoked 1 :CUBAN2_14923 if not Actor.Dead($5519) jf @CUBAN2_14971 011A: set_actor $5519 search_threat 256 011A: set_actor $5519 search_threat 64 011A: set_actor $5519 search_threat 65536 0291: set_actor $5519 attack_when_provoked 1 :CUBAN2_14971 wait 2000 if not Actor.Dead($5509) jf @CUBAN2_15023 if not Car.Wrecked($5521) jf @CUBAN2_15023 01D4: actor $5509 go_to_car $5521 and_enter_it_as_a_passenger 039E: set_actor $5509 locked_while_in_vehicle 1 :CUBAN2_15023 jump @CUBAN2_15044 jump @CUBAN2_15044 :CUBAN2_15037 jump @CUBAN2_14614 :CUBAN2_15044 $5524 = Actor.Create(Gang2, #HNA, -1115.6, 69.6, 10.1) Actor.Angle($5524) = 105.9 01B2: give_actor $5524 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5524 threat_search 0243: set_actor $5524 ped_stats_to 16 011A: set_actor $5524 search_threat 128 011A: set_actor $5524 search_threat 1 011A: set_actor $5524 search_threat 64 0573: $5524 1 0291: set_actor $5524 attack_when_provoked 1 $5525 = Actor.Create(Gang2, #HNA, -1115.6, 73.7, 10.1) Actor.Angle($5525) = 105.9 01B2: give_actor $5525 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5525 threat_search 0243: set_actor $5525 ped_stats_to 16 011A: set_actor $5525 search_threat 128 011A: set_actor $5525 search_threat 1 011A: set_actor $5525 search_threat 64 0573: $5525 1 0291: set_actor $5525 attack_when_provoked 1 $5526 = Actor.Create(Gang2, #HNB, -1115.6, 71.0, 10.1) Actor.Angle($5526) = 105.9 01B2: give_actor $5526 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5526 threat_search 0243: set_actor $5526 ped_stats_to 16 011A: set_actor $5526 search_threat 128 011A: set_actor $5526 search_threat 1 011A: set_actor $5526 search_threat 64 0573: $5526 1 0291: set_actor $5526 attack_when_provoked 1 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 16@ = 0 // integer values 00BB: text_lowpriority 'CUB2_16' 5000 ms 1 // Tommy, we have proved our manful bravery! if not Actor.Dead($5509) jf @CUBAN2_15456 03D1: play_wav 1 :CUBAN2_15375 if and 83D2: not wav 1 ended not Actor.Dead($5509) jf @CUBAN2_15445 wait 0 if not Car.Wrecked($5521) jf @CUBAN2_15438 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 :CUBAN2_15438 jump @CUBAN2_15375 :CUBAN2_15445 040D: unload_wav 1 jump @CUBAN2_15460 :CUBAN2_15456 040D: unload_wav 1 :CUBAN2_15460 03D5: remove_text 'CUB2_16' // Tommy, we have proved our manful bravery! 00BB: text_lowpriority 'CUB2_17' 10000 ms 1 // Let us steal the van full of drugs and make good our escape! if not Actor.Dead($5509) jf @CUBAN2_15586 03D1: play_wav 2 :CUBAN2_15505 if and 83D2: not wav 2 ended not Actor.Dead($5509) jf @CUBAN2_15575 wait 0 if not Car.Wrecked($5521) jf @CUBAN2_15568 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 :CUBAN2_15568 jump @CUBAN2_15505 :CUBAN2_15575 040D: unload_wav 2 jump @CUBAN2_15590 :CUBAN2_15586 040D: unload_wav 2 :CUBAN2_15590 Player.SetMinWantedLevel($PLAYER_CHAR, 2) :CUBAN2_15597 wait 0 if not Car.Wrecked($5521) jf @CUBAN2_15812 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 if $123 == 0 // integer values jf @CUBAN2_15673 $5531 = Marker.CreateAboveCar($5521) $123 = 1 // integer values :CUBAN2_15673 if 00DC: player $PLAYER_CHAR driving $5521 jf @CUBAN2_15805 if 15000 > 16@ // integer values jf @CUBAN2_15728 00BE: text_clear_all 00BB: text_lowpriority 'CUB2_16' 5000 ms 1 // Tommy, we have proved our manful bravery! :CUBAN2_15728 Marker.Disable($5531) 018A: $5532 = create_checkpoint_at -1160.0 -605.9 10.7 $123 = 0 // integer values 00BC: text_highpriority 'CUB2_24' 5000 ms 1 // ~g~Return to Robina's Cafe with the Van and park it round the back. if not Car.Wrecked($5521) jf @CUBAN2_15798 Car.ImmuneToNonPlayer($5521) = False :CUBAN2_15798 jump @CUBAN2_15998 :CUBAN2_15805 jump @CUBAN2_15834 :CUBAN2_15812 00BC: text_highpriority 'CUB2_11' 5000 ms 1 // ~r~You fool, we needed that car. jump @CUBAN2_16444 :CUBAN2_15834 $5576 = -1198.9 // floating-point values $5577 = 96.7 // floating-point values $5587 = 255.8 // floating-point values $5578 = -1198.9 // floating-point values $5579 = 96.7 // floating-point values $5588 = 255.8 // floating-point values $5580 = -1198.9 // floating-point values $5581 = 96.7 // floating-point values $5589 = 255.8 // floating-point values $5582 = -1198.9 // floating-point values $5583 = 96.7 // floating-point values $5590 = 255.8 // floating-point values $5584 = -1198.9 // floating-point values $5585 = 96.7 // floating-point values $5591 = 255.8 // floating-point values gosub @CUBAN2_16753 jump @CUBAN2_15597 :CUBAN2_15998 wait 0 if not Car.Wrecked($5521) jf @CUBAN2_16257 035C: place_object $5520 relative_to_car $5521 offset 0.0 -1.0 -0.8 if 00DC: player $PLAYER_CHAR driving $5521 jf @CUBAN2_16192 if 00FA: player $PLAYER_CHAR stopped 1 -1160.0 -605.9 10.7 radius 10.0 10.0 10.0 jf @CUBAN2_16130 01D3: actor $PLAYER_ACTOR leave_car $5521 020A: set_car $5521 door_status_to 3 jump @CUBAN2_16461 :CUBAN2_16130 if $123 == 0 // integer values jf @CUBAN2_16185 Marker.Disable($5532) Marker.Disable($5531) 018A: $5532 = create_checkpoint_at -1160.0 -605.9 10.7 $123 = 1 // integer values :CUBAN2_16185 jump @CUBAN2_16250 :CUBAN2_16192 if $123 == 1 // integer values jf @CUBAN2_16250 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! Marker.Disable($5532) Marker.Disable($5531) $5531 = Marker.CreateAboveCar($5521) $123 = 0 // integer values :CUBAN2_16250 jump @CUBAN2_16279 :CUBAN2_16257 00BC: text_highpriority 'CUB2_11' 5000 ms 1 // ~r~You fool, we needed that car. jump @CUBAN2_16444 :CUBAN2_16279 gosub @CUBAN2_16753 if Actor.Dead($5509) jf @CUBAN2_16307 Actor.RemoveReferences($5509) :CUBAN2_16307 if Actor.Dead($5508) jf @CUBAN2_16328 Actor.RemoveReferences($5508) :CUBAN2_16328 if Actor.Dead($5513) jf @CUBAN2_16349 Actor.RemoveReferences($5513) :CUBAN2_16349 if Actor.Dead($5517) jf @CUBAN2_16370 Actor.RemoveReferences($5517) :CUBAN2_16370 if Actor.Dead($5518) jf @CUBAN2_16391 Actor.RemoveReferences($5518) :CUBAN2_16391 if Actor.Dead($5519) jf @CUBAN2_16412 Actor.RemoveReferences($5519) :CUBAN2_16412 if $5566 == 1 // integer values jf @CUBAN2_16437 gosub @CUBAN2_22617 :CUBAN2_16437 jump @CUBAN2_15998 :CUBAN2_16444 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :CUBAN2_16461 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 2000 030C: progress_made += 1 0318: set_latest_mission_passed 'CUB_2' // Cannon Fodder create_thread @CUB3 $280 = 1 // integer values return :CUBAN2_16529 $ONMISSION = 0 // integer values 03F2: pedtype 8 remove_threat 1 Player.CanMove($PLAYER_CHAR) = True :CUBAN2_16549 if 834E: not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 jf @CUBAN2_16608 wait 0 jump @CUBAN2_16549 :CUBAN2_16608 Model.Destroy(#CBA) Model.Destroy(#STINGER) Model.Destroy(#PONY) Model.Destroy(#UZI) Model.Destroy(#SNIPER) Model.Destroy(#HNA) Model.Destroy(#CBB) Model.Destroy(#HNB) Model.Destroy(#M4) Model.Destroy(#TAXI) Model.Destroy(#WMOCA) Model.Destroy(#CELLPHONE) if not Pickup.Picked_up($5523) jf @CUBAN2_16684 Pickup.Destroy($5523) :CUBAN2_16684 Object.Destroy($5520) Marker.Disable($5528) Marker.Disable($5529) Marker.Disable($5530) Marker.Disable($5531) Marker.Disable($5532) Marker.Disable($5533) Marker.Disable($5534) Marker.Disable($5535) Marker.Disable($5536) Marker.Disable($5537) Marker.Disable($5538) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :CUBAN2_16753 if Actor.Dead($5498) jf @CUBAN2_16895 Actor.RemoveReferences($5498) $5498 = Actor.Create(Gang2, #HNA, $5576, $5577, $5586) Actor.Angle($5498) = $5587 01B2: give_actor $5498 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5498 threat_search 0243: set_actor $5498 ped_stats_to 16 011A: set_actor $5498 search_threat 1 0573: $5498 1 0291: set_actor $5498 attack_when_provoked 1 if $5563 == 0 // integer values jf @CUBAN2_16881 Marker.Disable($5533) $5533 = Marker.CreateAboveActor($5498) 02E2: set_actor $5498 weapon_accuracy_to 80 :CUBAN2_16881 $5552 += 1 // integer values jump @CUBAN2_16928 :CUBAN2_16895 if not $5550 == 0 // integer values jf @CUBAN2_16928 0573: $5498 0 01CA: actor $5498 kill_player $PLAYER_CHAR :CUBAN2_16928 if Actor.Dead($5499) jf @CUBAN2_17085 Actor.RemoveReferences($5499) $5499 = Actor.Create(Gang2, #HNA, $5578, $5579, $5586) Actor.Angle($5499) = $5588 01B2: give_actor $5499 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5499 threat_search 0243: set_actor $5499 ped_stats_to 16 011A: set_actor $5499 search_threat 128 011A: set_actor $5499 search_threat 1 011A: set_actor $5499 search_threat 64 0573: $5499 1 0291: set_actor $5499 attack_when_provoked 1 if $5563 == 0 // integer values jf @CUBAN2_17071 Marker.Disable($5534) $5534 = Marker.CreateAboveActor($5499) 02E2: set_actor $5499 weapon_accuracy_to 80 :CUBAN2_17071 $5552 += 1 // integer values jump @CUBAN2_17111 :CUBAN2_17085 if not $5550 == 0 // integer values jf @CUBAN2_17111 01CA: actor $5499 kill_player $PLAYER_CHAR :CUBAN2_17111 if Actor.Dead($5500) jf @CUBAN2_17261 Actor.RemoveReferences($5500) $5500 = Actor.Create(Gang2, #HNA, $5580, $5581, $5586) Actor.Angle($5500) = $5589 01B2: give_actor $5500 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5500 threat_search 0243: set_actor $5500 ped_stats_to 16 011A: set_actor $5500 search_threat 128 011A: set_actor $5500 search_threat 1 011A: set_actor $5500 search_threat 64 0573: $5500 1 0291: set_actor $5500 attack_when_provoked 1 if $5563 == 0 // integer values jf @CUBAN2_17247 Marker.Disable($5535) $5535 = Marker.CreateAboveActor($5500) :CUBAN2_17247 $5552 += 1 // integer values jump @CUBAN2_17301 :CUBAN2_17261 if not $5550 == 0 // integer values jf @CUBAN2_17301 0239: actor $5500 run_to -1173.1 79.6 02E2: set_actor $5500 weapon_accuracy_to 80 :CUBAN2_17301 if Actor.Dead($5501) jf @CUBAN2_17458 Actor.RemoveReferences($5501) $5501 = Actor.Create(Gang2, #HNA, $5582, $5583, $5586) Actor.Angle($5501) = $5590 01B2: give_actor $5501 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5501 threat_search 0243: set_actor $5501 ped_stats_to 16 011A: set_actor $5501 search_threat 128 011A: set_actor $5501 search_threat 1 011A: set_actor $5501 search_threat 64 0573: $5501 1 0291: set_actor $5501 attack_when_provoked 1 if $5563 == 0 // integer values jf @CUBAN2_17444 Marker.Disable($5536) $5536 = Marker.CreateAboveActor($5501) 02E2: set_actor $5501 weapon_accuracy_to 80 :CUBAN2_17444 $5552 += 1 // integer values jump @CUBAN2_17484 :CUBAN2_17458 if not $5550 == 0 // integer values jf @CUBAN2_17484 01CA: actor $5501 kill_player $PLAYER_CHAR :CUBAN2_17484 if Actor.Dead($5502) jf @CUBAN2_17650 Actor.RemoveReferences($5502) $5502 = Actor.Create(Gang2, #HNA, $5584, $5585, $5586) Actor.Angle($5502) = $5591 01ED: clear_actor $5502 threat_search 0243: set_actor $5502 ped_stats_to 16 011A: set_actor $5502 search_threat 1 0573: $5502 1 0291: set_actor $5502 attack_when_provoked 1 02E2: set_actor $5502 weapon_accuracy_to 80 if $5563 == 0 // integer values jf @CUBAN2_17619 Marker.Disable($5537) $5537 = Marker.CreateAboveActor($5502) 01B2: give_actor $5502 weapon 23 ammo 30000 // Load the weapon model before using this jump @CUBAN2_17636 :CUBAN2_17619 01B2: give_actor $5502 weapon 26 ammo 30000 // Load the weapon model before using this 035F: set_actor $5502 armour_to 100 :CUBAN2_17636 $5552 += 1 // integer values jump @CUBAN2_17683 :CUBAN2_17650 if not $5550 == 0 // integer values jf @CUBAN2_17683 0239: actor $5502 run_to -1172.6 91.6 :CUBAN2_17683 if not $5550 == 0 // integer values jf @CUBAN2_18491 if Actor.Dead($5503) jf @CUBAN2_17859 if $5550 == 1 // integer values jf @CUBAN2_17766 $5503 = Actor.Create(Gang2, #HNA, -1166.5, 104.2, 10.2) jump @CUBAN2_17790 :CUBAN2_17766 $5503 = Actor.Create(Gang2, #HNA, -1186.5, 104.0, 10.2) :CUBAN2_17790 Actor.Angle($5503) = 187.5 01B2: give_actor $5503 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5503 threat_search 0243: set_actor $5503 ped_stats_to 16 011A: set_actor $5503 search_threat 128 011A: set_actor $5503 search_threat 1 011A: set_actor $5503 search_threat 64 01CA: actor $5503 kill_player $PLAYER_CHAR 0291: set_actor $5503 attack_when_provoked 1 :CUBAN2_17859 if Actor.Dead($5504) jf @CUBAN2_18017 if $5550 == 1 // integer values jf @CUBAN2_17924 $5504 = Actor.Create(Gang2, #HNA, -1169.0, 103.5, 10.2) jump @CUBAN2_17948 :CUBAN2_17924 $5504 = Actor.Create(Gang2, #HNA, -1186.5, 104.0, 10.2) :CUBAN2_17948 Actor.Angle($5504) = 199.5 01B2: give_actor $5504 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5504 threat_search 0243: set_actor $5504 ped_stats_to 16 011A: set_actor $5504 search_threat 128 011A: set_actor $5504 search_threat 1 011A: set_actor $5504 search_threat 64 01CA: actor $5504 kill_player $PLAYER_CHAR 0291: set_actor $5504 attack_when_provoked 1 :CUBAN2_18017 if Actor.Dead($5505) jf @CUBAN2_18175 if $5550 == 1 // integer values jf @CUBAN2_18082 $5505 = Actor.Create(Gang2, #HNA, -1170.5, 103.2, 10.2) jump @CUBAN2_18106 :CUBAN2_18082 $5505 = Actor.Create(Gang2, #HNA, -1186.5, 104.0, 10.2) :CUBAN2_18106 Actor.Angle($5505) = 187.5 01B2: give_actor $5505 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5505 threat_search 0243: set_actor $5505 ped_stats_to 16 011A: set_actor $5505 search_threat 128 011A: set_actor $5505 search_threat 1 011A: set_actor $5505 search_threat 64 01CA: actor $5505 kill_player $PLAYER_CHAR 0291: set_actor $5505 attack_when_provoked 1 :CUBAN2_18175 if Actor.Dead($5506) jf @CUBAN2_18333 if $5550 == 1 // integer values jf @CUBAN2_18240 $5506 = Actor.Create(Gang2, #HNA, -1164.5, 106.2, 10.2) jump @CUBAN2_18264 :CUBAN2_18240 $5506 = Actor.Create(Gang2, #HNA, -1186.5, 104.0, 10.2) :CUBAN2_18264 Actor.Angle($5506) = 187.5 01B2: give_actor $5506 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5506 threat_search 0243: set_actor $5506 ped_stats_to 16 011A: set_actor $5506 search_threat 128 011A: set_actor $5506 search_threat 1 011A: set_actor $5506 search_threat 64 01CA: actor $5506 kill_player $PLAYER_CHAR 0291: set_actor $5506 attack_when_provoked 1 :CUBAN2_18333 if Actor.Dead($5507) jf @CUBAN2_18491 if $5550 == 1 // integer values jf @CUBAN2_18398 $5507 = Actor.Create(Gang2, #HNA, -1168.5, 106.2, 10.2) jump @CUBAN2_18422 :CUBAN2_18398 $5507 = Actor.Create(Gang2, #HNA, -1186.5, 104.0, 10.2) :CUBAN2_18422 Actor.Angle($5507) = 187.5 01B2: give_actor $5507 weapon 23 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5507 threat_search 0243: set_actor $5507 ped_stats_to 16 011A: set_actor $5507 search_threat 128 011A: set_actor $5507 search_threat 1 011A: set_actor $5507 search_threat 64 01CA: actor $5507 kill_player $PLAYER_CHAR 0291: set_actor $5507 attack_when_provoked 1 :CUBAN2_18491 return :CUBAN2_18493 if not Actor.Dead($5508) jf @CUBAN2_19342 if not Actor.Dead($5509) jf @CUBAN2_19342 if not Actor.Dead($5510) jf @CUBAN2_19342 if 0057: player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 jf @CUBAN2_19013 if $5567 == 0 // integer values jf @CUBAN2_18621 03DE: set_pedestrians_density_multiplier_to 0.0 $5567 = 1 // integer values :CUBAN2_18621 if 80ED: not actor $5508 0 -1096.3 67.8 radius 2.0 2.0 jf @CUBAN2_18697 04EB: actor $5508 crouch 0 1 ms $5556 = 0 // integer values 0239: actor $5508 run_to -1096.3 67.8 jump @CUBAN2_18767 :CUBAN2_18697 if 0126: actor $5508 walking jf @CUBAN2_18767 Actor.Angle($5508) = 91.5 if $5556 == 0 // integer values jf @CUBAN2_18760 04EB: actor $5508 crouch 1 86400000 ms $5556 = 1 // integer values :CUBAN2_18760 0573: $5508 1 :CUBAN2_18767 if 80ED: not actor $5509 0 -1081.2 69.9 radius 2.0 2.0 jf @CUBAN2_18827 0239: actor $5509 run_to -1079.3 69.9 jump @CUBAN2_18860 :CUBAN2_18827 if 0126: actor $5509 walking jf @CUBAN2_18860 0573: $5509 1 Actor.Angle($5509) = 89.9 :CUBAN2_18860 if 80ED: not actor $5510 0 -1096.8 72.6 radius 2.0 2.0 jf @CUBAN2_18936 04EB: actor $5510 crouch 0 1 ms $5557 = 0 // integer values 0239: actor $5510 run_to -1096.8 72.6 jump @CUBAN2_19006 :CUBAN2_18936 if 0126: actor $5510 walking jf @CUBAN2_19006 Actor.Angle($5510) = 91.5 if $5557 == 0 // integer values jf @CUBAN2_18999 04EB: actor $5510 crouch 1 86400000 ms $5557 = 1 // integer values :CUBAN2_18999 0573: $5510 1 :CUBAN2_19006 jump @CUBAN2_19342 :CUBAN2_19013 if $5567 == 1 // integer values jf @CUBAN2_19045 03DE: set_pedestrians_density_multiplier_to 1.0 $5567 = 0 // integer values :CUBAN2_19045 if 80ED: not actor $5508 0 -1079.5 72.6 radius 2.0 2.0 jf @CUBAN2_19114 04EB: actor $5508 crouch 0 1 ms 0239: actor $5508 run_to -1079.5 72.6 jump @CUBAN2_19147 :CUBAN2_19114 if 0126: actor $5508 walking jf @CUBAN2_19147 0573: $5508 1 Actor.Angle($5508) = 91.5 :CUBAN2_19147 if 80ED: not actor $5509 0 -1079.6 73.9 radius 2.0 2.0 jf @CUBAN2_19207 0239: actor $5509 run_to -1079.6 73.9 jump @CUBAN2_19240 :CUBAN2_19207 if 0126: actor $5509 walking jf @CUBAN2_19240 0573: $5509 1 Actor.Angle($5509) = 270.9 :CUBAN2_19240 if 80ED: not actor $5510 0 -1079.3 68.6 radius 2.0 2.0 jf @CUBAN2_19309 04EB: actor $5510 crouch 0 1 ms 0239: actor $5510 run_to -1079.3 68.6 jump @CUBAN2_19342 :CUBAN2_19309 if 0126: actor $5510 walking jf @CUBAN2_19342 0573: $5510 1 Actor.Angle($5510) = 82.1 :CUBAN2_19342 if $5575 == 0 // integer values jf @CUBAN2_19461 if 00E0: player $PLAYER_CHAR driving jf @CUBAN2_19454 if 0057: player $PLAYER_CHAR 0 -1095.2 57.9 17.8 -1122.8 90.7 7.0 jf @CUBAN2_19447 00DA: $5515 = player $PLAYER_CHAR car Car.Health($5515) = 250 $5575 = 1 // integer values :CUBAN2_19447 jump @CUBAN2_19461 :CUBAN2_19454 $5575 = 0 // integer values :CUBAN2_19461 if 00E0: player $PLAYER_CHAR driving jf @CUBAN2_19538 if 0057: player $PLAYER_CHAR 0 -1113.0 57.9 17.8 -1122.8 90.7 7.0 jf @CUBAN2_19538 00DA: $5515 = player $PLAYER_CHAR car 020B: explode_car $5515 :CUBAN2_19538 return :CUBAN2_19540 if 0057: player $PLAYER_CHAR 0 -1086.0 74.6 17.8 -1112.8 64.7 7.0 jf @CUBAN2_19922 if not Actor.Dead($5511) jf @CUBAN2_19697 if 80ED: not actor $5511 0 -1089.9 68.1 radius 2.0 2.0 jf @CUBAN2_19664 0239: actor $5511 run_to -1089.9 68.1 jump @CUBAN2_19697 :CUBAN2_19664 if 0126: actor $5511 walking jf @CUBAN2_19697 0573: $5511 1 Actor.Angle($5511) = 89.9 :CUBAN2_19697 if not Actor.Dead($5512) jf @CUBAN2_19806 if 80ED: not actor $5512 0 -1090.2 72.6 radius 2.0 2.0 jf @CUBAN2_19773 0239: actor $5512 run_to -1090.2 72.6 jump @CUBAN2_19806 :CUBAN2_19773 if 0126: actor $5512 walking jf @CUBAN2_19806 0573: $5512 1 Actor.Angle($5512) = 89.9 :CUBAN2_19806 if not Actor.Dead($5513) jf @CUBAN2_19915 if 80ED: not actor $5513 0 -1089.6 69.1 radius 2.0 2.0 jf @CUBAN2_19882 0239: actor $5513 run_to -1089.6 69.1 jump @CUBAN2_19915 :CUBAN2_19882 if 0126: actor $5513 walking jf @CUBAN2_19915 0573: $5513 1 Actor.Angle($5513) = 89.9 :CUBAN2_19915 jump @CUBAN2_20249 :CUBAN2_19922 if not Actor.Dead($5511) jf @CUBAN2_20031 if 80ED: not actor $5511 0 -1076.5 69.8 radius 2.0 2.0 jf @CUBAN2_19998 0239: actor $5511 run_to -1076.5 69.8 jump @CUBAN2_20031 :CUBAN2_19998 if 0126: actor $5511 walking jf @CUBAN2_20031 0573: $5511 1 Actor.Angle($5511) = 91.5 :CUBAN2_20031 if not Actor.Dead($5512) jf @CUBAN2_20140 if 80ED: not actor $5512 0 -1075.2 71.0 radius 2.0 2.0 jf @CUBAN2_20107 0239: actor $5512 run_to -1075.2 71.0 jump @CUBAN2_20140 :CUBAN2_20107 if 0126: actor $5512 walking jf @CUBAN2_20140 0573: $5512 1 Actor.Angle($5512) = 91.5 :CUBAN2_20140 if not Actor.Dead($5513) jf @CUBAN2_20249 if 80ED: not actor $5513 0 -1075.2 67.5 radius 2.0 2.0 jf @CUBAN2_20216 0239: actor $5513 run_to -1075.2 67.5 jump @CUBAN2_20249 :CUBAN2_20216 if 0126: actor $5513 walking jf @CUBAN2_20249 0573: $5513 1 Actor.Angle($5513) = 91.5 :CUBAN2_20249 return :CUBAN2_20251 if not Car.Wrecked($5514) jf @CUBAN2_20423 if and 01F4: car $5514 flipped 01C1: car $5514 stopped jf @CUBAN2_20295 $5543 = 1 // integer values :CUBAN2_20295 if and 80DC: not player $PLAYER_CHAR driving $5514 $5542 == 0 // integer values $5543 == 0 // integer values jf @CUBAN2_20363 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! Marker.Disable($5529) $5530 = Marker.CreateAboveCar($5514) $5542 = 1 // integer values :CUBAN2_20363 if and 00DC: player $PLAYER_CHAR driving $5514 $5542 == 1 // integer values jf @CUBAN2_20423 Marker.Disable($5530) 018A: $5529 = create_checkpoint_at -1072.6 70.3 11.2 00BE: text_clear_all $5542 = 0 // integer values :CUBAN2_20423 return :CUBAN2_20425 if not Actor.Dead($5498) jf @CUBAN2_20566 if 80ED: not actor $5498 0 -1115.8 67.7 radius 1.0 1.0 jf @CUBAN2_20508 0239: actor $5498 run_to -1115.8 67.7 $5568 = 0 // integer values jump @CUBAN2_20566 :CUBAN2_20508 if $5568 == 0 // integer values jf @CUBAN2_20566 if 0126: actor $5498 walking jf @CUBAN2_20566 Actor.Angle($5498) = 272.8 0573: $5498 1 $5568 = 1 // integer values :CUBAN2_20566 if not Actor.Dead($5499) jf @CUBAN2_20707 if 80ED: not actor $5499 0 -1115.8 69.7 radius 1.0 1.0 jf @CUBAN2_20649 0239: actor $5499 run_to -1115.8 69.7 $5569 = 0 // integer values jump @CUBAN2_20707 :CUBAN2_20649 if $5569 == 0 // integer values jf @CUBAN2_20707 if 0126: actor $5499 walking jf @CUBAN2_20707 0573: $5499 1 Actor.Angle($5499) = 257.4 $5569 = 1 // integer values :CUBAN2_20707 if not Actor.Dead($5500) jf @CUBAN2_20848 if 80ED: not actor $5500 0 -1115.8 71.7 radius 1.0 1.0 jf @CUBAN2_20790 0239: actor $5500 run_to -1115.8 71.7 $5570 = 0 // integer values jump @CUBAN2_20848 :CUBAN2_20790 if $5570 == 0 // integer values jf @CUBAN2_20848 if 0126: actor $5500 walking jf @CUBAN2_20848 0573: $5500 1 Actor.Angle($5500) = 285.1 $5570 = 1 // integer values :CUBAN2_20848 if not Actor.Dead($5501) jf @CUBAN2_20989 if 80ED: not actor $5501 0 -1128.9 67.6 radius 1.0 1.0 jf @CUBAN2_20931 0239: actor $5501 run_to -1128.9 67.6 $5571 = 0 // integer values jump @CUBAN2_20989 :CUBAN2_20931 if $5571 == 0 // integer values jf @CUBAN2_20989 if 0126: actor $5501 walking jf @CUBAN2_20989 0573: $5501 1 Actor.Angle($5501) = 257.5 $5571 = 1 // integer values :CUBAN2_20989 if not Actor.Dead($5502) jf @CUBAN2_21130 if 80ED: not actor $5502 0 -1128.9 74.1 radius 1.0 1.0 jf @CUBAN2_21072 0239: actor $5502 run_to -1128.9 74.1 $5572 = 0 // integer values jump @CUBAN2_21130 :CUBAN2_21072 if $5572 == 0 // integer values jf @CUBAN2_21130 if 0126: actor $5502 walking jf @CUBAN2_21130 0573: $5502 1 Actor.Angle($5502) = 274.5 $5572 = 1 // integer values :CUBAN2_21130 return :CUBAN2_21132 if 0057: player $PLAYER_CHAR 0 -1118.5 92.1 5.8 -1179.9 53.3 15.0 jf @CUBAN2_21878 if not Actor.Dead($5498) jf @CUBAN2_21314 if 80ED: not actor $5498 0 -1138.1 68.6 radius 1.0 1.0 jf @CUBAN2_21263 0239: actor $5498 run_to -1138.1 68.6 $5568 = 0 // integer values jump @CUBAN2_21314 :CUBAN2_21263 if $5568 == 0 // integer values jf @CUBAN2_21314 if 0126: actor $5498 walking jf @CUBAN2_21314 Actor.Angle($5498) = 272.8 $5568 = 1 // integer values :CUBAN2_21314 if not Actor.Dead($5499) jf @CUBAN2_21448 if 80ED: not actor $5499 0 -1138.1 72.9 radius 1.0 1.0 jf @CUBAN2_21397 0239: actor $5499 run_to -1138.1 72.9 $5569 = 0 // integer values jump @CUBAN2_21448 :CUBAN2_21397 if $5569 == 0 // integer values jf @CUBAN2_21448 if 0126: actor $5499 walking jf @CUBAN2_21448 Actor.Angle($5499) = 257.4 $5569 = 1 // integer values :CUBAN2_21448 if not Actor.Dead($5500) jf @CUBAN2_21589 if 80ED: not actor $5500 0 -1158.3 68.9 radius 1.0 1.0 jf @CUBAN2_21531 0239: actor $5500 run_to -1158.3 68.9 $5570 = 0 // integer values jump @CUBAN2_21589 :CUBAN2_21531 if $5570 == 0 // integer values jf @CUBAN2_21589 if 0126: actor $5500 walking jf @CUBAN2_21589 0573: $5500 1 Actor.Angle($5500) = 285.1 $5570 = 1 // integer values :CUBAN2_21589 if not Actor.Dead($5501) jf @CUBAN2_21730 if 80ED: not actor $5501 0 -1158.4 72.5 radius 1.0 1.0 jf @CUBAN2_21672 0239: actor $5501 run_to -1158.4 72.5 $5571 = 0 // integer values jump @CUBAN2_21730 :CUBAN2_21672 if $5571 == 0 // integer values jf @CUBAN2_21730 if 0126: actor $5501 walking jf @CUBAN2_21730 0573: $5501 1 Actor.Angle($5501) = 257.5 $5571 = 1 // integer values :CUBAN2_21730 if not Actor.Dead($5502) jf @CUBAN2_21871 if 80ED: not actor $5502 0 -1161.2 71.4 radius 1.0 1.0 jf @CUBAN2_21813 0239: actor $5502 run_to -1161.2 71.4 $5572 = 0 // integer values jump @CUBAN2_21871 :CUBAN2_21813 if $5572 == 0 // integer values jf @CUBAN2_21871 if 0126: actor $5502 walking jf @CUBAN2_21871 0573: $5502 1 Actor.Angle($5502) = 274.5 $5572 = 1 // integer values :CUBAN2_21871 jump @CUBAN2_22583 :CUBAN2_21878 if not Actor.Dead($5498) jf @CUBAN2_22019 if 80ED: not actor $5498 0 -1137.8 66.7 radius 1.0 1.0 jf @CUBAN2_21961 0239: actor $5498 run_to -1137.8 66.7 $5568 = 0 // integer values jump @CUBAN2_22019 :CUBAN2_21961 if $5568 == 0 // integer values jf @CUBAN2_22019 if 0126: actor $5498 walking jf @CUBAN2_22019 0573: $5498 1 Actor.Angle($5498) = 5.2 $5568 = 1 // integer values :CUBAN2_22019 if not Actor.Dead($5499) jf @CUBAN2_22160 if 80ED: not actor $5499 0 -1138.2 75.5 radius 1.0 1.0 jf @CUBAN2_22102 0239: actor $5499 run_to -1138.2 75.5 $5569 = 0 // integer values jump @CUBAN2_22160 :CUBAN2_22102 if $5569 == 0 // integer values jf @CUBAN2_22160 if 0126: actor $5499 walking jf @CUBAN2_22160 0573: $5499 1 Actor.Angle($5499) = 175.4 $5569 = 1 // integer values :CUBAN2_22160 if not Actor.Dead($5500) jf @CUBAN2_22301 if 80ED: not actor $5500 0 -1158.2 67.2 radius 1.0 1.0 jf @CUBAN2_22243 0239: actor $5500 run_to -1158.2 67.2 $5570 = 0 // integer values jump @CUBAN2_22301 :CUBAN2_22243 if $5570 == 0 // integer values jf @CUBAN2_22301 if 0126: actor $5500 walking jf @CUBAN2_22301 0573: $5500 1 Actor.Angle($5500) = 5.2 $5570 = 1 // integer values :CUBAN2_22301 if not Actor.Dead($5501) jf @CUBAN2_22442 if 80ED: not actor $5501 0 -1158.1 75.6 radius 1.0 1.0 jf @CUBAN2_22384 0239: actor $5501 run_to -1158.1 75.6 $5571 = 0 // integer values jump @CUBAN2_22442 :CUBAN2_22384 if $5571 == 0 // integer values jf @CUBAN2_22442 if 0126: actor $5501 walking jf @CUBAN2_22442 0573: $5501 1 Actor.Angle($5501) = 175.4 $5571 = 1 // integer values :CUBAN2_22442 if not Actor.Dead($5502) jf @CUBAN2_22583 if 80ED: not actor $5502 0 -1163.5 75.8 radius 1.0 1.0 jf @CUBAN2_22525 0239: actor $5502 run_to -1163.5 75.8 $5572 = 0 // integer values jump @CUBAN2_22583 :CUBAN2_22525 if $5572 == 0 // integer values jf @CUBAN2_22583 if 0126: actor $5502 walking jf @CUBAN2_22583 0573: $5502 1 Actor.Angle($5502) = 226.7 $5572 = 1 // integer values :CUBAN2_22583 return :CUBAN2_22585 0298: $5564 = rampage_kills 83 0298: $5565 = rampage_kills 84 0084: $5566 = $5564 // integer values and handles 0058: $5566 += $5565 // integer values return :CUBAN2_22617 if not Actor.Dead($5511) jf @CUBAN2_22646 Actor.RemoveReferences($5511) 01CA: actor $5511 kill_player $PLAYER_CHAR :CUBAN2_22646 if not Actor.Dead($5512) jf @CUBAN2_22675 Actor.RemoveReferences($5512) 01CA: actor $5512 kill_player $PLAYER_CHAR :CUBAN2_22675 if not Actor.Dead($5513) jf @CUBAN2_22704 Actor.RemoveReferences($5513) 01CA: actor $5513 kill_player $PLAYER_CHAR :CUBAN2_22704 if not Actor.Dead($5517) jf @CUBAN2_22733 Actor.RemoveReferences($5517) 01CA: actor $5517 kill_player $PLAYER_CHAR :CUBAN2_22733 if not Actor.Dead($5518) jf @CUBAN2_22762 Actor.RemoveReferences($5518) 01CA: actor $5518 kill_player $PLAYER_CHAR :CUBAN2_22762 if not Actor.Dead($5519) jf @CUBAN2_22791 Actor.RemoveReferences($5519) 01CA: actor $5519 kill_player $PLAYER_CHAR :CUBAN2_22791 if not Actor.Dead($5508) jf @CUBAN2_22820 Actor.RemoveReferences($5508) 01CA: actor $5508 kill_player $PLAYER_CHAR :CUBAN2_22820 if not Actor.Dead($5509) jf @CUBAN2_22849 Actor.RemoveReferences($5509) 01CA: actor $5509 kill_player $PLAYER_CHAR :CUBAN2_22849 if not Actor.Dead($5510) jf @CUBAN2_22878 Actor.RemoveReferences($5510) 01CA: actor $5510 kill_player $PLAYER_CHAR :CUBAN2_22878 return //-------------Mission 58--------------- // Originally: Naval Engagement :CUBAN3 thread 'CUBAN3' gosub @CUBAN3_46 if wasted_or_busted jf @CUBAN3_37 gosub @CUBAN3_11496 :CUBAN3_37 gosub @CUBAN3_11581 end_thread :CUBAN3_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'CUBAN3' 058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 $5625 = 0 // integer values $5626 = 0 // integer values $5627 = 0 // integer values $5628 = 0 // integer values $5629 = 0 // integer values $5630 = 0 // integer values $61 = 0 // integer values $5631 = 0 // integer values $5632 = 6 // integer values $5633 = 0 // integer values $5634 = 0 // integer values $5635 = 0 // integer values $5636 = 0 // integer values $5637 = 0 // integer values $5638 = 0 // integer values $5639 = 0 // integer values $5640 = 0 // integer values $5641 = 0 // integer values $5642 = 0.0 // floating-point values $5643 = 0.0 // floating-point values $5644 = 0.0 // floating-point values $95 = 0.0 // floating-point values $96 = 0.0 // floating-point values $97 = 0.0 // floating-point values $5645 = 0.0 // floating-point values $5646 = 0.0 // floating-point values $5647 = 0.0 // floating-point values $5648 = 0.0 // floating-point values $5649 = 0.0 // floating-point values $5650 = 0.0 // floating-point values select_interior 7 0522: 042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSPABLO' 023C: load_special_actor 3 'CSPAPA' 023C: load_special_actor 4 'CSPEPE' 023C: load_special_actor 5 'CSUMBTO' Camera.SetAtPos(-1169.0, -620.0, 10.791) 038B: load_requested_models :CUBAN3_478 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @CUBAN3_520 wait 0 jump @CUBAN3_478 :CUBAN3_520 02E4: load_cutscene_data 'CUB_4' 0244: set_cutscene_pos -1170.708 -608.327 10.791 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $178 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $178 'CSPABLO' 02E5: $179 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $179 'CSPAPA' 02E5: $180 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $180 'CSPEPE' 02E5: $181 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $181 'CSUMBTO' 0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0 0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 0171: set_player $PLAYER_CHAR z_angle_to 15.3 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CUBAN3_730 if 876 > $CUT_SCENE_TIME // integer values jf @CUBAN3_765 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_730 :CUBAN3_765 00BC: text_highpriority 'CUB3_A' 10000 ms 1 // Alberto. Una cafe, senor. :CUBAN3_780 if 2635 > $CUT_SCENE_TIME // integer values jf @CUBAN3_815 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_780 :CUBAN3_815 00BC: text_highpriority 'CUB3_B' 10000 ms 1 // Poppa, don't serve this snake in the straw. :CUBAN3_830 if 5749 > $CUT_SCENE_TIME // integer values jf @CUBAN3_865 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_830 :CUBAN3_865 00BC: text_highpriority 'CUB3_C' 10000 ms 1 // You're two-faced, Tommy! :CUBAN3_880 if 7227 > $CUT_SCENE_TIME // integer values jf @CUBAN3_915 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_880 :CUBAN3_915 00BC: text_highpriority 'CUB3_D' 10000 ms 1 // You're either two-faced, or you're a wimp, baby boy! :CUBAN3_930 if 10024 > $CUT_SCENE_TIME // integer values jf @CUBAN3_965 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_930 :CUBAN3_965 00BC: text_highpriority 'CUB3_Z' 10000 ms 1 :CUBAN3_980 if 12109 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1015 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_980 :CUBAN3_1015 00BC: text_highpriority 'CUB3_Y' 10000 ms 1 :CUBAN3_1030 if 13963 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1065 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1030 :CUBAN3_1065 00BC: text_highpriority 'CUB3_G' 10000 ms 1 // They're laughing at me, Tommy. At me! :CUBAN3_1080 if 16044 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1115 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1080 :CUBAN3_1115 00BC: text_highpriority 'CUB3_H' 10000 ms 1 // Umberto Robina! They're doing whatever they like! :CUBAN3_1130 if 18802 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1165 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1130 :CUBAN3_1165 00BC: text_highpriority 'CUB3_I' 10000 ms 1 // Nobody does whatever they like, Umberto, they do what you let them do. :CUBAN3_1180 if 21689 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1215 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1180 :CUBAN3_1215 00BC: text_highpriority 'CUB3_J' 10000 ms 1 // What? :CUBAN3_1230 if 23629 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1265 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1230 :CUBAN3_1265 00BC: text_highpriority 'CUB3_K' 10000 ms 1 // You want somebody taken care of? :CUBAN3_1280 if 24851 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1315 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1280 :CUBAN3_1315 00BC: text_highpriority 'CUB3_L' 10000 ms 1 // I can handle it, but it's gonna cost you. :CUBAN3_1330 if 26958 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1365 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1330 :CUBAN3_1365 00BC: text_highpriority 'CUB3_M' 10000 ms 1 // I know we're brothers and all, but this is business. :CUBAN3_1380 if 29060 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1415 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1380 :CUBAN3_1415 00BC: text_highpriority 'CUB3_N' 10000 ms 1 // Tommy. You a real man. Businessman, a gentleman. :CUBAN3_1430 if 33831 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1467 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1430 :CUBAN3_1467 00BC: text_highpriority 'CUB3_O' 10000 ms 1 // These Haitians. They have a load of product coming in off shore, really good stuff. :CUBAN3_1482 if 39459 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1519 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1482 :CUBAN3_1519 00BC: text_highpriority 'CUB3_P' 10000 ms 1 // We take it, and we finish them. :CUBAN3_1534 if 42056 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1571 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1534 :CUBAN3_1571 00BC: text_highpriority 'CUB3_Q' 10000 ms 1 // You take it, and I look after you. Like my brother. Like my son. :CUBAN3_1586 if 47769 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1623 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1586 :CUBAN3_1623 00BC: text_highpriority 'CUB3_R' 10000 ms 1 // I think I prefer the cash to being bounced on your knee, amigo. :CUBAN3_1638 if 51904 > $CUT_SCENE_TIME // integer values jf @CUBAN3_1675 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN3_1638 :CUBAN3_1675 fade 0 1500 00BE: text_clear_all :CUBAN3_1684 if fading jf @CUBAN3_1708 wait 0 jump @CUBAN3_1684 :CUBAN3_1708 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 select_interior 0 $989 = 0 // integer values 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 1 60000 03F1: pedtype 8 add_threat 1 Model.Load(#TROPIC) Model.Load(#HNA) Model.Load(#HNB) Model.Load(#JETMAX) Model.Load(#UZI) Model.Load(#SGA) Model.Load(#GRENADE) Model.Load(#DINGHY) Model.Load(#SGB) Model.Load(#CBB) Model.Load(#BRIEFCASE) Model.Load(#RUGER) Model.Load(#BUDDYSHOT) :CUBAN3_1851 if or not Model.Available(#TROPIC) not Model.Available(#HNA) not Model.Available(#HNB) not Model.Available(#JETMAX) jf @CUBAN3_1891 wait 0 jump @CUBAN3_1851 :CUBAN3_1891 if or not Model.Available(#SGA) not Model.Available(#UZI) not Model.Available(#GRENADE) not Model.Available(#DINGHY) jf @CUBAN3_1932 wait 0 jump @CUBAN3_1891 :CUBAN3_1932 if or not Model.Available(#SGB) not Model.Available(#CBB) not Model.Available(#BRIEFCASE) not Model.Available(#RUGER) not Model.Available(#BUDDYSHOT) jf @CUBAN3_1976 wait 0 jump @CUBAN3_1932 :CUBAN3_1976 03CF: load_wav 'CUB3_2' as 1 03CF: load_wav 'CUB3_3' as 2 :CUBAN3_2000 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN3_2030 wait 0 jump @CUBAN3_2000 :CUBAN3_2030 018A: $5620 = create_checkpoint_at -725.4 -1166.8 9.7 $5593 = Actor.Create(Gang1, #CBB, -724.3, -1166.5, 9.7) 04F5: unknown_actor $5593 kiss_player $PLAYER_CHAR on 1 Actor.Angle($5593) = 103.3 fade 1 1500 00BC: text_highpriority 'CUB3_07' 11000 ms 1 // ~g~ Go meet Rico. He'll drive you to the meet location. :CUBAN3_2116 if 80F6: not player $PLAYER_CHAR 1 -725.4 -1166.8 9.7 radius 1.0 1.0 2.0 jf @CUBAN3_2213 wait 0 if Actor.Dead($5593) jf @CUBAN3_2206 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_2206 jump @CUBAN3_2116 :CUBAN3_2213 0395: clear_area 1 at -725.4 -1166.8 range 9.7 5.0 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 041E: set_radio_station 6 -1 $5592 = Car.Create(#JETMAX, -722.6, -1163.7, 5.0) Car.Angle($5592) = 32.0 0323: enable_boat $5592 anchor 1 Camera.SetPosition(-723.1, -1169.5, 10.2, 0.0, 0.0, 0.0) Camera.PointAt(-726.4, -1164.6, 11.2, 2) if not Actor.Dead($5593) jf @CUBAN3_2389 011C: actor $PLAYER_ACTOR clear_objective 020E: actor $PLAYER_ACTOR look_at_actor $5593 020F: actor $5593 look_at_player $PLAYER_CHAR jump @CUBAN3_2411 :CUBAN3_2389 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_2411 wait 1000 0372: set_actor $PLAYER_ACTOR anim 19 wait_state_time 10000 ms 00BC: text_highpriority 'CUB3_01' 4000 ms 1 // Hey Rico. Nice boat, you ready? 03D1: play_wav 1 :CUBAN3_2445 if and 83D2: not wav 1 ended not Actor.Dead($5593) jf @CUBAN3_2557 wait 0 if 00E1: player 0 pressed_button 16 jf @CUBAN3_2525 if $61 == 1 // integer values jf @CUBAN3_2518 $61 = 0 // integer values jump @CUBAN3_3068 :CUBAN3_2518 jump @CUBAN3_2550 :CUBAN3_2525 if $61 == 0 // integer values jf @CUBAN3_2550 $61 = 1 // integer values :CUBAN3_2550 jump @CUBAN3_2445 :CUBAN3_2557 040D: unload_wav 1 03D5: remove_text 'CUB3_01' // Hey Rico. Nice boat, you ready? 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms if not Actor.Dead($5593) jf @CUBAN3_2613 0372: set_actor $5593 anim 19 wait_state_time 10000 ms jump @CUBAN3_2635 :CUBAN3_2613 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_2635 00BC: text_highpriority 'CUB3_05' 4000 ms 1 // Si Tommy. Now you be a good shot today, 03D1: play_wav 2 :CUBAN3_2654 if and 83D2: not wav 2 ended not Actor.Dead($5593) jf @CUBAN3_2766 wait 0 if 00E1: player 0 pressed_button 16 jf @CUBAN3_2734 if $61 == 1 // integer values jf @CUBAN3_2727 $61 = 0 // integer values jump @CUBAN3_3068 :CUBAN3_2727 jump @CUBAN3_2759 :CUBAN3_2734 if $61 == 0 // integer values jf @CUBAN3_2759 $61 = 1 // integer values :CUBAN3_2759 jump @CUBAN3_2654 :CUBAN3_2766 040D: unload_wav 2 03D5: remove_text 'CUB3_05' // Si Tommy. Now you be a good shot today, Camera.SetPosition(-709.8, -1161.3, 11.0, 0.0, 0.0, 0.0) Camera.PointAt(-724.3, -1166.5, 9.7, 2) 03CF: load_wav 'CUB3_4' as 2 :CUBAN3_2843 if 83D0: not wav 2 loaded jf @CUBAN3_2869 wait 0 jump @CUBAN3_2843 :CUBAN3_2869 00BC: text_highpriority 'CUB3_06' 4000 ms 1 // My boat, she no good full of holes, ok? 03D1: play_wav 2 :CUBAN3_2888 if and 83D2: not wav 2 ended not Actor.Dead($5593) jf @CUBAN3_3000 wait 0 if 00E1: player 0 pressed_button 16 jf @CUBAN3_2968 if $61 == 1 // integer values jf @CUBAN3_2961 $61 = 0 // integer values jump @CUBAN3_3068 :CUBAN3_2961 jump @CUBAN3_2993 :CUBAN3_2968 if $61 == 0 // integer values jf @CUBAN3_2993 $61 = 1 // integer values :CUBAN3_2993 jump @CUBAN3_2888 :CUBAN3_3000 040D: unload_wav 2 03D5: remove_text 'CUB3_06' // My boat, she no good full of holes, ok? if not Actor.Dead($5593) jf @CUBAN3_3046 0372: set_actor $5593 anim 0 wait_state_time 100 ms jump @CUBAN3_3068 :CUBAN3_3046 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_3068 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only if not Actor.Dead($5593) jf @CUBAN3_3110 0372: set_actor $5593 anim 0 wait_state_time 100 ms jump @CUBAN3_3132 :CUBAN3_3110 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_3132 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 100 ms Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 0169: set_fade_color 1 1 1 fade 0 1500 if and 8490: not player $PLAYER_CHAR has_weapon 26 8490: not player $PLAYER_CHAR has_weapon 28 8490: not player $PLAYER_CHAR has_weapon 29 jf @CUBAN3_3210 01B1: give_player $PLAYER_CHAR weapon 27 ammo 30 // Load the weapon model before using this :CUBAN3_3210 if fading jf @CUBAN3_3234 wait 0 jump @CUBAN3_3210 :CUBAN3_3234 Actor.DestroyInstantly($5593) if not Car.Wrecked($5592) jf @CUBAN3_3343 0464: put_actor $PLAYER_ACTOR into_turret_on_car $5592 at_car_offset 0.0 -0.4 1.5 position 2 angle 360.0 with_weapon 0 0129: $5593 = create_actor 7 #CBB in_car $5592 driverseat 04F5: unknown_actor $5593 kiss_player $PLAYER_CHAR on 1 02D3: boat $5592 drive_to -754.0 -425.7 6.6 02A9: set_actor $5593 immune_to_nonplayer 1 jump @CUBAN3_3365 :CUBAN3_3343 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_3365 Marker.Disable($5620) $5595 = Car.Create(#TROPIC, -660.0, -269.1, 5.0) Car.Angle($5595) = 134.0 0323: enable_boat $5595 anchor 1 $5599 = Actor.Create(Gang2, #HNA, -647.0, -256.7, 5.0) 0464: put_actor $5599 into_turret_on_car $5595 at_car_offset 0.0 -4.0 1.2 position 1 angle 360.0 with_weapon 23 Actor.Angle($5599) = 227.4 01ED: clear_actor $5599 threat_search 0243: set_actor $5599 ped_stats_to 16 0291: set_actor $5599 attack_when_provoked 1 $5600 = Actor.Create(Gang2, #HNA, -647.0, -256.7, 5.0) 0464: put_actor $5600 into_turret_on_car $5595 at_car_offset 2.3 0.0 2.0 position 2 angle 360.0 with_weapon 23 Actor.Angle($5600) = 140.4 01ED: clear_actor $5600 threat_search 0243: set_actor $5600 ped_stats_to 16 0291: set_actor $5600 attack_when_provoked 1 $5601 = Actor.Create(Gang2, #HNA, -647.0, -256.7, 5.0) 0464: put_actor $5601 into_turret_on_car $5595 at_car_offset 0.0 -1.3 3.8 position 2 angle 360.0 with_weapon 27 Actor.Angle($5601) = 140.4 01ED: clear_actor $5601 threat_search 0243: set_actor $5601 ped_stats_to 16 0291: set_actor $5601 attack_when_provoked 1 $5594 = Car.Create(#TROPIC, -647.0, -256.7, 5.0) Car.Angle($5594) = 317.0 0323: enable_boat $5594 anchor 1 $5596 = Actor.Create(Gang2, #HNA, -647.0, -256.7, 5.0) 0464: put_actor $5596 into_turret_on_car $5594 at_car_offset 0.0 -4.0 1.2 position 0 angle 360.0 with_weapon 23 Actor.Angle($5596) = 102.4 01ED: clear_actor $5596 threat_search 0243: set_actor $5596 ped_stats_to 16 0291: set_actor $5596 attack_when_provoked 1 $5597 = Actor.Create(Gang2, #HNA, -647.0, -256.7, 5.0) 0464: put_actor $5597 into_turret_on_car $5594 at_car_offset -2.3 0.0 2.0 position 3 angle 360.0 with_weapon 27 01ED: clear_actor $5597 threat_search 0243: set_actor $5597 ped_stats_to 16 0291: set_actor $5597 attack_when_provoked 1 $5598 = Actor.Create(Gang2, #HNA, -647.0, -256.7, 5.0) 0464: put_actor $5598 into_turret_on_car $5594 at_car_offset 0.2 -1.3 3.8 position 3 angle 360.0 with_weapon 23 Actor.Angle($5598) = 322.4 01ED: clear_actor $5598 threat_search 0243: set_actor $5598 ped_stats_to 16 0291: set_actor $5598 attack_when_provoked 1 $5602 = Actor.Create(Gang2, #HNB, -649.9, -269.6, 8.5) Actor.Angle($5602) = 229.2 01ED: clear_actor $5602 threat_search 0243: set_actor $5602 ped_stats_to 16 0291: set_actor $5602 attack_when_provoked 1 0350: set_actor $5602 maintain_position_when_attacked 1 $5612 = Actor.Create(Gang2, #HNA, -650.1, -267.7, 8.5) Actor.Angle($5612) = 60.6 01ED: clear_actor $5612 threat_search 0243: set_actor $5612 ped_stats_to 16 0291: set_actor $5612 attack_when_provoked 1 0350: set_actor $5612 maintain_position_when_attacked 1 $5613 = Actor.Create(Gang2, #HNA, -651.6, -269.0, 8.5) Actor.Angle($5613) = 222.9 01ED: clear_actor $5613 threat_search 0243: set_actor $5613 ped_stats_to 16 0291: set_actor $5613 attack_when_provoked 1 0350: set_actor $5613 maintain_position_when_attacked 1 $5603 = Actor.Create(Gang3, #SGB, -648.8, -270.8, 8.5) Actor.Angle($5603) = 49.2 01ED: clear_actor $5603 threat_search 0243: set_actor $5603 ped_stats_to 16 0291: set_actor $5603 attack_when_provoked 1 0350: set_actor $5603 maintain_position_when_attacked 1 $5604 = Actor.Create(Gang3, #SGA, -647.4, -270.8, 8.5) Actor.Angle($5604) = 34.2 01ED: clear_actor $5604 threat_search 0243: set_actor $5604 ped_stats_to 16 0291: set_actor $5604 attack_when_provoked 1 0350: set_actor $5604 maintain_position_when_attacked 1 $5605 = Actor.Create(Gang3, #SGA, -649.3, -272.5, 8.5) Actor.Angle($5605) = 33.0 01ED: clear_actor $5605 threat_search 0243: set_actor $5605 ped_stats_to 16 0291: set_actor $5605 attack_when_provoked 1 0350: set_actor $5605 maintain_position_when_attacked 1 $5606 = Actor.Create(Gang3, #SGA, -621.9, -307.8, 25.9) Actor.Angle($5606) = 35.4 01ED: clear_actor $5606 threat_search 0243: set_actor $5606 ped_stats_to 16 0291: set_actor $5606 attack_when_provoked 1 0350: set_actor $5606 maintain_position_when_attacked 1 03F9: make_actors $5602 $5603 converse_in 5000000 ms Car.PutAt($5592, -754.0, -425.7, 5.5) fade 1 1500 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-743.5, -318.2, 11.0, 0.0, 0.0, 0.0) Camera.OnVehicle($5592, 15, 2) 16@ = 0 // integer values :CUBAN3_4469 wait 0 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 if not Car.Wrecked($5592) jf @CUBAN3_5177 if $5625 == 0 // integer values jf @CUBAN3_4652 if 01AD: car $5592 sphere 0 near_point -754.0 -425.7 radius 10.0 10.0 jf @CUBAN3_4587 02DB: set_boat $5592 speed_to 20.0 :CUBAN3_4587 if 01AD: car $5592 sphere 0 near_point -754.0 -425.7 radius 5.0 5.0 jf @CUBAN3_4652 02D3: boat $5592 drive_to -705.8 -304.5 6.6 $5625 = 1 // integer values :CUBAN3_4652 if $5625 == 1 // integer values jf @CUBAN3_4850 if 01AD: car $5592 sphere 0 near_point -705.8 -304.5 radius 10.0 10.0 jf @CUBAN3_4718 02DB: set_boat $5592 speed_to 12.0 :CUBAN3_4718 if 01AD: car $5592 sphere 0 near_point -705.8 -304.5 radius 5.0 5.0 jf @CUBAN3_4850 if not Car.Wrecked($5595) jf @CUBAN3_4823 Camera.SetPosition(-645.2, -269.7, 11.0, 0.0, 0.0, 0.0) Camera.PointAt(-650.9, -269.9, 9.2, 2) :CUBAN3_4823 02D3: boat $5592 drive_to -670.8 -263.8 6.6 $5625 = 2 // integer values :CUBAN3_4850 if $5625 == 2 // integer values jf @CUBAN3_4933 if 01AD: car $5592 sphere 0 near_point -670.8 -263.8 radius 10.0 10.0 jf @CUBAN3_4933 02D3: boat $5592 drive_to -666.3 -258.5 6.6 $5625 = 3 // integer values :CUBAN3_4933 if $5625 == 3 // integer values jf @CUBAN3_5008 if 01AD: car $5592 sphere 0 near_point -666.3 -258.5 radius 10.0 10.0 jf @CUBAN3_5008 02D4: car $5592 turn_off_engine 0323: enable_boat $5592 anchor 1 $5625 = 4 // integer values :CUBAN3_5008 if $5625 == 4 // integer values jf @CUBAN3_5177 if 01AD: car $5592 sphere 0 near_point -666.3 -258.5 radius 2.0 2.0 jf @CUBAN3_5177 02D4: car $5592 turn_off_engine 0323: enable_boat $5592 anchor 1 0465: remove_actor $PLAYER_ACTOR from_turret_mode Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 0407: create_coordinate $95 $96 $97 from_car $5592 offset 0.0 -0.4 1.1 0055: put_player $PLAYER_CHAR at $95 $96 6.6 0171: set_player $PLAYER_CHAR z_angle_to 213.7 wait 0 Camera.SetBehindPlayer 00BC: text_highpriority 'CUB3_02' 5000 ms 1 // ~g~KILL ALL THE HAITIANS ON THE BOATS!! jump @CUBAN3_5227 :CUBAN3_5177 if or Car.Wrecked($5592) Actor.Dead($5593) jf @CUBAN3_5220 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_5220 jump @CUBAN3_4469 :CUBAN3_5227 wait 0 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 if 02DF: player $PLAYER_CHAR aggressive jf @CUBAN3_5826 0482: 5.0 if not Actor.Dead($5603) jf @CUBAN3_5320 011A: set_actor $5603 search_threat 256 01B2: give_actor $5603 weapon 27 ammo 30000 // Load the weapon model before using this :CUBAN3_5320 if not Actor.Dead($5604) jf @CUBAN3_5354 011A: set_actor $5604 search_threat 256 01B2: give_actor $5604 weapon 27 ammo 30000 // Load the weapon model before using this :CUBAN3_5354 if not Actor.Dead($5605) jf @CUBAN3_5388 011A: set_actor $5605 search_threat 256 01B2: give_actor $5605 weapon 27 ammo 30000 // Load the weapon model before using this :CUBAN3_5388 if not Actor.Dead($5606) jf @CUBAN3_5429 011A: set_actor $5606 search_threat 256 011A: set_actor $5606 search_threat 1 01B2: give_actor $5606 weapon 27 ammo 30000 // Load the weapon model before using this :CUBAN3_5429 if not Actor.Dead($5602) jf @CUBAN3_5452 0350: set_actor $5602 maintain_position_when_attacked 0 :CUBAN3_5452 if not Actor.Dead($5612) jf @CUBAN3_5490 0350: set_actor $5612 maintain_position_when_attacked 0 0211: actor $5612 walk_to -645.4 -278.9 :CUBAN3_5490 if not Actor.Dead($5613) jf @CUBAN3_5513 0350: set_actor $5613 maintain_position_when_attacked 0 :CUBAN3_5513 if not Actor.Dead($5596) jf @CUBAN3_5564 011A: set_actor $5596 search_threat 1 01BE: set_actor $5596 to_look_at_spot -663.3 -253.8 6.0 01CA: actor $5596 kill_player $PLAYER_CHAR :CUBAN3_5564 if not Actor.Dead($5597) jf @CUBAN3_5615 011A: set_actor $5597 search_threat 1 01BE: set_actor $5597 to_look_at_spot -663.3 -253.8 6.0 01CA: actor $5597 kill_player $PLAYER_CHAR :CUBAN3_5615 if not Actor.Dead($5598) jf @CUBAN3_5666 011A: set_actor $5598 search_threat 1 01BE: set_actor $5598 to_look_at_spot -663.3 -253.8 6.0 01CA: actor $5598 kill_player $PLAYER_CHAR :CUBAN3_5666 if not Actor.Dead($5599) jf @CUBAN3_5717 011A: set_actor $5599 search_threat 1 01BE: set_actor $5599 to_look_at_spot -663.3 -253.8 6.0 01CA: actor $5599 kill_player $PLAYER_CHAR :CUBAN3_5717 if not Actor.Dead($5600) jf @CUBAN3_5768 011A: set_actor $5600 search_threat 1 01BE: set_actor $5600 to_look_at_spot -663.3 -253.8 6.0 01CA: actor $5600 kill_player $PLAYER_CHAR :CUBAN3_5768 if not Actor.Dead($5601) jf @CUBAN3_5819 011A: set_actor $5601 search_threat 1 01BE: set_actor $5601 to_look_at_spot -663.3 -253.8 6.0 01CA: actor $5601 kill_player $PLAYER_CHAR :CUBAN3_5819 jump @CUBAN3_5876 :CUBAN3_5826 if or Car.Wrecked($5592) Actor.Dead($5593) jf @CUBAN3_5869 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_5869 jump @CUBAN3_5227 :CUBAN3_5876 wait 0 if $5631 == 0 // integer values jf @CUBAN3_6002 03CF: load_wav 'CUB3_1' as 1 :CUBAN3_5910 if 83D0: not wav 1 loaded jf @CUBAN3_5936 wait 0 jump @CUBAN3_5910 :CUBAN3_5936 00BC: text_highpriority 'CUB3_08' 4000 ms 1 // Uh oh.. Pack of Cubans. We under attack! 03D1: play_wav 1 :CUBAN3_5955 if 83D2: not wav 1 ended jf @CUBAN3_5981 wait 0 jump @CUBAN3_5955 :CUBAN3_5981 040D: unload_wav 1 03D5: remove_text 'CUB3_08' // Uh oh.. Pack of Cubans. We under attack! $5631 = 1 // integer values :CUBAN3_6002 if Actor.Dead($5602) jf @CUBAN3_7609 if $5627 == 0 // integer values jf @CUBAN3_6085 $5614 = Pickup.Create(#BRIEFCASE, 3, -650.4, -268.5, 9.0) 018A: $5621 = create_checkpoint_at -650.4 -268.5 $5644 $5627 = 1 // integer values :CUBAN3_6085 if Actor.Dead($5612) jf @CUBAN3_7609 if Actor.Dead($5613) jf @CUBAN3_7609 if Actor.Dead($5596) jf @CUBAN3_6220 if Actor.Dead($5597) jf @CUBAN3_6220 if Actor.Dead($5598) jf @CUBAN3_6220 if Actor.Dead($5599) jf @CUBAN3_6220 if Actor.Dead($5600) jf @CUBAN3_6220 if Actor.Dead($5601) jf @CUBAN3_6220 jump @CUBAN3_7913 :CUBAN3_6220 if not Actor.Dead($5603) jf @CUBAN3_6683 01ED: clear_actor $5603 threat_search 0350: set_actor $5603 maintain_position_when_attacked 0 0319: set_actor $5603 running 1 if $5626 == 0 // integer values jf @CUBAN3_6295 0211: actor $5603 walk_to -645.4 -278.9 $5626 = 1 // integer values :CUBAN3_6295 if $5626 == 1 // integer values jf @CUBAN3_6395 if 00EC: actor $5603 0 -645.4 -278.9 radius 2.0 2.0 jf @CUBAN3_6380 0211: actor $5603 walk_to -648.7 -285.6 $5626 = 2 // integer values jump @CUBAN3_6395 :CUBAN3_6380 0211: actor $5603 walk_to -645.4 -278.9 :CUBAN3_6395 if $5626 == 2 // integer values jf @CUBAN3_6495 if 00EC: actor $5603 0 -648.7 -285.6 radius 2.0 2.0 jf @CUBAN3_6480 0211: actor $5603 walk_to -634.7 -303.2 $5626 = 3 // integer values jump @CUBAN3_6495 :CUBAN3_6480 0211: actor $5603 walk_to -648.7 -285.6 :CUBAN3_6495 if $5626 == 3 // integer values jf @CUBAN3_6595 if 00EC: actor $5603 0 -634.7 -303.2 radius 2.0 2.0 jf @CUBAN3_6580 0211: actor $5603 walk_to -641.0 -309.0 $5626 = 4 // integer values jump @CUBAN3_6595 :CUBAN3_6580 0211: actor $5603 walk_to -634.7 -303.2 :CUBAN3_6595 if $5626 == 4 // integer values jf @CUBAN3_6683 if 00EC: actor $5603 0 -641.0 -309.0 radius 2.0 2.0 jf @CUBAN3_6683 011C: actor $5603 clear_objective 01BE: set_actor $5603 to_look_at_spot -650.0 -269.1 9.0 $5626 = 5 // integer values :CUBAN3_6683 if not Actor.Dead($5604) jf @CUBAN3_7146 01ED: clear_actor $5604 threat_search 0350: set_actor $5604 maintain_position_when_attacked 0 0319: set_actor $5604 running 1 if $5629 == 0 // integer values jf @CUBAN3_6758 0211: actor $5604 walk_to -645.4 -278.9 $5629 = 1 // integer values :CUBAN3_6758 if $5629 == 1 // integer values jf @CUBAN3_6858 if 00EC: actor $5604 0 -645.4 -278.9 radius 2.0 2.0 jf @CUBAN3_6843 0211: actor $5604 walk_to -648.7 -285.6 $5629 = 2 // integer values jump @CUBAN3_6858 :CUBAN3_6843 0211: actor $5604 walk_to -645.4 -278.9 :CUBAN3_6858 if $5629 == 2 // integer values jf @CUBAN3_6958 if 00EC: actor $5604 0 -648.7 -285.6 radius 2.0 2.0 jf @CUBAN3_6943 0211: actor $5604 walk_to -646.9 -289.4 $5629 = 3 // integer values jump @CUBAN3_6958 :CUBAN3_6943 0211: actor $5604 walk_to -648.7 -285.6 :CUBAN3_6958 if $5629 == 3 // integer values jf @CUBAN3_7058 if 00EC: actor $5604 0 -646.9 -289.4 radius 2.0 2.0 jf @CUBAN3_7043 0211: actor $5604 walk_to -656.5 -290.5 $5629 = 4 // integer values jump @CUBAN3_7058 :CUBAN3_7043 0211: actor $5604 walk_to -646.9 -289.4 :CUBAN3_7058 if $5629 == 4 // integer values jf @CUBAN3_7146 if 00EC: actor $5604 0 -656.5 -290.5 radius 2.0 2.0 jf @CUBAN3_7146 011C: actor $5604 clear_objective 01BE: set_actor $5604 to_look_at_spot -650.0 -269.1 9.0 $5629 = 5 // integer values :CUBAN3_7146 if not Actor.Dead($5605) jf @CUBAN3_7609 01ED: clear_actor $5605 threat_search 0350: set_actor $5605 maintain_position_when_attacked 0 0319: set_actor $5605 running 1 if $5630 == 0 // integer values jf @CUBAN3_7221 0211: actor $5605 walk_to -645.4 -278.9 $5630 = 1 // integer values :CUBAN3_7221 if $5630 == 1 // integer values jf @CUBAN3_7321 if 00EC: actor $5605 0 -645.4 -278.9 radius 2.0 2.0 jf @CUBAN3_7306 0211: actor $5605 walk_to -648.7 -285.6 $5630 = 2 // integer values jump @CUBAN3_7321 :CUBAN3_7306 0211: actor $5605 walk_to -645.4 -278.9 :CUBAN3_7321 if $5630 == 2 // integer values jf @CUBAN3_7421 if 00EC: actor $5605 0 -648.7 -285.6 radius 2.0 2.0 jf @CUBAN3_7406 0211: actor $5605 walk_to -646.9 -289.4 $5630 = 3 // integer values jump @CUBAN3_7421 :CUBAN3_7406 0211: actor $5605 walk_to -648.7 -285.6 :CUBAN3_7421 if $5630 == 3 // integer values jf @CUBAN3_7521 if 00EC: actor $5605 0 -646.9 -289.4 radius 2.0 2.0 jf @CUBAN3_7506 0211: actor $5605 walk_to -643.5 -283.1 $5630 = 4 // integer values jump @CUBAN3_7521 :CUBAN3_7506 0211: actor $5605 walk_to -646.9 -289.4 :CUBAN3_7521 if $5630 == 4 // integer values jf @CUBAN3_7609 if 00EC: actor $5605 0 -643.5 -283.1 radius 2.0 2.0 jf @CUBAN3_7609 011C: actor $5605 clear_objective 01BE: set_actor $5605 to_look_at_spot -650.0 -269.1 9.0 $5630 = 5 // integer values :CUBAN3_7609 if Actor.Dead($5593) jf @CUBAN3_7647 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_7647 if Car.Wrecked($5592) jf @CUBAN3_7675 0322: kill_player $PLAYER_CHAR jump @CUBAN3_11496 :CUBAN3_7675 if Actor.Dead($5612) jf @CUBAN3_7696 Actor.RemoveReferences($5612) :CUBAN3_7696 if Actor.Dead($5613) jf @CUBAN3_7717 Actor.RemoveReferences($5613) :CUBAN3_7717 if Actor.Dead($5596) jf @CUBAN3_7738 Actor.RemoveReferences($5596) :CUBAN3_7738 if Actor.Dead($5597) jf @CUBAN3_7759 Actor.RemoveReferences($5597) :CUBAN3_7759 if Actor.Dead($5598) jf @CUBAN3_7780 Actor.RemoveReferences($5598) :CUBAN3_7780 if Actor.Dead($5599) jf @CUBAN3_7801 Actor.RemoveReferences($5599) :CUBAN3_7801 if Actor.Dead($5600) jf @CUBAN3_7822 Actor.RemoveReferences($5600) :CUBAN3_7822 if Actor.Dead($5601) jf @CUBAN3_7843 Actor.RemoveReferences($5601) :CUBAN3_7843 if Actor.Dead($5603) jf @CUBAN3_7864 Actor.RemoveReferences($5603) :CUBAN3_7864 if Actor.Dead($5604) jf @CUBAN3_7885 Actor.RemoveReferences($5604) :CUBAN3_7885 if Actor.Dead($5605) jf @CUBAN3_7906 Actor.RemoveReferences($5605) :CUBAN3_7906 jump @CUBAN3_5876 :CUBAN3_7913 wait 1000 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-642.3, -241.4, 10.0, 0.0, 0.0, 0.0) Camera.PointAt(-630.5, -261.4, 7.0, 2) 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 041E: set_radio_station 6 -1 if not Car.Wrecked($5592) jf @CUBAN3_8140 0464: put_actor $PLAYER_ACTOR into_turret_on_car $5592 at_car_offset 0.0 -0.4 1.5 position 2 angle 360.0 with_weapon 0 Car.PutAt($5592, -642.3, -230.4, 6.0) Car.Angle($5592) = 223.0 0323: enable_boat $5592 anchor 0 02DB: set_boat $5592 speed_to 10.0 02D3: boat $5592 drive_to -632.1 -251.0 6.5 jump @CUBAN3_8162 :CUBAN3_8140 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_8162 if not Actor.Dead($5603) jf @CUBAN3_8268 if 80EC: not actor $5603 0 -641.0 -309.0 radius 2.0 2.0 jf @CUBAN3_8261 011C: actor $5603 clear_objective Actor.PutAt($5603, -641.0, -309.0, 11.5) 01BE: set_actor $5603 to_look_at_spot -650.0 -269.1 9.0 :CUBAN3_8261 jump @CUBAN3_8273 :CUBAN3_8268 Actor.RemoveReferences($5603) :CUBAN3_8273 if not Actor.Dead($5604) jf @CUBAN3_8379 if 80EC: not actor $5604 0 -656.5 -290.5 radius 2.0 2.0 jf @CUBAN3_8372 011C: actor $5604 clear_objective Actor.PutAt($5604, -656.5, -290.5, 9.0) 01BE: set_actor $5604 to_look_at_spot -650.0 -269.1 9.0 :CUBAN3_8372 jump @CUBAN3_8384 :CUBAN3_8379 Actor.RemoveReferences($5604) :CUBAN3_8384 if not Actor.Dead($5605) jf @CUBAN3_8490 if 80EC: not actor $5605 0 -643.5 -283.1 radius 2.0 2.0 jf @CUBAN3_8483 011C: actor $5605 clear_objective Actor.PutAt($5605, -643.5, -283.1, 9.0) 01BE: set_actor $5605 to_look_at_spot -650.0 -269.1 9.0 :CUBAN3_8483 jump @CUBAN3_8495 :CUBAN3_8490 Actor.RemoveReferences($5605) :CUBAN3_8495 wait 1000 :CUBAN3_8500 wait 0 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 if not Car.Wrecked($5592) jf @CUBAN3_9416 if 01AD: car $5592 sphere 0 near_point -632.1 -251.0 radius 5.0 5.0 jf @CUBAN3_9409 02D4: car $5592 turn_off_engine 0323: enable_boat $5592 anchor 1 0465: remove_actor $PLAYER_ACTOR from_turret_mode 0169: set_fade_color 1 1 1 fade 0 500 wait 600 0055: put_player $PLAYER_CHAR at -633.2 -263.6 8.7 0171: set_player $PLAYER_CHAR z_angle_to 143.3 if not Car.Wrecked($5592) jf @CUBAN3_8703 Car.PutAt($5592, -633.3, -256.2, 5.5) Car.Angle($5592) = 213.0 :CUBAN3_8703 if not Actor.Dead($5603) jf @CUBAN3_8751 0350: set_actor $5603 maintain_position_when_attacked 1 011A: set_actor $5603 search_threat 1 01B2: give_actor $5603 weapon 27 ammo 30000 // Load the weapon model before using this 01CA: actor $5603 kill_player $PLAYER_CHAR :CUBAN3_8751 if not Actor.Dead($5604) jf @CUBAN3_8799 0350: set_actor $5604 maintain_position_when_attacked 1 011A: set_actor $5604 search_threat 1 01B2: give_actor $5604 weapon 27 ammo 30000 // Load the weapon model before using this 01CA: actor $5604 kill_player $PLAYER_CHAR :CUBAN3_8799 if not Actor.Dead($5605) jf @CUBAN3_8847 0350: set_actor $5605 maintain_position_when_attacked 1 011A: set_actor $5605 search_threat 1 01B2: give_actor $5605 weapon 27 ammo 30000 // Load the weapon model before using this 01CA: actor $5605 kill_player $PLAYER_CHAR :CUBAN3_8847 $5618 = Actor.Create(Gang3, #SGB, -629.9, -300.4, 11.0) Actor.Angle($5618) = 66.4 01ED: clear_actor $5618 threat_search 0243: set_actor $5618 ped_stats_to 16 0291: set_actor $5618 attack_when_provoked 1 0350: set_actor $5618 maintain_position_when_attacked 1 011A: set_actor $5618 search_threat 1 01B2: give_actor $5618 weapon 27 ammo 30000 // Load the weapon model before using this 01CA: actor $5618 kill_player $PLAYER_CHAR $5607 = Actor.Create(Gang3, #SGA, -627.3, -310.8, 12.1) Actor.Angle($5607) = 69.4 01ED: clear_actor $5607 threat_search 0243: set_actor $5607 ped_stats_to 16 0291: set_actor $5607 attack_when_provoked 1 0350: set_actor $5607 maintain_position_when_attacked 1 011A: set_actor $5607 search_threat 1 01B2: give_actor $5607 weapon 27 ammo 30000 // Load the weapon model before using this 01CA: actor $5607 kill_player $PLAYER_CHAR $5608 = Actor.Create(Gang3, #SGA, -631.1, -313.0, 12.1) Actor.Angle($5608) = 49.2 01ED: clear_actor $5608 threat_search 0243: set_actor $5608 ped_stats_to 16 0291: set_actor $5608 attack_when_provoked 1 0350: set_actor $5608 maintain_position_when_attacked 1 011A: set_actor $5608 search_threat 1 01B2: give_actor $5608 weapon 27 ammo 30000 // Load the weapon model before using this 01CA: actor $5608 kill_player $PLAYER_CHAR $5609 = Actor.Create(Gang3, #SGA, -648.6, -326.2, 11.0) Actor.Angle($5609) = 2.7 01ED: clear_actor $5609 threat_search 0243: set_actor $5609 ped_stats_to 16 0291: set_actor $5609 attack_when_provoked 1 0350: set_actor $5609 maintain_position_when_attacked 1 011A: set_actor $5609 search_threat 1 01B2: give_actor $5609 weapon 21 ammo 30000 // Load the weapon model before using this 01CA: actor $5609 kill_player $PLAYER_CHAR $5610 = Actor.Create(Gang3, #SGA, -608.5, -294.6, 11.0) Actor.Angle($5610) = 46.2 01ED: clear_actor $5610 threat_search 0243: set_actor $5610 ped_stats_to 16 0291: set_actor $5610 attack_when_provoked 1 0350: set_actor $5610 maintain_position_when_attacked 1 011A: set_actor $5610 search_threat 1 01B2: give_actor $5610 weapon 21 ammo 30000 // Load the weapon model before using this 01CA: actor $5610 kill_player $PLAYER_CHAR $5611 = Actor.Create(Gang3, #SGA, -592.6, -255.9, 9.5) Actor.Angle($5611) = 10.7 01ED: clear_actor $5611 threat_search 0243: set_actor $5611 ped_stats_to 16 0291: set_actor $5611 attack_when_provoked 1 0350: set_actor $5611 maintain_position_when_attacked 1 011A: set_actor $5611 search_threat 1 01B2: give_actor $5611 weapon 21 ammo 30000 // Load the weapon model before using this 01CA: actor $5611 kill_player $PLAYER_CHAR if $5628 == 0 // integer values jf @CUBAN3_9395 018A: $5622 = create_checkpoint_at -641.0 -309.0 11.5 :CUBAN3_9395 $5625 = 0 // integer values jump @CUBAN3_9483 :CUBAN3_9409 jump @CUBAN3_9438 :CUBAN3_9416 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_9438 jump @CUBAN3_8500 if Actor.Dead($5593) jf @CUBAN3_9483 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_9483 wait 600 fade 1 1500 wait 1600 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 00BC: text_highpriority 'CUB3_03' 7000 ms 1 // ~g~Collect all the briefcases filled with the drugs and cash. :CUBAN3_9528 wait 0 if or Actor.Dead($5593) Car.Wrecked($5592) jf @CUBAN3_9575 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_9575 if Actor.Dead($5618) jf @CUBAN3_9742 Actor.RemoveReferences($5618) if $5628 == 0 // integer values jf @CUBAN3_9668 $5643 -= 1.0 // floating-point values $5615 = Pickup.Create(#BRIEFCASE, 3, $5642, $5643, $5644) Marker.Disable($5622) 018A: $5622 = create_checkpoint_at $5642 $5643 $5644 $5628 = 1 // integer values :CUBAN3_9668 if $5628 == 1 // integer values jf @CUBAN3_9735 $5643 += 2.0 // floating-point values $5616 = Pickup.Create(#BRIEFCASE, 3, $5642, $5643, $5644) 018A: $5623 = create_checkpoint_at $5642 $5643 $5644 $5628 = 2 // integer values :CUBAN3_9735 jump @CUBAN3_9756 :CUBAN3_9742 Actor.StorePos($5618, $5642, $5643, $5644) :CUBAN3_9756 if Pickup.Picked_up($5614) jf @CUBAN3_9784 $5625 += 1 // integer values Marker.Disable($5621) :CUBAN3_9784 if $5628 == 2 // integer values jf @CUBAN3_9858 if Pickup.Picked_up($5615) jf @CUBAN3_9830 $5625 += 1 // integer values Marker.Disable($5622) :CUBAN3_9830 if Pickup.Picked_up($5616) jf @CUBAN3_9858 $5625 += 1 // integer values Marker.Disable($5623) :CUBAN3_9858 if Actor.Dead($5603) jf @CUBAN3_9879 Actor.RemoveReferences($5603) :CUBAN3_9879 if Actor.Dead($5604) jf @CUBAN3_9900 Actor.RemoveReferences($5604) :CUBAN3_9900 if Actor.Dead($5605) jf @CUBAN3_9921 Actor.RemoveReferences($5605) :CUBAN3_9921 if Actor.Dead($5607) jf @CUBAN3_9942 Actor.RemoveReferences($5607) :CUBAN3_9942 if Actor.Dead($5608) jf @CUBAN3_9963 Actor.RemoveReferences($5608) :CUBAN3_9963 if Actor.Dead($5609) jf @CUBAN3_9984 Actor.RemoveReferences($5609) :CUBAN3_9984 if Actor.Dead($5610) jf @CUBAN3_10005 Actor.RemoveReferences($5610) :CUBAN3_10005 if Actor.Dead($5611) jf @CUBAN3_10026 Actor.RemoveReferences($5611) :CUBAN3_10026 if $5625 == 3 // integer values jf @CUBAN3_10975 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Actor.DestroyInstantly($5596) Actor.DestroyInstantly($5597) $5617 = Car.Create(#DINGHY, -635.5, -237.7, 5.5) Car.Angle($5617) = 159.0 0323: enable_boat $5617 anchor 1 $5596 = Actor.Create(Gang2, #HNA, -635.5, -237.7, 6.0) 0464: put_actor $5596 into_turret_on_car $5617 at_car_offset 0.0 1.8 1.2 position 0 angle 360.0 with_weapon 12 $5597 = Actor.Create(Gang2, #HNA, -635.5, -237.7, 6.0) 0464: put_actor $5597 into_turret_on_car $5617 at_car_offset 0.4 -1.8 1.2 position 0 angle 360.0 with_weapon 12 0372: set_actor $5597 anim 14 wait_state_time 100000 ms 02D3: boat $5617 drive_to -637.0 -239.0 5.5 02DB: set_boat $5617 speed_to 0.0 if not Actor.Dead($5593) jf @CUBAN3_10282 02A9: set_actor $5593 immune_to_nonplayer 0 :CUBAN3_10282 Camera.SetPosition(-627.6, -268.3, 12.0, 0.0, 0.0, 0.0) Camera.OnVehicle($5617, 15, 2) 03BA: clear_cars_from_cube -530.2 -186.3 10.0 -791.8 -447.8 0.0 :CUBAN3_10355 if 81AD: not car $5617 sphere 0 near_point -637.0 -239.0 radius 2.0 2.0 jf @CUBAN3_10420 wait 0 if not Car.Wrecked($5617) jf @CUBAN3_10413 :CUBAN3_10413 jump @CUBAN3_10355 :CUBAN3_10420 if not Car.Wrecked($5617) jf @CUBAN3_10455 02D4: car $5617 turn_off_engine 0323: enable_boat $5617 anchor 1 jump @CUBAN3_10477 :CUBAN3_10455 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN3_11496 :CUBAN3_10477 wait 2000 if not Car.Wrecked($5592) jf @CUBAN3_10522 if not Actor.Dead($5596) jf @CUBAN3_10522 01D9: actor $5596 destroy_car $5592 :CUBAN3_10522 wait 2000 if not Car.Wrecked($5592) jf @CUBAN3_10663 03F5: set_vehicle $5592 apply_damage_rules 1 Car.StorePos($5592, $95, $96, $97) 020B: explode_car $5592 020C: create_explosion_with_radius 2 at $95 $96 $97 020C: create_explosion_with_radius 11 at $95 $96 $97 020C: create_explosion_with_radius 1 at $95 $96 $97 020C: create_explosion_with_radius 6 at $95 $96 $97 039D: scatter_particles 17 0.8 0 0 0 11000 at $95 $96 $97 0.1 0.0 0.2 :CUBAN3_10663 wait 2000 if not Actor.Dead($5596) jf @CUBAN3_10763 0465: remove_actor $5596 from_turret_mode Actor.PutAt($5596, -632.2, -264.0, 8.7) Actor.Angle($5596) = 183.0 01ED: clear_actor $5596 threat_search 0243: set_actor $5596 ped_stats_to 16 0291: set_actor $5596 attack_when_provoked 1 011A: set_actor $5596 search_threat 1 01B2: give_actor $5596 weapon 27 ammo 30000 // Load the weapon model before using this 01CA: actor $5596 kill_player $PLAYER_CHAR :CUBAN3_10763 if not Actor.Dead($5597) jf @CUBAN3_10867 0372: set_actor $5597 anim 0 wait_state_time 100 ms 0465: remove_actor $5597 from_turret_mode Actor.PutAt($5597, -639.2, -272.0, 8.7) Actor.Angle($5597) = 183.0 01ED: clear_actor $5597 threat_search 0243: set_actor $5597 ped_stats_to 16 0291: set_actor $5597 attack_when_provoked 1 011A: set_actor $5597 search_threat 1 01B2: give_actor $5597 weapon 27 ammo 30000 // Load the weapon model before using this 01CA: actor $5597 kill_player $PLAYER_CHAR :CUBAN3_10867 if not Car.Wrecked($5617) jf @CUBAN3_10913 Car.PutAt($5617, -624.0, -257.7, 6.0) Car.Angle($5617) = 335.0 :CUBAN3_10913 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 018A: $5624 = create_checkpoint_at -1170.0 -603.4 11.6 00BC: text_highpriority 'CUB3_04' 7000 ms 1 // ~g~Get the drugs and cash back to Umberto. Player.SetMinWantedLevel($PLAYER_CHAR, 4) jump @CUBAN3_10982 :CUBAN3_10975 jump @CUBAN3_9528 :CUBAN3_10982 wait 0 if 00F6: player $PLAYER_CHAR 1 -1169.9 -607.8 10.6 radius 2.0 2.0 2.0 jf @CUBAN3_11321 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-1171.0, -595.6, 14.2, 0.0, 0.0, 0.0) 0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 0055: put_player $PLAYER_CHAR at -1161.4 -620.2 10.6 $5619 = Actor.Create(CivMale, #NULL, -1169.9, -607.8, 10.6) 01BE: set_actor $5619 to_look_at_spot -1169.7 -630.9 11.0 0239: actor $5619 run_to -1169.7 -630.9 if not Actor.Dead($5619) jf @CUBAN3_11181 :CUBAN3_11181 if 80ED: not actor $5619 0 -1169.7 -630.9 radius 2.0 2.0 jf @CUBAN3_11246 wait 0 if not Actor.Dead($5619) jf @CUBAN3_11239 :CUBAN3_11239 jump @CUBAN3_11181 :CUBAN3_11246 if not Actor.Dead($5619) jf @CUBAN3_11267 011C: actor $5619 clear_objective :CUBAN3_11267 wait 1000 Actor.DestroyInstantly($5619) Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 0395: clear_area 1 at -1170.2 -603.9 range 10.6 20.0 jump @CUBAN3_11513 :CUBAN3_11321 if Actor.Dead($5603) jf @CUBAN3_11342 Actor.RemoveReferences($5603) :CUBAN3_11342 if Actor.Dead($5604) jf @CUBAN3_11363 Actor.RemoveReferences($5604) :CUBAN3_11363 if Actor.Dead($5605) jf @CUBAN3_11384 Actor.RemoveReferences($5605) :CUBAN3_11384 if Actor.Dead($5607) jf @CUBAN3_11405 Actor.RemoveReferences($5607) :CUBAN3_11405 if Actor.Dead($5608) jf @CUBAN3_11426 Actor.RemoveReferences($5608) :CUBAN3_11426 if Actor.Dead($5609) jf @CUBAN3_11447 Actor.RemoveReferences($5609) :CUBAN3_11447 if Actor.Dead($5610) jf @CUBAN3_11468 Actor.RemoveReferences($5610) :CUBAN3_11468 if Actor.Dead($5611) jf @CUBAN3_11489 Actor.RemoveReferences($5611) :CUBAN3_11489 jump @CUBAN3_10982 :CUBAN3_11496 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :CUBAN3_11513 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 4000 030C: progress_made += 1 0318: set_latest_mission_passed 'CUB_3' // Naval Engagement create_thread @CUB4 $281 = 1 // integer values return :CUBAN3_11581 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True 03F2: pedtype 8 remove_threat 1 Model.Destroy(#TROPIC) Model.Destroy(#HNA) Model.Destroy(#HNB) Model.Destroy(#JETMAX) Model.Destroy(#SGA) Model.Destroy(#GRENADE) Model.Destroy(#DINGHY) Model.Destroy(#SGB) Model.Destroy(#CBB) Model.Destroy(#BRIEFCASE) Model.Destroy(#RUGER) Model.Destroy(#BUDDYSHOT) Model.Destroy(#UZI) Marker.Disable($5620) Marker.Disable($5621) Marker.Disable($5622) Marker.Disable($5623) Marker.Disable($5624) Pickup.Destroy($5614) Pickup.Destroy($5615) Pickup.Destroy($5616) 0465: remove_actor $PLAYER_ACTOR from_turret_mode 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 59--------------- // Originally: Trojan Voodoo :CUBAN4 thread 'CUBAN4' gosub @CUBAN4_46 if wasted_or_busted jf @CUBAN4_37 gosub @CUBAN4_20204 :CUBAN4_37 gosub @CUBAN4_20683 end_thread :CUBAN4_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'CUBAN4' 058E: set_restart_mission_taxi_destination -1173.5 -599.6 10.2 277.1 $5685 = 0 // integer values $5686 = 1 // integer values $5687 = 0 // integer values $5688 = 0 // integer values $5689 = 0 // integer values $5690 = 0 // integer values $5691 = 0 // integer values $5692 = 0 // integer values $5693 = 0 // integer values $5694 = 0 // integer values $5695 = 0 // integer values $5696 = 0 // integer values $5697 = 0 // integer values $5698 = 0 // integer values $5699 = 0 // integer values $5700 = 46000 // integer values $5701 = 0 // integer values $5702 = 2 // integer values $5703 = 0 // integer values $5704 = 0 // integer values $5705 = 0 // integer values $5706 = 0 // integer values $5707 = 0 // integer values $5708 = 0 // integer values $5709 = 0 // integer values $5710 = 0 // integer values $5663 = 0 // integer values $5664 = 0 // integer values $5711 = 0 // integer values $5712 = 0 // integer values $5713 = 0 // integer values $5714 = 0 // integer values $5715 = 0 // integer values $5716 = 0 // integer values $5717 = 0 // integer values select_interior 7 0522: 042B: clear_peds_from_cube -1174.8 -609.0 10.4 -116.3 -632.5 15.3 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 03CF: load_wav 'MONO16' as 1 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'CSUMBTO' 023C: load_special_actor 3 'FLOOZYB' 023C: load_special_actor 4 'FLOOZYC' 023C: load_special_actor 5 'CSPAPA' 02F3: load_object #CUTOBJ01 'CCFAN' 02F3: load_object #CUTOBJ02 'ESPRESO' Camera.SetAtPos(-1169.0, -620.0, 10.791) 038B: load_requested_models :CUBAN4_518 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @CUBAN4_560 wait 0 jump @CUBAN4_518 :CUBAN4_560 if or not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @CUBAN4_592 wait 0 jump @CUBAN4_560 :CUBAN4_592 02E4: load_cutscene_data 'CUB_3' 0244: set_cutscene_pos -1170.708 -608.327 10.791 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $181 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $181 'CSUMBTO' 02E5: $175 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $175 'FLOOZYB' 02E5: $176 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $176 'FLOOZYC' 02E5: $179 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $179 'CSPAPA' 02E5: $218 = create_cutscene_object #CUTOBJ01 04BC: 'CCFAN' 02E6: set_cutscene_anim $218 'CCFAN' 02E5: $204 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $204 'ESPRESO' 0395: clear_area 1 at -1170.9 -603.7 range 10.6 1.0 0055: put_player $PLAYER_CHAR at -1170.9 -603.7 10.6 0171: set_player $PLAYER_CHAR z_angle_to 15.3 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :CUBAN4_854 if 2640 > $CUT_SCENE_TIME // integer values jf @CUBAN4_889 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_854 :CUBAN4_889 00BC: text_highpriority 'CUB4_AA' 10000 ms 1 :CUBAN4_904 if 4551 > $CUT_SCENE_TIME // integer values jf @CUBAN4_939 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_904 :CUBAN4_939 00BC: text_highpriority 'CUB4_A' 10000 ms 1 // Hey, ladies. You know what I'm gonna do? :CUBAN4_954 if 7958 > $CUT_SCENE_TIME // integer values jf @CUBAN4_989 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_954 :CUBAN4_989 00BC: text_highpriority 'CUB4_C' 10000 ms 1 // And then I'm going to make love like a man. :CUBAN4_1004 if 9915 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1039 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1004 :CUBAN4_1039 00BC: text_highpriority 'CUB4_D' 10000 ms 1 // You know that, chica? Something like this. :CUBAN4_1054 if 15514 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1089 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1054 :CUBAN4_1089 00BC: text_highpriority 'CUB4_E' 10000 ms 1 // Loser! :CUBAN4_1104 if 17098 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1139 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1104 :CUBAN4_1139 00BC: text_highpriority 'CUB4_F' 10000 ms 1 // Prick. :CUBAN4_1154 if 17491 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1189 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1154 :CUBAN4_1189 00BC: text_highpriority 'CUB4_G' 10000 ms 1 // Hey, baby, I wouldn't touch you with a ten foot pole! :CUBAN4_1204 if 21119 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1239 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1204 :CUBAN4_1239 00BC: text_highpriority 'CUB4_H' 10000 ms 1 // Umberto Robina, he likes the ladies! Not some goat in a skirt! :CUBAN4_1254 if 26363 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1289 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1254 :CUBAN4_1289 00BC: text_highpriority 'CUB4_I' 10000 ms 1 // Tommy!! Tommy, I love you, I love you! Let's go! :CUBAN4_1304 if 31119 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1339 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1304 :CUBAN4_1339 00BC: text_highpriority 'CUB4_J' 10000 ms 1 // Go where? Can't I get a cup of coffee first? :CUBAN4_1354 if 32804 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1391 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1354 :CUBAN4_1391 00BC: text_highpriority 'CUB4_K' 10000 ms 1 // No time for coffee! Besides, I just had one. :CUBAN4_1406 if 36000 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1443 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1406 :CUBAN4_1443 00BC: text_highpriority 'CUB4_L' 10000 ms 1 // We gonna take out the Haitians. :CUBAN4_1458 if 38232 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1495 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1458 :CUBAN4_1495 00BC: text_highpriority 'CUB4_M' 10000 ms 1 // Tommy, how do you take out a snake? :CUBAN4_1510 if 41602 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1547 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1510 :CUBAN4_1547 00BC: text_highpriority 'CUB4_N' 10000 ms 1 // You bite him in the ass! Hahaha! :CUBAN4_1562 if 44646 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1599 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1562 :CUBAN4_1599 00BC: text_highpriority 'CUB4_P' 10000 ms 1 // Tommy, you go and get us a little Haitian car. :CUBAN4_1614 if 46720 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1651 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1614 :CUBAN4_1651 00BC: text_highpriority 'CUB4_Q' 10000 ms 1 // When you get it, come back and pick up my boy. :CUBAN4_1666 if 49640 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1703 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1666 :CUBAN4_1703 00BC: text_highpriority 'CUB4_R' 10000 ms 1 // Pepe, and take him out to the Haitians. :CUBAN4_1718 if 52441 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1755 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1718 :CUBAN4_1755 00BC: text_highpriority 'CUB4_Z' 10000 ms 1 :CUBAN4_1770 if 53565 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1807 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1770 :CUBAN4_1807 00BC: text_highpriority 'CUB4_O' 10000 ms 1 // Whatever you say, Umberto. :CUBAN4_1822 if 54720 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1859 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1822 :CUBAN4_1859 00BC: text_highpriority 'CUB4_S' 10000 ms 1 // Then, you go around to the Haitians processing plant, and you use their solvent as an explosive. :CUBAN4_1874 if 58896 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1911 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1874 :CUBAN4_1911 00BC: text_highpriority 'CUB4_T' 10000 ms 1 // Boom! Bye bye! :CUBAN4_1926 if 62343 > $CUT_SCENE_TIME // integer values jf @CUBAN4_1963 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1926 :CUBAN4_1963 00BC: text_highpriority 'CUB4_U' 10000 ms 1 // Umberto, what about you? :CUBAN4_1978 if 63731 > $CUT_SCENE_TIME // integer values jf @CUBAN4_2015 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_1978 :CUBAN4_2015 00BC: text_highpriority 'CUB4_V' 10000 ms 1 // Uhh... I'm going to stay behind, and watch over the cafe with Poppa. :CUBAN4_2030 if 67839 > $CUT_SCENE_TIME // integer values jf @CUBAN4_2067 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_2030 :CUBAN4_2067 00BC: text_highpriority 'CUB4_W' 10000 ms 1 // He not feeling so good. You know? :CUBAN4_2082 if 69153 > $CUT_SCENE_TIME // integer values jf @CUBAN4_2119 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_2082 :CUBAN4_2119 00BE: text_clear_all :CUBAN4_2121 if 71424 > $CUT_SCENE_TIME // integer values jf @CUBAN4_2158 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @CUBAN4_2121 :CUBAN4_2158 fade 0 1500 00BE: text_clear_all wait 1000 if 856A: not has_cutscene_been_interrupted jf @CUBAN4_2204 if 03D0: wav 1 loaded jf @CUBAN4_2204 03D1: play_wav 1 :CUBAN4_2204 if fading jf @CUBAN4_2228 wait 0 jump @CUBAN4_2204 :CUBAN4_2228 03AD: set_rubbish 1 02EA: end_cutscene 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) select_interior 0 $989 = 0 // integer values 01EB: set_traffic_density_multiplier_to 1.0 03DE: set_pedestrians_density_multiplier_to 1.0 0169: set_fade_color 0 0 0 wait 500 Camera.SetBehindPlayer 04E3: unknown_player $PLAYER_CHAR 1 60000 03F1: pedtype 8 add_threat 1 Model.Load(#HNA) Model.Load(#HNB) Model.Load(#CBB) Model.Load(#CBA) Model.Load(#SNIPER) Model.Load(#TEC9) Model.Load(#VOODOO) Model.Load(#DYNAMITE) :CUBAN4_2357 if or not Model.Available(#CBA) not Model.Available(#CBB) not Model.Available(#HNA) not Model.Available(#HNB) jf @CUBAN4_2395 wait 0 jump @CUBAN4_2357 :CUBAN4_2395 if or not Model.Available(#SNIPER) not Model.Available(#TEC9) not Model.Available(#VOODOO) not Model.Available(#DYNAMITE) jf @CUBAN4_2436 wait 0 jump @CUBAN4_2395 :CUBAN4_2436 if $ONMISSION == 0 // integer values jf @CUBAN4_2646 018A: $5684 = create_checkpoint_at -1181.2 83.8 11.3 018A: $5681 = create_checkpoint_at -1198.4 104.8 11.1 018A: $5682 = create_checkpoint_at -1198.4 106.6 11.1 018A: $5683 = create_checkpoint_at -1198.9 108.3 11.1 018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 $5675 = Actor.Create(Gang2, #HNA, -1197.9, 82.5, 10.1) $5676 = Actor.Create(Gang2, #HNA, -1189.0, 83.6, 10.1) $5677 = Actor.Create(Gang2, #HNA, -1190.5, 68.5, 10.1) :CUBAN4_2646 if 834E: not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 jf @CUBAN4_2705 wait 0 jump @CUBAN4_2646 :CUBAN4_2705 $5718 = Car.Create(#VOODOO, -1071.3, -608.4, 9.7) $5652 = Actor.Create(Gang8, #CBB, -1170.0, -607.0, 10.6) 04F5: unknown_actor $5652 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $5652 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5652 threat_search 02A9: set_actor $5652 immune_to_nonplayer 1 039E: set_actor $5652 locked_while_in_vehicle 1 0243: set_actor $5652 ped_stats_to 16 0291: set_actor $5652 attack_when_provoked 1 0319: set_actor $5652 running 1 0568: set_actor $5652 untargetable 1 fade 1 1500 $5659 = Actor.Create(Gang2, #HNA, -1116.8, 74.3, 10.1) Actor.Angle($5659) = 234.8 01B2: give_actor $5659 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5659 threat_search 0243: set_actor $5659 ped_stats_to 16 0291: set_actor $5659 attack_when_provoked 1 0350: set_actor $5659 maintain_position_when_attacked 1 $5660 = Actor.Create(Gang2, #HNB, -1179.4, 71.2, 23.9) Actor.Angle($5660) = 270.0 01B2: give_actor $5660 weapon 28 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5660 threat_search 0243: set_actor $5660 ped_stats_to 16 0291: set_actor $5660 attack_when_provoked 1 0350: set_actor $5660 maintain_position_when_attacked 1 $5653 = Car.Create(#VOODOO, -1044.5, 172.7, 9.8) Car.Angle($5653) = 180.8 Car.SetImmunities($5653, 0, 1, 0, 0, 0) Car.ImmuneToNonPlayer($5653) = True Car.SetMaxSpeed($5653, 0.0) 020A: set_car $5653 door_status_to 2 00AE: set_vehicle $5653 traffic_behavior_to 2 0129: $5655 = create_actor 14 #CBB in_car $5653 driverseat 04F5: unknown_actor $5655 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $5655 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5655 threat_search 039E: set_actor $5655 locked_while_in_vehicle 1 0568: set_actor $5655 untargetable 1 01C8: $5656 = create_actor_pedtype 14 model #CBA in_car $5653 passenger_seat 0 04F5: unknown_actor $5656 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $5656 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5656 threat_search 039E: set_actor $5656 locked_while_in_vehicle 1 0568: set_actor $5656 untargetable 1 01ED: clear_actor $5655 threat_search 01ED: clear_actor $5656 threat_search $5654 = Car.Create(#VOODOO, -1040.4, 173.4, 9.9) Car.Angle($5654) = 177.1 Car.SetImmunities($5654, 0, 1, 0, 0, 0) Car.ImmuneToNonPlayer($5654) = True Car.SetMaxSpeed($5654, 0.0) 020A: set_car $5654 door_status_to 2 00AE: set_vehicle $5654 traffic_behavior_to 2 0129: $5657 = create_actor 14 #CBA in_car $5654 driverseat 04F5: unknown_actor $5657 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $5657 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5657 threat_search 039E: set_actor $5657 locked_while_in_vehicle 1 0568: set_actor $5657 untargetable 1 01C8: $5658 = create_actor_pedtype 14 model #CBA in_car $5654 passenger_seat 0 04F5: unknown_actor $5658 kiss_player $PLAYER_CHAR on 1 01B2: give_actor $5658 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5658 threat_search 039E: set_actor $5658 locked_while_in_vehicle 1 0568: set_actor $5658 untargetable 1 01ED: clear_actor $5657 threat_search 01ED: clear_actor $5658 threat_search 04BD: set_car $5653 is_part_of_convoy 1 04E0: car $5653 abandon_path_radius 255 04BD: set_car $5654 is_part_of_convoy 1 04E0: car $5654 abandon_path_radius 255 01DF: tie_actor $5652 to_player $PLAYER_CHAR 16@ = 0 // integer values 17@ = 0 // integer values 00BC: text_highpriority 'CUB4_26' 5000 ms 1 // ~g~Take Pepe, head North into Little Haiti and steal a Voodoo car. :CUBAN4_3419 wait 0 if $5709 == 0 // integer values jf @CUBAN4_3807 if 00E0: player $PLAYER_CHAR driving jf @CUBAN4_3807 00DA: $5651 = player $PLAYER_CHAR car if not Car.Wrecked($5651) jf @CUBAN4_3807 if Car.Id($5651) == #VOODOO jf @CUBAN4_3789 03F2: pedtype 8 remove_threat 1 Marker.Disable($5678) Marker.Disable($5679) if not Actor.Dead($5652) jf @CUBAN4_3782 if 00FB: player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 jf @CUBAN4_3782 03CF: load_wav 'CUB4_6' as 1 :CUBAN4_3580 if 83D0: not wav 1 loaded jf @CUBAN4_3606 wait 0 jump @CUBAN4_3580 :CUBAN4_3606 00BC: text_highpriority 'CUB4_13' 5000 ms 1 // Oye, let's go find our muchachos! 03D1: play_wav 1 :CUBAN4_3625 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_3656 wait 0 jump @CUBAN4_3625 :CUBAN4_3656 040D: unload_wav 1 03D5: remove_text 'CUB4_13' // Oye, let's go find our muchachos! if $5710 == 0 // integer values jf @CUBAN4_3715 018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 jump @CUBAN4_3735 :CUBAN4_3715 018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 :CUBAN4_3735 if $5703 == 0 // integer values jf @CUBAN4_3775 00BC: text_highpriority 'CUB4_27' 5000 ms 1 // ~g~Go and meet up with Rico and the other Cubans. $5703 = 1 // integer values :CUBAN4_3775 $5709 = 1 // integer values :CUBAN4_3782 jump @CUBAN4_3807 :CUBAN4_3789 03F1: pedtype 8 add_threat 1 Car.RemoveReferences($5651) $5709 = 0 // integer values :CUBAN4_3807 if $5709 == 1 // integer values jf @CUBAN4_5141 if not Car.Wrecked($5651) jf @CUBAN4_5141 if 00DC: player $PLAYER_CHAR driving $5651 jf @CUBAN4_4997 if $5710 == 0 // integer values jf @CUBAN4_4930 if not Actor.Dead($5652) jf @CUBAN4_4923 if 0320: actor $5652 in_range_of_player $PLAYER_CHAR jf @CUBAN4_4923 if 00FA: player $PLAYER_CHAR stopped 1 -1037.4 172.3 10.0 radius 3.0 3.0 10.0 jf @CUBAN4_4916 Marker.Disable($5678) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 03BA: clear_cars_from_cube -1072.2 70.7 10.2 -1011.2 200.7 15.2 Camera.SetPosition(-1029.6, 169.7, 13.1, 0.0, 0.0, 0.0) Camera.PointAt(-1030.5, 170.0, 12.9, 2) if not Car.Wrecked($5653) jf @CUBAN4_4106 if not Car.Wrecked($5654) jf @CUBAN4_4106 00AE: set_vehicle $5653 traffic_behavior_to 3 00AE: set_vehicle $5654 traffic_behavior_to 3 :CUBAN4_4106 03CF: load_wav 'CUB4_2' as 1 03CF: load_wav 'CUB4_1' as 2 :CUBAN4_4130 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN4_4160 wait 0 jump @CUBAN4_4130 :CUBAN4_4160 00BC: text_highpriority 'CUB4_08' 4000 ms 1 // Hola, amigos. 03D1: play_wav 1 :CUBAN4_4179 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_4210 wait 0 jump @CUBAN4_4179 :CUBAN4_4210 040D: unload_wav 1 03D5: remove_text 'CUB4_08' // Hola, amigos. 00BC: text_highpriority 'CUB4_07' 4000 ms 1 // Oy - the solvent is round the back, amigo. 03D1: play_wav 2 :CUBAN4_4243 if and 83D2: not wav 2 ended not Actor.Dead($5652) jf @CUBAN4_4274 wait 0 jump @CUBAN4_4243 :CUBAN4_4274 040D: unload_wav 2 03D5: remove_text 'CUB4_07' // Oy - the solvent is round the back, amigo. 03CF: load_wav 'CUB4_3' as 1 03CF: load_wav 'CUB4_4' as 2 :CUBAN4_4312 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN4_4342 wait 0 jump @CUBAN4_4312 :CUBAN4_4342 00BC: text_highpriority 'CUB4_09' 4000 ms 1 // Bueno. Haitian Putas. Muerte. 03D1: play_wav 1 :CUBAN4_4361 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_4392 wait 0 jump @CUBAN4_4361 :CUBAN4_4392 040D: unload_wav 1 03D5: remove_text 'CUB4_09' // Bueno. Haitian Putas. Muerte. if not Car.Wrecked($5653) jf @CUBAN4_4452 Car.SetMaxSpeed($5653, 10.0) Car.DriveTo($5653, -1072.2, 70.7, 11.2) :CUBAN4_4452 00BC: text_highpriority 'CUB4_10' 4000 ms 1 // Vamos. 03D1: play_wav 2 :CUBAN4_4471 if and 83D2: not wav 2 ended not Actor.Dead($5652) jf @CUBAN4_4502 wait 0 jump @CUBAN4_4471 :CUBAN4_4502 040D: unload_wav 2 03D5: remove_text 'CUB4_10' // Vamos. 03CF: load_wav 'CUB4_5' as 1 03CF: load_wav 'CUB4_7' as 2 :CUBAN4_4540 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @CUBAN4_4570 wait 0 jump @CUBAN4_4540 :CUBAN4_4570 00BC: text_highpriority 'CUB4_11' 4000 ms 1 // Vamos indeed. 03D1: play_wav 1 :CUBAN4_4589 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_4620 wait 0 jump @CUBAN4_4589 :CUBAN4_4620 040D: unload_wav 1 03D5: remove_text 'CUB4_11' // Vamos indeed. if not Car.Wrecked($5654) jf @CUBAN4_4680 Car.SetMaxSpeed($5654, 10.0) Car.DriveTo($5654, -1072.2, 70.7, 11.2) :CUBAN4_4680 00BC: text_highpriority 'CUB4_14' 4000 ms 1 // Follow my compadres. 03D1: play_wav 2 :CUBAN4_4699 if and 83D2: not wav 2 ended not Actor.Dead($5652) jf @CUBAN4_4730 wait 0 jump @CUBAN4_4699 :CUBAN4_4730 040D: unload_wav 2 03D5: remove_text 'CUB4_14' // Follow my compadres. wait 3000 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 if not Car.Wrecked($5653) jf @CUBAN4_4818 Car.SetMaxSpeed($5653, 0.0) Car.PutAt($5653, -1101.2, 70.0, 10.8) Car.Angle($5653) = 87.8 :CUBAN4_4818 if not Car.Wrecked($5654) jf @CUBAN4_4874 Car.SetMaxSpeed($5654, 0.0) Car.PutAt($5654, -1093.0, 70.6, 10.8) Car.Angle($5654) = 90.6 :CUBAN4_4874 018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 00BC: text_highpriority 'CUB4_28' 5000 ms 1 // ~g~Join the other Cubans at the Haitian Drugs Factory. $5710 = 1 // integer values :CUBAN4_4916 $5702 = 0 // integer values :CUBAN4_4923 jump @CUBAN4_4990 :CUBAN4_4930 if 00FA: player $PLAYER_CHAR stopped 1 -1084.1 70.2 10.8 radius 5.0 5.0 10.0 jf @CUBAN4_4990 Marker.Disable($5679) jump @CUBAN4_8245 :CUBAN4_4990 jump @CUBAN4_5141 :CUBAN4_4997 if $5702 == 0 // integer values jf @CUBAN4_5124 03CF: load_wav 'CUB4_5A' as 1 :CUBAN4_5027 if 83D0: not wav 1 loaded jf @CUBAN4_5053 wait 0 jump @CUBAN4_5027 :CUBAN4_5053 00BC: text_highpriority 'CUB4_12' 5000 ms 1 // Hey, we need a Haitian gang car! 03D1: play_wav 1 :CUBAN4_5072 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_5103 wait 0 jump @CUBAN4_5072 :CUBAN4_5103 040D: unload_wav 1 03D5: remove_text 'CUB4_12' // Hey, we need a Haitian gang car! $5702 = 1 // integer values :CUBAN4_5124 Marker.Disable($5678) Marker.Disable($5679) $5709 = 0 // integer values :CUBAN4_5141 if 17@ > 5000 // integer values jf @CUBAN4_5782 if not Actor.Dead($5652) jf @CUBAN4_5753 if $5686 == 1 // integer values jf @CUBAN4_5253 if 8320: not actor $5652 in_range_of_player $PLAYER_CHAR jf @CUBAN4_5253 00BC: text_highpriority 'CUB4_24' 5000 ms 1 // You've left Pepe behind, go and get him. Marker.Disable($5678) Marker.Disable($5679) $5680 = Marker.CreateAboveActor($5652) $5686 = 0 // integer values :CUBAN4_5253 if $5686 == 0 // integer values jf @CUBAN4_5746 if 00FB: player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 jf @CUBAN4_5746 01DF: tie_actor $5652 to_player $PLAYER_CHAR Marker.Disable($5680) Marker.Disable($5678) Marker.Disable($5679) if 80DE: not player $PLAYER_CHAR driving_vehicle_type #VOODOO jf @CUBAN4_5483 if $5702 == 0 // integer values jf @CUBAN4_5476 03CF: load_wav 'CUB4_5A' as 1 :CUBAN4_5379 if 83D0: not wav 1 loaded jf @CUBAN4_5405 wait 0 jump @CUBAN4_5379 :CUBAN4_5405 00BC: text_highpriority 'CUB4_12' 5000 ms 1 // Hey, we need a Haitian gang car! 03D1: play_wav 1 :CUBAN4_5424 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_5455 wait 0 jump @CUBAN4_5424 :CUBAN4_5455 040D: unload_wav 1 03D5: remove_text 'CUB4_12' // Hey, we need a Haitian gang car! $5702 = 1 // integer values :CUBAN4_5476 jump @CUBAN4_5585 :CUBAN4_5483 03CF: load_wav 'CUB4_6' as 1 :CUBAN4_5495 if 83D0: not wav 1 loaded jf @CUBAN4_5521 wait 0 jump @CUBAN4_5495 :CUBAN4_5521 00BC: text_highpriority 'CUB4_13' 5000 ms 1 // Oye, let's go find our muchachos! 03D1: play_wav 1 :CUBAN4_5540 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_5571 wait 0 jump @CUBAN4_5540 :CUBAN4_5571 040D: unload_wav 1 03D5: remove_text 'CUB4_13' // Oye, let's go find our muchachos! :CUBAN4_5585 if not Actor.Dead($5652) jf @CUBAN4_5739 if 0320: actor $5652 in_range_of_player $PLAYER_CHAR jf @CUBAN4_5739 if not Car.Wrecked($5651) jf @CUBAN4_5739 if Car.Id($5651) == #VOODOO jf @CUBAN4_5739 if 00DC: player $PLAYER_CHAR driving $5651 jf @CUBAN4_5739 if $5710 == 0 // integer values jf @CUBAN4_5719 018A: $5678 = create_checkpoint_at -1037.4 172.3 10.0 jump @CUBAN4_5739 :CUBAN4_5719 018A: $5679 = create_checkpoint_at -1084.1 70.2 10.8 :CUBAN4_5739 $5686 = 1 // integer values :CUBAN4_5746 jump @CUBAN4_5775 :CUBAN4_5753 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_5775 $5702 = 0 // integer values :CUBAN4_5782 if 16@ > 5000 // integer values jf @CUBAN4_8013 if not Actor.Dead($5652) jf @CUBAN4_8013 if 0320: actor $5652 in_range_of_player $PLAYER_CHAR jf @CUBAN4_8013 if 00FB: player $PLAYER_CHAR 0 $5652 radius 8.0 8.0 8.0 jf @CUBAN4_8013 if $5712 == 0 // integer values jf @CUBAN4_6175 if 0056: player $PLAYER_CHAR 0 -1222.1 -346.7 -996.3 -365.2 jf @CUBAN4_6175 03CF: load_wav 'CUB4_11' as 1 :CUBAN4_5940 if 83D0: not wav 1 loaded jf @CUBAN4_6035 wait 0 if $5710 == 0 // integer values jf @CUBAN4_6006 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_6028 :CUBAN4_6006 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6028 jump @CUBAN4_5940 :CUBAN4_6035 00BC: text_highpriority 'CUB4_18' 5000 ms 1 // Man, this a nice part of town... 03D1: play_wav 1 :CUBAN4_6054 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_6154 wait 0 if $5710 == 0 // integer values jf @CUBAN4_6125 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_6147 :CUBAN4_6125 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6147 jump @CUBAN4_6054 :CUBAN4_6154 040D: unload_wav 1 03D5: remove_text 'CUB4_18' // Man, this a nice part of town... $5712 = 1 // integer values :CUBAN4_6175 if $5713 == 0 // integer values jf @CUBAN4_6478 if 0056: player $PLAYER_CHAR 0 -989.3 -436.5 -1011.2 -500.6 jf @CUBAN4_6478 03CF: load_wav 'CUB4_13' as 1 :CUBAN4_6243 if 83D0: not wav 1 loaded jf @CUBAN4_6338 wait 0 if $5710 == 0 // integer values jf @CUBAN4_6309 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_6331 :CUBAN4_6309 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6331 jump @CUBAN4_6243 :CUBAN4_6338 00BC: text_highpriority 'CUB4_20' 5000 ms 1 // I had a beautiful woman... lived around this neighborhood. 03D1: play_wav 1 :CUBAN4_6357 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_6457 wait 0 if $5710 == 0 // integer values jf @CUBAN4_6428 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_6450 :CUBAN4_6428 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6450 jump @CUBAN4_6357 :CUBAN4_6457 040D: unload_wav 1 03D5: remove_text 'CUB4_20' // I had a beautiful woman... lived around this neighborhood. $5713 = 1 // integer values :CUBAN4_6478 if $5714 == 0 // integer values jf @CUBAN4_6781 if 0056: player $PLAYER_CHAR 0 -1186.1 -95.5 -1054.3 -51.6 jf @CUBAN4_6781 03CF: load_wav 'CUB4_12' as 1 :CUBAN4_6546 if 83D0: not wav 1 loaded jf @CUBAN4_6641 wait 0 if $5710 == 0 // integer values jf @CUBAN4_6612 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_6634 :CUBAN4_6612 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6634 jump @CUBAN4_6546 :CUBAN4_6641 00BC: text_highpriority 'CUB4_19' 5000 ms 1 // This place is a dump, man. 03D1: play_wav 1 :CUBAN4_6660 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_6760 wait 0 if $5710 == 0 // integer values jf @CUBAN4_6731 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_6753 :CUBAN4_6731 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6753 jump @CUBAN4_6660 :CUBAN4_6760 040D: unload_wav 1 03D5: remove_text 'CUB4_19' // This place is a dump, man. $5714 = 1 // integer values :CUBAN4_6781 if $5715 == 0 // integer values jf @CUBAN4_7192 if 0056: player $PLAYER_CHAR 0 -1063.6 101.9 -1078.9 67.0 jf @CUBAN4_7192 03CF: load_wav 'CUB4_14' as 1 :CUBAN4_6849 if 83D0: not wav 1 loaded jf @CUBAN4_6998 wait 0 if not Car.Wrecked($5651) jf @CUBAN4_6991 if Car.Id($5651) == #VOODOO jf @CUBAN4_6991 if 00DC: player $PLAYER_CHAR driving $5651 jf @CUBAN4_6991 if $5710 == 0 // integer values jf @CUBAN4_6969 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_6991 :CUBAN4_6969 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_6991 jump @CUBAN4_6849 :CUBAN4_6998 00BC: text_highpriority 'CUB4_21' 5000 ms 1 // You know, they do nice pizzas here. 03D1: play_wav 1 :CUBAN4_7017 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_7171 wait 0 if not Car.Wrecked($5651) jf @CUBAN4_7164 if Car.Id($5651) == #VOODOO jf @CUBAN4_7164 if 00DC: player $PLAYER_CHAR driving $5651 jf @CUBAN4_7164 if $5710 == 0 // integer values jf @CUBAN4_7142 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_7164 :CUBAN4_7142 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7164 jump @CUBAN4_7017 :CUBAN4_7171 040D: unload_wav 1 03D5: remove_text 'CUB4_21' // You know, they do nice pizzas here. $5715 = 1 // integer values :CUBAN4_7192 if $5716 == 0 // integer values jf @CUBAN4_7586 if 16@ > 60000 // integer values jf @CUBAN4_7586 03CF: load_wav 'CUB4_16' as 1 :CUBAN4_7243 if 83D0: not wav 1 loaded jf @CUBAN4_7392 wait 0 if not Car.Wrecked($5651) jf @CUBAN4_7385 if Car.Id($5651) == #VOODOO jf @CUBAN4_7385 if 00DC: player $PLAYER_CHAR driving $5651 jf @CUBAN4_7385 if $5710 == 0 // integer values jf @CUBAN4_7363 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_7385 :CUBAN4_7363 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7385 jump @CUBAN4_7243 :CUBAN4_7392 00BC: text_highpriority 'CUB4_23' 5000 ms 1 // You lost, man? 03D1: play_wav 1 :CUBAN4_7411 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_7565 wait 0 if not Car.Wrecked($5651) jf @CUBAN4_7558 if Car.Id($5651) == #VOODOO jf @CUBAN4_7558 if 00DC: player $PLAYER_CHAR driving $5651 jf @CUBAN4_7558 if $5710 == 0 // integer values jf @CUBAN4_7536 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_7558 :CUBAN4_7536 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7558 jump @CUBAN4_7411 :CUBAN4_7565 040D: unload_wav 1 03D5: remove_text 'CUB4_23' // You lost, man? $5716 = 1 // integer values :CUBAN4_7586 if $5717 == 0 // integer values jf @CUBAN4_8013 if 00E0: player $PLAYER_CHAR driving jf @CUBAN4_8013 if 0056: player $PLAYER_CHAR 0 -1045.9 138.2 -1012.2 198.7 jf @CUBAN4_8013 03CF: load_wav 'CUB4_15' as 1 :CUBAN4_7670 if 83D0: not wav 1 loaded jf @CUBAN4_7819 wait 0 if not Car.Wrecked($5651) jf @CUBAN4_7812 if Car.Id($5651) == #VOODOO jf @CUBAN4_7812 if 00DC: player $PLAYER_CHAR driving $5651 jf @CUBAN4_7812 if $5710 == 0 // integer values jf @CUBAN4_7790 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_7812 :CUBAN4_7790 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7812 jump @CUBAN4_7670 :CUBAN4_7819 00BC: text_highpriority 'CUB4_22' 5000 ms 1 // Whoah, man. You drive like a crazy bitch! 03D1: play_wav 1 :CUBAN4_7838 if and 83D2: not wav 1 ended not Actor.Dead($5652) jf @CUBAN4_7992 wait 0 if not Car.Wrecked($5651) jf @CUBAN4_7985 if Car.Id($5651) == #VOODOO jf @CUBAN4_7985 if 00DC: player $PLAYER_CHAR driving $5651 jf @CUBAN4_7985 if $5710 == 0 // integer values jf @CUBAN4_7963 03A1: clear_area_with_center_at_3D_coord -1037.4 172.3 10.0 radius 3.0 jump @CUBAN4_7985 :CUBAN4_7963 03A1: clear_area_with_center_at_3D_coord -1084.1 70.2 10.8 radius 5.0 :CUBAN4_7985 jump @CUBAN4_7838 :CUBAN4_7992 040D: unload_wav 1 03D5: remove_text 'CUB4_22' // Whoah, man. You drive like a crazy bitch! $5717 = 1 // integer values :CUBAN4_8013 if 02D5: player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4 126.0 0 jf @CUBAN4_8104 if not Actor.Dead($5659) jf @CUBAN4_8082 0239: actor $5659 run_to -1170.9 87.6 :CUBAN4_8082 00BC: text_highpriority 'CUB4_04' 5000 ms 1 // ~r~You've alerted the base, there is no way we will get in now! jump @CUBAN4_20204 :CUBAN4_8104 if or Actor.Dead($5655) Actor.Dead($5656) Actor.Dead($5657) Actor.Dead($5658) jf @CUBAN4_8157 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_8157 if or Car.Wrecked($5653) Car.Wrecked($5654) jf @CUBAN4_8200 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_8200 if Actor.Dead($5659) jf @CUBAN4_8238 00BC: text_highpriority 'CUB4_04' 5000 ms 1 // ~r~You've alerted the base, there is no way we will get in now! jump @CUBAN4_20204 :CUBAN4_8238 jump @CUBAN4_3419 :CUBAN4_8245 00BC: text_highpriority 'CUB4_03' 5000 ms 1 // ~g~Stay in the car until safely parked inside the compound. if not Car.Wrecked($5653) jf @CUBAN4_8306 02C2: car $5653 drive_to_point -1108.8 69.8 10.8 Car.SetMaxSpeed($5653, 2.0) :CUBAN4_8306 wait 0 if not Car.Wrecked($5653) jf @CUBAN4_8378 if 01AD: car $5653 sphere 0 near_point -1108.8 69.8 radius 3.0 3.0 jf @CUBAN4_8371 jump @CUBAN4_8660 :CUBAN4_8371 jump @CUBAN4_8400 :CUBAN4_8378 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_8400 if not Car.Wrecked($5651) jf @CUBAN4_8457 if 80DC: not player $PLAYER_CHAR driving $5651 jf @CUBAN4_8457 00BC: text_highpriority 'CUB4_10' 5000 ms 1 // Vamos. jump @CUBAN4_20204 :CUBAN4_8457 if 02D5: player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4 126.0 0 jf @CUBAN4_8572 if not Actor.Dead($5660) jf @CUBAN4_8519 01CC: actor $5660 kill_player $PLAYER_CHAR :CUBAN4_8519 if not Actor.Dead($5659) jf @CUBAN4_8550 0239: actor $5659 run_to -1170.9 87.6 :CUBAN4_8550 00BC: text_highpriority 'CUB4_09' 5000 ms 1 // Bueno. Haitian Putas. Muerte. jump @CUBAN4_20204 :CUBAN4_8572 if Actor.Dead($5659) jf @CUBAN4_8610 00BC: text_highpriority 'CUB4_09' 5000 ms 1 // Bueno. Haitian Putas. Muerte. jump @CUBAN4_20204 :CUBAN4_8610 if or Actor.Dead($5652) Car.Wrecked($5654) jf @CUBAN4_8653 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_8653 jump @CUBAN4_8306 :CUBAN4_8660 wait 0 if $5687 == 0 // integer values jf @CUBAN4_8946 if not Actor.Dead($5659) jf @CUBAN4_8924 if 80ED: not actor $5659 0 -1115.6 71.6 radius 2.0 2.0 jf @CUBAN4_8765 0350: set_actor $5659 maintain_position_when_attacked 0 0211: actor $5659 walk_to -1115.6 71.6 jump @CUBAN4_8917 :CUBAN4_8765 if 0126: actor $5659 walking jf @CUBAN4_8917 0350: set_actor $5659 maintain_position_when_attacked 1 Actor.Angle($5659) = 261.1 0372: set_actor $5659 anim 16 wait_state_time 1000 ms 03CF: load_wav 'CUB4_8' as 1 :CUBAN4_8820 if 83D0: not wav 1 loaded jf @CUBAN4_8846 wait 0 jump @CUBAN4_8820 :CUBAN4_8846 00BC: text_highpriority 'CUB4_15' 4000 ms 1 // Ok, in you go... 03D1: play_wav 1 :CUBAN4_8865 if and 83D2: not wav 1 ended not Actor.Dead($5659) jf @CUBAN4_8896 wait 0 jump @CUBAN4_8865 :CUBAN4_8896 040D: unload_wav 1 03D5: remove_text 'CUB4_15' // Ok, in you go... $5687 = 1 // integer values :CUBAN4_8917 jump @CUBAN4_8946 :CUBAN4_8924 00BC: text_highpriority 'CUB4_09' 5000 ms 1 // Bueno. Haitian Putas. Muerte. jump @CUBAN4_20204 :CUBAN4_8946 if $5687 == 1 // integer values jf @CUBAN4_9221 if not Actor.Dead($5659) jf @CUBAN4_9199 if 80ED: not actor $5659 0 -1116.8 74.3 radius 2.0 2.0 jf @CUBAN4_9047 0350: set_actor $5659 maintain_position_when_attacked 0 0211: actor $5659 walk_to -1116.8 74.3 jump @CUBAN4_9192 :CUBAN4_9047 if 0126: actor $5659 walking jf @CUBAN4_9192 0350: set_actor $5659 maintain_position_when_attacked 1 Actor.Angle($5659) = 234.8 018C: play_sound 3 at -1114.64 72.85 11.13 018D: $12 = create_sound 2 at -1114.64 72.85 11.13 :CUBAN4_9121 if 834E: not move_object $1791 to -1114.5 73.0 10.1 speed 0.1 0.1 0.0 collision_check 0 jf @CUBAN4_9180 wait 0 jump @CUBAN4_9121 :CUBAN4_9180 018E: stop_sound $12 $5687 = 2 // integer values :CUBAN4_9192 jump @CUBAN4_9221 :CUBAN4_9199 00BC: text_highpriority 'CUB4_09' 5000 ms 1 // Bueno. Haitian Putas. Muerte. jump @CUBAN4_20204 :CUBAN4_9221 if not Car.Wrecked($5653) jf @CUBAN4_9354 if not Car.Wrecked($5654) jf @CUBAN4_9325 if $5687 == 2 // integer values jf @CUBAN4_9318 02C2: car $5653 drive_to_point -1126.1 70.5 10.8 02C2: car $5654 drive_to_point -1126.1 70.5 10.8 jump @CUBAN4_9689 :CUBAN4_9318 jump @CUBAN4_9347 :CUBAN4_9325 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_9347 jump @CUBAN4_9376 :CUBAN4_9354 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_9376 if 02D5: player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4 126.0 0 jf @CUBAN4_9491 if not Actor.Dead($5660) jf @CUBAN4_9438 01CC: actor $5660 kill_player $PLAYER_CHAR :CUBAN4_9438 if not Actor.Dead($5659) jf @CUBAN4_9469 0239: actor $5659 run_to -1170.9 87.6 :CUBAN4_9469 00BC: text_highpriority 'CUB4_09' 5000 ms 1 // Bueno. Haitian Putas. Muerte. jump @CUBAN4_20204 :CUBAN4_9491 if not Car.Wrecked($5651) jf @CUBAN4_9548 if 80DC: not player $PLAYER_CHAR driving $5651 jf @CUBAN4_9548 00BC: text_highpriority 'CUB4_10' 5000 ms 1 // Vamos. jump @CUBAN4_20204 :CUBAN4_9548 if or Actor.Dead($5652) Car.Wrecked($5654) jf @CUBAN4_9591 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_9591 if or Actor.Dead($5655) Actor.Dead($5656) Actor.Dead($5657) Actor.Dead($5658) jf @CUBAN4_9644 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_9644 if Actor.Dead($5659) jf @CUBAN4_9682 00BC: text_highpriority 'CUB4_04' 5000 ms 1 // ~r~You've alerted the base, there is no way we will get in now! jump @CUBAN4_20204 :CUBAN4_9682 jump @CUBAN4_8660 :CUBAN4_9689 wait 0 if not Car.Wrecked($5653) jf @CUBAN4_10415 if 01AD: car $5653 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 jf @CUBAN4_10037 if $5705 == 0 // integer values jf @CUBAN4_10037 $5661 = Actor.Create(Gang2, #HNA, -1143.4, 84.5, 11.1) Actor.Angle($5661) = 190.2 01B2: give_actor $5661 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5661 threat_search 0243: set_actor $5661 ped_stats_to 16 0291: set_actor $5661 attack_when_provoked 1 $5662 = Actor.Create(Gang2, #HNA, -1143.4, 83.3, 11.1) Actor.Angle($5662) = 190.2 01B2: give_actor $5662 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5662 threat_search 0243: set_actor $5662 ped_stats_to 16 0291: set_actor $5662 attack_when_provoked 1 $5665 = Actor.Create(Gang2, #HNA, -1168.2, 106.7, 10.1) Actor.Angle($5665) = 271.4 01B2: give_actor $5665 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5665 threat_search 0243: set_actor $5665 ped_stats_to 16 0291: set_actor $5665 attack_when_provoked 1 $5666 = Actor.Create(Gang2, #HNA, -1166.0, 107.1, 10.1) Actor.Angle($5666) = 92.5 01B2: give_actor $5666 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5666 threat_search 0243: set_actor $5666 ped_stats_to 16 0291: set_actor $5666 attack_when_provoked 1 03F9: make_actors $5665 $5666 converse_in 100000 ms $5705 = 1 // integer values :CUBAN4_10037 if not Actor.Dead($5661) jf @CUBAN4_10415 if not Actor.Dead($5662) jf @CUBAN4_10415 if 00B0: car $5653 0 -1135.2 73.2 -1130.8 67.9 jf @CUBAN4_10162 if $5663 == 0 // integer values jf @CUBAN4_10162 0211: actor $5661 walk_to -1141.5 73.5 0211: actor $5662 walk_to -1141.5 64.3 $5663 = 1 // integer values :CUBAN4_10162 if 00EC: actor $5661 0 -1141.5 73.5 radius 2.0 2.0 jf @CUBAN4_10415 if $5708 == 0 // integer values jf @CUBAN4_10232 17@ = 0 // integer values $5708 = 1 // integer values :CUBAN4_10232 if 0056: player $PLAYER_CHAR 0 -1135.2 68.2 -1140.8 73.9 jf @CUBAN4_10312 if $5664 == 0 // integer values jf @CUBAN4_10312 0372: set_actor $5661 anim 16 wait_state_time 800 ms 17@ = 0 // integer values $5664 = 1 // integer values :CUBAN4_10312 if 17@ > 5000 // integer values jf @CUBAN4_10338 $5664 = 1 // integer values :CUBAN4_10338 if $5664 == 1 // integer values jf @CUBAN4_10415 if $5663 == 1 // integer values jf @CUBAN4_10415 if 17@ > 800 // integer values jf @CUBAN4_10415 0211: actor $5661 walk_to -1141.5 61.9 $5663 = 2 // integer values :CUBAN4_10415 if $5688 == 0 // integer values jf @CUBAN4_10549 if not Car.Wrecked($5651) jf @CUBAN4_10527 if not Actor.Dead($5659) jf @CUBAN4_10520 if 01AD: car $5651 sphere 0 near_point -1114.6 70.5 radius 5.0 5.0 jf @CUBAN4_10520 0372: set_actor $5659 anim 16 wait_state_time 800 ms $5688 = 1 // integer values :CUBAN4_10520 jump @CUBAN4_10549 :CUBAN4_10527 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_10549 if not Car.Wrecked($5651) jf @CUBAN4_11571 if not Car.Wrecked($5653) jf @CUBAN4_11571 if not Car.Wrecked($5654) jf @CUBAN4_11571 if $5689 == 0 // integer values jf @CUBAN4_10697 if 81AD: not car $5653 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 jf @CUBAN4_10690 02C2: car $5653 drive_to_point -1126.1 70.5 10.8 Car.SetMaxSpeed($5653, 5.0) jump @CUBAN4_10697 :CUBAN4_10690 $5689 = 1 // integer values :CUBAN4_10697 if $5689 == 1 // integer values jf @CUBAN4_10797 if 81AD: not car $5653 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 jf @CUBAN4_10790 02C2: car $5653 drive_to_point -1140.9 71.2 10.8 Car.SetMaxSpeed($5653, 5.0) jump @CUBAN4_10797 :CUBAN4_10790 $5689 = 2 // integer values :CUBAN4_10797 if $5689 == 2 // integer values jf @CUBAN4_10897 if 81AD: not car $5653 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 jf @CUBAN4_10890 02C2: car $5653 drive_to_point -1160.0 70.7 11.3 Car.SetMaxSpeed($5653, 5.0) jump @CUBAN4_10897 :CUBAN4_10890 $5689 = 3 // integer values :CUBAN4_10897 if $5689 == 3 // integer values jf @CUBAN4_11057 if 81AD: not car $5653 sphere 0 near_point -1180.2 92.9 radius 3.0 3.0 jf @CUBAN4_10990 02C2: car $5653 drive_to_point -1180.2 92.9 11.3 Car.SetMaxSpeed($5653, 20.0) jump @CUBAN4_11057 :CUBAN4_10990 0477: set_car $5653 action 5 time 10000 Car.SetMaxSpeed($5653, 0.0) Marker.Disable($5684) 018A: $5684 = create_checkpoint_at -1181.2 83.8 11.3 00BC: text_highpriority 'CUB4_32' 5000 ms 1 // ~g~Park the car at the blip and get out. $5689 = 4 // integer values :CUBAN4_11057 if $5690 == 0 // integer values jf @CUBAN4_11157 if 81AD: not car $5654 sphere 0 near_point -1126.1 70.5 radius 3.0 3.0 jf @CUBAN4_11150 02C2: car $5654 drive_to_point -1126.1 70.5 10.8 Car.SetMaxSpeed($5654, 5.0) jump @CUBAN4_11157 :CUBAN4_11150 $5690 = 1 // integer values :CUBAN4_11157 if $5690 == 1 // integer values jf @CUBAN4_11257 if 81AD: not car $5654 sphere 0 near_point -1140.9 71.2 radius 3.0 3.0 jf @CUBAN4_11250 02C2: car $5654 drive_to_point -1140.9 71.2 10.8 Car.SetMaxSpeed($5654, 5.0) jump @CUBAN4_11257 :CUBAN4_11250 $5690 = 2 // integer values :CUBAN4_11257 if $5690 == 2 // integer values jf @CUBAN4_11357 if 81AD: not car $5654 sphere 0 near_point -1160.0 70.7 radius 3.0 3.0 jf @CUBAN4_11350 02C2: car $5654 drive_to_point -1160.0 70.7 10.8 Car.SetMaxSpeed($5654, 5.0) jump @CUBAN4_11357 :CUBAN4_11350 $5690 = 3 // integer values :CUBAN4_11357 if $5690 == 3 // integer values jf @CUBAN4_11477 if 81AD: not car $5654 sphere 0 near_point -1166.2 85.1 radius 3.0 3.0 jf @CUBAN4_11450 02C2: car $5654 drive_to_point -1166.2 85.1 10.8 Car.SetMaxSpeed($5654, 20.0) jump @CUBAN4_11477 :CUBAN4_11450 0477: set_car $5654 action 4 time 10000 Car.SetMaxSpeed($5654, 0.0) $5690 = 4 // integer values :CUBAN4_11477 if $5689 == 4 // integer values jf @CUBAN4_11571 if 81AF: not car $5651 1 -1181.2 83.8 11.3 radius 5.0 5.0 5.0 jf @CUBAN4_11557 $5689 = 4 // integer values jump @CUBAN4_11571 :CUBAN4_11557 gosub @CUBAN4_20788 jump @CUBAN4_11937 :CUBAN4_11571 if or Actor.Dead($5652) Car.Wrecked($5653) Car.Wrecked($5654) jf @CUBAN4_11619 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_11619 if or Actor.Dead($5655) Actor.Dead($5656) Actor.Dead($5657) Actor.Dead($5658) jf @CUBAN4_11672 00BC: text_highpriority 'CUB2_10' 5000 ms 1 // ~r~You are supposed to be killing Haitians, not Cubans. jump @CUBAN4_20204 :CUBAN4_11672 if $5688 == 0 // integer values jf @CUBAN4_11783 if 02D5: player $PLAYER_CHAR firing_weapons_in_rectangle -1208.7 42.5 -1077.4 126.0 0 jf @CUBAN4_11783 if not Actor.Dead($5660) jf @CUBAN4_11752 01CC: actor $5660 kill_player $PLAYER_CHAR :CUBAN4_11752 if not Actor.Dead($5659) jf @CUBAN4_11783 0239: actor $5659 run_to -1170.9 87.6 :CUBAN4_11783 if not Car.Wrecked($5651) jf @CUBAN4_11870 if 0056: player $PLAYER_CHAR 0 -1158.0 61.1 -1199.6 109.2 jf @CUBAN4_11870 if 80DC: not player $PLAYER_CHAR driving $5651 jf @CUBAN4_11870 gosub @CUBAN4_20788 jump @CUBAN4_11937 :CUBAN4_11870 jump @CUBAN4_9689 018A: $5681 = create_checkpoint_at -1187.2 103.0 10.1 018A: $5682 = create_checkpoint_at -1181.5 81.2 10.1 018A: $5683 = create_checkpoint_at -1173.6 70.2 16.9 :CUBAN4_11937 wait 0 if $5685 == 0 // integer values jf @CUBAN4_14081 if $5702 == 0 // integer values jf @CUBAN4_12029 00BC: text_highpriority 'CUB4_29' 5000 ms 1 // ~g~Walk into each of the markers to plant a bomb at that location. 00BB: text_lowpriority 'CUB4_02' 5000 ms 1 // ~g~The bombs will be set with a 45 second timer. 00BB: text_lowpriority 'CUB4_30' 5000 ms 1 // ~g~After all three bombs are planted, get clear of the factory before it blows. $5702 = 1 // integer values :CUBAN4_12029 if $5694 == 3 // integer values jf @CUBAN4_12297 03CF: load_wav 'CUB4_10' as 1 :CUBAN4_12059 if 83D0: not wav 1 loaded jf @CUBAN4_12085 wait 0 jump @CUBAN4_12059 :CUBAN4_12085 00BC: text_highpriority 'CUB4_17' 5000 ms 1 // RUN!! 00BB: text_lowpriority 'CUB4_31' 5000 ms 1 // ~g~Get clear of the factory!! 03D1: play_wav 1 :CUBAN4_12119 if 83D2: not wav 1 ended jf @CUBAN4_12145 wait 0 jump @CUBAN4_12119 :CUBAN4_12145 040D: unload_wav 1 03D5: remove_text 'CUB4_17' // RUN!! if not Actor.Dead($5655) jf @CUBAN4_12190 0350: set_actor $5655 maintain_position_when_attacked 0 01DF: tie_actor $5655 to_player $PLAYER_CHAR :CUBAN4_12190 if not Actor.Dead($5656) jf @CUBAN4_12221 0350: set_actor $5656 maintain_position_when_attacked 0 01DF: tie_actor $5656 to_player $PLAYER_CHAR :CUBAN4_12221 if not Actor.Dead($5657) jf @CUBAN4_12252 0350: set_actor $5657 maintain_position_when_attacked 0 01DF: tie_actor $5657 to_player $PLAYER_CHAR :CUBAN4_12252 if not Actor.Dead($5658) jf @CUBAN4_12283 0350: set_actor $5658 maintain_position_when_attacked 0 01DF: tie_actor $5658 to_player $PLAYER_CHAR :CUBAN4_12283 $5685 = 1 // integer values jump @CUBAN4_13241 :CUBAN4_12297 if $5695 == 0 // integer values jf @CUBAN4_12595 if 00F9: player $PLAYER_CHAR stopped 1 -1187.2 103.0 10.1 radius 1.0 1.0 2.0 jf @CUBAN4_12595 if $5693 == 0 // integer values jf @CUBAN4_12395 16@ = 0 // integer values $5693 = 1 // integer values :CUBAN4_12395 wait 0 if 2100 > 16@ // integer values jf @CUBAN4_12493 if $5698 == 0 // integer values jf @CUBAN4_12479 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Actor.Angle($PLAYER_ACTOR) = 344.6 Camera.SetBehindPlayer 0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms $5698 = 1 // integer values :CUBAN4_12479 jump @CUBAN4_12395 jump @CUBAN4_12595 :CUBAN4_12493 018C: play_sound 16 at -1187.2 104.2 11.2 $5672 = Object.Create(#DYNAMITE, -1187.2, 104.2, 11.2) Object.CollisionDetection($5672) = False Object.ToggleInMovingList($5672) = False Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 $5698 = 0 // integer values $5693 = 0 // integer values $5695 = 1 // integer values Marker.Disable($5681) $5694 += 1 // integer values :CUBAN4_12595 if $5696 == 0 // integer values jf @CUBAN4_12893 if 00F9: player $PLAYER_CHAR stopped 1 -1180.2 81.2 10.1 radius 1.0 1.0 2.0 jf @CUBAN4_12893 if $5693 == 0 // integer values jf @CUBAN4_12693 16@ = 0 // integer values $5693 = 1 // integer values :CUBAN4_12693 wait 0 if 2100 > 16@ // integer values jf @CUBAN4_12791 if $5698 == 0 // integer values jf @CUBAN4_12777 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Actor.Angle($PLAYER_ACTOR) = 25.0 Camera.SetBehindPlayer 0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms $5698 = 1 // integer values :CUBAN4_12777 jump @CUBAN4_12693 jump @CUBAN4_12893 :CUBAN4_12791 018C: play_sound 16 at -1181.5 82.1 11.2 $5673 = Object.Create(#DYNAMITE, -1181.5, 82.1, 11.2) Object.CollisionDetection($5673) = False Object.ToggleInMovingList($5673) = False Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 $5698 = 0 // integer values $5693 = 0 // integer values $5696 = 1 // integer values Marker.Disable($5682) $5694 += 1 // integer values :CUBAN4_12893 if $5697 == 0 // integer values jf @CUBAN4_13191 if 00F9: player $PLAYER_CHAR stopped 1 -1173.6 70.2 16.9 radius 1.0 1.0 2.0 jf @CUBAN4_13191 if $5693 == 0 // integer values jf @CUBAN4_12991 16@ = 0 // integer values $5693 = 1 // integer values :CUBAN4_12991 wait 0 if 2100 > 16@ // integer values jf @CUBAN4_13089 if $5698 == 0 // integer values jf @CUBAN4_13075 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Actor.Angle($PLAYER_ACTOR) = 7.5 Camera.SetBehindPlayer 0372: set_actor $PLAYER_ACTOR anim 31 wait_state_time 2000 ms $5698 = 1 // integer values :CUBAN4_13075 jump @CUBAN4_12991 jump @CUBAN4_13191 :CUBAN4_13089 018C: play_sound 16 at -1174.0 71.1 18.0 $5674 = Object.Create(#DYNAMITE, -1174.0, 71.1, 18.0) Object.CollisionDetection($5674) = False Object.ToggleInMovingList($5674) = False Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 $5698 = 0 // integer values $5693 = 0 // integer values $5697 = 1 // integer values Marker.Disable($5683) $5694 += 1 // integer values :CUBAN4_13191 if $5694 == 1 // integer values jf @CUBAN4_13241 if $5699 == 0 // integer values jf @CUBAN4_13241 014E: start_timer_at $5700 count_in_direction 1 $5699 = 1 // integer values :CUBAN4_13241 if $5711 == 0 // integer values jf @CUBAN4_13617 if not Car.Wrecked($5653) jf @CUBAN4_13431 020A: set_car $5653 door_status_to 1 Car.ImmuneToNonPlayer($5653) = False if not Actor.Dead($5655) jf @CUBAN4_13360 0243: set_actor $5655 ped_stats_to 16 01D3: actor $5655 leave_car $5653 011A: set_actor $5655 search_threat 256 011A: set_actor $5655 search_threat 64 011A: set_actor $5655 search_threat 65536 0239: actor $5655 run_to -1184.6 92.3 :CUBAN4_13360 if not Actor.Dead($5656) jf @CUBAN4_13431 0243: set_actor $5656 ped_stats_to 16 01D3: actor $5656 leave_car $5653 011A: set_actor $5656 search_threat 256 011A: set_actor $5656 search_threat 64 011A: set_actor $5656 search_threat 65536 0239: actor $5656 run_to -1184.9 100.2 :CUBAN4_13431 if not Car.Wrecked($5654) jf @CUBAN4_13603 020A: set_car $5654 door_status_to 1 Car.ImmuneToNonPlayer($5654) = False if not Actor.Dead($5657) jf @CUBAN4_13532 0243: set_actor $5657 ped_stats_to 16 01D3: actor $5657 leave_car $5654 011A: set_actor $5657 search_threat 256 011A: set_actor $5657 search_threat 64 011A: set_actor $5657 search_threat 65536 0239: actor $5657 run_to -1157.7 73.5 :CUBAN4_13532 if not Actor.Dead($5658) jf @CUBAN4_13603 0243: set_actor $5658 ped_stats_to 16 01D3: actor $5658 leave_car $5654 011A: set_actor $5658 search_threat 256 011A: set_actor $5658 search_threat 64 011A: set_actor $5658 search_threat 65536 0239: actor $5658 run_to -1157.5 69.5 :CUBAN4_13603 $5711 = 1 // integer values jump @CUBAN4_14081 :CUBAN4_13617 if not Actor.Dead($5655) jf @CUBAN4_13733 if 80ED: not actor $5655 0 -1184.6 92.3 radius 1.0 1.0 jf @CUBAN4_13700 0350: set_actor $5655 maintain_position_when_attacked 0 0239: actor $5655 run_to -1184.6 92.3 jump @CUBAN4_13733 :CUBAN4_13700 if 0126: actor $5655 walking jf @CUBAN4_13733 0350: set_actor $5655 maintain_position_when_attacked 1 Actor.Angle($5655) = 256.8 :CUBAN4_13733 if not Actor.Dead($5656) jf @CUBAN4_13849 if 80ED: not actor $5656 0 -1184.9 100.2 radius 1.0 1.0 jf @CUBAN4_13816 0350: set_actor $5656 maintain_position_when_attacked 0 0239: actor $5656 run_to -1184.9 100.2 jump @CUBAN4_13849 :CUBAN4_13816 if 0126: actor $5656 walking jf @CUBAN4_13849 0350: set_actor $5656 maintain_position_when_attacked 1 Actor.Angle($5656) = 257.4 :CUBAN4_13849 if not Actor.Dead($5657) jf @CUBAN4_13965 if 80ED: not actor $5657 0 -1157.7 73.5 radius 1.0 1.0 jf @CUBAN4_13932 0350: set_actor $5657 maintain_position_when_attacked 0 0239: actor $5657 run_to -1157.7 73.5 jump @CUBAN4_13965 :CUBAN4_13932 if 0126: actor $5657 walking jf @CUBAN4_13965 0350: set_actor $5657 maintain_position_when_attacked 1 Actor.Angle($5657) = 256.8 :CUBAN4_13965 if not Actor.Dead($5658) jf @CUBAN4_14081 if 80ED: not actor $5658 0 -1157.5 69.5 radius 1.0 1.0 jf @CUBAN4_14048 0350: set_actor $5658 maintain_position_when_attacked 0 0239: actor $5658 run_to -1157.5 69.5 jump @CUBAN4_14081 :CUBAN4_14048 if 0126: actor $5658 walking jf @CUBAN4_14081 0350: set_actor $5658 maintain_position_when_attacked 1 Actor.Angle($5658) = 257.4 :CUBAN4_14081 if $5699 == 1 // integer values jf @CUBAN4_14139 if $5700 == 0 // integer values jf @CUBAN4_14139 00BC: text_highpriority 'CUB4_06' 5000 ms 1 // ~r~You did not get far enough away from the base and we had to abort the explosion! jump @CUBAN4_20204 :CUBAN4_14139 if $5685 == 1 // integer values jf @CUBAN4_20119 if 0056: player $PLAYER_CHAR 0 -1077.4 125.9 -1200.0 47.9 jf @CUBAN4_14209 $5685 = 1 // integer values jump @CUBAN4_20119 :CUBAN4_14209 0395: clear_area 1 at -1191.1 84.8 range 11.1 50.0 014F: stop_timer $5700 if not Actor.Dead($5661) jf @CUBAN4_14259 Actor.RemoveReferences($5661) :CUBAN4_14259 if not Actor.Dead($5662) jf @CUBAN4_14280 Actor.RemoveReferences($5662) :CUBAN4_14280 if not Actor.Dead($5665) jf @CUBAN4_14301 Actor.RemoveReferences($5665) :CUBAN4_14301 if not Actor.Dead($5666) jf @CUBAN4_14322 Actor.RemoveReferences($5666) :CUBAN4_14322 if not Actor.Dead($5675) jf @CUBAN4_14343 Actor.RemoveReferences($5675) :CUBAN4_14343 if not Actor.Dead($5676) jf @CUBAN4_14364 Actor.RemoveReferences($5676) :CUBAN4_14364 if not Actor.Dead($5677) jf @CUBAN4_14385 Actor.RemoveReferences($5677) :CUBAN4_14385 if not Car.Wrecked($5653) jf @CUBAN4_14406 Car.RemoveReferences($5653) :CUBAN4_14406 $5661 = Actor.Create(Gang2, #HNA, -1180.2, 81.2, 10.1) Actor.Angle($5661) = 25.0 0372: set_actor $5661 anim 25 wait_state_time 999999 ms $5662 = Actor.Create(Gang2, #HNA, -1197.1, 70.3, 10.1) 0245: set_actor $5662 walk_style_to 50 0239: actor $5662 run_to -1169.6 109.2 $5665 = Actor.Create(Gang2, #HNA, -1197.4, 74.9, 10.1) 0245: set_actor $5665 walk_style_to 50 0239: actor $5665 run_to -1169.6 109.2 $5666 = Actor.Create(Gang2, #HNA, -1189.8, 81.2, 10.1) 0245: set_actor $5666 walk_style_to 50 0239: actor $5666 run_to -1169.6 109.2 $5675 = Actor.Create(Gang2, #HNA, -1189.0, 83.6, 10.1) 0245: set_actor $5675 walk_style_to 50 0239: actor $5675 run_to -1169.6 109.2 $5676 = Actor.Create(Gang2, #HNA, -1190.5, 68.5, 10.1) 0245: set_actor $5676 walk_style_to 50 0239: actor $5676 run_to -1169.6 109.2 $5653 = Car.Create(#VOODOO, -1166.2, 85.1, 9.8) Car.Angle($5653) = 112.8 wait 1000 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0336: set_player $PLAYER_CHAR visible 0 Camera.SetPosition(-1198.59, 75.79, 13.74, 0.0, 0.0, 0.0) Camera.PointAt(-1184.6, 74.4, 15.3, 2) wait 2000 020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 2 at -1175.8 70.6 16.9 020C: create_explosion_with_radius 11 at -1175.8 70.6 16.9 020C: create_explosion_with_radius 1 at -1175.8 70.6 16.9 020C: create_explosion_with_radius 6 at -1175.8 70.6 16.9 Camera.Shake(900) wait 1000 Camera.SetPosition(-1196.61, 68.74, 18.19, 0.0, 0.0, 0.0) Camera.PointAt(-1187.74, 83.15, 14.59, 2) wait 500 020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 Camera.Shake(900) wait 1000 020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 Camera.Shake(900) wait 1000 020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 Camera.Shake(300) wait 300 020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 Camera.Shake(900) wait 1000 020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 Camera.Shake(200) wait 200 020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 Camera.Shake(100) wait 100 020C: create_explosion_with_radius 2 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 11 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 1 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 6 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 2 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 11 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 1 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 6 at -1189.7 83.6 10.1 Camera.Shake(1400) wait 1500 020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 Camera.Shake(400) wait 400 020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 Camera.Shake(300) wait 300 020C: create_explosion_with_radius 2 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 11 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 1 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 6 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 2 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 11 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 1 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 6 at -1189.7 83.6 10.1 Camera.Shake(1400) wait 1500 020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 Camera.Shake(200) wait 200 020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 Camera.Shake(100) wait 100 020C: create_explosion_with_radius 2 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 11 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 1 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 6 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 2 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 11 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 1 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 6 at -1189.7 83.6 10.1 Camera.Shake(900) wait 1000 Camera.SetPosition(-1159.03, 108.49, 15.35, 0.0, 0.0, 0.0) Camera.PointAt(-1180.11, 90.65, 16.05, 2) 020C: create_explosion_with_radius 2 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 11 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 1 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 6 at -1182.8 76.7 10.1 020C: create_explosion_with_radius 2 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 11 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 1 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 6 at -1196.4 101.8 10.1 020C: create_explosion_with_radius 2 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 11 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 1 at -1181.4 76.8 17.3 020C: create_explosion_with_radius 6 at -1181.4 76.8 17.3 039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 039D: scatter_particles 4 5.0 0 0 0 11000 at -1184.97 96.72 11.13 16.0 0.0 0.1 Camera.Shake(600) wait 600 020C: create_explosion_with_radius 2 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 11 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 1 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 6 at -1187.69 102.0 17.2 020C: create_explosion_with_radius 2 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 17.1 020C: create_explosion_with_radius 2 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 11 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 1 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 6 at -1198.1 103.2 10.1 020C: create_explosion_with_radius 2 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 11 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 1 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 6 at -1189.7 83.6 17.1 020C: create_explosion_with_radius 2 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 11 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 1 at -1189.7 83.6 10.1 020C: create_explosion_with_radius 6 at -1189.7 83.6 10.1 Camera.Shake(200) wait 200 020C: create_explosion_with_radius 2 at -1197.0 89.5 17.1 020C: create_explosion_with_radius 11 at -1197.0 89.5 17.1 020C: create_explosion_with_radius 1 at -1197.0 89.5 17.1 020C: create_explosion_with_radius 6 at -1197.0 89.5 17.1 020C: create_explosion_with_radius 2 at -1197.0 89.5 10.1 020C: create_explosion_with_radius 11 at -1197.0 89.5 10.1 020C: create_explosion_with_radius 1 at -1197.0 89.5 10.1 020C: create_explosion_with_radius 6 at -1197.0 89.5 10.1 020C: create_explosion_with_radius 2 at -1196.61 68.74 18.19 020C: create_explosion_with_radius 11 at -1196.61 68.74 18.19 020C: create_explosion_with_radius 1 at -1196.61 68.74 18.19 020C: create_explosion_with_radius 6 at -1196.61 68.74 18.19 Camera.Shake(1000) wait 1000 020C: create_explosion_with_radius 2 at -1171.06 68.74 20.34 020C: create_explosion_with_radius 11 at -1171.06 68.74 20.34 020C: create_explosion_with_radius 1 at -1171.06 68.74 20.34 020C: create_explosion_with_radius 6 at -1171.06 68.74 20.34 020C: create_explosion_with_radius 2 at -1171.06 74.74 20.34 020C: create_explosion_with_radius 11 at -1171.06 74.74 20.34 020C: create_explosion_with_radius 1 at -1171.06 74.74 20.34 020C: create_explosion_with_radius 6 at -1171.06 74.74 20.34 Camera.Shake(100) wait 100 020C: create_explosion_with_radius 2 at -1171.06 79.74 20.34 020C: create_explosion_with_radius 11 at -1171.06 79.74 20.34 020C: create_explosion_with_radius 1 at -1171.06 79.74 20.34 020C: create_explosion_with_radius 6 at -1171.06 79.74 20.34 020C: create_explosion_with_radius 2 at -1171.06 85.74 20.34 020C: create_explosion_with_radius 11 at -1171.06 85.74 20.34 020C: create_explosion_with_radius 1 at -1171.06 85.74 20.34 020C: create_explosion_with_radius 6 at -1171.06 85.74 20.34 Camera.Shake(100) wait 100 020C: create_explosion_with_radius 2 at -1171.06 90.74 20.34 020C: create_explosion_with_radius 11 at -1171.06 90.74 20.34 020C: create_explosion_with_radius 1 at -1171.06 90.74 20.34 020C: create_explosion_with_radius 6 at -1171.06 90.74 20.34 020C: create_explosion_with_radius 2 at -1171.06 96.74 20.34 020C: create_explosion_with_radius 11 at -1171.06 96.74 20.34 020C: create_explosion_with_radius 1 at -1171.06 96.74 20.34 020C: create_explosion_with_radius 6 at -1171.06 96.74 20.34 Camera.Shake(100) wait 100 020C: create_explosion_with_radius 2 at -1171.06 103.74 20.34 020C: create_explosion_with_radius 11 at -1171.06 103.74 20.34 020C: create_explosion_with_radius 1 at -1171.06 103.74 20.34 020C: create_explosion_with_radius 6 at -1171.06 103.74 20.34 020C: create_explosion_with_radius 2 at -1179.06 105.74 20.34 020C: create_explosion_with_radius 11 at -1179.06 105.74 20.34 020C: create_explosion_with_radius 1 at -1179.06 105.74 20.34 020C: create_explosion_with_radius 6 at -1179.06 105.74 20.34 Camera.Shake(100) wait 100 020C: create_explosion_with_radius 2 at -1188.06 105.74 20.34 020C: create_explosion_with_radius 11 at -1188.06 105.74 20.34 020C: create_explosion_with_radius 1 at -1188.06 105.74 20.34 020C: create_explosion_with_radius 6 at -1188.06 105.74 20.34 if not Car.Wrecked($5653) jf @CUBAN4_19794 if 80DC: not player $PLAYER_CHAR driving $5653 jf @CUBAN4_19794 03F5: set_vehicle $5653 apply_damage_rules 1 020B: explode_car $5653 :CUBAN4_19794 if not Car.Wrecked($5654) jf @CUBAN4_19841 if 80DC: not player $PLAYER_CHAR driving $5654 jf @CUBAN4_19841 03F5: set_vehicle $5654 apply_damage_rules 1 020B: explode_car $5654 :CUBAN4_19841 0169: set_fade_color 255 255 255 fade 0 400 020C: create_explosion_with_radius 6 at -1159.03 108.49 10.35 :CUBAN4_19878 if fading jf @CUBAN4_19902 wait 0 jump @CUBAN4_19878 :CUBAN4_19902 if not Player.Wasted($PLAYER_CHAR) jf @CUBAN4_19946 03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #BUILD1 to #BUILDBLOWN :CUBAN4_19946 if not Player.Wasted($PLAYER_CHAR) jf @CUBAN4_19990 03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #HDRUGFACTORYINT to #HDRUGFACTORYPOL :CUBAN4_19990 if not Player.Wasted($PLAYER_CHAR) jf @CUBAN4_20034 03B6: replace_model_at -1165.346 85.534 17.783 radius 80.0 from #LODLD1 to #LODLDBLOWN :CUBAN4_20034 Object.Destroy($5672) Object.Destroy($5673) Object.Destroy($5674) $5700 = 0 // integer values 020C: create_explosion_with_radius 6 at -1159.03 108.49 10.35 fade 1 1600 wait 5000 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 Camera.SetAtPos($95, $96, $97) jump @CUBAN4_20221 :CUBAN4_20119 if not $5694 == 3 // integer values jf @CUBAN4_20197 if 8056: not player $PLAYER_CHAR 0 -1111.6 125.9 -1200.0 47.9 jf @CUBAN4_20197 00BC: text_highpriority 'CUB4_06' 5000 ms 1 // ~r~You did not get far enough away from the base and we had to abort the explosion! jump @CUBAN4_20204 :CUBAN4_20197 jump @CUBAN4_11937 :CUBAN4_20204 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :CUBAN4_20221 00BE: text_clear_all 01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 10000 030C: progress_made += 1 :CUBAN4_20262 if 834E: not move_object $1791 to -1114.5 73.0 10.1 speed 10.0 10.0 0.0 collision_check 0 jf @CUBAN4_20321 wait 0 jump @CUBAN4_20262 :CUBAN4_20321 0318: set_latest_mission_passed 'CUB_4' // Trojan Voodoo Marker.Disable($278) 015C: set_zone_gang_info 'GHETTO1' 1 13 0 100 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'GHETTO1' 0 10 0 100 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO1' 1 12 0 100 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO1' 0 10 0 100 0 0 0 0 0 0 0 10 015C: set_zone_gang_info 'GHETTO2' 1 13 100 0 0 0 0 0 0 0 0 20 015C: set_zone_gang_info 'GHETTO2' 0 10 100 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO2' 1 12 100 0 0 0 0 0 0 0 0 10 0152: set_zone_car_info 'GHETTO2' 0 10 100 0 0 0 0 0 0 0 0 10 03F2: pedtype 8 remove_threat 128 03F2: pedtype 7 remove_threat 256 if $5700 == 0 // integer values jf @CUBAN4_20674 032B: $5671 = create_weapon_pickup #MINIGUN 15 ammo 100 at -1184.17 102.62 17.5 $5700 = 1 // integer values :CUBAN4_20674 $282 = 1 // integer values return :CUBAN4_20683 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True 03F2: pedtype 8 remove_threat 16384 Model.Destroy(#HNA) Model.Destroy(#HNB) Model.Destroy(#CBA) Model.Destroy(#CBB) Model.Destroy(#SNIPER) Model.Destroy(#TEC9) Model.Destroy(#VOODOO) Model.Destroy(#DYNAMITE) 014F: stop_timer $5700 Marker.Disable($5678) Marker.Disable($5679) Marker.Disable($5680) Marker.Disable($5681) Marker.Disable($5682) Marker.Disable($5683) Marker.Disable($5684) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :CUBAN4_20788 Marker.Disable($5684) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 018A: $5681 = create_checkpoint_at -1187.2 103.0 10.1 018A: $5682 = create_checkpoint_at -1180.2 81.2 10.1 018A: $5683 = create_checkpoint_at -1173.6 70.2 16.9 if not Actor.Dead($5652) jf @CUBAN4_20899 011A: set_actor $5652 search_threat 256 011A: set_actor $5652 search_threat 64 02A9: set_actor $5652 immune_to_nonplayer 0 :CUBAN4_20899 if not Actor.Dead($5661) jf @CUBAN4_20955 011A: set_actor $5661 search_threat 128 011A: set_actor $5661 search_threat 1 011A: set_actor $5661 search_threat 64 Actor.Angle($5661) = 4.7 01CC: actor $5661 kill_player $PLAYER_CHAR :CUBAN4_20955 if not Actor.Dead($5662) jf @CUBAN4_21011 011A: set_actor $5662 search_threat 128 011A: set_actor $5662 search_threat 1 011A: set_actor $5662 search_threat 64 Actor.Angle($5662) = 4.7 01CC: actor $5662 kill_player $PLAYER_CHAR :CUBAN4_21011 if not Actor.Dead($5665) jf @CUBAN4_21078 011A: set_actor $5665 search_threat 128 011A: set_actor $5665 search_threat 1 011A: set_actor $5665 search_threat 64 if not Actor.Dead($5666) jf @CUBAN4_21078 03F9: make_actors $5665 $5666 converse_in 100000 ms :CUBAN4_21078 if not Actor.Dead($5666) jf @CUBAN4_21116 011A: set_actor $5666 search_threat 128 011A: set_actor $5666 search_threat 1 011A: set_actor $5666 search_threat 64 :CUBAN4_21116 if not Actor.Dead($5659) jf @CUBAN4_21171 011A: set_actor $5659 search_threat 128 011A: set_actor $5659 search_threat 1 011A: set_actor $5659 search_threat 64 Actor.Angle($5659) = 109.6 0350: set_actor $5659 maintain_position_when_attacked 1 :CUBAN4_21171 $5670 = Actor.Create(Gang2, #HNA, -1115.2, 67.0, 10.1) Actor.Angle($5670) = 85.4 01B2: give_actor $5670 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5670 threat_search 0243: set_actor $5670 ped_stats_to 16 011A: set_actor $5670 search_threat 128 011A: set_actor $5670 search_threat 1 011A: set_actor $5670 search_threat 64 0291: set_actor $5670 attack_when_provoked 1 0350: set_actor $5670 maintain_position_when_attacked 1 $5667 = Actor.Create(Gang2, #HNA, -1182.3, 80.5, 10.1) Actor.Angle($5667) = 355.1 01B2: give_actor $5667 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5667 threat_search 0243: set_actor $5667 ped_stats_to 16 011A: set_actor $5667 search_threat 128 011A: set_actor $5667 search_threat 1 011A: set_actor $5667 search_threat 64 0291: set_actor $5667 attack_when_provoked 1 0350: set_actor $5667 maintain_position_when_attacked 1 $5668 = Actor.Create(Gang2, #HNA, -1192.2, 102.7, 10.1) Actor.Angle($5668) = 109.6 01B2: give_actor $5668 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5668 threat_search 0243: set_actor $5668 ped_stats_to 16 011A: set_actor $5668 search_threat 128 011A: set_actor $5668 search_threat 1 011A: set_actor $5668 search_threat 64 0291: set_actor $5668 attack_when_provoked 1 0350: set_actor $5668 maintain_position_when_attacked 1 $5669 = Actor.Create(Gang2, #HNA, -1183.4, 67.0, 16.9) Actor.Angle($5669) = 12.0 01B2: give_actor $5669 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5669 threat_search 0243: set_actor $5669 ped_stats_to 16 011A: set_actor $5669 search_threat 128 011A: set_actor $5669 search_threat 1 011A: set_actor $5669 search_threat 64 0291: set_actor $5669 attack_when_provoked 1 0350: set_actor $5669 maintain_position_when_attacked 1 $5675 = Actor.Create(Gang2, #HNA, -1197.9, 82.5, 10.1) Actor.Angle($5675) = 347.0 01B2: give_actor $5675 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5675 threat_search 0243: set_actor $5675 ped_stats_to 16 011A: set_actor $5675 search_threat 128 011A: set_actor $5675 search_threat 1 011A: set_actor $5675 search_threat 64 0291: set_actor $5675 attack_when_provoked 1 0350: set_actor $5675 maintain_position_when_attacked 1 $5676 = Actor.Create(Gang2, #HNA, -1189.0, 83.6, 10.1) Actor.Angle($5676) = 20.0 01B2: give_actor $5676 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5676 threat_search 0243: set_actor $5676 ped_stats_to 16 011A: set_actor $5676 search_threat 128 011A: set_actor $5676 search_threat 1 011A: set_actor $5676 search_threat 64 0291: set_actor $5676 attack_when_provoked 1 0350: set_actor $5676 maintain_position_when_attacked 1 $5677 = Actor.Create(Gang2, #HNA, -1190.5, 68.5, 10.1) Actor.Angle($5677) = 13.8 01B2: give_actor $5677 weapon 22 ammo 30000 // Load the weapon model before using this 01ED: clear_actor $5677 threat_search 0243: set_actor $5677 ped_stats_to 16 011A: set_actor $5677 search_threat 128 011A: set_actor $5677 search_threat 1 011A: set_actor $5677 search_threat 64 0291: set_actor $5677 attack_when_provoked 1 0350: set_actor $5677 maintain_position_when_attacked 1 if not Car.Wrecked($5653) jf @CUBAN4_21838 Car.ImmuneToNonPlayer($5653) = True :CUBAN4_21838 if not Car.Wrecked($5654) jf @CUBAN4_21861 Car.ImmuneToNonPlayer($5654) = True :CUBAN4_21861 03F1: pedtype 8 add_threat 1 03F1: pedtype 8 add_threat 16384 03CF: load_wav 'CUB4_9' as 1 :CUBAN4_21886 if 83D0: not wav 1 loaded jf @CUBAN4_21912 wait 0 jump @CUBAN4_21886 :CUBAN4_21912 00BC: text_highpriority 'CUB4_16' 4000 ms 1 // I'm going to plant the bomb, cover me! 03D1: play_wav 1 :CUBAN4_21931 if 83D2: not wav 1 ended jf @CUBAN4_21957 wait 0 jump @CUBAN4_21931 :CUBAN4_21957 040D: unload_wav 1 03D5: remove_text 'CUB4_16' // I'm going to plant the bomb, cover me! :CUBAN4_21971 if 834E: not move_object $1791 to -1114.5 67.0 10.1 speed 10.0 10.0 0.0 collision_check 0 jf @CUBAN4_22030 wait 0 jump @CUBAN4_21971 :CUBAN4_22030 return //-------------Mission 60--------------- // Originally: Juju Scramble :HAIT1 thread 'HAIT1' gosub @HAIT1_46 if wasted_or_busted jf @HAIT1_37 gosub @HAIT1_5502 :HAIT1_37 gosub @HAIT1_5585 end_thread :HAIT1_46 increment_mission_attempts $ONMISSION = 1 // integer values $5721 = 0 // integer values $5722 = 0 // integer values $5723 = -1162.82 // floating-point values $5724 = -19.06 // floating-point values $5725 = 16.14 // floating-point values $5726 = 0 // integer values $5728 = -1154.48 // floating-point values $5729 = -30.59 // floating-point values $5730 = 19.08 // floating-point values $5731 = 12.22 // floating-point values $5733 = -1160.49 // floating-point values $5734 = -30.37 // floating-point values $5735 = 19.08 // floating-point values $5736 = 12.22 // floating-point values $5738 = -1142.84 // floating-point values $5739 = -6.34 // floating-point values $5740 = 22.97 // floating-point values $5741 = 84.66 // floating-point values $5743 = -1143.56 // floating-point values $5744 = -16.69 // floating-point values $5745 = 22.9 // floating-point values $5746 = 84.66 // floating-point values $5749 = 0 // integer values $5750 = 0 // integer values $5752 = -995.87 // floating-point values $5753 = -32.49 // floating-point values $5754 = 10.89 // floating-point values $5751 = 61000 // integer values $5835 = 0 // integer values $5836 = 0 // integer values $5755 = 0 // integer values $5756 = 0 // integer values $5757 = 0 // integer values $5760 = 0 // integer values $5761 = -966.67 // floating-point values $5762 = -36.7 // floating-point values $5763 = -100.0 // floating-point values $5764 = 90.0 // floating-point values $5765 = 100 // integer values $5805 = 0 // integer values $5767 = 0 // integer values $5768 = -969.82 // floating-point values $5769 = -46.22 // floating-point values $5770 = 9.91 // floating-point values $5771 = 0.0 // floating-point values $5772 = 100 // integer values $5774 = 0 // integer values $5775 = 0 // integer values $5777 = 0 // integer values $5778 = -968.1 // floating-point values $5779 = -28.41 // floating-point values $5780 = 9.94 // floating-point values $5781 = 0.0 // floating-point values $5782 = 100 // integer values $5783 = 0 // integer values $5785 = 0 // integer values $5788 = 0 // integer values $5789 = 0 // integer values $5791 = -914.55 // floating-point values $5792 = 344.73 // floating-point values $5793 = -100.0 // floating-point values $5790 = 61000 // integer values $5809 = 0 // integer values $5794 = 0 // integer values $5795 = 0 // integer values $5795 = 0 // integer values $5797 = 0 // integer values $5799 = 0 // integer values $5800 = -904.85 // floating-point values $5801 = 299.418 // floating-point values $5802 = 10.26 // floating-point values $5803 = 0.0 // floating-point values $5804 = 100 // integer values $5806 = 0 // integer values $5810 = 0 // integer values $5811 = -903.07 // floating-point values $5812 = 299.196 // floating-point values $5813 = 10.26 // floating-point values $5814 = 0.0 // floating-point values $5815 = -914.55 // floating-point values $5816 = 344.73 // floating-point values $5817 = 10.26 // floating-point values $5818 = 100 // integer values $5824 = 0 // integer values $5826 = 0 // integer values $5827 = -957.891 // floating-point values $5828 = 139.084 // floating-point values $5829 = 8.26 // floating-point values $5830 = 0 // integer values $5831 = 0 // integer values $5832 = 0 // integer values $5833 = 0 // integer values $5834 = 0 // integer values $5819 = 0 // integer values $5820 = 0 // integer values $5821 = 0 // integer values $5839 = 0.0 // floating-point values $5840 = 0.0 // floating-point values $5841 = 0.0 // floating-point values $5843 = 0 // integer values $5847 = -990.11 // floating-point values $5848 = -34.5 // floating-point values $5849 = 9.72 // floating-point values $5850 = 0 // integer values $5851 = 0 // integer values $5852 = -913.827 // floating-point values $5853 = 325.343 // floating-point values $5854 = 10.249 // floating-point values $5855 = 0 // integer values $5856 = 0 // integer values $5857 = 0 // integer values $5858 = 0 // integer values $5859 = 0 // integer values $5860 = 0 // integer values $5861 = 0 // integer values $5862 = 0 // integer values wait 0 054C: use_GXT_table 'HAIT1' 058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'APOULET' 02F3: load_object #CUTOBJ01 'HTABLE' 02F3: load_object #CUTOBJ02 'KETTLE' Camera.SetAtPos(-962.697, 149.793, 10.21) select_interior 12 04F9: set_extracolors 13 fade 0 038B: load_requested_models :HAIT1_1168 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @HAIT1_1208 wait 0 jump @HAIT1_1168 :HAIT1_1208 02E4: load_cutscene_data 'HAT_1' 0244: set_cutscene_pos -962.799 148.391 8.355 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $170 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $170 'APOULET' 02E5: $214 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $214 'HTABLE' 02E5: $213 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $213 'KETTLE' 0395: clear_area 1 at -962.53 141.69 range 8.25 2.0 0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 0171: set_player $PLAYER_CHAR z_angle_to 183.42 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HAIT1_1400 if 2089 > $CUT_SCENE_TIME // integer values jf @HAIT1_1435 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1400 :HAIT1_1435 00BC: text_highpriority 'HAM1_A' 10000 ms 1 // Hello? Hello? :HAIT1_1450 if 6844 > $CUT_SCENE_TIME // integer values jf @HAIT1_1485 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1450 :HAIT1_1485 00BC: text_highpriority 'HAM1_B' 10000 ms 1 // Come in, my dear, and rest your soul. :HAIT1_1500 if 9955 > $CUT_SCENE_TIME // integer values jf @HAIT1_1535 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1500 :HAIT1_1535 00BC: text_highpriority 'HAM1_C' 10000 ms 1 // You must be the big bad man me grandaddy been chattin' 'bout. :HAIT1_1550 if 13943 > $CUT_SCENE_TIME // integer values jf @HAIT1_1585 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1550 :HAIT1_1585 00BC: text_highpriority 'HAM1_D' 10000 ms 1 // Tells me tings about you, you know, when he visits, :HAIT1_1600 if 16609 > $CUT_SCENE_TIME // integer values jf @HAIT1_1635 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1600 :HAIT1_1635 00BC: text_highpriority 'HAM1_E' 10000 ms 1 // and about the others who wait for you. :HAIT1_1650 if 19208 > $CUT_SCENE_TIME // integer values jf @HAIT1_1685 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1650 :HAIT1_1685 00BC: text_highpriority 'HAM1_F' 10000 ms 1 // Now, we all dead for long time, but you, :HAIT1_1700 if 21822 > $CUT_SCENE_TIME // integer values jf @HAIT1_1735 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1700 :HAIT1_1735 00BC: text_highpriority 'HAM1_G' 10000 ms 1 // I wouldn't want to be in your shoes, ha ha ha ha ha! :HAIT1_1750 if 24520 > $CUT_SCENE_TIME // integer values jf @HAIT1_1785 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1750 :HAIT1_1785 00BC: text_highpriority 'HAM1_H' 10000 ms 1 // I got a message to come here. :HAIT1_1800 if 26563 > $CUT_SCENE_TIME // integer values jf @HAIT1_1835 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1800 :HAIT1_1835 00BC: text_highpriority 'HAM1_I' 10000 ms 1 // Can you hear dem? :HAIT1_1850 if 28200 > $CUT_SCENE_TIME // integer values jf @HAIT1_1885 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1850 :HAIT1_1885 00BC: text_highpriority 'HAM1_J' 10000 ms 1 // Dem callin' your name, boy, must want you pretty bad, don't ya tink? :HAIT1_1900 if 32697 > $CUT_SCENE_TIME // integer values jf @HAIT1_1935 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1900 :HAIT1_1935 00BC: text_highpriority 'HAM1_K' 10000 ms 1 // Now you do old Auntie Poulet a turn, huh, maybe she help you. :HAIT1_1950 if 35049 > $CUT_SCENE_TIME // integer values jf @HAIT1_1987 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_1950 :HAIT1_1987 00BC: text_highpriority 'HAM1_L' 10000 ms 1 // Maybe she can give you a little juju after all of dis. :HAIT1_2002 if 39949 > $CUT_SCENE_TIME // integer values jf @HAIT1_2039 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2002 :HAIT1_2039 00BC: text_highpriority 'HAM1_M' 10000 ms 1 // Give you some magic to give the law man the stink eye, hmmmmm? :HAIT1_2054 if 43624 > $CUT_SCENE_TIME // integer values jf @HAIT1_2091 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2054 :HAIT1_2091 00BC: text_highpriority 'HAM1_N' 10000 ms 1 // Look, this is all very, um... give me what? :HAIT1_2106 if 47531 > $CUT_SCENE_TIME // integer values jf @HAIT1_2143 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2106 :HAIT1_2143 00BC: text_highpriority 'HAM1_O' 10000 ms 1 // I,I, I think I've got the wrong address... :HAIT1_2158 if 49412 > $CUT_SCENE_TIME // integer values jf @HAIT1_2195 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2158 :HAIT1_2195 00BC: text_highpriority 'HAM1_P' 10000 ms 1 // Do me these tings, Tommy...... :HAIT1_2210 if 54256 > $CUT_SCENE_TIME // integer values jf @HAIT1_2247 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2210 :HAIT1_2247 00BC: text_highpriority 'HAM1_Q' 10000 ms 1 // The Cubans, nasty proud foofoos, mmm, :HAIT1_2262 if 58587 > $CUT_SCENE_TIME // integer values jf @HAIT1_2299 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2262 :HAIT1_2299 00BC: text_highpriority 'HAM1_R' 10000 ms 1 // been making my lovely Haitian boys shake de heads. :HAIT1_2314 if 61440 > $CUT_SCENE_TIME // integer values jf @HAIT1_2351 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2314 :HAIT1_2351 00BC: text_highpriority 'HAM1_S' 10000 ms 1 // Now they told the policeman where me been stashing my powders. :HAIT1_2366 if 64648 > $CUT_SCENE_TIME // integer values jf @HAIT1_2403 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2366 :HAIT1_2403 00BC: text_highpriority 'HAM1_T' 10000 ms 1 // Dey tink it drugs, them stupid. :HAIT1_2418 if 68333 > $CUT_SCENE_TIME // integer values jf @HAIT1_2455 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2418 :HAIT1_2455 00BC: text_highpriority 'HAM1_U' 10000 ms 1 // Now be a good boy Tommy and go and get the powders for Auntie Poulet. :HAIT1_2470 if 74205 > $CUT_SCENE_TIME // integer values jf @HAIT1_2507 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2470 :HAIT1_2507 00BC: text_highpriority 'HAM1_V' 10000 ms 1 // Yeah, yeah, sure, sure. :HAIT1_2522 if 77824 > $CUT_SCENE_TIME // integer values jf @HAIT1_2559 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2522 :HAIT1_2559 00BE: text_clear_all :HAIT1_2561 if 80912 > $CUT_SCENE_TIME // integer values jf @HAIT1_2598 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT1_2561 :HAIT1_2598 fade 0 2000 00BE: text_clear_all :HAIT1_2607 if fading jf @HAIT1_2631 wait 0 jump @HAIT1_2607 :HAIT1_2631 04FA: reset_sky_colors_with_fade 0 select_interior 0 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Camera.SetAtPos(-962.53, 141.69, 8.25) 04E3: unknown_player $PLAYER_CHAR 0 60000 Model.Load(#SWAT) Model.Load(#MP5LNG) Model.Load(#SNIPER) Model.Load(#NITESTICK) 03CF: load_wav 'HAT_1A' as 1 :HAIT1_2725 if or not Model.Available(#SWAT) not Model.Available(#MP5LNG) not Model.Available(#SNIPER) not Model.Available(#NITESTICK) jf @HAIT1_2766 wait 0 jump @HAIT1_2725 :HAIT1_2766 if 83D0: not wav 1 loaded jf @HAIT1_2792 wait 0 jump @HAIT1_2766 :HAIT1_2792 $5766 = Actor.Create(CivMale, #SWAT, $5768, $5769, $5770) $5773 = Marker.CreateAboveActor($5766) Marker.Disable($5773) Actor.DestroyInstantly($5766) $5776 = Actor.Create(CivMale, #SWAT, $5778, $5779, $5780) $5784 = Marker.CreateAboveActor($5776) Marker.Disable($5784) Actor.DestroyInstantly($5776) $5747 = Pickup.Create(#BRIEFCASE, 3, $5752, $5753, $5754) 03DC: $5758 = create_marker_above_pickup $5747 Marker.Disable($5758) Pickup.Destroy($5747) $5808 = Actor.Create(CivMale, #SWAT, $5811, $5812, $5813) $5823 = Marker.CreateAboveActor($5808) Marker.Disable($5823) Actor.DestroyInstantly($5808) $5798 = Actor.Create(CivMale, #SWAT, $5800, $5801, $5802) $5807 = Marker.CreateAboveActor($5798) Marker.Disable($5807) Actor.DestroyInstantly($5798) $5786 = Pickup.Create(#BRIEFCASE, 3, $5791, $5792, $5793) 03DC: $5796 = create_marker_above_pickup $5786 Marker.Disable($5796) Pickup.Destroy($5786) $5727 = Actor.Create(CivMale, #SWAT, $5728, $5729, $5730) Actor.DestroyInstantly($5727) $5732 = Actor.Create(CivMale, #SWAT, $5733, $5734, $5735) Actor.DestroyInstantly($5732) $5737 = Actor.Create(CivMale, #SWAT, $5738, $5739, $5740) Actor.DestroyInstantly($5737) $5742 = Actor.Create(CivMale, #SWAT, $5743, $5744, $5745) Actor.DestroyInstantly($5742) $5842 = Actor.Create(Cop, #SWAT, -1168.36, -8.738, 15.72) Actor.DestroyInstantly($5842) 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 $5719 = Pickup.Create(#BRIEFCASE, 3, $5723, $5724, $5725) 03DC: $5720 = create_marker_above_pickup $5719 $5721 = 1 // integer values 00BC: text_highpriority 'HAM1_1' 5000 ms 1 // ~g~The cops are closing in on our stashes. BE quick, and beat dem to it! $123 = 0 // integer values :HAIT1_3204 if $5826 == 0 // integer values jf @HAIT1_5158 wait 0 if $5831 == 1 // integer values jf @HAIT1_3320 if $5861 == 0 // integer values jf @HAIT1_3276 16@ = 0 // integer values $5861 = 1 // integer values :HAIT1_3276 if $5861 == 1 // integer values jf @HAIT1_3320 if 16@ >= 1000 // integer values jf @HAIT1_3320 $5861 = 2 // integer values :HAIT1_3320 if $5819 == 1 // integer values jf @HAIT1_3414 if $5862 == 0 // integer values jf @HAIT1_3370 16@ = 0 // integer values $5862 = 1 // integer values :HAIT1_3370 if $5862 == 1 // integer values jf @HAIT1_3414 if 16@ >= 1000 // integer values jf @HAIT1_3414 $5862 = 2 // integer values :HAIT1_3414 if $5722 == 0 // integer values jf @HAIT1_3457 if $5721 == 1 // integer values jf @HAIT1_3457 gosub @HAIT1_5902 :HAIT1_3457 if $5722 == 1 // integer values jf @HAIT1_3500 if $5726 == 0 // integer values jf @HAIT1_3500 gosub @HAIT1_6536 :HAIT1_3500 if $5722 == 1 // integer values jf @HAIT1_3856 if $5726 == 1 // integer values jf @HAIT1_3856 if $5749 == 0 // integer values jf @HAIT1_3856 0395: clear_area 0 at $5752 $5753 range $5754 1.0 $5747 = Pickup.Create(#BRIEFCASE, 3, $5752, $5753, $5754) 03DC: $5748 = create_marker_above_pickup $5747 014E: start_timer_at $5751 count_in_direction 1 0395: clear_area 0 at $5761 $5762 range $5763 1.0 $5759 = Actor.Create(CivMale, #SWAT, $5761, $5762, $5763) 01ED: clear_actor $5759 threat_search 0243: set_actor $5759 ped_stats_to 16 011A: set_actor $5759 search_threat 1 01B2: give_actor $5759 weapon 28 ammo 30000 // Load the weapon model before using this 0350: set_actor $5759 maintain_position_when_attacked 1 01CA: actor $5759 kill_player $PLAYER_CHAR 0395: clear_area 0 at $5768 $5769 range $5770 1.0 $5766 = Actor.Create(CivMale, #SWAT, $5768, $5769, $5770) 01ED: clear_actor $5766 threat_search 0243: set_actor $5766 ped_stats_to 16 01B2: give_actor $5766 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $5766 search_threat 1 0291: set_actor $5766 attack_when_provoked 1 Actor.Angle($5766) = 90.0 0395: clear_area 0 at $5778 $5779 range $5780 1.0 $5776 = Actor.Create(CivMale, #SWAT, $5778, $5779, $5780) 01ED: clear_actor $5776 threat_search 0243: set_actor $5776 ped_stats_to 16 01B2: give_actor $5776 weapon 25 ammo 30000 // Load the weapon model before using this 011A: set_actor $5776 search_threat 1 0291: set_actor $5776 attack_when_provoked 1 Actor.Angle($5776) = 90.0 $5749 = 1 // integer values :HAIT1_3856 if $5726 == 1 // integer values jf @HAIT1_4042 if or 80E4: not player $PLAYER_CHAR 0 $5839 $5840 radius 3.0 3.0 02DF: player $PLAYER_CHAR aggressive Actor.Dead($5842) jf @HAIT1_4042 if not Actor.Dead($5727) jf @HAIT1_3949 0350: set_actor $5727 maintain_position_when_attacked 1 01CA: actor $5727 kill_player $PLAYER_CHAR :HAIT1_3949 if not Actor.Dead($5732) jf @HAIT1_3980 0350: set_actor $5732 maintain_position_when_attacked 1 01CA: actor $5732 kill_player $PLAYER_CHAR :HAIT1_3980 if not Actor.Dead($5737) jf @HAIT1_4011 0350: set_actor $5737 maintain_position_when_attacked 1 01CA: actor $5737 kill_player $PLAYER_CHAR :HAIT1_4011 if not Actor.Dead($5742) jf @HAIT1_4042 0350: set_actor $5742 maintain_position_when_attacked 1 01CA: actor $5742 kill_player $PLAYER_CHAR :HAIT1_4042 if $5749 == 1 // integer values jf @HAIT1_4067 gosub @HAIT1_7316 :HAIT1_4067 if $5756 == 1 // integer values jf @HAIT1_4092 gosub @HAIT1_6163 :HAIT1_4092 if $5750 == 0 // integer values jf @HAIT1_4135 if $5749 == 1 // integer values jf @HAIT1_4135 gosub @HAIT1_5994 :HAIT1_4135 if $5750 == 0 // integer values jf @HAIT1_4196 if $5749 == 1 // integer values jf @HAIT1_4196 if $5751 == 0 // integer values jf @HAIT1_4196 $5831 = 1 // integer values :HAIT1_4196 if $5832 == 1 // integer values jf @HAIT1_4420 if $5774 == 1 // integer values jf @HAIT1_4317 if not Actor.Dead($5766) jf @HAIT1_4317 if 82CB: not actor $5766 bounding_sphere_visible jf @HAIT1_4317 if 80E9: not player $PLAYER_CHAR 0 $5766 radius 120.0 120.0 jf @HAIT1_4317 00BC: text_highpriority 'HAM1_2' 5000 ms 1 // ~r~The cops got to the stash first! jump @HAIT1_5502 :HAIT1_4317 if $5785 == 1 // integer values jf @HAIT1_4420 if not Actor.Dead($5776) jf @HAIT1_4420 if 82CB: not actor $5776 bounding_sphere_visible jf @HAIT1_4420 if 80E9: not player $PLAYER_CHAR 0 $5776 radius 120.0 120.0 jf @HAIT1_4420 00BC: text_highpriority 'HAM1_2' 5000 ms 1 // ~r~The cops got to the stash first! jump @HAIT1_5502 :HAIT1_4420 if $5757 == 1 // integer values jf @HAIT1_4460 00BC: text_highpriority 'HAM1_6' 5000 ms 1 // ~r~The Stash was destroyed, you idiot! jump @HAIT1_5502 :HAIT1_4460 if or $5750 == 1 // integer values $5755 == 1 // integer values jf @HAIT1_4561 if $5788 == 0 // integer values jf @HAIT1_4561 0395: clear_area 0 at $5791 $5792 range $5793 1.0 $5786 = Pickup.Create(#BRIEFCASE, 3, $5791, $5792, $5793) 03DC: $5787 = create_marker_above_pickup $5786 014E: start_timer_at $5790 count_in_direction 1 $5788 = 1 // integer values :HAIT1_4561 if $5789 == 0 // integer values jf @HAIT1_4604 if $5788 == 1 // integer values jf @HAIT1_4604 gosub @HAIT1_6291 :HAIT1_4604 if $5820 == 1 // integer values jf @HAIT1_4828 if $5805 == 1 // integer values jf @HAIT1_4725 if not Actor.Dead($5798) jf @HAIT1_4725 if 82CB: not actor $5798 bounding_sphere_visible jf @HAIT1_4725 if 80E9: not player $PLAYER_CHAR 0 $5798 radius 120.0 120.0 jf @HAIT1_4725 00BC: text_highpriority 'HAM1_2' 5000 ms 1 // ~r~The cops got to the stash first! jump @HAIT1_5502 :HAIT1_4725 if $5822 == 1 // integer values jf @HAIT1_4828 if not Actor.Dead($5808) jf @HAIT1_4828 if 82CB: not actor $5808 bounding_sphere_visible jf @HAIT1_4828 if 80E9: not player $PLAYER_CHAR 0 $5808 radius 120.0 120.0 jf @HAIT1_4828 00BC: text_highpriority 'HAM1_2' 5000 ms 1 // ~r~The cops got to the stash first! jump @HAIT1_5502 :HAIT1_4828 if $5794 == 1 // integer values jf @HAIT1_4868 00BC: text_highpriority 'HAM1_6' 5000 ms 1 // ~r~The Stash was destroyed, you idiot! jump @HAIT1_5502 :HAIT1_4868 if $5789 == 0 // integer values jf @HAIT1_4929 if $5788 == 1 // integer values jf @HAIT1_4929 if $5790 == 0 // integer values jf @HAIT1_4929 $5819 = 1 // integer values :HAIT1_4929 if or $5750 == 1 // integer values $5755 == 1 // integer values jf @HAIT1_4979 if $5833 == 0 // integer values jf @HAIT1_4979 gosub @HAIT1_9209 :HAIT1_4979 if $5833 == 1 // integer values jf @HAIT1_5004 gosub @HAIT1_9437 :HAIT1_5004 if $5824 == 3 // integer values jf @HAIT1_5151 if $5830 == 0 // integer values jf @HAIT1_5083 00BC: text_highpriority 'HAM1_3' 5000 ms 1 // ~g~Get this stuff back to the hideout! 018A: $5825 = create_checkpoint_at $5827 $5828 $5829 $123 = 1 // integer values $5830 = 1 // integer values :HAIT1_5083 if 00F5: player $PLAYER_CHAR $123 $5827 $5828 $5829 radius 2.0 2.0 2.0 jf @HAIT1_5151 if $5826 == 0 // integer values jf @HAIT1_5151 $5826 = 1 // integer values :HAIT1_5151 jump @HAIT1_3204 :HAIT1_5158 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 011C: actor $PLAYER_ACTOR clear_objective Actor.RemoveReferences($5798) Actor.RemoveReferences($5808) 0395: clear_area 0 at -964.776 145.189 range 9.52 1.0 Camera.SetPosition(-964.776, 145.189, 9.52, 0.0, 0.0, 0.0) Camera.PointAt(-964.032, 144.523, 9.479, 2) if 00E0: player $PLAYER_CHAR driving jf @HAIT1_5355 00DA: $5844 = player $PLAYER_CHAR car 01D3: actor $PLAYER_ACTOR leave_car $5844 :HAIT1_5305 if 00E0: player $PLAYER_CHAR driving jf @HAIT1_5355 wait 0 if Car.Wrecked($5844) jf @HAIT1_5348 jump @HAIT1_5502 :HAIT1_5348 jump @HAIT1_5305 :HAIT1_5355 0211: actor $PLAYER_ACTOR walk_to -962.708 145.443 16@ = 0 // integer values :HAIT1_5377 if 4500 > 16@ // integer values jf @HAIT1_5407 wait 0 jump @HAIT1_5377 :HAIT1_5407 011C: actor $PLAYER_ACTOR clear_objective 0395: clear_area 0 at -965.265 142.855 range 8.23 1.0 0055: put_player $PLAYER_CHAR at -965.265 142.855 8.23 0171: set_player $PLAYER_CHAR z_angle_to 190.53 03C8: set_camera_directly_before_player Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 jump @HAIT1_5519 :HAIT1_5502 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :HAIT1_5519 $PASSED_HAT1_JUJU_SCRAMBLE = 1 // integer values 0394: play_music 1 0318: set_latest_mission_passed 'HAT_1' // Juju Scramble 030C: progress_made += 1 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 1000 Player.ClearWantedLevel($PLAYER_CHAR) create_thread @HAT2 return :HAIT1_5585 $ONMISSION = 0 // integer values Model.Destroy(#SWAT) Model.Destroy(#MP5LNG) Model.Destroy(#SNIPER) Model.Destroy(#NITESTICK) Marker.Disable($5720) Marker.Disable($5748) Marker.Disable($5758) Marker.Disable($5787) Marker.Disable($5796) Marker.Disable($5825) Marker.Disable($5773) Marker.Disable($5784) Marker.Disable($5807) Marker.Disable($5823) 014F: stop_timer $5751 014F: stop_timer $5790 if $5721 == 1 // integer values jf @HAIT1_5712 if $5722 == 0 // integer values jf @HAIT1_5712 Pickup.Destroy($5719) :HAIT1_5712 if $5749 == 1 // integer values jf @HAIT1_5760 if or $5750 == 0 // integer values $5832 == 0 // integer values jf @HAIT1_5760 Pickup.Destroy($5747) :HAIT1_5760 if $5755 == 0 // integer values jf @HAIT1_5806 if $5756 == 1 // integer values jf @HAIT1_5806 Marker.Disable($5758) Pickup.Destroy($5747) :HAIT1_5806 if $5788 == 1 // integer values jf @HAIT1_5847 if $5789 == 0 // integer values jf @HAIT1_5847 Pickup.Destroy($5786) :HAIT1_5847 if $5797 == 0 // integer values jf @HAIT1_5893 if $5795 == 1 // integer values jf @HAIT1_5893 Marker.Disable($5796) Pickup.Destroy($5786) :HAIT1_5893 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :HAIT1_5902 if $5722 == 0 // integer values jf @HAIT1_5992 if $5721 == 1 // integer values jf @HAIT1_5992 if Pickup.Picked_up($5719) jf @HAIT1_5992 Marker.Disable($5720) 018C: play_sound 1 at 0.0 0.0 0.0 $5824 += 1 // integer values $5722 = 1 // integer values :HAIT1_5992 return :HAIT1_5994 if $5750 == 0 // integer values jf @HAIT1_6161 if $5749 == 1 // integer values jf @HAIT1_6161 if $5832 == 0 // integer values jf @HAIT1_6161 if Pickup.Picked_up($5747) jf @HAIT1_6161 Actor.RemoveReferences($5727) Actor.RemoveReferences($5732) Actor.RemoveReferences($5737) Actor.RemoveReferences($5742) Actor.RemoveReferences($5842) Marker.Disable($5748) 018C: play_sound 1 at 0.0 0.0 0.0 014F: stop_timer $5751 Player.SetMinWantedLevel($PLAYER_CHAR, 4) 00BC: text_highpriority 'HAM1_4' 5000 ms 1 // ~g~Good! Now get the next one! $5824 += 1 // integer values $5834 = 1 // integer values $5750 = 1 // integer values :HAIT1_6161 return :HAIT1_6163 if $5755 == 0 // integer values jf @HAIT1_6289 if Pickup.Picked_up($5747) jf @HAIT1_6289 Actor.RemoveReferences($5727) Actor.RemoveReferences($5732) Actor.RemoveReferences($5737) Actor.RemoveReferences($5742) Actor.RemoveReferences($5842) Marker.Disable($5758) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'HAM1_4' 5000 ms 1 // ~g~Good! Now get the next one! Player.SetMinWantedLevel($PLAYER_CHAR, 4) $5824 += 1 // integer values $5834 = 1 // integer values $5755 = 1 // integer values :HAIT1_6289 return :HAIT1_6291 if $5789 == 0 // integer values jf @HAIT1_6433 if $5788 == 1 // integer values jf @HAIT1_6433 if $5820 == 0 // integer values jf @HAIT1_6433 if Pickup.Picked_up($5786) jf @HAIT1_6433 Actor.RemoveReferences($5759) Actor.RemoveReferences($5766) Actor.RemoveReferences($5776) Marker.Disable($5787) 018C: play_sound 1 at 0.0 0.0 0.0 014F: stop_timer $5790 Player.SetMinWantedLevel($PLAYER_CHAR, 5) $5824 += 1 // integer values $5821 = 1 // integer values $5789 = 1 // integer values :HAIT1_6433 if $5797 == 0 // integer values jf @HAIT1_6534 if Pickup.Picked_up($5786) jf @HAIT1_6534 Actor.RemoveReferences($5759) Actor.RemoveReferences($5766) Actor.RemoveReferences($5776) Marker.Disable($5796) 018C: play_sound 1 at 0.0 0.0 0.0 Player.SetMinWantedLevel($PLAYER_CHAR, 5) $5824 += 1 // integer values $5821 = 1 // integer values $5797 = 1 // integer values :HAIT1_6534 return :HAIT1_6536 if $5726 == 0 // integer values jf @HAIT1_7314 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 0054: store_player $PLAYER_CHAR position_to $5839 $5840 $5841 0395: clear_area 0 at $5728 $5729 range $5730 1.0 $5727 = Actor.Create(CivMale, #SWAT, $5728, $5729, $5730) 01ED: clear_actor $5727 threat_search 01B2: give_actor $5727 weapon 25 ammo 30000 // Load the weapon model before using this 020F: actor $5727 look_at_player $PLAYER_CHAR 0372: set_actor $5727 anim 14 wait_state_time 800 ms 04C6: actor $5727 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 0337: set_actor $5727 visibility 0 02AB: set_actor $5727 immunities BP 1 FP 1 EP 1 CP 1 MP 1 wait 500 Camera.SetAtPos($5728, $5729, $5730) Camera.SetPosition(-1153.551, -32.372, 21.675, 0.0, 0.0, 0.0) Camera.PointAt(-1153.833, -31.475, 21.334, 2) $5842 = Actor.Create(Cop, #SWAT, -1176.8, -22.2, 15.62) 01ED: clear_actor $5842 threat_search 01B2: give_actor $5842 weapon 4 ammo 1 // Load the weapon model before using this 020F: actor $5842 look_at_player $PLAYER_CHAR if not Actor.Dead($5727) jf @HAIT1_6851 0337: set_actor $5727 visibility 1 02AB: set_actor $5727 immunities BP 0 FP 0 EP 0 CP 0 MP 0 :HAIT1_6851 01BE: set_actor $PLAYER_ACTOR to_look_at_spot -1159.61 -31.04 20.09 03D1: play_wav 1 00BC: text_highpriority 'HAT_1A' 5000 ms 1 // ~g~Don't move a muscle, chump! 0372: set_actor $PLAYER_ACTOR anim 17 wait_state_time 1000000 ms 16@ = 0 // integer values :HAIT1_6909 if 4000 > 16@ // integer values jf @HAIT1_6988 wait 0 if 00E1: player 0 pressed_button 16 jf @HAIT1_6956 jump @HAIT1_6988 :HAIT1_6956 if 03D2: wav 1 ended jf @HAIT1_6981 03D5: remove_text 'HAT_1A' // ~g~Don't move a muscle, chump! :HAIT1_6981 jump @HAIT1_6909 :HAIT1_6988 0395: clear_area 0 at $5733 $5734 range $5735 1.0 $5732 = Actor.Create(CivMale, #SWAT, $5733, $5734, $5735) 01ED: clear_actor $5732 threat_search 01B2: give_actor $5732 weapon 25 ammo 30000 // Load the weapon model before using this 020F: actor $5732 look_at_player $PLAYER_CHAR 0372: set_actor $5732 anim 14 wait_state_time 2200 ms 04C6: actor $5732 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 0395: clear_area 0 at $5738 $5739 range $5740 1.0 $5737 = Actor.Create(CivMale, #SWAT, $5738, $5739, $5740) 01ED: clear_actor $5737 threat_search 01B2: give_actor $5737 weapon 25 ammo 30000 // Load the weapon model before using this 020F: actor $5737 look_at_player $PLAYER_CHAR 0372: set_actor $5737 anim 14 wait_state_time 5000 ms 04C6: actor $5737 do_kung_fu_stance_towards_actor $PLAYER_ACTOR 0395: clear_area 0 at $5743 $5744 range $5745 1.0 $5742 = Actor.Create(CivMale, #SWAT, $5743, $5744, $5745) 01ED: clear_actor $5742 threat_search 01B2: give_actor $5742 weapon 25 ammo 30000 // Load the weapon model before using this 020F: actor $5742 look_at_player $PLAYER_CHAR 0372: set_actor $5742 anim 14 wait_state_time 5000 ms 04C6: actor $5742 do_kung_fu_stance_towards_actor $PLAYER_ACTOR if 03D2: wav 1 ended jf @HAIT1_7244 03D5: remove_text 'HAT_1A' // ~g~Don't move a muscle, chump! :HAIT1_7244 0230: set_player $PLAYER_CHAR stop_looking 02A3: enable_widescreen 0 0372: set_actor $PLAYER_ACTOR anim 0 wait_state_time 1 ms Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Camera.Restore_WithJumpCut Player.SetMinWantedLevel($PLAYER_CHAR, 2) 00BC: text_highpriority 'HAM1_4' 5000 ms 1 // ~g~Good! Now get the next one! $5726 = 1 // integer values :HAIT1_7314 return :HAIT1_7316 if $5760 == 0 // integer values jf @HAIT1_7404 if Actor.Dead($5759) jf @HAIT1_7364 $5760 = 1 // integer values jump @HAIT1_7404 :HAIT1_7364 $5765 = Actor.Health($5759) if 90 >= $5765 // integer values jf @HAIT1_7404 $5834 = 1 // integer values $5831 = 1 // integer values :HAIT1_7404 if $5767 == 0 // integer values jf @HAIT1_8293 if Actor.Dead($5766) jf @HAIT1_7634 if $5832 == 1 // integer values jf @HAIT1_7606 if $5774 == 1 // integer values jf @HAIT1_7606 if $5775 == 1 // integer values jf @HAIT1_7506 $5757 = 1 // integer values jump @HAIT1_7606 :HAIT1_7506 if 056D: actor $5766 defined jf @HAIT1_7599 if $5756 == 0 // integer values jf @HAIT1_7592 Marker.Disable($5773) Actor.StoreDeadActorPos($5766, $5752, $5753, $5754) $5747 = Pickup.Create(#BRIEFCASE, 3, $5752, $5753, $5754) 03DC: $5758 = create_marker_above_pickup $5747 $5756 = 1 // integer values :HAIT1_7592 jump @HAIT1_7606 :HAIT1_7599 $5757 = 1 // integer values :HAIT1_7606 $5831 = 1 // integer values $5834 = 1 // integer values $5767 = 1 // integer values jump @HAIT1_8293 :HAIT1_7634 $5772 = Actor.Health($5766) if $5832 == 1 // integer values jf @HAIT1_7667 gosub @HAIT1_11287 :HAIT1_7667 if 90 >= $5772 // integer values jf @HAIT1_7699 $5834 = 1 // integer values $5831 = 1 // integer values :HAIT1_7699 if or $5750 == 1 // integer values $5834 == 1 // integer values jf @HAIT1_8293 if $5777 == 0 // integer values jf @HAIT1_7764 011A: set_actor $5766 search_threat 1 01CA: actor $5766 kill_player $PLAYER_CHAR jump @HAIT1_8293 :HAIT1_7764 if $5750 == 0 // integer values jf @HAIT1_8293 if $5832 == 0 // integer values jf @HAIT1_8293 if $5831 == 1 // integer values jf @HAIT1_8155 if $5850 == 0 // integer values jf @HAIT1_7880 0291: set_actor $5766 attack_when_provoked 0 01ED: clear_actor $5766 threat_search 011C: actor $5766 clear_objective 00BC: text_highpriority 'HAM1_8' 5000 ms 1 // ~g~The cops are on the way to pick up the stash, get a move on! 014F: stop_timer $5751 $5850 = 1 // integer values :HAIT1_7880 if $5850 == 1 // integer values jf @HAIT1_8045 if 8510: not unknown_actor $5766 on_path $5847 $5848 $5849 radius 4.0 jf @HAIT1_8020 if $5857 == 0 // integer values jf @HAIT1_7974 009E: set_actor $5766 path $5847 $5848 $5849 unknown 0.1 1 $5857 = 1 // integer values :HAIT1_7974 if $5861 == 2 // integer values jf @HAIT1_8013 009E: set_actor $5766 path $5847 $5848 $5849 unknown 0.1 1 :HAIT1_8013 jump @HAIT1_8045 :HAIT1_8020 0319: set_actor $5766 running 1 0239: actor $5766 run_to $5752 $5753 $5850 = 3 // integer values :HAIT1_8045 if $5850 == 1 // integer values jf @HAIT1_8155 if 00FF: actor $5766 0 $5847 $5848 $5849 radius 2.5 2.5 2.5 jf @HAIT1_8112 $5850 = 2 // integer values :HAIT1_8112 if $5850 == 2 // integer values jf @HAIT1_8155 0319: set_actor $5766 running 1 0239: actor $5766 run_to $5752 $5753 $5850 = 3 // integer values :HAIT1_8155 if not Actor.Dead($5766) jf @HAIT1_8293 if $5850 == 3 // integer values jf @HAIT1_8293 if 00ED: actor $5766 0 $5752 $5753 radius 1.5 1.5 jf @HAIT1_8293 if $5750 == 0 // integer values jf @HAIT1_8293 Marker.Disable($5748) 014F: stop_timer $5751 Pickup.Destroy($5747) $5773 = Marker.CreateAboveActor($5766) 00BC: text_highpriority 'HAM1_7' 5000 ms 1 // ~g~The cops have got our stash! Retrieve it before they get away! $5774 = 1 // integer values $5832 = 1 // integer values :HAIT1_8293 if $5777 == 0 // integer values jf @HAIT1_9182 if Actor.Dead($5776) jf @HAIT1_8523 if $5832 == 1 // integer values jf @HAIT1_8495 if $5785 == 1 // integer values jf @HAIT1_8495 if $5783 == 1 // integer values jf @HAIT1_8395 $5757 = 1 // integer values jump @HAIT1_8495 :HAIT1_8395 if 056D: actor $5776 defined jf @HAIT1_8488 if $5756 == 0 // integer values jf @HAIT1_8481 Marker.Disable($5784) Actor.StoreDeadActorPos($5776, $5752, $5753, $5754) $5747 = Pickup.Create(#BRIEFCASE, 3, $5752, $5753, $5754) 03DC: $5758 = create_marker_above_pickup $5747 $5756 = 1 // integer values :HAIT1_8481 jump @HAIT1_8495 :HAIT1_8488 $5757 = 1 // integer values :HAIT1_8495 $5831 = 1 // integer values $5834 = 1 // integer values $5777 = 1 // integer values jump @HAIT1_9182 :HAIT1_8523 $5782 = Actor.Health($5776) if $5832 == 1 // integer values jf @HAIT1_8556 gosub @HAIT1_11287 :HAIT1_8556 if 90 >= $5782 // integer values jf @HAIT1_8588 $5834 = 1 // integer values $5831 = 1 // integer values :HAIT1_8588 if or $5834 == 1 // integer values $5831 == 1 // integer values jf @HAIT1_9182 if $5750 == 0 // integer values jf @HAIT1_9149 if $5832 == 0 // integer values jf @HAIT1_9142 if $5831 == 1 // integer values jf @HAIT1_9004 if $5851 == 0 // integer values jf @HAIT1_8729 0291: set_actor $5776 attack_when_provoked 0 01ED: clear_actor $5776 threat_search 011C: actor $5776 clear_objective 00BC: text_highpriority 'HAM1_8' 5000 ms 1 // ~g~The cops are on the way to pick up the stash, get a move on! 014F: stop_timer $5751 $5851 = 1 // integer values :HAIT1_8729 if $5851 == 1 // integer values jf @HAIT1_8894 if 8510: not unknown_actor $5776 on_path $5847 $5848 $5849 radius 4.0 jf @HAIT1_8869 if $5858 == 0 // integer values jf @HAIT1_8823 009E: set_actor $5776 path $5847 $5848 $5849 unknown 0.1 1 $5858 = 1 // integer values :HAIT1_8823 if $5861 == 2 // integer values jf @HAIT1_8862 009E: set_actor $5776 path $5847 $5848 $5849 unknown 0.1 1 :HAIT1_8862 jump @HAIT1_8894 :HAIT1_8869 0319: set_actor $5776 running 1 0239: actor $5776 run_to $5752 $5753 $5851 = 3 // integer values :HAIT1_8894 if $5851 == 1 // integer values jf @HAIT1_8961 if 00FF: actor $5776 0 $5847 $5848 $5849 radius 2.5 2.5 2.5 jf @HAIT1_8961 $5851 = 2 // integer values :HAIT1_8961 if $5851 == 2 // integer values jf @HAIT1_9004 0319: set_actor $5776 running 1 0239: actor $5776 run_to $5752 $5753 $5851 = 3 // integer values :HAIT1_9004 if not Actor.Dead($5776) jf @HAIT1_9142 if $5851 == 3 // integer values jf @HAIT1_9142 if 00ED: actor $5776 0 $5752 $5753 radius 1.5 1.5 jf @HAIT1_9142 if $5750 == 0 // integer values jf @HAIT1_9142 Marker.Disable($5748) 014F: stop_timer $5751 Pickup.Destroy($5747) $5784 = Marker.CreateAboveActor($5776) 00BC: text_highpriority 'HAM1_7' 5000 ms 1 // ~g~The cops have got our stash! Retrieve it before they get away! $5785 = 1 // integer values $5832 = 1 // integer values :HAIT1_9142 jump @HAIT1_9182 :HAIT1_9149 if $5832 == 0 // integer values jf @HAIT1_9182 011A: set_actor $5776 search_threat 1 01CA: actor $5776 kill_player $PLAYER_CHAR :HAIT1_9182 if $5861 == 2 // integer values jf @HAIT1_9207 $5861 = 0 // integer values :HAIT1_9207 return :HAIT1_9209 if $5833 == 0 // integer values jf @HAIT1_9435 if not Actor.Dead($5727) jf @HAIT1_9248 Actor.RemoveReferences($5727) :HAIT1_9248 if not Actor.Dead($5732) jf @HAIT1_9269 Actor.RemoveReferences($5732) :HAIT1_9269 0395: clear_area 0 at $5800 $5801 range $5802 2.0 $5798 = Actor.Create(CivMale, #SWAT, $5800, $5801, $5802) Actor.Angle($5798) = $5803 01ED: clear_actor $5798 threat_search 0243: set_actor $5798 ped_stats_to 16 011A: set_actor $5798 search_threat 1 01B2: give_actor $5798 weapon 25 ammo 30000 // Load the weapon model before using this 0291: set_actor $5798 attack_when_provoked 1 0395: clear_area 0 at $5811 $5812 range $5813 2.0 $5808 = Actor.Create(CivMale, #SWAT, $5811, $5812, $5813) 01ED: clear_actor $5808 threat_search 0243: set_actor $5808 ped_stats_to 16 011A: set_actor $5808 search_threat 1 01B2: give_actor $5808 weapon 25 ammo 30000 // Load the weapon model before using this 0291: set_actor $5808 attack_when_provoked 1 0482: 8.0 $5833 = 1 // integer values :HAIT1_9435 return :HAIT1_9437 if $5799 == 0 // integer values jf @HAIT1_10371 if Actor.Dead($5798) jf @HAIT1_9667 if $5820 == 1 // integer values jf @HAIT1_9639 if $5805 == 1 // integer values jf @HAIT1_9639 if $5806 == 1 // integer values jf @HAIT1_9539 $5794 = 1 // integer values jump @HAIT1_9639 :HAIT1_9539 if 056D: actor $5798 defined jf @HAIT1_9632 if $5795 == 0 // integer values jf @HAIT1_9625 Marker.Disable($5807) Actor.StoreDeadActorPos($5798, $5791, $5792, $5793) $5786 = Pickup.Create(#BRIEFCASE, 3, $5791, $5792, $5793) 03DC: $5796 = create_marker_above_pickup $5786 $5795 = 1 // integer values :HAIT1_9625 jump @HAIT1_9639 :HAIT1_9632 $5794 = 1 // integer values :HAIT1_9639 $5821 = 1 // integer values $5819 = 1 // integer values $5799 = 1 // integer values jump @HAIT1_10371 :HAIT1_9667 $5804 = Actor.Health($5798) if $5820 == 1 // integer values jf @HAIT1_9700 gosub @HAIT1_11969 :HAIT1_9700 if 90 >= $5804 // integer values jf @HAIT1_9732 $5821 = 1 // integer values $5819 = 1 // integer values :HAIT1_9732 if or $5821 == 1 // integer values $5819 == 1 // integer values jf @HAIT1_10371 if $5810 == 0 // integer values jf @HAIT1_9813 if not Actor.Dead($5798) jf @HAIT1_9806 011A: set_actor $5798 search_threat 1 01CA: actor $5798 kill_player $PLAYER_CHAR :HAIT1_9806 jump @HAIT1_10371 :HAIT1_9813 if $5789 == 0 // integer values jf @HAIT1_10338 if $5820 == 0 // integer values jf @HAIT1_10331 if $5819 == 1 // integer values jf @HAIT1_10193 if $5855 == 0 // integer values jf @HAIT1_9929 0291: set_actor $5798 attack_when_provoked 0 01ED: clear_actor $5798 threat_search 011C: actor $5798 clear_objective 00BC: text_highpriority 'HAM1_8' 5000 ms 1 // ~g~The cops are on the way to pick up the stash, get a move on! 014F: stop_timer $5790 $5855 = 1 // integer values :HAIT1_9929 if $5855 == 1 // integer values jf @HAIT1_10094 if 8510: not unknown_actor $5798 on_path $5852 $5853 $5854 radius 4.0 jf @HAIT1_10069 if $5859 == 0 // integer values jf @HAIT1_10023 009E: set_actor $5798 path $5852 $5853 $5854 unknown 0.1 1 $5859 = 1 // integer values :HAIT1_10023 if $5862 == 2 // integer values jf @HAIT1_10062 009E: set_actor $5798 path $5852 $5853 $5854 unknown 0.1 1 :HAIT1_10062 jump @HAIT1_10094 :HAIT1_10069 0319: set_actor $5798 running 1 0239: actor $5798 run_to $5791 $5792 $5855 = 3 // integer values :HAIT1_10094 if $5855 == 1 // integer values jf @HAIT1_10150 00FF: actor $5798 0 $5852 $5853 $5854 radius 1.0 1.0 1.0 $5855 = 2 // integer values :HAIT1_10150 if $5855 == 2 // integer values jf @HAIT1_10193 0319: set_actor $5798 running 1 0239: actor $5798 run_to $5791 $5792 $5855 = 3 // integer values :HAIT1_10193 if not Actor.Dead($5798) jf @HAIT1_10331 if $5855 == 3 // integer values jf @HAIT1_10331 if 00ED: actor $5798 0 $5791 $5792 radius 1.5 1.5 jf @HAIT1_10331 if $5789 == 0 // integer values jf @HAIT1_10331 Marker.Disable($5787) 014F: stop_timer $5790 Pickup.Destroy($5786) $5807 = Marker.CreateAboveActor($5798) 00BC: text_highpriority 'HAM1_7' 5000 ms 1 // ~g~The cops have got our stash! Retrieve it before they get away! $5805 = 1 // integer values $5820 = 1 // integer values :HAIT1_10331 jump @HAIT1_10371 :HAIT1_10338 if $5820 == 0 // integer values jf @HAIT1_10371 011A: set_actor $5798 search_threat 1 01CA: actor $5798 kill_player $PLAYER_CHAR :HAIT1_10371 if $5810 == 0 // integer values jf @HAIT1_11260 if Actor.Dead($5808) jf @HAIT1_10601 if $5820 == 1 // integer values jf @HAIT1_10573 if $5822 == 1 // integer values jf @HAIT1_10573 if $5809 == 1 // integer values jf @HAIT1_10473 $5794 = 1 // integer values jump @HAIT1_10573 :HAIT1_10473 if 056D: actor $5808 defined jf @HAIT1_10566 if $5795 == 0 // integer values jf @HAIT1_10559 Marker.Disable($5823) Actor.StoreDeadActorPos($5808, $5791, $5792, $5793) $5786 = Pickup.Create(#BRIEFCASE, 3, $5791, $5792, $5793) 03DC: $5796 = create_marker_above_pickup $5786 $5795 = 1 // integer values :HAIT1_10559 jump @HAIT1_10573 :HAIT1_10566 $5794 = 1 // integer values :HAIT1_10573 $5821 = 1 // integer values $5819 = 1 // integer values $5810 = 1 // integer values jump @HAIT1_11260 :HAIT1_10601 $5818 = Actor.Health($5808) if $5820 == 1 // integer values jf @HAIT1_10634 gosub @HAIT1_11969 :HAIT1_10634 if 90 >= $5818 // integer values jf @HAIT1_10666 $5821 = 1 // integer values $5819 = 1 // integer values :HAIT1_10666 if or $5821 == 1 // integer values $5819 == 1 // integer values jf @HAIT1_11260 if $5789 == 0 // integer values jf @HAIT1_11227 if $5820 == 0 // integer values jf @HAIT1_11220 if $5819 == 1 // integer values jf @HAIT1_11082 if $5856 == 0 // integer values jf @HAIT1_10807 0291: set_actor $5808 attack_when_provoked 0 01ED: clear_actor $5808 threat_search 011C: actor $5808 clear_objective 00BC: text_highpriority 'HAM1_8' 5000 ms 1 // ~g~The cops are on the way to pick up the stash, get a move on! 014F: stop_timer $5790 $5856 = 1 // integer values :HAIT1_10807 if $5856 == 1 // integer values jf @HAIT1_10972 if 8510: not unknown_actor $5808 on_path $5852 $5853 $5854 radius 4.0 jf @HAIT1_10947 if $5860 == 0 // integer values jf @HAIT1_10901 009E: set_actor $5808 path $5852 $5853 $5854 unknown 0.1 1 $5860 = 1 // integer values :HAIT1_10901 if $5862 == 2 // integer values jf @HAIT1_10940 009E: set_actor $5808 path $5852 $5853 $5854 unknown 0.1 1 :HAIT1_10940 jump @HAIT1_10972 :HAIT1_10947 0319: set_actor $5808 running 1 0239: actor $5808 run_to $5791 $5792 $5856 = 3 // integer values :HAIT1_10972 if $5856 == 1 // integer values jf @HAIT1_11039 if 00FF: actor $5808 0 $5852 $5853 $5854 radius 1.0 1.0 1.0 jf @HAIT1_11039 $5856 = 2 // integer values :HAIT1_11039 if $5856 == 2 // integer values jf @HAIT1_11082 0319: set_actor $5808 running 1 0239: actor $5808 run_to $5791 $5792 $5856 = 3 // integer values :HAIT1_11082 if not Actor.Dead($5808) jf @HAIT1_11220 if $5856 == 3 // integer values jf @HAIT1_11220 if 00ED: actor $5808 0 $5791 $5792 radius 1.5 1.5 jf @HAIT1_11220 if $5789 == 0 // integer values jf @HAIT1_11220 Marker.Disable($5787) 014F: stop_timer $5790 Pickup.Destroy($5786) $5823 = Marker.CreateAboveActor($5808) 00BC: text_highpriority 'HAM1_7' 5000 ms 1 // ~g~The cops have got our stash! Retrieve it before they get away! $5822 = 1 // integer values $5820 = 1 // integer values :HAIT1_11220 jump @HAIT1_11260 :HAIT1_11227 if $5820 == 0 // integer values jf @HAIT1_11260 011A: set_actor $5808 search_threat 1 01CA: actor $5808 kill_player $PLAYER_CHAR :HAIT1_11260 if $5862 == 2 // integer values jf @HAIT1_11285 $5862 = 0 // integer values :HAIT1_11285 return :HAIT1_11287 if $5774 == 1 // integer values jf @HAIT1_11627 if not Actor.Dead($5766) jf @HAIT1_11627 if $5775 == 0 // integer values jf @HAIT1_11398 if not Actor.Driving($5766) jf @HAIT1_11398 if 02CB: actor $5766 bounding_sphere_visible jf @HAIT1_11386 01D0: actor $5766 avoid_player $PLAYER_CHAR jump @HAIT1_11398 :HAIT1_11386 0319: set_actor $5766 running 1 0377: set_actor $5766 steal_any_car :HAIT1_11398 if $5775 == 0 // integer values jf @HAIT1_11492 if Actor.Driving($5766) jf @HAIT1_11492 011C: actor $5766 clear_objective 00D9: $5837 = actor $5766 car // add to mission cleanup 03CC: car $5837 add_to_stuck_car_check 0.5 = 1000 0190: add_vehicle $5837 to_flipped_check Car.SetMaxSpeed($5837, 40.0) 00AE: set_vehicle $5837 traffic_behavior_to 2 Car.SetToPsychoDriver($5837) $5775 = 1 // integer values :HAIT1_11492 if $5775 == 1 // integer values jf @HAIT1_11555 if not Car.Wrecked($5837) jf @HAIT1_11555 if or 018F: vehicle $5837 flipped 03CE: car $5837 stuck jf @HAIT1_11555 01D3: actor $5766 leave_car $5837 :HAIT1_11555 if $5775 == 1 // integer values jf @HAIT1_11627 if not Actor.Driving($5766) jf @HAIT1_11627 if not Car.Wrecked($5837) jf @HAIT1_11620 03CD: car $5837 remove_from_stuck_car_check 0191: remove_vehicle $5837 from_flipped_check Car.RemoveReferences($5837) :HAIT1_11620 $5775 = 0 // integer values :HAIT1_11627 if $5785 == 1 // integer values jf @HAIT1_11967 if not Actor.Dead($5776) jf @HAIT1_11967 if $5783 == 0 // integer values jf @HAIT1_11738 if not Actor.Driving($5776) jf @HAIT1_11738 if 02CB: actor $5776 bounding_sphere_visible jf @HAIT1_11726 01D0: actor $5776 avoid_player $PLAYER_CHAR jump @HAIT1_11738 :HAIT1_11726 0319: set_actor $5776 running 1 0377: set_actor $5776 steal_any_car :HAIT1_11738 if $5783 == 0 // integer values jf @HAIT1_11832 if Actor.Driving($5776) jf @HAIT1_11832 011C: actor $5776 clear_objective 00D9: $5838 = actor $5776 car // add to mission cleanup 03CC: car $5838 add_to_stuck_car_check 0.5 = 1000 0190: add_vehicle $5838 to_flipped_check Car.SetMaxSpeed($5838, 40.0) 00AE: set_vehicle $5838 traffic_behavior_to 2 Car.SetToPsychoDriver($5838) $5783 = 1 // integer values :HAIT1_11832 if $5783 == 1 // integer values jf @HAIT1_11895 if not Car.Wrecked($5838) jf @HAIT1_11895 if or 018F: vehicle $5838 flipped 03CE: car $5838 stuck jf @HAIT1_11895 01D3: actor $5776 leave_car $5838 :HAIT1_11895 if $5783 == 1 // integer values jf @HAIT1_11967 if not Actor.Driving($5776) jf @HAIT1_11967 if not Car.Wrecked($5838) jf @HAIT1_11960 03CD: car $5838 remove_from_stuck_car_check 0191: remove_vehicle $5838 from_flipped_check Car.RemoveReferences($5838) :HAIT1_11960 $5783 = 0 // integer values :HAIT1_11967 return :HAIT1_11969 if $5805 == 1 // integer values jf @HAIT1_12309 if not Actor.Dead($5798) jf @HAIT1_12309 if $5806 == 0 // integer values jf @HAIT1_12080 if not Actor.Driving($5798) jf @HAIT1_12080 if 02CB: actor $5798 bounding_sphere_visible jf @HAIT1_12068 01D0: actor $5798 avoid_player $PLAYER_CHAR jump @HAIT1_12080 :HAIT1_12068 0319: set_actor $5798 running 1 0377: set_actor $5798 steal_any_car :HAIT1_12080 if $5806 == 0 // integer values jf @HAIT1_12174 if Actor.Driving($5798) jf @HAIT1_12174 011C: actor $5798 clear_objective 00D9: $5845 = actor $5798 car // add to mission cleanup 03CC: car $5845 add_to_stuck_car_check 0.5 = 1000 0190: add_vehicle $5845 to_flipped_check Car.SetMaxSpeed($5845, 40.0) 00AE: set_vehicle $5845 traffic_behavior_to 2 Car.SetToPsychoDriver($5845) $5806 = 1 // integer values :HAIT1_12174 if $5806 == 1 // integer values jf @HAIT1_12237 if not Car.Wrecked($5845) jf @HAIT1_12237 if or 018F: vehicle $5845 flipped 03CE: car $5845 stuck jf @HAIT1_12237 01D3: actor $5798 leave_car $5845 :HAIT1_12237 if $5806 == 1 // integer values jf @HAIT1_12309 if not Actor.Driving($5798) jf @HAIT1_12309 if not Car.Wrecked($5845) jf @HAIT1_12302 03CD: car $5845 remove_from_stuck_car_check 0191: remove_vehicle $5845 from_flipped_check Car.RemoveReferences($5845) :HAIT1_12302 $5806 = 0 // integer values :HAIT1_12309 if $5822 == 1 // integer values jf @HAIT1_12649 if not Actor.Dead($5808) jf @HAIT1_12649 if $5809 == 0 // integer values jf @HAIT1_12420 if not Actor.Driving($5808) jf @HAIT1_12420 if 02CB: actor $5808 bounding_sphere_visible jf @HAIT1_12408 01D0: actor $5808 avoid_player $PLAYER_CHAR jump @HAIT1_12420 :HAIT1_12408 0319: set_actor $5808 running 1 0377: set_actor $5808 steal_any_car :HAIT1_12420 if $5809 == 0 // integer values jf @HAIT1_12514 if Actor.Driving($5808) jf @HAIT1_12514 011C: actor $5808 clear_objective 00D9: $5846 = actor $5808 car // add to mission cleanup 03CC: car $5846 add_to_stuck_car_check 0.5 = 1000 0190: add_vehicle $5846 to_flipped_check Car.SetMaxSpeed($5846, 40.0) 00AE: set_vehicle $5846 traffic_behavior_to 2 Car.SetToPsychoDriver($5846) $5809 = 1 // integer values :HAIT1_12514 if $5809 == 1 // integer values jf @HAIT1_12577 if not Car.Wrecked($5846) jf @HAIT1_12577 if or 018F: vehicle $5846 flipped 03CE: car $5846 stuck jf @HAIT1_12577 01D3: actor $5808 leave_car $5846 :HAIT1_12577 if $5809 == 1 // integer values jf @HAIT1_12649 if not Actor.Driving($5808) jf @HAIT1_12649 if not Car.Wrecked($5846) jf @HAIT1_12642 03CD: car $5846 remove_from_stuck_car_check 0191: remove_vehicle $5846 from_flipped_check Car.RemoveReferences($5846) :HAIT1_12642 $5809 = 0 // integer values :HAIT1_12649 return //-------------Mission 61--------------- // Originally: Bombs Away! :HAIT2 gosub @HAIT2_36 if wasted_or_busted jf @HAIT2_27 gosub @HAIT2_17554 :HAIT2_27 gosub @HAIT2_17662 end_thread :HAIT2_36 $ONMISSION = 1 // integer values $1084 = 1 // integer values increment_mission_attempts thread 'HAIT2' wait 0 054C: use_GXT_table 'HAIT2' 058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 $5883 = -1 // integer values $5868 = 3 // integer values $5863 = 0 // integer values $5864 = 0 // integer values $5870 = 0 // integer values $5869 = 0 // integer values $5871 = 0 // integer values $5866 = 0 // integer values $5865 = 0 // integer values $5867 = 0 // integer values $5872 = 0 // integer values $61 = 0 // integer values $5879 = 0 // integer values $5880 = 0 // integer values $5881 = 0 // integer values $5882 = 0 // integer values 0@ = 0 // integer values 1@ = 0 // integer values 2@ = 0 // integer values 3@ = 0 // integer values 4@ = 0 // integer values 5@ = 0 // integer values 6@ = 0 // integer values 7@ = 0 // integer values 8@ = 0 // integer values 9@ = 0 // integer values 10@ = 0 // integer values 11@ = 0 // integer values 12@ = 0 // integer values 13@ = 0 // integer values 14@ = 0 // integer values 15@ = 0 // integer values $5873 = 0 // integer values $5874 = 0 // integer values $5875 = 0 // integer values $5876 = 0 // integer values $5877 = 0 // integer values $5878 = 0 // integer values select_interior 12 04F9: set_extracolors 13 fade 0 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'APOULET' 02F3: load_object #CUTOBJ01 'HTABLE' 02F3: load_object #CUTOBJ02 'DRUGPAK' 02F3: load_object #CUTOBJ03 'KETTLE' Camera.SetAtPos(-962.799, 148.391, 8.355) 038B: load_requested_models :HAIT2_456 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) not Model.Available(#CUTOBJ03) jf @HAIT2_501 wait 0 jump @HAIT2_456 :HAIT2_501 041D: set_camera_near_clip 0.1 04F9: set_extracolors 13 fade 0 02E4: load_cutscene_data 'HAT_2' 0244: set_cutscene_pos -962.799 148.391 8.355 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $141 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $141 'APOULET' 02E5: $214 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $214 'HTABLE' 02E5: $5900 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $5900 'DRUGPAK' 02E5: $213 = create_cutscene_object #CUTOBJ03 02E6: set_cutscene_anim $213 'KETTLE' 0395: clear_area 1 at -962.53 141.69 range 8.25 1.0 0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 0171: set_player $PLAYER_CHAR z_angle_to 183.42 0169: set_fade_color 0 0 1 fade 1 1500 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HAIT2_728 if 4054 > $CUT_SCENE_TIME // integer values jf @HAIT2_763 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_728 :HAIT2_763 00BC: text_highpriority 'HAT2_1' 10000 ms 1 // Oh, sorry, I - I must have the wrong address... :HAIT2_778 if 7163 > $CUT_SCENE_TIME // integer values jf @HAIT2_813 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_778 :HAIT2_813 00BC: text_highpriority 'HAT2_2' 10000 ms 1 // Well, you might as well come in and rest your soles and have some tea. :HAIT2_828 if 11419 > $CUT_SCENE_TIME // integer values jf @HAIT2_863 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_828 :HAIT2_863 00BC: text_highpriority 'HAT2_3' 10000 ms 1 // Do you have something there for me, Tommy? :HAIT2_878 if 13873 > $CUT_SCENE_TIME // integer values jf @HAIT2_913 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_878 :HAIT2_913 00BC: text_highpriority 'HAT2_4' 10000 ms 1 // Yeah... :HAIT2_928 if 16370 > $CUT_SCENE_TIME // integer values jf @HAIT2_963 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_928 :HAIT2_963 00BC: text_highpriority 'HAT2_5' 10000 ms 1 // This place feels familiar to me, uh - it's - a smell from childhood - a deja vu... :HAIT2_978 if 22166 > $CUT_SCENE_TIME // integer values jf @HAIT2_1013 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_978 :HAIT2_1013 00BC: text_highpriority 'HAT2_6' 10000 ms 1 // Now Tommy, I'm going to whisper a lickle errand for you. Hear me well, aye? :HAIT2_1028 if 28339 > $CUT_SCENE_TIME // integer values jf @HAIT2_1063 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_1028 :HAIT2_1063 00BC: text_highpriority 'HAT2_7' 10000 ms 1 // You look like someone I, I... :HAIT2_1078 if 30676 > $CUT_SCENE_TIME // integer values jf @HAIT2_1113 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_1078 :HAIT2_1113 00BC: text_highpriority 'HAT2_8' 10000 ms 1 // The Cubans have fast boats they use to cross the seas with drugs. :HAIT2_1128 if 34861 > $CUT_SCENE_TIME // integer values jf @HAIT2_1165 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_1128 :HAIT2_1165 00BC: text_highpriority 'HAT2_9' 10000 ms 1 // It is their livelihood. :HAIT2_1180 if 37790 > $CUT_SCENE_TIME // integer values jf @HAIT2_1217 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_1180 :HAIT2_1217 00BC: text_highpriority 'HAT2_10' 10000 ms 1 // Me nephew bin making lickle flying bombs to take dem out. :HAIT2_1232 if 42538 > $CUT_SCENE_TIME // integer values jf @HAIT2_1269 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_1232 :HAIT2_1269 00BC: text_highpriority 'HAT2_11' 10000 ms 1 // Blow de boats to coffin wood. :HAIT2_1284 if 51176 > $CUT_SCENE_TIME // integer values jf @HAIT2_1321 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_1284 :HAIT2_1321 00BC: text_highpriority 'HAT2_12' 10000 ms 1 // Thanks for the tea. :HAIT2_1336 if 56400 > $CUT_SCENE_TIME // integer values jf @HAIT2_1373 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT2_1336 :HAIT2_1373 0169: set_fade_color 0 0 1 fade 0 1500 00BE: text_clear_all :HAIT2_1390 if fading jf @HAIT2_1414 wait 0 jump @HAIT2_1390 :HAIT2_1414 if 82E9: not cutscene_reached_end jf @HAIT2_1438 wait 0 jump @HAIT2_1414 :HAIT2_1438 04FA: reset_sky_colors_with_fade 0 select_interior 0 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) Model.Destroy(#CUTOBJ03) 04E3: unknown_player $PLAYER_CHAR 0 60000 Model.Load(#TOPFUN) Model.Load(#RCBARON) Model.Load(#SPEEDER) Model.Load(#JETMAX) Model.Load(#COASTG) Model.Load(#CUBAN) Model.Load(#CBA) Model.Load(#CBB) Model.Load(#RUGER) Camera.SetAtPos(-962.53, 141.69, 8.25) 038B: load_requested_models 0169: set_fade_color 0 0 1 fade 1 1500 :HAIT2_1566 if or not Model.Available(#TOPFUN) not Model.Available(#RCBARON) not Model.Available(#SPEEDER) not Model.Available(#JETMAX) not Model.Available(#COASTG) jf @HAIT2_1613 wait 0 jump @HAIT2_1566 :HAIT2_1613 if or not Model.Available(#CUBAN) not Model.Available(#CBA) not Model.Available(#CBB) not Model.Available(#RUGER) jf @HAIT2_1653 wait 0 jump @HAIT2_1613 :HAIT2_1653 00BC: text_highpriority 'HAT2_B1' 15000 ms 1 // ~g~Get to the van that contains the flying bombs. $5884 = Car.Create(#TOPFUN, -808.9448, -162.9215, 10.0458) Car.Angle($5884) = 0.0 $5901 = Marker.CreateAboveCar($5884) Car.LockInCurrentPosition($5884) = True :HAIT2_1716 if 8442: not player $PLAYER_CHAR in_car $5884 jf @HAIT2_1769 wait 0 if Car.Wrecked($5884) jf @HAIT2_1762 jump @HAIT2_17554 :HAIT2_1762 jump @HAIT2_1716 :HAIT2_1769 Marker.Disable($5901) $5888 = Car.Create(#JETMAX, -524.3332, -227.5792, 5.3) Car.Angle($5888) = 25.0 0323: enable_boat $5888 anchor 1 02DB: set_boat $5888 speed_to 12.0 $5902 = Marker.CreateAboveCar($5888) $5887 = Car.Create(#SPEEDER, -533.5898, -230.4594, 5.3) Car.Angle($5887) = 88.4134 0323: enable_boat $5887 anchor 1 02DB: set_boat $5887 speed_to 12.0 $5889 = Car.Create(#COASTG, -514.9578, -230.6103, 5.3) Car.Angle($5889) = 265.6394 0323: enable_boat $5889 anchor 1 02DB: set_boat $5889 speed_to 12.0 $5890 = Car.Create(#CUBAN, -524.328, -255.0365, 9.534) Car.Angle($5890) = 183.1269 $5891 = Actor.Create(CivMale, #CBA, -535.1575, -233.1016, 7.2104) Actor.Angle($5891) = 27.113 0350: set_actor $5891 maintain_position_when_attacked 1 01ED: clear_actor $5891 threat_search $5892 = Actor.Create(CivMale, #CBA, -538.0, -235.1073, 7.2104) Actor.Angle($5892) = 273.988 0350: set_actor $5892 maintain_position_when_attacked 1 01ED: clear_actor $5892 threat_search 0372: set_actor $5892 anim 25 wait_state_time 100 ms $5893 = Actor.Create(CivMale, #CBB, -528.9341, -237.8728, 7.2056) Actor.Angle($5893) = 6.0796 0350: set_actor $5893 maintain_position_when_attacked 1 01ED: clear_actor $5893 threat_search $5894 = Actor.Create(CivMale, #CBB, -527.7787, -236.5049, 7.2104) Actor.Angle($5894) = 93.2798 0350: set_actor $5894 maintain_position_when_attacked 1 01ED: clear_actor $5894 threat_search 0372: set_actor $5894 anim 24 wait_state_time 100 ms $5895 = Actor.Create(CivMale, #CBA, -519.8645, -242.7792, 9.5542) Actor.Angle($5895) = 244.8008 0350: set_actor $5895 maintain_position_when_attacked 1 01ED: clear_actor $5895 threat_search 0372: set_actor $5895 anim 3 wait_state_time 100 ms $5896 = Actor.Create(CivMale, #CBA, -517.9925, -243.0342, 9.5542) Actor.Angle($5896) = 118.988 0350: set_actor $5896 maintain_position_when_attacked 1 01ED: clear_actor $5896 threat_search $5897 = Actor.Create(CivMale, #CBB, -509.3864, -237.7915, 7.2103) Actor.Angle($5897) = 6.0796 0350: set_actor $5897 maintain_position_when_attacked 1 01ED: clear_actor $5897 threat_search 0372: set_actor $5897 anim 25 wait_state_time 100 ms $5898 = Actor.Create(CivMale, #CBB, -519.7886, -244.7169, 9.5542) Actor.Angle($5898) = 357.2437 0350: set_actor $5898 maintain_position_when_attacked 1 01ED: clear_actor $5898 threat_search 03F9: make_actors $5896 $5898 converse_in 600000000 ms $5899 = Actor.Create(CivMale, #CBB, -524.5753, -251.0094, 9.537) Actor.Angle($5899) = 185.2318 0350: set_actor $5899 maintain_position_when_attacked 1 01ED: clear_actor $5899 threat_search 0372: set_actor $5899 anim 25 wait_state_time 100 ms if $ONMISSION == 0 // integer values jf @HAIT2_2510 $5885 = Object.Create(#RCBOMB, 0.0, 0.0, 0.0) $5883 = Player.RC_car($PLAYER_CHAR) $5902 = Marker.CreateAboveCar($5888) $5903 = Marker.CreateAboveCar($5887) $5904 = Marker.CreateAboveCar($5889) :HAIT2_2510 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 0169: set_fade_color 0 0 1 fade 0 500 :HAIT2_2550 if fading jf @HAIT2_2574 wait 0 jump @HAIT2_2550 :HAIT2_2574 0169: set_fade_color 0 0 1 fade 1 500 02A3: enable_widescreen 1 Camera.SetPosition(-552.6316, -220.1019, 22.1608, 0.0, 0.0, 0.0) Camera.PointAt(-551.9008, -220.5808, 21.6745, 2) Camera.SetAtPos(-524.1709, -234.6104, 8.1665) 00BC: text_highpriority 'HAT2_B2' 4500 ms 1 // Kill the Cubans... 01BD: $4811 = current_time_in_ms 0084: $2274 = $4811 // integer values and handles $2274 += 4500 // integer values :HAIT2_2697 if 001C: $2274 > $4811 // integer values jf @HAIT2_2813 wait 0 01BD: $4811 = current_time_in_ms if 00E1: player 0 pressed_button 16 jf @HAIT2_2781 if $61 == 1 // integer values jf @HAIT2_2774 $61 = 0 // integer values jump @HAIT2_3016 :HAIT2_2774 jump @HAIT2_2806 :HAIT2_2781 if $61 == 0 // integer values jf @HAIT2_2806 $61 = 1 // integer values :HAIT2_2806 jump @HAIT2_2697 :HAIT2_2813 Camera.SetPosition(-541.3336, -237.3457, 9.8484, 0.0, 0.0, 0.0) Camera.PointAt(-540.4141, -237.0497, 9.5899, 2) 00BC: text_highpriority 'HAT2_B4' 4000 ms 1 // ...and destroy their boats! 01BD: $4811 = current_time_in_ms 0084: $2274 = $4811 // integer values and handles $2274 += 4000 // integer values :HAIT2_2900 if 001C: $2274 > $4811 // integer values jf @HAIT2_3016 wait 0 01BD: $4811 = current_time_in_ms if 00E1: player 0 pressed_button 16 jf @HAIT2_2984 if $61 == 1 // integer values jf @HAIT2_2977 $61 = 0 // integer values jump @HAIT2_3016 :HAIT2_2977 jump @HAIT2_3009 :HAIT2_2984 if $61 == 0 // integer values jf @HAIT2_3009 $61 = 1 // integer values :HAIT2_3009 jump @HAIT2_2900 :HAIT2_3016 $61 = 0 // integer values if Car.Wrecked($5884) jf @HAIT2_3046 jump @HAIT2_17554 :HAIT2_3046 Car.PutAt($5884, -808.9448, -162.9215, 10.0458) Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 02A3: enable_widescreen 0 03F4: set_all_vehicles_apply_damage_rules 1 :HAIT2_3097 if not Player.Wasted($PLAYER_CHAR) jf @HAIT2_15146 wait 0 01BD: $4811 = current_time_in_ms if Car.Wrecked($5884) jf @HAIT2_3145 jump @HAIT2_17554 :HAIT2_3145 if $5882 == 0 // integer values jf @HAIT2_5370 if 0442: player $PLAYER_CHAR in_car $5884 jf @HAIT2_4579 if not Player.InRemoteMode($PLAYER_CHAR) jf @HAIT2_3417 if not $5868 == 0 // integer values jf @HAIT2_3348 if 838A: not car_in_cube -812.0 -168.0 10.0457 0.6 0.6 1.0 jf @HAIT2_3334 046E: put_player $PLAYER_CHAR in_RC_mode_at -812.0 -168.0 10.0457 angle 180.0 RC_model #RCBARON $5868 -= 1 // integer values if $5868 == 2 // integer values jf @HAIT2_3327 03C4: set_status_text_to $5868 0 'HAT2_B9' // RC Planes: :HAIT2_3327 jump @HAIT2_3341 :HAIT2_3334 jump @HAIT2_3016 :HAIT2_3341 jump @HAIT2_3386 :HAIT2_3348 00BC: text_highpriority 'HAT2_B8' 5000 ms 1 // ~r~You have no RC planes left! $5882 = 1 // integer values 0084: $5881 = $4811 // integer values and handles $5881 += 2000 // integer values :HAIT2_3386 $5883 = Player.RC_car($PLAYER_CHAR) 048A: enable_rc_vehicle_detonation 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.CanMove($PLAYER_CHAR) = True :HAIT2_3417 if Player.InRemoteMode($PLAYER_CHAR) jf @HAIT2_4572 if $5879 == 0 // integer values jf @HAIT2_3526 03E6: remove_text_box 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @HAIT2_3493 03E5: text_box 'PLANE_4' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. jump @HAIT2_3503 :HAIT2_3493 03E5: text_box 'PLANE_H' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. :HAIT2_3503 $5879 += 1 // integer values 0084: $5880 = $4811 // integer values and handles $5880 += 6000 // integer values :HAIT2_3526 if $5879 == 1 // integer values jf @HAIT2_3622 if 001C: $4811 > $5880 // integer values jf @HAIT2_3622 03E6: remove_text_box 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @HAIT2_3605 03E5: text_box 'BOLLOX' // Press the ~h~~k~~VEHICLE_HANDBRAKE~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel. jump @HAIT2_3615 :HAIT2_3605 03E5: text_box 'HAT2_B3' // Press the ~h~~k~~PED_FIREWEAPON~ ~w~button to drop a bomb. Press the ~h~~k~~VEHICLE_ENTER_EXIT~ ~w~button to cancel. :HAIT2_3615 $5879 += 1 // integer values :HAIT2_3622 if not Car.Wrecked($5883) jf @HAIT2_4367 if 01FE: player $PLAYER_CHAR near_car_in_car $5883 radius 500.0 750.0 0 jf @HAIT2_4295 if 81FE: not player $PLAYER_CHAR near_car_in_car $5883 radius 450.0 700.0 0 jf @HAIT2_3714 00BC: text_highpriority 'HAT2_B6' 100 ms 1 // ~r~The RC plane is getting too far out of range! :HAIT2_3714 $5869 = 0 // integer values Car.StorePos($5883, $5915, $5916, $5917) if 83CA: not object $5885 exists jf @HAIT2_3818 if 001C: $4811 > $5871 // integer values jf @HAIT2_3811 $5885 = Object.Create(#RCBOMB, $5915, $5916, $5917) Object.CollisionDetection($5885) = False Object.ToggleInMovingList($5885) = False $5918 = 0.0 // floating-point values :HAIT2_3811 jump @HAIT2_4046 :HAIT2_3818 02CE: $98 = ground_z $5915 $5916 $5917 0086: $5914 = $5917 // floating-point values only 0061: $5914 -= $98 // floating-point values if $5914 > 0.5 // floating-point values jf @HAIT2_3945 0363: toggle_model_render_at $5915 $5916 $5917 radius 10.0 object #RCBOMB 1 007E: $5918 -= frame_delta_time * 0.05 // floating-point values if -0.5 > $5918 // floating-point values jf @HAIT2_3938 $5918 = -0.5 // floating-point values $5869 = 1 // integer values :HAIT2_3938 jump @HAIT2_4025 :HAIT2_3945 0086: $5918 = $5914 // floating-point values only $5918 -= 1.0 // floating-point values $5918 *= -1.0 // floating-point values if $5918 > 0.0 // floating-point values jf @HAIT2_4025 $5918 = 0.0 // floating-point values 0363: toggle_model_render_at $5915 $5916 $5917 radius 10.0 object #RCBOMB 0 :HAIT2_4025 035C: place_object $5885 relative_to_car $5883 offset 0.0 0.0 $5918 :HAIT2_4046 if 0585: jf @HAIT2_4244 if $5863 == 0 // integer values jf @HAIT2_4237 if $5869 == 1 // integer values jf @HAIT2_4237 $5918 -= 0.5 // floating-point values 035C: place_object $5885 relative_to_car $5883 offset 0.0 0.0 $5918 Object.ToggleInMovingList($5885) = True Object.CollisionDetection($5885) = True 038C: object $5885 scatter 0.0 0.0 0.0 0084: $5871 = $4811 // integer values and handles $5871 += 500 // integer values 0084: $5886 = $5885 // integer values and handles $5885 = -1 // integer values 04D9: object $5886 set_scripted_collision_check 1 0084: $5864 = $4811 // integer values and handles $5864 += 250 // integer values 0084: $5870 = $4811 // integer values and handles $5870 += 3000 // integer values $5863 = 1 // integer values :HAIT2_4237 jump @HAIT2_4288 :HAIT2_4244 if $5863 == 2 // integer values jf @HAIT2_4288 if 001C: $4811 > $5864 // integer values jf @HAIT2_4288 $5863 = 0 // integer values :HAIT2_4288 jump @HAIT2_4360 :HAIT2_4295 if not $5883 == -1 // integer values jf @HAIT2_4360 04DB: exit_rc_mode Player.CanMove($PLAYER_CHAR) = False Object.RemoveReferences($5885) Object.RemoveReferences($5886) $5885 = -1 // integer values $5886 = -1 // integer values $5883 = -1 // integer values $5863 = 0 // integer values :HAIT2_4360 jump @HAIT2_4425 :HAIT2_4367 if not $5883 == -1 // integer values jf @HAIT2_4425 04DB: exit_rc_mode Object.RemoveReferences($5885) Object.RemoveReferences($5886) $5885 = -1 // integer values $5886 = -1 // integer values $5883 = -1 // integer values $5863 = 0 // integer values :HAIT2_4425 if 00E1: player 0 pressed_button 15 jf @HAIT2_4547 if $61 == 1 // integer values jf @HAIT2_4540 if not $5883 == -1 // integer values jf @HAIT2_4533 00BC: text_highpriority 'RCCANX' 2000 ms 1 // ~r~RC plane cancelled. 04DB: exit_rc_mode Object.RemoveReferences($5885) Object.RemoveReferences($5886) $5885 = -1 // integer values $5886 = -1 // integer values $5883 = -1 // integer values $5863 = 0 // integer values :HAIT2_4533 $61 = 0 // integer values :HAIT2_4540 jump @HAIT2_4572 :HAIT2_4547 if $61 == 0 // integer values jf @HAIT2_4572 $61 = 1 // integer values :HAIT2_4572 jump @HAIT2_4637 :HAIT2_4579 if not $5883 == -1 // integer values jf @HAIT2_4637 04DB: exit_rc_mode Object.RemoveReferences($5885) Object.RemoveReferences($5886) $5885 = -1 // integer values $5886 = -1 // integer values $5883 = -1 // integer values $5863 = 0 // integer values :HAIT2_4637 if $5863 == 1 // integer values jf @HAIT2_4808 if 03CA: object $5886 exists jf @HAIT2_4808 Object.StorePos($5886, $5915, $5916, $5917) 02CE: $98 = ground_z $5915 $5916 $5917 $98 += 0.5 // floating-point values if 6.0 > $98 // floating-point values jf @HAIT2_4740 $98 = 6.0 // floating-point values :HAIT2_4740 if or 04DA: has_object $5886 collided 001C: $4811 > $5870 // integer values 04E7: object $5886 in_water jf @HAIT2_4808 04D9: object $5886 set_scripted_collision_check 0 020C: create_explosion_with_radius 0 at $5915 $5916 $5917 Object.RemoveReferences($5886) $5886 = -1 // integer values $5863 = 2 // integer values :HAIT2_4808 if $5866 == 0 // integer values jf @HAIT2_5363 if 03CA: object $5886 exists jf @HAIT2_5363 if or 04EA: object $5886 in_cube -554.2964 -277.5887 0.0 -492.513 -212.6366 20.0 flag 0 0057: player $PLAYER_CHAR 0 -554.2964 -277.5887 0.0 -492.513 -212.6366 20.0 jf @HAIT2_5363 if not Actor.Dead($5891) jf @HAIT2_4965 $5905 = Marker.CreateAboveActor($5891) 018B: show_on_radar $5905 2 0168: set_blip $5905 size 2 :HAIT2_4965 if not Actor.Dead($5892) jf @HAIT2_5003 $5906 = Marker.CreateAboveActor($5892) 018B: show_on_radar $5906 2 0168: set_blip $5906 size 2 :HAIT2_5003 if not Actor.Dead($5893) jf @HAIT2_5041 $5907 = Marker.CreateAboveActor($5893) 018B: show_on_radar $5907 2 0168: set_blip $5907 size 2 :HAIT2_5041 if not Actor.Dead($5894) jf @HAIT2_5079 $5908 = Marker.CreateAboveActor($5894) 018B: show_on_radar $5908 2 0168: set_blip $5908 size 2 :HAIT2_5079 if not Actor.Dead($5895) jf @HAIT2_5117 $5909 = Marker.CreateAboveActor($5895) 018B: show_on_radar $5909 2 0168: set_blip $5909 size 2 :HAIT2_5117 if not Actor.Dead($5896) jf @HAIT2_5155 $5910 = Marker.CreateAboveActor($5896) 018B: show_on_radar $5910 2 0168: set_blip $5910 size 2 :HAIT2_5155 if not Actor.Dead($5897) jf @HAIT2_5193 $5911 = Marker.CreateAboveActor($5897) 018B: show_on_radar $5911 2 0168: set_blip $5911 size 2 :HAIT2_5193 if not Actor.Dead($5898) jf @HAIT2_5231 $5912 = Marker.CreateAboveActor($5898) 018B: show_on_radar $5912 2 0168: set_blip $5912 size 2 :HAIT2_5231 if not Car.Wrecked($5888) jf @HAIT2_5260 Marker.Disable($5902) $5902 = Marker.CreateAboveCar($5888) :HAIT2_5260 if not Car.Wrecked($5887) jf @HAIT2_5289 Marker.Disable($5903) $5903 = Marker.CreateAboveCar($5887) :HAIT2_5289 if not Car.Wrecked($5889) jf @HAIT2_5318 Marker.Disable($5904) $5904 = Marker.CreateAboveCar($5889) :HAIT2_5318 if not Actor.Dead($5899) jf @HAIT2_5356 $5913 = Marker.CreateAboveActor($5899) 018B: show_on_radar $5913 2 0168: set_blip $5913 size 2 :HAIT2_5356 $5866 = 1 // integer values :HAIT2_5363 jump @HAIT2_5396 :HAIT2_5370 if 001C: $4811 > $5881 // integer values jf @HAIT2_5396 jump @HAIT2_17554 :HAIT2_5396 $5872 = 0 // integer values if not Actor.Dead($5891) jf @HAIT2_5858 if $5866 == 1 // integer values jf @HAIT2_5851 if 0@ == 0 // integer values jf @HAIT2_5541 if not Car.Wrecked($5883) jf @HAIT2_5519 01B2: give_actor $5891 weapon 27 ammo 9999 // Load the weapon model before using this 01D9: actor $5891 destroy_car $5883 008B: 1@ = $4811 // integer values and handles 1@ += 3500 // integer values 0@ = 1 // integer values jump @HAIT2_5541 :HAIT2_5519 008B: 1@ = $4811 // integer values and handles 1@ -= 100 // integer values 0@ = 1 // integer values :HAIT2_5541 if 0@ == 1 // integer values jf @HAIT2_5675 if not Car.Wrecked($5883) jf @HAIT2_5583 01D9: actor $5891 destroy_car $5883 :HAIT2_5583 if 001E: $4811 > 1@ // integer values jf @HAIT2_5675 if not Car.Wrecked($5887) jf @HAIT2_5668 011C: actor $5891 clear_objective 0239: actor $5891 run_to -535.0269 -230.2825 008B: 1@ = $4811 // integer values and handles 1@ += 700 // integer values 0@ = 2 // integer values jump @HAIT2_5675 :HAIT2_5668 0@ = 100 // integer values :HAIT2_5675 if 0@ == 2 // integer values jf @HAIT2_5809 if not Car.Wrecked($5887) jf @HAIT2_5802 if 0185: car $5887 health >= 250 jf @HAIT2_5788 if 001E: $4811 > 1@ // integer values jf @HAIT2_5781 011C: actor $5891 clear_objective Marker.Disable($5905) Actor.DestroyInstantly($5891) 0129: $5891 = create_actor 4 #CBA in_car $5887 driverseat 0@ = 3 // integer values :HAIT2_5781 jump @HAIT2_5795 :HAIT2_5788 0@ = 100 // integer values :HAIT2_5795 jump @HAIT2_5809 :HAIT2_5802 0@ = 100 // integer values :HAIT2_5809 if 0@ == 100 // integer values jf @HAIT2_5851 if not Car.Wrecked($5883) jf @HAIT2_5851 01D9: actor $5891 destroy_car $5883 :HAIT2_5851 jump @HAIT2_5914 :HAIT2_5858 if not 0@ == -10 // integer values jf @HAIT2_5907 Marker.Disable($5905) 018C: play_sound 1 at 0.0 0.0 0.0 0@ = -10 // integer values :HAIT2_5907 $5872 += 1 // integer values :HAIT2_5914 if not Actor.Dead($5892) jf @HAIT2_6672 if $5866 == 1 // integer values jf @HAIT2_6656 if 2@ == 0 // integer values jf @HAIT2_6061 if not Car.Wrecked($5883) jf @HAIT2_6039 0372: set_actor $5892 anim 0 wait_state_time 17 ms 01B2: give_actor $5892 weapon 27 ammo 9999 // Load the weapon model before using this 01D9: actor $5892 destroy_car $5883 008B: 3@ = $4811 // integer values and handles 3@ += 3700 // integer values 2@ = 1 // integer values jump @HAIT2_6061 :HAIT2_6039 008B: 3@ = $4811 // integer values and handles 3@ -= 100 // integer values 2@ = 1 // integer values :HAIT2_6061 if 2@ == 1 // integer values jf @HAIT2_6179 if not Car.Wrecked($5883) jf @HAIT2_6103 01D9: actor $5892 destroy_car $5883 :HAIT2_6103 if 001E: $4811 > 3@ // integer values jf @HAIT2_6179 if not Car.Wrecked($5887) jf @HAIT2_6172 011C: actor $5892 clear_objective 0239: actor $5892 run_to -537.8747 -233.085 2@ = 2 // integer values jump @HAIT2_6179 :HAIT2_6172 2@ = 100 // integer values :HAIT2_6179 if 2@ == 2 // integer values jf @HAIT2_6287 if 00ED: actor $5892 0 -537.8747 -233.085 radius 1.0 1.0 jf @HAIT2_6287 if not Car.Wrecked($5887) jf @HAIT2_6280 0239: actor $5892 run_to -535.1575 -233.1016 2@ = 3 // integer values jump @HAIT2_6287 :HAIT2_6280 2@ = 100 // integer values :HAIT2_6287 if 2@ == 3 // integer values jf @HAIT2_6411 if 00ED: actor $5892 0 -535.1575 -233.1016 radius 1.0 1.0 jf @HAIT2_6411 if not Car.Wrecked($5887) jf @HAIT2_6404 0239: actor $5892 run_to -535.0269 -230.2825 008B: 3@ = $4811 // integer values and handles 3@ += 700 // integer values 2@ = 4 // integer values jump @HAIT2_6411 :HAIT2_6404 2@ = 100 // integer values :HAIT2_6411 if 2@ == 4 // integer values jf @HAIT2_6607 if not Car.Wrecked($5887) jf @HAIT2_6600 if 0185: car $5887 health >= 250 jf @HAIT2_6586 if 001E: $4811 > 3@ // integer values jf @HAIT2_6579 if not Actor.Dead($5891) jf @HAIT2_6550 0464: put_actor $5892 into_turret_on_car $5887 at_car_offset 0.6462 1.4897 1.3333 position 2 angle 360.0 with_weapon 27 Marker.Disable($5906) 2@ = 100 // integer values jump @HAIT2_6579 :HAIT2_6550 Marker.Disable($5906) Actor.DestroyInstantly($5892) 0129: $5892 = create_actor 4 #CBA in_car $5887 driverseat 2@ = 5 // integer values :HAIT2_6579 jump @HAIT2_6593 :HAIT2_6586 2@ = 100 // integer values :HAIT2_6593 jump @HAIT2_6607 :HAIT2_6600 2@ = 100 // integer values :HAIT2_6607 if 2@ == 100 // integer values jf @HAIT2_6649 if not Car.Wrecked($5883) jf @HAIT2_6649 01D9: actor $5892 destroy_car $5883 :HAIT2_6649 jump @HAIT2_6665 :HAIT2_6656 0372: set_actor $5892 anim 25 wait_state_time 100 ms :HAIT2_6665 jump @HAIT2_6733 :HAIT2_6672 if not 2@ == -10 // integer values jf @HAIT2_6726 Marker.Disable($5906) 0465: remove_actor $5892 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 2@ = -10 // integer values :HAIT2_6726 $5872 += 1 // integer values :HAIT2_6733 if not Actor.Dead($5893) jf @HAIT2_7363 if $5866 == 1 // integer values jf @HAIT2_7356 if 4@ == 0 // integer values jf @HAIT2_6871 if not Car.Wrecked($5883) jf @HAIT2_6849 01B2: give_actor $5893 weapon 27 ammo 9999 // Load the weapon model before using this 01D9: actor $5893 destroy_car $5883 008B: 5@ = $4811 // integer values and handles 5@ += 3900 // integer values 4@ = 1 // integer values jump @HAIT2_6871 :HAIT2_6849 008B: 5@ = $4811 // integer values and handles 5@ -= 100 // integer values 4@ = 1 // integer values :HAIT2_6871 if 4@ == 1 // integer values jf @HAIT2_6989 if not Car.Wrecked($5883) jf @HAIT2_6913 01D9: actor $5893 destroy_car $5883 :HAIT2_6913 if 001E: $4811 > 5@ // integer values jf @HAIT2_6989 if not Car.Wrecked($5887) jf @HAIT2_6982 011C: actor $5893 clear_objective 0239: actor $5893 run_to -535.1575 -233.1016 4@ = 2 // integer values jump @HAIT2_6989 :HAIT2_6982 4@ = 100 // integer values :HAIT2_6989 if 4@ == 2 // integer values jf @HAIT2_7113 if 00ED: actor $5893 0 -535.1575 -233.1016 radius 1.0 1.0 jf @HAIT2_7113 if not Car.Wrecked($5887) jf @HAIT2_7106 0239: actor $5893 run_to -535.0269 -230.2825 008B: 5@ = $4811 // integer values and handles 5@ += 700 // integer values 4@ = 3 // integer values jump @HAIT2_7113 :HAIT2_7106 4@ = 100 // integer values :HAIT2_7113 if 4@ == 3 // integer values jf @HAIT2_7314 if not Car.Wrecked($5887) jf @HAIT2_7307 if 0185: car $5887 health >= 250 jf @HAIT2_7293 if 001E: $4811 > 5@ // integer values jf @HAIT2_7286 if or not Actor.Dead($5891) not Actor.Dead($5892) jf @HAIT2_7257 0464: put_actor $5893 into_turret_on_car $5887 at_car_offset -0.6107 1.4015 1.3205 position 2 angle 360.0 with_weapon 27 Marker.Disable($5907) 4@ = 100 // integer values jump @HAIT2_7286 :HAIT2_7257 Marker.Disable($5907) Actor.DestroyInstantly($5893) 0129: $5893 = create_actor 4 #CBB in_car $5887 driverseat 4@ = 4 // integer values :HAIT2_7286 jump @HAIT2_7300 :HAIT2_7293 4@ = 100 // integer values :HAIT2_7300 jump @HAIT2_7314 :HAIT2_7307 4@ = 100 // integer values :HAIT2_7314 if 4@ == 100 // integer values jf @HAIT2_7356 if not Car.Wrecked($5883) jf @HAIT2_7356 01D9: actor $5893 destroy_car $5883 :HAIT2_7356 jump @HAIT2_7424 :HAIT2_7363 if not 4@ == -10 // integer values jf @HAIT2_7417 Marker.Disable($5907) 0465: remove_actor $5893 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 4@ = -10 // integer values :HAIT2_7417 $5872 += 1 // integer values :HAIT2_7424 if not Actor.Dead($5894) jf @HAIT2_8007 if $5866 == 1 // integer values jf @HAIT2_7991 if 6@ == 0 // integer values jf @HAIT2_7571 if not Car.Wrecked($5883) jf @HAIT2_7549 0372: set_actor $5894 anim 0 wait_state_time 17 ms 01B2: give_actor $5894 weapon 27 ammo 9999 // Load the weapon model before using this 01D9: actor $5894 destroy_car $5883 008B: 7@ = $4811 // integer values and handles 7@ += 1200 // integer values 6@ = 1 // integer values jump @HAIT2_7571 :HAIT2_7549 008B: 7@ = $4811 // integer values and handles 7@ -= 100 // integer values 6@ = 1 // integer values :HAIT2_7571 if 6@ == 1 // integer values jf @HAIT2_7689 if not Car.Wrecked($5883) jf @HAIT2_7613 01D9: actor $5894 destroy_car $5883 :HAIT2_7613 if 001E: $4811 > 7@ // integer values jf @HAIT2_7689 if not Car.Wrecked($5888) jf @HAIT2_7682 011C: actor $5894 clear_objective 0239: actor $5894 run_to -524.5031 -232.6815 6@ = 2 // integer values jump @HAIT2_7689 :HAIT2_7682 6@ = 100 // integer values :HAIT2_7689 if 6@ == 2 // integer values jf @HAIT2_7813 if 00ED: actor $5894 0 -524.5031 -232.6815 radius 1.0 1.0 jf @HAIT2_7813 if not Car.Wrecked($5888) jf @HAIT2_7806 0239: actor $5894 run_to -524.4131 -229.7234 008B: 7@ = $4811 // integer values and handles 7@ += 700 // integer values 6@ = 3 // integer values jump @HAIT2_7813 :HAIT2_7806 6@ = 100 // integer values :HAIT2_7813 if 6@ == 3 // integer values jf @HAIT2_7942 if not Car.Wrecked($5888) jf @HAIT2_7935 if 0185: car $5888 health >= 250 jf @HAIT2_7921 if 001E: $4811 > 7@ // integer values jf @HAIT2_7914 Marker.Disable($5908) Actor.DestroyInstantly($5894) 0129: $5894 = create_actor 4 #CBB in_car $5888 driverseat 6@ = 4 // integer values :HAIT2_7914 jump @HAIT2_7928 :HAIT2_7921 6@ = 100 // integer values :HAIT2_7928 jump @HAIT2_7942 :HAIT2_7935 6@ = 100 // integer values :HAIT2_7942 if 6@ == 100 // integer values jf @HAIT2_7984 if not Car.Wrecked($5883) jf @HAIT2_7984 01D9: actor $5894 destroy_car $5883 :HAIT2_7984 jump @HAIT2_8000 :HAIT2_7991 0372: set_actor $5894 anim 24 wait_state_time 100 ms :HAIT2_8000 jump @HAIT2_8063 :HAIT2_8007 if not 6@ == -10 // integer values jf @HAIT2_8056 Marker.Disable($5908) 018C: play_sound 1 at 0.0 0.0 0.0 6@ = -10 // integer values :HAIT2_8056 $5872 += 1 // integer values :HAIT2_8063 if not Actor.Dead($5895) jf @HAIT2_8713 if $5866 == 1 // integer values jf @HAIT2_8697 if 8@ == 0 // integer values jf @HAIT2_8210 if not Car.Wrecked($5883) jf @HAIT2_8188 0372: set_actor $5895 anim 0 wait_state_time 17 ms 01B2: give_actor $5895 weapon 27 ammo 9999 // Load the weapon model before using this 01D9: actor $5895 destroy_car $5883 008B: 9@ = $4811 // integer values and handles 9@ += 1500 // integer values 8@ = 1 // integer values jump @HAIT2_8210 :HAIT2_8188 008B: 9@ = $4811 // integer values and handles 9@ -= 100 // integer values 8@ = 1 // integer values :HAIT2_8210 if 8@ == 1 // integer values jf @HAIT2_8328 if not Car.Wrecked($5883) jf @HAIT2_8252 01D9: actor $5895 destroy_car $5883 :HAIT2_8252 if 001E: $4811 > 9@ // integer values jf @HAIT2_8328 if not Car.Wrecked($5888) jf @HAIT2_8321 011C: actor $5895 clear_objective 0239: actor $5895 run_to -524.5031 -232.6815 8@ = 2 // integer values jump @HAIT2_8328 :HAIT2_8321 8@ = 100 // integer values :HAIT2_8328 if 8@ == 2 // integer values jf @HAIT2_8452 if 00ED: actor $5895 0 -524.5031 -232.6815 radius 1.0 1.0 jf @HAIT2_8452 if not Car.Wrecked($5888) jf @HAIT2_8445 0239: actor $5895 run_to -524.4131 -229.7234 008B: 9@ = $4811 // integer values and handles 9@ += 700 // integer values 8@ = 3 // integer values jump @HAIT2_8452 :HAIT2_8445 8@ = 100 // integer values :HAIT2_8452 if 8@ == 3 // integer values jf @HAIT2_8648 if not Car.Wrecked($5888) jf @HAIT2_8641 if 0185: car $5888 health >= 250 jf @HAIT2_8627 if 001E: $4811 > 9@ // integer values jf @HAIT2_8620 if not Actor.Dead($5894) jf @HAIT2_8591 0464: put_actor $5895 into_turret_on_car $5888 at_car_offset 0.2534 -0.2957 1.4395 position 2 angle 360.0 with_weapon 27 Marker.Disable($5909) 8@ = 100 // integer values jump @HAIT2_8620 :HAIT2_8591 Marker.Disable($5909) Actor.DestroyInstantly($5895) 0129: $5895 = create_actor 4 #CBA in_car $5888 driverseat 8@ = 4 // integer values :HAIT2_8620 jump @HAIT2_8634 :HAIT2_8627 8@ = 100 // integer values :HAIT2_8634 jump @HAIT2_8648 :HAIT2_8641 8@ = 100 // integer values :HAIT2_8648 if 8@ == 100 // integer values jf @HAIT2_8690 if not Car.Wrecked($5883) jf @HAIT2_8690 01D9: actor $5895 destroy_car $5883 :HAIT2_8690 jump @HAIT2_8706 :HAIT2_8697 0372: set_actor $5895 anim 3 wait_state_time 100 ms :HAIT2_8706 jump @HAIT2_8774 :HAIT2_8713 if not 8@ == -10 // integer values jf @HAIT2_8767 Marker.Disable($5909) 0465: remove_actor $5895 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 8@ = -10 // integer values :HAIT2_8767 $5872 += 1 // integer values :HAIT2_8774 if not Actor.Dead($5896) jf @HAIT2_9548 if $5866 == 1 // integer values jf @HAIT2_9541 if 10@ == 0 // integer values jf @HAIT2_8912 if not Car.Wrecked($5883) jf @HAIT2_8890 01B2: give_actor $5896 weapon 27 ammo 9999 // Load the weapon model before using this 01D9: actor $5896 destroy_car $5883 008B: 11@ = $4811 // integer values and handles 11@ += 1800 // integer values 10@ = 1 // integer values jump @HAIT2_8912 :HAIT2_8890 008B: 11@ = $4811 // integer values and handles 11@ -= 100 // integer values 10@ = 1 // integer values :HAIT2_8912 if 10@ == 1 // integer values jf @HAIT2_9030 if not Car.Wrecked($5883) jf @HAIT2_8954 01D9: actor $5896 destroy_car $5883 :HAIT2_8954 if 001E: $4811 > 11@ // integer values jf @HAIT2_9030 if not Car.Wrecked($5889) jf @HAIT2_9023 011C: actor $5896 clear_objective 0239: actor $5896 run_to -521.9704 -240.8421 10@ = 2 // integer values jump @HAIT2_9030 :HAIT2_9023 10@ = 100 // integer values :HAIT2_9030 if 10@ == 2 // integer values jf @HAIT2_9138 if 00ED: actor $5896 0 -521.9704 -240.8421 radius 1.0 1.0 jf @HAIT2_9138 if not Car.Wrecked($5889) jf @HAIT2_9131 0239: actor $5896 run_to -522.0861 -235.0635 10@ = 3 // integer values jump @HAIT2_9138 :HAIT2_9131 10@ = 100 // integer values :HAIT2_9138 if 10@ == 3 // integer values jf @HAIT2_9246 if 00ED: actor $5896 0 -522.0861 -235.0635 radius 1.0 1.0 jf @HAIT2_9246 if not Car.Wrecked($5889) jf @HAIT2_9239 0239: actor $5896 run_to -517.2231 -232.8405 10@ = 4 // integer values jump @HAIT2_9246 :HAIT2_9239 10@ = 100 // integer values :HAIT2_9246 if 10@ == 4 // integer values jf @HAIT2_9370 if 00ED: actor $5896 0 -517.2231 -232.8405 radius 1.0 1.0 jf @HAIT2_9370 if not Car.Wrecked($5889) jf @HAIT2_9363 0239: actor $5896 run_to -515.7076 -230.4083 008B: 11@ = $4811 // integer values and handles 11@ += 700 // integer values 10@ = 5 // integer values jump @HAIT2_9370 :HAIT2_9363 10@ = 100 // integer values :HAIT2_9370 if 10@ == 5 // integer values jf @HAIT2_9499 if not Car.Wrecked($5889) jf @HAIT2_9492 if 0185: car $5889 health >= 250 jf @HAIT2_9478 if 001E: $4811 > 11@ // integer values jf @HAIT2_9471 Marker.Disable($5910) Actor.DestroyInstantly($5896) 0129: $5896 = create_actor 4 #CBA in_car $5889 driverseat 10@ = 6 // integer values :HAIT2_9471 jump @HAIT2_9485 :HAIT2_9478 10@ = 100 // integer values :HAIT2_9485 jump @HAIT2_9499 :HAIT2_9492 10@ = 100 // integer values :HAIT2_9499 if 10@ == 100 // integer values jf @HAIT2_9541 if not Car.Wrecked($5883) jf @HAIT2_9541 01D9: actor $5896 destroy_car $5883 :HAIT2_9541 jump @HAIT2_9604 :HAIT2_9548 if not 10@ == -10 // integer values jf @HAIT2_9597 Marker.Disable($5910) 018C: play_sound 1 at 0.0 0.0 0.0 10@ = -10 // integer values :HAIT2_9597 $5872 += 1 // integer values :HAIT2_9604 if not Actor.Dead($5897) jf @HAIT2_10362 if $5866 == 1 // integer values jf @HAIT2_10346 if 12@ == 0 // integer values jf @HAIT2_9751 if not Car.Wrecked($5883) jf @HAIT2_9729 0372: set_actor $5897 anim 0 wait_state_time 17 ms 01B2: give_actor $5897 weapon 27 ammo 9999 // Load the weapon model before using this 01D9: actor $5897 destroy_car $5883 008B: 13@ = $4811 // integer values and handles 13@ += 4100 // integer values 12@ = 1 // integer values jump @HAIT2_9751 :HAIT2_9729 008B: 13@ = $4811 // integer values and handles 13@ -= 100 // integer values 12@ = 1 // integer values :HAIT2_9751 if 12@ == 1 // integer values jf @HAIT2_9869 if not Car.Wrecked($5883) jf @HAIT2_9793 01D9: actor $5897 destroy_car $5883 :HAIT2_9793 if 001E: $4811 > 13@ // integer values jf @HAIT2_9869 if not Car.Wrecked($5889) jf @HAIT2_9862 011C: actor $5897 clear_objective 0239: actor $5897 run_to -512.1264 -237.3874 12@ = 2 // integer values jump @HAIT2_9869 :HAIT2_9862 12@ = 100 // integer values :HAIT2_9869 if 12@ == 2 // integer values jf @HAIT2_9977 if 00ED: actor $5897 0 -512.1264 -237.3874 radius 1.0 1.0 jf @HAIT2_9977 if not Car.Wrecked($5889) jf @HAIT2_9970 0239: actor $5897 run_to -512.0654 -232.852 12@ = 3 // integer values jump @HAIT2_9977 :HAIT2_9970 12@ = 100 // integer values :HAIT2_9977 if 12@ == 3 // integer values jf @HAIT2_10101 if 00ED: actor $5897 0 -512.0654 -232.852 radius 1.0 1.0 jf @HAIT2_10101 if not Car.Wrecked($5889) jf @HAIT2_10094 0239: actor $5897 run_to -513.3506 -230.3167 008B: 13@ = $4811 // integer values and handles 13@ += 700 // integer values 12@ = 4 // integer values jump @HAIT2_10101 :HAIT2_10094 12@ = 100 // integer values :HAIT2_10101 if 12@ == 4 // integer values jf @HAIT2_10297 if not Car.Wrecked($5889) jf @HAIT2_10290 if 0185: car $5889 health >= 250 jf @HAIT2_10276 if 001E: $4811 > 13@ // integer values jf @HAIT2_10269 if not Actor.Dead($5896) jf @HAIT2_10240 0464: put_actor $5897 into_turret_on_car $5889 at_car_offset -0.1968 2.0053 0.8746 position 2 angle 360.0 with_weapon 27 Marker.Disable($5911) 12@ = 100 // integer values jump @HAIT2_10269 :HAIT2_10240 Marker.Disable($5911) Actor.DestroyInstantly($5897) 0129: $5897 = create_actor 4 #CBB in_car $5889 driverseat 12@ = 5 // integer values :HAIT2_10269 jump @HAIT2_10283 :HAIT2_10276 12@ = 100 // integer values :HAIT2_10283 jump @HAIT2_10297 :HAIT2_10290 12@ = 100 // integer values :HAIT2_10297 if 12@ == 100 // integer values jf @HAIT2_10339 if not Car.Wrecked($5883) jf @HAIT2_10339 01D9: actor $5897 destroy_car $5883 :HAIT2_10339 jump @HAIT2_10355 :HAIT2_10346 0372: set_actor $5897 anim 25 wait_state_time 100 ms :HAIT2_10355 jump @HAIT2_10423 :HAIT2_10362 if not 12@ == -10 // integer values jf @HAIT2_10416 Marker.Disable($5911) 0465: remove_actor $5897 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 12@ = -10 // integer values :HAIT2_10416 $5872 += 1 // integer values :HAIT2_10423 if not Actor.Dead($5898) jf @HAIT2_11278 if $5866 == 1 // integer values jf @HAIT2_11271 if 14@ == 0 // integer values jf @HAIT2_10570 if not Car.Wrecked($5883) jf @HAIT2_10548 0372: set_actor $5898 anim 0 wait_state_time 17 ms 01B2: give_actor $5898 weapon 27 ammo 9999 // Load the weapon model before using this 01D9: actor $5898 destroy_car $5883 008B: 15@ = $4811 // integer values and handles 15@ += 3400 // integer values 14@ = 1 // integer values jump @HAIT2_10570 :HAIT2_10548 008B: 15@ = $4811 // integer values and handles 15@ -= 100 // integer values 14@ = 1 // integer values :HAIT2_10570 if 14@ == 1 // integer values jf @HAIT2_10688 if not Car.Wrecked($5883) jf @HAIT2_10612 01D9: actor $5898 destroy_car $5883 :HAIT2_10612 if 001E: $4811 > 15@ // integer values jf @HAIT2_10688 if not Car.Wrecked($5889) jf @HAIT2_10681 011C: actor $5898 clear_objective 0239: actor $5898 run_to -521.9704 -240.8421 14@ = 2 // integer values jump @HAIT2_10688 :HAIT2_10681 14@ = 100 // integer values :HAIT2_10688 if 14@ == 2 // integer values jf @HAIT2_10796 if 00ED: actor $5898 0 -521.9704 -240.8421 radius 1.0 1.0 jf @HAIT2_10796 if not Car.Wrecked($5889) jf @HAIT2_10789 0239: actor $5898 run_to -522.0861 -235.0635 14@ = 3 // integer values jump @HAIT2_10796 :HAIT2_10789 14@ = 100 // integer values :HAIT2_10796 if 14@ == 3 // integer values jf @HAIT2_10904 if 00ED: actor $5898 0 -522.0861 -235.0635 radius 1.0 1.0 jf @HAIT2_10904 if not Car.Wrecked($5889) jf @HAIT2_10897 0239: actor $5898 run_to -517.2231 -232.8405 14@ = 4 // integer values jump @HAIT2_10904 :HAIT2_10897 14@ = 100 // integer values :HAIT2_10904 if 14@ == 4 // integer values jf @HAIT2_11028 if 00ED: actor $5898 0 -517.2231 -232.8405 radius 1.0 1.0 jf @HAIT2_11028 if not Car.Wrecked($5889) jf @HAIT2_11021 0239: actor $5898 run_to -515.7076 -230.4083 008B: 15@ = $4811 // integer values and handles 15@ += 700 // integer values 14@ = 5 // integer values jump @HAIT2_11028 :HAIT2_11021 14@ = 100 // integer values :HAIT2_11028 if 14@ == 5 // integer values jf @HAIT2_11229 if not Car.Wrecked($5889) jf @HAIT2_11222 if 0185: car $5889 health >= 250 jf @HAIT2_11208 if 001E: $4811 > 15@ // integer values jf @HAIT2_11201 if or not Actor.Dead($5896) not Actor.Dead($5897) jf @HAIT2_11172 0464: put_actor $5898 into_turret_on_car $5889 at_car_offset 0.0444 -1.8993 1.0885 position 2 angle 360.0 with_weapon 27 Marker.Disable($5912) 14@ = 100 // integer values jump @HAIT2_11201 :HAIT2_11172 Marker.Disable($5912) Actor.DestroyInstantly($5898) 0129: $5898 = create_actor 4 #CBB in_car $5889 driverseat 14@ = 6 // integer values :HAIT2_11201 jump @HAIT2_11215 :HAIT2_11208 14@ = 100 // integer values :HAIT2_11215 jump @HAIT2_11229 :HAIT2_11222 14@ = 100 // integer values :HAIT2_11229 if 14@ == 100 // integer values jf @HAIT2_11271 if not Car.Wrecked($5883) jf @HAIT2_11271 01D9: actor $5898 destroy_car $5883 :HAIT2_11271 jump @HAIT2_11339 :HAIT2_11278 if not 14@ == -10 // integer values jf @HAIT2_11332 Marker.Disable($5912) 0465: remove_actor $5898 from_turret_mode 018C: play_sound 1 at 0.0 0.0 0.0 14@ = -10 // integer values :HAIT2_11332 $5872 += 1 // integer values :HAIT2_11339 if not Actor.Dead($5899) jf @HAIT2_11815 if $5866 == 1 // integer values jf @HAIT2_11808 if $5873 == 0 // integer values jf @HAIT2_11486 if not Car.Wrecked($5883) jf @HAIT2_11464 0372: set_actor $5899 anim 0 wait_state_time 17 ms 01B2: give_actor $5899 weapon 27 ammo 9999 // Load the weapon model before using this 01D9: actor $5899 destroy_car $5883 0084: $5874 = $4811 // integer values and handles $5874 += 7000 // integer values $5873 = 1 // integer values jump @HAIT2_11486 :HAIT2_11464 0084: $5874 = $4811 // integer values and handles $5874 -= 100 // integer values $5873 = 1 // integer values :HAIT2_11486 if $5873 == 2 // integer values jf @HAIT2_11659 if not Car.Wrecked($5883) jf @HAIT2_11528 01D9: actor $5899 destroy_car $5883 :HAIT2_11528 if 001C: $4811 > $5874 // integer values jf @HAIT2_11659 if not Car.Wrecked($5890) jf @HAIT2_11652 if 0185: car $5890 health >= 250 jf @HAIT2_11638 011C: actor $5899 clear_objective 018B: show_on_radar $5913 3 0168: set_blip $5905 size 3 00BC: text_highpriority 'HAT2_B7' 6000 ms 1 // ~g~One of the Cubans in escaping in a car. Don't leave any witnesses! 01D5: actor $5899 go_to_and_drive_car $5890 $5873 = 3 // integer values jump @HAIT2_11645 :HAIT2_11638 $5873 = 100 // integer values :HAIT2_11645 jump @HAIT2_11659 :HAIT2_11652 $5873 = 100 // integer values :HAIT2_11659 if $5873 == 3 // integer values jf @HAIT2_11766 if not Car.Wrecked($5890) jf @HAIT2_11759 if 0185: car $5890 health >= 250 jf @HAIT2_11745 if Actor.InCar($5899, $5890) jf @HAIT2_11738 $5873 = 4 // integer values :HAIT2_11738 jump @HAIT2_11752 :HAIT2_11745 $5873 = 100 // integer values :HAIT2_11752 jump @HAIT2_11766 :HAIT2_11759 $5873 = 100 // integer values :HAIT2_11766 if $5873 == 100 // integer values jf @HAIT2_11808 if not Car.Wrecked($5883) jf @HAIT2_11808 01D9: actor $5899 destroy_car $5883 :HAIT2_11808 jump @HAIT2_11871 :HAIT2_11815 if not $5873 == -10 // integer values jf @HAIT2_11864 Marker.Disable($5913) 018C: play_sound 1 at 0.0 0.0 0.0 $5873 = -10 // integer values :HAIT2_11864 $5872 += 1 // integer values :HAIT2_11871 if not Car.Wrecked($5888) jf @HAIT2_12058 if $5875 == 0 // integer values jf @HAIT2_12018 if or 6@ == 4 // integer values Actor.Dead($5894) jf @HAIT2_12018 if or 8@ == 4 // integer values 8@ == 100 // integer values Actor.Dead($5895) jf @HAIT2_12018 if or 6@ == 4 // integer values 8@ == 4 // integer values jf @HAIT2_12018 $5875 = 1 // integer values 00BC: text_highpriority 'HAT2_B5' 5000 ms 1 // ~g~The Cubans are making a run for it. Don't let them get away! Marker.Disable($5902) $5902 = Marker.CreateAboveCar($5888) :HAIT2_12018 if $5875 == 1 // integer values jf @HAIT2_12051 0084: $2731 = $5888 // integer values and handles gosub @HAIT2_15146 :HAIT2_12051 jump @HAIT2_12070 :HAIT2_12058 Marker.Disable($5902) $5872 += 1 // integer values :HAIT2_12070 if not Car.Wrecked($5887) jf @HAIT2_12936 if $5876 == 0 // integer values jf @HAIT2_12254 if or 0@ == 3 // integer values Actor.Dead($5891) jf @HAIT2_12254 if or 2@ == 5 // integer values 2@ == 100 // integer values Actor.Dead($5892) jf @HAIT2_12254 if or 4@ == 4 // integer values 4@ == 100 // integer values Actor.Dead($5893) jf @HAIT2_12254 if or 0@ == 3 // integer values 2@ == 5 // integer values 4@ == 4 // integer values jf @HAIT2_12254 $5876 = 1 // integer values 00BC: text_highpriority 'HAT2_B5' 5000 ms 1 // ~g~The Cubans are making a run for it. Don't let them get away! Marker.Disable($5903) $5903 = Marker.CreateAboveCar($5887) :HAIT2_12254 if $5876 == 1 // integer values jf @HAIT2_12896 if or $5875 > 0 // integer values Car.Wrecked($5888) jf @HAIT2_12896 if not Car.Wrecked($5888) jf @HAIT2_12847 0407: create_coordinate $445 $446 $447 from_car $5888 offset -10.879 -15.176 0.0 if 01AF: car $5887 0 $445 $446 6.0 radius 5.0 5.0 5.0 jf @HAIT2_12582 02DB: set_boat $5887 speed_to 2.0 $5919 = Car.Angle($5888) $5920 = Car.Angle($5887) 0086: $5922 = $5919 // floating-point values only 0061: $5922 -= $5920 // floating-point values if -180.0 > $5922 // floating-point values jf @HAIT2_12457 $5922 += 360.0 // floating-point values :HAIT2_12457 if $5922 > 180.0 // floating-point values jf @HAIT2_12488 $5922 -= 360.0 // floating-point values :HAIT2_12488 if 0.0 > $5922 // floating-point values jf @HAIT2_12526 0078: $5920 += frame_delta_time * 1.0 // floating-point values jump @HAIT2_12536 :HAIT2_12526 007E: $5920 -= frame_delta_time * 1.0 // floating-point values :HAIT2_12536 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @HAIT2_12575 Car.Angle($5887) = $5920 :HAIT2_12575 jump @HAIT2_12824 :HAIT2_12582 if 01AD: car $5887 sphere 0 near_point $445 $446 radius 10.0 10.0 jf @HAIT2_12814 02DB: set_boat $5887 speed_to 12.0 $5919 = Car.Angle($5888) $5920 = Car.Angle($5887) 0086: $5922 = $5919 // floating-point values only 0061: $5922 -= $5920 // floating-point values if -180.0 > $5922 // floating-point values jf @HAIT2_12689 $5922 += 360.0 // floating-point values :HAIT2_12689 if $5922 > 180.0 // floating-point values jf @HAIT2_12720 $5922 -= 360.0 // floating-point values :HAIT2_12720 if 0.0 > $5922 // floating-point values jf @HAIT2_12758 0078: $5920 += frame_delta_time * 1.0 // floating-point values jump @HAIT2_12768 :HAIT2_12758 007E: $5920 -= frame_delta_time * 1.0 // floating-point values :HAIT2_12768 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @HAIT2_12807 Car.Angle($5887) = $5920 :HAIT2_12807 jump @HAIT2_12824 :HAIT2_12814 02DB: set_boat $5887 speed_to 20.0 :HAIT2_12824 02D3: boat $5887 drive_to $445 $446 6.0 jump @HAIT2_12896 :HAIT2_12847 if not $5865 == 0 // integer values jf @HAIT2_12879 $5865 -= 1 // integer values $5867 = 1 // integer values :HAIT2_12879 02DB: set_boat $5887 speed_to 12.0 $5876 = 2 // integer values :HAIT2_12896 if $5876 == 2 // integer values jf @HAIT2_12929 0084: $2731 = $5887 // integer values and handles gosub @HAIT2_15146 :HAIT2_12929 jump @HAIT2_12948 :HAIT2_12936 Marker.Disable($5903) $5872 += 1 // integer values :HAIT2_12948 if not Car.Wrecked($5889) jf @HAIT2_14333 if $5877 == 0 // integer values jf @HAIT2_13132 if or 10@ == 6 // integer values Actor.Dead($5896) jf @HAIT2_13132 if or 12@ == 7 // integer values 12@ == 100 // integer values Actor.Dead($5897) jf @HAIT2_13132 if or 14@ == 6 // integer values 14@ == 100 // integer values Actor.Dead($5898) jf @HAIT2_13132 if or 10@ == 6 // integer values 12@ == 7 // integer values 14@ == 6 // integer values jf @HAIT2_13132 $5877 = 1 // integer values 00BC: text_highpriority 'HAT2_B5' 5000 ms 1 // ~g~The Cubans are making a run for it. Don't let them get away! Marker.Disable($5904) $5904 = Marker.CreateAboveCar($5889) :HAIT2_13132 if $5877 == 1 // integer values jf @HAIT2_14293 if not Car.Wrecked($5888) jf @HAIT2_13702 0407: create_coordinate $445 $446 $447 from_car $5888 offset 11.702 -13.377 0.0 if 01AF: car $5889 0 $445 $446 6.0 radius 5.0 5.0 5.0 jf @HAIT2_13437 02DB: set_boat $5889 speed_to 2.0 $5919 = Car.Angle($5888) $5921 = Car.Angle($5889) 0086: $5922 = $5919 // floating-point values only 0061: $5922 -= $5921 // floating-point values if -180.0 > $5922 // floating-point values jf @HAIT2_13312 $5922 += 360.0 // floating-point values :HAIT2_13312 if $5922 > 180.0 // floating-point values jf @HAIT2_13343 $5922 -= 360.0 // floating-point values :HAIT2_13343 if 0.0 > $5922 // floating-point values jf @HAIT2_13381 0078: $5921 += frame_delta_time * 1.0 // floating-point values jump @HAIT2_13391 :HAIT2_13381 007E: $5921 -= frame_delta_time * 1.0 // floating-point values :HAIT2_13391 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @HAIT2_13430 Car.Angle($5889) = $5921 :HAIT2_13430 jump @HAIT2_13679 :HAIT2_13437 if 01AD: car $5889 sphere 0 near_point $445 $446 radius 10.0 10.0 jf @HAIT2_13669 $5919 = Car.Angle($5888) $5921 = Car.Angle($5889) 0086: $5922 = $5919 // floating-point values only 0061: $5922 -= $5921 // floating-point values if -180.0 > $5922 // floating-point values jf @HAIT2_13534 $5922 += 360.0 // floating-point values :HAIT2_13534 if $5922 > 180.0 // floating-point values jf @HAIT2_13565 $5922 -= 360.0 // floating-point values :HAIT2_13565 if 0.0 > $5922 // floating-point values jf @HAIT2_13603 0078: $5921 += frame_delta_time * 1.0 // floating-point values jump @HAIT2_13613 :HAIT2_13603 007E: $5921 -= frame_delta_time * 1.0 // floating-point values :HAIT2_13613 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @HAIT2_13652 Car.Angle($5889) = $5921 :HAIT2_13652 02DB: set_boat $5889 speed_to 12.0 jump @HAIT2_13679 :HAIT2_13669 02DB: set_boat $5889 speed_to 20.0 :HAIT2_13679 02D3: boat $5889 drive_to $445 $446 6.0 jump @HAIT2_14293 :HAIT2_13702 if not Car.Wrecked($5887) jf @HAIT2_14244 0407: create_coordinate $445 $446 $447 from_car $5887 offset 11.702 -13.377 0.0 if 01AD: car $5889 sphere 0 near_point $445 $446 radius 4.0 4.0 jf @HAIT2_13979 $5920 = Car.Angle($5887) $5921 = Car.Angle($5889) 0086: $5922 = $5920 // floating-point values only 0061: $5922 -= $5921 // floating-point values if -180.0 > $5922 // floating-point values jf @HAIT2_13844 $5922 += 360.0 // floating-point values :HAIT2_13844 if $5922 > 180.0 // floating-point values jf @HAIT2_13875 $5922 -= 360.0 // floating-point values :HAIT2_13875 if 0.0 > $5922 // floating-point values jf @HAIT2_13913 0078: $5921 += frame_delta_time * 1.0 // floating-point values jump @HAIT2_13923 :HAIT2_13913 007E: $5921 -= frame_delta_time * 1.0 // floating-point values :HAIT2_13923 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @HAIT2_13962 Car.Angle($5889) = $5921 :HAIT2_13962 02DB: set_boat $5889 speed_to 2.0 jump @HAIT2_14221 :HAIT2_13979 if 01AD: car $5889 sphere 0 near_point $445 $446 radius 10.0 10.0 jf @HAIT2_14211 $5920 = Car.Angle($5887) $5921 = Car.Angle($5889) 0086: $5922 = $5920 // floating-point values only 0061: $5922 -= $5921 // floating-point values if -180.0 > $5922 // floating-point values jf @HAIT2_14076 $5922 += 360.0 // floating-point values :HAIT2_14076 if $5922 > 180.0 // floating-point values jf @HAIT2_14107 $5922 -= 360.0 // floating-point values :HAIT2_14107 if 0.0 > $5922 // floating-point values jf @HAIT2_14145 0078: $5921 += frame_delta_time * 1.0 // floating-point values jump @HAIT2_14155 :HAIT2_14145 007E: $5921 -= frame_delta_time * 1.0 // floating-point values :HAIT2_14155 if and $5922 > 5.0 // floating-point values -5.0 > $5922 // floating-point values jf @HAIT2_14194 Car.Angle($5889) = $5921 :HAIT2_14194 02DB: set_boat $5889 speed_to 12.0 jump @HAIT2_14221 :HAIT2_14211 02DB: set_boat $5889 speed_to 20.0 :HAIT2_14221 02D3: boat $5889 drive_to $445 $446 6.0 jump @HAIT2_14293 :HAIT2_14244 if not $5865 == 0 // integer values jf @HAIT2_14276 $5865 -= 1 // integer values $5867 = 1 // integer values :HAIT2_14276 02DB: set_boat $5889 speed_to 12.0 $5877 = 2 // integer values :HAIT2_14293 if $5877 == 2 // integer values jf @HAIT2_14326 0084: $2731 = $5889 // integer values and handles gosub @HAIT2_15146 :HAIT2_14326 jump @HAIT2_14345 :HAIT2_14333 Marker.Disable($5904) $5872 += 1 // integer values :HAIT2_14345 if not Car.Wrecked($5890) jf @HAIT2_15063 if $5878 == 0 // integer values jf @HAIT2_14465 if $5873 == 4 // integer values jf @HAIT2_14465 if not Actor.Dead($5899) jf @HAIT2_14465 04E0: car $5890 abandon_path_radius 200 02C2: car $5890 drive_to_point -508.7597 -311.8881 10.4693 Car.SetMaxSpeed($5890, 15.0) 00AE: set_vehicle $5890 traffic_behavior_to 2 $5878 = 1 // integer values :HAIT2_14465 if $5878 == 1 // integer values jf @HAIT2_14548 if 01AD: car $5890 sphere 0 near_point -508.7597 -311.8881 radius 6.0 6.0 jf @HAIT2_14548 02C2: car $5890 drive_to_point -523.6951 -342.9825 10.9509 $5878 = 2 // integer values :HAIT2_14548 if $5878 == 2 // integer values jf @HAIT2_14648 if 01AD: car $5890 sphere 0 near_point -523.6951 -342.9825 radius 4.0 4.0 jf @HAIT2_14648 04E0: car $5890 abandon_path_radius 20 Car.SetMaxSpeed($5890, 20.0) 02C2: car $5890 drive_to_point -761.7885 -492.003 14.0889 $5878 = 3 // integer values :HAIT2_14648 if $5878 == 3 // integer values jf @HAIT2_14731 if 01AD: car $5890 sphere 0 near_point -761.7885 -492.003 radius 6.0 6.0 jf @HAIT2_14731 02C2: car $5890 drive_to_point -942.2122 -278.2615 10.3119 $5878 = 4 // integer values :HAIT2_14731 if $5878 == 4 // integer values jf @HAIT2_14814 if 01AD: car $5890 sphere 0 near_point -942.2122 -278.2615 radius 6.0 6.0 jf @HAIT2_14814 02C2: car $5890 drive_to_point -1067.287 -1.6537 11.2119 $5878 = 5 // integer values :HAIT2_14814 if $5878 == 5 // integer values jf @HAIT2_14897 if 01AD: car $5890 sphere 0 near_point -1067.287 -1.6537 radius 6.0 6.0 jf @HAIT2_14897 02C2: car $5890 drive_to_point -964.8415 321.9443 11.0549 $5878 = 6 // integer values :HAIT2_14897 if $5878 == 6 // integer values jf @HAIT2_14980 if 01AD: car $5890 sphere 0 near_point -964.8415 321.9443 radius 6.0 6.0 jf @HAIT2_14980 02C2: car $5890 drive_to_point -863.3309 -261.5879 10.7002 $5878 = 7 // integer values :HAIT2_14980 if $5878 == 7 // integer values jf @HAIT2_15063 if 01AD: car $5890 sphere 0 near_point -863.3309 -261.5879 radius 6.0 6.0 jf @HAIT2_15063 02C2: car $5890 drive_to_point -942.2122 -278.2615 10.3119 $5878 = 4 // integer values :HAIT2_15063 if and Car.Wrecked($5888) Car.Wrecked($5887) Car.Wrecked($5889) jf @HAIT2_15114 if $5873 == 1 // integer values jf @HAIT2_15114 $5873 = 2 // integer values :HAIT2_15114 if $5872 == 12 // integer values jf @HAIT2_15139 jump @HAIT2_17571 :HAIT2_15139 jump @HAIT2_3097 :HAIT2_15146 if $5865 == 0 // integer values jf @HAIT2_15198 02D3: boat $2731 drive_to -555.308 -141.189 6.0 $5865 = 1 // integer values $5867 = 0 // integer values :HAIT2_15198 if $5865 == 1 // integer values jf @HAIT2_15305 if or 01AF: car $2731 0 -555.308 -141.189 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_15305 02D3: boat $2731 drive_to -626.792 -78.237 6.0 $5865 = 2 // integer values $5867 = 0 // integer values :HAIT2_15305 if $5865 == 2 // integer values jf @HAIT2_15412 if or 01AF: car $2731 0 -626.792 -78.237 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_15412 02D3: boat $2731 drive_to -649.263 -5.788 6.0 $5865 = 3 // integer values $5867 = 0 // integer values :HAIT2_15412 if $5865 == 3 // integer values jf @HAIT2_15519 if or 01AF: car $2731 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_15519 02D3: boat $2731 drive_to -602.947 296.718 6.0 $5865 = 4 // integer values $5867 = 0 // integer values :HAIT2_15519 if $5865 == 4 // integer values jf @HAIT2_15626 if or 01AF: car $2731 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_15626 02D3: boat $2731 drive_to -587.552 427.51 6.0 $5865 = 5 // integer values $5867 = 0 // integer values :HAIT2_15626 if $5865 == 5 // integer values jf @HAIT2_15733 if or 01AF: car $2731 0 -587.552 427.51 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_15733 02D3: boat $2731 drive_to -528.738 507.634 6.0 $5865 = 6 // integer values $5867 = 0 // integer values :HAIT2_15733 if $5865 == 6 // integer values jf @HAIT2_15840 if or 01AF: car $2731 0 -528.738 507.634 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_15840 02D3: boat $2731 drive_to -443.897 470.554 6.0 $5865 = 7 // integer values $5867 = 0 // integer values :HAIT2_15840 if $5865 == 7 // integer values jf @HAIT2_15947 if or 01AF: car $2731 0 -443.897 470.554 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_15947 02D3: boat $2731 drive_to -490.341 377.161 6.0 $5865 = 8 // integer values $5867 = 0 // integer values :HAIT2_15947 if $5865 == 8 // integer values jf @HAIT2_16054 if or 01AF: car $2731 0 -490.341 377.161 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_16054 02D3: boat $2731 drive_to -602.947 296.718 6.0 $5865 = 9 // integer values $5867 = 0 // integer values :HAIT2_16054 if $5865 == 9 // integer values jf @HAIT2_16161 if or 01AF: car $2731 0 -602.947 296.718 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_16161 02D3: boat $2731 drive_to -649.263 -5.788 6.0 $5865 = 10 // integer values $5867 = 0 // integer values :HAIT2_16161 if $5865 == 10 // integer values jf @HAIT2_16268 if or 01AF: car $2731 0 -649.263 -5.788 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_16268 02D3: boat $2731 drive_to -749.833 -327.552 6.0 $5865 = 11 // integer values $5867 = 0 // integer values :HAIT2_16268 if $5865 == 11 // integer values jf @HAIT2_16375 if or 01AF: car $2731 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_16375 02D3: boat $2731 drive_to -750.703 -447.009 6.0 $5865 = 12 // integer values $5867 = 0 // integer values :HAIT2_16375 if $5865 == 12 // integer values jf @HAIT2_16482 if or 01AF: car $2731 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_16482 02D3: boat $2731 drive_to -739.379 -573.229 6.0 $5865 = 13 // integer values $5867 = 0 // integer values :HAIT2_16482 if $5865 == 13 // integer values jf @HAIT2_16589 if or 01AF: car $2731 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_16589 02D3: boat $2731 drive_to -743.073 -674.655 6.0 $5865 = 14 // integer values $5867 = 0 // integer values :HAIT2_16589 if $5865 == 14 // integer values jf @HAIT2_16696 if or 01AF: car $2731 0 -743.073 -674.655 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_16696 02D3: boat $2731 drive_to -710.041 -787.354 6.0 $5865 = 15 // integer values $5867 = 0 // integer values :HAIT2_16696 if $5865 == 15 // integer values jf @HAIT2_16803 if or 01AF: car $2731 0 -710.041 -787.354 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_16803 02D3: boat $2731 drive_to -600.638 -835.484 6.0 $5865 = 16 // integer values $5867 = 0 // integer values :HAIT2_16803 if $5865 == 16 // integer values jf @HAIT2_16910 if or 01AF: car $2731 0 -600.638 -835.484 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_16910 02D3: boat $2731 drive_to -509.722 -756.564 6.0 $5865 = 17 // integer values $5867 = 0 // integer values :HAIT2_16910 if $5865 == 17 // integer values jf @HAIT2_17017 if or 01AF: car $2731 0 -509.722 -756.564 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_17017 02D3: boat $2731 drive_to -571.734 -697.569 6.0 $5865 = 18 // integer values $5867 = 0 // integer values :HAIT2_17017 if $5865 == 18 // integer values jf @HAIT2_17124 if or 01AF: car $2731 0 -571.734 -697.569 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_17124 02D3: boat $2731 drive_to -661.336 -662.576 6.0 $5865 = 19 // integer values $5867 = 0 // integer values :HAIT2_17124 if $5865 == 19 // integer values jf @HAIT2_17231 if or 01AF: car $2731 0 -661.336 -662.576 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_17231 02D3: boat $2731 drive_to -739.379 -573.229 6.0 $5865 = 20 // integer values $5867 = 0 // integer values :HAIT2_17231 if $5865 == 20 // integer values jf @HAIT2_17338 if or 01AF: car $2731 0 -739.379 -573.229 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_17338 02D3: boat $2731 drive_to -750.703 -447.009 6.0 $5865 = 21 // integer values $5867 = 0 // integer values :HAIT2_17338 if $5865 == 21 // integer values jf @HAIT2_17445 if or 01AF: car $2731 0 -750.703 -447.009 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_17445 02D3: boat $2731 drive_to -749.833 -327.552 6.0 $5865 = 22 // integer values $5867 = 0 // integer values :HAIT2_17445 if $5865 == 22 // integer values jf @HAIT2_17552 if or 01AF: car $2731 0 -749.833 -327.552 6.0 radius 6.0 6.0 6.0 $5867 == 1 // integer values jf @HAIT2_17552 02D3: boat $2731 drive_to -649.263 -5.788 6.0 $5865 = 3 // integer values $5867 = 0 // integer values :HAIT2_17552 return :HAIT2_17554 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :HAIT2_17571 $PASSED_HAT2_BOMBS_AWAY = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 2000 0318: set_latest_mission_passed 'HAT_2' // Bombs Away! 030C: progress_made += 1 0394: play_music 1 if 840C: not german_game jf @HAIT2_17655 create_thread @HAT3 jump @HAIT2_17660 :HAIT2_17655 Marker.Disable($283) :HAIT2_17660 return :HAIT2_17662 $ONMISSION = 0 // integer values if not $5883 == -1 // integer values jf @HAIT2_17706 04DB: exit_rc_mode Object.RemoveReferences($5885) Object.RemoveReferences($5886) $5883 = -1 // integer values :HAIT2_17706 if not Car.Wrecked($5884) jf @HAIT2_17736 Car.LockInCurrentPosition($5884) = False 020A: set_car $5884 door_status_to 1 :HAIT2_17736 Model.Destroy(#TOPFUN) Model.Destroy(#RCBARON) Model.Destroy(#SPEEDER) Model.Destroy(#JETMAX) Model.Destroy(#COASTG) Model.Destroy(#CUBAN) Model.Destroy(#CBA) Model.Destroy(#CBB) Model.Destroy(#RUGER) Marker.Disable($5901) Marker.Disable($5902) Marker.Disable($5903) Marker.Disable($5904) Marker.Disable($5905) Marker.Disable($5906) Marker.Disable($5907) Marker.Disable($5908) Marker.Disable($5909) Marker.Disable($5910) Marker.Disable($5911) Marker.Disable($5912) Marker.Disable($5913) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0151: remove_status_text $5868 $1084 = 0 // integer values mission_cleanup return //-------------Mission 62--------------- // Originally: Dirty Lickin's :HAIT3 thread 'HAIT3' gosub @HAIT3_46 if wasted_or_busted jf @HAIT3_37 gosub @HAIT3_3964 :HAIT3_37 gosub @HAIT3_4044 end_thread :HAIT3_46 increment_mission_attempts $ONMISSION = 1 // integer values $5923 = 0 // integer values $5924 = 0 // integer values $5928 = 0 // integer values $5930 = 0 // integer values $5932 = 0 // integer values $5934 = 0 // integer values $5936 = 0 // integer values $5938 = 0 // integer values $5940 = 0 // integer values $5942 = 0 // integer values $5944 = 0 // integer values $5946 = 0 // integer values $5948 = 0 // integer values $5950 = 0 // integer values $5952 = 0 // integer values $5954 = 0 // integer values $5956 = 0 // integer values $5958 = 0 // integer values $5960 = 0 // integer values $5962 = 0 // integer values $5964 = 0 // integer values $5966 = 0 // integer values $5968 = 0 // integer values $5970 = 0 // integer values $5971 = 0 // integer values $5970 = 0 // integer values $5974 = 0 // integer values $5976 = 0 // integer values $5977 = 0 // integer values $5979 = 0 // integer values $5980 = 0 // integer values $5982 = 0 // integer values $5983 = 0 // integer values $5985 = 0 // integer values $5986 = 0 // integer values $5988 = 0 // integer values $5989 = 0 // integer values $5991 = 0 // integer values $5992 = 0 // integer values $5994 = 0 // integer values $5995 = 0 // integer values $5997 = 0 // integer values $6008 = 0 // integer values $6009 = 0 // integer values $6000 = 0 // integer values $6001 = -924.912 // floating-point values $6002 = 35.082 // floating-point values $6003 = 9.54 // floating-point values $6004 = -896.317 // floating-point values $6005 = 34.08 // floating-point values $6006 = 9.54 // floating-point values $6011 = 0 // integer values $6013 = 0 // integer values $6015 = 0 // integer values $6017 = 0 // integer values $6019 = 0 // integer values $6021 = 0 // integer values $6023 = 0 // integer values $6032 = 0 // integer values $6035 = 0 // integer values $6037 = 0 // integer values $6039 = 0 // integer values $6042 = 0 // integer values $6044 = 0 // integer values $6047 = 0 // integer values $6049 = 0 // integer values $6052 = 0 // integer values $6054 = 0 // integer values $6057 = 0 // integer values $6059 = 0 // integer values $6062 = 0 // integer values $6025 = -899.655 // floating-point values $6026 = 44.99 // floating-point values $6027 = 9.076 // floating-point values $6007 = 0 // integer values $6028 = 0 // integer values $6029 = 0 // integer values $6030 = 0 // integer values $6031 = 0 // integer values $6036 = 0 // integer values $6041 = 0 // integer values $6045 = 0 // integer values $6050 = 0 // integer values $6055 = 0 // integer values $6060 = 0 // integer values $6063 = 0 // integer values $6065 = 0 // integer values $6066 = 0 // integer values $6070 = 0.0 // floating-point values $6071 = 0.0 // floating-point values $6072 = 0.0 // floating-point values $6073 = 0.0 // floating-point values $6074 = 0.0 // floating-point values $6075 = 0.0 // floating-point values $6076 = 0.0 // floating-point values $6077 = 0 // integer values $6086 = 0 // integer values $6078 = 0 // integer values $6079 = 0.0 // floating-point values $6080 = 0.0 // floating-point values $6081 = 0.0 // floating-point values $6085 = 0.0 // floating-point values $6076 = 0.0 // floating-point values $6087 = 0 // integer values $6088 = 0 // integer values $6089 = 0 // integer values $6090 = 0 // integer values $6091 = 0 // integer values $6092 = 0 // integer values $6093 = 0 // integer values $6094 = 0 // integer values $6095 = 0 // integer values $6096 = 0 // integer values $6097 = 0 // integer values $6098 = 0 // integer values $6099 = 0 // integer values $6100 = 0 // integer values $6101 = 0 // integer values $6102 = 0 // integer values $6103 = 0 // integer values $6104 = 0 // integer values $6105 = 0 // integer values $6106 = 0 // integer values $6082 = 0.0 // floating-point values $6083 = 0.0 // floating-point values $6084 = 0.0 // floating-point values $6107 = 0 // integer values $6109 = 0 // integer values $6108 = 0 // integer values $6110 = 0 // integer values wait 0 054C: use_GXT_table 'HAIT3' 058E: set_restart_mission_taxi_destination -957.904 122.843 8.278 356.948 018A: $6012 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6012) 018A: $6016 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6016) 018A: $6020 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6020) 018A: $6024 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6024) 018A: $6034 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6034) 018A: $6040 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6040) 018A: $6046 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6046) 018A: $6051 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6051) 018A: $6056 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6056) 018A: $6061 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($6061) 018A: $5931 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5931) 018A: $5935 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5935) 018A: $5939 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5939) 018A: $5943 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5943) 018A: $5947 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5947) 018A: $5951 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5951) 018A: $5955 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5955) 018A: $5959 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5959) 018A: $5963 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5963) 018A: $5967 = create_checkpoint_at $6025 $6026 $6027 Marker.Disable($5967) 023C: load_special_actor 1 'CSPLAY' 023C: load_special_actor 2 'APOULET' 02F3: load_object #CUTOBJ01 'HTABLE' 02F3: load_object #CUTOBJ02 'HATRIFL' Camera.SetAtPos(-962.697, 149.793, 10.21) select_interior 12 04F9: set_extracolors 13 fade 0 038B: load_requested_models :HAIT3_1532 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded not Model.Available(#CUTOBJ01) not Model.Available(#CUTOBJ02) jf @HAIT3_1572 wait 0 jump @HAIT3_1532 :HAIT3_1572 02E4: load_cutscene_data 'HAT_3' 0244: set_cutscene_pos -962.799 148.391 8.355 041D: set_camera_near_clip 0.1 02E5: $125 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $125 'CSPLAY' 02E5: $170 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $170 'APOULET' 02E5: $214 = create_cutscene_object #CUTOBJ01 02E6: set_cutscene_anim $214 'HTABLE' 02E5: $212 = create_cutscene_object #CUTOBJ02 02E6: set_cutscene_anim $212 'HATRIFL' 0395: clear_area 1 at -962.53 141.69 range 8.25 2.0 0055: put_player $PLAYER_CHAR at -962.53 141.69 8.25 0171: set_player $PLAYER_CHAR z_angle_to 183.42 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :HAIT3_1764 if 1734 > $CUT_SCENE_TIME // integer values jf @HAIT3_1799 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_1764 :HAIT3_1799 00BC: text_highpriority 'HAM3_A' 10000 ms 1 // Hello? Hello - uh..I'm looking for somebody around here... :HAIT3_1814 if 6820 > $CUT_SCENE_TIME // integer values jf @HAIT3_1849 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_1814 :HAIT3_1849 00BC: text_highpriority 'HAM3_B' 10000 ms 1 // You looking hungry, Tommy. :HAIT3_1864 if 9485 > $CUT_SCENE_TIME // integer values jf @HAIT3_1899 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_1864 :HAIT3_1899 00BC: text_highpriority 'HAM3_C' 10000 ms 1 // Do I know you? :HAIT3_1914 if 11125 > $CUT_SCENE_TIME // integer values jf @HAIT3_1949 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_1914 :HAIT3_1949 00BC: text_highpriority 'HAM3_D' 10000 ms 1 // Hush now. :HAIT3_1964 if 12511 > $CUT_SCENE_TIME // integer values jf @HAIT3_1999 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_1964 :HAIT3_1999 00BC: text_highpriority 'HAM3_E' 10000 ms 1 // One more ting an I can let you go, Tommy. :HAIT3_2014 if 17022 > $CUT_SCENE_TIME // integer values jf @HAIT3_2049 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_2014 :HAIT3_2049 00BC: text_highpriority 'HAM3_F' 10000 ms 1 // My boys gone war wit dem Cuban boys. :HAIT3_2064 if 19040 > $CUT_SCENE_TIME // integer values jf @HAIT3_2099 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_2064 :HAIT3_2099 00BC: text_highpriority 'HAM3_G' 10000 ms 1 // But no guns. :HAIT3_2114 if 23578 > $CUT_SCENE_TIME // integer values jf @HAIT3_2149 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_2114 :HAIT3_2149 00BC: text_highpriority 'HAM3_Z' 10000 ms 1 :HAIT3_2164 if 27163 > $CUT_SCENE_TIME // integer values jf @HAIT3_2199 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_2164 :HAIT3_2199 00BC: text_highpriority 'HAM3_J' 10000 ms 1 // No one sees you, no one hear you. :HAIT3_2214 if 32020 > $CUT_SCENE_TIME // integer values jf @HAIT3_2249 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_2214 :HAIT3_2249 00BC: text_highpriority 'HAM3_K' 10000 ms 1 // Now, Tommy, you do this for me, and you no longer tied to my apron strings. :HAIT3_2264 if 37941 > $CUT_SCENE_TIME // integer values jf @HAIT3_2301 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_2264 :HAIT3_2301 00BC: text_highpriority 'HAM3_L' 10000 ms 1 // Kay auntie.. :HAIT3_2316 if 39680 > $CUT_SCENE_TIME // integer values jf @HAIT3_2353 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_2316 :HAIT3_2353 00BE: text_clear_all :HAIT3_2355 if 42464 > $CUT_SCENE_TIME // integer values jf @HAIT3_2392 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @HAIT3_2355 :HAIT3_2392 fade 0 2000 00BE: text_clear_all :HAIT3_2401 if fading jf @HAIT3_2425 wait 0 jump @HAIT3_2401 :HAIT3_2425 select_interior 0 Camera.SetAtPos(-962.53, 141.69, 8.25) 04FA: reset_sky_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 Model.Destroy(#CUTOBJ01) Model.Destroy(#CUTOBJ02) 04E3: unknown_player $PLAYER_CHAR 0 60000 Model.Load(#HNA) Model.Load(#HNB) Model.Load(#CBA) Model.Load(#CBB) Model.Load(#SNIPER) Model.Load(#BURRITO) Model.Load(#KATANA) :HAIT3_2519 if or not Model.Available(#HNA) not Model.Available(#CBA) not Model.Available(#SNIPER) not Model.Available(#HNB) not Model.Available(#CBB) not Model.Available(#BURRITO) jf @HAIT3_2567 wait 0 jump @HAIT3_2519 :HAIT3_2567 if not Model.Available(#KATANA) jf @HAIT3_2594 wait 0 jump @HAIT3_2567 :HAIT3_2594 $6078 = Actor.Create(Gang1, #CBA, -886.519, 41.28, 10.55) Actor.DestroyInstantly($6078) 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 03C7: set_sensitivity_to_crime_to 0.5 00BC: text_highpriority 'HAM3_1' 5000 ms 1 // ~g~We must win this battle. If all the Haitians die we lose. 00BB: text_lowpriority 'HAM3_5' 5000 ms 1 // ~g~You must kill the Cubans from a distance. You must not be seen. $5929 = Actor.Create(CivMale, #CBA, -886.519, 41.28, 10.55) $5933 = Actor.Create(CivMale, #CBB, -885.463, 42.655, 9.23) $5937 = Actor.Create(CivMale, #CBA, -905.0, 51.6, 8.89) $5941 = Actor.Create(CivMale, #CBB, -906.26, 49.95, 9.02) $5945 = Actor.Create(CivMale, #CBA, -911.6, 52.28, 9.57) $5949 = Actor.Create(CivMale, #CBB, -908.0, 52.4, 9.24) $5953 = Actor.Create(CivMale, #CBA, -906.214, 43.41, 9.54) $5957 = Actor.Create(CivMale, #CBB, -906.01, 45.03, 9.41) $5961 = Actor.Create(CivMale, #CBA, -895.35, 42.26, 9.61) $5965 = Actor.Create(CivMale, #CBB, -894.96, 44.63, 9.43) $5969 = Actor.Create(CivMale, #HNA, -888.798, 41.597, 9.52) $5972 = Actor.Create(CivMale, #HNB, -887.58, 43.48, 9.15) $5975 = Actor.Create(CivMale, #HNA, -906.13, 47.765, 9.19) $5978 = Actor.Create(CivMale, #HNB, -903.61, 46.14, 9.32) $5981 = Actor.Create(CivMale, #HNA, -911.57, 50.46, 9.57) $5984 = Actor.Create(CivMale, #HNB, -908.85, 49.48, 9.41) $5987 = Actor.Create(CivMale, #HNA, -901.19, 42.7, 9.61) $5990 = Actor.Create(CivMale, #HNB, -899.254, 44.676, 9.43) $5993 = Actor.Create(CivMale, #HNA, -886.33, 43.7, 9.05) $5996 = Actor.Create(CivMale, #HNB, -886.68, 41.4, 9.51) if $5924 == 0 // integer values jf @HAIT3_3230 018A: $5998 = create_checkpoint_at -892.59 75.3 15.4 03BC: $6064 = create_sphere -892.59 75.3 15.4 2.0 :HAIT3_3230 01B1: give_player $PLAYER_CHAR weapon 28 ammo 30 // Load the weapon model before using this 16@ = 0 // integer values 17@ = 0 // integer values $5926 = 0 // integer values $5927 = 0 // integer values $5925 = 0 // integer values :HAIT3_3274 if $5925 == 0 // integer values jf @HAIT3_3952 wait 0 $6108 += 1 // integer values if $6108 > 30 // integer values jf @HAIT3_3328 $6108 = 0 // integer values :HAIT3_3328 if 20 > $6066 // integer values jf @HAIT3_3353 gosub @HAIT3_4215 :HAIT3_3353 Player.ClearWantedLevel($PLAYER_CHAR) gosub @HAIT3_7036 gosub @HAIT3_8737 if $5926 >= 20 // integer values jf @HAIT3_3397 $5925 = 1 // integer values :HAIT3_3397 if $5927 >= 3 // integer values jf @HAIT3_3455 if $6107 == 0 // integer values jf @HAIT3_3455 00BC: text_highpriority 'HAM3_8' 5000 ms 1 // ~g~Haitians are dying! Improve your aim. $6107 = 1 // integer values :HAIT3_3455 if $5927 >= 10 // integer values jf @HAIT3_3495 00BC: text_highpriority 'HAM3_2' 5000 ms 1 // ~r~The Haitians have died! jump @HAIT3_3964 :HAIT3_3495 if or $5923 == 1 // integer values $6109 == 1 // integer values jf @HAIT3_3542 00BC: text_highpriority 'HAM3_4' 5000 ms 1 // ~r~You have been spotted! The mission is a failure! jump @HAIT3_3964 :HAIT3_3542 if 02B3: player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 jf @HAIT3_3809 if $6110 == 0 // integer values jf @HAIT3_3627 17@ = 0 // integer values $6110 = 1 // integer values :HAIT3_3627 if $6065 == 0 // integer values jf @HAIT3_3686 if 16@ > 25000 // integer values jf @HAIT3_3686 gosub @HAIT3_6590 00BC: text_highpriority 'HAM3_3' 5000 ms 1 // ~g~I expect the Cubans to cheat so be on your guard. :HAIT3_3686 if 00F6: player $PLAYER_CHAR 0 -892.59 75.3 15.4 radius 2.0 2.0 2.0 jf @HAIT3_3809 if $6065 == 0 // integer values jf @HAIT3_3774 gosub @HAIT3_6590 00BC: text_highpriority 'HAM3_3' 5000 ms 1 // ~g~I expect the Cubans to cheat so be on your guard. :HAIT3_3774 if $6063 == 0 // integer values jf @HAIT3_3809 Marker.Disable($5998) 03BD: destroy_sphere $6064 $6063 = 1 // integer values :HAIT3_3809 if $6008 == 0 // integer values jf @HAIT3_3852 if $5926 >= 5 // integer values jf @HAIT3_3852 gosub @HAIT3_9929 :HAIT3_3852 if $6009 == 0 // integer values jf @HAIT3_3895 if $5926 >= 12 // integer values jf @HAIT3_3895 gosub @HAIT3_10175 :HAIT3_3895 if $6008 == 1 // integer values jf @HAIT3_3920 gosub @HAIT3_10653 :HAIT3_3920 if $6009 == 1 // integer values jf @HAIT3_3945 gosub @HAIT3_12393 :HAIT3_3945 jump @HAIT3_3274 :HAIT3_3952 Marker.Disable($5998) jump @HAIT3_3981 :HAIT3_3964 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :HAIT3_3981 $PASSED_HAT3_DIRTY_LICKINS = 1 // integer values 0394: play_music 1 0318: set_latest_mission_passed 'HAT_3' // Dirty Lickin's 030C: progress_made += 1 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 5000 Player.ClearWantedLevel($PLAYER_CHAR) Marker.Disable($283) return :HAIT3_4044 $ONMISSION = 0 // integer values Marker.Disable($5931) Marker.Disable($5935) Marker.Disable($5939) Marker.Disable($5943) Marker.Disable($5947) Marker.Disable($5951) Marker.Disable($5955) Marker.Disable($5959) Marker.Disable($5963) Marker.Disable($5967) Marker.Disable($6012) Marker.Disable($6016) Marker.Disable($6020) Marker.Disable($6024) Marker.Disable($6034) Marker.Disable($6040) Marker.Disable($6046) Marker.Disable($6051) Marker.Disable($6056) Marker.Disable($6061) 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 03C7: set_sensitivity_to_crime_to 1.0 03BD: destroy_sphere $6064 Marker.Disable($5998) Model.Destroy(#HNA) Model.Destroy(#CBA) Model.Destroy(#SNIPER) Model.Destroy(#HNB) Model.Destroy(#CBB) Model.Destroy(#BURRITO) Model.Destroy(#KATANA) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :HAIT3_4215 if $5970 == 0 // integer values jf @HAIT3_4323 if not Actor.Dead($5969) jf @HAIT3_4323 if 84F0: not is_actor_waiting_for_world_collision $5969 jf @HAIT3_4323 01ED: clear_actor $5969 threat_search if not Actor.Dead($5929) jf @HAIT3_4302 01C9: actor $5969 kill_actor $5929 0084: $6087 = $5929 // integer values and handles :HAIT3_4302 0243: set_actor $5969 ped_stats_to 16 $6066 += 1 // integer values $5970 = 1 // integer values :HAIT3_4323 if $5973 == 0 // integer values jf @HAIT3_4438 if not Actor.Dead($5972) jf @HAIT3_4438 if 84F0: not is_actor_waiting_for_world_collision $5972 jf @HAIT3_4438 01ED: clear_actor $5972 threat_search if not Actor.Dead($5933) jf @HAIT3_4410 01C9: actor $5972 kill_actor $5933 0084: $6088 = $5933 // integer values and handles :HAIT3_4410 0243: set_actor $5972 ped_stats_to 16 02A9: set_actor $5972 immune_to_nonplayer 1 $6066 += 1 // integer values $5973 = 1 // integer values :HAIT3_4438 if $5976 == 0 // integer values jf @HAIT3_4553 if not Actor.Dead($5975) jf @HAIT3_4553 if 84F0: not is_actor_waiting_for_world_collision $5975 jf @HAIT3_4553 01ED: clear_actor $5975 threat_search if not Actor.Dead($5937) jf @HAIT3_4525 01C9: actor $5975 kill_actor $5937 0084: $6089 = $5937 // integer values and handles :HAIT3_4525 0243: set_actor $5975 ped_stats_to 16 02A9: set_actor $5975 immune_to_nonplayer 1 $6066 += 1 // integer values $5976 = 1 // integer values :HAIT3_4553 if $5979 == 0 // integer values jf @HAIT3_4668 if not Actor.Dead($5978) jf @HAIT3_4668 if 84F0: not is_actor_waiting_for_world_collision $5978 jf @HAIT3_4668 01ED: clear_actor $5978 threat_search if not Actor.Dead($5941) jf @HAIT3_4640 01C9: actor $5978 kill_actor $5941 0084: $6090 = $5941 // integer values and handles :HAIT3_4640 0243: set_actor $5978 ped_stats_to 16 02A9: set_actor $5978 immune_to_nonplayer 1 $6066 += 1 // integer values $5979 = 1 // integer values :HAIT3_4668 if $5982 == 0 // integer values jf @HAIT3_4783 if not Actor.Dead($5981) jf @HAIT3_4783 if 84F0: not is_actor_waiting_for_world_collision $5981 jf @HAIT3_4783 01ED: clear_actor $5981 threat_search if not Actor.Dead($5945) jf @HAIT3_4755 01C9: actor $5981 kill_actor $5945 0084: $6091 = $5945 // integer values and handles :HAIT3_4755 0243: set_actor $5981 ped_stats_to 16 02A9: set_actor $5981 immune_to_nonplayer 1 $6066 += 1 // integer values $5982 = 1 // integer values :HAIT3_4783 if $5985 == 0 // integer values jf @HAIT3_4898 if not Actor.Dead($5984) jf @HAIT3_4898 if 84F0: not is_actor_waiting_for_world_collision $5984 jf @HAIT3_4898 01ED: clear_actor $5984 threat_search if not Actor.Dead($5949) jf @HAIT3_4870 01C9: actor $5984 kill_actor $5949 0084: $6092 = $5949 // integer values and handles :HAIT3_4870 0243: set_actor $5984 ped_stats_to 16 02A9: set_actor $5984 immune_to_nonplayer 1 $6066 += 1 // integer values $5985 = 1 // integer values :HAIT3_4898 if $5988 == 0 // integer values jf @HAIT3_5013 if not Actor.Dead($5987) jf @HAIT3_5013 if 84F0: not is_actor_waiting_for_world_collision $5987 jf @HAIT3_5013 01ED: clear_actor $5987 threat_search if not Actor.Dead($5953) jf @HAIT3_4985 01C9: actor $5987 kill_actor $5953 0084: $6093 = $5953 // integer values and handles :HAIT3_4985 0243: set_actor $5987 ped_stats_to 16 02A9: set_actor $5987 immune_to_nonplayer 1 $6066 += 1 // integer values $5988 = 1 // integer values :HAIT3_5013 if $5991 == 0 // integer values jf @HAIT3_5128 if not Actor.Dead($5990) jf @HAIT3_5128 if 84F0: not is_actor_waiting_for_world_collision $5990 jf @HAIT3_5128 01ED: clear_actor $5990 threat_search if not Actor.Dead($5957) jf @HAIT3_5100 01C9: actor $5990 kill_actor $5957 0084: $6094 = $5957 // integer values and handles :HAIT3_5100 0243: set_actor $5990 ped_stats_to 16 02A9: set_actor $5990 immune_to_nonplayer 1 $6066 += 1 // integer values $5991 = 1 // integer values :HAIT3_5128 if $5994 == 0 // integer values jf @HAIT3_5243 if not Actor.Dead($5993) jf @HAIT3_5243 if 84F0: not is_actor_waiting_for_world_collision $5993 jf @HAIT3_5243 01ED: clear_actor $5993 threat_search if not Actor.Dead($5961) jf @HAIT3_5215 01C9: actor $5993 kill_actor $5961 0084: $6095 = $5961 // integer values and handles :HAIT3_5215 0243: set_actor $5993 ped_stats_to 16 02A9: set_actor $5993 immune_to_nonplayer 1 $6066 += 1 // integer values $5994 = 1 // integer values :HAIT3_5243 if $5997 == 0 // integer values jf @HAIT3_5358 if not Actor.Dead($5996) jf @HAIT3_5358 if 84F0: not is_actor_waiting_for_world_collision $5996 jf @HAIT3_5358 01ED: clear_actor $5996 threat_search if not Actor.Dead($5965) jf @HAIT3_5330 01C9: actor $5996 kill_actor $5965 0084: $6096 = $5965 // integer values and handles :HAIT3_5330 0243: set_actor $5996 ped_stats_to 16 02A9: set_actor $5996 immune_to_nonplayer 1 $6066 += 1 // integer values $5997 = 1 // integer values :HAIT3_5358 if $5930 == 0 // integer values jf @HAIT3_5481 if not Actor.Dead($5929) jf @HAIT3_5481 if 84F0: not is_actor_waiting_for_world_collision $5929 jf @HAIT3_5481 01ED: clear_actor $5929 threat_search if not Actor.Dead($5969) jf @HAIT3_5445 01C9: actor $5929 kill_actor $5969 0084: $6097 = $5969 // integer values and handles :HAIT3_5445 0243: set_actor $5929 ped_stats_to 16 02A9: set_actor $5929 immune_to_nonplayer 1 $5931 = Marker.CreateAboveActor($5929) $6066 += 1 // integer values $5930 = 1 // integer values :HAIT3_5481 if $5934 == 0 // integer values jf @HAIT3_5604 if not Actor.Dead($5933) jf @HAIT3_5604 if 84F0: not is_actor_waiting_for_world_collision $5933 jf @HAIT3_5604 01ED: clear_actor $5933 threat_search if not Actor.Dead($5972) jf @HAIT3_5568 01C9: actor $5933 kill_actor $5972 0084: $6098 = $5972 // integer values and handles :HAIT3_5568 0243: set_actor $5933 ped_stats_to 16 02A9: set_actor $5933 immune_to_nonplayer 1 $5935 = Marker.CreateAboveActor($5933) $6066 += 1 // integer values $5934 = 1 // integer values :HAIT3_5604 if $5938 == 0 // integer values jf @HAIT3_5727 if not Actor.Dead($5937) jf @HAIT3_5727 if 84F0: not is_actor_waiting_for_world_collision $5937 jf @HAIT3_5727 01ED: clear_actor $5937 threat_search if not Actor.Dead($5975) jf @HAIT3_5691 01C9: actor $5937 kill_actor $5975 0084: $6099 = $5975 // integer values and handles :HAIT3_5691 0243: set_actor $5937 ped_stats_to 16 02A9: set_actor $5937 immune_to_nonplayer 1 $5939 = Marker.CreateAboveActor($5937) $6066 += 1 // integer values $5938 = 1 // integer values :HAIT3_5727 if $5942 == 0 // integer values jf @HAIT3_5850 if not Actor.Dead($5941) jf @HAIT3_5850 if 84F0: not is_actor_waiting_for_world_collision $5941 jf @HAIT3_5850 01ED: clear_actor $5941 threat_search if not Actor.Dead($5978) jf @HAIT3_5814 01C9: actor $5941 kill_actor $5978 0084: $6100 = $5978 // integer values and handles :HAIT3_5814 0243: set_actor $5941 ped_stats_to 16 02A9: set_actor $5941 immune_to_nonplayer 1 $5943 = Marker.CreateAboveActor($5941) $6066 += 1 // integer values $5942 = 1 // integer values :HAIT3_5850 if $5946 == 0 // integer values jf @HAIT3_5973 if not Actor.Dead($5945) jf @HAIT3_5973 if 84F0: not is_actor_waiting_for_world_collision $5945 jf @HAIT3_5973 01ED: clear_actor $5945 threat_search if not Actor.Dead($5981) jf @HAIT3_5937 01C9: actor $5945 kill_actor $5981 0084: $6101 = $5981 // integer values and handles :HAIT3_5937 0243: set_actor $5945 ped_stats_to 16 02A9: set_actor $5945 immune_to_nonplayer 1 $5947 = Marker.CreateAboveActor($5945) $6066 += 1 // integer values $5946 = 1 // integer values :HAIT3_5973 if $5950 == 0 // integer values jf @HAIT3_6096 if not Actor.Dead($5949) jf @HAIT3_6096 if 84F0: not is_actor_waiting_for_world_collision $5949 jf @HAIT3_6096 01ED: clear_actor $5949 threat_search if not Actor.Dead($5984) jf @HAIT3_6060 01C9: actor $5949 kill_actor $5984 0084: $6102 = $5984 // integer values and handles :HAIT3_6060 0243: set_actor $5949 ped_stats_to 16 02A9: set_actor $5949 immune_to_nonplayer 1 $5951 = Marker.CreateAboveActor($5949) $6066 += 1 // integer values $5950 = 1 // integer values :HAIT3_6096 if $5954 == 0 // integer values jf @HAIT3_6219 if not Actor.Dead($5953) jf @HAIT3_6219 if 84F0: not is_actor_waiting_for_world_collision $5953 jf @HAIT3_6219 01ED: clear_actor $5953 threat_search if not Actor.Dead($5987) jf @HAIT3_6183 01C9: actor $5953 kill_actor $5987 0084: $6103 = $5987 // integer values and handles :HAIT3_6183 0243: set_actor $5953 ped_stats_to 16 02A9: set_actor $5953 immune_to_nonplayer 1 $5955 = Marker.CreateAboveActor($5953) $6066 += 1 // integer values $5954 = 1 // integer values :HAIT3_6219 if $5958 == 0 // integer values jf @HAIT3_6342 if not Actor.Dead($5957) jf @HAIT3_6342 if 84F0: not is_actor_waiting_for_world_collision $5957 jf @HAIT3_6342 01ED: clear_actor $5957 threat_search if not Actor.Dead($5990) jf @HAIT3_6306 01C9: actor $5957 kill_actor $5990 0084: $6104 = $5990 // integer values and handles :HAIT3_6306 0243: set_actor $5957 ped_stats_to 16 02A9: set_actor $5957 immune_to_nonplayer 1 $5959 = Marker.CreateAboveActor($5957) $6066 += 1 // integer values $5958 = 1 // integer values :HAIT3_6342 if $5962 == 0 // integer values jf @HAIT3_6465 if not Actor.Dead($5961) jf @HAIT3_6465 if 84F0: not is_actor_waiting_for_world_collision $5961 jf @HAIT3_6465 01ED: clear_actor $5961 threat_search if not Actor.Dead($5993) jf @HAIT3_6429 01C9: actor $5961 kill_actor $5993 0084: $6105 = $5993 // integer values and handles :HAIT3_6429 0243: set_actor $5961 ped_stats_to 16 02A9: set_actor $5961 immune_to_nonplayer 1 $5963 = Marker.CreateAboveActor($5961) $6066 += 1 // integer values $5962 = 1 // integer values :HAIT3_6465 if $5966 == 0 // integer values jf @HAIT3_6588 if not Actor.Dead($5965) jf @HAIT3_6588 if 84F0: not is_actor_waiting_for_world_collision $5965 jf @HAIT3_6588 01ED: clear_actor $5965 threat_search if not Actor.Dead($5996) jf @HAIT3_6552 01C9: actor $5965 kill_actor $5996 0084: $6106 = $5996 // integer values and handles :HAIT3_6552 0243: set_actor $5965 ped_stats_to 16 02A9: set_actor $5965 immune_to_nonplayer 1 $5967 = Marker.CreateAboveActor($5965) $6066 += 1 // integer values $5966 = 1 // integer values :HAIT3_6588 return :HAIT3_6590 if not Actor.Dead($5933) jf @HAIT3_6613 02A9: set_actor $5933 immune_to_nonplayer 0 :HAIT3_6613 if not Actor.Dead($5937) jf @HAIT3_6636 02A9: set_actor $5937 immune_to_nonplayer 0 :HAIT3_6636 if not Actor.Dead($5941) jf @HAIT3_6659 02A9: set_actor $5941 immune_to_nonplayer 0 :HAIT3_6659 if not Actor.Dead($5945) jf @HAIT3_6682 02A9: set_actor $5945 immune_to_nonplayer 0 :HAIT3_6682 if not Actor.Dead($5949) jf @HAIT3_6705 02A9: set_actor $5949 immune_to_nonplayer 0 :HAIT3_6705 if not Actor.Dead($5953) jf @HAIT3_6728 02A9: set_actor $5953 immune_to_nonplayer 0 :HAIT3_6728 if not Actor.Dead($5957) jf @HAIT3_6751 02A9: set_actor $5957 immune_to_nonplayer 0 :HAIT3_6751 if not Actor.Dead($5961) jf @HAIT3_6774 02A9: set_actor $5961 immune_to_nonplayer 0 :HAIT3_6774 if not Actor.Dead($5965) jf @HAIT3_6797 02A9: set_actor $5965 immune_to_nonplayer 0 :HAIT3_6797 if not Actor.Dead($5969) jf @HAIT3_6820 02A9: set_actor $5969 immune_to_nonplayer 0 :HAIT3_6820 if not Actor.Dead($5972) jf @HAIT3_6843 02A9: set_actor $5972 immune_to_nonplayer 0 :HAIT3_6843 if not Actor.Dead($5975) jf @HAIT3_6866 02A9: set_actor $5975 immune_to_nonplayer 0 :HAIT3_6866 if not Actor.Dead($5978) jf @HAIT3_6889 02A9: set_actor $5978 immune_to_nonplayer 0 :HAIT3_6889 if not Actor.Dead($5981) jf @HAIT3_6912 02A9: set_actor $5981 immune_to_nonplayer 0 :HAIT3_6912 if not Actor.Dead($5984) jf @HAIT3_6935 02A9: set_actor $5984 immune_to_nonplayer 0 :HAIT3_6935 if not Actor.Dead($5987) jf @HAIT3_6958 02A9: set_actor $5987 immune_to_nonplayer 0 :HAIT3_6958 if not Actor.Dead($5990) jf @HAIT3_6981 02A9: set_actor $5990 immune_to_nonplayer 0 :HAIT3_6981 if not Actor.Dead($5993) jf @HAIT3_7004 02A9: set_actor $5993 immune_to_nonplayer 0 :HAIT3_7004 if not Actor.Dead($5996) jf @HAIT3_7027 02A9: set_actor $5996 immune_to_nonplayer 0 :HAIT3_7027 $6065 = 1 // integer values return :HAIT3_7036 if $6108 == 0 // integer values jf @HAIT3_7193 if $5928 == 0 // integer values jf @HAIT3_7193 if Actor.Dead($5929) jf @HAIT3_7129 Marker.Disable($5931) $5926 += 1 // integer values 0084: $6111 = $5929 // integer values and handles gosub @HAIT3_16207 $5928 = 1 // integer values jump @HAIT3_7193 :HAIT3_7129 if $5923 == 0 // integer values jf @HAIT3_7162 0084: $6069 = $5929 // integer values and handles gosub @HAIT3_8608 :HAIT3_7162 if Actor.Dead($6097) jf @HAIT3_7193 0084: $6067 = $5929 // integer values and handles gosub @HAIT3_14209 :HAIT3_7193 if $6108 == 1 // integer values jf @HAIT3_7350 if $5932 == 0 // integer values jf @HAIT3_7350 if Actor.Dead($5933) jf @HAIT3_7286 Marker.Disable($5935) $5926 += 1 // integer values 0084: $6111 = $5933 // integer values and handles gosub @HAIT3_16207 $5932 = 1 // integer values jump @HAIT3_7350 :HAIT3_7286 if $5923 == 0 // integer values jf @HAIT3_7319 0084: $6069 = $5933 // integer values and handles gosub @HAIT3_8608 :HAIT3_7319 if Actor.Dead($6098) jf @HAIT3_7350 0084: $6067 = $5933 // integer values and handles gosub @HAIT3_14209 :HAIT3_7350 if $6108 == 2 // integer values jf @HAIT3_7507 if $5936 == 0 // integer values jf @HAIT3_7507 if Actor.Dead($5937) jf @HAIT3_7443 Marker.Disable($5939) $5926 += 1 // integer values 0084: $6111 = $5937 // integer values and handles gosub @HAIT3_16207 $5936 = 1 // integer values jump @HAIT3_7507 :HAIT3_7443 if $5923 == 0 // integer values jf @HAIT3_7476 0084: $6069 = $5937 // integer values and handles gosub @HAIT3_8608 :HAIT3_7476 if Actor.Dead($6099) jf @HAIT3_7507 0084: $6067 = $5937 // integer values and handles gosub @HAIT3_14209 :HAIT3_7507 if $6108 == 3 // integer values jf @HAIT3_7664 if $5940 == 0 // integer values jf @HAIT3_7664 if Actor.Dead($5941) jf @HAIT3_7600 Marker.Disable($5943) $5926 += 1 // integer values 0084: $6111 = $5941 // integer values and handles gosub @HAIT3_16207 $5940 = 1 // integer values jump @HAIT3_7664 :HAIT3_7600 if $5923 == 0 // integer values jf @HAIT3_7633 0084: $6069 = $5941 // integer values and handles gosub @HAIT3_8608 :HAIT3_7633 if Actor.Dead($6100) jf @HAIT3_7664 0084: $6067 = $5941 // integer values and handles gosub @HAIT3_14209 :HAIT3_7664 if $6108 == 4 // integer values jf @HAIT3_7821 if $5944 == 0 // integer values jf @HAIT3_7821 if Actor.Dead($5945) jf @HAIT3_7757 Marker.Disable($5947) $5926 += 1 // integer values 0084: $6111 = $5945 // integer values and handles gosub @HAIT3_16207 $5944 = 1 // integer values jump @HAIT3_7821 :HAIT3_7757 if $5923 == 0 // integer values jf @HAIT3_7790 0084: $6069 = $5945 // integer values and handles gosub @HAIT3_8608 :HAIT3_7790 if Actor.Dead($6101) jf @HAIT3_7821 0084: $6067 = $5945 // integer values and handles gosub @HAIT3_14209 :HAIT3_7821 if $6108 == 5 // integer values jf @HAIT3_7978 if $5948 == 0 // integer values jf @HAIT3_7978 if Actor.Dead($5949) jf @HAIT3_7914 Marker.Disable($5951) $5926 += 1 // integer values 0084: $6111 = $5949 // integer values and handles gosub @HAIT3_16207 $5948 = 1 // integer values jump @HAIT3_7978 :HAIT3_7914 if $5923 == 0 // integer values jf @HAIT3_7947 0084: $6069 = $5949 // integer values and handles gosub @HAIT3_8608 :HAIT3_7947 if Actor.Dead($6102) jf @HAIT3_7978 0084: $6067 = $5949 // integer values and handles gosub @HAIT3_14209 :HAIT3_7978 if $6108 == 6 // integer values jf @HAIT3_8135 if $5952 == 0 // integer values jf @HAIT3_8135 if Actor.Dead($5953) jf @HAIT3_8071 Marker.Disable($5955) $5926 += 1 // integer values 0084: $6111 = $5953 // integer values and handles gosub @HAIT3_16207 $5952 = 1 // integer values jump @HAIT3_8135 :HAIT3_8071 if $5923 == 0 // integer values jf @HAIT3_8104 0084: $6069 = $5953 // integer values and handles gosub @HAIT3_8608 :HAIT3_8104 if Actor.Dead($6103) jf @HAIT3_8135 0084: $6067 = $5953 // integer values and handles gosub @HAIT3_14209 :HAIT3_8135 if $6108 == 7 // integer values jf @HAIT3_8292 if $5956 == 0 // integer values jf @HAIT3_8292 if Actor.Dead($5957) jf @HAIT3_8228 Marker.Disable($5959) $5926 += 1 // integer values 0084: $6111 = $5957 // integer values and handles gosub @HAIT3_16207 $5956 = 1 // integer values jump @HAIT3_8292 :HAIT3_8228 if $5923 == 0 // integer values jf @HAIT3_8261 0084: $6069 = $5957 // integer values and handles gosub @HAIT3_8608 :HAIT3_8261 if Actor.Dead($6104) jf @HAIT3_8292 0084: $6067 = $5957 // integer values and handles gosub @HAIT3_14209 :HAIT3_8292 if $6108 == 8 // integer values jf @HAIT3_8449 if $5960 == 0 // integer values jf @HAIT3_8449 if Actor.Dead($5961) jf @HAIT3_8385 Marker.Disable($5963) $5926 += 1 // integer values 0084: $6111 = $5961 // integer values and handles gosub @HAIT3_16207 $5960 = 1 // integer values jump @HAIT3_8449 :HAIT3_8385 if $5923 == 0 // integer values jf @HAIT3_8418 0084: $6069 = $5961 // integer values and handles gosub @HAIT3_8608 :HAIT3_8418 if Actor.Dead($6105) jf @HAIT3_8449 0084: $6067 = $5961 // integer values and handles gosub @HAIT3_14209 :HAIT3_8449 if $6108 == 9 // integer values jf @HAIT3_8606 if $5964 == 0 // integer values jf @HAIT3_8606 if Actor.Dead($5965) jf @HAIT3_8542 Marker.Disable($5967) $5926 += 1 // integer values 0084: $6111 = $5965 // integer values and handles gosub @HAIT3_16207 $5964 = 1 // integer values jump @HAIT3_8606 :HAIT3_8542 if $5923 == 0 // integer values jf @HAIT3_8575 0084: $6069 = $5965 // integer values and handles gosub @HAIT3_8608 :HAIT3_8575 if Actor.Dead($6106) jf @HAIT3_8606 0084: $6067 = $5965 // integer values and handles gosub @HAIT3_14209 :HAIT3_8606 return :HAIT3_8608 if 0123: actor $6069 spotted_player $PLAYER_CHAR jf @HAIT3_8735 if 02DF: player $PLAYER_CHAR aggressive jf @HAIT3_8735 if $5924 == 0 // integer values jf @HAIT3_8735 if 02B3: player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 jf @HAIT3_8728 $5923 = 0 // integer values jump @HAIT3_8735 :HAIT3_8728 $5923 = 1 // integer values :HAIT3_8735 return :HAIT3_8737 if $6108 == 10 // integer values jf @HAIT3_8856 if $5968 == 0 // integer values jf @HAIT3_8856 if Actor.Dead($5969) jf @HAIT3_8825 $5927 += 1 // integer values 0084: $6111 = $5969 // integer values and handles gosub @HAIT3_16207 $5968 = 1 // integer values jump @HAIT3_8856 :HAIT3_8825 if Actor.Dead($6087) jf @HAIT3_8856 0084: $6068 = $5969 // integer values and handles gosub @HAIT3_14916 :HAIT3_8856 if $6108 == 11 // integer values jf @HAIT3_8975 if $5971 == 0 // integer values jf @HAIT3_8975 if Actor.Dead($5972) jf @HAIT3_8944 $5927 += 1 // integer values 0084: $6111 = $5972 // integer values and handles gosub @HAIT3_16207 $5971 = 1 // integer values jump @HAIT3_8975 :HAIT3_8944 if Actor.Dead($6088) jf @HAIT3_8975 0084: $6068 = $5972 // integer values and handles gosub @HAIT3_14916 :HAIT3_8975 if $6108 == 12 // integer values jf @HAIT3_9094 if $5974 == 0 // integer values jf @HAIT3_9094 if Actor.Dead($5975) jf @HAIT3_9063 $5927 += 1 // integer values 0084: $6111 = $5975 // integer values and handles gosub @HAIT3_16207 $5974 = 1 // integer values jump @HAIT3_9094 :HAIT3_9063 if Actor.Dead($6089) jf @HAIT3_9094 0084: $6068 = $5975 // integer values and handles gosub @HAIT3_14916 :HAIT3_9094 if $6108 == 13 // integer values jf @HAIT3_9213 if $5977 == 0 // integer values jf @HAIT3_9213 if Actor.Dead($5978) jf @HAIT3_9182 $5927 += 1 // integer values 0084: $6111 = $5978 // integer values and handles gosub @HAIT3_16207 $5977 = 1 // integer values jump @HAIT3_9213 :HAIT3_9182 if Actor.Dead($6090) jf @HAIT3_9213 0084: $6068 = $5978 // integer values and handles gosub @HAIT3_14916 :HAIT3_9213 if $6108 == 14 // integer values jf @HAIT3_9332 if $5980 == 0 // integer values jf @HAIT3_9332 if Actor.Dead($5981) jf @HAIT3_9301 $5927 += 1 // integer values 0084: $6111 = $5981 // integer values and handles gosub @HAIT3_16207 $5980 = 1 // integer values jump @HAIT3_9332 :HAIT3_9301 if Actor.Dead($6091) jf @HAIT3_9332 0084: $6068 = $5981 // integer values and handles gosub @HAIT3_14916 :HAIT3_9332 if $6108 == 15 // integer values jf @HAIT3_9451 if $5983 == 0 // integer values jf @HAIT3_9451 if Actor.Dead($5984) jf @HAIT3_9420 $5927 += 1 // integer values 0084: $6111 = $5984 // integer values and handles gosub @HAIT3_16207 $5983 = 1 // integer values jump @HAIT3_9451 :HAIT3_9420 if Actor.Dead($6092) jf @HAIT3_9451 0084: $6068 = $5984 // integer values and handles gosub @HAIT3_14916 :HAIT3_9451 if $6108 == 16 // integer values jf @HAIT3_9570 if $5986 == 0 // integer values jf @HAIT3_9570 if Actor.Dead($5987) jf @HAIT3_9539 $5927 += 1 // integer values 0084: $6111 = $5987 // integer values and handles gosub @HAIT3_16207 $5986 = 1 // integer values jump @HAIT3_9570 :HAIT3_9539 if Actor.Dead($6093) jf @HAIT3_9570 0084: $6068 = $5987 // integer values and handles gosub @HAIT3_14916 :HAIT3_9570 if $6108 == 17 // integer values jf @HAIT3_9689 if $5989 == 0 // integer values jf @HAIT3_9689 if Actor.Dead($5990) jf @HAIT3_9658 $5927 += 1 // integer values 0084: $6111 = $5990 // integer values and handles gosub @HAIT3_16207 $5989 = 1 // integer values jump @HAIT3_9689 :HAIT3_9658 if Actor.Dead($6094) jf @HAIT3_9689 0084: $6068 = $5990 // integer values and handles gosub @HAIT3_14916 :HAIT3_9689 if $6108 == 18 // integer values jf @HAIT3_9808 if $5992 == 0 // integer values jf @HAIT3_9808 if Actor.Dead($5993) jf @HAIT3_9777 $5927 += 1 // integer values 0084: $6111 = $5993 // integer values and handles gosub @HAIT3_16207 $5992 = 1 // integer values jump @HAIT3_9808 :HAIT3_9777 if Actor.Dead($6095) jf @HAIT3_9808 0084: $6068 = $5993 // integer values and handles gosub @HAIT3_14916 :HAIT3_9808 if $6108 == 19 // integer values jf @HAIT3_9927 if $5995 == 0 // integer values jf @HAIT3_9927 if Actor.Dead($5996) jf @HAIT3_9896 $5927 += 1 // integer values 0084: $6111 = $5996 // integer values and handles gosub @HAIT3_16207 $5995 = 1 // integer values jump @HAIT3_9927 :HAIT3_9896 if Actor.Dead($6096) jf @HAIT3_9927 0084: $6068 = $5996 // integer values and handles gosub @HAIT3_14916 :HAIT3_9927 return :HAIT3_9929 if $6008 == 0 // integer values jf @HAIT3_10173 $5999 = Car.Create(#BURRITO, $6001, $6002, $6003) Car.Angle($5999) = 275.73 0129: $6010 = create_actor 4 #CBA in_car $5999 driverseat 01ED: clear_actor $6010 threat_search $6012 = Marker.CreateAboveActor($6010) 0243: set_actor $6010 ped_stats_to 16 Car.SetToNormalDriver($5999) 01C8: $6014 = create_actor_pedtype 4 model #CBB in_car $5999 passenger_seat 0 01ED: clear_actor $6014 threat_search $6016 = Marker.CreateAboveActor($6014) 0243: set_actor $6014 ped_stats_to 16 01C8: $6018 = create_actor_pedtype 4 model #CBA in_car $5999 passenger_seat 1 01ED: clear_actor $6018 threat_search $6020 = Marker.CreateAboveActor($6018) 0243: set_actor $6018 ped_stats_to 16 01C8: $6022 = create_actor_pedtype 4 model #CBB in_car $5999 passenger_seat 2 01ED: clear_actor $6022 threat_search $6024 = Marker.CreateAboveActor($6022) 0243: set_actor $6022 ped_stats_to 16 Car.DriveTo($5999, $6004, $6005, $6006) 00AE: set_vehicle $5999 traffic_behavior_to 2 Car.SetMaxSpeed($5999, 35.0) 00BC: text_highpriority 'HAM3_7' 5000 ms 1 // ~g~Look Out! The Cubans have brought reinforcements. Kill them all!! $6108 = 19 // integer values $6008 = 1 // integer values :HAIT3_10173 return :HAIT3_10175 if $6009 == 0 // integer values jf @HAIT3_10651 $6033 = Actor.Create(CivMale, #CBA, -862.426, 59.084, 8.38) $6034 = Marker.CreateAboveActor($6033) 01ED: clear_actor $6033 threat_search 011A: set_actor $6033 search_threat 256 0243: set_actor $6033 ped_stats_to 16 0239: actor $6033 run_to $6025 $6026 $6036 = 1 // integer values $6038 = Actor.Create(CivMale, #CBB, -864.075, 59.57, 8.38) 01ED: clear_actor $6038 threat_search $6040 = Marker.CreateAboveActor($6038) 011A: set_actor $6038 search_threat 256 0243: set_actor $6038 ped_stats_to 16 0239: actor $6038 run_to $6025 $6026 $6041 = 1 // integer values $6043 = Actor.Create(CivMale, #CBA, -865.799, 60.488, 8.38) 01ED: clear_actor $6043 threat_search $6046 = Marker.CreateAboveActor($6043) 011A: set_actor $6043 search_threat 256 01B2: give_actor $6043 weapon 10 ammo 1 // Load the weapon model before using this 0243: set_actor $6043 ped_stats_to 16 0239: actor $6043 run_to $6025 $6026 $6045 = 1 // integer values $6048 = Actor.Create(CivMale, #CBB, -868.311, 61.519, 8.38) 01ED: clear_actor $6048 threat_search $6051 = Marker.CreateAboveActor($6048) 011A: set_actor $6048 search_threat 256 0243: set_actor $6048 ped_stats_to 16 0239: actor $6048 run_to $6025 $6026 $6050 = 1 // integer values $6053 = Actor.Create(CivMale, #CBA, -870.435, 62.566, 8.38) 01ED: clear_actor $6053 threat_search $6056 = Marker.CreateAboveActor($6053) 011A: set_actor $6053 search_threat 256 0243: set_actor $6053 ped_stats_to 16 0239: actor $6053 run_to $6025 $6026 $6055 = 1 // integer values $6058 = Actor.Create(CivMale, #CBB, -872.876, 63.476, 8.38) 01ED: clear_actor $6058 threat_search $6061 = Marker.CreateAboveActor($6058) 011A: set_actor $6058 search_threat 256 0243: set_actor $6058 ped_stats_to 16 0239: actor $6058 run_to $6025 $6026 $6060 = 1 // integer values 00BC: text_highpriority 'HAM3_7' 5000 ms 1 // ~g~Look Out! The Cubans have brought reinforcements. Kill them all!! $6108 = 23 // integer values $6009 = 1 // integer values :HAIT3_10651 return :HAIT3_10653 if $6000 == 0 // integer values jf @HAIT3_10823 if Car.Wrecked($5999) jf @HAIT3_10701 $6000 = 1 // integer values jump @HAIT3_10823 :HAIT3_10701 if $6007 == 0 // integer values jf @HAIT3_10823 if 01AF: car $5999 0 $6004 $6005 $6006 radius 3.0 3.0 3.0 jf @HAIT3_10783 Car.SetMaxSpeed($5999, 0.0) Car.SetToNormalDriver($5999) $6007 = 1 // integer values :HAIT3_10783 if $6011 == 0 // integer values jf @HAIT3_10808 jump @HAIT3_10823 :HAIT3_10808 Car.SetMaxSpeed($5999, 0.0) Car.SetToNormalDriver($5999) :HAIT3_10823 if $6108 == 21 // integer values jf @HAIT3_11128 if $6011 == 0 // integer values jf @HAIT3_11128 if Actor.Dead($6010) jf @HAIT3_10916 Marker.Disable($6012) $5926 += 1 // integer values 0084: $6111 = $6010 // integer values and handles gosub @HAIT3_16207 $6011 = 1 // integer values jump @HAIT3_11128 :HAIT3_10916 if $6007 == 1 // integer values jf @HAIT3_11046 if $6028 == 0 // integer values jf @HAIT3_11046 if Actor.Driving($6010) jf @HAIT3_11007 00D9: $5999 = actor $6010 car // add to mission cleanup if not Car.Wrecked($5999) jf @HAIT3_11000 01D3: actor $6010 leave_car $5999 :HAIT3_11000 jump @HAIT3_11046 :HAIT3_11007 0084: $6013 = $5996 // integer values and handles if not Actor.Dead($6013) jf @HAIT3_11039 01C9: actor $6010 kill_actor $6013 :HAIT3_11039 $6028 = 1 // integer values :HAIT3_11046 if $6028 == 1 // integer values jf @HAIT3_11095 if Actor.Dead($6013) jf @HAIT3_11095 0084: $6067 = $6010 // integer values and handles gosub @HAIT3_14209 :HAIT3_11095 if $5923 == 0 // integer values jf @HAIT3_11128 0084: $6069 = $6010 // integer values and handles gosub @HAIT3_8608 :HAIT3_11128 if $6108 == 22 // integer values jf @HAIT3_11549 if $6015 == 0 // integer values jf @HAIT3_11549 if Actor.Dead($6014) jf @HAIT3_11221 Marker.Disable($6016) $5926 += 1 // integer values 0084: $6111 = $6014 // integer values and handles gosub @HAIT3_16207 $6015 = 1 // integer values jump @HAIT3_11549 :HAIT3_11221 if $6011 == 1 // integer values jf @HAIT3_11337 if $6000 == 0 // integer values jf @HAIT3_11337 if $6029 == 0 // integer values jf @HAIT3_11337 if Actor.Driving($6014) jf @HAIT3_11330 00D9: $5999 = actor $6014 car // add to mission cleanup if not Car.Wrecked($5999) jf @HAIT3_11323 01D3: actor $6014 leave_car $5999 :HAIT3_11323 jump @HAIT3_11337 :HAIT3_11330 $6029 = 1 // integer values :HAIT3_11337 if $6007 == 1 // integer values jf @HAIT3_11467 if $6029 == 0 // integer values jf @HAIT3_11467 if Actor.Driving($6014) jf @HAIT3_11428 00D9: $5999 = actor $6014 car // add to mission cleanup if not Car.Wrecked($5999) jf @HAIT3_11421 01D3: actor $6014 leave_car $5999 :HAIT3_11421 jump @HAIT3_11467 :HAIT3_11428 0084: $6017 = $5993 // integer values and handles if not Actor.Dead($6017) jf @HAIT3_11460 01C9: actor $6014 kill_actor $6017 :HAIT3_11460 $6029 = 1 // integer values :HAIT3_11467 if $6029 == 1 // integer values jf @HAIT3_11516 if Actor.Dead($6017) jf @HAIT3_11516 0084: $6067 = $6014 // integer values and handles gosub @HAIT3_14209 :HAIT3_11516 if $5923 == 0 // integer values jf @HAIT3_11549 0084: $6069 = $6014 // integer values and handles gosub @HAIT3_8608 :HAIT3_11549 if $6108 == 23 // integer values jf @HAIT3_11970 if $6019 == 0 // integer values jf @HAIT3_11970 if Actor.Dead($6018) jf @HAIT3_11642 Marker.Disable($6020) $5926 += 1 // integer values 0084: $6111 = $6018 // integer values and handles gosub @HAIT3_16207 $6019 = 1 // integer values jump @HAIT3_11970 :HAIT3_11642 if $6011 == 1 // integer values jf @HAIT3_11790 if $6000 == 0 // integer values jf @HAIT3_11790 if $6030 == 0 // integer values jf @HAIT3_11790 if Actor.Driving($6018) jf @HAIT3_11751 00D9: $5999 = actor $6018 car // add to mission cleanup if not Car.Wrecked($5999) jf @HAIT3_11744 01D3: actor $6018 leave_car $5999 :HAIT3_11744 jump @HAIT3_11790 :HAIT3_11751 0084: $6021 = $5990 // integer values and handles if not Actor.Dead($6021) jf @HAIT3_11783 01C9: actor $6018 kill_actor $6021 :HAIT3_11783 $6030 = 1 // integer values :HAIT3_11790 if $6007 == 1 // integer values jf @HAIT3_11888 if $6030 == 0 // integer values jf @HAIT3_11888 if Actor.Driving($6018) jf @HAIT3_11881 00D9: $5999 = actor $6018 car // add to mission cleanup if not Car.Wrecked($5999) jf @HAIT3_11874 01D3: actor $6018 leave_car $5999 :HAIT3_11874 jump @HAIT3_11888 :HAIT3_11881 $6030 = 1 // integer values :HAIT3_11888 if $6030 == 1 // integer values jf @HAIT3_11937 if Actor.Dead($6021) jf @HAIT3_11937 0084: $6067 = $6018 // integer values and handles gosub @HAIT3_14209 :HAIT3_11937 if $5923 == 0 // integer values jf @HAIT3_11970 0084: $6069 = $6018 // integer values and handles gosub @HAIT3_8608 :HAIT3_11970 if $6108 == 24 // integer values jf @HAIT3_12391 if $6023 == 0 // integer values jf @HAIT3_12391 if Actor.Dead($6022) jf @HAIT3_12063 Marker.Disable($6024) $5926 += 1 // integer values 0084: $6111 = $6022 // integer values and handles gosub @HAIT3_16207 $6023 = 1 // integer values jump @HAIT3_12391 :HAIT3_12063 if $6011 == 1 // integer values jf @HAIT3_12211 if $6000 == 0 // integer values jf @HAIT3_12211 if $6031 == 0 // integer values jf @HAIT3_12211 if Actor.Driving($6022) jf @HAIT3_12172 00D9: $5999 = actor $6022 car // add to mission cleanup if not Car.Wrecked($5999) jf @HAIT3_12165 01D3: actor $6022 leave_car $5999 :HAIT3_12165 jump @HAIT3_12211 :HAIT3_12172 0084: $6032 = $5990 // integer values and handles if not Actor.Dead($6032) jf @HAIT3_12204 01C9: actor $6022 kill_actor $6032 :HAIT3_12204 $6031 = 1 // integer values :HAIT3_12211 if $6007 == 1 // integer values jf @HAIT3_12309 if $6031 == 0 // integer values jf @HAIT3_12309 if Actor.Driving($6022) jf @HAIT3_12302 00D9: $5999 = actor $6022 car // add to mission cleanup if not Car.Wrecked($5999) jf @HAIT3_12295 01D3: actor $6022 leave_car $5999 :HAIT3_12295 jump @HAIT3_12309 :HAIT3_12302 $6031 = 1 // integer values :HAIT3_12309 if $6031 == 1 // integer values jf @HAIT3_12358 if Actor.Dead($6032) jf @HAIT3_12358 0084: $6067 = $6022 // integer values and handles gosub @HAIT3_14209 :HAIT3_12358 if $5923 == 0 // integer values jf @HAIT3_12391 0084: $6069 = $6022 // integer values and handles gosub @HAIT3_8608 :HAIT3_12391 return :HAIT3_12393 if $6108 == 25 // integer values jf @HAIT3_12684 if $6035 == 0 // integer values jf @HAIT3_12684 if Actor.Dead($6033) jf @HAIT3_12486 Marker.Disable($6034) $5926 += 1 // integer values 0084: $6111 = $6033 // integer values and handles gosub @HAIT3_16207 $6035 = 1 // integer values jump @HAIT3_12684 :HAIT3_12486 if $6036 == 1 // integer values jf @HAIT3_12545 if 00ED: actor $6033 0 $6025 $6026 radius 4.0 4.0 jf @HAIT3_12545 $6036 = 2 // integer values :HAIT3_12545 if $6036 == 2 // integer values jf @HAIT3_12602 0084: $6037 = $5987 // integer values and handles if not Actor.Dead($6037) jf @HAIT3_12595 01C9: actor $6033 kill_actor $6037 :HAIT3_12595 $6036 = 3 // integer values :HAIT3_12602 if $6036 == 3 // integer values jf @HAIT3_12651 if Actor.Dead($6037) jf @HAIT3_12651 0084: $6067 = $6033 // integer values and handles gosub @HAIT3_14209 :HAIT3_12651 if $5923 == 0 // integer values jf @HAIT3_12684 0084: $6069 = $6033 // integer values and handles gosub @HAIT3_8608 :HAIT3_12684 if $6108 == 26 // integer values jf @HAIT3_12975 if $6039 == 0 // integer values jf @HAIT3_12975 if Actor.Dead($6038) jf @HAIT3_12777 Marker.Disable($6040) $5926 += 1 // integer values 0084: $6111 = $6038 // integer values and handles gosub @HAIT3_16207 $6039 = 1 // integer values jump @HAIT3_12975 :HAIT3_12777 if $6041 == 1 // integer values jf @HAIT3_12836 if 00ED: actor $6038 0 $6025 $6026 radius 4.0 4.0 jf @HAIT3_12836 $6041 = 2 // integer values :HAIT3_12836 if $6041 == 2 // integer values jf @HAIT3_12893 0084: $6042 = $5984 // integer values and handles if not Actor.Dead($6042) jf @HAIT3_12886 01C9: actor $6038 kill_actor $6042 :HAIT3_12886 $6041 = 3 // integer values :HAIT3_12893 if $6041 == 3 // integer values jf @HAIT3_12942 if Actor.Dead($6042) jf @HAIT3_12942 0084: $6067 = $6038 // integer values and handles gosub @HAIT3_14209 :HAIT3_12942 if $5923 == 0 // integer values jf @HAIT3_12975 0084: $6069 = $6038 // integer values and handles gosub @HAIT3_8608 :HAIT3_12975 if $6108 == 27 // integer values jf @HAIT3_13266 if $6044 == 0 // integer values jf @HAIT3_13266 if Actor.Dead($6043) jf @HAIT3_13068 Marker.Disable($6046) $5926 += 1 // integer values 0084: $6111 = $6043 // integer values and handles gosub @HAIT3_16207 $6044 = 1 // integer values jump @HAIT3_13266 :HAIT3_13068 if $6045 == 1 // integer values jf @HAIT3_13127 if 00ED: actor $6043 0 $6025 $6026 radius 4.0 4.0 jf @HAIT3_13127 $6045 = 2 // integer values :HAIT3_13127 if $6045 == 2 // integer values jf @HAIT3_13184 0084: $6047 = $5981 // integer values and handles if not Actor.Dead($6047) jf @HAIT3_13177 01C9: actor $6043 kill_actor $6047 :HAIT3_13177 $6045 = 3 // integer values :HAIT3_13184 if $6045 == 3 // integer values jf @HAIT3_13233 if Actor.Dead($6047) jf @HAIT3_13233 0084: $6067 = $6043 // integer values and handles gosub @HAIT3_14209 :HAIT3_13233 if $5923 == 0 // integer values jf @HAIT3_13266 0084: $6069 = $6043 // integer values and handles gosub @HAIT3_8608 :HAIT3_13266 if $6108 == 28 // integer values jf @HAIT3_13557 if $6049 == 0 // integer values jf @HAIT3_13557 if Actor.Dead($6048) jf @HAIT3_13359 Marker.Disable($6051) $5926 += 1 // integer values 0084: $6111 = $6048 // integer values and handles gosub @HAIT3_16207 $6049 = 1 // integer values jump @HAIT3_13557 :HAIT3_13359 if $6050 == 1 // integer values jf @HAIT3_13418 if 00ED: actor $6048 0 $6025 $6026 radius 4.0 4.0 jf @HAIT3_13418 $6050 = 2 // integer values :HAIT3_13418 if $6050 == 2 // integer values jf @HAIT3_13475 0084: $6052 = $5978 // integer values and handles if not Actor.Dead($6052) jf @HAIT3_13468 01C9: actor $6048 kill_actor $6052 :HAIT3_13468 $6050 = 3 // integer values :HAIT3_13475 if $6050 == 3 // integer values jf @HAIT3_13524 if Actor.Dead($6052) jf @HAIT3_13524 0084: $6067 = $6048 // integer values and handles gosub @HAIT3_14209 :HAIT3_13524 if $5923 == 0 // integer values jf @HAIT3_13557 0084: $6069 = $6048 // integer values and handles gosub @HAIT3_8608 :HAIT3_13557 if $6108 == 29 // integer values jf @HAIT3_13848 if $6054 == 0 // integer values jf @HAIT3_13848 if Actor.Dead($6053) jf @HAIT3_13650 Marker.Disable($6056) $5926 += 1 // integer values 0084: $6111 = $6053 // integer values and handles gosub @HAIT3_16207 $6054 = 1 // integer values jump @HAIT3_13848 :HAIT3_13650 if $6055 == 1 // integer values jf @HAIT3_13709 if 00ED: actor $6053 0 $6025 $6026 radius 4.0 4.0 jf @HAIT3_13709 $6055 = 2 // integer values :HAIT3_13709 if $6055 == 2 // integer values jf @HAIT3_13766 0084: $6057 = $5975 // integer values and handles if not Actor.Dead($6057) jf @HAIT3_13759 01C9: actor $6053 kill_actor $6057 :HAIT3_13759 $6055 = 3 // integer values :HAIT3_13766 if $6055 == 3 // integer values jf @HAIT3_13815 if Actor.Dead($6057) jf @HAIT3_13815 0084: $6067 = $6053 // integer values and handles gosub @HAIT3_14209 :HAIT3_13815 if $5923 == 0 // integer values jf @HAIT3_13848 0084: $6069 = $6053 // integer values and handles gosub @HAIT3_8608 :HAIT3_13848 if $6108 == 30 // integer values jf @HAIT3_14139 if $6059 == 0 // integer values jf @HAIT3_14139 if Actor.Dead($6058) jf @HAIT3_13941 Marker.Disable($6061) $5926 += 1 // integer values 0084: $6111 = $6058 // integer values and handles gosub @HAIT3_16207 $6059 = 1 // integer values jump @HAIT3_14139 :HAIT3_13941 if $6060 == 1 // integer values jf @HAIT3_14000 if 00ED: actor $6058 0 $6025 $6026 radius 4.0 4.0 jf @HAIT3_14000 $6060 = 2 // integer values :HAIT3_14000 if $6060 == 2 // integer values jf @HAIT3_14057 0084: $6062 = $5972 // integer values and handles if not Actor.Dead($6062) jf @HAIT3_14050 01C9: actor $6058 kill_actor $6062 :HAIT3_14050 $6060 = 3 // integer values :HAIT3_14057 if $6060 == 3 // integer values jf @HAIT3_14106 if Actor.Dead($6062) jf @HAIT3_14106 0084: $6067 = $6058 // integer values and handles gosub @HAIT3_14209 :HAIT3_14106 if $5923 == 0 // integer values jf @HAIT3_14139 0084: $6069 = $6058 // integer values and handles gosub @HAIT3_8608 :HAIT3_14139 return :HAIT3_14141 Actor.StorePos($6078, $6079, $6080, $6081) 0509: $6085 = distance_between_point $6070 $6071 and_point $6079 $6080 if 0024: $6076 > $6085 // floating-point values only jf @HAIT3_14207 0086: $6076 = $6085 // floating-point values only 0084: $6077 = $6078 // integer values and handles :HAIT3_14207 return :HAIT3_14209 $6076 = 50.0 // floating-point values $6077 = -1 // integer values Actor.StorePos($6067, $6070, $6071, $6072) if not Actor.Dead($5969) jf @HAIT3_14271 0084: $6078 = $5969 // integer values and handles gosub @HAIT3_14141 :HAIT3_14271 if not Actor.Dead($5972) jf @HAIT3_14302 0084: $6078 = $5972 // integer values and handles gosub @HAIT3_14141 :HAIT3_14302 if not Actor.Dead($5975) jf @HAIT3_14333 0084: $6078 = $5975 // integer values and handles gosub @HAIT3_14141 :HAIT3_14333 if not Actor.Dead($5978) jf @HAIT3_14364 0084: $6078 = $5978 // integer values and handles gosub @HAIT3_14141 :HAIT3_14364 if not Actor.Dead($5981) jf @HAIT3_14395 0084: $6078 = $5981 // integer values and handles gosub @HAIT3_14141 :HAIT3_14395 if not Actor.Dead($5984) jf @HAIT3_14426 0084: $6078 = $5984 // integer values and handles gosub @HAIT3_14141 :HAIT3_14426 if not Actor.Dead($5987) jf @HAIT3_14457 0084: $6078 = $5987 // integer values and handles gosub @HAIT3_14141 :HAIT3_14457 if not Actor.Dead($5990) jf @HAIT3_14488 0084: $6078 = $5990 // integer values and handles gosub @HAIT3_14141 :HAIT3_14488 if not Actor.Dead($5993) jf @HAIT3_14519 0084: $6078 = $5993 // integer values and handles gosub @HAIT3_14141 :HAIT3_14519 if not Actor.Dead($5996) jf @HAIT3_14550 0084: $6078 = $5996 // integer values and handles gosub @HAIT3_14141 :HAIT3_14550 if not $6077 == -1 // integer values jf @HAIT3_14576 01C9: actor $6067 kill_actor $6077 :HAIT3_14576 if 003A: $6067 == $5929 // integer values and handles jf @HAIT3_14603 0084: $6097 = $6077 // integer values and handles :HAIT3_14603 if 003A: $6067 == $5933 // integer values and handles jf @HAIT3_14630 0084: $6098 = $6077 // integer values and handles :HAIT3_14630 if 003A: $6067 == $5937 // integer values and handles jf @HAIT3_14657 0084: $6099 = $6077 // integer values and handles :HAIT3_14657 if 003A: $6067 == $5941 // integer values and handles jf @HAIT3_14684 0084: $6100 = $6077 // integer values and handles :HAIT3_14684 if 003A: $6067 == $5945 // integer values and handles jf @HAIT3_14711 0084: $6101 = $6077 // integer values and handles :HAIT3_14711 if 003A: $6067 == $5949 // integer values and handles jf @HAIT3_14738 0084: $6102 = $6077 // integer values and handles :HAIT3_14738 if 003A: $6067 == $5953 // integer values and handles jf @HAIT3_14765 0084: $6103 = $6077 // integer values and handles :HAIT3_14765 if 003A: $6067 == $5957 // integer values and handles jf @HAIT3_14792 0084: $6104 = $6077 // integer values and handles :HAIT3_14792 if 003A: $6067 == $5961 // integer values and handles jf @HAIT3_14819 0084: $6105 = $6077 // integer values and handles :HAIT3_14819 if 003A: $6067 == $5965 // integer values and handles jf @HAIT3_14846 0084: $6106 = $6077 // integer values and handles :HAIT3_14846 return :HAIT3_14848 Actor.StorePos($6078, $6082, $6083, $6084) 0509: $6085 = distance_between_point $6073 $6074 and_point $6082 $6083 if 0024: $6076 > $6085 // floating-point values only jf @HAIT3_14914 0086: $6076 = $6085 // floating-point values only 0084: $6086 = $6078 // integer values and handles :HAIT3_14914 return :HAIT3_14916 $6076 = 50.0 // floating-point values $6086 = -1 // integer values Actor.StorePos($6068, $6073, $6074, $6075) if not Actor.Dead($5929) jf @HAIT3_14978 0084: $6078 = $5929 // integer values and handles gosub @HAIT3_14848 :HAIT3_14978 if not Actor.Dead($5933) jf @HAIT3_15009 0084: $6078 = $5933 // integer values and handles gosub @HAIT3_14848 :HAIT3_15009 if not Actor.Dead($5937) jf @HAIT3_15040 0084: $6078 = $5937 // integer values and handles gosub @HAIT3_14848 :HAIT3_15040 if not Actor.Dead($5941) jf @HAIT3_15071 0084: $6078 = $5941 // integer values and handles gosub @HAIT3_14848 :HAIT3_15071 if not Actor.Dead($5945) jf @HAIT3_15102 0084: $6078 = $5945 // integer values and handles gosub @HAIT3_14848 :HAIT3_15102 if not Actor.Dead($5949) jf @HAIT3_15133 0084: $6078 = $5949 // integer values and handles gosub @HAIT3_14848 :HAIT3_15133 if not Actor.Dead($5953) jf @HAIT3_15164 0084: $6078 = $5953 // integer values and handles gosub @HAIT3_14848 :HAIT3_15164 if not Actor.Dead($5957) jf @HAIT3_15195 0084: $6078 = $5957 // integer values and handles gosub @HAIT3_14848 :HAIT3_15195 if not Actor.Dead($5961) jf @HAIT3_15226 0084: $6078 = $5961 // integer values and handles gosub @HAIT3_14848 :HAIT3_15226 if not Actor.Dead($5965) jf @HAIT3_15257 0084: $6078 = $5965 // integer values and handles gosub @HAIT3_14848 :HAIT3_15257 if $6008 == 1 // integer values jf @HAIT3_15399 if not Actor.Dead($6010) jf @HAIT3_15306 0084: $6078 = $6010 // integer values and handles gosub @HAIT3_14848 :HAIT3_15306 if not Actor.Dead($6014) jf @HAIT3_15337 0084: $6078 = $6014 // integer values and handles gosub @HAIT3_14848 :HAIT3_15337 if not Actor.Dead($6018) jf @HAIT3_15368 0084: $6078 = $6018 // integer values and handles gosub @HAIT3_14848 :HAIT3_15368 if not Actor.Dead($6022) jf @HAIT3_15399 0084: $6078 = $6022 // integer values and handles gosub @HAIT3_14848 :HAIT3_15399 if $6009 == 1 // integer values jf @HAIT3_15603 if not Actor.Dead($6033) jf @HAIT3_15448 0084: $6078 = $6033 // integer values and handles gosub @HAIT3_14848 :HAIT3_15448 if not Actor.Dead($6038) jf @HAIT3_15479 0084: $6078 = $6038 // integer values and handles gosub @HAIT3_14848 :HAIT3_15479 if not Actor.Dead($6043) jf @HAIT3_15510 0084: $6078 = $6043 // integer values and handles gosub @HAIT3_14848 :HAIT3_15510 if not Actor.Dead($6048) jf @HAIT3_15541 0084: $6078 = $6048 // integer values and handles gosub @HAIT3_14848 :HAIT3_15541 if not Actor.Dead($6053) jf @HAIT3_15572 0084: $6078 = $6053 // integer values and handles gosub @HAIT3_14848 :HAIT3_15572 if not Actor.Dead($6058) jf @HAIT3_15603 0084: $6078 = $6058 // integer values and handles gosub @HAIT3_14848 :HAIT3_15603 if not $6086 == -1 // integer values jf @HAIT3_15629 01C9: actor $6068 kill_actor $6086 :HAIT3_15629 if 003A: $6068 == $5969 // integer values and handles jf @HAIT3_15656 0084: $6087 = $6086 // integer values and handles :HAIT3_15656 if 003A: $6068 == $5972 // integer values and handles jf @HAIT3_15683 0084: $6088 = $6086 // integer values and handles :HAIT3_15683 if 003A: $6068 == $5975 // integer values and handles jf @HAIT3_15710 0084: $6089 = $6086 // integer values and handles :HAIT3_15710 if 003A: $6068 == $5978 // integer values and handles jf @HAIT3_15737 0084: $6090 = $6086 // integer values and handles :HAIT3_15737 if 003A: $6068 == $5981 // integer values and handles jf @HAIT3_15764 0084: $6091 = $6086 // integer values and handles :HAIT3_15764 if 003A: $6068 == $5984 // integer values and handles jf @HAIT3_15791 0084: $6092 = $6086 // integer values and handles :HAIT3_15791 if 003A: $6068 == $5987 // integer values and handles jf @HAIT3_15818 0084: $6093 = $6086 // integer values and handles :HAIT3_15818 if 003A: $6068 == $5990 // integer values and handles jf @HAIT3_15845 0084: $6094 = $6086 // integer values and handles :HAIT3_15845 if 003A: $6068 == $5993 // integer values and handles jf @HAIT3_15872 0084: $6095 = $6086 // integer values and handles :HAIT3_15872 if 003A: $6068 == $5996 // integer values and handles jf @HAIT3_15899 0084: $6096 = $6086 // integer values and handles :HAIT3_15899 if $6008 == 1 // integer values jf @HAIT3_16025 if 003A: $6068 == $6010 // integer values and handles jf @HAIT3_15944 0084: $6013 = $6086 // integer values and handles :HAIT3_15944 if 003A: $6068 == $6014 // integer values and handles jf @HAIT3_15971 0084: $6017 = $6086 // integer values and handles :HAIT3_15971 if 003A: $6068 == $6018 // integer values and handles jf @HAIT3_15998 0084: $6021 = $6086 // integer values and handles :HAIT3_15998 if 003A: $6068 == $6022 // integer values and handles jf @HAIT3_16025 0084: $6032 = $6086 // integer values and handles :HAIT3_16025 if $6009 == 1 // integer values jf @HAIT3_16205 if 003A: $6068 == $6033 // integer values and handles jf @HAIT3_16070 0084: $6037 = $6086 // integer values and handles :HAIT3_16070 if 003A: $6068 == $6038 // integer values and handles jf @HAIT3_16097 0084: $6042 = $6086 // integer values and handles :HAIT3_16097 if 003A: $6068 == $6043 // integer values and handles jf @HAIT3_16124 0084: $6047 = $6086 // integer values and handles :HAIT3_16124 if 003A: $6068 == $6048 // integer values and handles jf @HAIT3_16151 0084: $6052 = $6086 // integer values and handles :HAIT3_16151 if 003A: $6068 == $6053 // integer values and handles jf @HAIT3_16178 0084: $6057 = $6086 // integer values and handles :HAIT3_16178 if 003A: $6068 == $6058 // integer values and handles jf @HAIT3_16205 0084: $6062 = $6086 // integer values and handles :HAIT3_16205 return :HAIT3_16207 if 02B3: player $PLAYER_CHAR in_cube -936.42 109.11 13.0 -873.118 45.222 18.0 radius 30.0 sphere 0 jf @HAIT3_16274 $6109 = 0 // integer values jump @HAIT3_16383 :HAIT3_16274 if $6109 == 0 // integer values jf @HAIT3_16383 if Actor.Dead($6111) jf @HAIT3_16383 if 051A: actor $6111 damaged_by_actor $PLAYER_ACTOR jf @HAIT3_16383 054E: clear_actor $6111 damage if or 031D: actor $6111 hit_by_weapon 46 031D: actor $6111 hit_by_weapon 39 031D: actor $6111 hit_by_weapon 40 031D: actor $6111 hit_by_weapon 47 jf @HAIT3_16383 0467: set_actor $6111 clear_last_weapon_damage $6109 = 1 // integer values :HAIT3_16383 return if not Actor.Dead($5929) jf @HAIT3_16408 02A9: set_actor $5929 immune_to_nonplayer 1 :HAIT3_16408 if not Actor.Dead($5933) jf @HAIT3_16431 02A9: set_actor $5933 immune_to_nonplayer 1 :HAIT3_16431 if not Actor.Dead($5937) jf @HAIT3_16454 02A9: set_actor $5937 immune_to_nonplayer 1 :HAIT3_16454 if not Actor.Dead($5941) jf @HAIT3_16477 02A9: set_actor $5941 immune_to_nonplayer 1 :HAIT3_16477 if not Actor.Dead($5945) jf @HAIT3_16500 02A9: set_actor $5945 immune_to_nonplayer 1 :HAIT3_16500 if not Actor.Dead($5949) jf @HAIT3_16523 02A9: set_actor $5949 immune_to_nonplayer 1 :HAIT3_16523 if not Actor.Dead($5953) jf @HAIT3_16546 02A9: set_actor $5953 immune_to_nonplayer 1 :HAIT3_16546 if not Actor.Dead($5957) jf @HAIT3_16569 02A9: set_actor $5957 immune_to_nonplayer 1 :HAIT3_16569 if not Actor.Dead($5961) jf @HAIT3_16592 02A9: set_actor $5961 immune_to_nonplayer 1 :HAIT3_16592 if not Actor.Dead($5965) jf @HAIT3_16615 02A9: set_actor $5965 immune_to_nonplayer 1 :HAIT3_16615 if not Actor.Dead($5969) jf @HAIT3_16638 02A9: set_actor $5969 immune_to_nonplayer 1 :HAIT3_16638 if not Actor.Dead($5972) jf @HAIT3_16661 02A9: set_actor $5972 immune_to_nonplayer 1 :HAIT3_16661 if not Actor.Dead($5975) jf @HAIT3_16684 02A9: set_actor $5975 immune_to_nonplayer 1 :HAIT3_16684 if not Actor.Dead($5978) jf @HAIT3_16707 02A9: set_actor $5978 immune_to_nonplayer 1 :HAIT3_16707 if not Actor.Dead($5981) jf @HAIT3_16730 02A9: set_actor $5981 immune_to_nonplayer 1 :HAIT3_16730 if not Actor.Dead($5984) jf @HAIT3_16753 02A9: set_actor $5984 immune_to_nonplayer 1 :HAIT3_16753 if not Actor.Dead($5987) jf @HAIT3_16776 02A9: set_actor $5987 immune_to_nonplayer 1 :HAIT3_16776 if not Actor.Dead($5990) jf @HAIT3_16799 02A9: set_actor $5990 immune_to_nonplayer 1 :HAIT3_16799 if not Actor.Dead($5993) jf @HAIT3_16822 02A9: set_actor $5993 immune_to_nonplayer 1 :HAIT3_16822 if not Actor.Dead($5996) jf @HAIT3_16845 02A9: set_actor $5996 immune_to_nonplayer 1 :HAIT3_16845 if $6008 == 1 // integer values jf @HAIT3_16955 if not Actor.Dead($6010) jf @HAIT3_16886 02A9: set_actor $6010 immune_to_nonplayer 1 :HAIT3_16886 if not Actor.Dead($6014) jf @HAIT3_16909 02A9: set_actor $6014 immune_to_nonplayer 1 :HAIT3_16909 if not Actor.Dead($6018) jf @HAIT3_16932 02A9: set_actor $6018 immune_to_nonplayer 1 :HAIT3_16932 if not Actor.Dead($6022) jf @HAIT3_16955 02A9: set_actor $6022 immune_to_nonplayer 1 :HAIT3_16955 if $6009 == 1 // integer values jf @HAIT3_17111 if not Actor.Dead($6033) jf @HAIT3_16996 02A9: set_actor $6033 immune_to_nonplayer 1 :HAIT3_16996 if not Actor.Dead($6038) jf @HAIT3_17019 02A9: set_actor $6038 immune_to_nonplayer 1 :HAIT3_17019 if not Actor.Dead($6043) jf @HAIT3_17042 02A9: set_actor $6043 immune_to_nonplayer 1 :HAIT3_17042 if not Actor.Dead($6048) jf @HAIT3_17065 02A9: set_actor $6048 immune_to_nonplayer 1 :HAIT3_17065 if not Actor.Dead($6053) jf @HAIT3_17088 02A9: set_actor $6053 immune_to_nonplayer 1 :HAIT3_17088 if not Actor.Dead($6058) jf @HAIT3_17111 02A9: set_actor $6058 immune_to_nonplayer 1 :HAIT3_17111 return if not Actor.Dead($5929) jf @HAIT3_17136 02A9: set_actor $5929 immune_to_nonplayer 0 :HAIT3_17136 if not Actor.Dead($5933) jf @HAIT3_17159 02A9: set_actor $5933 immune_to_nonplayer 0 :HAIT3_17159 if not Actor.Dead($5937) jf @HAIT3_17182 02A9: set_actor $5937 immune_to_nonplayer 0 :HAIT3_17182 if not Actor.Dead($5941) jf @HAIT3_17205 02A9: set_actor $5941 immune_to_nonplayer 0 :HAIT3_17205 if not Actor.Dead($5945) jf @HAIT3_17228 02A9: set_actor $5945 immune_to_nonplayer 0 :HAIT3_17228 if not Actor.Dead($5949) jf @HAIT3_17251 02A9: set_actor $5949 immune_to_nonplayer 0 :HAIT3_17251 if not Actor.Dead($5953) jf @HAIT3_17274 02A9: set_actor $5953 immune_to_nonplayer 0 :HAIT3_17274 if not Actor.Dead($5957) jf @HAIT3_17297 02A9: set_actor $5957 immune_to_nonplayer 0 :HAIT3_17297 if not Actor.Dead($5961) jf @HAIT3_17320 02A9: set_actor $5961 immune_to_nonplayer 0 :HAIT3_17320 if not Actor.Dead($5965) jf @HAIT3_17343 02A9: set_actor $5965 immune_to_nonplayer 0 :HAIT3_17343 if not Actor.Dead($5969) jf @HAIT3_17366 02A9: set_actor $5969 immune_to_nonplayer 0 :HAIT3_17366 if not Actor.Dead($5972) jf @HAIT3_17389 02A9: set_actor $5972 immune_to_nonplayer 0 :HAIT3_17389 if not Actor.Dead($5975) jf @HAIT3_17412 02A9: set_actor $5975 immune_to_nonplayer 0 :HAIT3_17412 if not Actor.Dead($5978) jf @HAIT3_17435 02A9: set_actor $5978 immune_to_nonplayer 0 :HAIT3_17435 if not Actor.Dead($5981) jf @HAIT3_17458 02A9: set_actor $5981 immune_to_nonplayer 0 :HAIT3_17458 if not Actor.Dead($5984) jf @HAIT3_17481 02A9: set_actor $5984 immune_to_nonplayer 0 :HAIT3_17481 if not Actor.Dead($5987) jf @HAIT3_17504 02A9: set_actor $5987 immune_to_nonplayer 0 :HAIT3_17504 if not Actor.Dead($5990) jf @HAIT3_17527 02A9: set_actor $5990 immune_to_nonplayer 0 :HAIT3_17527 if not Actor.Dead($5993) jf @HAIT3_17550 02A9: set_actor $5993 immune_to_nonplayer 0 :HAIT3_17550 if not Actor.Dead($5996) jf @HAIT3_17573 02A9: set_actor $5996 immune_to_nonplayer 0 :HAIT3_17573 if $6008 == 1 // integer values jf @HAIT3_17660 if not Actor.Dead($6010) jf @HAIT3_17614 02A9: set_actor $6010 immune_to_nonplayer 0 :HAIT3_17614 if not Actor.Dead($6018) jf @HAIT3_17637 02A9: set_actor $6018 immune_to_nonplayer 0 :HAIT3_17637 if not Actor.Dead($6022) jf @HAIT3_17660 02A9: set_actor $6022 immune_to_nonplayer 0 :HAIT3_17660 if $6009 == 1 // integer values jf @HAIT3_17793 if not Actor.Dead($6033) jf @HAIT3_17701 02A9: set_actor $6033 immune_to_nonplayer 0 :HAIT3_17701 if not Actor.Dead($6043) jf @HAIT3_17724 02A9: set_actor $6043 immune_to_nonplayer 0 :HAIT3_17724 if not Actor.Dead($6048) jf @HAIT3_17747 02A9: set_actor $6048 immune_to_nonplayer 0 :HAIT3_17747 if not Actor.Dead($6053) jf @HAIT3_17770 02A9: set_actor $6053 immune_to_nonplayer 0 :HAIT3_17770 if not Actor.Dead($6058) jf @HAIT3_17793 02A9: set_actor $6058 immune_to_nonplayer 0 :HAIT3_17793 return //-------------Mission 63--------------- // Originally: Love Juice :ROCKB1 thread 'ROCKB1' gosub @ROCKB1_76 if wasted_or_busted jf @ROCKB1_37 gosub @ROCKB1_7327 :ROCKB1_37 gosub @ROCKB1_7410 end_thread $6146 = 0.0 // floating-point values $6147 = 0.0 // floating-point values $6148 = 0.0 // floating-point values :ROCKB1_76 increment_mission_attempts $ONMISSION = 1 // integer values $6114 = 0 // integer values $6115 = 0 // integer values $6121 = 0 // integer values $6125 = -513.988 // floating-point values $6126 = 1133.143 // floating-point values $6127 = 10.08 // floating-point values $6129 = 0 // integer values $6131 = 0 // integer values $6123 = 0 // integer values $6133 = 0 // integer values $6136 = 0 // integer values $6137 = 0.0 // floating-point values $6138 = 0.0 // floating-point values $6139 = 0.0 // floating-point values $6141 = 0 // integer values $6142 = 0 // integer values $6144 = 91000 // integer values $6145 = 0 // integer values $6149 = 0 // integer values $6151 = 0 // integer values $6152 = 0 // integer values $6153 = 0 // integer values $6154 = 0 // integer values $6119 = 0 // integer values wait 0 054C: use_GXT_table 'ROCK1' 058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 023C: load_special_actor 1 'CSDICK' 023C: load_special_actor 2 'CSJEZZ' 023C: load_special_actor 3 'CSKENT' 023C: load_special_actor 4 'CSPERCY' 023C: load_special_actor 5 'CSPLAY' select_interior 9 Camera.SetAtPos(-879.75, 1157.77, 17.81) 04F9: set_extracolors 17 fade 0 038B: load_requested_models :ROCKB1_399 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @ROCKB1_441 wait 0 jump @ROCKB1_399 :ROCKB1_441 02E4: load_cutscene_data 'ROK_1' 0244: set_cutscene_pos -879.823 1158.479 16.776 041D: set_camera_near_clip 0.1 02E5: $171 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $171 'CSDICK' 02E5: $172 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $172 'CSJEZZ' 02E5: $142 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $142 'CSKENT' 02E5: $173 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $173 'CSPERCY' 02E5: $125 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $125 'CSPLAY' 0395: clear_area 1 at -871.9 1159.46 range 10.07 1.0 0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 0171: set_player $PLAYER_CHAR z_angle_to 270.0 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ROCKB1_651 if 1056 > $CUT_SCENE_TIME // integer values jf @ROCKB1_686 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_651 :ROCKB1_686 00BC: text_highpriority 'RBM1_A' 10000 ms 1 // AllllllllRrrighttt! :ROCKB1_701 if 5224 > $CUT_SCENE_TIME // integer values jf @ROCKB1_736 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_701 :ROCKB1_736 00BC: text_highpriority 'RBM1_B' 10000 ms 1 // Yessss! Brilliant, bloody brilliant! :ROCKB1_751 if 7304 > $CUT_SCENE_TIME // integer values jf @ROCKB1_786 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_751 :ROCKB1_786 00BC: text_highpriority 'RBM1_C' 10000 ms 1 // Hey, Tommy! Glad you could make it. :ROCKB1_801 if 9427 > $CUT_SCENE_TIME // integer values jf @ROCKB1_836 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_801 :ROCKB1_836 00BC: text_highpriority 'RBM1_D' 10000 ms 1 // Hey, you ever met Love Fist before? :ROCKB1_851 if 11052 > $CUT_SCENE_TIME // integer values jf @ROCKB1_886 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_851 :ROCKB1_886 00BC: text_highpriority 'RBM1_E' 10000 ms 1 // No, I haven't but I've always loved your music. :ROCKB1_901 if 12782 > $CUT_SCENE_TIME // integer values jf @ROCKB1_936 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_901 :ROCKB1_936 00BC: text_highpriority 'RBM1_F' 10000 ms 1 // Let me introduce you to the band. :ROCKB1_951 if 14396 > $CUT_SCENE_TIME // integer values jf @ROCKB1_986 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_951 :ROCKB1_986 00BC: text_highpriority 'RBM1_G' 10000 ms 1 // This is Percy, Dick, and Willy's in the kaze, and that was Jezz in the booth earlier, :ROCKB1_1001 if 18961 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1036 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1001 :ROCKB1_1036 00BC: text_highpriority 'RBM1_H' 10000 ms 1 // and guys, I want you to meet a good friend of mine. :ROCKB1_1051 if 21292 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1086 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1051 :ROCKB1_1086 00BC: text_highpriority 'RBM1_I' 10000 ms 1 // This is Tommy. We go way back. :ROCKB1_1101 if 22918 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1136 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1101 :ROCKB1_1136 00BC: text_highpriority 'RBM1_J' 10000 ms 1 // All right, pal. :ROCKB1_1151 if 24055 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1186 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1151 :ROCKB1_1186 00BC: text_highpriority 'RBM1_K' 10000 ms 1 // And eh, what was your name again? :ROCKB1_1201 if 26610 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1236 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1201 :ROCKB1_1236 00BC: text_highpriority 'RBM1_L' 10000 ms 1 // Leave it out, Jezz you, remember - :ROCKB1_1251 if 28351 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1286 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1251 :ROCKB1_1286 00BC: text_highpriority 'RBM1_M' 10000 ms 1 // don't be playing them games with me, mate, :ROCKB1_1301 if 29855 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1336 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1301 :ROCKB1_1336 00BC: text_highpriority 'RBM1_N' 10000 ms 1 // I'm too crafty for that, sunshine! :ROCKB1_1351 if 34583 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1388 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1351 :ROCKB1_1388 00BC: text_highpriority 'RBM1_O' 10000 ms 1 // You see, the thing is, Tom, the boys need some help. :ROCKB1_1403 if 38289 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1440 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1403 :ROCKB1_1440 00BC: text_highpriority 'RBM1_P' 10000 ms 1 // They ain't too connected here, they don't have the old 'how's your father?' :ROCKB1_1455 if 41099 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1492 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1455 :ROCKB1_1492 00BC: text_highpriority 'RBM1_Q' 10000 ms 1 // We need some drugs, pal! :ROCKB1_1507 if 43119 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1544 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1507 :ROCKB1_1544 00BC: text_highpriority 'RBM1_R' 10000 ms 1 // Gonna get on the old Love Fist fury, you know?! :ROCKB1_1559 if 46114 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1596 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1559 :ROCKB1_1596 00BC: text_highpriority 'RBM1_S' 10000 ms 1 // Well, this is Vice City, man. What's the problem? :ROCKB1_1611 if 48332 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1648 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1611 :ROCKB1_1648 00BC: text_highpriority 'RBM1_U' 10000 ms 1 // Love Juice, man! :ROCKB1_1663 if 49782 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1700 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1663 :ROCKB1_1700 00BC: text_highpriority 'RBM1_T' 10000 ms 1 // We need Love Juice, man, you know? :ROCKB1_1715 if 52122 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1752 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1715 :ROCKB1_1752 00BC: text_highpriority 'RBM1_V' 10000 ms 1 // Love Juice? :ROCKB1_1767 if 53173 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1804 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1767 :ROCKB1_1804 00BC: text_highpriority 'RBM1_W' 10000 ms 1 // Aye, two parts boomshine, 1 part trumpet, 5 fizz bombs and a liter of petrol. :ROCKB1_1819 if 58523 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1856 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1819 :ROCKB1_1856 00BC: text_highpriority 'RBM1_X' 10000 ms 1 // Can you help us out, pal? :ROCKB1_1871 if 59953 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1908 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1871 :ROCKB1_1908 00BC: text_highpriority 'RBM1_Y' 10000 ms 1 // Aw, it would really mean a lot to the boys. :ROCKB1_1923 if 61300 > $CUT_SCENE_TIME // integer values jf @ROCKB1_1960 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1923 :ROCKB1_1960 00BC: text_highpriority 'RBM1_Z' 10000 ms 1 // You can do that for the boys, right? :ROCKB1_1975 if 62839 > $CUT_SCENE_TIME // integer values jf @ROCKB1_2012 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB1_1975 :ROCKB1_2012 00BE: text_clear_all fade 0 2000 :ROCKB1_2021 if fading jf @ROCKB1_2045 wait 0 jump @ROCKB1_2021 :ROCKB1_2045 select_interior 0 04FA: reset_sky_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Camera.SetAtPos(-871.9, 1159.46, 10.07) 04E3: unknown_player $PLAYER_CHAR 3 60000 Model.Load(#BMYBB) Model.Load(#BUDDYSHOT) Model.Load(#STINGER) Model.Load(#PCJ600) 023C: load_special_actor 6 'IGMERC' Model.Load(#CELLPHONE) :ROCKB1_2146 if or not Model.Available(#BUDDYSHOT) not Model.Available(#STINGER) not Model.Available(#PCJ600) 823D: not special_actor 6 loaded not Model.Available(#CELLPHONE) not Model.Available(#BMYBB) jf @ROCKB1_2196 wait 0 jump @ROCKB1_2146 :ROCKB1_2196 018A: $6143 = create_checkpoint_at -867.8 1165.7 10.2 Marker.Disable($6143) $6135 = Pickup.Create(#BRIEFCASE, 3, $6137, $6138, $6139) 03DC: $6140 = create_marker_above_pickup $6135 Marker.Disable($6140) Pickup.Destroy($6135) $6120 = Actor.Create(CivMale, #BMYBB, 308.24, -621.28, 8.9) $6122 = Marker.CreateAboveActor($6120) Marker.Disable($6122) Actor.DestroyInstantly($6120) 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 00BC: text_highpriority 'RBM1_12' 4000 ms 1 // ~g~Go and collect the 'Love Juice' ingredients from the dealer. 018A: $6128 = create_checkpoint_at $6125 $6126 $6127 :ROCKB1_2348 if not $6142 == 1 // integer values jf @ROCKB1_3597 wait 0 if $6123 == 0 // integer values jf @ROCKB1_2803 if $6131 == 0 // integer values jf @ROCKB1_2803 if 00F5: player $PLAYER_CHAR 0 $6125 $6126 $6127 radius 2.0 2.0 2.0 jf @ROCKB1_2605 if or 04C9: player $PLAYER_CHAR driving_plane 04A8: player $PLAYER_CHAR driving_boat jf @ROCKB1_2516 if $6145 == 0 // integer values jf @ROCKB1_2509 00BC: text_highpriority 'RBM1_14' 5000 ms 1 // ~g~You need a car or a motorcycle! $6145 = 1 // integer values :ROCKB1_2509 jump @ROCKB1_2598 :ROCKB1_2516 if 00F9: player $PLAYER_CHAR stopped 0 $6125 $6126 $6127 radius 2.0 2.0 2.0 jf @ROCKB1_2598 if $6145 == 0 // integer values jf @ROCKB1_2598 00BC: text_highpriority 'RBM1_14' 5000 ms 1 // ~g~You need a car or a motorcycle! $6145 = 1 // integer values :ROCKB1_2598 jump @ROCKB1_2612 :ROCKB1_2605 $6145 = 0 // integer values :ROCKB1_2612 if and 00FA: player $PLAYER_CHAR stopped 1 $6125 $6126 $6127 radius 2.0 2.0 2.0 84C9: not player $PLAYER_CHAR driving_plane 84A8: not player $PLAYER_CHAR driving_boat jf @ROCKB1_2796 if $6129 == 0 // integer values jf @ROCKB1_2704 00BC: text_highpriority 'HORN' 5000 ms 1 // ~g~Sound the horn. $6129 = 1 // integer values :ROCKB1_2704 if and 0443: player $PLAYER_CHAR in_a_car Player.PressingHorn($PLAYER_CHAR) jf @ROCKB1_2789 00DA: $6130 = player $PLAYER_CHAR car if not Car.Wrecked($6130) jf @ROCKB1_2756 020A: set_car $6130 door_status_to 4 :ROCKB1_2756 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 wait 500 gosub @ROCKB1_7587 :ROCKB1_2789 jump @ROCKB1_2803 :ROCKB1_2796 $6129 = 0 // integer values :ROCKB1_2803 if $6141 == 1 // integer values jf @ROCKB1_2846 if $6136 == 0 // integer values jf @ROCKB1_2846 gosub @ROCKB1_8954 :ROCKB1_2846 if $6123 == 1 // integer values jf @ROCKB1_3590 if $6121 == 0 // integer values jf @ROCKB1_3590 if Actor.Dead($6120) jf @ROCKB1_3117 Marker.Disable($6122) if $6131 == 0 // integer values jf @ROCKB1_2950 00BC: text_highpriority 'RBM1_10' 5000 ms 1 // ~r~You idiot! You have destroyed the merchandise! jump @ROCKB1_7327 jump @ROCKB1_3103 :ROCKB1_2950 if or 031D: actor $6120 hit_by_weapon 15 031D: actor $6120 hit_by_weapon 31 031D: actor $6120 hit_by_weapon 41 jf @ROCKB1_3011 00BC: text_highpriority 'RBM1_10' 5000 ms 1 // ~r~You idiot! You have destroyed the merchandise! jump @ROCKB1_7327 jump @ROCKB1_3103 :ROCKB1_3011 if 056D: actor $6120 defined jf @ROCKB1_3081 Actor.StoreDeadActorPos($6120, $6137, $6138, $6139) $6135 = Pickup.Create(#BRIEFCASE, 3, $6137, $6138, $6139) 03DC: $6140 = create_marker_above_pickup $6135 $6141 = 1 // integer values jump @ROCKB1_3103 :ROCKB1_3081 00BC: text_highpriority 'RBM1_10' 5000 ms 1 // ~r~You idiot! You have destroyed the merchandise! jump @ROCKB1_7327 :ROCKB1_3103 $6121 = 1 // integer values jump @ROCKB1_3590 :ROCKB1_3117 if $6141 == 0 // integer values jf @ROCKB1_3173 if 04AD: actor $6120 in_water jf @ROCKB1_3173 00BC: text_highpriority 'RBM1_10' 5000 ms 1 // ~r~You idiot! You have destroyed the merchandise! jump @ROCKB1_7327 :ROCKB1_3173 if not Actor.Dead($6120) jf @ROCKB1_3590 if $6131 == 1 // integer values jf @ROCKB1_3590 if 82CB: not actor $6120 bounding_sphere_visible jf @ROCKB1_3286 if 80FB: not player $PLAYER_CHAR 0 $6120 radius 180.0 180.0 180.0 jf @ROCKB1_3286 Marker.Disable($6122) 00BC: text_highpriority 'RBM1_15' 5000 ms 1 // ~r~You have lost the dealer, our cash and the drugs! jump @ROCKB1_7327 :ROCKB1_3286 if $6154 == 0 // integer values jf @ROCKB1_3351 if not Actor.Driving($6120) jf @ROCKB1_3351 if 02CB: actor $6120 bounding_sphere_visible jf @ROCKB1_3351 01CC: actor $6120 kill_player $PLAYER_CHAR $6154 = 1 // integer values :ROCKB1_3351 if $6133 == 0 // integer values jf @ROCKB1_3452 if Actor.Driving($6120) jf @ROCKB1_3452 011C: actor $6120 clear_objective 00D9: $6134 = actor $6120 car // add to mission cleanup 0190: add_vehicle $6134 to_flipped_check 03CC: car $6134 add_to_stuck_car_check 0.1 = 2000 Car.SetMaxSpeed($6134, 40.0) 00AE: set_vehicle $6134 traffic_behavior_to 2 Car.SetToPsychoDriver($6134) $6154 = 0 // integer values $6133 = 1 // integer values :ROCKB1_3452 if $6133 == 1 // integer values jf @ROCKB1_3527 if not Car.Wrecked($6134) jf @ROCKB1_3527 if or 018F: vehicle $6134 flipped 03CE: car $6134 stuck 0495: vehicle $6134 burning jf @ROCKB1_3527 01D3: actor $6120 leave_car $6134 $6154 = 0 // integer values :ROCKB1_3527 if $6133 == 1 // integer values jf @ROCKB1_3590 if not Actor.Driving($6120) jf @ROCKB1_3590 0191: remove_vehicle $6134 from_flipped_check 03CD: car $6134 remove_from_stuck_car_check Car.RemoveReferences($6134) $6154 = 0 // integer values $6133 = 0 // integer values :ROCKB1_3590 jump @ROCKB1_2348 :ROCKB1_3597 Car.RemoveReferences($6134) Actor.RemoveReferences($6120) 16@ = 0 // integer values 03CF: load_wav 'MOBRING' as 1 03CF: load_wav 'MOB_07A' as 2 :ROCKB1_3638 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @ROCKB1_3668 wait 0 jump @ROCKB1_3638 :ROCKB1_3668 if 3000 > 16@ // integer values jf @ROCKB1_3698 wait 0 jump @ROCKB1_3668 :ROCKB1_3698 03D1: play_wav 1 :ROCKB1_3702 if 83D2: not wav 1 ended jf @ROCKB1_3728 wait 0 jump @ROCKB1_3702 :ROCKB1_3728 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 if 044B: actor $PLAYER_ACTOR on_foot jf @ROCKB1_3770 052B: actor $PLAYER_ACTOR hold_cellphone 1 wait 1250 :ROCKB1_3770 03CF: load_wav 'MOB_07B' as 1 03D1: play_wav 2 00BC: text_highpriority 'MOB_07A' 10000 ms 1 // Hey mate, the guys could do with some company, if you know what I mean... :ROCKB1_3801 if 83D2: not wav 2 ended jf @ROCKB1_3827 wait 0 jump @ROCKB1_3801 :ROCKB1_3827 03D5: remove_text 'MOB_07A' // Hey mate, the guys could do with some company, if you know what I mean... :ROCKB1_3837 if 83D0: not wav 1 loaded jf @ROCKB1_3863 wait 0 jump @ROCKB1_3837 :ROCKB1_3863 03D1: play_wav 1 00BC: text_highpriority 'MOB_07B' 5000 ms 1 // I know just the girl. :ROCKB1_3882 if 83D2: not wav 1 ended jf @ROCKB1_3908 wait 0 jump @ROCKB1_3882 :ROCKB1_3908 03D5: remove_text 'MOB_07B' // I know just the girl. if 044B: actor $PLAYER_ACTOR on_foot jf @ROCKB1_3941 052B: actor $PLAYER_ACTOR hold_cellphone 0 :ROCKB1_3941 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00BC: text_highpriority 'RBM1_1' 5000 ms 1 // ~g~Go and collect Mercedes from her apartment. $6112 = Actor.Create(CivFemale, #SPECIAL06, 297.849, 289.728, 16.64) 01ED: clear_actor $6112 threat_search Actor.Angle($6112) = 270.0 0245: set_actor $6112 walk_style_to 46 0446: set_actor $6112 dismemberment_possible 0 04F5: unknown_actor $6112 kiss_player $PLAYER_CHAR on 1 0568: set_actor $6112 untargetable 1 018A: $6116 = create_checkpoint_at 304.747 291.581 15.238 $123 = 1 // integer values :ROCKB1_4067 if or 80FA: not player $PLAYER_CHAR stopped $123 304.747 291.581 15.238 radius 3.0 3.0 4.0 8443: not player $PLAYER_CHAR in_a_car $6151 == 0 // integer values jf @ROCKB1_4643 wait 0 if Actor.Dead($6112) jf @ROCKB1_4184 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values $123 = 0 // integer values jump @ROCKB1_7327 :ROCKB1_4184 $6119 = 0 // integer values if 00E0: player $PLAYER_CHAR driving jf @ROCKB1_4215 00DA: $6118 = player $PLAYER_CHAR car :ROCKB1_4215 if or 04A8: player $PLAYER_CHAR driving_boat 04C9: player $PLAYER_CHAR driving_plane 00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 00DE: player $PLAYER_CHAR driving_vehicle_type #BAGGAGE jf @ROCKB1_4266 $6151 = 0 // integer values jump @ROCKB1_4273 :ROCKB1_4266 $6151 = 1 // integer values :ROCKB1_4273 if not Car.Wrecked($6118) jf @ROCKB1_4328 if 8431: not car $6118 car_passenger_seat_free 0 jf @ROCKB1_4321 $6151 = 0 // integer values jump @ROCKB1_4328 :ROCKB1_4321 $6151 = 1 // integer values :ROCKB1_4328 if 00F5: player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 jf @ROCKB1_4629 if not Car.Wrecked($6118) jf @ROCKB1_4450 if 8431: not car $6118 car_passenger_seat_free 0 jf @ROCKB1_4450 if $6149 == 0 // integer values jf @ROCKB1_4450 00BC: text_highpriority 'RBM1_14' 5000 ms 1 // ~g~You need a car or a motorcycle! $6149 = 1 // integer values :ROCKB1_4450 if or 04A8: player $PLAYER_CHAR driving_boat 00DE: player $PLAYER_CHAR driving_vehicle_type #PIZZABOY 00DE: player $PLAYER_CHAR driving_vehicle_type #BAGGAGE 04C9: player $PLAYER_CHAR driving_plane jf @ROCKB1_4534 if $6149 == 0 // integer values jf @ROCKB1_4527 00BC: text_highpriority 'RBM1_14' 5000 ms 1 // ~g~You need a car or a motorcycle! $6149 = 1 // integer values :ROCKB1_4527 jump @ROCKB1_4622 :ROCKB1_4534 if 00F6: player $PLAYER_CHAR 0 304.747 291.581 15.238 radius 3.0 3.0 4.0 jf @ROCKB1_4622 if $6149 == 0 // integer values jf @ROCKB1_4622 00BC: text_highpriority 'RBM1_14' 5000 ms 1 // ~g~You need a car or a motorcycle! $6149 = 1 // integer values :ROCKB1_4622 jump @ROCKB1_4636 :ROCKB1_4629 $6149 = 0 // integer values :ROCKB1_4636 jump @ROCKB1_4067 :ROCKB1_4643 Marker.Disable($6116) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00DA: $6117 = player $PLAYER_CHAR car 039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 1 0395: clear_area 0 at 297.02 299.427 range 17.47 1.0 Camera.SetPosition(297.02, 299.427, 17.47, 0.0, 0.0, 0.0) Camera.PointAt(297.473, 298.532, 17.43, 2) if Car.Wrecked($6117) jf @ROCKB1_4793 jump @ROCKB1_7327 jump @ROCKB1_4853 :ROCKB1_4793 if not Actor.Dead($6112) jf @ROCKB1_4824 01D4: actor $6112 go_to_car $6117 and_enter_it_as_a_passenger jump @ROCKB1_4853 :ROCKB1_4824 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 :ROCKB1_4853 03CF: load_wav 'ROK1_5' as 1 03CF: load_wav 'ROK1_6' as 2 :ROCKB1_4877 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @ROCKB1_5027 wait 0 if Actor.Dead($6112) jf @ROCKB1_4945 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 :ROCKB1_4945 if Car.Wrecked($6117) jf @ROCKB1_5020 if Actor.Dead($6112) jf @ROCKB1_5013 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 jump @ROCKB1_5020 :ROCKB1_5013 jump @ROCKB1_7327 :ROCKB1_5020 jump @ROCKB1_4877 :ROCKB1_5027 03D1: play_wav 1 00BC: text_highpriority 'ROK1_5' 5000 ms 1 // Hey, Mercedes! :ROCKB1_5046 if 83D2: not wav 1 ended jf @ROCKB1_5192 wait 0 if Actor.Dead($6112) jf @ROCKB1_5110 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 :ROCKB1_5110 if Car.Wrecked($6117) jf @ROCKB1_5185 if Actor.Dead($6112) jf @ROCKB1_5178 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 jump @ROCKB1_5185 :ROCKB1_5178 jump @ROCKB1_7327 :ROCKB1_5185 jump @ROCKB1_5046 :ROCKB1_5192 03D5: remove_text 'ROK1_5' // Hey, Mercedes! 03CF: load_wav 'ROK1_7' as 1 03D1: play_wav 2 00BC: text_highpriority 'ROK1_6' 5000 ms 1 // Hiya, Tommy. And how are you? :ROCKB1_5233 if or 83D2: not wav 2 ended 83D0: not wav 1 loaded jf @ROCKB1_5383 wait 0 if Actor.Dead($6112) jf @ROCKB1_5301 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 :ROCKB1_5301 if Car.Wrecked($6117) jf @ROCKB1_5376 if Actor.Dead($6112) jf @ROCKB1_5369 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 jump @ROCKB1_5376 :ROCKB1_5369 jump @ROCKB1_7327 :ROCKB1_5376 jump @ROCKB1_5233 :ROCKB1_5383 03D5: remove_text 'ROK1_6' // Hiya, Tommy. And how are you? 03CF: load_wav 'ROK1_8' as 2 03D1: play_wav 1 00BC: text_highpriority 'ROK1_7' 5000 ms 1 // Just fine. Listen, you fancy having Love Fist? :ROCKB1_5424 if or 83D2: not wav 1 ended 83D0: not wav 2 loaded jf @ROCKB1_5574 wait 0 if Actor.Dead($6112) jf @ROCKB1_5492 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 :ROCKB1_5492 if Car.Wrecked($6117) jf @ROCKB1_5567 if Actor.Dead($6112) jf @ROCKB1_5560 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 jump @ROCKB1_5567 :ROCKB1_5560 jump @ROCKB1_7327 :ROCKB1_5567 jump @ROCKB1_5424 :ROCKB1_5574 03D5: remove_text 'ROK1_7' // Just fine. Listen, you fancy having Love Fist? 03D1: play_wav 2 00BC: text_highpriority 'ROK1_8' 5000 ms 1 // Ok, but just as a favor I expect returned.. :ROCKB1_5603 if 83D2: not wav 2 ended jf @ROCKB1_5749 wait 0 if Actor.Dead($6112) jf @ROCKB1_5667 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 :ROCKB1_5667 if Car.Wrecked($6117) jf @ROCKB1_5742 if Actor.Dead($6112) jf @ROCKB1_5735 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 jump @ROCKB1_5742 :ROCKB1_5735 jump @ROCKB1_7327 :ROCKB1_5742 jump @ROCKB1_5603 :ROCKB1_5749 03D5: remove_text 'ROK1_8' // Ok, but just as a favor I expect returned.. :ROCKB1_5759 if not Actor.InCar($6112, $6117) jf @ROCKB1_5909 wait 0 if Actor.Dead($6112) jf @ROCKB1_5827 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 :ROCKB1_5827 if Car.Wrecked($6117) jf @ROCKB1_5902 if Actor.Dead($6112) jf @ROCKB1_5895 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 jump @ROCKB1_5902 :ROCKB1_5895 jump @ROCKB1_7327 :ROCKB1_5902 jump @ROCKB1_5759 :ROCKB1_5909 if not Actor.Dead($6112) jf @ROCKB1_5947 01DF: tie_actor $6112 to_player $PLAYER_CHAR 0319: set_actor $6112 running 1 jump @ROCKB1_5976 :ROCKB1_5947 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 :ROCKB1_5976 $6114 = 1 // integer values 02A3: enable_widescreen 0 039E: set_actor $PLAYER_ACTOR locked_while_in_vehicle 0 Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 00BC: text_highpriority 'RBM1_13' 7000 ms 1 // ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage. 018A: $6143 = create_checkpoint_at -867.8 1165.7 10.2 014E: start_timer_at $6144 count_in_direction 1 $123 = 1 // integer values :ROCKB1_6066 if 8101: not actor $6112 stopped_near_point -867.8 1165.7 10.2 radius 4.0 4.0 4.0 sphere $123 jf @ROCKB1_6426 wait 0 if $6115 == 0 // integer values jf @ROCKB1_6379 if Actor.Dead($6112) jf @ROCKB1_6189 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! $6115 = 1 // integer values jump @ROCKB1_7327 jump @ROCKB1_6379 :ROCKB1_6189 if $6114 == 1 // integer values jf @ROCKB1_6268 if 8320: not actor $6112 in_range_of_player $PLAYER_CHAR jf @ROCKB1_6268 Marker.Disable($6143) $6113 = Marker.CreateAboveActor($6112) 00BC: text_highpriority 'HEY' 5000 ms 1 // ~g~Don't go solo, keep your posse together! $123 = 0 // integer values $6114 = 0 // integer values :ROCKB1_6268 if $6114 == 0 // integer values jf @ROCKB1_6379 if 00E9: player $PLAYER_CHAR 0 $6112 radius 8.0 8.0 jf @ROCKB1_6379 Marker.Disable($6113) 00BC: text_highpriority 'RBM1_13' 7000 ms 1 // ~g~Get the 'Love Juice' and Mercedes to the band before they are needed on stage. 01DF: tie_actor $6112 to_player $PLAYER_CHAR 018A: $6143 = create_checkpoint_at -867.8 1165.7 10.2 $123 = 1 // integer values $6114 = 1 // integer values :ROCKB1_6379 if $6144 == 0 // integer values jf @ROCKB1_6419 00BC: text_highpriority 'RBM1_7' 5000 ms 1 // ~r~You did not get the Love Juice in time! jump @ROCKB1_7327 :ROCKB1_6419 jump @ROCKB1_6066 :ROCKB1_6426 014F: stop_timer $6144 Marker.Disable($6143) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 if Actor.Dead($6112) jf @ROCKB1_6506 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! jump @ROCKB1_7327 jump @ROCKB1_6518 :ROCKB1_6506 01E0: clear_leader $6112 0245: set_actor $6112 walk_style_to 46 :ROCKB1_6518 Camera.SetPosition(-874.13, 1153.04, 14.37, 0.0, 0.0, 0.0) Camera.PointAt(-873.68, 1153.89, 14.1, 2) 03CF: load_wav 'MERC_39' as 1 :ROCKB1_6581 if 83D0: not wav 1 loaded jf @ROCKB1_6645 wait 0 if Actor.Dead($6112) jf @ROCKB1_6638 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! jump @ROCKB1_7327 :ROCKB1_6638 jump @ROCKB1_6581 :ROCKB1_6645 if not Actor.Dead($6112) jf @ROCKB1_6692 if not Actor.Driving($6112) jf @ROCKB1_6685 020F: actor $6112 look_at_player $PLAYER_CHAR :ROCKB1_6685 jump @ROCKB1_6714 :ROCKB1_6692 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! jump @ROCKB1_7327 :ROCKB1_6714 03D1: play_wav 1 00BC: text_highpriority 'MERC_39' 5000 ms 1 // I'll see you later, big boy. :ROCKB1_6733 if 83D2: not wav 1 ended jf @ROCKB1_6797 wait 0 if Actor.Dead($6112) jf @ROCKB1_6790 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! jump @ROCKB1_7327 :ROCKB1_6790 jump @ROCKB1_6733 :ROCKB1_6797 03D5: remove_text 'MERC_39' // I'll see you later, big boy. if Actor.Driving($6112) jf @ROCKB1_6958 00D9: $6150 = actor $6112 car // add to mission cleanup 01D3: actor $6112 leave_car $6150 :ROCKB1_6839 if Actor.Driving($6112) jf @ROCKB1_6958 wait 0 if Actor.Dead($6112) jf @ROCKB1_6897 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! jump @ROCKB1_7327 :ROCKB1_6897 if Car.Wrecked($6150) jf @ROCKB1_6951 if Actor.Dead($6112) jf @ROCKB1_6951 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! jump @ROCKB1_7327 :ROCKB1_6951 jump @ROCKB1_6839 :ROCKB1_6958 0211: actor $6112 walk_to -873.33 1161.28 16@ = 0 // integer values :ROCKB1_6980 if 3000 > 16@ // integer values jf @ROCKB1_7048 wait 0 if Actor.Dead($6112) jf @ROCKB1_7041 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! jump @ROCKB1_7327 :ROCKB1_7041 jump @ROCKB1_6980 :ROCKB1_7048 0395: clear_area 0 at -872.9 1153.53 range 11.72 1.0 Camera.SetPosition(-872.9, 1153.53, 11.72, 0.0, 0.0, 0.0) Camera.PointAt(-873.31, 1154.47, 11.48, 2) if not Actor.Dead($6112) jf @ROCKB1_7176 009F: set_actor $6112 idle Actor.PutAt($6112, -872.4, 1159.86, 10.09) 011C: actor $6112 clear_objective jump @ROCKB1_7198 :ROCKB1_7176 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! jump @ROCKB1_7327 :ROCKB1_7198 0211: actor $6112 walk_to -883.26 1159.3 17@ = 0 // integer values :ROCKB1_7220 if 2500 > 17@ // integer values jf @ROCKB1_7288 wait 0 if Actor.Dead($6112) jf @ROCKB1_7281 00BC: text_highpriority 'RBM1_8' 5000 ms 1 // ~r~Mercedes is dead! jump @ROCKB1_7327 :ROCKB1_7281 jump @ROCKB1_7220 :ROCKB1_7288 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 Camera.Restore_WithJumpCut Actor.DestroyInstantly($6112) jump @ROCKB1_7344 :ROCKB1_7327 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :ROCKB1_7344 $PASSED_ROCK1_LOVE_JUICE = 1 // integer values 0318: set_latest_mission_passed 'ROCK_1' // Love Juice 030C: progress_made += 1 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 2000 create_thread @ROC2 return :ROCKB1_7410 $ONMISSION = 0 // integer values 01EB: set_traffic_density_multiplier_to 1.0 if not Car.Wrecked($6134) jf @ROCKB1_7450 0191: remove_vehicle $6134 from_flipped_check 03CD: car $6134 remove_from_stuck_car_check :ROCKB1_7450 if not Actor.Dead($6112) jf @ROCKB1_7471 Actor.DestroyWithFade($6112) :ROCKB1_7471 if Player.Defined($PLAYER_CHAR) jf @ROCKB1_7510 if 80E0: not player $PLAYER_CHAR driving jf @ROCKB1_7510 052B: actor $PLAYER_ACTOR hold_cellphone 0 :ROCKB1_7510 Marker.Disable($6113) Marker.Disable($6128) Marker.Disable($6116) Marker.Disable($6143) Marker.Disable($6140) Marker.Disable($6122) 014F: stop_timer $6144 Pickup.Destroy($6135) Model.Destroy(#BMYBB) Model.Destroy(#BUDDYSHOT) Model.Destroy(#STINGER) Model.Destroy(#PCJ600) Model.Destroy(#CELLPHONE) 0296: unload_special_actor 6 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :ROCKB1_7587 02A3: enable_widescreen 1 00DA: $6130 = player $PLAYER_CHAR car 03D5: remove_text 'HORN' // ~g~Sound the horn. $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) 0396: pause_timer 1 Marker.Disable($6128) 03CF: load_wav 'ROK1_9' as 1 03CF: load_wav 'ROK1_1A' as 2 :ROCKB1_7650 if or 83D0: not wav 2 loaded 83D0: not wav 1 loaded jf @ROCKB1_7680 wait 0 jump @ROCKB1_7650 :ROCKB1_7680 Player.CanMove($PLAYER_CHAR) = False Camera.SetPosition(-504.261, 1131.601, 14.157, 0.0, 0.0, 0.0) Camera.PointAt(-505.183, 1131.776, 13.81, 2) 0395: clear_area 0 at -517.476 1121.888 range 10.05 1.0 $6120 = Actor.Create(CivMale, #BMYBB, -517.476, 1121.888, 10.05) 01ED: clear_actor $6120 threat_search 02A9: set_actor $6120 immune_to_nonplayer 1 03FE: set_actor $6120 money 1000 $6123 = 1 // integer values 16@ = 0 // integer values $6132 = 1 // integer values :ROCKB1_7827 if not $6132 == 8 // integer values jf @ROCKB1_8794 wait 0 if $6121 == 0 // integer values jf @ROCKB1_8737 if Actor.Dead($6120) jf @ROCKB1_7897 $6121 = 1 // integer values jump @ROCKB1_8737 :ROCKB1_7897 if $6132 == 1 // integer values jf @ROCKB1_8003 if not Car.Wrecked($6130) jf @ROCKB1_7960 0407: create_coordinate $6146 $6147 $6148 from_car $6130 offset -1.7267 0.1686 -0.0662 :ROCKB1_7960 0395: clear_area 0 at $6146 $6147 range $6148 1.0 0239: actor $6120 run_to $6146 $6147 16@ = 0 // integer values $6132 = 2 // integer values :ROCKB1_8003 if $6132 == 2 // integer values jf @ROCKB1_8152 if 16@ >= 5000 // integer values jf @ROCKB1_8054 Actor.PutAt($6120, $6146, $6147, $6148) :ROCKB1_8054 if 00ED: actor $6120 0 $6146 $6147 radius 0.5 0.5 jf @ROCKB1_8152 020F: actor $6120 look_at_player $PLAYER_CHAR 011C: actor $6120 clear_objective 0372: set_actor $6120 anim 19 wait_state_time 3000 ms 03D1: play_wav 2 00BC: text_highpriority 'ROK1_1A' 3000 ms 1 // Looking for something special? I got what you need! Player.Money($PLAYER_CHAR) += -500 16@ = 0 // integer values $6132 = 3 // integer values :ROCKB1_8152 if $6132 == 3 // integer values jf @ROCKB1_8202 if 03D2: wav 2 ended jf @ROCKB1_8202 03D5: remove_text 'ROK1_1A' // Looking for something special? I got what you need! $6132 = 4 // integer values :ROCKB1_8202 if $6132 == 4 // integer values jf @ROCKB1_8275 if 16@ >= 3000 // integer values jf @ROCKB1_8275 03D1: play_wav 1 00BC: text_highpriority 'ROK1_9' 5000 ms 1 // Thanks for the money, sucker! 01B2: give_actor $6120 weapon 21 ammo 30000 // Load the weapon model before using this $6132 = 5 // integer values :ROCKB1_8275 if $6132 == 5 // integer values jf @ROCKB1_8440 if not Actor.Dead($6120) jf @ROCKB1_8440 0395: clear_area 0 at -523.372 1117.609 range 9.91 1.0 $6124 = Car.Create(#PCJ600, -523.372, 1117.609, 9.91) Car.Angle($6124) = 55.96 02A9: set_actor $6120 immune_to_nonplayer 0 if not Car.Wrecked($6124) jf @ROCKB1_8411 01D5: actor $6120 go_to_and_drive_car $6124 $6152 = 1 // integer values jump @ROCKB1_8426 :ROCKB1_8411 01D0: actor $6120 avoid_player $PLAYER_CHAR $6153 = 1 // integer values :ROCKB1_8426 16@ = 0 // integer values $6132 = 6 // integer values :ROCKB1_8440 if $6132 == 6 // integer values jf @ROCKB1_8693 if $6153 == 1 // integer values jf @ROCKB1_8483 $6132 = 8 // integer values :ROCKB1_8483 if $6152 == 1 // integer values jf @ROCKB1_8693 if 16@ > 3000 // integer values jf @ROCKB1_8693 0395: clear_area 0 at -518.031 1126.795 range 11.975 1.0 Camera.SetPosition(-518.031, 1126.795, 11.975, 0.0, 0.0, 0.0) Camera.PointAt(-518.735, 1126.094, 11.86, 2) if Actor.Driving($6120) jf @ROCKB1_8693 if not Car.Wrecked($6124) jf @ROCKB1_8693 17@ = 0 // integer values $6122 = Marker.CreateAboveActor($6120) 00BC: text_highpriority 'RBM1_17' 5000 ms 1 // ~g~Kill the dealer and get the drugs! 00AE: set_vehicle $6124 traffic_behavior_to 2 Car.SetMaxSpeed($6124, 40.0) Car.SetToPsychoDriver($6124) $6133 = 1 // integer values $6132 = 7 // integer values :ROCKB1_8693 if $6132 == 7 // integer values jf @ROCKB1_8737 if 17@ > 1500 // integer values jf @ROCKB1_8737 $6132 = 8 // integer values :ROCKB1_8737 if 03D2: wav 1 ended jf @ROCKB1_8762 03D5: remove_text 'ROK1_9' // Thanks for the money, sucker! :ROCKB1_8762 if 03D2: wav 2 ended jf @ROCKB1_8787 03D5: remove_text 'ROK1_1A' // Looking for something special? I got what you need! :ROCKB1_8787 jump @ROCKB1_7827 :ROCKB1_8794 if not Car.Wrecked($6124) jf @ROCKB1_8832 00AE: set_vehicle $6124 traffic_behavior_to 2 Car.SetMaxSpeed($6124, 40.0) Car.SetToPsychoDriver($6124) :ROCKB1_8832 if 03D2: wav 1 ended jf @ROCKB1_8857 03D5: remove_text 'ROK1_9' // Thanks for the money, sucker! :ROCKB1_8857 if 03D2: wav 2 ended jf @ROCKB1_8882 03D5: remove_text 'ROK1_1A' // Looking for something special? I got what you need! :ROCKB1_8882 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 if not Car.Wrecked($6130) jf @ROCKB1_8919 020A: set_car $6130 door_status_to 1 :ROCKB1_8919 01EB: set_traffic_density_multiplier_to 0.5 Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 0396: pause_timer 0 Camera.Restore_WithJumpCut $6131 = 1 // integer values return :ROCKB1_8954 if $6136 == 0 // integer values jf @ROCKB1_9007 if Pickup.Picked_up($6135) jf @ROCKB1_9007 Marker.Disable($6140) $6142 += 1 // integer values $6136 = 1 // integer values :ROCKB1_9007 return //-------------Mission 64--------------- // Originally: Psycho Killer :ROCKB2 thread 'ROCKB2' gosub @ROCKB2_46 if wasted_or_busted jf @ROCKB2_37 gosub @ROCKB2_9487 :ROCKB2_37 gosub @ROCKB2_9570 end_thread :ROCKB2_46 increment_mission_attempts $ONMISSION = 1 // integer values $6156 = 0 // integer values $6158 = 0 // integer values $6159 = 0 // integer values $6219 = 0 // integer values $6220 = 0 // integer values $6222 = 0 // integer values $6223 = 0 // integer values $6228 = -874.345 // floating-point values $6229 = 752.026 // floating-point values $6230 = 10.09 // floating-point values $6231 = -873.002 // floating-point values $6232 = 746.816 // floating-point values $6233 = 10.08 // floating-point values $6161 = -861.15 // floating-point values $6162 = 762.6 // floating-point values $6163 = 9.91 // floating-point values $6164 = -816.15 // floating-point values $6165 = 754.526 // floating-point values $6166 = 9.92 // floating-point values $6167 = -771.009 // floating-point values $6168 = 751.192 // floating-point values $6169 = 9.92 // floating-point values $6170 = -728.617 // floating-point values $6171 = 749.005 // floating-point values $6172 = 9.92 // floating-point values $6173 = -691.349 // floating-point values $6174 = 747.598 // floating-point values $6175 = 9.92 // floating-point values $6176 = -682.831 // floating-point values $6177 = 747.244 // floating-point values $6178 = 9.92 // floating-point values $6179 = -670.763 // floating-point values $6180 = 756.798 // floating-point values $6181 = 9.91 // floating-point values $6182 = -669.649 // floating-point values $6183 = 794.065 // floating-point values $6184 = 10.26 // floating-point values $6185 = -668.671 // floating-point values $6186 = 838.437 // floating-point values $6187 = 10.26 // floating-point values $6188 = -669.402 // floating-point values $6189 = 874.856 // floating-point values $6190 = 10.26 // floating-point values $6191 = -670.437 // floating-point values $6192 = 921.898 // floating-point values $6193 = 10.26 // floating-point values $6194 = -674.578 // floating-point values $6195 = 973.947 // floating-point values $6196 = 10.26 // floating-point values $6197 = -680.215 // floating-point values $6198 = 1021.183 // floating-point values $6199 = 10.26 // floating-point values $6200 = -681.531 // floating-point values $6201 = 1071.533 // floating-point values $6202 = 10.26 // floating-point values $6203 = -682.642 // floating-point values $6204 = 1114.051 // floating-point values $6205 = 10.26 // floating-point values $6206 = -684.139 // floating-point values $6207 = 1159.16 // floating-point values $6208 = 10.25 // floating-point values $6209 = -683.05 // floating-point values $6210 = 1177.357 // floating-point values $6211 = 9.948 // floating-point values $6212 = -694.014 // floating-point values $6213 = 1185.806 // floating-point values $6214 = 9.906 // floating-point values $6215 = -610.05 // floating-point values $6216 = 1170.63 // floating-point values $6217 = 9.9 // floating-point values $6235 = 0 // integer values $6236 = -665.192 // floating-point values $6237 = 1110.11 // floating-point values $6238 = 10.08 // floating-point values $6239 = 0 // integer values $6240 = -690.68 // floating-point values $6241 = 1115.54 // floating-point values $6242 = 10.07 // floating-point values $6243 = 0.0 // floating-point values $6244 = 0.0 // floating-point values $6245 = 0.0 // floating-point values $6249 = 0 // integer values $6250 = 0 // integer values $6251 = 0 // integer values $6266 = 0 // integer values $6267 = 0 // integer values $6268 = 0 // integer values 01E8: create_forbidden_for_cars_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 03BA: clear_cars_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 042B: clear_peds_from_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 0395: clear_area 1 at -869.44 770.12 range 9.91 30.0 wait 0 054C: use_GXT_table 'ROCK2' 058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 023C: load_special_actor 1 'CSDICK' 023C: load_special_actor 2 'CSJEZZ' 023C: load_special_actor 3 'CSKENT' 023C: load_special_actor 4 'CSPERCY' 023C: load_special_actor 5 'CSPLAY' select_interior 9 Camera.SetAtPos(-880.527, 1157.64, 18.67) 04F9: set_extracolors 17 fade 0 038B: load_requested_models :ROCKB2_1125 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @ROCKB2_1167 wait 0 jump @ROCKB2_1125 :ROCKB2_1167 02E4: load_cutscene_data 'ROK_2' 0244: set_cutscene_pos -879.823 1158.479 16.776 041D: set_camera_near_clip 0.1 02E5: $171 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $171 'CSDICK' 02E5: $172 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $172 'CSJEZZ' 02E5: $142 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $142 'CSKENT' 02E5: $173 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $173 'CSPERCY' 02E5: $125 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $125 'CSPLAY' 0395: clear_area 1 at -871.9 1159.46 range 10.07 2.0 0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 0171: set_player $PLAYER_CHAR z_angle_to 270.0 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ROCKB2_1377 if 1079 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1412 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1377 :ROCKB2_1412 00BC: text_highpriority 'RBM2_A' 10000 ms 1 // Tommy, man. Am I glad to see you! :ROCKB2_1427 if 2647 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1462 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1427 :ROCKB2_1462 00BC: text_highpriority 'RBM2_B' 10000 ms 1 // What's going on? :ROCKB2_1477 if 3303 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1512 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1477 :ROCKB2_1512 00BC: text_highpriority 'RBM2_C' 10000 ms 1 // Bad vibes, Tommy.... :ROCKB2_1527 if 4762 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1562 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1527 :ROCKB2_1562 00BC: text_highpriority 'RBM2_D' 10000 ms 1 // Aye, I'm not joking, it's heavy stuff man, heavy you know? :ROCKB2_1577 if 7952 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1612 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1577 :ROCKB2_1612 00BC: text_highpriority 'RBM2_E' 10000 ms 1 // There's this cat, we hardly know him, but he knows us. :ROCKB2_1627 if 11003 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1662 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1627 :ROCKB2_1662 00BC: text_highpriority 'RBM2_F' 10000 ms 1 // Like this cat. Knows all about us. :ROCKB2_1677 if 12952 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1712 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1677 :ROCKB2_1712 00BC: text_highpriority 'RBM2_G' 10000 ms 1 // Knows that Willy likes his ladies' underwear, eh! :ROCKB2_1727 if 15081 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1762 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1727 :ROCKB2_1762 00BC: text_highpriority 'RBM2_H' 10000 ms 1 // Or that Percy likes Duran Duran! :ROCKB2_1777 if 16366 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1812 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1777 :ROCKB2_1812 00BC: text_highpriority 'RBM2_I' 10000 ms 1 // Shut up ye fool. Just 'cause Jezz bangs sheep. :ROCKB2_1827 if 19135 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1862 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1827 :ROCKB2_1862 00BC: text_highpriority 'RBM2_J' 10000 ms 1 // It's a love rocket thing, you know? :ROCKB2_1877 if 20496 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1912 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1877 :ROCKB2_1912 00BC: text_highpriority 'RBM2_R' 10000 ms 1 // Oi shut it! :ROCKB2_1927 if 21594 > $CUT_SCENE_TIME // integer values jf @ROCKB2_1962 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1927 :ROCKB2_1962 00BC: text_highpriority 'RBM2_K' 10000 ms 1 // Yeah, the love rocket thing, right. But listen, this cat... :ROCKB2_1977 if 24497 > $CUT_SCENE_TIME // integer values jf @ROCKB2_2012 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_1977 :ROCKB2_2012 00BC: text_highpriority 'RBM2_L' 10000 ms 1 // yeh, yeh, the guy, he wants Love Fist dead. :ROCKB2_2027 if 26615 > $CUT_SCENE_TIME // integer values jf @ROCKB2_2062 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_2027 :ROCKB2_2062 00BC: text_highpriority 'RBM2_M' 10000 ms 1 // Dead Tommy. :ROCKB2_2077 if 27614 > $CUT_SCENE_TIME // integer values jf @ROCKB2_2112 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_2077 :ROCKB2_2112 00BC: text_highpriority 'RBM2_N' 10000 ms 1 // Love Fist gone. You know what they say, the good die young. :ROCKB2_2127 if 30209 > $CUT_SCENE_TIME // integer values jf @ROCKB2_2162 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_2127 :ROCKB2_2162 00BC: text_highpriority 'RBM2_O' 10000 ms 1 // but Tommy, you gotta save Love Fist! :ROCKB2_2177 if 31227 > $CUT_SCENE_TIME // integer values jf @ROCKB2_2212 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_2177 :ROCKB2_2212 00BC: text_highpriority 'RBM2_P' 10000 ms 1 // We got a signing in two hours and I think... :ROCKB2_2227 if 34202 > $CUT_SCENE_TIME // integer values jf @ROCKB2_2264 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_2227 :ROCKB2_2264 00BC: text_highpriority 'RBM2_Q' 10000 ms 1 // And the boys think the stalker's gonna try some monkey business there. :ROCKB2_2279 if 37248 > $CUT_SCENE_TIME // integer values jf @ROCKB2_2316 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB2_2279 :ROCKB2_2316 00BE: text_clear_all fade 0 2000 00BE: text_clear_all :ROCKB2_2327 if fading jf @ROCKB2_2351 wait 0 jump @ROCKB2_2327 :ROCKB2_2351 select_interior 0 04FA: reset_sky_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Camera.SetAtPos(-871.9, 1159.46, 10.07) 04E3: unknown_player $PLAYER_CHAR 3 60000 Model.Load(#GDA) Model.Load(#SENTINEL) Model.Load(#TRASH) 023C: load_special_actor 6 'PSYCHO' Model.Load(#UZI) Model.Load(#COLT45) Model.Load(#LOVEFIST) Model.Load(#WFYG1) Model.Load(#WFYG2) Model.Load(#WMYCR) 04ED: load_animation 'RIOT' Model.Load(#BKA) Model.Load(#BKB) Model.Load(#LF_MEDIASTAGE) :ROCKB2_2492 if or not Model.Available(#GDA) not Model.Available(#SENTINEL) not Model.Available(#UZI) not Model.Available(#TRASH) 823D: not special_actor 6 loaded not Model.Available(#LF_MEDIASTAGE) jf @ROCKB2_2542 wait 0 jump @ROCKB2_2492 :ROCKB2_2542 03CF: load_wav 'ROK2_01' as 1 03CF: load_wav 'PSYCH_1' as 2 :ROCKB2_2566 if or not Model.Available(#WFYG1) not Model.Available(#WFYG2) not Model.Available(#LOVEFIST) 83D0: not wav 1 loaded 83D0: not wav 2 loaded not Model.Available(#WMYCR) jf @ROCKB2_2613 wait 0 jump @ROCKB2_2566 :ROCKB2_2613 if or 84EE: not animation 'RIOT' loaded not Model.Available(#BKA) not Model.Available(#BKB) not Model.Available(#COLT45) jf @ROCKB2_2658 wait 0 jump @ROCKB2_2613 :ROCKB2_2658 $6247 = Car.Create(#LOVEFIST, -862.22, 1149.87, 9.75) Car.Angle($6247) = 178.437 $6248 = Marker.CreateAboveCar($6247) 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 :ROCKB2_2719 if fading jf @ROCKB2_2781 wait 0 if Car.Wrecked($6247) jf @ROCKB2_2774 00BC: text_highpriority 'RBM2_2' 5000 ms 1 // ~r~You've wrecked the band's car! jump @ROCKB2_9487 :ROCKB2_2774 jump @ROCKB2_2719 :ROCKB2_2781 00BC: text_highpriority 'RBM2_1' 5000 ms 1 // ~g~Drive the limo to the signing event and try to draw the psycho out. :ROCKB2_2796 if 80DC: not player $PLAYER_CHAR driving $6247 jf @ROCKB2_2864 wait 0 if Car.Wrecked($6247) jf @ROCKB2_2857 00BC: text_highpriority 'RBM2_2' 5000 ms 1 // ~r~You've wrecked the band's car! jump @ROCKB2_9487 :ROCKB2_2857 jump @ROCKB2_2796 :ROCKB2_2864 $6250 = 1 // integer values Marker.Disable($6248) 03D7: set_wav 1 location -875.225 755.786 11.092 03D1: play_wav 1 $6226 = Actor.Create(CivMale, #GDA, -876.059, 750.314, 10.087) 01ED: clear_actor $6226 threat_search Actor.Angle($6226) = 16.0 0243: set_actor $6226 ped_stats_to 16 $6227 = Actor.Create(CivMale, #GDA, -870.89, 750.314, 10.087) 01ED: clear_actor $6227 threat_search Actor.Angle($6227) = 16.0 0243: set_actor $6227 ped_stats_to 16 $6218 = Actor.Create(CivFemale, #WFYG1, -877.13, 751.69, 10.08) 01ED: clear_actor $6218 threat_search Actor.Angle($6218) = 276.0 0372: set_actor $6218 anim 29 wait_state_time 1000000 ms $6221 = Actor.Create(CivFemale, #WFYG2, -879.13, 751.69, 10.08) 01ED: clear_actor $6221 threat_search Actor.Angle($6221) = 276.0 $6155 = Actor.Create(CivMale, #SPECIAL06, -881.13, 751.69, 10.08) 01ED: clear_actor $6155 threat_search Actor.Angle($6155) = 276.0 0372: set_actor $6155 anim 29 wait_state_time 1000000 ms $6224 = Actor.Create(CivFemale, #WFYG1, -881.948, 754.142, 10.09) 01ED: clear_actor $6224 threat_search Actor.Angle($6224) = 171.339 $6225 = Actor.Create(CivFemale, #WFYG2, -881.87, 756.396, 10.09) 01ED: clear_actor $6225 threat_search Actor.Angle($6225) = 189.55 03F9: make_actors $6225 $6224 converse_in 1000000 ms $6252 = Actor.Create(CivFemale, #WFYG1, -873.03, 757.606, 10.09) 01ED: clear_actor $6252 threat_search Actor.Angle($6252) = 59.35 $6253 = Actor.Create(CivFemale, #WFYG2, -875.061, 758.918, 10.09) 01ED: clear_actor $6253 threat_search Actor.Angle($6253) = 238.128 03F9: make_actors $6253 $6252 converse_in 1000000 ms $6254 = Actor.Create(CivFemale, #WFYG1, -878.734, 755.467, 10.09) 01ED: clear_actor $6254 threat_search Actor.Angle($6254) = 0.0 $6255 = Actor.Create(CivFemale, #WFYG2, -878.106, 756.674, 10.09) 01ED: clear_actor $6255 threat_search Actor.Angle($6255) = 0.0 03F9: make_actors $6254 $6255 converse_in 1000000 ms $6256 = Actor.Create(CivFemale, #WFYG1, -880.432, 761.017, 10.09) 01ED: clear_actor $6256 threat_search Actor.Angle($6256) = 211.157 0372: set_actor $6256 anim 29 wait_state_time 1000000 ms $6257 = Actor.Create(CivFemale, #WFYG2, -880.529, 758.98, 10.09) 01ED: clear_actor $6257 threat_search Actor.Angle($6257) = 191.085 0372: set_actor $6257 anim 29 wait_state_time 1000000 ms $6258 = Actor.Create(CivMale, #WMYCR, -877.909, 758.973, 10.09) 01ED: clear_actor $6258 threat_search Actor.Angle($6258) = 207.253 0372: set_actor $6258 anim 29 wait_state_time 1000000 ms $6259 = Actor.Create(CivMale, #WMYCR, -874.309, 756.278, 10.09) 01ED: clear_actor $6259 threat_search Actor.Angle($6259) = 205.828 0372: set_actor $6259 anim 29 wait_state_time 1000000 ms $6260 = Actor.Create(CivFemale, #WFYG2, -868.406, 754.232, 10.09) 01ED: clear_actor $6260 threat_search Actor.Angle($6260) = 141.694 0372: set_actor $6260 anim 29 wait_state_time 1000000 ms $6261 = Actor.Create(CivFemale, #WFYG1, -869.254, 756.061, 10.09) 01ED: clear_actor $6261 threat_search Actor.Angle($6261) = 165.718 0372: set_actor $6261 anim 29 wait_state_time 1000000 ms $6262 = Actor.Create(CivMale, #BKB, -871.932, 758.94, 10.09) 01ED: clear_actor $6262 threat_search Actor.Angle($6262) = 175.0 0372: set_actor $6262 anim 29 wait_state_time 1000000 ms $6263 = Actor.Create(CivMale, #BKA, -870.592, 756.081, 10.09) 01ED: clear_actor $6263 threat_search Actor.Angle($6263) = 186.374 0372: set_actor $6263 anim 29 wait_state_time 1000000 ms $6264 = Actor.Create(CivMale, #BKB, -870.124, 757.097, 10.09) 01ED: clear_actor $6264 threat_search Actor.Angle($6264) = 150.524 0372: set_actor $6264 anim 29 wait_state_time 1000000 ms $6265 = Object.Create(#LF_MEDIASTAGE, -868.367, 753.316, 10.09) Object.Angle($6265) = 180.0 018A: $6246 = create_checkpoint_at -869.44 770.12 9.91 $123 = 1 // integer values :ROCKB2_3924 if or 80FA: not player $PLAYER_CHAR stopped $123 -869.44 770.12 9.91 radius 6.0 4.0 8.0 $6250 == 0 // integer values jf @ROCKB2_4778 wait 0 if Actor.Dead($6155) jf @ROCKB2_4022 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4022 if Actor.Dead($6218) jf @ROCKB2_4060 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4060 if Actor.Dead($6221) jf @ROCKB2_4098 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4098 if Actor.Dead($6224) jf @ROCKB2_4136 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4136 if Actor.Dead($6225) jf @ROCKB2_4174 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4174 if Actor.Dead($6252) jf @ROCKB2_4212 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4212 if Actor.Dead($6253) jf @ROCKB2_4250 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4250 if Actor.Dead($6254) jf @ROCKB2_4288 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4288 if Actor.Dead($6255) jf @ROCKB2_4326 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4326 if Actor.Dead($6256) jf @ROCKB2_4364 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4364 if Actor.Dead($6257) jf @ROCKB2_4402 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4402 if Actor.Dead($6258) jf @ROCKB2_4440 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4440 if Actor.Dead($6259) jf @ROCKB2_4478 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4478 if Actor.Dead($6226) jf @ROCKB2_4516 00BC: text_highpriority 'RBM2_8' 5000 ms 1 // ~r~The security guards have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4516 if Actor.Dead($6227) jf @ROCKB2_4554 00BC: text_highpriority 'RBM2_8' 5000 ms 1 // ~r~The security guards have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_4554 if Car.Wrecked($6247) jf @ROCKB2_4599 00BC: text_highpriority 'RBM2_2' 5000 ms 1 // ~r~You've wrecked the band's car! jump @ROCKB2_9487 jump @ROCKB2_4771 :ROCKB2_4599 if 80DC: not player $PLAYER_CHAR driving $6247 jf @ROCKB2_4692 if $6249 == 0 // integer values jf @ROCKB2_4685 Marker.Disable($6246) $6248 = Marker.CreateAboveCar($6247) 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! $123 = 0 // integer values $6250 = 0 // integer values $6249 = 1 // integer values :ROCKB2_4685 jump @ROCKB2_4771 :ROCKB2_4692 if $6249 == 1 // integer values jf @ROCKB2_4771 Marker.Disable($6248) 018A: $6246 = create_checkpoint_at -869.44 770.12 9.91 00BC: text_highpriority 'RBM2_3' 5000 ms 1 // ~g~Get to the signing! $123 = 1 // integer values $6250 = 1 // integer values $6249 = 0 // integer values :ROCKB2_4771 jump @ROCKB2_3924 :ROCKB2_4778 Marker.Disable($6246) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0395: clear_area 0 at -871.706 752.216 range 10.415 1.0 Camera.SetPosition(-871.706, 752.216, 10.415, 0.0, 0.0, 0.0) Camera.PointAt(-872.667, 752.154, 10.683, 2) :ROCKB2_4883 if $6251 == 0 // integer values jf @ROCKB2_7871 wait 0 if $6219 == 0 // integer values jf @ROCKB2_5498 if 4 > $6220 // integer values jf @ROCKB2_5498 if Actor.Dead($6218) jf @ROCKB2_4993 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 $6219 = 1 // integer values jump @ROCKB2_5498 :ROCKB2_4993 if $6220 == 0 // integer values jf @ROCKB2_5216 0395: clear_area 0 at $6228 $6229 range $6230 2.0 0395: clear_area 0 at $6231 $6232 range $6233 2.0 0395: clear_area 0 at -877.13 751.69 range 10.08 2.0 0395: clear_area 0 at -879.13 751.69 range 10.08 2.0 0395: clear_area 0 at -881.13 751.69 range 10.08 2.0 if not Actor.Dead($6226) jf @ROCKB2_5152 0372: set_actor $6226 anim 19 wait_state_time 2000 ms jump @ROCKB2_5174 :ROCKB2_5152 00BC: text_highpriority 'RBM2_8' 5000 ms 1 // ~r~The security guards have been attacked, the psycho won't show! jump @ROCKB2_9487 :ROCKB2_5174 053D: $6218 0579: stop_actor $6218 0211: actor $6218 walk_to $6228 $6229 16@ = 0 // integer values 17@ = 0 // integer values $6220 = 1 // integer values :ROCKB2_5216 if $6220 == 1 // integer values jf @ROCKB2_5360 if 17@ >= 6000 // integer values jf @ROCKB2_5301 if 80ED: not actor $6218 0 $6228 $6229 radius 0.5 0.5 jf @ROCKB2_5301 Actor.PutAt($6218, $6228, $6229, $6230) :ROCKB2_5301 if 00ED: actor $6218 0 $6228 $6229 radius 0.5 0.5 jf @ROCKB2_5360 0211: actor $6218 walk_to $6231 $6232 17@ = 0 // integer values $6220 = 2 // integer values :ROCKB2_5360 if $6220 == 2 // integer values jf @ROCKB2_5498 if 17@ >= 6000 // integer values jf @ROCKB2_5445 if 80ED: not actor $6218 0 $6231 $6232 radius 0.5 0.5 jf @ROCKB2_5445 Actor.PutAt($6218, $6231, $6232, $6233) :ROCKB2_5445 if 00ED: actor $6218 0 $6231 $6232 radius 0.5 0.5 jf @ROCKB2_5498 009F: set_actor $6218 idle 17@ = 0 // integer values $6220 = 3 // integer values :ROCKB2_5498 if $6220 == 3 // integer values jf @ROCKB2_5528 Actor.DestroyInstantly($6218) $6220 = 4 // integer values :ROCKB2_5528 if $6222 == 0 // integer values jf @ROCKB2_6038 if 4 > $6223 // integer values jf @ROCKB2_6008 if Actor.Dead($6221) jf @ROCKB2_5616 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 $6222 = 1 // integer values jump @ROCKB2_6008 :ROCKB2_5616 if $6220 >= 1 // integer values jf @ROCKB2_6008 if 4 > $6223 // integer values jf @ROCKB2_6008 if $6223 == 0 // integer values jf @ROCKB2_5731 if 16@ > 350 // integer values jf @ROCKB2_5731 053D: $6221 0579: stop_actor $6221 0211: actor $6221 walk_to $6228 $6229 16@ = 0 // integer values 17@ = 0 // integer values $6223 = 1 // integer values :ROCKB2_5731 if $6223 == 1 // integer values jf @ROCKB2_5875 if 17@ >= 6000 // integer values jf @ROCKB2_5816 if 80ED: not actor $6221 0 $6228 $6229 radius 0.5 0.5 jf @ROCKB2_5816 Actor.PutAt($6221, $6228, $6229, $6230) :ROCKB2_5816 if 00ED: actor $6221 0 $6228 $6229 radius 0.5 0.5 jf @ROCKB2_5875 0211: actor $6221 walk_to $6231 $6232 17@ = 0 // integer values $6223 = 2 // integer values :ROCKB2_5875 if $6223 == 2 // integer values jf @ROCKB2_6008 if 17@ >= 6000 // integer values jf @ROCKB2_5960 if 80ED: not actor $6221 0 $6231 $6232 radius 0.5 0.5 jf @ROCKB2_5960 Actor.PutAt($6221, $6231, $6232, $6233) :ROCKB2_5960 if 00ED: actor $6221 0 $6231 $6232 radius 0.5 0.5 jf @ROCKB2_6008 17@ = 0 // integer values $6223 = 3 // integer values :ROCKB2_6008 if $6223 == 3 // integer values jf @ROCKB2_6038 Actor.DestroyInstantly($6221) $6223 = 4 // integer values :ROCKB2_6038 if $6156 == 0 // integer values jf @ROCKB2_7227 if Actor.Dead($6155) jf @ROCKB2_6108 00BC: text_highpriority 'RBM2_7' 5000 ms 1 // ~r~The fans have been attacked, the psycho won't show! jump @ROCKB2_9487 $6156 = 1 // integer values jump @ROCKB2_7227 :ROCKB2_6108 if $6223 >= 1 // integer values jf @ROCKB2_7227 if $6158 == 0 // integer values jf @ROCKB2_6205 if 16@ > 450 // integer values jf @ROCKB2_6205 053D: $6155 0579: stop_actor $6155 0211: actor $6155 walk_to $6228 $6229 16@ = 0 // integer values 17@ = 0 // integer values $6158 = 1 // integer values :ROCKB2_6205 if $6158 == 1 // integer values jf @ROCKB2_6360 if 17@ >= 6000 // integer values jf @ROCKB2_6290 if 80ED: not actor $6155 0 $6228 $6229 radius 1.0 1.0 jf @ROCKB2_6290 Actor.PutAt($6155, $6228, $6229, $6230) :ROCKB2_6290 if 00ED: actor $6155 0 $6228 $6229 radius 1.0 1.0 jf @ROCKB2_6360 009F: set_actor $6155 idle if not Actor.Dead($6226) jf @ROCKB2_6353 020E: actor $6155 look_at_actor $6226 :ROCKB2_6353 $6158 = 2 // integer values :ROCKB2_6360 if $6158 == 2 // integer values jf @ROCKB2_6546 0395: clear_area 0 at $6161 $6162 range $6163 1.0 $6160 = Car.Create(#SENTINEL, $6161, $6162, $6163) Car.Angle($6160) = 260.0 Car.ImmuneToNonPlayer($6160) = True 03D1: play_wav 2 00BC: text_highpriority 'PSYCH_1' 5000 ms 1 // I'll see Love Fist burn! 01B2: give_actor $6155 weapon 17 ammo 30000 // Load the weapon model before using this if not Actor.Dead($6227) jf @ROCKB2_6490 Actor.Health($6227) = 20 020E: actor $6227 look_at_actor $6155 :ROCKB2_6490 if not Actor.Dead($6226) jf @ROCKB2_6546 020E: actor $6226 look_at_actor $6155 Actor.Health($6226) = 20 01C9: actor $6155 kill_actor $6226 0372: set_actor $6226 anim 17 wait_state_time 2000 ms $6158 = 3 // integer values :ROCKB2_6546 if $6158 == 3 // integer values jf @ROCKB2_6637 if 03D2: wav 2 ended jf @ROCKB2_6608 03D5: remove_text 'PSYCH_1' // I'll see Love Fist burn! 03CF: load_wav 'PSYCH_2' as 2 $6158 = 4 // integer values :ROCKB2_6608 if not Actor.Dead($6227) jf @ROCKB2_6637 0579: stop_actor $6227 01CF: unknown_actor $6227 actor $6155 :ROCKB2_6637 if $6158 == 4 // integer values jf @ROCKB2_6677 if 03D0: wav 2 loaded jf @ROCKB2_6677 $6158 = 5 // integer values :ROCKB2_6677 if $6158 == 5 // integer values jf @ROCKB2_6794 Actor.Angle($6155) = 288.184 03D1: play_wav 2 00BC: text_highpriority 'PSYCH_2' 5000 ms 1 // Love Fist ruined my life! Camera.SetPosition(-873.219, 752.811, 11.062, 0.0, 0.0, 0.0) Camera.PointAt(-874.159, 752.585, 11.319, 2) 0372: set_actor $6155 anim 19 wait_state_time 1000000 ms $6158 = 6 // integer values :ROCKB2_6794 if $6158 == 6 // integer values jf @ROCKB2_6858 if 03D2: wav 2 ended jf @ROCKB2_6858 03D5: remove_text 'PSYCH_2' // Love Fist ruined my life! 0372: set_actor $6155 anim 0 wait_state_time 1 ms 0579: stop_actor $6155 $6158 = 7 // integer values :ROCKB2_6858 if $6158 == 7 // integer values jf @ROCKB2_6935 if not Car.Wrecked($6160) jf @ROCKB2_6928 0319: set_actor $6155 running 1 01D5: actor $6155 go_to_and_drive_car $6160 17@ = 0 // integer values $6158 = 8 // integer values jump @ROCKB2_6935 :ROCKB2_6928 jump @ROCKB2_9487 :ROCKB2_6935 if $6158 == 8 // integer values jf @ROCKB2_7084 if 17@ > 1200 // integer values jf @ROCKB2_7084 if not Car.Wrecked($6160) jf @ROCKB2_7077 0395: clear_area 0 at -871.587 751.17 range 12.45 1.0 Camera.SetPosition(-871.587, 751.17, 12.45, 0.0, 0.0, 0.0) Camera.PointAt(-870.721, 751.668, 12.4, 2) $6158 = 9 // integer values jump @ROCKB2_7084 :ROCKB2_7077 jump @ROCKB2_9487 :ROCKB2_7084 if $6158 == 9 // integer values jf @ROCKB2_7202 if not Car.Wrecked($6160) jf @ROCKB2_7195 if Actor.InCar($6155, $6160) jf @ROCKB2_7188 03CC: car $6160 add_to_stuck_car_check 0.5 = 2000 0190: add_vehicle $6160 to_flipped_check 0162: tie_marker $6157 to_actor $6155 1 1 $6268 = 1 // integer values $6267 = 1 // integer values $6158 = 10 // integer values :ROCKB2_7188 jump @ROCKB2_7202 :ROCKB2_7195 jump @ROCKB2_9487 :ROCKB2_7202 if $6158 == 10 // integer values jf @ROCKB2_7227 $6251 = 1 // integer values :ROCKB2_7227 if $6158 == 3 // integer values jf @ROCKB2_7864 040D: unload_wav 1 if not Actor.Dead($6224) jf @ROCKB2_7290 053D: $6224 0579: stop_actor $6224 0243: set_actor $6224 ped_stats_to 39 01CF: unknown_actor $6224 actor $6155 :ROCKB2_7290 if not Actor.Dead($6225) jf @ROCKB2_7331 053D: $6225 0579: stop_actor $6225 0243: set_actor $6225 ped_stats_to 39 01CF: unknown_actor $6225 actor $6155 :ROCKB2_7331 if not Actor.Dead($6252) jf @ROCKB2_7372 053D: $6252 0579: stop_actor $6252 0243: set_actor $6252 ped_stats_to 39 01CF: unknown_actor $6252 actor $6155 :ROCKB2_7372 if not Actor.Dead($6253) jf @ROCKB2_7413 053D: $6253 0579: stop_actor $6253 0243: set_actor $6253 ped_stats_to 39 01CF: unknown_actor $6253 actor $6155 :ROCKB2_7413 if not Actor.Dead($6254) jf @ROCKB2_7454 053D: $6254 0579: stop_actor $6254 0243: set_actor $6254 ped_stats_to 39 01CF: unknown_actor $6254 actor $6155 :ROCKB2_7454 if not Actor.Dead($6255) jf @ROCKB2_7495 053D: $6255 0579: stop_actor $6255 0243: set_actor $6255 ped_stats_to 39 01CF: unknown_actor $6255 actor $6155 :ROCKB2_7495 if not Actor.Dead($6256) jf @ROCKB2_7536 053D: $6256 0579: stop_actor $6256 0243: set_actor $6256 ped_stats_to 39 01CF: unknown_actor $6256 actor $6155 :ROCKB2_7536 if not Actor.Dead($6257) jf @ROCKB2_7577 053D: $6257 0579: stop_actor $6257 0243: set_actor $6257 ped_stats_to 39 01CF: unknown_actor $6257 actor $6155 :ROCKB2_7577 if not Actor.Dead($6258) jf @ROCKB2_7618 053D: $6258 0579: stop_actor $6258 0243: set_actor $6258 ped_stats_to 39 01CF: unknown_actor $6258 actor $6155 :ROCKB2_7618 if not Actor.Dead($6259) jf @ROCKB2_7659 053D: $6259 0579: stop_actor $6259 0243: set_actor $6259 ped_stats_to 39 01CF: unknown_actor $6259 actor $6155 :ROCKB2_7659 if not Actor.Dead($6260) jf @ROCKB2_7700 053D: $6260 0579: stop_actor $6260 0243: set_actor $6260 ped_stats_to 39 01CF: unknown_actor $6260 actor $6155 :ROCKB2_7700 if not Actor.Dead($6261) jf @ROCKB2_7741 053D: $6261 0579: stop_actor $6261 0243: set_actor $6261 ped_stats_to 39 01CF: unknown_actor $6261 actor $6155 :ROCKB2_7741 if not Actor.Dead($6262) jf @ROCKB2_7782 053D: $6262 0579: stop_actor $6262 0243: set_actor $6262 ped_stats_to 39 01CF: unknown_actor $6262 actor $6155 :ROCKB2_7782 if not Actor.Dead($6263) jf @ROCKB2_7823 053D: $6263 0579: stop_actor $6263 0243: set_actor $6263 ped_stats_to 39 01CF: unknown_actor $6263 actor $6155 :ROCKB2_7823 if not Actor.Dead($6264) jf @ROCKB2_7864 053D: $6264 0579: stop_actor $6264 0243: set_actor $6264 ped_stats_to 39 01CF: unknown_actor $6264 actor $6155 :ROCKB2_7864 jump @ROCKB2_4883 :ROCKB2_7871 if not Actor.Dead($6226) jf @ROCKB2_7897 0579: stop_actor $6226 053D: $6226 :ROCKB2_7897 if not Actor.Dead($6227) jf @ROCKB2_7923 0579: stop_actor $6227 053D: $6227 :ROCKB2_7923 if not Actor.Dead($6218) jf @ROCKB2_7949 0579: stop_actor $6218 053D: $6218 :ROCKB2_7949 if not Actor.Dead($6221) jf @ROCKB2_7975 0579: stop_actor $6221 053D: $6221 :ROCKB2_7975 if not Actor.Dead($6224) jf @ROCKB2_8001 0579: stop_actor $6224 053D: $6224 :ROCKB2_8001 if not Actor.Dead($6225) jf @ROCKB2_8027 0579: stop_actor $6225 053D: $6225 :ROCKB2_8027 if not Actor.Dead($6252) jf @ROCKB2_8053 0579: stop_actor $6252 053D: $6252 :ROCKB2_8053 if not Actor.Dead($6253) jf @ROCKB2_8079 0579: stop_actor $6253 053D: $6253 :ROCKB2_8079 if not Actor.Dead($6254) jf @ROCKB2_8105 0579: stop_actor $6254 053D: $6254 :ROCKB2_8105 if not Actor.Dead($6255) jf @ROCKB2_8131 0579: stop_actor $6255 053D: $6255 :ROCKB2_8131 if not Actor.Dead($6256) jf @ROCKB2_8157 0579: stop_actor $6256 053D: $6256 :ROCKB2_8157 if not Actor.Dead($6257) jf @ROCKB2_8183 0579: stop_actor $6257 053D: $6257 :ROCKB2_8183 if not Actor.Dead($6258) jf @ROCKB2_8209 0579: stop_actor $6258 053D: $6258 :ROCKB2_8209 if not Actor.Dead($6259) jf @ROCKB2_8235 0579: stop_actor $6259 053D: $6259 :ROCKB2_8235 if not Actor.Dead($6260) jf @ROCKB2_8261 0579: stop_actor $6260 053D: $6260 :ROCKB2_8261 if not Actor.Dead($6261) jf @ROCKB2_8287 0579: stop_actor $6261 053D: $6261 :ROCKB2_8287 if not Actor.Dead($6262) jf @ROCKB2_8313 0579: stop_actor $6262 053D: $6262 :ROCKB2_8313 if not Actor.Dead($6263) jf @ROCKB2_8339 0579: stop_actor $6263 053D: $6263 :ROCKB2_8339 if not Actor.Dead($6264) jf @ROCKB2_8365 0579: stop_actor $6264 053D: $6264 :ROCKB2_8365 Actor.RemoveReferences($6226) Actor.RemoveReferences($6227) Actor.RemoveReferences($6218) Actor.RemoveReferences($6221) Actor.RemoveReferences($6224) Actor.RemoveReferences($6225) Actor.RemoveReferences($6252) Actor.RemoveReferences($6253) Actor.RemoveReferences($6254) Actor.RemoveReferences($6255) Actor.RemoveReferences($6256) Actor.RemoveReferences($6257) Actor.RemoveReferences($6258) Actor.RemoveReferences($6259) Actor.RemoveReferences($6260) Actor.RemoveReferences($6261) Actor.RemoveReferences($6262) Actor.RemoveReferences($6263) Actor.RemoveReferences($6264) Model.Destroy(#LF_MEDIASTAGE) 04EF: release_animation 'RIOT' 00BC: text_highpriority 'RBM2_4' 5000 ms 1 // ~g~Get the Psycho! Don't let him escape! 02A3: enable_widescreen 0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :ROCKB2_8519 if $6156 == 0 // integer values jf @ROCKB2_9475 wait 0 if not Actor.Dead($6155) jf @ROCKB2_8684 if $6268 == 1 // integer values jf @ROCKB2_8608 if not Actor.Driving($6155) jf @ROCKB2_8608 01B2: give_actor $6155 weapon 23 ammo 30000 // Load the weapon model before using this $6268 = 0 // integer values :ROCKB2_8608 if 82CB: not actor $6155 bounding_sphere_visible jf @ROCKB2_8677 if 80E9: not player $PLAYER_CHAR 0 $6155 radius 200.0 200.0 jf @ROCKB2_8677 00BC: text_highpriority 'RBM2_5' 5000 ms 1 // ~r~You lost him, you idiot! jump @ROCKB2_9487 :ROCKB2_8677 jump @ROCKB2_8696 :ROCKB2_8684 Marker.Disable($6157) $6156 = 1 // integer values :ROCKB2_8696 if $6268 == 1 // integer values jf @ROCKB2_8819 if not Car.Wrecked($6160) jf @ROCKB2_8819 if not Actor.Dead($6155) jf @ROCKB2_8819 if Actor.InCar($6155, $6160) jf @ROCKB2_8804 if 19 > $6159 // integer values jf @ROCKB2_8797 gosub @ROCKB2_10277 gosub @ROCKB2_11718 :ROCKB2_8797 jump @ROCKB2_8819 :ROCKB2_8804 Car.SetMaxSpeed($6160, 0.0) Car.SetToNormalDriver($6160) :ROCKB2_8819 if not Actor.Dead($6155) jf @ROCKB2_9146 if $6266 == 0 // integer values jf @ROCKB2_8900 if not Actor.Driving($6155) jf @ROCKB2_8900 if 02CB: actor $6155 bounding_sphere_visible jf @ROCKB2_8900 01CC: actor $6155 kill_player $PLAYER_CHAR $6266 = 1 // integer values :ROCKB2_8900 if $6267 == 0 // integer values jf @ROCKB2_9001 if Actor.Driving($6155) jf @ROCKB2_9001 011C: actor $6155 clear_objective 00D9: $6160 = actor $6155 car // add to mission cleanup 0190: add_vehicle $6160 to_flipped_check 03CC: car $6160 add_to_stuck_car_check 0.1 = 2000 Car.SetMaxSpeed($6160, 30.0) 00AE: set_vehicle $6160 traffic_behavior_to 2 Car.SetToPsychoDriver($6160) $6266 = 0 // integer values $6267 = 1 // integer values :ROCKB2_9001 if $6267 == 1 // integer values jf @ROCKB2_9076 if not Car.Wrecked($6160) jf @ROCKB2_9076 if or 018F: vehicle $6160 flipped 03CE: car $6160 stuck 0495: vehicle $6160 burning jf @ROCKB2_9076 01D3: actor $6155 leave_car $6160 $6266 = 0 // integer values :ROCKB2_9076 if $6267 == 1 // integer values jf @ROCKB2_9146 if not Actor.Driving($6155) jf @ROCKB2_9146 0191: remove_vehicle $6160 from_flipped_check 03CD: car $6160 remove_from_stuck_car_check Car.RemoveReferences($6160) $6268 = 0 // integer values $6266 = 0 // integer values $6267 = 0 // integer values :ROCKB2_9146 if $6235 == 0 // integer values jf @ROCKB2_9216 if $6159 >= 13 // integer values jf @ROCKB2_9216 $6234 = Car.Create(#TRASH, $6236, $6237, $6238) Car.Angle($6234) = 93.0 $6235 = 1 // integer values :ROCKB2_9216 if $6235 == 1 // integer values jf @ROCKB2_9468 if not Car.Wrecked($6234) jf @ROCKB2_9468 if $6239 == 0 // integer values jf @ROCKB2_9365 if $6159 >= 13 // integer values jf @ROCKB2_9365 if 0057: player $PLAYER_CHAR 0 -717.148 1014.399 8.0 -655.46 1172.155 15.0 jf @ROCKB2_9365 Car.SetMaxSpeed($6234, 40.0) Car.DriveTo($6234, $6240, $6241, $6242) $6239 = 1 // integer values :ROCKB2_9365 if $6239 == 1 // integer values jf @ROCKB2_9468 if not Car.Wrecked($6234) jf @ROCKB2_9468 if 01AF: car $6234 0 $6240 $6241 $6242 radius 2.0 2.0 2.0 jf @ROCKB2_9468 Car.SetMaxSpeed($6234, 20.0) Car.SetToPsychoDriver($6234) Car.RemoveReferences($6234) $6239 = 2 // integer values :ROCKB2_9468 jump @ROCKB2_8519 :ROCKB2_9475 Marker.Disable($6157) jump @ROCKB2_9504 :ROCKB2_9487 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :ROCKB2_9504 $PASSED_ROCK2_PSYCHO_KILLER = 1 // integer values 0318: set_latest_mission_passed 'ROCK_2' // Psycho Killer 030C: progress_made += 1 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 4000 create_thread @ROC3 return :ROCKB2_9570 if not Car.Wrecked($6247) jf @ROCKB2_9591 Car.RemoveReferences($6247) :ROCKB2_9591 if not Actor.Dead($6226) jf @ROCKB2_9617 0579: stop_actor $6226 053D: $6226 :ROCKB2_9617 if not Actor.Dead($6227) jf @ROCKB2_9643 0579: stop_actor $6227 053D: $6227 :ROCKB2_9643 if not Actor.Dead($6218) jf @ROCKB2_9669 0579: stop_actor $6218 053D: $6218 :ROCKB2_9669 if not Actor.Dead($6221) jf @ROCKB2_9695 0579: stop_actor $6221 053D: $6221 :ROCKB2_9695 if not Actor.Dead($6224) jf @ROCKB2_9721 0579: stop_actor $6224 053D: $6224 :ROCKB2_9721 if not Actor.Dead($6225) jf @ROCKB2_9747 0579: stop_actor $6225 053D: $6225 :ROCKB2_9747 if not Actor.Dead($6252) jf @ROCKB2_9773 0579: stop_actor $6252 053D: $6252 :ROCKB2_9773 if not Actor.Dead($6253) jf @ROCKB2_9799 0579: stop_actor $6253 053D: $6253 :ROCKB2_9799 if not Actor.Dead($6254) jf @ROCKB2_9825 0579: stop_actor $6254 053D: $6254 :ROCKB2_9825 if not Actor.Dead($6255) jf @ROCKB2_9851 0579: stop_actor $6255 053D: $6255 :ROCKB2_9851 if not Actor.Dead($6256) jf @ROCKB2_9877 0579: stop_actor $6256 053D: $6256 :ROCKB2_9877 if not Actor.Dead($6257) jf @ROCKB2_9903 0579: stop_actor $6257 053D: $6257 :ROCKB2_9903 if not Actor.Dead($6258) jf @ROCKB2_9929 0579: stop_actor $6258 053D: $6258 :ROCKB2_9929 if not Actor.Dead($6259) jf @ROCKB2_9955 0579: stop_actor $6259 053D: $6259 :ROCKB2_9955 if not Actor.Dead($6260) jf @ROCKB2_9981 0579: stop_actor $6260 053D: $6260 :ROCKB2_9981 if not Actor.Dead($6261) jf @ROCKB2_10007 0579: stop_actor $6261 053D: $6261 :ROCKB2_10007 if not Actor.Dead($6262) jf @ROCKB2_10033 0579: stop_actor $6262 053D: $6262 :ROCKB2_10033 if not Actor.Dead($6263) jf @ROCKB2_10059 0579: stop_actor $6263 053D: $6263 :ROCKB2_10059 if not Actor.Dead($6264) jf @ROCKB2_10085 0579: stop_actor $6264 053D: $6264 :ROCKB2_10085 if not Actor.Dead($6155) jf @ROCKB2_10111 0579: stop_actor $6155 053D: $6155 :ROCKB2_10111 04EF: release_animation 'RIOT' Actor.DestroyWithFade($6155) 040D: unload_wav 1 $ONMISSION = 0 // integer values 01E7: remove_forbidden_for_cars_cube -875.1 1156.89 8.0 -662.04 738.48 20.0 Marker.Disable($6157) Marker.Disable($6246) Marker.Disable($6248) 0296: unload_special_actor 6 Model.Destroy(#GDA) Model.Destroy(#SENTINEL) Model.Destroy(#TRASH) Model.Destroy(#UZI) Model.Destroy(#COLT45) Model.Destroy(#WFYG1) Model.Destroy(#WFYG2) Model.Destroy(#LOVEFIST) Model.Destroy(#WMYCR) Model.Destroy(#BKA) Model.Destroy(#BKB) Model.Destroy(#LF_MEDIASTAGE) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms if not Car.Wrecked($6160) jf @ROCKB2_10273 0191: remove_vehicle $6160 from_flipped_check 03CD: car $6160 remove_from_stuck_car_check :ROCKB2_10273 mission_cleanup return :ROCKB2_10277 if Car.Wrecked($6160) jf @ROCKB2_10346 if $6156 == 0 // integer values jf @ROCKB2_10339 if Actor.Dead($6155) jf @ROCKB2_10339 Marker.Disable($6157) $6156 = 1 // integer values :ROCKB2_10339 jump @ROCKB2_11716 :ROCKB2_10346 if $6159 == 0 // integer values jf @ROCKB2_10402 Car.SetMaxSpeed($6160, 40.0) 00AE: set_vehicle $6160 traffic_behavior_to 2 Car.DriveTo($6160, $6164, $6165, $6166) $6159 = 1 // integer values :ROCKB2_10402 if $6159 == 1 // integer values jf @ROCKB2_10475 if 01AD: car $6160 sphere 0 near_point $6164 $6165 radius 6.0 4.0 jf @ROCKB2_10475 Car.DriveTo($6160, $6167, $6168, $6169) $6159 = 2 // integer values :ROCKB2_10475 if $6159 == 2 // integer values jf @ROCKB2_10548 if 01AD: car $6160 sphere 0 near_point $6167 $6168 radius 6.0 4.0 jf @ROCKB2_10548 Car.DriveTo($6160, $6170, $6171, $6172) $6159 = 3 // integer values :ROCKB2_10548 if $6159 == 3 // integer values jf @ROCKB2_10621 if 01AD: car $6160 sphere 0 near_point $6170 $6171 radius 6.0 4.0 jf @ROCKB2_10621 Car.DriveTo($6160, $6173, $6174, $6175) $6159 = 4 // integer values :ROCKB2_10621 if $6159 == 4 // integer values jf @ROCKB2_10694 if 01AD: car $6160 sphere 0 near_point $6173 $6174 radius 6.0 4.0 jf @ROCKB2_10694 Car.DriveTo($6160, $6176, $6177, $6178) $6159 = 5 // integer values :ROCKB2_10694 if $6159 == 5 // integer values jf @ROCKB2_10776 if 01AD: car $6160 sphere 0 near_point $6176 $6177 radius 6.0 4.0 jf @ROCKB2_10776 0477: set_car $6160 action 3 time 5 Car.DriveTo($6160, $6179, $6180, $6181) $6159 = 6 // integer values :ROCKB2_10776 if $6159 == 6 // integer values jf @ROCKB2_10849 if 01AD: car $6160 sphere 0 near_point $6179 $6180 radius 6.0 4.0 jf @ROCKB2_10849 Car.DriveTo($6160, $6182, $6183, $6184) $6159 = 7 // integer values :ROCKB2_10849 if $6159 == 7 // integer values jf @ROCKB2_10922 if 01AD: car $6160 sphere 0 near_point $6182 $6183 radius 6.0 4.0 jf @ROCKB2_10922 Car.DriveTo($6160, $6185, $6186, $6187) $6159 = 8 // integer values :ROCKB2_10922 if $6159 == 8 // integer values jf @ROCKB2_10995 if 01AD: car $6160 sphere 0 near_point $6185 $6186 radius 6.0 4.0 jf @ROCKB2_10995 Car.DriveTo($6160, $6188, $6189, $6190) $6159 = 9 // integer values :ROCKB2_10995 if $6159 == 9 // integer values jf @ROCKB2_11068 if 01AD: car $6160 sphere 0 near_point $6188 $6189 radius 6.0 4.0 jf @ROCKB2_11068 Car.DriveTo($6160, $6191, $6192, $6193) $6159 = 10 // integer values :ROCKB2_11068 if $6159 == 10 // integer values jf @ROCKB2_11141 if 01AD: car $6160 sphere 0 near_point $6191 $6192 radius 6.0 4.0 jf @ROCKB2_11141 Car.DriveTo($6160, $6194, $6195, $6196) $6159 = 11 // integer values :ROCKB2_11141 if $6159 == 11 // integer values jf @ROCKB2_11214 if 01AD: car $6160 sphere 0 near_point $6194 $6195 radius 6.0 4.0 jf @ROCKB2_11214 Car.DriveTo($6160, $6197, $6198, $6199) $6159 = 12 // integer values :ROCKB2_11214 if $6159 == 12 // integer values jf @ROCKB2_11287 if 01AD: car $6160 sphere 0 near_point $6197 $6198 radius 6.0 4.0 jf @ROCKB2_11287 Car.DriveTo($6160, $6200, $6201, $6202) $6159 = 13 // integer values :ROCKB2_11287 if $6159 == 13 // integer values jf @ROCKB2_11360 if 01AD: car $6160 sphere 0 near_point $6200 $6201 radius 6.0 4.0 jf @ROCKB2_11360 Car.DriveTo($6160, $6203, $6204, $6205) $6159 = 14 // integer values :ROCKB2_11360 if $6159 == 14 // integer values jf @ROCKB2_11433 if 01AD: car $6160 sphere 0 near_point $6203 $6204 radius 6.0 4.0 jf @ROCKB2_11433 Car.DriveTo($6160, $6206, $6207, $6208) $6159 = 15 // integer values :ROCKB2_11433 if $6159 == 15 // integer values jf @ROCKB2_11506 if 01AD: car $6160 sphere 0 near_point $6206 $6207 radius 6.0 4.0 jf @ROCKB2_11506 Car.DriveTo($6160, $6209, $6210, $6211) $6159 = 16 // integer values :ROCKB2_11506 if $6159 == 16 // integer values jf @ROCKB2_11579 if 01AD: car $6160 sphere 0 near_point $6209 $6210 radius 6.0 4.0 jf @ROCKB2_11579 Car.DriveTo($6160, $6212, $6213, $6214) $6159 = 17 // integer values :ROCKB2_11579 if $6159 == 17 // integer values jf @ROCKB2_11652 if 01AD: car $6160 sphere 0 near_point $6212 $6213 radius 6.0 4.0 jf @ROCKB2_11652 Car.DriveTo($6160, $6215, $6216, $6217) $6159 = 18 // integer values :ROCKB2_11652 if $6159 == 18 // integer values jf @ROCKB2_11716 if 01AD: car $6160 sphere 0 near_point $6215 $6216 radius 6.0 4.0 jf @ROCKB2_11716 Car.SetToPsychoDriver($6160) $6159 = 19 // integer values :ROCKB2_11716 return :ROCKB2_11718 if not Car.Wrecked($6160) jf @ROCKB2_12102 if 01F4: car $6160 flipped jf @ROCKB2_11918 if 82CA: not car $6160 bounding_sphere_visible jf @ROCKB2_11918 Car.StorePos($6160, $6161, $6162, $6163) 02C1: set $6243 $6244 $6245 to_car_path_coords_closest_to $6161 $6162 $6163 if 838A: not car_in_cube $6243 $6244 $6245 4.0 4.0 3.0 jf @ROCKB2_11918 if 80C2: not sphere_onscreen $6243 $6244 $6245 4.0 jf @ROCKB2_11918 Car.PutAt($6160, $6243, $6244, $6245) if $6159 >= 19 // integer values jf @ROCKB2_11918 Car.SetMaxSpeed($6160, 40.0) 00AE: set_vehicle $6160 traffic_behavior_to 2 Car.SetToPsychoDriver($6160) :ROCKB2_11918 if 03CE: car $6160 stuck jf @ROCKB2_12102 if 82CA: not car $6160 bounding_sphere_visible jf @ROCKB2_12102 Car.StorePos($6160, $6161, $6162, $6163) 02C1: set $6243 $6244 $6245 to_car_path_coords_closest_to $6161 $6162 $6163 if 838A: not car_in_cube $6243 $6244 $6245 4.0 4.0 3.0 jf @ROCKB2_12102 if 80C2: not sphere_onscreen $6243 $6244 $6245 4.0 jf @ROCKB2_12102 Car.PutAt($6160, $6243, $6244, $6245) if $6159 >= 19 // integer values jf @ROCKB2_12102 Car.SetMaxSpeed($6160, 40.0) 00AE: set_vehicle $6160 traffic_behavior_to 2 Car.SetToPsychoDriver($6160) :ROCKB2_12102 return //-------------Mission 65--------------- // Originally: Publicity Tour :ROCKB3 thread 'ROCKB3' gosub @ROCKB3_60 if wasted_or_busted jf @ROCKB3_37 gosub @ROCKB3_9268 :ROCKB3_37 gosub @ROCKB3_9363 end_thread $6294 = 0 // integer values $6295 = 0 // integer values :ROCKB3_60 $ONMISSION = 1 // integer values increment_mission_attempts $6272 = 0 // integer values $6273 = 100.0 // floating-point values $6270 = 0.0 // floating-point values $6275 = 1 // integer values $6276 = 0 // integer values $6277 = 0 // integer values $6278 = 0 // integer values $6280 = 0 // integer values $6282 = 0 // integer values $6284 = 0 // integer values $6285 = 0 // integer values $6286 = 0 // integer values $6287 = 0 // integer values $6288 = 0 // integer values $6289 = 0 // integer values $6290 = 0 // integer values $6291 = 0 // integer values $6292 = 0 // integer values $6293 = 0 // integer values wait 0 054C: use_GXT_table 'ROCK3' 058E: set_restart_mission_taxi_destination -860.688 1169.914 9.997 185.46 023C: load_special_actor 1 'CSDICK' 023C: load_special_actor 2 'CSJEZZ' 023C: load_special_actor 3 'CSKENT' 023C: load_special_actor 4 'CSPERCY' 023C: load_special_actor 5 'CSPLAY' select_interior 9 Camera.SetAtPos(-879.75, 1157.77, 17.81) 04F9: set_extracolors 17 fade 0 038B: load_requested_models :ROCKB3_333 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded 823D: not special_actor 3 loaded 823D: not special_actor 4 loaded 823D: not special_actor 5 loaded jf @ROCKB3_375 wait 0 jump @ROCKB3_333 :ROCKB3_375 02E4: load_cutscene_data 'ROK_3A' 0244: set_cutscene_pos -879.823 1158.479 16.776 041D: set_camera_near_clip 0.1 02E5: $171 = create_cutscene_object #SPECIAL01 02E6: set_cutscene_anim $171 'CSDICK' 02E5: $172 = create_cutscene_object #SPECIAL02 02E6: set_cutscene_anim $172 'CSJEZZ' 02E5: $142 = create_cutscene_object #SPECIAL03 02E6: set_cutscene_anim $142 'CSKENT' 02E5: $173 = create_cutscene_object #SPECIAL04 02E6: set_cutscene_anim $173 'CSPERCY' 02E5: $125 = create_cutscene_object #SPECIAL05 02E6: set_cutscene_anim $125 'CSPLAY' 0395: clear_area 1 at -871.9 1159.46 range 10.07 1.0 0055: put_player $PLAYER_CHAR at -871.9 1159.46 10.07 0171: set_player $PLAYER_CHAR z_angle_to 270.0 fade 1 2000 03AD: set_rubbish 0 03AF: set_streaming 1 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ROCKB3_585 if 374 > $CUT_SCENE_TIME // integer values jf @ROCKB3_620 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_585 :ROCKB3_620 00BC: text_highpriority 'RBM3_A' 10000 ms 1 // Tommy! Tommy! Tommy, man, that psycho's back! :ROCKB3_635 if 4104 > $CUT_SCENE_TIME // integer values jf @ROCKB3_670 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_635 :ROCKB3_670 00BC: text_highpriority 'RBM3_B' 10000 ms 1 // What's going on? :ROCKB3_685 if 4760 > $CUT_SCENE_TIME // integer values jf @ROCKB3_720 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_685 :ROCKB3_720 00BC: text_highpriority 'RBM3_C' 10000 ms 1 // That psycho won't leave Love Fist alone! :ROCKB3_735 if 6489 > $CUT_SCENE_TIME // integer values jf @ROCKB3_770 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_735 :ROCKB3_770 00BC: text_highpriority 'RBM3_D' 10000 ms 1 // You didnae kill him man. And now he's back. :ROCKB3_785 if 8719 > $CUT_SCENE_TIME // integer values jf @ROCKB3_820 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_785 :ROCKB3_820 00BC: text_highpriority 'RBM3_E' 10000 ms 1 // Yeah, yeah, yeah, and the thing is... :ROCKB3_835 if 9730 > $CUT_SCENE_TIME // integer values jf @ROCKB3_870 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_835 :ROCKB3_870 00BC: text_highpriority 'RBM3_F' 10000 ms 1 // The thing is, we need someone to drive the limo we can trust, :ROCKB3_885 if 12434 > $CUT_SCENE_TIME // integer values jf @ROCKB3_920 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_885 :ROCKB3_920 00BC: text_highpriority 'RBM3_G' 10000 ms 1 // cause that nutter keeps making threats! :ROCKB3_935 if 13952 > $CUT_SCENE_TIME // integer values jf @ROCKB3_970 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_935 :ROCKB3_970 00BC: text_highpriority 'RBM3_H' 10000 ms 1 // I'm shitin' masel' man. I need ma ma! :ROCKB3_985 if 15620 > $CUT_SCENE_TIME // integer values jf @ROCKB3_1020 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_985 :ROCKB3_1020 00BC: text_highpriority 'RBM3_I' 10000 ms 1 // We're all bricking ourselves, man. :ROCKB3_1035 if 16985 > $CUT_SCENE_TIME // integer values jf @ROCKB3_1070 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_1035 :ROCKB3_1070 00BC: text_highpriority 'RBM3_J' 10000 ms 1 // Okay guys, calm down, I'll handle this. :ROCKB3_1085 if 21240 > $CUT_SCENE_TIME // integer values jf @ROCKB3_1120 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_1085 :ROCKB3_1120 00BC: text_highpriority 'RBM3_K' 10000 ms 1 // Normally I wouldn't busy myself with driving around a bunch of drunken Scottish bisexuals, :ROCKB3_1135 if 26029 > $CUT_SCENE_TIME // integer values jf @ROCKB3_1170 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_1135 :ROCKB3_1170 00BC: text_highpriority 'RBM3_L' 10000 ms 1 // but, in your case I'll make an exception. :ROCKB3_1185 if 28823 > $CUT_SCENE_TIME // integer values jf @ROCKB3_1220 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime jump @ROCKB3_1185 :ROCKB3_1220 00BE: text_clear_all fade 0 2000 00BE: text_clear_all :ROCKB3_1231 if fading jf @ROCKB3_1255 wait 0 jump @ROCKB3_1231 :ROCKB3_1255 select_interior 0 04FA: reset_sky_colors_with_fade 0 03AD: set_rubbish 1 02EA: end_cutscene Camera.SetBehindPlayer 0296: unload_special_actor 1 0296: unload_special_actor 2 0296: unload_special_actor 3 0296: unload_special_actor 4 0296: unload_special_actor 5 Camera.SetAtPos(-871.9, 1159.46, 10.07) 04E3: unknown_player $PLAYER_CHAR 3 60000 set_weather 2 041E: set_radio_station 7 -1 if Actor.Driving($PLAYER_ACTOR) jf @ROCKB3_1390 0395: clear_area 1 at -871.9 1159.46 range 10.07 1.0 0362: put_actor $PLAYER_ACTOR at -871.9 1159.46 10.07 and_remove_from_car :ROCKB3_1390 Model.Load(#LOVEFIST) 023C: load_special_actor 6 'IGJEZZ' 023C: load_special_actor 7 'IGDICK' 023C: load_special_actor 8 'IGPERCY' :ROCKB3_1431 if or not Model.Available(#LOVEFIST) 823D: not special_actor 6 loaded 823D: not special_actor 7 loaded 823D: not special_actor 8 loaded jf @ROCKB3_1470 wait 0 jump @ROCKB3_1431 :ROCKB3_1470 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0395: clear_area 0 at -870.157 1145.945 range 11.05 1.0 Camera.SetPosition(-870.157, 1145.945, 11.05, 0.0, 0.0, 0.0) Camera.PointAt(-870.468, 1146.895, 11.078, 2) 0395: clear_area 0 at -872.155 1151.921 range 11.054 4.0 $6269 = Car.Create(#LOVEFIST, -872.155, 1151.921, 11.054) Car.Angle($6269) = 177.458 03AB: set_car $6269 strong 1 Car.Health($6269) = 1500 01C8: $6279 = create_actor_pedtype 4 model #SPECIAL06 in_car $6269 passenger_seat 0 01ED: clear_actor $6279 threat_search 039E: set_actor $6279 locked_while_in_vehicle 1 0526: set_actor $6279 stay_in_car_when_jacked 1 01C8: $6281 = create_actor_pedtype 4 model #SPECIAL07 in_car $6269 passenger_seat 1 01ED: clear_actor $6281 threat_search 039E: set_actor $6281 locked_while_in_vehicle 1 0526: set_actor $6281 stay_in_car_when_jacked 1 01C8: $6283 = create_actor_pedtype 4 model #SPECIAL08 in_car $6269 passenger_seat 2 01ED: clear_actor $6283 threat_search 039E: set_actor $6283 locked_while_in_vehicle 1 0526: set_actor $6283 stay_in_car_when_jacked 1 036A: put_actor $PLAYER_ACTOR in_car $6269 Car.SetToNormalDriver($6269) 020A: set_car $6269 door_status_to 4 0169: set_fade_color 0 0 0 wait 2500 fade 1 2000 :ROCKB3_1781 if fading jf @ROCKB3_2070 wait 0 if $6280 == 0 // integer values jf @ROCKB3_1868 if or Actor.Dead($6279) $6289 == 1 // integer values jf @ROCKB3_1868 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6280 = 1 // integer values :ROCKB3_1868 if $6282 == 0 // integer values jf @ROCKB3_1938 if or Actor.Dead($6281) $6290 == 1 // integer values jf @ROCKB3_1938 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_1938 if $6284 == 0 // integer values jf @ROCKB3_2008 if or Actor.Dead($6283) $6291 == 1 // integer values jf @ROCKB3_2008 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_2008 if or Car.Wrecked($6269) $6292 == 1 // integer values jf @ROCKB3_2063 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_2063 jump @ROCKB3_1781 :ROCKB3_2070 17@ = 0 // integer values :ROCKB3_2077 if $6276 == 0 // integer values jf @ROCKB3_3150 wait 0 if $6276 == 0 // integer values jf @ROCKB3_2190 if $107 == 1 // integer values jf @ROCKB3_2183 if 6 > $6293 // integer values jf @ROCKB3_2183 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @ROCKB3_2183 $6293 = 6 // integer values :ROCKB3_2183 gosub @ROCKB3_9598 :ROCKB3_2190 if $6285 == 1 // integer values jf @ROCKB3_2466 if $6287 == 0 // integer values jf @ROCKB3_2240 17@ = 0 // integer values $6287 = 1 // integer values :ROCKB3_2240 if $6287 == 1 // integer values jf @ROCKB3_2294 if 17@ >= 5000 // integer values jf @ROCKB3_2294 03E5: text_box 'RBM3_9' // If you are stopped or drive slowly the detonation bar will increase. $6287 = 2 // integer values :ROCKB3_2294 if $6287 == 2 // integer values jf @ROCKB3_2326 17@ = 0 // integer values $6287 = 3 // integer values :ROCKB3_2326 if $6287 == 3 // integer values jf @ROCKB3_2380 if 17@ >= 5000 // integer values jf @ROCKB3_2380 03E5: text_box 'RBM3_8' // The faster you drive the lower the detonation bar will go. $6287 = 4 // integer values :ROCKB3_2380 if $6287 == 4 // integer values jf @ROCKB3_2412 17@ = 0 // integer values $6287 = 5 // integer values :ROCKB3_2412 if $6287 == 5 // integer values jf @ROCKB3_2466 if 17@ >= 5000 // integer values jf @ROCKB3_2466 03E5: text_box 'RBM3_3' // If the detonation bar completely fills the bomb will explode. $6287 = 6 // integer values :ROCKB3_2466 if $6280 == 0 // integer values jf @ROCKB3_2536 if or Actor.Dead($6279) $6289 == 1 // integer values jf @ROCKB3_2536 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6280 = 1 // integer values :ROCKB3_2536 if $6282 == 0 // integer values jf @ROCKB3_2606 if or Actor.Dead($6281) $6290 == 1 // integer values jf @ROCKB3_2606 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_2606 if $6284 == 0 // integer values jf @ROCKB3_2676 if or Actor.Dead($6283) $6291 == 1 // integer values jf @ROCKB3_2676 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_2676 if or Car.Wrecked($6269) $6292 == 1 // integer values $6277 == 1 // integer values $6280 == 1 // integer values $6282 == 1 // integer values $6284 == 1 // integer values jf @ROCKB3_2766 040D: unload_wav 1 040D: unload_wav 2 00BE: text_clear_all 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 jump @ROCKB3_2900 :ROCKB3_2766 if $6276 == 0 // integer values jf @ROCKB3_2830 if 80DC: not player $PLAYER_CHAR driving $6269 jf @ROCKB3_2830 020B: explode_car $6269 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_2830 02E3: $6270 = car $6269 speed if $6276 == 0 // integer values jf @ROCKB3_2900 if 17@ > 5000 // integer values jf @ROCKB3_2900 if $6293 == 0 // integer values jf @ROCKB3_2900 $6293 = 1 // integer values :ROCKB3_2900 if $6276 == 0 // integer values jf @ROCKB3_3143 if $6285 == 1 // integer values jf @ROCKB3_3143 if 16@ > 5000 // integer values jf @ROCKB3_3143 $6270 -= 26.0 // floating-point values $6270 /= 15.0 // floating-point values 0059: $6273 += $6270 // floating-point values if $6273 > 100.0 // floating-point values jf @ROCKB3_3014 $6273 = 100.0 // floating-point values :ROCKB3_3014 if 1.0 > $6273 // floating-point values jf @ROCKB3_3107 if not Car.Wrecked($6269) jf @ROCKB3_3085 020B: explode_car $6269 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 jump @ROCKB3_3107 :ROCKB3_3085 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_3107 0086: $763 = $6273 // floating-point values only $763 *= -1.0 // floating-point values $763 += 100.0 // floating-point values 008C: $6272 = float_to_integer $763 :ROCKB3_3143 jump @ROCKB3_2077 :ROCKB3_3150 01B7: release_weather 0151: remove_status_text $6272 00BA: text_styled 'RBM3_7' 4000 ms 4 // ~g~BOMB DEFUSED! :ROCKB3_3172 if 29 > $6293 // integer values jf @ROCKB3_3652 wait 0 if 29 > $6293 // integer values jf @ROCKB3_3219 gosub @ROCKB3_12605 :ROCKB3_3219 if $6280 == 0 // integer values jf @ROCKB3_3282 if Actor.Dead($6279) jf @ROCKB3_3282 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6280 = 1 // integer values :ROCKB3_3282 if $6282 == 0 // integer values jf @ROCKB3_3345 if Actor.Dead($6281) jf @ROCKB3_3345 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_3345 if $6284 == 0 // integer values jf @ROCKB3_3408 if Actor.Dead($6283) jf @ROCKB3_3408 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_3408 if Car.Wrecked($6269) jf @ROCKB3_3453 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 jump @ROCKB3_3645 :ROCKB3_3453 if and $6280 == 0 // integer values $6282 == 0 // integer values $6284 == 0 // integer values jf @ROCKB3_3541 if and Actor.InCar($6279, $6269) Actor.InCar($6281, $6269) Actor.InCar($6283, $6269) jf @ROCKB3_3534 $6286 = 1 // integer values jump @ROCKB3_3541 :ROCKB3_3534 $6286 = 0 // integer values :ROCKB3_3541 if 80DC: not player $PLAYER_CHAR driving $6269 jf @ROCKB3_3615 if $6294 == 0 // integer values jf @ROCKB3_3608 $6271 = Marker.CreateAboveCar($6269) 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! $6294 = 1 // integer values :ROCKB3_3608 jump @ROCKB3_3645 :ROCKB3_3615 if $6294 == 1 // integer values jf @ROCKB3_3645 Marker.Disable($6271) $6294 = 0 // integer values :ROCKB3_3645 jump @ROCKB3_3172 :ROCKB3_3652 if not Car.Wrecked($6269) jf @ROCKB3_3682 020A: set_car $6269 door_status_to 1 jump @ROCKB3_3704 :ROCKB3_3682 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_3704 041E: set_radio_station 4 -1 00BC: text_highpriority 'RBM3_1' 5000 ms 1 // ~g~Drive Love Fist to the venue. 018A: $6274 = create_checkpoint_at -870.933 1053.342 9.9 $6278 = 1 // integer values :ROCKB3_3752 if or 81B0: not car $6269 stopped 1 -870.933 1053.342 9.9 radius 3.0 3.0 3.0 8448: not actor $PLAYER_ACTOR in_car $6269 $6286 == 0 // integer values jf @ROCKB3_4300 wait 0 if $6280 == 0 // integer values jf @ROCKB3_3882 if Actor.Dead($6279) jf @ROCKB3_3882 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6280 = 1 // integer values :ROCKB3_3882 if $6282 == 0 // integer values jf @ROCKB3_3945 if Actor.Dead($6281) jf @ROCKB3_3945 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_3945 if $6284 == 0 // integer values jf @ROCKB3_4008 if Actor.Dead($6283) jf @ROCKB3_4008 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_4008 if Car.Wrecked($6269) jf @ROCKB3_4053 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 jump @ROCKB3_4293 :ROCKB3_4053 if and $6280 == 0 // integer values $6282 == 0 // integer values $6284 == 0 // integer values jf @ROCKB3_4149 if and Actor.InCar($6279, $6269) Actor.InCar($6281, $6269) Actor.InCar($6283, $6269) 00DC: player $PLAYER_CHAR driving $6269 jf @ROCKB3_4142 $6286 = 1 // integer values jump @ROCKB3_4149 :ROCKB3_4142 $6286 = 0 // integer values :ROCKB3_4149 if 80DC: not player $PLAYER_CHAR driving $6269 jf @ROCKB3_4228 if $6278 == 1 // integer values jf @ROCKB3_4221 Marker.Disable($6274) $6271 = Marker.CreateAboveCar($6269) 00BC: text_highpriority 'IN_VEH' 5000 ms 1 // ~g~Hey! Get back in the vehicle! $6278 = 0 // integer values :ROCKB3_4221 jump @ROCKB3_4293 :ROCKB3_4228 if $6278 == 0 // integer values jf @ROCKB3_4293 Marker.Disable($6271) 00BC: text_highpriority 'RBM3_1' 5000 ms 1 // ~g~Drive Love Fist to the venue. 018A: $6274 = create_checkpoint_at -870.933 1053.342 9.9 $6278 = 1 // integer values :ROCKB3_4293 jump @ROCKB3_3752 :ROCKB3_4300 if not Car.Wrecked($6269) jf @ROCKB3_4330 020A: set_car $6269 door_status_to 1 jump @ROCKB3_4352 :ROCKB3_4330 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_4352 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 0395: clear_area 0 at -880.363 1043.654 range 12.096 1.0 Camera.SetPosition(-880.363, 1043.654, 12.096, 0.0, 0.0, 0.0) Camera.PointAt(-879.557, 1044.242, 12.035, 2) if not Car.Wrecked($6269) jf @ROCKB3_4642 01D3: actor $PLAYER_ACTOR leave_car $6269 if not Actor.Dead($6279) jf @ROCKB3_4507 01D3: actor $6279 leave_car $6269 jump @ROCKB3_4529 :ROCKB3_4507 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_4529 if not Actor.Dead($6281) jf @ROCKB3_4560 01D3: actor $6281 leave_car $6269 jump @ROCKB3_4582 :ROCKB3_4560 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_4582 if not Actor.Dead($6283) jf @ROCKB3_4613 01D3: actor $6283 leave_car $6269 jump @ROCKB3_4635 :ROCKB3_4613 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_4635 jump @ROCKB3_4664 :ROCKB3_4642 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_4664 if and Actor.Driving($PLAYER_ACTOR) Actor.Driving($6279) Actor.Driving($6281) Actor.Driving($6283) jf @ROCKB3_4933 wait 0 if $6280 == 0 // integer values jf @ROCKB3_4762 if Actor.Dead($6279) jf @ROCKB3_4762 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6280 = 1 // integer values :ROCKB3_4762 if $6282 == 0 // integer values jf @ROCKB3_4825 if Actor.Dead($6281) jf @ROCKB3_4825 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_4825 if $6284 == 0 // integer values jf @ROCKB3_4888 if Actor.Dead($6283) jf @ROCKB3_4888 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_4888 if Car.Wrecked($6269) jf @ROCKB3_4926 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_4926 jump @ROCKB3_4664 :ROCKB3_4933 fade 0 1500 :ROCKB3_4940 if fading jf @ROCKB3_5191 wait 0 if $6280 == 0 // integer values jf @ROCKB3_5020 if Actor.Dead($6279) jf @ROCKB3_5020 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6280 = 1 // integer values :ROCKB3_5020 if $6282 == 0 // integer values jf @ROCKB3_5083 if Actor.Dead($6281) jf @ROCKB3_5083 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_5083 if $6284 == 0 // integer values jf @ROCKB3_5146 if Actor.Dead($6283) jf @ROCKB3_5146 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_5146 if Car.Wrecked($6269) jf @ROCKB3_5184 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 :ROCKB3_5184 jump @ROCKB3_4940 :ROCKB3_5191 Camera.Restore_WithJumpCut select_interior 8 $6295 = 1 // integer values Camera.SetAtPos(-928.915, 1056.264, 12.28) 04F9: set_extracolors 12 fade 0 0055: put_player $PLAYER_CHAR at -924.115 1054.524 12.28 0171: set_player $PLAYER_CHAR z_angle_to 188.883 Actor.DestroyInstantly($6279) if not Actor.Dead($6281) jf @ROCKB3_5315 Actor.PutAt($6281, -925.288, 1053.268, 12.2) Actor.Angle($6281) = 249.491 jump @ROCKB3_5344 :ROCKB3_5315 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6280 = 1 // integer values :ROCKB3_5344 if not Actor.Dead($6283) jf @ROCKB3_5397 Actor.PutAt($6283, -923.094, 1053.125, 12.2) Actor.Angle($6283) = 44.398 jump @ROCKB3_5426 :ROCKB3_5397 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6280 = 1 // integer values :ROCKB3_5426 02E4: load_cutscene_data 'FIST' 0395: clear_area 0 at -924.114 1038.89 range 12.675 1.0 Camera.SetPosition(-924.114, 1038.89, 12.675, 0.0, 0.0, 0.0) Camera.PointAt(-924.114, 1039.858, 12.925, 2) Car.Destroy($6269) fade 1 1000 :ROCKB3_5523 if fading jf @ROCKB3_5673 wait 0 if $6282 == 0 // integer values jf @ROCKB3_5603 if Actor.Dead($6281) jf @ROCKB3_5603 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_5603 if $6284 == 0 // integer values jf @ROCKB3_5666 if Actor.Dead($6283) jf @ROCKB3_5666 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_5666 jump @ROCKB3_5523 :ROCKB3_5673 02E7: start_cutscene 02E8: $CUT_SCENE_TIME = cutscenetime :ROCKB3_5680 if 16980 > $CUT_SCENE_TIME // integer values jf @ROCKB3_5841 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_5771 if Actor.Dead($6281) jf @ROCKB3_5771 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_5771 if $6284 == 0 // integer values jf @ROCKB3_5834 if Actor.Dead($6283) jf @ROCKB3_5834 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_5834 jump @ROCKB3_5680 :ROCKB3_5841 Camera.SetPosition(-926.72, 1048.895, 13.04, 0.0, 0.0, 0.0) Camera.PointAt(-926.32, 1049.811, 13.075, 2) if $6284 == 0 // integer values jf @ROCKB3_5974 if Actor.Dead($6283) jf @ROCKB3_5962 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values jump @ROCKB3_5974 :ROCKB3_5962 0372: set_actor $6283 anim 19 wait_state_time 1000000 ms :ROCKB3_5974 00BC: text_highpriority 'ROK3_73' 10000 ms 1 // Jezz is running the tape, :ROCKB3_5989 if 18851 > $CUT_SCENE_TIME // integer values jf @ROCKB3_6150 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_6080 if Actor.Dead($6281) jf @ROCKB3_6080 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_6080 if $6284 == 0 // integer values jf @ROCKB3_6143 if Actor.Dead($6283) jf @ROCKB3_6143 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_6143 jump @ROCKB3_5989 :ROCKB3_6150 00BC: text_highpriority 'ROK3_62' 10000 ms 1 // so we thought we'd show you our Temple of Rock - :ROCKB3_6165 if 22311 > $CUT_SCENE_TIME // integer values jf @ROCKB3_6326 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_6256 if Actor.Dead($6281) jf @ROCKB3_6256 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_6256 if $6284 == 0 // integer values jf @ROCKB3_6319 if Actor.Dead($6283) jf @ROCKB3_6319 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_6319 jump @ROCKB3_6165 :ROCKB3_6326 00BC: text_highpriority 'ROK3_63' 10000 ms 1 // Get a feel for that Love Fist fury! :ROCKB3_6341 if 24834 > $CUT_SCENE_TIME // integer values jf @ROCKB3_6502 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_6432 if Actor.Dead($6281) jf @ROCKB3_6432 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_6432 if $6284 == 0 // integer values jf @ROCKB3_6495 if Actor.Dead($6283) jf @ROCKB3_6495 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_6495 jump @ROCKB3_6341 :ROCKB3_6502 if $6284 == 0 // integer values jf @ROCKB3_6581 if Actor.Dead($6283) jf @ROCKB3_6572 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values jump @ROCKB3_6581 :ROCKB3_6572 0372: set_actor $6283 anim 0 wait_state_time 1 ms :ROCKB3_6581 00BC: text_highpriority 'ROK3_64' 10000 ms 1 // Listen to yourself, man. It's papier-mache and gaffa tape. Camera.SetPosition(-919.641, 1050.383, 14.67, 0.0, 0.0, 0.0) Camera.PointAt(-919.783, 1051.364, 14.799, 2) :ROCKB3_6647 if 28433 > $CUT_SCENE_TIME // integer values jf @ROCKB3_6808 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_6738 if Actor.Dead($6281) jf @ROCKB3_6738 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_6738 if $6284 == 0 // integer values jf @ROCKB3_6801 if Actor.Dead($6283) jf @ROCKB3_6801 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_6801 jump @ROCKB3_6647 :ROCKB3_6808 if $6282 == 0 // integer values jf @ROCKB3_6890 if Actor.Dead($6281) jf @ROCKB3_6878 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values jump @ROCKB3_6890 :ROCKB3_6878 0372: set_actor $6281 anim 19 wait_state_time 1000000 ms :ROCKB3_6890 00BC: text_highpriority 'ROK3_65' 10000 ms 1 // Hey, to the kids, it's a temple and we are the priests! :ROCKB3_6905 if 32395 > $CUT_SCENE_TIME // integer values jf @ROCKB3_7066 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_6996 if Actor.Dead($6281) jf @ROCKB3_6996 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_6996 if $6284 == 0 // integer values jf @ROCKB3_7059 if Actor.Dead($6283) jf @ROCKB3_7059 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_7059 jump @ROCKB3_6905 :ROCKB3_7066 if $6282 == 0 // integer values jf @ROCKB3_7145 if Actor.Dead($6281) jf @ROCKB3_7136 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values jump @ROCKB3_7145 :ROCKB3_7136 0372: set_actor $6281 anim 0 wait_state_time 1 ms :ROCKB3_7145 00BC: text_highpriority 'ROK3_66' 10000 ms 1 // Aye, well, if the kids like their priests half cut and tone deaf, :ROCKB3_7160 if 36052 > $CUT_SCENE_TIME // integer values jf @ROCKB3_7323 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_7253 if Actor.Dead($6281) jf @ROCKB3_7253 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_7253 if $6284 == 0 // integer values jf @ROCKB3_7316 if Actor.Dead($6283) jf @ROCKB3_7316 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_7316 jump @ROCKB3_7160 :ROCKB3_7323 00BC: text_highpriority 'ROK3_67' 10000 ms 1 // who am I to argue? :ROCKB3_7338 if 37237 > $CUT_SCENE_TIME // integer values jf @ROCKB3_7501 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_7431 if Actor.Dead($6281) jf @ROCKB3_7431 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_7431 if $6284 == 0 // integer values jf @ROCKB3_7494 if Actor.Dead($6283) jf @ROCKB3_7494 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_7494 jump @ROCKB3_7338 :ROCKB3_7501 if $6284 == 0 // integer values jf @ROCKB3_7583 if Actor.Dead($6283) jf @ROCKB3_7571 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values jump @ROCKB3_7583 :ROCKB3_7571 0372: set_actor $6283 anim 19 wait_state_time 1000000 ms :ROCKB3_7583 00BC: text_highpriority 'ROK3_68' 10000 ms 1 // Oh geez, the tape's getting chewed again. Camera.SetPosition(-926.72, 1048.895, 13.04, 0.0, 0.0, 0.0) Camera.PointAt(-926.32, 1049.811, 13.075, 2) :ROCKB3_7649 if 40045 > $CUT_SCENE_TIME // integer values jf @ROCKB3_7812 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_7742 if Actor.Dead($6281) jf @ROCKB3_7742 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_7742 if $6284 == 0 // integer values jf @ROCKB3_7805 if Actor.Dead($6283) jf @ROCKB3_7805 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_7805 jump @ROCKB3_7649 :ROCKB3_7812 00BC: text_highpriority 'ROK3_69' 10000 ms 1 // At this rate, we'll never get to play live. :ROCKB3_7827 if 42415 > $CUT_SCENE_TIME // integer values jf @ROCKB3_7990 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_7920 if Actor.Dead($6281) jf @ROCKB3_7920 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_7920 if $6284 == 0 // integer values jf @ROCKB3_7983 if Actor.Dead($6283) jf @ROCKB3_7983 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_7983 jump @ROCKB3_7827 :ROCKB3_7990 if $6284 == 0 // integer values jf @ROCKB3_8069 if Actor.Dead($6283) jf @ROCKB3_8060 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values jump @ROCKB3_8069 :ROCKB3_8060 0372: set_actor $6283 anim 0 wait_state_time 1 ms :ROCKB3_8069 if $6282 == 0 // integer values jf @ROCKB3_8151 if Actor.Dead($6281) jf @ROCKB3_8139 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values jump @ROCKB3_8151 :ROCKB3_8139 0372: set_actor $6283 anim 19 wait_state_time 1000000 ms :ROCKB3_8151 00BC: text_highpriority 'ROK3_70' 10000 ms 1 // Oohh shite! My bowels... :ROCKB3_8166 if 44776 > $CUT_SCENE_TIME // integer values jf @ROCKB3_8329 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_8259 if Actor.Dead($6281) jf @ROCKB3_8259 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_8259 if $6284 == 0 // integer values jf @ROCKB3_8322 if Actor.Dead($6283) jf @ROCKB3_8322 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_8322 jump @ROCKB3_8166 :ROCKB3_8329 if $6282 == 0 // integer values jf @ROCKB3_8408 if Actor.Dead($6281) jf @ROCKB3_8399 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values jump @ROCKB3_8408 :ROCKB3_8399 0372: set_actor $6283 anim 0 wait_state_time 1 ms :ROCKB3_8408 if $6284 == 0 // integer values jf @ROCKB3_8490 if Actor.Dead($6283) jf @ROCKB3_8478 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values jump @ROCKB3_8490 :ROCKB3_8478 0372: set_actor $6283 anim 19 wait_state_time 1000000 ms :ROCKB3_8490 00BC: text_highpriority 'ROK3_71' 10000 ms 1 // We gotta get on with it - thanks again Tommy, Know what I am saying, nice one, bye! :ROCKB3_8505 if 49873 > $CUT_SCENE_TIME // integer values jf @ROCKB3_8668 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_8598 if Actor.Dead($6281) jf @ROCKB3_8598 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_8598 if $6284 == 0 // integer values jf @ROCKB3_8661 if Actor.Dead($6283) jf @ROCKB3_8661 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_8661 jump @ROCKB3_8505 :ROCKB3_8668 if $6284 == 0 // integer values jf @ROCKB3_8747 if Actor.Dead($6283) jf @ROCKB3_8738 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values jump @ROCKB3_8747 :ROCKB3_8738 0372: set_actor $6283 anim 0 wait_state_time 1 ms :ROCKB3_8747 00BE: text_clear_all fade 0 1500 :ROCKB3_8756 if 51280 > $CUT_SCENE_TIME // integer values jf @ROCKB3_8919 wait 0 02E8: $CUT_SCENE_TIME = cutscenetime if $6282 == 0 // integer values jf @ROCKB3_8849 if Actor.Dead($6281) jf @ROCKB3_8849 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_8849 if $6284 == 0 // integer values jf @ROCKB3_8912 if Actor.Dead($6283) jf @ROCKB3_8912 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_8912 jump @ROCKB3_8756 :ROCKB3_8919 02EA: end_cutscene 16@ = 0 // integer values :ROCKB3_8928 if fading jf @ROCKB3_9078 wait 0 if $6282 == 0 // integer values jf @ROCKB3_9008 if Actor.Dead($6281) jf @ROCKB3_9008 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6282 = 1 // integer values :ROCKB3_9008 if $6284 == 0 // integer values jf @ROCKB3_9071 if Actor.Dead($6283) jf @ROCKB3_9071 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_9268 $6284 = 1 // integer values :ROCKB3_9071 jump @ROCKB3_8928 :ROCKB3_9078 Actor.DestroyInstantly($6281) Actor.DestroyInstantly($6283) 04FA: reset_sky_colors_with_fade 0 select_interior 0 $6295 = 0 // integer values Camera.SetAtPos(-885.396, 1054.467, 12.583) Camera.SetPosition(-887.965, 1054.653, 14.846, 0.0, 0.0, 0.0) Camera.PointAt(-887.016, 1054.583, 14.538, 2) 0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 0171: set_player $PLAYER_CHAR z_angle_to 280.871 Camera.Restore_WithJumpCut 03C8: set_camera_directly_before_player fade 1 1500 :ROCKB3_9212 if fading jf @ROCKB3_9236 wait 0 jump @ROCKB3_9212 :ROCKB3_9236 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 jump @ROCKB3_9293 :ROCKB3_9268 040D: unload_wav 1 040D: unload_wav 2 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :ROCKB3_9293 $PASSED_ROCK3_PUBLICITY_TOUR = 1 // integer values 0318: set_latest_mission_passed 'ROCK_3' // Publicity Tour 030C: progress_made += 1 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 8000 014C: set_parked_car_generator $1990 cars_to_generate_to 101 Marker.Disable($287) return :ROCKB3_9363 $ONMISSION = 0 // integer values 041E: set_radio_station 4 -1 if not Car.Wrecked($6269) jf @ROCKB3_9404 020A: set_car $6269 door_status_to 1 Car.RemoveReferences($6269) :ROCKB3_9404 Actor.DestroyWithFade($6279) Actor.DestroyWithFade($6281) Actor.DestroyWithFade($6283) 01B7: release_weather 040D: unload_wav 1 040D: unload_wav 2 04FA: reset_sky_colors_with_fade 0 if $6295 == 1 // integer values jf @ROCKB3_9557 select_interior 0 Camera.SetAtPos(-885.396, 1054.467, 12.583) Camera.SetPosition(-887.965, 1054.653, 14.846, 0.0, 0.0, 0.0) Camera.PointAt(-887.016, 1054.583, 14.538, 2) 0055: put_player $PLAYER_CHAR at -885.396 1054.467 12.583 0171: set_player $PLAYER_CHAR z_angle_to 280.871 Camera.Restore_WithJumpCut 03C8: set_camera_directly_before_player :ROCKB3_9557 Marker.Disable($6271) Marker.Disable($6274) 0151: remove_status_text $6272 Model.Destroy(#LOVEFIST) 0296: unload_special_actor 6 0296: unload_special_actor 7 0296: unload_special_actor 8 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :ROCKB3_9598 if $6285 == 1 // integer values jf @ROCKB3_9874 if $6287 == 0 // integer values jf @ROCKB3_9648 17@ = 0 // integer values $6287 = 1 // integer values :ROCKB3_9648 if $6287 == 1 // integer values jf @ROCKB3_9702 if 17@ >= 5000 // integer values jf @ROCKB3_9702 03E5: text_box 'RBM3_9' // If you are stopped or drive slowly the detonation bar will increase. $6287 = 2 // integer values :ROCKB3_9702 if $6287 == 2 // integer values jf @ROCKB3_9734 17@ = 0 // integer values $6287 = 3 // integer values :ROCKB3_9734 if $6287 == 3 // integer values jf @ROCKB3_9788 if 17@ >= 5000 // integer values jf @ROCKB3_9788 03E5: text_box 'RBM3_8' // The faster you drive the lower the detonation bar will go. $6287 = 4 // integer values :ROCKB3_9788 if $6287 == 4 // integer values jf @ROCKB3_9820 17@ = 0 // integer values $6287 = 5 // integer values :ROCKB3_9820 if $6287 == 5 // integer values jf @ROCKB3_9874 if 17@ >= 5000 // integer values jf @ROCKB3_9874 03E5: text_box 'RBM3_3' // If the detonation bar completely fills the bomb will explode. $6287 = 6 // integer values :ROCKB3_9874 if $6280 == 0 // integer values jf @ROCKB3_9915 if Actor.Dead($6279) jf @ROCKB3_9915 $6289 = 1 // integer values :ROCKB3_9915 if $6282 == 0 // integer values jf @ROCKB3_9956 if Actor.Dead($6281) jf @ROCKB3_9956 $6290 = 1 // integer values :ROCKB3_9956 if $6284 == 0 // integer values jf @ROCKB3_9997 if Actor.Dead($6283) jf @ROCKB3_9997 $6291 = 1 // integer values :ROCKB3_9997 if Car.Wrecked($6269) jf @ROCKB3_10027 $6292 = 1 // integer values jump @ROCKB3_10288 :ROCKB3_10027 02E3: $6270 = car $6269 speed if 8442: not player $PLAYER_CHAR in_car $6269 jf @ROCKB3_10074 020B: explode_car $6269 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! :ROCKB3_10074 if $6276 == 0 // integer values jf @ROCKB3_10288 if $6285 == 1 // integer values jf @ROCKB3_10288 if 16@ > 5000 // integer values jf @ROCKB3_10288 $6270 -= 26.0 // floating-point values $6270 /= 15.0 // floating-point values 0059: $6273 += $6270 // floating-point values if 1.0 > $6273 // floating-point values jf @ROCKB3_10221 if not Car.Wrecked($6269) jf @ROCKB3_10221 020B: explode_car $6269 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_10221 :ROCKB3_10221 if $6273 > 100.0 // floating-point values jf @ROCKB3_10252 $6273 = 100.0 // floating-point values :ROCKB3_10252 0086: $763 = $6273 // floating-point values only $763 *= -1.0 // floating-point values $763 += 100.0 // floating-point values 008C: $6272 = float_to_integer $763 :ROCKB3_10288 if $6293 == 1 // integer values jf @ROCKB3_10449 03CF: load_wav 'ROK3_1' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_1' 10000 ms 1 // At last man, time for a well earned drink. The venue's just a hundred yards down the road. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_1' // At last man, time for a well earned drink. The venue's just a hundred yards down the road. $6293 = 2 // integer values if $6276 == 0 // integer values jf @ROCKB3_10449 if $107 == 1 // integer values jf @ROCKB3_10449 if 6 > $6293 // integer values jf @ROCKB3_10449 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @ROCKB3_10449 $6293 = 6 // integer values :ROCKB3_10449 if $6293 == 2 // integer values jf @ROCKB3_10610 03CF: load_wav 'ROK3_2' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_2' 10000 ms 1 // Better make it a large one then. Hey Tommy, change the tunes, man. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_2' // Better make it a large one then. Hey Tommy, change the tunes, man. $6293 = 3 // integer values if $6276 == 0 // integer values jf @ROCKB3_10610 if $107 == 1 // integer values jf @ROCKB3_10610 if 6 > $6293 // integer values jf @ROCKB3_10610 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @ROCKB3_10610 $6293 = 6 // integer values :ROCKB3_10610 if $6293 == 3 // integer values jf @ROCKB3_10771 03CF: load_wav 'ROK3_3' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_3' 10000 ms 1 // I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_3' // I get confused if my head ain't banging. Ah look, what's this? Hey Tommy, stick this tape on. $6293 = 4 // integer values if $6276 == 0 // integer values jf @ROCKB3_10771 if $107 == 1 // integer values jf @ROCKB3_10771 if 6 > $6293 // integer values jf @ROCKB3_10771 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @ROCKB3_10771 $6293 = 6 // integer values :ROCKB3_10771 if $6293 == 4 // integer values jf @ROCKB3_10938 03CF: load_wav 'ROK3_4' as $6275 gosub @ROCKB3_12838 041E: set_radio_station 9 -1 00BC: text_highpriority 'ROK3_4' 10000 ms 1 // Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_4' // Love Fist. Your time polluting the airwaves is over. I gave you the chance to be friends. $6293 = 5 // integer values if $6276 == 0 // integer values jf @ROCKB3_10938 if $107 == 1 // integer values jf @ROCKB3_10938 if 6 > $6293 // integer values jf @ROCKB3_10938 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @ROCKB3_10938 $6293 = 6 // integer values :ROCKB3_10938 if $6293 == 5 // integer values jf @ROCKB3_11015 03CF: load_wav 'ROK3_5' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_5' 10000 ms 1 // Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_5' // Now, I'm giving you the chance to die. Try to slow down and your limousine will explode, along with your BIG, HAIRY ARSES! $6293 = 6 // integer values :ROCKB3_11015 if $6293 == 6 // integer values jf @ROCKB3_11133 if $6285 == 0 // integer values jf @ROCKB3_11119 02A3: enable_widescreen 0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03E5: text_box 'RBM3_2' // While the bomb is armed if you try to leave the car it will explode... 03C4: set_status_text_to $6272 1 'RBM3_6' // DETONATION: 16@ = 0 // integer values $6285 = 1 // integer values :ROCKB3_11119 $107 = 1 // integer values $6293 = 7 // integer values :ROCKB3_11133 if $6293 == 7 // integer values jf @ROCKB3_11210 03CF: load_wav 'ROK3_6' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_6' 10000 ms 1 // Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_6' // Tommy pal, you gotta save the band! I'm getting bored of this. Just keep the pedal to the metal!! $6293 = 8 // integer values :ROCKB3_11210 if $6293 == 8 // integer values jf @ROCKB3_11287 03CF: load_wav 'ROK3_7' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_7' 10000 ms 1 // We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink.. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_7' // We gotta find the bomb! Can't we just drive around all day? Aye, we've got plenty to drink.. $6293 = 9 // integer values :ROCKB3_11287 if $6293 == 9 // integer values jf @ROCKB3_11364 03CF: load_wav 'ROK3_8' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_8' 10000 ms 1 // Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_8' // Won't the bomb not be in the engine? We'll have to stop to get it. We're all going to die! I'm gonna get drunk! $6293 = 10 // integer values :ROCKB3_11364 if $6293 == 10 // integer values jf @ROCKB3_11441 03CF: load_wav 'ROK3_9' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_9' 10000 ms 1 // Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_9' // Hey, there's a queue here pal! The answer ain't in the drinks cabinet! Get out of my way! $6293 = 11 // integer values :ROCKB3_11441 if $6293 == 11 // integer values jf @ROCKB3_11518 03CF: load_wav 'ROK3_10' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_10' 10000 ms 1 // Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_10' // Hey, the vodka bottle's got wires coming out of it! That's not vodka, that's BOOMSHINE! $6293 = 12 // integer values :ROCKB3_11518 if $6293 == 12 // integer values jf @ROCKB3_11595 03CF: load_wav 'ROK3_11' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_11' 10000 ms 1 // WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_11' // WAAAAAAGGGHHHH!!!! And it's wired to blow!! WAAAAAAAAAAAAGGGHHHHHHHH!!!! $6293 = 13 // integer values :ROCKB3_11595 if $6293 == 13 // integer values jf @ROCKB3_11672 03CF: load_wav 'ROK3_12' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_12' 10000 ms 1 // They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_12' // They always said the drink would kill me. I've seen this on the telly. you gotta pull out one of the wires. Which wire? I don't know, man. $6293 = 14 // integer values :ROCKB3_11672 if $6293 == 14 // integer values jf @ROCKB3_11749 03CF: load_wav 'ROK3_13' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_13' 10000 ms 1 // I don't have a clue. Willy, say something. I'm gonna play bass in hell. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_13' // I don't have a clue. Willy, say something. I'm gonna play bass in hell. $6293 = 15 // integer values :ROCKB3_11749 if $6293 == 15 // integer values jf @ROCKB3_11826 03CF: load_wav 'ROK3_14' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_14' 10000 ms 1 // Tommy man, keep driving fast, pal. Somebody do something. Aye, clever! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_14' // Tommy man, keep driving fast, pal. Somebody do something. Aye, clever! $6293 = 16 // integer values :ROCKB3_11826 if $6293 == 16 // integer values jf @ROCKB3_11903 03CF: load_wav 'ROK3_15' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_15' 10000 ms 1 // 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_15' // 'Somebody do something', what kind of crap is that, I've seen braver girls. Okay tough guy, you do something. $6293 = 17 // integer values :ROCKB3_11903 if $6293 == 17 // integer values jf @ROCKB3_11980 03CF: load_wav 'ROK3_16' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_16' 10000 ms 1 // Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_16' // Look, man, I play a musical instrument I don't have a clue about bomb disposal. Willy could just suck the boomshine out with a straw. $6293 = 18 // integer values :ROCKB3_11980 if $6293 == 18 // integer values jf @ROCKB3_12057 03CF: load_wav 'ROK3_17' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_17' 10000 ms 1 // Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_17' // Aye, I've heard that your good at that kind of thing. Hey, I was off my tits that night, as well you know! $6293 = 19 // integer values :ROCKB3_12057 if $6293 == 19 // integer values jf @ROCKB3_12134 03CF: load_wav 'ROK3_18' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_18' 10000 ms 1 // Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_18' // Just pass Willy a straw! A straw?!?! This is the Love Fist Tour Bus! $6293 = 20 // integer values :ROCKB3_12134 if $6293 == 20 // integer values jf @ROCKB3_12211 03CF: load_wav 'ROK3_19' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_19' 10000 ms 1 // Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_19' // Where am I gonna get a straw from, know wot I mean? Which wire, Tommy? The green one. There isn't a green one. $6293 = 21 // integer values :ROCKB3_12211 if $6293 == 21 // integer values jf @ROCKB3_12288 03CF: load_wav 'ROK3_20' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_20' 10000 ms 1 // Or is this one green? Any of these wires look green to you? gosub @ROCKB3_13698 03D5: remove_text 'ROK3_20' // Or is this one green? Any of these wires look green to you? $6293 = 22 // integer values :ROCKB3_12288 if $6293 == 22 // integer values jf @ROCKB3_12365 03CF: load_wav 'ROK3_21' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_21' 10000 ms 1 // Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_21' // Oh no! Death's on the cards! Everything looks green! I should have dumped you lot when I had the chance man. $6293 = 23 // integer values :ROCKB3_12365 if $6293 == 23 // integer values jf @ROCKB3_12442 03CF: load_wav 'ROK3_22' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_22' 10000 ms 1 // Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_22' // Glory seeker. Capitalist. I've been carrying you for years. Shut up. You're a muppit. $6293 = 24 // integer values :ROCKB3_12442 if $6293 == 24 // integer values jf @ROCKB3_12519 03CF: load_wav 'ROK3_23' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_23' 10000 ms 1 // A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one.. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_23' // A big screaming girl. Yeah. Shut up and pull a wire. Which wire? This one.. $6293 = 25 // integer values :ROCKB3_12519 if $6293 == 25 // integer values jf @ROCKB3_12603 03CF: load_wav 'ROK3_24' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_24' 10000 ms 1 // NO! Man, we're okay. We ain't been blown up, pal. gosub @ROCKB3_13698 03D5: remove_text 'ROK3_24' // NO! Man, we're okay. We ain't been blown up, pal. $6293 = 26 // integer values $6276 = 1 // integer values :ROCKB3_12603 return :ROCKB3_12605 if $6293 == 26 // integer values jf @ROCKB3_12682 03CF: load_wav 'ROK3_25' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_25' 10000 ms 1 // Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to? gosub @ROCKB3_13698 03D5: remove_text 'ROK3_25' // Tommy, man, nice one. Rock and roll, man. Ain't we got a gig to go to? $6293 = 27 // integer values :ROCKB3_12682 if $6293 == 27 // integer values jf @ROCKB3_12759 03CF: load_wav 'ROK3_26' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_26' 10000 ms 1 // A racket to make? Groupies to abuse? LOVE FIST! gosub @ROCKB3_13698 03D5: remove_text 'ROK3_26' // A racket to make? Groupies to abuse? LOVE FIST! $6293 = 28 // integer values :ROCKB3_12759 if $6293 == 28 // integer values jf @ROCKB3_12836 03CF: load_wav 'ROK3_27' as $6275 gosub @ROCKB3_12838 00BC: text_highpriority 'ROK3_27' 10000 ms 1 // Have you finished with that bottle? gosub @ROCKB3_13698 03D5: remove_text 'ROK3_27' // Have you finished with that bottle? $6293 = 29 // integer values :ROCKB3_12836 return :ROCKB3_12838 if 83D0: not wav $6275 loaded jf @ROCKB3_13691 wait 0 if $6276 == 0 // integer values jf @ROCKB3_13152 if $6285 == 1 // integer values jf @ROCKB3_13152 if $6287 == 0 // integer values jf @ROCKB3_12926 17@ = 0 // integer values $6287 = 1 // integer values :ROCKB3_12926 if $6287 == 1 // integer values jf @ROCKB3_12980 if 17@ >= 5000 // integer values jf @ROCKB3_12980 03E5: text_box 'RBM3_9' // If you are stopped or drive slowly the detonation bar will increase. $6287 = 2 // integer values :ROCKB3_12980 if $6287 == 2 // integer values jf @ROCKB3_13012 17@ = 0 // integer values $6287 = 3 // integer values :ROCKB3_13012 if $6287 == 3 // integer values jf @ROCKB3_13066 if 17@ >= 5000 // integer values jf @ROCKB3_13066 03E5: text_box 'RBM3_8' // The faster you drive the lower the detonation bar will go. $6287 = 4 // integer values :ROCKB3_13066 if $6287 == 4 // integer values jf @ROCKB3_13098 17@ = 0 // integer values $6287 = 5 // integer values :ROCKB3_13098 if $6287 == 5 // integer values jf @ROCKB3_13152 if 17@ >= 5000 // integer values jf @ROCKB3_13152 03E5: text_box 'RBM3_3' // If the detonation bar completely fills the bomb will explode. $6287 = 6 // integer values :ROCKB3_13152 if $6280 == 0 // integer values jf @ROCKB3_13193 if Actor.Dead($6279) jf @ROCKB3_13193 $6289 = 1 // integer values :ROCKB3_13193 if $6282 == 0 // integer values jf @ROCKB3_13234 if Actor.Dead($6281) jf @ROCKB3_13234 $6290 = 1 // integer values :ROCKB3_13234 if $6284 == 0 // integer values jf @ROCKB3_13275 if Actor.Dead($6283) jf @ROCKB3_13275 $6291 = 1 // integer values :ROCKB3_13275 if Car.Wrecked($6269) jf @ROCKB3_13305 $6292 = 1 // integer values jump @ROCKB3_13566 :ROCKB3_13305 02E3: $6270 = car $6269 speed if 8442: not player $PLAYER_CHAR in_car $6269 jf @ROCKB3_13352 020B: explode_car $6269 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! :ROCKB3_13352 if $6276 == 0 // integer values jf @ROCKB3_13566 if $6285 == 1 // integer values jf @ROCKB3_13566 if 16@ > 5000 // integer values jf @ROCKB3_13566 $6270 -= 26.0 // floating-point values $6270 /= 15.0 // floating-point values 0059: $6273 += $6270 // floating-point values if 1.0 > $6273 // floating-point values jf @ROCKB3_13499 if not Car.Wrecked($6269) jf @ROCKB3_13499 020B: explode_car $6269 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_13499 :ROCKB3_13499 if $6273 > 100.0 // floating-point values jf @ROCKB3_13530 $6273 = 100.0 // floating-point values :ROCKB3_13530 0086: $763 = $6273 // floating-point values only $763 *= -1.0 // floating-point values $763 += 100.0 // floating-point values 008C: $6272 = float_to_integer $763 :ROCKB3_13566 if $6276 == 1 // integer values jf @ROCKB3_13684 if $6288 == 0 // integer values jf @ROCKB3_13684 if $6282 == 0 // integer values jf @ROCKB3_13643 if Actor.Dead($6281) jf @ROCKB3_13643 $6290 = 1 // integer values :ROCKB3_13643 if $6284 == 0 // integer values jf @ROCKB3_13684 if Actor.Dead($6283) jf @ROCKB3_13684 $6291 = 1 // integer values :ROCKB3_13684 jump @ROCKB3_12838 :ROCKB3_13691 03D1: play_wav $6275 return :ROCKB3_13698 if 83D2: not wav $6275 ended jf @ROCKB3_14558 wait 0 if $6276 == 0 // integer values jf @ROCKB3_14012 if $6285 == 1 // integer values jf @ROCKB3_14012 if $6287 == 0 // integer values jf @ROCKB3_13786 17@ = 0 // integer values $6287 = 1 // integer values :ROCKB3_13786 if $6287 == 1 // integer values jf @ROCKB3_13840 if 17@ >= 5000 // integer values jf @ROCKB3_13840 03E5: text_box 'RBM3_9' // If you are stopped or drive slowly the detonation bar will increase. $6287 = 2 // integer values :ROCKB3_13840 if $6287 == 2 // integer values jf @ROCKB3_13872 17@ = 0 // integer values $6287 = 3 // integer values :ROCKB3_13872 if $6287 == 3 // integer values jf @ROCKB3_13926 if 17@ >= 5000 // integer values jf @ROCKB3_13926 03E5: text_box 'RBM3_8' // The faster you drive the lower the detonation bar will go. $6287 = 4 // integer values :ROCKB3_13926 if $6287 == 4 // integer values jf @ROCKB3_13958 17@ = 0 // integer values $6287 = 5 // integer values :ROCKB3_13958 if $6287 == 5 // integer values jf @ROCKB3_14012 if 17@ >= 5000 // integer values jf @ROCKB3_14012 03E5: text_box 'RBM3_3' // If the detonation bar completely fills the bomb will explode. $6287 = 6 // integer values :ROCKB3_14012 if $6280 == 0 // integer values jf @ROCKB3_14053 if Actor.Dead($6279) jf @ROCKB3_14053 $6289 = 1 // integer values :ROCKB3_14053 if $6282 == 0 // integer values jf @ROCKB3_14094 if Actor.Dead($6281) jf @ROCKB3_14094 $6290 = 1 // integer values :ROCKB3_14094 if $6284 == 0 // integer values jf @ROCKB3_14135 if Actor.Dead($6283) jf @ROCKB3_14135 $6291 = 1 // integer values :ROCKB3_14135 if Car.Wrecked($6269) jf @ROCKB3_14165 $6292 = 1 // integer values jump @ROCKB3_14433 :ROCKB3_14165 02E3: $6270 = car $6269 speed if 8442: not player $PLAYER_CHAR in_car $6269 jf @ROCKB3_14219 020B: explode_car $6269 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! $6277 = 1 // integer values :ROCKB3_14219 if $6276 == 0 // integer values jf @ROCKB3_14433 if $6285 == 1 // integer values jf @ROCKB3_14433 if 16@ > 5000 // integer values jf @ROCKB3_14433 $6270 -= 26.0 // floating-point values $6270 /= 15.0 // floating-point values 0059: $6273 += $6270 // floating-point values if 1.0 > $6273 // floating-point values jf @ROCKB3_14366 if not Car.Wrecked($6269) jf @ROCKB3_14366 020B: explode_car $6269 00BC: text_highpriority 'RBM3_4' 5000 ms 1 // ~r~You've killed Love Fist! jump @ROCKB3_14366 :ROCKB3_14366 if $6273 > 100.0 // floating-point values jf @ROCKB3_14397 $6273 = 100.0 // floating-point values :ROCKB3_14397 0086: $763 = $6273 // floating-point values only $763 *= -1.0 // floating-point values $763 += 100.0 // floating-point values 008C: $6272 = float_to_integer $763 :ROCKB3_14433 if $6276 == 1 // integer values jf @ROCKB3_14551 if $6288 == 0 // integer values jf @ROCKB3_14551 if $6282 == 0 // integer values jf @ROCKB3_14510 if Actor.Dead($6281) jf @ROCKB3_14510 $6290 = 1 // integer values :ROCKB3_14510 if $6284 == 0 // integer values jf @ROCKB3_14551 if Actor.Dead($6283) jf @ROCKB3_14551 $6291 = 1 // integer values :ROCKB3_14551 jump @ROCKB3_13698 :ROCKB3_14558 return //-------------Mission 66--------------- // Originally: Weapon Range :RANGE thread 'RANGE' gosub @RANGE_46 if wasted_or_busted jf @RANGE_37 gosub @RANGE_6145 :RANGE_37 gosub @RANGE_6247 end_thread :RANGE_46 $ONMISSION = 1 // integer values if $108 == 0 // integer values jf @RANGE_73 increment_mission_attempts :RANGE_73 $3917 = 0 // integer values $3912 = 0 // integer values $3969 = 0 // integer values $3910 = 0 // integer values $3988 = 30 // integer values $3968 = 0 // integer values $3911 = 0 // integer values $3681 = 0 // integer values $3677 = 121000 // integer values $3674 = 0 // integer values $3676 = 0 // integer values $3680 = 0 // integer values $3687 = 0 // integer values $3688 = 0 // integer values $3689 = 0 // integer values $3690 = 0 // integer values $3691 = 0 // integer values $3692 = 0 // integer values $3699 = 0.0 // floating-point values $3700 = 0.0 // floating-point values $3701 = 0.0 // floating-point values $3686 = 0 // integer values $3699 = -673.29 // floating-point values $3700 = 1238.52 // floating-point values $3701 = 11.5 // floating-point values $3707 = 0 // integer values $3708 = 0 // integer values $3709 = 0 // integer values $3710 = 0 // integer values $3711 = 0 // integer values $3712 = 0 // integer values $3719 = 0.0 // floating-point values $3720 = 0.0 // floating-point values $3721 = 0.0 // floating-point values $3706 = 0 // integer values $3722 = 0.0 // floating-point values $3723 = 0.0 // floating-point values $3724 = 0.0 // floating-point values $3725 = 0 // integer values $3719 = -676.11 // floating-point values $3720 = 1227.0 // floating-point values $3721 = 11.5 // floating-point values $3727 = 0 // integer values $3728 = 0 // integer values $3729 = 0 // integer values $3730 = 0 // integer values $3731 = 0 // integer values $3732 = 0 // integer values $3739 = 0.0 // floating-point values $3740 = 0.0 // floating-point values $3741 = 0.0 // floating-point values $3726 = 0 // integer values $3742 = 0.0 // floating-point values $3743 = 0.0 // floating-point values $3744 = 0.0 // floating-point values $3745 = 0 // integer values $3739 = -679.04 // floating-point values $3740 = 1238.52 // floating-point values $3741 = 11.5 // floating-point values $3938 = 0 // integer values $3939 = 0 // integer values $3940 = 0 // integer values $3970 = 0 // integer values wait 0 054C: use_GXT_table 'BANKJ2' 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 Model.Load(#COLT45) Model.Load(#TAR_FRAME) Model.Load(#TAR_DOWNLEFT) Model.Load(#TAR_DOWNRIGHT) Model.Load(#TAR_TOP) Model.Load(#TAR_UPLEFT) Model.Load(#TAR_UPRIGHT) Model.Load(#FAKETARGET) 03CF: load_wav 'BNK2_1' as 1 03CF: load_wav 'BNK2_2' as 2 :RANGE_673 if or not Model.Available(#COLT45) 83D0: not wav 1 loaded 83D0: not wav 2 loaded not Model.Available(#FAKETARGET) jf @RANGE_712 wait 0 jump @RANGE_673 :RANGE_712 if or not Model.Available(#TAR_FRAME) not Model.Available(#TAR_DOWNLEFT) not Model.Available(#TAR_DOWNRIGHT) not Model.Available(#TAR_TOP) not Model.Available(#TAR_UPLEFT) not Model.Available(#TAR_UPRIGHT) jf @RANGE_764 wait 0 jump @RANGE_712 :RANGE_764 $3944 = Object.Init(#FAKETARGET, -668.42, 1231.65, 10.08) Object.RemoveFromMissionCleanupList($3944) Object.Angle($3944) = 90.0 04B8: get_weapon_data_from_player $PLAYER_ACTOR slot 4 weapon $3938 ammo $3939 model $3940 04F4: put_actor $PLAYER_ACTOR into_turret_on_object $3944 at_object_offset 0.0 -2.0 1.0 position 0 shooting_angle 60.0 with_weapon 17 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 01B9: set_actor $PLAYER_ACTOR armed_weapon_to 17 017A: set_player $PLAYER_CHAR weapon 17 ammo_to 100 $3911 = 100 // integer values 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 :RANGE_899 if fading jf @RANGE_993 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @RANGE_986 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_986 jump @RANGE_899 :RANGE_993 Player.CanMove($PLAYER_CHAR) = True if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @RANGE_1030 jump @RANGE_1638 :RANGE_1030 00BC: text_highpriority 'BJM2_19' 8000 ms 1 // ~g~Hit as many targets as you can in the time limit! 16@ = 0 // integer values :RANGE_1052 if 5000 > 16@ // integer values jf @RANGE_1182 wait 0 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @RANGE_1105 jump @RANGE_1638 :RANGE_1105 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @RANGE_1175 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1175 jump @RANGE_1052 :RANGE_1182 00BC: text_highpriority 'BJM2_20' 8000 ms 1 // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over! 16@ = 0 // integer values :RANGE_1204 if 5000 > 16@ // integer values jf @RANGE_1334 wait 0 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @RANGE_1257 jump @RANGE_1638 :RANGE_1257 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @RANGE_1327 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1327 jump @RANGE_1204 :RANGE_1334 00BC: text_highpriority 'BJM2_2' 8000 ms 1 // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button. 16@ = 0 // integer values :RANGE_1356 if 5000 > 16@ // integer values jf @RANGE_1486 wait 0 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @RANGE_1409 jump @RANGE_1638 :RANGE_1409 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @RANGE_1479 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1479 jump @RANGE_1356 :RANGE_1486 00BC: text_highpriority 'BJM2_23' 8000 ms 1 // ~g~If you leave the shooting range during the competition, you will fail the mission. 16@ = 0 // integer values :RANGE_1508 if 5000 > 16@ // integer values jf @RANGE_1638 wait 0 if or 00E1: player 0 pressed_button 16 00E1: player 0 pressed_button 12 jf @RANGE_1561 jump @RANGE_1638 :RANGE_1561 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @RANGE_1631 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1631 jump @RANGE_1508 :RANGE_1638 Player.CanMove($PLAYER_CHAR) = True 00BC: text_highpriority 'BNK2_1' 5000 ms 1 // LIVE AMMUNITION 03D1: play_wav 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 $123 = 1 // integer values :RANGE_1685 if 83D2: not wav 1 ended jf @RANGE_1781 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @RANGE_1774 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1774 jump @RANGE_1685 :RANGE_1781 03D5: remove_text 'BNK2_1' // LIVE AMMUNITION 03D1: play_wav 2 00BC: text_highpriority 'BNK2_2' 5000 ms 1 // AIM 3-2-1 FIRE! :RANGE_1810 if 83D2: not wav 2 ended jf @RANGE_1906 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @RANGE_1899 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_1899 jump @RANGE_1810 :RANGE_1906 03D5: remove_text 'BNK2_2' // AIM 3-2-1 FIRE! 014E: start_timer_at $3677 count_in_direction 1 04F7: status_text $3988 0 line 2 'BJM2_18' // SCORE TO BEAT: 04F7: status_text $3968 0 line 1 'BJM2_15' // SCORE: 16@ = 0 // integer values 018D: $3967 = create_sound 11 at -679.403 1232.564 11.105 :RANGE_1986 if $3676 == 0 // integer values jf @RANGE_5721 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @RANGE_2078 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_2078 if 00E1: player 0 pressed_button 14 jf @RANGE_2102 $3676 = 1 // integer values :RANGE_2102 if $3943 == 0 // integer values jf @RANGE_2139 03CF: load_wav 'BNK2_3' as 1 $3943 = 1 // integer values :RANGE_2139 if $3943 == 1 // integer values jf @RANGE_2179 if 03D0: wav 1 loaded jf @RANGE_2179 $3943 = 2 // integer values :RANGE_2179 Player.ClearWantedLevel($PLAYER_CHAR) 0419: $3680 = player $PLAYER_CHAR weapon 17 ammo if or $3677 == 0 // integer values $3680 == 0 // integer values jf @RANGE_2310 if $3970 == 0 // integer values jf @RANGE_2258 16@ = 0 // integer values $3970 = 1 // integer values jump @RANGE_2310 :RANGE_2258 if 16@ > 200 // integer values jf @RANGE_2310 03D1: play_wav 1 00BC: text_highpriority 'BNK2_3' 5000 ms 1 // AREA CLEAR! $3947 = 1 // integer values $3676 = 1 // integer values :RANGE_2310 01BD: $3978 = current_time_in_ms if $3979 == 0 // integer values jf @RANGE_2353 01BD: $3978 = current_time_in_ms 0084: $3980 = $3978 // integer values and handles $3979 = 1 // integer values :RANGE_2353 if $3979 == 1 // integer values jf @RANGE_2387 0084: $3981 = $3978 // integer values and handles 0060: $3981 -= $3980 // integer values :RANGE_2387 if $3981 >= 2000 // integer values jf @RANGE_2642 if $3686 == 0 // integer values jf @RANGE_2642 $3693 = Object.Create(#TAR_FRAME, $3699, $3700, $3701) Object.Angle($3693) = 90.0 $3694 = Object.Create(#TAR_DOWNLEFT, $3699, $3700, $3701) Object.Angle($3694) = 90.0 $3695 = Object.Create(#TAR_DOWNRIGHT, $3699, $3700, $3701) Object.Angle($3695) = 90.0 $3696 = Object.Create(#TAR_TOP, $3699, $3700, $3701) Object.Angle($3696) = 90.0 $3697 = Object.Create(#TAR_UPLEFT, $3699, $3700, $3701) Object.Angle($3697) = 90.0 $3698 = Object.Create(#TAR_UPRIGHT, $3699, $3700, $3701) Object.Angle($3698) = 90.0 $3687 = 0 // integer values $3688 = 0 // integer values $3689 = 0 // integer values $3690 = 0 // integer values $3691 = 0 // integer values $3692 = 0 // integer values $3705 = 0 // integer values $3686 = 1 // integer values :RANGE_2642 if $3686 == 1 // integer values jf @RANGE_2933 if $3687 == 0 // integer values jf @RANGE_2830 if 8366: not object $3693 damaged jf @RANGE_2708 Object.StorePos($3693, $3702, $3703, $3704) :RANGE_2708 if $3705 == 0 // integer values jf @RANGE_2778 if 1228.7 >= $3703 // floating-point values jf @RANGE_2761 $3705 = 1 // integer values jump @RANGE_2771 :RANGE_2761 007E: $3703 -= frame_delta_time * 0.06 // floating-point values :RANGE_2771 jump @RANGE_2823 :RANGE_2778 if $3703 >= 1236.5 // floating-point values jf @RANGE_2813 $3705 = 0 // integer values jump @RANGE_2823 :RANGE_2813 0078: $3703 += frame_delta_time * 0.06 // floating-point values :RANGE_2823 jump @RANGE_2933 :RANGE_2830 if 8366: not object $3693 damaged jf @RANGE_2933 Object.StorePos($3693, $3702, $3703, $3704) if $3703 >= 1239.0 // floating-point values jf @RANGE_2923 if 8366: not object $3693 damaged jf @RANGE_2902 Object.Destroy($3693) :RANGE_2902 $3686 = 0 // integer values $3979 = 0 // integer values jump @RANGE_2933 :RANGE_2923 0078: $3703 += frame_delta_time * 0.06 // floating-point values :RANGE_2933 if $3686 == 1 // integer values jf @RANGE_3434 01BC: put_object $3693 at $3702 $3703 $3704 if $3687 == 0 // integer values jf @RANGE_3434 if and $3688 == 1 // integer values $3689 == 1 // integer values $3690 == 1 // integer values $3691 == 1 // integer values $3692 == 1 // integer values jf @RANGE_3064 $3989 += 1 // integer values $3674 += 1 // integer values $3968 += 1 // integer values $3979 = 0 // integer values $3687 = 1 // integer values :RANGE_3064 if $3688 == 0 // integer values jf @RANGE_3138 if 0366: object $3694 damaged jf @RANGE_3124 Object.Destroy($3694) $3681 += 1 // integer values $3688 = 1 // integer values jump @RANGE_3138 :RANGE_3124 01BC: put_object $3694 at $3702 $3703 $3704 :RANGE_3138 if $3689 == 0 // integer values jf @RANGE_3212 if 0366: object $3695 damaged jf @RANGE_3198 Object.Destroy($3695) $3681 += 1 // integer values $3689 = 1 // integer values jump @RANGE_3212 :RANGE_3198 01BC: put_object $3695 at $3702 $3703 $3704 :RANGE_3212 if $3690 == 0 // integer values jf @RANGE_3286 if 0366: object $3696 damaged jf @RANGE_3272 Object.Destroy($3696) $3681 += 1 // integer values $3690 = 1 // integer values jump @RANGE_3286 :RANGE_3272 01BC: put_object $3696 at $3702 $3703 $3704 :RANGE_3286 if $3691 == 0 // integer values jf @RANGE_3360 if 0366: object $3697 damaged jf @RANGE_3346 Object.Destroy($3697) $3681 += 1 // integer values $3691 = 1 // integer values jump @RANGE_3360 :RANGE_3346 01BC: put_object $3697 at $3702 $3703 $3704 :RANGE_3360 if $3692 == 0 // integer values jf @RANGE_3434 if 0366: object $3698 damaged jf @RANGE_3420 Object.Destroy($3698) $3681 += 1 // integer values $3692 = 1 // integer values jump @RANGE_3434 :RANGE_3420 01BC: put_object $3698 at $3702 $3703 $3704 :RANGE_3434 if $3982 == 0 // integer values jf @RANGE_3472 01BD: $3978 = current_time_in_ms 0084: $3983 = $3978 // integer values and handles $3982 = 1 // integer values :RANGE_3472 if $3982 == 1 // integer values jf @RANGE_3506 0084: $3984 = $3978 // integer values and handles 0060: $3984 -= $3983 // integer values :RANGE_3506 if $3984 >= 2000 // integer values jf @RANGE_3761 if $3706 == 0 // integer values jf @RANGE_3761 $3713 = Object.Create(#TAR_FRAME, $3719, $3720, $3721) Object.Angle($3713) = 90.0 $3714 = Object.Create(#TAR_DOWNLEFT, $3719, $3720, $3721) Object.Angle($3714) = 90.0 $3715 = Object.Create(#TAR_DOWNRIGHT, $3719, $3720, $3721) Object.Angle($3715) = 90.0 $3716 = Object.Create(#TAR_TOP, $3719, $3720, $3721) Object.Angle($3716) = 90.0 $3717 = Object.Create(#TAR_UPLEFT, $3719, $3720, $3721) Object.Angle($3717) = 90.0 $3718 = Object.Create(#TAR_UPRIGHT, $3719, $3720, $3721) Object.Angle($3718) = 90.0 $3707 = 0 // integer values $3708 = 0 // integer values $3709 = 0 // integer values $3710 = 0 // integer values $3711 = 0 // integer values $3712 = 0 // integer values $3725 = 1 // integer values $3706 = 1 // integer values :RANGE_3761 if $3706 == 1 // integer values jf @RANGE_4052 if $3707 == 0 // integer values jf @RANGE_3949 if 8366: not object $3713 damaged jf @RANGE_3827 Object.StorePos($3713, $3722, $3723, $3724) :RANGE_3827 if $3725 == 0 // integer values jf @RANGE_3897 if 1228.7 >= $3723 // floating-point values jf @RANGE_3880 $3725 = 1 // integer values jump @RANGE_3890 :RANGE_3880 007E: $3723 -= frame_delta_time * 0.04 // floating-point values :RANGE_3890 jump @RANGE_3942 :RANGE_3897 if $3723 >= 1236.5 // floating-point values jf @RANGE_3932 $3725 = 0 // integer values jump @RANGE_3942 :RANGE_3932 0078: $3723 += frame_delta_time * 0.04 // floating-point values :RANGE_3942 jump @RANGE_4052 :RANGE_3949 if 8366: not object $3713 damaged jf @RANGE_4052 Object.StorePos($3713, $3722, $3723, $3724) if 1227.0 >= $3723 // floating-point values jf @RANGE_4042 if 8366: not object $3713 damaged jf @RANGE_4021 Object.Destroy($3713) :RANGE_4021 $3706 = 0 // integer values $3982 = 0 // integer values jump @RANGE_4052 :RANGE_4042 007E: $3723 -= frame_delta_time * 0.06 // floating-point values :RANGE_4052 if $3706 == 1 // integer values jf @RANGE_4567 01BC: put_object $3713 at $3722 $3723 $3724 if $3707 == 0 // integer values jf @RANGE_4567 if and $3708 == 1 // integer values $3709 == 1 // integer values $3710 == 1 // integer values $3711 == 1 // integer values $3712 == 1 // integer values jf @RANGE_4197 $3989 += 1 // integer values $3674 += 1 // integer values $3674 += 1 // integer values $3968 += 1 // integer values $3968 += 1 // integer values $3982 = 0 // integer values $3707 = 1 // integer values :RANGE_4197 if $3708 == 0 // integer values jf @RANGE_4271 if 0366: object $3714 damaged jf @RANGE_4257 Object.Destroy($3714) $3681 += 1 // integer values $3708 = 1 // integer values jump @RANGE_4271 :RANGE_4257 01BC: put_object $3714 at $3722 $3723 $3724 :RANGE_4271 if $3709 == 0 // integer values jf @RANGE_4345 if 0366: object $3715 damaged jf @RANGE_4331 Object.Destroy($3715) $3681 += 1 // integer values $3709 = 1 // integer values jump @RANGE_4345 :RANGE_4331 01BC: put_object $3715 at $3722 $3723 $3724 :RANGE_4345 if $3710 == 0 // integer values jf @RANGE_4419 if 0366: object $3716 damaged jf @RANGE_4405 Object.Destroy($3716) $3681 += 1 // integer values $3710 = 1 // integer values jump @RANGE_4419 :RANGE_4405 01BC: put_object $3716 at $3722 $3723 $3724 :RANGE_4419 if $3711 == 0 // integer values jf @RANGE_4493 if 0366: object $3717 damaged jf @RANGE_4479 Object.Destroy($3717) $3681 += 1 // integer values $3711 = 1 // integer values jump @RANGE_4493 :RANGE_4479 01BC: put_object $3717 at $3722 $3723 $3724 :RANGE_4493 if $3712 == 0 // integer values jf @RANGE_4567 if 0366: object $3718 damaged jf @RANGE_4553 Object.Destroy($3718) $3681 += 1 // integer values $3712 = 1 // integer values jump @RANGE_4567 :RANGE_4553 01BC: put_object $3718 at $3722 $3723 $3724 :RANGE_4567 if $3985 == 0 // integer values jf @RANGE_4605 01BD: $3978 = current_time_in_ms 0084: $3986 = $3978 // integer values and handles $3985 = 1 // integer values :RANGE_4605 if $3985 == 1 // integer values jf @RANGE_4639 0084: $3987 = $3978 // integer values and handles 0060: $3987 -= $3986 // integer values :RANGE_4639 if $3987 >= 2000 // integer values jf @RANGE_4894 if $3726 == 0 // integer values jf @RANGE_4894 $3733 = Object.Create(#TAR_FRAME, $3739, $3740, $3741) Object.Angle($3733) = 90.0 $3734 = Object.Create(#TAR_DOWNLEFT, $3739, $3740, $3741) Object.Angle($3734) = 90.0 $3735 = Object.Create(#TAR_DOWNRIGHT, $3739, $3740, $3741) Object.Angle($3735) = 90.0 $3736 = Object.Create(#TAR_TOP, $3739, $3740, $3741) Object.Angle($3736) = 90.0 $3737 = Object.Create(#TAR_UPLEFT, $3739, $3740, $3741) Object.Angle($3737) = 90.0 $3738 = Object.Create(#TAR_UPRIGHT, $3739, $3740, $3741) Object.Angle($3738) = 90.0 $3727 = 0 // integer values $3728 = 0 // integer values $3729 = 0 // integer values $3730 = 0 // integer values $3731 = 0 // integer values $3732 = 0 // integer values $3745 = 0 // integer values $3726 = 1 // integer values :RANGE_4894 if $3726 == 1 // integer values jf @RANGE_5185 if $3727 == 0 // integer values jf @RANGE_5082 if 8366: not object $3733 damaged jf @RANGE_4960 Object.StorePos($3733, $3742, $3743, $3744) :RANGE_4960 if $3745 == 0 // integer values jf @RANGE_5030 if 1228.7 >= $3743 // floating-point values jf @RANGE_5013 $3745 = 1 // integer values jump @RANGE_5023 :RANGE_5013 007E: $3743 -= frame_delta_time * 0.02 // floating-point values :RANGE_5023 jump @RANGE_5075 :RANGE_5030 if $3743 >= 1236.5 // floating-point values jf @RANGE_5065 $3745 = 0 // integer values jump @RANGE_5075 :RANGE_5065 0078: $3743 += frame_delta_time * 0.02 // floating-point values :RANGE_5075 jump @RANGE_5185 :RANGE_5082 if 8366: not object $3733 damaged jf @RANGE_5185 Object.StorePos($3733, $3742, $3743, $3744) if $3743 >= 1239.0 // floating-point values jf @RANGE_5175 if 8366: not object $3733 damaged jf @RANGE_5154 Object.Destroy($3733) :RANGE_5154 $3726 = 0 // integer values $3987 = 0 // integer values jump @RANGE_5185 :RANGE_5175 0078: $3743 += frame_delta_time * 0.06 // floating-point values :RANGE_5185 if $3726 == 1 // integer values jf @RANGE_5714 01BC: put_object $3733 at $3742 $3743 $3744 if $3727 == 0 // integer values jf @RANGE_5714 if and $3728 == 1 // integer values $3729 == 1 // integer values $3730 == 1 // integer values $3731 == 1 // integer values $3732 == 1 // integer values jf @RANGE_5344 $3989 += 1 // integer values $3674 += 1 // integer values $3674 += 1 // integer values $3674 += 1 // integer values $3968 += 1 // integer values $3968 += 1 // integer values $3968 += 1 // integer values $3987 = 0 // integer values $3727 = 1 // integer values :RANGE_5344 if $3728 == 0 // integer values jf @RANGE_5418 if 0366: object $3734 damaged jf @RANGE_5404 Object.Destroy($3734) $3681 += 1 // integer values $3728 = 1 // integer values jump @RANGE_5418 :RANGE_5404 01BC: put_object $3734 at $3742 $3743 $3744 :RANGE_5418 if $3729 == 0 // integer values jf @RANGE_5492 if 0366: object $3735 damaged jf @RANGE_5478 Object.Destroy($3735) $3681 += 1 // integer values $3729 = 1 // integer values jump @RANGE_5492 :RANGE_5478 01BC: put_object $3735 at $3742 $3743 $3744 :RANGE_5492 if $3730 == 0 // integer values jf @RANGE_5566 if 0366: object $3736 damaged jf @RANGE_5552 Object.Destroy($3736) $3681 += 1 // integer values $3730 = 1 // integer values jump @RANGE_5566 :RANGE_5552 01BC: put_object $3736 at $3742 $3743 $3744 :RANGE_5566 if $3731 == 0 // integer values jf @RANGE_5640 if 0366: object $3737 damaged jf @RANGE_5626 Object.Destroy($3737) $3681 += 1 // integer values $3731 = 1 // integer values jump @RANGE_5640 :RANGE_5626 01BC: put_object $3737 at $3742 $3743 $3744 :RANGE_5640 if $3732 == 0 // integer values jf @RANGE_5714 if 0366: object $3738 damaged jf @RANGE_5700 Object.Destroy($3738) $3681 += 1 // integer values $3732 = 1 // integer values jump @RANGE_5714 :RANGE_5700 01BC: put_object $3738 at $3742 $3743 $3744 :RANGE_5714 jump @RANGE_1986 :RANGE_5721 018E: stop_sound $3967 if $3947 == 1 // integer values jf @RANGE_5840 :RANGE_5744 if 83D2: not wav 1 ended jf @RANGE_5840 wait 0 if 00F5: player $PLAYER_CHAR 0 -667.8 1210.0 10.5 radius 3.0 3.0 3.0 jf @RANGE_5833 00BC: text_highpriority 'BJM2_22' 5000 ms 1 // ~r~You have left the shooting range! jump @RANGE_6145 :RANGE_5833 jump @RANGE_5744 :RANGE_5840 03D5: remove_text 'BJM2_19' // ~g~Hit as many targets as you can in the time limit! 03D5: remove_text 'BJM2_20' // ~g~When you run out of ~w~time ~g~or ~w~ammunition ~g~the round is over! 03D5: remove_text 'BJM2_2' // ~g~To exit the round press the ~h~~k~~PED_JUMPING~ ~g~button. 03D5: remove_text 'BNK2_3' // AREA CLEAR! 0084: $3912 = $3911 // integer values and handles 0060: $3912 -= $3680 // integer values 01B8: set_player $PLAYER_CHAR armed_weapon_to 0 014F: stop_timer $3677 01E3: text_1number_styled 'RANGE_1' number $3674 time 4000 style 1 // SCORE FOR SHOOT: ~1~ wait 4000 0084: $3910 = $3681 // integer values and handles $3910 *= 100 // integer values if $3912 > 0 // integer values jf @RANGE_5979 0070: $3910 /= $3912 // integer values jump @RANGE_5986 :RANGE_5979 $3910 = 0 // integer values :RANGE_5986 01E3: text_1number_styled 'BJM2_3' number $3910 time 4000 style 1 // HIT RATE: ~1~% wait 4000 03D6: remove_styled_text 'BJM2_3' // HIT RATE: ~1~% 0465: remove_actor $PLAYER_ACTOR from_turret_mode Object.Destroy($3944) Player.CanMove($PLAYER_CHAR) = True if $3968 >= 45 // integer values jf @RANGE_6105 if $108 == 0 // integer values jf @RANGE_6105 030C: progress_made += 1 0331: set_player $PLAYER_CHAR fast_reload 1 00BC: text_highpriority 'RELOAD' 5000 ms 1 // ~g~You have won the fast reload ability! $108 = 1 // integer values :RANGE_6105 if 001C: $3968 > $3988 // integer values jf @RANGE_6138 jump @RANGE_6162 jump @RANGE_6145 :RANGE_6138 jump @RANGE_6145 :RANGE_6145 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :RANGE_6162 01EB: set_traffic_density_multiplier_to 1.0 01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 500 if $1604 == 0 // integer values jf @RANGE_6222 0595: mission_complete $1604 = 1 // integer values :RANGE_6222 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 042F: save_record 0 integer $3968 042F: save_record 1 integer $3910 return :RANGE_6247 018E: stop_sound $3967 Object.Destroy($3693) Object.Destroy($3694) Object.Destroy($3695) Object.Destroy($3696) Object.Destroy($3697) Object.Destroy($3698) Object.Destroy($3713) Object.Destroy($3714) Object.Destroy($3715) Object.Destroy($3716) Object.Destroy($3717) Object.Destroy($3718) Object.Destroy($3733) Object.Destroy($3734) Object.Destroy($3735) Object.Destroy($3736) Object.Destroy($3737) Object.Destroy($3738) 0465: remove_actor $PLAYER_ACTOR from_turret_mode if $3939 > 0 // integer values jf @RANGE_6370 Model.Load($3940) :RANGE_6370 038B: load_requested_models 01B1: give_player $PLAYER_CHAR weapon $3938 ammo $3939 // Load the weapon model before using this Model.Destroy($3940) $ONMISSION = 0 // integer values $995 = 0 // integer values 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 Object.Destroy($3944) 0151: remove_status_text $3968 0151: remove_status_text $3988 014F: stop_timer $3677 Model.Destroy(#COLT45) Model.Destroy(#TAR_FRAME) Model.Destroy(#TAR_DOWNLEFT) Model.Destroy(#TAR_DOWNRIGHT) Model.Destroy(#TAR_TOP) Model.Destroy(#TAR_UPLEFT) Model.Destroy(#TAR_UPRIGHT) Model.Destroy(#FAKETARGET) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 67--------------- // Originally: Road Kill :ASSIN1 thread 'ASSIN1' gosub @ASSIN1_46 if wasted_or_busted jf @ASSIN1_37 gosub @ASSIN1_1824 :ASSIN1_37 gosub @ASSIN1_1908 end_thread :ASSIN1_46 increment_mission_attempts $ONMISSION = 1 // integer values wait 0 054C: use_GXT_table 'ASSIN1' Model.Load(#PIZZABOY) Model.Load(#HMYRI) Model.Load(#PIZZABOX) Model.Load(#CELLPHONE) :ASSIN1_88 if or not Model.Available(#PIZZABOY) not Model.Available(#HMYRI) not Model.Available(#PIZZABOX) not Model.Available(#CELLPHONE) jf @ASSIN1_129 wait 0 jump @ASSIN1_88 :ASSIN1_129 fade 1 1500 03DE: set_pedestrians_density_multiplier_to 0.0 01EB: set_traffic_density_multiplier_to 0.0 0395: clear_area 0 at 37.6088 -1023.987 range 9.4108 1.0 0395: clear_area 0 at 36.86817 -1027.187 range 10.41709 1.0 042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0 02A3: enable_widescreen 1 0055: put_player $PLAYER_CHAR at 36.8778 -1023.988 9.4108 0171: set_player $PLAYER_CHAR z_angle_to -0.01 Camera.SetPosition(36.86817, -1027.187, 10.41709, 0.0, 0.0, 0.0) 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 Camera.SetBehindPlayer 052B: actor $PLAYER_ACTOR hold_cellphone 1 03CF: load_wav 'JOB1_1B' as 1 03CF: load_wav 'JOB1_1C' as 2 :ASSIN1_338 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @ASSIN1_368 wait 0 jump @ASSIN1_338 :ASSIN1_368 if fading jf @ASSIN1_392 wait 0 jump @ASSIN1_368 :ASSIN1_392 00BC: text_highpriority 'ASM1_D' 10000 ms 1 // Mr. Teal, your help in eradicating those out-of-towners was invaluable to business. 03D1: play_wav 1 :ASSIN1_411 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN1_466 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN1_459 jump @ASSIN1_694 :ASSIN1_459 jump @ASSIN1_411 :ASSIN1_466 03D5: remove_text 'ASM1_D' // Mr. Teal, your help in eradicating those out-of-towners was invaluable to business. 040D: unload_wav 1 00BC: text_highpriority 'ASM1_C' 10000 ms 1 // I have more work for you with a more 'hands-on' approach. 03D1: play_wav 2 :ASSIN1_499 if and 83D2: not wav 2 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN1_554 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN1_547 jump @ASSIN1_694 :ASSIN1_547 jump @ASSIN1_499 :ASSIN1_554 03D5: remove_text 'ASM1_C' // I have more work for you with a more 'hands-on' approach. 040D: unload_wav 2 03CF: load_wav 'JOB1_1D' as 1 :ASSIN1_580 if 83D0: not wav 1 loaded jf @ASSIN1_606 wait 0 jump @ASSIN1_580 :ASSIN1_606 00BC: text_highpriority 'ASM1_B' 10000 ms 1 // Your next job is taped under the phone. 03D1: play_wav 1 :ASSIN1_625 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN1_680 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN1_673 jump @ASSIN1_694 :ASSIN1_673 jump @ASSIN1_625 :ASSIN1_680 03D5: remove_text 'ASM1_B' // Your next job is taped under the phone. 040D: unload_wav 1 :ASSIN1_694 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only wait 500 052B: actor $PLAYER_ACTOR hold_cellphone 0 Model.Destroy(#CELLPHONE) fade 0 1500 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 16@ = 0 // integer values :ASSIN1_749 if fading jf @ASSIN1_773 wait 0 jump @ASSIN1_749 :ASSIN1_773 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer fade 1 1500 :ASSIN1_788 if fading jf @ASSIN1_812 wait 0 jump @ASSIN1_788 :ASSIN1_812 Player.CanMove($PLAYER_CHAR) = True $6301 = 121.0519 // floating-point values $6302 = -1443.547 // floating-point values $6303 = 9.845 // floating-point values $6304 = 150.0 // floating-point values $6305 = 0 // integer values $6308 = 0 // integer values $6307 = 0 // integer values $6306 = 50 // integer values 0481: 3.0 :ASSIN1_894 wait 0 if $6308 == 0 // integer values jf @ASSIN1_1078 00BC: text_highpriority 'ASM1_7' 10000 ms 2 // ~g~Carl Pearson, Pizza Delivery Man. Kill him before he completes his deliveries. $6308 = 2 // integer values 04E3: unknown_player $PLAYER_CHAR 2 350000 03C4: set_status_text_to $6306 0 'ASM1_6' // Deliveries left: 0395: clear_area 0 at $6301 $6302 range $6303 5.0 $6297 = Car.Create(#PIZZABOY, $6301, $6302, $6303) Car.Angle($6297) = $6304 0129: $6296 = create_actor 4 #HMYRI in_car $6297 driverseat 02A9: set_actor $6296 immune_to_nonplayer 1 035F: set_actor $6296 armour_to 50 Car.SetToPsychoDriver($6297) Car.SetMaxSpeed($6297, 32.0) 00AE: set_vehicle $6297 traffic_behavior_to 2 Car.ImmuneToNonPlayer($6297) = True $6298 = Marker.CreateAboveActor($6296) $6308 = 1 // integer values :ASSIN1_1078 if $6308 == 1 // integer values jf @ASSIN1_1817 if Actor.Dead($6296) jf @ASSIN1_1119 jump @ASSIN1_1841 :ASSIN1_1119 if not Actor.Dead($6296) jf @ASSIN1_1180 if $6306 == 0 // integer values jf @ASSIN1_1180 0151: remove_status_text $6306 00BC: text_highpriority 'ASM1_5' 5000 ms 1 // ~r~Your target completed his deliveries! jump @ASSIN1_1824 :ASSIN1_1180 if not Actor.Dead($6296) jf @ASSIN1_1509 if 2 > $6305 // integer values jf @ASSIN1_1300 if not Car.Wrecked($6297) jf @ASSIN1_1293 if 80DC: not player $PLAYER_CHAR driving $6297 jf @ASSIN1_1279 if 02BF: car $6297 sunk jf @ASSIN1_1272 $6305 = 2 // integer values :ASSIN1_1272 jump @ASSIN1_1286 :ASSIN1_1279 $6305 = 2 // integer values :ASSIN1_1286 jump @ASSIN1_1300 :ASSIN1_1293 $6305 = 2 // integer values :ASSIN1_1300 if $6305 == 0 // integer values jf @ASSIN1_1356 if not Actor.Driving($6296) jf @ASSIN1_1356 01D5: actor $6296 go_to_and_drive_car $6297 0319: set_actor $6296 running 1 $6305 = 1 // integer values :ASSIN1_1356 if $6305 == 1 // integer values jf @ASSIN1_1422 if 0448: actor $6296 in_car $6297 jf @ASSIN1_1422 Car.SetMaxSpeed($6297, 32.0) 00AE: set_vehicle $6297 traffic_behavior_to 2 Car.SetToPsychoDriver($6297) $6305 = 0 // integer values :ASSIN1_1422 if $6305 == 2 // integer values jf @ASSIN1_1509 if or 044B: actor $6296 on_foot Car.Wrecked($6297) jf @ASSIN1_1488 011C: actor $6296 clear_objective 01D0: actor $6296 avoid_player $PLAYER_CHAR $6305 = 3 // integer values jump @ASSIN1_1509 :ASSIN1_1488 if 0449: actor $6296 in_a_car jf @ASSIN1_1509 03E2: actor $6296 exit_car :ASSIN1_1509 if $6307 == 0 // integer values jf @ASSIN1_1761 if not Car.Wrecked($6297) jf @ASSIN1_1761 if not Actor.Dead($6296) jf @ASSIN1_1761 if 0448: actor $6296 in_car $6297 jf @ASSIN1_1761 02E3: $6311 = car $6297 speed if $6311 > 10.0 // floating-point values jf @ASSIN1_1761 $6313 = Object.Init(#PIZZABOX, 0.0, 0.0, 100.0) 035C: place_object $6313 relative_to_car $6297 offset 0.5 0.0 0.7 Object.CollisionDetection($6313) = True Object.ToggleInMovingList($6313) = True $6312 = Actor.Angle($6296) $6309 -= 90.0 // floating-point values $6310 -= 90.0 // floating-point values 02F7: $6309 = cosine $6312 02F6: $6310 = sine $6312 // float $6309 *= 11.0 // floating-point values $6310 *= 11.0 // floating-point values 038C: object $6313 scatter $6309 $6310 6.0 $6307 = 1 // integer values 16@ = 0 // integer values :ASSIN1_1761 if $6307 == 1 // integer values jf @ASSIN1_1817 if 16@ > 5000 // integer values jf @ASSIN1_1817 Object.Destroy($6313) $6306 -= 1 // integer values $6307 = 0 // integer values :ASSIN1_1817 jump @ASSIN1_894 :ASSIN1_1824 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :ASSIN1_1841 $298 = 1 // integer values 0318: set_latest_mission_passed 'JOB_1' // Road Kill 01E3: text_1number_styled 'M_PASS' number 500 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.ClearWantedLevel($PLAYER_CHAR) 030C: progress_made += 1 0533: increment_assassination_contracts_by 1 Player.Money($PLAYER_CHAR) += 500 Marker.Disable($297) return :ASSIN1_1908 $ONMISSION = 0 // integer values Model.Destroy(#PIZZABOX) Model.Destroy(#HMYRI) Model.Destroy(#PIZZABOY) Model.Destroy(#CELLPHONE) 0151: remove_status_text $6306 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($6298) mission_cleanup return //-------------Mission 68--------------- // Originally: Waste the Wife :ASSIN2 thread 'ASSIN2' gosub @ASSIN2_46 if wasted_or_busted jf @ASSIN2_37 gosub @ASSIN2_4071 :ASSIN2_37 gosub @ASSIN2_4155 end_thread :ASSIN2_46 increment_mission_attempts $ONMISSION = 1 // integer values wait 0 054C: use_GXT_table 'ASSIN2' $6318 = 0 // integer values $6319 = 394.9916 // floating-point values $6320 = 202.5176 // floating-point values $6321 = 9.763453 // floating-point values $6322 = 403.978 // floating-point values $6323 = 222.629 // floating-point values $6324 = 10.761 // floating-point values $6325 = 0 // integer values $6326 = 0 // integer values $6328 = 0 // integer values $6329 = 0 // integer values $6330 = 0 // integer values $6331 = 0 // integer values $6337 = 0 // integer values $6335 = 99999 // integer values $6336 = 0 // integer values $6318 = 0 // integer values Model.Load(#COMET) Model.Load(#WFYRI) Model.Load(#CELLPHONE) :ASSIN2_223 if or not Model.Available(#COMET) not Model.Available(#WFYRI) not Model.Available(#CELLPHONE) jf @ASSIN2_259 wait 0 jump @ASSIN2_223 :ASSIN2_259 fade 1 1500 03DE: set_pedestrians_density_multiplier_to 0.0 01EB: set_traffic_density_multiplier_to 0.0 0395: clear_area 0 at 482.4669 244.3981 range 10.0611 1.0 042B: clear_peds_from_cube 467.323 237.113 5.992 491.743 252.845 15.029 02A3: enable_widescreen 1 0055: put_player $PLAYER_CHAR at 482.4622 244.5908 10.10115 0171: set_player $PLAYER_CHAR z_angle_to 359.0237 Camera.SetPosition(482.462, 242.7434, 12.795, 0.0, 0.0, 0.0) 0395: clear_area 0 at 482.462 242.7434 range 12.795 1.0 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 Camera.SetBehindPlayer 052B: actor $PLAYER_ACTOR hold_cellphone 1 03CF: load_wav 'JOB2_1B' as 1 03CF: load_wav 'JOB1_1C' as 2 :ASSIN2_468 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @ASSIN2_498 wait 0 jump @ASSIN2_468 :ASSIN2_498 if fading jf @ASSIN2_522 wait 0 jump @ASSIN2_498 :ASSIN2_522 00BC: text_highpriority 'ASM2_A' 10000 ms 1 // My compliments on a job well done Mr. Teal. My client was very pleased. 03D1: play_wav 1 :ASSIN2_541 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN2_596 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN2_589 jump @ASSIN2_824 :ASSIN2_589 jump @ASSIN2_541 :ASSIN2_596 03D5: remove_text 'ASM2_A' // My compliments on a job well done Mr. Teal. My client was very pleased. 040D: unload_wav 1 00BC: text_highpriority 'ASM1_C' 10000 ms 1 // I have more work for you with a more 'hands-on' approach. 03D1: play_wav 2 :ASSIN2_629 if and 83D2: not wav 2 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN2_684 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN2_677 jump @ASSIN2_824 :ASSIN2_677 jump @ASSIN2_629 :ASSIN2_684 03D5: remove_text 'ASM1_C' // I have more work for you with a more 'hands-on' approach. 040D: unload_wav 2 03CF: load_wav 'JOB1_1D' as 1 :ASSIN2_710 if 83D0: not wav 1 loaded jf @ASSIN2_736 wait 0 jump @ASSIN2_710 :ASSIN2_736 00BC: text_highpriority 'ASM1_B' 10000 ms 1 // Your next job is taped under the phone. 03D1: play_wav 1 :ASSIN2_755 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN2_810 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN2_803 jump @ASSIN2_824 :ASSIN2_803 jump @ASSIN2_755 :ASSIN2_810 03D5: remove_text 'ASM1_B' // Your next job is taped under the phone. 040D: unload_wav 1 :ASSIN2_824 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only wait 500 052B: actor $PLAYER_ACTOR hold_cellphone 0 Model.Destroy(#CELLPHONE) fade 0 1500 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 :ASSIN2_872 if fading jf @ASSIN2_896 wait 0 jump @ASSIN2_872 :ASSIN2_896 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer fade 1 1500 :ASSIN2_911 if fading jf @ASSIN2_935 wait 0 jump @ASSIN2_911 :ASSIN2_935 Player.CanMove($PLAYER_CHAR) = True :ASSIN2_942 wait 0 if $6325 == 0 // integer values jf @ASSIN2_1071 00BC: text_highpriority 'ASM2_1' 10000 ms 2 // ~g~Mrs. Dawson will be leaving the Jewelry shop in Vice Point soon. Kill her. It must look like a car accident. 018A: $6327 = create_checkpoint_at $6322 $6323 $6324 01E8: create_forbidden_for_cars_cube 397.0 220.0 -9.71 402.61 191.618 9.89 022B: create_forbidden_for_peds_cube 306.885 179.0982 -10.0907 413.129 203.139 10.89 16@ = 0 // integer values $6325 = 1 // integer values :ASSIN2_1071 if $6325 == 1 // integer values jf @ASSIN2_2168 if $6326 == 0 // integer values jf @ASSIN2_2168 if 00F8: player $PLAYER_CHAR stopped 1 $6322 $6323 $6324 radius 2.0 2.0 3.0 jf @ASSIN2_2168 if 0443: player $PLAYER_CHAR in_a_car jf @ASSIN2_2153 Marker.Disable($6327) Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0395: clear_area 1 at $6319 $6320 range $6321 30.0 $6314 = Actor.Create(CivFemale, #WFYRI, 379.3426, 203.4908, 11.39251) 0489: set_actor $6314 muted 1 Actor.Angle($6314) = 268.9735 Camera.SetPosition(390.952, 212.377, 16.131, 0.0, 0.0, 0.0) 0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 0395: clear_area 1 at $6319 $6320 range $6321 15.0 $6315 = Car.Create(#COMET, $6319, $6320, $6321) 0229: set_car $6315 color_to 6 6 Car.Angle($6315) = 178.2268 Car.SetMaxSpeed($6315, 0.0) 00AE: set_vehicle $6315 traffic_behavior_to 0 Car.Health($6315) = 893 020A: set_car $6315 door_status_to 3 :ASSIN2_1367 if not $6328 == 5 // integer values jf @ASSIN2_2100 wait 0 if not Car.Wrecked($6315) jf @ASSIN2_1461 if not Actor.Dead($6314) jf @ASSIN2_1461 if $6328 == 0 // integer values jf @ASSIN2_1461 01D5: actor $6314 go_to_and_drive_car $6315 16@ = 0 // integer values $6328 = 1 // integer values :ASSIN2_1461 if not Actor.Dead($6314) jf @ASSIN2_1625 if not Car.Wrecked($6315) jf @ASSIN2_1625 if $6328 == 1 // integer values jf @ASSIN2_1625 if 16@ > 1000 // integer values jf @ASSIN2_1625 Camera.SetPosition(378.6064, 203.7468, 11.02881, 0.0, 0.0, 0.0) Camera.PointAt(379.5837, 203.6236, 11.19348, 2) 00BC: text_highpriority 'ASM2_8' 6000 ms 2 // ~g~You must make Mrs. Dawson's death look like an accident. Do not use any weapons. 00BB: text_lowpriority 'ASM2_10' 6000 ms 2 // ~g~When her car bursts into flames make your self scarce! 16@ = 0 // integer values $6328 = 2 // integer values :ASSIN2_1625 if $6328 == 2 // integer values jf @ASSIN2_1890 if not Actor.Dead($6314) jf @ASSIN2_1890 if not Car.Wrecked($6315) jf @ASSIN2_1890 if 00FF: actor $6314 0 384.3994 203.4012 10.39251 radius 1.5 1.5 1.5 jf @ASSIN2_1834 0395: clear_area 1 at $6319 $6320 range $6321 50.0 Camera.SetPosition(390.022, 205.2038, 10.93295, 0.0, 0.0, 0.0) Actor.PutAt($6314, 390.8115, 202.5918, 10.07062) Actor.Angle($6314) = 270.7903 01D5: actor $6314 go_to_and_drive_car $6315 Camera.OnVehicle($6315, 15, 2) $6328 = 3 // integer values jump @ASSIN2_1890 :ASSIN2_1834 if 16@ > 14000 // integer values jf @ASSIN2_1890 Actor.PutAt($6314, 384.3994, 203.4012, 10.39251) Actor.Angle($6314) = 270.0 16@ = 0 // integer values :ASSIN2_1890 if $6328 == 3 // integer values jf @ASSIN2_2024 if not Actor.Dead($6314) jf @ASSIN2_2024 if not Car.Wrecked($6315) jf @ASSIN2_2024 if 0448: actor $6314 in_car $6315 jf @ASSIN2_2024 $6316 = Marker.CreateAboveActor($6314) 020A: set_car $6315 door_status_to 2 Car.SetMaxSpeed($6315, 15.0) Car.SetToPsychoDriver($6315) 00AE: set_vehicle $6315 traffic_behavior_to 1 Car.ImmuneToNonPlayer($6315) = True 054A: set_actor $6314 can_be_shot_in_a_car 0 16@ = 0 // integer values $6328 = 4 // integer values :ASSIN2_2024 if $6328 == 4 // integer values jf @ASSIN2_2093 if 16@ > 4000 // integer values jf @ASSIN2_2093 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 03D5: remove_text 'ASM2_10' // ~g~When her car bursts into flames make your self scarce! 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True $6328 = 5 // integer values :ASSIN2_2093 jump @ASSIN2_1367 :ASSIN2_2100 $6326 = 1 // integer values $6325 = 2 // integer values 03CC: car $6315 add_to_stuck_car_check 0.5 = 1000 0190: add_vehicle $6315 to_flipped_check 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 16@ = 0 // integer values jump @ASSIN2_2168 :ASSIN2_2153 00BC: text_highpriority 'ASM2_9' 3000 ms 2 // ~g~You need some wheels for this job! :ASSIN2_2168 if $6326 == 1 // integer values jf @ASSIN2_2391 if not Car.Wrecked($6315) jf @ASSIN2_2391 if 82BF: not car $6315 sunk jf @ASSIN2_2391 if 8495: not vehicle $6315 burning jf @ASSIN2_2391 if or 03CE: car $6315 stuck 018F: vehicle $6315 flipped jf @ASSIN2_2391 if 82CA: not car $6315 bounding_sphere_visible jf @ASSIN2_2391 Car.StorePos($6315, $6332, $6333, $6334) 02C1: set $6332 $6333 $6334 to_car_path_coords_closest_to $6332 $6333 $6334 if 838A: not car_in_cube $6332 $6333 $6334 4.0 4.0 3.0 jf @ASSIN2_2391 if 80C2: not sphere_onscreen $6332 $6333 $6334 3.0 jf @ASSIN2_2391 Car.SetMaxSpeed($6315, 30.0) 00AE: set_vehicle $6315 traffic_behavior_to 2 Car.SetToPsychoDriver($6315) :ASSIN2_2391 if not Car.Wrecked($6315) jf @ASSIN2_2467 $6317 = Car.Health($6315) $6317 -= 243 // integer values $6317 *= 10 // integer values $6317 /= 65 // integer values if 0 >= $6317 // integer values jf @ASSIN2_2460 0151: remove_status_text $6317 :ASSIN2_2460 jump @ASSIN2_2474 :ASSIN2_2467 $6317 = 0 // integer values :ASSIN2_2474 if $6325 == 2 // integer values jf @ASSIN2_2532 if $6331 == 0 // integer values jf @ASSIN2_2532 03C4: set_status_text_to $6317 1 'ASM2_2' // health: $6331 = 1 // integer values :ASSIN2_2532 if $6326 == 1 // integer values jf @ASSIN2_2661 if $6325 == 2 // integer values jf @ASSIN2_2661 if not Actor.Dead($6314) jf @ASSIN2_2661 if not Car.Wrecked($6315) jf @ASSIN2_2661 if $6329 == 0 // integer values jf @ASSIN2_2661 if 8185: not car $6315 health >= 892 jf @ASSIN2_2661 Car.SetMaxSpeed($6315, 29.0) 00AE: set_vehicle $6315 traffic_behavior_to 2 $6329 = 1 // integer values :ASSIN2_2661 if not Actor.Dead($6314) jf @ASSIN2_3527 if $6337 == 0 // integer values jf @ASSIN2_3192 if not Car.Wrecked($6315) jf @ASSIN2_3185 if 0495: vehicle $6315 burning jf @ASSIN2_2778 if $6335 > 1 // integer values jf @ASSIN2_2771 $6336 = 1 // integer values $6337 = 1 // integer values 03CF: load_wav 'JOB2_9' as 1 :ASSIN2_2771 jump @ASSIN2_3185 :ASSIN2_2778 if 14 > $6317 // integer values jf @ASSIN2_2847 if $6335 > 2 // integer values jf @ASSIN2_2840 $6336 = 2 // integer values $6337 = 1 // integer values 03CF: load_wav 'JOB2_8' as 1 :ASSIN2_2840 jump @ASSIN2_3185 :ASSIN2_2847 if 28 > $6317 // integer values jf @ASSIN2_2916 if $6335 > 3 // integer values jf @ASSIN2_2909 $6336 = 3 // integer values $6337 = 1 // integer values 03CF: load_wav 'JOB2_7' as 1 :ASSIN2_2909 jump @ASSIN2_3185 :ASSIN2_2916 if 45 > $6317 // integer values jf @ASSIN2_2985 if $6335 > 4 // integer values jf @ASSIN2_2978 $6336 = 4 // integer values $6337 = 1 // integer values 03CF: load_wav 'JOB2_6' as 1 :ASSIN2_2978 jump @ASSIN2_3185 :ASSIN2_2985 if 59 > $6317 // integer values jf @ASSIN2_3054 if $6335 > 5 // integer values jf @ASSIN2_3047 $6336 = 5 // integer values $6337 = 1 // integer values 03CF: load_wav 'JOB2_5' as 1 :ASSIN2_3047 jump @ASSIN2_3185 :ASSIN2_3054 if 72 > $6317 // integer values jf @ASSIN2_3123 if $6335 > 6 // integer values jf @ASSIN2_3116 $6336 = 6 // integer values $6337 = 1 // integer values 03CF: load_wav 'JOB2_4' as 1 :ASSIN2_3116 jump @ASSIN2_3185 :ASSIN2_3123 if 88 > $6317 // integer values jf @ASSIN2_3185 if $6335 > 7 // integer values jf @ASSIN2_3185 $6336 = 7 // integer values $6337 = 1 // integer values 03CF: load_wav 'JOB2_3' as 1 :ASSIN2_3185 jump @ASSIN2_3520 :ASSIN2_3192 if $6337 == 1 // integer values jf @ASSIN2_3363 if 03D0: wav 1 loaded jf @ASSIN2_3356 03D1: play_wav 1 if or $6336 == 2 // integer values $6336 == 4 // integer values $6336 == 5 // integer values $6336 == 7 // integer values jf @ASSIN2_3283 00BC: text_highpriority 'ASM2_13' 3000 ms 1 // Oh my god! :ASSIN2_3283 if $6336 == 3 // integer values jf @ASSIN2_3316 00BC: text_highpriority 'ASM2_12' 3000 ms 1 // Somebody help me! :ASSIN2_3316 if $6336 == 6 // integer values jf @ASSIN2_3349 00BC: text_highpriority 'ASM2_11' 3000 ms 1 // Help me! :ASSIN2_3349 $6337 = 2 // integer values :ASSIN2_3356 jump @ASSIN2_3520 :ASSIN2_3363 if $6337 == 2 // integer values jf @ASSIN2_3520 if 03D2: wav 1 ended jf @ASSIN2_3520 $6337 = 0 // integer values 040D: unload_wav 1 if or $6336 == 2 // integer values $6336 == 4 // integer values $6336 == 5 // integer values $6336 == 7 // integer values jf @ASSIN2_3456 03D5: remove_text 'ASM2_13' // Oh my god! :ASSIN2_3456 if $6336 == 3 // integer values jf @ASSIN2_3484 03D5: remove_text 'ASM2_12' // Somebody help me! :ASSIN2_3484 if $6336 == 6 // integer values jf @ASSIN2_3512 03D5: remove_text 'ASM2_11' // Help me! :ASSIN2_3512 0084: $6335 = $6336 // integer values and handles :ASSIN2_3520 jump @ASSIN2_3538 :ASSIN2_3527 $6337 = 0 // integer values 040D: unload_wav 1 :ASSIN2_3538 if not Car.Wrecked($6315) jf @ASSIN2_3718 if not Actor.Dead($6314) jf @ASSIN2_3718 if 0495: vehicle $6315 burning jf @ASSIN2_3718 if 01FC: player $PLAYER_CHAR near_car $6315 radius 20.0 20.0 0 jf @ASSIN2_3671 $6318 = 1 // integer values if $6330 == 0 // integer values jf @ASSIN2_3664 00BC: text_highpriority 'ASM2_3' 3000 ms 2 // ~g~She's gonna blow! Get out of there! $6330 = 1 // integer values :ASSIN2_3664 jump @ASSIN2_3718 :ASSIN2_3671 $6318 = 0 // integer values if $6330 == 0 // integer values jf @ASSIN2_3718 00BC: text_highpriority 'ASM2_3' 3000 ms 2 // ~g~She's gonna blow! Get out of there! $6330 = 1 // integer values :ASSIN2_3718 if $6326 > 0 // integer values jf @ASSIN2_3836 if and Car.Wrecked($6315) Actor.Dead($6314) jf @ASSIN2_3836 if 831E: not vehicle $6315 hit_by_weapon 47 jf @ASSIN2_3836 if and 831D: not actor $6314 hit_by_weapon 47 $6318 == 0 // integer values jf @ASSIN2_3814 jump @ASSIN2_4088 jump @ASSIN2_3836 :ASSIN2_3814 00BC: text_highpriority 'ASM2_6' 5000 ms 1 // ~r~You were too near the scene of the 'accident'! jump @ASSIN2_4071 :ASSIN2_3836 if $6326 > 0 // integer values jf @ASSIN2_3955 if not Car.Wrecked($6315) jf @ASSIN2_3955 if not Actor.Dead($6314) jf @ASSIN2_3955 if 80E9: not player $PLAYER_CHAR 0 $6314 radius 250.0 250.0 jf @ASSIN2_3955 if 82CB: not actor $6314 bounding_sphere_visible jf @ASSIN2_3955 00BC: text_highpriority 'ASM2_5' 5000 ms 1 // ~r~She got away! jump @ASSIN2_4071 :ASSIN2_3955 if $6326 > 0 // integer values jf @ASSIN2_4064 if not Car.Wrecked($6315) jf @ASSIN2_4064 if not Actor.Dead($6314) jf @ASSIN2_4064 if Actor.InCar($6314, $6315) jf @ASSIN2_4064 if 031E: vehicle $6315 hit_by_weapon 47 jf @ASSIN2_4064 00BC: text_highpriority 'ASM2_7' 5000 ms 1 // ~r~It's supposed to look like an accident! Try ramming her off the road instead! jump @ASSIN2_4071 :ASSIN2_4064 jump @ASSIN2_942 :ASSIN2_4071 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :ASSIN2_4088 $299 = 1 // integer values 0318: set_latest_mission_passed 'JOB_2' // Waste the Wife 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 030C: progress_made += 1 0533: increment_assassination_contracts_by 1 Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 2000 Marker.Disable($297) return :ASSIN2_4155 $ONMISSION = 0 // integer values 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 01E7: remove_forbidden_for_cars_cube 397.0 220.0 -9.71 402.61 191.618 9.89 022A: remove_forbidden_for_peds_cube 306.885 179.0982 -10.0907 413.129 203.139 10.89 Model.Destroy(#WFYRI) Model.Destroy(#COMET) Model.Destroy(#CELLPHONE) Marker.Disable($6316) Marker.Disable($6327) 0151: remove_status_text $6317 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 69--------------- // Originally: Autocide :ASSIN3 thread 'ASSIN3' gosub @ASSIN3_46 if wasted_or_busted jf @ASSIN3_37 gosub @ASSIN3_6620 :ASSIN3_37 gosub @ASSIN3_6708 end_thread :ASSIN3_46 increment_mission_attempts $ONMISSION = 1 // integer values wait 0 054C: use_GXT_table 'ASSIN3' Model.Load(#WMYCW) Model.Load(#GDA) Model.Load(#HMYAP) Model.Load(#JMOTO) Model.Load(#BOBCAT) Model.Load(#TROPIC) Model.Load(#PCJ600) Model.Load(#SECURICA) Model.Load(#BUDDYSHOT) Model.Load(#CELLPHONE) :ASSIN3_115 if or not Model.Available(#WMYCW) not Model.Available(#BOBCAT) not Model.Available(#TROPIC) not Model.Available(#PCJ600) not Model.Available(#BUDDYSHOT) jf @ASSIN3_161 wait 0 jump @ASSIN3_115 :ASSIN3_161 if or not Model.Available(#GDA) not Model.Available(#SECURICA) not Model.Available(#HMYAP) not Model.Available(#JMOTO) not Model.Available(#CELLPHONE) jf @ASSIN3_205 wait 0 jump @ASSIN3_161 :ASSIN3_205 023C: load_special_actor 1 'MBB' :ASSIN3_217 if 823D: not special_actor 1 loaded jf @ASSIN3_243 wait 0 jump @ASSIN3_217 :ASSIN3_243 03DE: set_pedestrians_density_multiplier_to 0.0 01EB: set_traffic_density_multiplier_to 0.0 0395: clear_area 0 at 38.39647 -1026.227 range 9.660453 4.0 042B: clear_peds_from_cube 14.0 -1034.703 5.02 69.44 -1008.664 14.0 02A3: enable_widescreen 1 0055: put_player $PLAYER_CHAR at 38.39647 -1023.988 9.450843 0171: set_player $PLAYER_CHAR z_angle_to 9.008627 Camera.SetPosition(38.39647, -1026.227, 9.660453, 0.0, 0.0, 0.0) 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 Camera.SetBehindPlayer 052B: actor $PLAYER_ACTOR hold_cellphone 1 03CF: load_wav 'JOB3_1' as 1 03CF: load_wav 'JOB3_2' as 2 :ASSIN3_421 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @ASSIN3_451 wait 0 jump @ASSIN3_421 :ASSIN3_451 fade 1 1000 :ASSIN3_458 if fading jf @ASSIN3_482 wait 0 jump @ASSIN3_458 :ASSIN3_482 00BC: text_highpriority 'ASM3_C' 10000 ms 1 // A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen. 03D1: play_wav 1 :ASSIN3_501 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN3_556 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN3_549 jump @ASSIN3_784 :ASSIN3_549 jump @ASSIN3_501 :ASSIN3_556 03D5: remove_text 'ASM3_C' // A European gang plans to hit a bank in Vice City. My employers would rather this didn't happen. 040D: unload_wav 1 00BC: text_highpriority 'ASM3_D' 10000 ms 1 // Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation. 03D1: play_wav 2 :ASSIN3_589 if and 83D2: not wav 2 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN3_644 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN3_637 jump @ASSIN3_784 :ASSIN3_637 jump @ASSIN3_589 :ASSIN3_644 03D5: remove_text 'ASM3_D' // Each member of the gang has a cover while they are here in Vice City. Some have menial jobs, others are on vacation. 040D: unload_wav 2 03CF: load_wav 'JOB3_3' as 1 :ASSIN3_670 if 83D0: not wav 1 loaded jf @ASSIN3_696 wait 0 jump @ASSIN3_670 :ASSIN3_696 00BC: text_highpriority 'ASM3_E' 10000 ms 1 // Each target and their likely whereabouts are taped under the phone. 03D1: play_wav 1 :ASSIN3_715 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN3_770 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN3_763 jump @ASSIN3_784 :ASSIN3_763 jump @ASSIN3_715 :ASSIN3_770 03D5: remove_text 'ASM3_E' // Each target and their likely whereabouts are taped under the phone. 040D: unload_wav 1 :ASSIN3_784 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only wait 500 052B: actor $PLAYER_ACTOR hold_cellphone 0 Model.Destroy(#CELLPHONE) fade 0 1000 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 16@ = 0 // integer values :ASSIN3_839 if fading jf @ASSIN3_863 wait 0 jump @ASSIN3_839 :ASSIN3_863 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer fade 1 1000 :ASSIN3_878 if fading jf @ASSIN3_902 wait 0 jump @ASSIN3_878 :ASSIN3_902 Player.CanMove($PLAYER_CHAR) = True $6389 = -42.95979 // floating-point values $6390 = -1049.275 // floating-point values $6391 = 10.46391 // floating-point values $6339 = -52.03355 // floating-point values $6340 = -885.0644 // floating-point values $6341 = 26.44922 // floating-point values $6342 = 278.4962 // floating-point values $6346 = 353.931 // floating-point values $6347 = -729.856 // floating-point values $6348 = 10.426 // floating-point values $6349 = 336.07 // floating-point values $6356 = 406.6844 // floating-point values $6357 = 210.52 // floating-point values $6358 = 10.79 // floating-point values $6359 = 52.8 // floating-point values $6368 = 36.2 // floating-point values $6369 = -668.4 // floating-point values $6370 = 4.95 // floating-point values $6371 = 131.2 // floating-point values $6378 = 31.4084 // floating-point values $6379 = -1388.646 // floating-point values $6380 = 9.2868 // floating-point values $6381 = 152.6697 // floating-point values $6402 = 540000 // integer values $6395 = 0 // integer values $6396 = 0 // integer values $6397 = 0 // integer values $6398 = 0 // integer values $6399 = 0 // integer values $6400 = 0 // integer values $6354 = 0 // integer values $6364 = 0 // integer values $6376 = 0 // integer values $6386 = 0 // integer values $6352 = 0 // integer values $6362 = 0 // integer values $6374 = 0 // integer values $6383 = 0 // integer values $6384 = 0 // integer values $6401 = 0 // integer values $6344 = 0 // integer values $6375 = 0 // integer values $6409 = 0 // integer values 0481: 3.5 :ASSIN3_1289 wait 0 if $6395 == 0 // integer values jf @ASSIN3_1333 03C3: set_timer_with_text_to $6402 type 1 text 'ASM3_11' // TIME: $6395 = 1 // integer values :ASSIN3_1333 if $6395 == 1 // integer values jf @ASSIN3_1510 032B: $6388 = create_weapon_pickup #SNIPER 3 ammo 12 at $6389 $6390 $6391 032B: $6393 = create_weapon_pickup #UZI 3 ammo 180 at -43.07554 -1052.056 10.47165 03DC: $6392 = create_marker_above_pickup $6388 Marker.SetColor($6392, 6) 0395: clear_area 0 at -41.6449 -1039.381 range 9.4545 1.5 $6394 = Car.Create(#PCJ600, -41.6449, -1039.381, 9.4545) 0229: set_car $6394 color_to 1 1 Car.Angle($6394) = 79.1594 00BC: text_highpriority 'ASM3_12' 8000 ms 2 // ~g~A selection of weapons have been left for you nearby if you require them. You have ~h~9 MINUTES ~g~to kill all members of the gang. 16@ = 0 // integer values $6395 = 2 // integer values :ASSIN3_1510 if $6395 == 2 // integer values jf @ASSIN3_1579 if or Pickup.Picked_up($6388) 80E3: not player $PLAYER_CHAR 0 $6389 $6390 radius 130.0 130.0 jf @ASSIN3_1579 Marker.Disable($6392) $6395 = 3 // integer values :ASSIN3_1579 if $6396 == 0 // integer values jf @ASSIN3_1630 if or 16@ > 9999 // integer values $6395 == 3 // integer values jf @ASSIN3_1630 $6396 = 1 // integer values :ASSIN3_1630 if $6396 == 1 // integer values jf @ASSIN3_1765 0395: clear_area 0 at $6339 $6340 range $6341 1.0 $6338 = Actor.Create(CivMale, #WMYCW, $6339, $6340, $6341) 01ED: clear_actor $6338 threat_search Actor.Angle($6338) = $6342 $6343 = Marker.CreateAboveActor($6338) 0350: set_actor $6338 maintain_position_when_attacked 1 00BC: text_highpriority 'ASM3_13' 8000 ms 2 // ~g~Mike Griffin is working on an advertising board in Washington. 018C: play_sound 1 at 0.0 0.0 0.0 04E3: unknown_player $PLAYER_CHAR 2 350000 $6396 = 2 // integer values :ASSIN3_1765 if not Actor.Dead($6338) jf @ASSIN3_1905 if 037E: sniper_bullet_in_area -30.3157 -896.563 17.36755 -55.192 -880.0 37.84 jf @ASSIN3_1875 $6344 = 1 // integer values if $6344 == 1 // integer values jf @ASSIN3_1868 0372: set_actor $6338 anim 14 wait_state_time 60000 ms $6344 = 2 // integer values :ASSIN3_1868 jump @ASSIN3_1905 :ASSIN3_1875 if $6344 == 0 // integer values jf @ASSIN3_1905 0372: set_actor $6338 anim 25 wait_state_time 60000 ms :ASSIN3_1905 if $6396 > 1 // integer values jf @ASSIN3_1995 if 3 > $6396 // integer values jf @ASSIN3_1995 if Actor.Dead($6338) jf @ASSIN3_1995 $6396 = 3 // integer values $6397 = 1 // integer values Marker.Disable($6343) 018C: play_sound 1 at 0.0 0.0 0.0 :ASSIN3_1995 if $6397 == 1 // integer values jf @ASSIN3_2165 Model.Destroy(#WMYCW) Actor.RemoveReferences($6338) 0395: clear_area 0 at $6346 $6347 range $6348 3.0 $6351 = Car.Create(#SECURICA, $6346, $6347, $6348) Car.Angle($6351) = $6349 0129: $6345 = create_actor 4 #GDA in_car $6351 driverseat 01ED: clear_actor $6345 threat_search Car.SetToNormalDriver($6351) $6350 = Marker.CreateAboveActor($6345) 020A: set_car $6351 door_status_to 3 Car.Health($6351) = 2200 Car.ImmuneToNonPlayer($6351) = True 01EC: make_car $6351 very_heavy 1 00BC: text_highpriority 'ASM3_14' 8000 ms 2 // ~g~Dick Tanner is working for DBP Security in Ocean Drive. 018C: play_sound 1 at 0.0 0.0 0.0 $6397 = 2 // integer values :ASSIN3_2165 if $6397 == 2 // integer values jf @ASSIN3_2349 if $6352 == 0 // integer values jf @ASSIN3_2349 if 16@ > 799 // integer values jf @ASSIN3_2349 if not Actor.Dead($6345) jf @ASSIN3_2349 if 00FB: player $PLAYER_CHAR 0 $6345 radius 20.0 20.0 2.0 jf @ASSIN3_2349 if not Car.Wrecked($6351) jf @ASSIN3_2349 if 02CA: car $6351 bounding_sphere_visible jf @ASSIN3_2349 if 850D: not unknown_actor $6345 dead jf @ASSIN3_2349 00BC: text_highpriority 'ASM3_18' 2000 ms 2 // ~g~Don't get too close to the target or he may spot you! 16@ = 0 // integer values $6354 += 1 // integer values :ASSIN3_2349 if $6397 == 2 // integer values jf @ASSIN3_2526 if $6352 == 0 // integer values jf @ASSIN3_2526 if not Actor.Dead($6345) jf @ASSIN3_2526 if 02CB: actor $6345 bounding_sphere_visible jf @ASSIN3_2526 if 00FB: player $PLAYER_CHAR 0 $6345 radius 11.0 11.0 2.0 jf @ASSIN3_2526 if 02D7: player $PLAYER_CHAR currentweapon == 47 jf @ASSIN3_2526 if not Car.Wrecked($6351) jf @ASSIN3_2526 if 02CA: car $6351 bounding_sphere_visible jf @ASSIN3_2526 if 850D: not unknown_actor $6345 dead jf @ASSIN3_2526 $6354 = 20 // integer values :ASSIN3_2526 if $6397 == 2 // integer values jf @ASSIN3_2603 if $6352 == 0 // integer values jf @ASSIN3_2603 if not Car.Wrecked($6351) jf @ASSIN3_2603 if 0496: vehicle $6351 tire 4 deflated jf @ASSIN3_2603 $6354 = 20 // integer values :ASSIN3_2603 if $6397 == 2 // integer values jf @ASSIN3_2818 if $6352 == 0 // integer values jf @ASSIN3_2818 if not Car.Wrecked($6351) jf @ASSIN3_2818 $6353 = Car.Health($6351) if or 2200 > $6353 // integer values $6354 > 3 // integer values jf @ASSIN3_2818 if not Actor.Dead($6345) jf @ASSIN3_2818 if not Car.Wrecked($6351) jf @ASSIN3_2818 if Actor.InCar($6345, $6351) jf @ASSIN3_2818 if 850D: not unknown_actor $6345 dead jf @ASSIN3_2818 Car.SetMaxSpeed($6351, 38.0) Car.SetToPsychoDriver($6351) 00AE: set_vehicle $6351 traffic_behavior_to 3 00BC: text_highpriority 'ASM3_19' 5000 ms 2 // ~g~He's seen you! Waste him! 03CC: car $6351 add_to_stuck_car_check 0.5 = 1000 0190: add_vehicle $6351 to_flipped_check $6352 = 1 // integer values :ASSIN3_2818 if $6352 == 1 // integer values jf @ASSIN3_3094 if 3 > $6397 // integer values jf @ASSIN3_3094 if not Actor.Dead($6345) jf @ASSIN3_3094 if not Car.Wrecked($6351) jf @ASSIN3_3094 if Actor.InCar($6345, $6351) jf @ASSIN3_3094 if 82BF: not car $6351 sunk jf @ASSIN3_3094 if 8495: not vehicle $6351 burning jf @ASSIN3_3094 if or 03CE: car $6351 stuck 018F: vehicle $6351 flipped jf @ASSIN3_3094 if 82CA: not car $6351 bounding_sphere_visible jf @ASSIN3_3094 Car.StorePos($6351, $6406, $6407, $6408) 02C1: set $6406 $6407 $6408 to_car_path_coords_closest_to $6406 $6407 $6408 if 838A: not car_in_cube $6406 $6407 $6408 4.0 4.0 3.0 jf @ASSIN3_3094 if 80C2: not sphere_onscreen $6406 $6407 $6408 3.0 jf @ASSIN3_3094 Car.SetMaxSpeed($6351, 38.0) Car.SetToPsychoDriver($6351) 00AE: set_vehicle $6351 traffic_behavior_to 3 :ASSIN3_3094 if $6352 == 1 // integer values jf @ASSIN3_3191 if not Actor.Dead($6345) jf @ASSIN3_3191 if not Car.Wrecked($6351) jf @ASSIN3_3191 $6353 = Car.Health($6351) if 450 > $6353 // integer values jf @ASSIN3_3191 Car.SetToNormalDriver($6351) 01D0: actor $6345 avoid_player $PLAYER_CHAR $6352 = 2 // integer values :ASSIN3_3191 if $6397 > 1 // integer values jf @ASSIN3_3262 if 3 > $6397 // integer values jf @ASSIN3_3262 if Actor.Dead($6345) jf @ASSIN3_3262 $6397 = 3 // integer values $6398 = 1 // integer values Marker.Disable($6350) :ASSIN3_3262 if $6398 == 1 // integer values jf @ASSIN3_3516 Model.Destroy(#GDA) Actor.RemoveReferences($6345) Model.Destroy(#SECURICA) Car.RemoveReferences($6351) 0395: clear_area 0 at $6356 $6357 range $6358 3.0 $6361 = Car.Create(#BOBCAT, $6356, $6357, $6358) 0229: set_car $6361 color_to 0 15 Car.Angle($6361) = $6359 Car.Health($6361) = 1000 0129: $6355 = create_actor 4 #HMYAP in_car $6361 driverseat 01ED: clear_actor $6355 threat_search Car.SetToNormalDriver($6361) $6360 = Marker.CreateAboveActor($6355) 02A9: set_actor $6355 immune_to_nonplayer 1 01C8: $6365 = create_actor_pedtype 4 model #HMYAP in_car $6361 passenger_seat 0 $6366 = Marker.CreateAboveActor($6365) 01B2: give_actor $6365 weapon 21 ammo 30000 // Load the weapon model before using this 02E2: set_actor $6365 weapon_accuracy_to 95 01ED: clear_actor $6365 threat_search 011A: set_actor $6365 search_threat 1 0243: set_actor $6365 ped_stats_to 16 02A9: set_actor $6365 immune_to_nonplayer 1 020A: set_car $6361 door_status_to 3 Car.ImmuneToNonPlayer($6361) = True 00BC: text_highpriority 'ASM3_15' 8000 ms 2 // ~g~Marcus Hammond and Franco Carter are located near the Jewelry shop in Vice Point. 018C: play_sound 1 at 0.0 0.0 0.0 $6398 = 2 // integer values :ASSIN3_3516 if $6398 == 2 // integer values jf @ASSIN3_3718 if $6362 == 0 // integer values jf @ASSIN3_3718 if 16@ > 799 // integer values jf @ASSIN3_3718 if not Actor.Dead($6355) jf @ASSIN3_3718 if 00FB: player $PLAYER_CHAR 0 $6355 radius 36.0 36.0 2.0 jf @ASSIN3_3718 if not Car.Wrecked($6361) jf @ASSIN3_3718 if 02CA: car $6361 bounding_sphere_visible jf @ASSIN3_3718 if not $6364 > 2 // integer values jf @ASSIN3_3718 if 850D: not unknown_actor $6355 dead jf @ASSIN3_3718 00BC: text_highpriority 'ASM3_22' 2000 ms 2 // ~g~Don't get too close to the targets or they may spot you! 16@ = 0 // integer values $6364 += 1 // integer values :ASSIN3_3718 if $6398 == 2 // integer values jf @ASSIN3_3847 if $6362 == 0 // integer values jf @ASSIN3_3847 if not Actor.Dead($6355) jf @ASSIN3_3847 if 02CB: actor $6355 bounding_sphere_visible jf @ASSIN3_3847 if 00FB: player $PLAYER_CHAR 0 $6355 radius 20.0 20.0 2.0 jf @ASSIN3_3847 if 02D7: player $PLAYER_CHAR currentweapon == 47 jf @ASSIN3_3847 $6364 = 20 // integer values :ASSIN3_3847 if $6398 == 2 // integer values jf @ASSIN3_3924 if $6362 == 0 // integer values jf @ASSIN3_3924 if not Car.Wrecked($6361) jf @ASSIN3_3924 if 0496: vehicle $6361 tire 4 deflated jf @ASSIN3_3924 $6364 = 20 // integer values :ASSIN3_3924 if $6398 == 2 // integer values jf @ASSIN3_4058 if $6362 == 0 // integer values jf @ASSIN3_4058 if not Car.Wrecked($6361) jf @ASSIN3_4058 $6363 = Car.Health($6361) if or 1000 > $6363 // integer values $6364 > 2 // integer values Actor.Dead($6355) jf @ASSIN3_4058 00BC: text_highpriority 'ASM3_20' 5000 ms 2 // ~g~They have seen you! Make sure you waste them both! if not Actor.Dead($6365) jf @ASSIN3_4051 03E2: actor $6365 exit_car :ASSIN3_4051 $6362 = 1 // integer values :ASSIN3_4058 if $6362 == 1 // integer values jf @ASSIN3_4137 if not Actor.Dead($6365) jf @ASSIN3_4130 if not Actor.Driving($6365) jf @ASSIN3_4123 01CA: actor $6365 kill_player $PLAYER_CHAR $6362 = 2 // integer values :ASSIN3_4123 jump @ASSIN3_4137 :ASSIN3_4130 $6362 = 2 // integer values :ASSIN3_4137 if or $6362 == 2 // integer values Actor.Dead($6365) jf @ASSIN3_4314 if not Actor.Dead($6355) jf @ASSIN3_4314 if not Car.Wrecked($6361) jf @ASSIN3_4314 if Actor.InCar($6355, $6361) jf @ASSIN3_4314 if 850D: not unknown_actor $6355 dead jf @ASSIN3_4314 if $6409 == 0 // integer values jf @ASSIN3_4314 00BC: text_highpriority 'ASM3_20' 5000 ms 2 // ~g~They have seen you! Make sure you waste them both! Car.SetMaxSpeed($6361, 34.0) Car.SetToPsychoDriver($6361) 00AE: set_vehicle $6361 traffic_behavior_to 2 03CC: car $6361 add_to_stuck_car_check 0.5 = 1000 0190: add_vehicle $6361 to_flipped_check $6362 = 3 // integer values $6409 = 1 // integer values :ASSIN3_4314 if $6362 == 3 // integer values jf @ASSIN3_4436 if not Actor.Dead($6355) jf @ASSIN3_4436 if not Car.Wrecked($6361) jf @ASSIN3_4436 $6363 = Car.Health($6361) if 500 > $6363 // integer values jf @ASSIN3_4436 if 81FC: not player $PLAYER_CHAR near_car $6361 radius 40.0 40.0 0 jf @ASSIN3_4436 Car.SetDriverBehaviour($6361, KillThePlayer) $6362 = 4 // integer values :ASSIN3_4436 if $6362 > 2 // integer values jf @ASSIN3_4707 if 3 > $6398 // integer values jf @ASSIN3_4707 if not Actor.Dead($6355) jf @ASSIN3_4707 if not Car.Wrecked($6361) jf @ASSIN3_4707 if Actor.InCar($6355, $6361) jf @ASSIN3_4707 if 82BF: not car $6361 sunk jf @ASSIN3_4707 if 8495: not vehicle $6361 burning jf @ASSIN3_4707 if or 03CE: car $6361 stuck 018F: vehicle $6361 flipped jf @ASSIN3_4707 if 82CA: not car $6361 bounding_sphere_visible jf @ASSIN3_4707 Car.StorePos($6361, $6403, $6404, $6405) 02C1: set $6403 $6404 $6405 to_car_path_coords_closest_to $6403 $6404 $6405 if 838A: not car_in_cube $6403 $6404 $6405 4.0 4.0 3.0 jf @ASSIN3_4707 if 80C2: not sphere_onscreen $6403 $6404 $6405 3.0 jf @ASSIN3_4707 Car.SetDriverBehaviour($6361, KillThePlayer) Car.SetMaxSpeed($6361, 35.0) :ASSIN3_4707 if $6398 > 1 // integer values jf @ASSIN3_4785 if 3 > $6398 // integer values jf @ASSIN3_4785 if Actor.Dead($6355) jf @ASSIN3_4764 Marker.Disable($6360) :ASSIN3_4764 if Actor.Dead($6365) jf @ASSIN3_4785 Marker.Disable($6366) :ASSIN3_4785 if $6398 > 1 // integer values jf @ASSIN3_4877 if 3 > $6398 // integer values jf @ASSIN3_4877 if Actor.Dead($6355) jf @ASSIN3_4877 if Actor.Dead($6365) jf @ASSIN3_4877 $6398 = 3 // integer values Marker.Disable($6360) Marker.Disable($6366) $6399 = 1 // integer values :ASSIN3_4877 if $6399 == 1 // integer values jf @ASSIN3_5103 Model.Destroy(#HMYAP) Model.Destroy(#BOBCAT) Model.Destroy(#BUDDYSHOT) Actor.RemoveReferences($6355) Actor.RemoveReferences($6365) Car.RemoveReferences($6361) 0395: clear_area 0 at $6368 $6369 range $6370 3.0 $6373 = Car.Create(#TROPIC, $6368, $6369, $6370) Car.Angle($6373) = $6371 $6367 = Actor.Create(CivMale, #JMOTO, 50.916, -640.893, 8.3173) 0464: put_actor $6367 into_turret_on_car $6373 at_car_offset 0.0 -4.0 1.2 position 0 angle 360.0 with_weapon 0 $6372 = Marker.CreateAboveActor($6367) Car.ImmuneToNonPlayer($6373) = True 0350: set_actor $6367 maintain_position_when_attacked 1 0372: set_actor $6367 anim 13 wait_state_time 800000 ms 00BC: text_highpriority 'ASM3_16' 8000 ms 2 // ~g~Nick Kong is cruising off Washington Beach. 018C: play_sound 1 at 0.0 0.0 0.0 01ED: clear_actor $6367 threat_search $6399 = 2 // integer values :ASSIN3_5103 if $6399 == 2 // integer values jf @ASSIN3_5271 if $6374 == 0 // integer values jf @ASSIN3_5271 if 16@ > 999 // integer values jf @ASSIN3_5271 if not Actor.Dead($6367) jf @ASSIN3_5271 if 00FB: player $PLAYER_CHAR 0 $6367 radius 30.0 30.0 5.0 jf @ASSIN3_5271 if not Car.Wrecked($6373) jf @ASSIN3_5271 if 02CA: car $6373 bounding_sphere_visible jf @ASSIN3_5271 00BC: text_highpriority 'ASM3_18' 2000 ms 2 // ~g~Don't get too close to the target or he may spot you! 16@ = 0 // integer values $6376 += 1 // integer values :ASSIN3_5271 if not Actor.Dead($6367) jf @ASSIN3_5367 if 037E: sniper_bullet_in_area 4.66 -711.711 5.474 8.897 -684.8 11.77 jf @ASSIN3_5367 if $6375 == 0 // integer values jf @ASSIN3_5367 0372: set_actor $6367 anim 14 wait_state_time 600000 ms $6375 = 2 // integer values :ASSIN3_5367 if $6399 == 2 // integer values jf @ASSIN3_5505 if $6374 == 0 // integer values jf @ASSIN3_5505 if not Car.Wrecked($6373) jf @ASSIN3_5505 if or $6375 == 2 // integer values $6376 > 10 // integer values jf @ASSIN3_5505 if not Actor.Dead($6367) jf @ASSIN3_5505 if 00E9: player $PLAYER_CHAR 0 $6367 radius 120.0 120.0 jf @ASSIN3_5505 0350: set_actor $6367 maintain_position_when_attacked 1 $6374 = 1 // integer values :ASSIN3_5505 if $6399 > 1 // integer values jf @ASSIN3_5576 if 3 > $6399 // integer values jf @ASSIN3_5576 if Actor.Dead($6367) jf @ASSIN3_5576 $6399 = 3 // integer values $6400 = 1 // integer values Marker.Disable($6372) :ASSIN3_5576 if $6400 == 1 // integer values jf @ASSIN3_5781 Model.Destroy(#TROPIC) Model.Destroy(#JMOTO) Actor.RemoveReferences($6367) Car.RemoveReferences($6373) 0395: clear_area 0 at $6378 $6379 range $6380 10.0 $6385 = Car.Create(#PCJ600, $6378, $6379, $6380) 0229: set_car $6385 color_to 7 7 Car.Angle($6385) = $6381 0129: $6377 = create_actor 21 #SPECIAL01 in_car $6385 driverseat 01ED: clear_actor $6377 threat_search $6382 = Marker.CreateAboveActor($6377) 020A: set_car $6385 door_status_to 2 Car.ImmuneToNonPlayer($6385) = True 02A9: set_actor $6377 immune_to_nonplayer 1 Car.SetMaxSpeed($6385, 12.0) Car.SetToPsychoDriver($6385) 00AE: set_vehicle $6385 traffic_behavior_to 1 Car.ImmuneToNonPlayer($6385) = True 00BC: text_highpriority 'ASM3_17' 8000 ms 2 // ~g~Charlie Dilson is riding in Washington. 018C: play_sound 1 at 0.0 0.0 0.0 $6400 = 2 // integer values :ASSIN3_5781 if $6400 == 2 // integer values jf @ASSIN3_5933 if $6383 == 0 // integer values jf @ASSIN3_5933 if 16@ > 999 // integer values jf @ASSIN3_5933 if not Actor.Dead($6377) jf @ASSIN3_5933 if 00FB: player $PLAYER_CHAR 0 $6377 radius 90.0 90.0 5.0 jf @ASSIN3_5933 if 02CB: actor $6377 bounding_sphere_visible jf @ASSIN3_5933 00BC: text_highpriority 'ASM3_18' 5000 ms 2 // ~g~Don't get too close to the target or he may spot you! 16@ = 0 // integer values $6386 += 1 // integer values :ASSIN3_5933 if $6400 == 2 // integer values jf @ASSIN3_6044 if $6383 == 0 // integer values jf @ASSIN3_6044 if not Actor.Dead($6377) jf @ASSIN3_6044 if 02CB: actor $6377 bounding_sphere_visible jf @ASSIN3_6044 if 00FB: player $PLAYER_CHAR 0 $6377 radius 70.0 70.0 5.0 jf @ASSIN3_6044 $6386 = 20 // integer values :ASSIN3_6044 if $6400 == 2 // integer values jf @ASSIN3_6211 if $6383 == 0 // integer values jf @ASSIN3_6211 if not Car.Wrecked($6385) jf @ASSIN3_6211 $6387 = Car.Health($6385) if or 1000 > $6387 // integer values $6386 > 1 // integer values jf @ASSIN3_6211 if Actor.Driving($6377) jf @ASSIN3_6182 $6401 = 1 // integer values $6383 = 1 // integer values 00BC: text_highpriority 'ASM3_19' 5000 ms 2 // ~g~He's seen you! Waste him! jump @ASSIN3_6211 :ASSIN3_6182 $6401 = 0 // integer values $6383 = 1 // integer values 00BC: text_highpriority 'ASM3_19' 5000 ms 2 // ~g~He's seen you! Waste him! :ASSIN3_6211 if $6383 == 1 // integer values jf @ASSIN3_6463 if not Actor.Dead($6377) jf @ASSIN3_6463 if $6401 == 0 // integer values jf @ASSIN3_6366 if not Actor.Driving($6377) jf @ASSIN3_6366 if not Car.Wrecked($6385) jf @ASSIN3_6358 if 80DC: not player $PLAYER_CHAR driving $6385 jf @ASSIN3_6343 01D5: actor $6377 go_to_and_drive_car $6385 0319: set_actor $6377 running 1 $6401 = 1 // integer values jump @ASSIN3_6351 :ASSIN3_6343 01D0: actor $6377 avoid_player $PLAYER_CHAR :ASSIN3_6351 jump @ASSIN3_6366 :ASSIN3_6358 01D0: actor $6377 avoid_player $PLAYER_CHAR :ASSIN3_6366 if $6401 == 1 // integer values jf @ASSIN3_6463 if not Car.Wrecked($6385) jf @ASSIN3_6463 if Actor.InCar($6377, $6385) jf @ASSIN3_6455 Car.SetMaxSpeed($6385, 42.0) 00AE: set_vehicle $6385 traffic_behavior_to 2 Car.SetToPsychoDriver($6385) $6401 = 0 // integer values jump @ASSIN3_6463 :ASSIN3_6455 01D0: actor $6377 avoid_player $PLAYER_CHAR :ASSIN3_6463 if $6400 > 1 // integer values jf @ASSIN3_6534 if 3 > $6400 // integer values jf @ASSIN3_6534 if Actor.Dead($6377) jf @ASSIN3_6534 $6400 = 3 // integer values $6384 = 1 // integer values Marker.Disable($6382) :ASSIN3_6534 if and $6384 == 1 // integer values $6402 > 0 // integer values jf @ASSIN3_6566 jump @ASSIN3_6637 :ASSIN3_6566 if and $6384 == 0 // integer values 1 > $6402 // integer values jf @ASSIN3_6613 00BC: text_highpriority 'ASM3_21' 5000 ms 1 // ~r~You did not kill all the gang members in time! jump @ASSIN3_6620 :ASSIN3_6613 jump @ASSIN3_1289 :ASSIN3_6620 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :ASSIN3_6637 $300 = 1 // integer values 0318: set_latest_mission_passed 'JOB_3' // Autocide 01E3: text_1number_styled 'M_PASS' number 4000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 4000 030C: progress_made += 1 0394: play_music 1 030C: progress_made += 1 0533: increment_assassination_contracts_by 1 Marker.Disable($297) return :ASSIN3_6708 $ONMISSION = 0 // integer values Pickup.Destroy($6388) Pickup.Destroy($6393) Marker.Disable($6343) Marker.Disable($6350) Marker.Disable($6360) Marker.Disable($6366) Marker.Disable($6372) Marker.Disable($6382) Marker.Disable($6392) Actor.DestroyWithFade($6377) Model.Destroy(#TROPIC) Model.Destroy(#PCJ600) Model.Destroy(#WMYCW) Model.Destroy(#GDA) Model.Destroy(#HMYAP) Model.Destroy(#JMOTO) Model.Destroy(#BOBCAT) Model.Destroy(#SECURICA) Model.Destroy(#CELLPHONE) Model.Destroy(#BUDDYSHOT) 0296: unload_special_actor 1 014F: stop_timer $6402 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 70--------------- // Originally: Check Out at the Check In :ASSIN4 thread 'ASSIN4' gosub @ASSIN4_46 if wasted_or_busted jf @ASSIN4_37 gosub @ASSIN4_8246 :ASSIN4_37 gosub @ASSIN4_8330 end_thread :ASSIN4_46 $ONMISSION = 1 // integer values increment_mission_attempts wait 0 054C: use_GXT_table 'ASSIN4' Model.Load(#WMORI) Model.Load(#HFYBU) Model.Load(#UZI) Model.Load(#CELLPHONE) :ASSIN4_87 if or not Model.Available(#WMORI) not Model.Available(#HFYBU) not Model.Available(#CELLPHONE) not Model.Available(#UZI) jf @ASSIN4_127 wait 0 jump @ASSIN4_87 :ASSIN4_127 023C: load_special_actor 1 'BGA' 023C: load_special_actor 2 'BGB' :ASSIN4_151 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @ASSIN4_181 wait 0 jump @ASSIN4_151 :ASSIN4_181 03DE: set_pedestrians_density_multiplier_to 0.0 01EB: set_traffic_density_multiplier_to 0.0 02A3: enable_widescreen 1 0395: clear_area 0 at 38.39647 -1023.988 range 9.450843 4.0 042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669 0055: put_player $PLAYER_CHAR at -1482.114 -825.2285 13.8377 0171: set_player $PLAYER_CHAR z_angle_to 100.263 Camera.SetPosition(-1479.544, -825.3295, 15.01768, 0.0, 0.0, 0.0) 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 Camera.SetBehindPlayer 052B: actor $PLAYER_ACTOR hold_cellphone 1 03CF: load_wav 'JOB4_1' as 1 03CF: load_wav 'JOB4_2' as 2 :ASSIN4_359 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @ASSIN4_389 wait 0 jump @ASSIN4_359 :ASSIN4_389 fade 1 1000 :ASSIN4_396 if fading jf @ASSIN4_420 wait 0 jump @ASSIN4_396 :ASSIN4_420 00BC: text_highpriority 'ASM4_A' 10000 ms 1 // Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right. 03D1: play_wav 1 :ASSIN4_439 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN4_494 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN4_487 jump @ASSIN4_838 :ASSIN4_487 jump @ASSIN4_439 :ASSIN4_494 03D5: remove_text 'ASM4_A' // Time to fry bigger fish, Mr. Teal. There's a rifle in the foliage to your right. 040D: unload_wav 1 0395: clear_area 0 at -1474.531 -826.0056 range 15.00762 3.0 Camera.SetPosition(-1475.931, -826.0056, 15.00762, 0.0, 0.0, 0.0) Camera.PointAt(-1476.763, -825.4517, 14.99366, 2) 00BC: text_highpriority 'ASM4_B' 10000 ms 1 // Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time. 03D1: play_wav 2 :ASSIN4_602 if and 83D2: not wav 2 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN4_657 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN4_650 jump @ASSIN4_838 :ASSIN4_650 jump @ASSIN4_602 :ASSIN4_657 03D5: remove_text 'ASM4_B' // Watch the woman standing on the balcony above the check-in desks. She will walk through the crowd and ask someone the time. 040D: unload_wav 2 03CF: load_wav 'JOB4_3' as 1 :ASSIN4_683 if 83D0: not wav 1 loaded jf @ASSIN4_709 wait 0 jump @ASSIN4_683 :ASSIN4_709 Camera.SetPosition(-1484.055, -825.312, 16.72996, 0.0, 0.0, 0.0) 0157: camera_on_player $PLAYER_CHAR mode 15 switchstyle 2 00BC: text_highpriority 'ASM4_C' 10000 ms 1 // You must kill that person, retrieve his case and take it to the location taped under the phone. 03D1: play_wav 1 :ASSIN4_769 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN4_824 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN4_817 jump @ASSIN4_838 :ASSIN4_817 jump @ASSIN4_769 :ASSIN4_824 03D5: remove_text 'ASM4_C' // You must kill that person, retrieve his case and take it to the location taped under the phone. 040D: unload_wav 1 :ASSIN4_838 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only wait 500 052B: actor $PLAYER_ACTOR hold_cellphone 0 Model.Destroy(#CELLPHONE) fade 0 1000 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 16@ = 0 // integer values :ASSIN4_893 if fading jf @ASSIN4_917 wait 0 jump @ASSIN4_893 :ASSIN4_917 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer fade 1 1000 :ASSIN4_932 if fading jf @ASSIN4_956 wait 0 jump @ASSIN4_932 :ASSIN4_956 Player.CanMove($PLAYER_CHAR) = True $6431 = -1493.219 // floating-point values $6432 = -798.9757 // floating-point values $6433 = 14.868 // floating-point values $6434 = -1421.181 // floating-point values $6435 = -874.6884 // floating-point values $6436 = 19.8471 // floating-point values $6437 = 289.025 // floating-point values $6438 = -1388.918 // floating-point values $6439 = -865.0283 // floating-point values $6440 = 13.87768 // floating-point values $6441 = 50.33542 // floating-point values $6428 = -1360.671 // floating-point values $6429 = -930.4258 // floating-point values $6430 = 19.8531 // floating-point values $6451 = -1387.584 // floating-point values $6452 = -865.2448 // floating-point values $6453 = 13.87768 // floating-point values $6454 = 65.23693 // floating-point values $6442 = -1484.78 // floating-point values $6443 = -807.7946 // floating-point values $6444 = 14.878 // floating-point values $6448 = -676.2405 // floating-point values $6449 = 1197.764 // floating-point values $6450 = 10.07 // floating-point values $6423 = 0 // integer values $6424 = 0 // integer values $6425 = 0 // integer values $6426 = 0 // integer values $6420 = 0 // integer values $6427 = 0 // integer values $6418 = 0 // integer values $6419 = 0 // integer values $6421 = 0 // integer values $6455 = 0 // integer values $6460 = 0 // integer values $6458 = 0 // integer values $6459 = 0 // integer values $6456 = 0 // integer values $6499 = 0 // integer values 16@ = 0 // integer values $6475 = -1152.279 // floating-point values $6476 = -939.467 // floating-point values $6477 = 14.688 // floating-point values $6478 = 88.806 // floating-point values $6479 = 0 // integer values $6482 = -1163.086 // floating-point values $6483 = -948.9131 // floating-point values $6484 = 14.68145 // floating-point values $6485 = 89.2464 // floating-point values $6486 = 0 // integer values $6489 = -1139.197 // floating-point values $6490 = -1086.208 // floating-point values $6491 = 14.71668 // floating-point values $6492 = 295.402 // floating-point values $6493 = 0 // integer values $6496 = 0 // integer values $6497 = 0 // integer values $6498 = 0 // integer values 032B: $6413 = create_weapon_pickup #SNIPER 3 ammo 10 at $6442 $6443 $6444 03DC: $6414 = create_marker_above_pickup $6413 00BC: text_highpriority 'ASM4_15' 5000 ms 2 // ~g~Get the sniper rifle to your right. 015C: set_zone_gang_info 'TERMINL' 1 50 0 0 0 0 25 0 0 0 0 10 015C: set_zone_gang_info 'TERMINL' 0 50 0 0 0 0 25 0 0 0 0 10 022B: create_forbidden_for_peds_cube -1424.038 -876.6656 10.8537 -1422.422 -873.6301 29.8434 022B: create_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656 -873.5172 23.8402 022B: create_forbidden_for_peds_cube -1385.123 -855.1205 10.0263 -1383.952 -853.1511 28.5218 022B: create_forbidden_for_peds_cube -1386.247 -863.7204 8.8377 -1393.27 -859.9062 16.8377 :ASSIN4_1717 wait 0 if $6420 == 0 // integer values jf @ASSIN4_2628 if Pickup.Picked_up($6413) jf @ASSIN4_2628 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False $6410 = Actor.Create(CivMale, #HFYBU, $6434, $6435, $6436) 02A9: set_actor $6410 immune_to_nonplayer 1 Actor.Angle($6410) = $6437 $6411 = Marker.CreateAboveActor($6410) 01ED: clear_actor $6410 threat_search 04F5: unknown_actor $6410 kiss_player $PLAYER_CHAR on 1 0372: set_actor $6410 anim 13 wait_state_time 15000 ms $6412 = Actor.Create(CivMale, #WMORI, $6438, $6439, $6440) 02A9: set_actor $6412 immune_to_nonplayer 1 Actor.Angle($6412) = $6441 0372: set_actor $6412 anim 13 wait_state_time 50000 ms 01ED: clear_actor $6412 threat_search 0350: set_actor $6412 maintain_position_when_attacked 1 $6417 = Actor.Create(21, #SPECIAL01, $6451, $6452, $6453) Actor.Angle($6417) = $6454 01B2: give_actor $6417 weapon 23 ammo 300000 // Load the weapon model before using this 01DE: tie_actor $6417 to_actor $6412 0243: set_actor $6417 ped_stats_to 16 01ED: clear_actor $6417 threat_search 0350: set_actor $6417 maintain_position_when_attacked 1 02A9: set_actor $6417 immune_to_nonplayer 1 Camera.SetPosition(-1488.089, -811.8918, 16.87549, 0.0, 0.0, 0.0) Camera.PointAt(-1487.585, -812.7545, 16.91248, 2) 0395: clear_area 0 at $6434 $6435 range $6436 75.0 0395: clear_area 0 at $6438 $6439 range $6440 75.0 16@ = 0 // integer values :ASSIN4_2055 if 5000 > 16@ // integer values jf @ASSIN4_2124 wait 0 00BC: text_highpriority 'ASM4_16' 5000 ms 2 // ~g~Watch the woman on the balcony, she will walk down the escalators and ask someone the time. if 00E1: player 0 pressed_button 16 jf @ASSIN4_2117 jump @ASSIN4_2599 :ASSIN4_2117 jump @ASSIN4_2055 :ASSIN4_2124 Camera.SetPosition(-1419.446, -874.2186, 21.14, 0.0, 0.0, 0.0) if not Actor.Dead($6410) jf @ASSIN4_2181 Camera.OnPed($6410, 15, 2) :ASSIN4_2181 16@ = 0 // integer values :ASSIN4_2188 if 5000 > 16@ // integer values jf @ASSIN4_2257 wait 0 00BC: text_highpriority 'ASM4_17' 5000 ms 2 // ~g~Once the conversation has finished kill the person she spoke to, but do not kill her. if 00E1: player 0 pressed_button 16 jf @ASSIN4_2250 jump @ASSIN4_2599 :ASSIN4_2250 jump @ASSIN4_2188 :ASSIN4_2257 Camera.SetPosition(-1407.901, -847.96, 19.56, 0.0, 0.0, 0.0) if not Actor.Dead($6410) jf @ASSIN4_2314 Camera.OnPed($6410, 15, 2) :ASSIN4_2314 16@ = 0 // integer values :ASSIN4_2321 if 5000 > 16@ // integer values jf @ASSIN4_2390 wait 0 00BC: text_highpriority 'ASM4_18' 5000 ms 2 // ~g~Once the target is dead retrieve his briefcase and take it to Ammu-Nation in Downtown. if 00E1: player 0 pressed_button 16 jf @ASSIN4_2383 jump @ASSIN4_2599 :ASSIN4_2383 jump @ASSIN4_2321 :ASSIN4_2390 Camera.SetPosition(-1443.797, -858.3729, 19.361, 0.0, 0.0, 0.0) if not Actor.Dead($6410) jf @ASSIN4_2447 Camera.OnPed($6410, 15, 2) :ASSIN4_2447 16@ = 0 // integer values :ASSIN4_2454 if 6000 > 16@ // integer values jf @ASSIN4_2523 wait 0 00BC: text_highpriority 'ASM4_19' 6000 ms 2 // ~g~Keep your distance from the target! Use the distance bar in the upper right corner of the screen. if 00E1: player 0 pressed_button 16 jf @ASSIN4_2516 jump @ASSIN4_2599 :ASSIN4_2516 jump @ASSIN4_2454 :ASSIN4_2523 16@ = 0 // integer values :ASSIN4_2530 if 5000 > 16@ // integer values jf @ASSIN4_2599 wait 0 00BC: text_highpriority 'ASM4_20' 5000 ms 2 // ~g~If it gets full he will see you. if 00E1: player 0 pressed_button 16 jf @ASSIN4_2592 jump @ASSIN4_2599 :ASSIN4_2592 jump @ASSIN4_2530 :ASSIN4_2599 00BE: text_clear_all 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut $6420 = 1 // integer values 16@ = 0 // integer values :ASSIN4_2628 if $6420 == 1 // integer values jf @ASSIN4_2719 if 16@ > 15000 // integer values jf @ASSIN4_2719 if not Actor.Dead($6410) jf @ASSIN4_2719 if not Actor.Dead($6412) jf @ASSIN4_2719 04C2: $6410 $6412 16@ = 0 // integer values $6420 = 2 // integer values :ASSIN4_2719 if $6420 == 2 // integer values jf @ASSIN4_2872 if not Actor.Dead($6410) jf @ASSIN4_2872 if not Actor.Dead($6412) jf @ASSIN4_2872 if not Actor.Dead($6417) jf @ASSIN4_2872 if or 0126: actor $6410 walking 16@ > 120000 // integer values jf @ASSIN4_2872 011C: actor $6410 clear_objective 0372: set_actor $6412 anim 0 wait_state_time 100 ms 022C: set_actor $6417 to_look_at_actor $6410 03F9: make_actors $6410 $6412 converse_in 5000 ms 16@ = 0 // integer values $6420 = 3 // integer values $6427 = 1 // integer values $6418 = 1 // integer values :ASSIN4_2872 if 16@ > 5000 // integer values jf @ASSIN4_2944 if $6418 == 1 // integer values jf @ASSIN4_2944 if not Actor.Dead($6417) jf @ASSIN4_2944 022F: set_actor $6417 stop_looking 0350: set_actor $6417 maintain_position_when_attacked 0 $6418 = 2 // integer values :ASSIN4_2944 if 16@ > 5000 // integer values jf @ASSIN4_3016 if $6427 == 1 // integer values jf @ASSIN4_3016 if not Actor.Dead($6410) jf @ASSIN4_3016 009C: set_actor $6410 wander_direction -1 Marker.Disable($6411) $6427 = 2 // integer values :ASSIN4_3016 if $6420 == 3 // integer values jf @ASSIN4_3098 if not Actor.Dead($6412) jf @ASSIN4_3098 if 16@ > 4999 // integer values jf @ASSIN4_3098 0211: actor $6412 walk_to -1389.755 -859.1885 17@ = 0 // integer values $6420 = 4 // integer values :ASSIN4_3098 if not Actor.Dead($6412) jf @ASSIN4_3697 if $6420 > 3 // integer values jf @ASSIN4_3697 if $6499 == 0 // integer values jf @ASSIN4_3172 0211: actor $6412 walk_to -1392.829 -862.1075 $6499 = 1 // integer values :ASSIN4_3172 if $6499 == 1 // integer values jf @ASSIN4_3252 if 00F0: actor $6412 stopped 0 -1392.829 -862.1075 radius 1.0 1.0 jf @ASSIN4_3252 0372: set_actor $6412 anim 3 wait_state_time 1000 ms 16@ = 0 // integer values $6499 = 2 // integer values :ASSIN4_3252 if $6499 == 2 // integer values jf @ASSIN4_3320 if 16@ > 1000 // integer values jf @ASSIN4_3320 0372: set_actor $6412 anim 0 wait_state_time 100 ms 0211: actor $6412 walk_to -1389.674 -859.1384 $6499 = 3 // integer values :ASSIN4_3320 if $6499 == 3 // integer values jf @ASSIN4_3400 if 00F0: actor $6412 stopped 0 -1389.674 -859.1384 radius 1.0 1.0 jf @ASSIN4_3400 0372: set_actor $6412 anim 3 wait_state_time 2000 ms 16@ = 0 // integer values $6499 = 4 // integer values :ASSIN4_3400 if $6499 == 4 // integer values jf @ASSIN4_3468 if 16@ > 2000 // integer values jf @ASSIN4_3468 0372: set_actor $6412 anim 0 wait_state_time 100 ms 0211: actor $6412 walk_to -1380.315 -850.1871 $6499 = 5 // integer values :ASSIN4_3468 if $6499 == 5 // integer values jf @ASSIN4_3531 if 00F0: actor $6412 stopped 0 -1380.315 -850.1871 radius 1.0 1.0 jf @ASSIN4_3531 $6499 = 6 // integer values :ASSIN4_3531 if $6460 == 0 // integer values jf @ASSIN4_3614 if $6499 == 6 // integer values jf @ASSIN4_3614 if 17@ > 1000 // integer values jf @ASSIN4_3614 009E: set_actor $6412 path $6428 $6429 $6430 unknown 2.0 0 17@ = 0 // integer values :ASSIN4_3614 if $6460 == 1 // integer values jf @ASSIN4_3697 if $6499 == 6 // integer values jf @ASSIN4_3697 if 17@ > 1000 // integer values jf @ASSIN4_3697 009E: set_actor $6412 path $6428 $6429 $6430 unknown 2.0 1 17@ = 0 // integer values :ASSIN4_3697 if $6420 > 3 // integer values jf @ASSIN4_3745 if not Actor.Dead($6412) jf @ASSIN4_3745 Actor.StorePos($6412, $6445, $6446, $6447) :ASSIN4_3745 if $6420 > 3 // integer values jf @ASSIN4_3980 if Actor.Dead($6412) jf @ASSIN4_3980 if $6419 == 0 // integer values jf @ASSIN4_3980 $6415 = Pickup.Create(#BRIEFCASE, 3, $6445, $6446, $6447) 03DC: $6416 = create_marker_above_pickup $6415 00BC: text_highpriority 'ASM4_21' 5000 ms 2 // ~g~Get the briefcase! 0151: remove_status_text $6461 Player.WantedLevel($PLAYER_CHAR) = 2 04E3: unknown_player $PLAYER_CHAR 2 300000 015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 5 0 0 0 0 5 015C: set_zone_gang_info 'TERMINL' 0 4 0 0 0 0 5 0 0 0 0 5 if not Actor.Dead($6417) jf @ASSIN4_3959 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_3959 $6420 = -1 // integer values $6421 = 1 // integer values $6419 = 1 // integer values :ASSIN4_3980 if $6420 == 1 // integer values jf @ASSIN4_4063 if $6459 == 1 // integer values jf @ASSIN4_4063 if $6458 == 0 // integer values jf @ASSIN4_4063 03C4: set_status_text_to $6461 1 'ASM4_12' // Distance: $6459 = 2 // integer values $6458 = 1 // integer values :ASSIN4_4063 if $6420 > 0 // integer values jf @ASSIN4_4255 if not Actor.Dead($6412) jf @ASSIN4_4255 0054: store_player $PLAYER_CHAR position_to $6464 $6465 $6466 Actor.StorePos($6412, $6467, $6468, $6469) 0509: $6470 = distance_between_point $6464 $6465 and_point $6467 $6468 if $6470 > 69.0 // floating-point values jf @ASSIN4_4173 $6470 = 70.0 // floating-point values :ASSIN4_4173 if 36.0 > $6470 // floating-point values jf @ASSIN4_4204 $6470 = 35.0 // floating-point values :ASSIN4_4204 $6463 = 70.0 // floating-point values 0061: $6463 -= $6470 // floating-point values 0086: $6462 = $6463 // floating-point values only $6462 /= 0.35 // floating-point values 008C: $6461 = float_to_integer $6462 $6459 = 1 // integer values :ASSIN4_4255 if $6420 > 3 // integer values jf @ASSIN4_4381 if not Actor.Dead($6412) jf @ASSIN4_4381 if $6461 > 97 // integer values jf @ASSIN4_4381 if $6460 == 0 // integer values jf @ASSIN4_4381 00BC: text_highpriority 'ASM4_23' 5000 ms 2 // ~g~He has spotted you! Nail him and get the briefcase! 0151: remove_status_text $6461 if not Actor.Dead($6417) jf @ASSIN4_4374 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_4374 $6460 = 1 // integer values :ASSIN4_4381 if $6420 > 3 // integer values jf @ASSIN4_4541 if not Actor.Dead($6412) jf @ASSIN4_4541 if 00FB: player $PLAYER_CHAR 0 $6412 radius 40.0 40.0 20.0 jf @ASSIN4_4541 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN4_4541 if $6460 == 0 // integer values jf @ASSIN4_4541 00BC: text_highpriority 'ASM4_23' 5000 ms 2 // ~g~He has spotted you! Nail him and get the briefcase! 0151: remove_status_text $6461 if not Actor.Dead($6417) jf @ASSIN4_4534 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_4534 $6460 = 1 // integer values :ASSIN4_4541 if $6420 > 3 // integer values jf @ASSIN4_4783 if $6456 == 0 // integer values jf @ASSIN4_4783 if 051A: actor $6417 damaged_by_actor $PLAYER_ACTOR jf @ASSIN4_4680 00BC: text_highpriority 'ASM4_23' 5000 ms 2 // ~g~He has spotted you! Nail him and get the briefcase! if not Actor.Dead($6417) jf @ASSIN4_4640 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_4640 if not Actor.Dead($6417) jf @ASSIN4_4661 054E: clear_actor $6417 damage :ASSIN4_4661 0151: remove_status_text $6461 $6460 = 1 // integer values $6456 = 1 // integer values :ASSIN4_4680 if 051A: actor $6412 damaged_by_actor $PLAYER_ACTOR jf @ASSIN4_4783 00BC: text_highpriority 'ASM4_23' 5000 ms 2 // ~g~He has spotted you! Nail him and get the briefcase! if not Actor.Dead($6417) jf @ASSIN4_4743 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_4743 if not Actor.Dead($6412) jf @ASSIN4_4764 054E: clear_actor $6412 damage :ASSIN4_4764 0151: remove_status_text $6461 $6460 = 1 // integer values $6456 = 1 // integer values :ASSIN4_4783 if $6421 == 1 // integer values jf @ASSIN4_5218 if Pickup.Picked_up($6415) jf @ASSIN4_5218 Model.Destroy(#WMORI) Model.Destroy(#HFYBU) Actor.RemoveReferences($6412) Model.Load(#MAVERICK) Model.Load(#ADMIRAL) :ASSIN4_4840 if or not Model.Available(#MAVERICK) not Model.Available(#ADMIRAL) jf @ASSIN4_4872 wait 0 jump @ASSIN4_4840 :ASSIN4_4872 $6457 = Car.Create(#MAVERICK, -1369.432, -1256.787, 17.3662) Car.Angle($6457) = 308.4397 Marker.Disable($6416) 00BC: text_highpriority 'ASM4_22' 5000 ms 2 // ~g~Take the briefcase to Ammu-Nation in Downtown. 018A: $6422 = create_checkpoint_at $6448 $6449 $6450 $6471 = Car.Create(#ADMIRAL, $6475, $6476, $6477) 0229: set_car $6471 color_to 0 0 Car.Angle($6471) = $6478 0129: $6480 = create_actor 4 #SPECIAL01 in_car $6471 driverseat 054A: set_actor $6480 can_be_shot_in_a_car 0 01C8: $6481 = create_actor_pedtype 4 model #SPECIAL02 in_car $6471 passenger_seat 0 Car.SetToNormalDriver($6471) 020A: set_car $6471 door_status_to 2 Car.ImmuneToNonPlayer($6471) = True $6479 = 1 // integer values $6472 = Car.Create(#ADMIRAL, $6482, $6483, $6484) 0229: set_car $6472 color_to 0 0 Car.Angle($6472) = $6485 0129: $6487 = create_actor 4 #SPECIAL02 in_car $6472 driverseat 054A: set_actor $6487 can_be_shot_in_a_car 0 01C8: $6488 = create_actor_pedtype 4 model #SPECIAL01 in_car $6472 passenger_seat 0 Car.SetToNormalDriver($6472) 020A: set_car $6472 door_status_to 2 $6486 = 1 // integer values $6473 = Car.Create(#ADMIRAL, $6489, $6490, $6491) 0229: set_car $6473 color_to 0 0 Car.Angle($6473) = $6492 0129: $6494 = create_actor 4 #SPECIAL02 in_car $6473 driverseat 054A: set_actor $6494 can_be_shot_in_a_car 0 01C8: $6495 = create_actor_pedtype 4 model #SPECIAL01 in_car $6473 passenger_seat 0 Car.SetToNormalDriver($6473) 020A: set_car $6473 door_status_to 2 Car.ImmuneToNonPlayer($6473) = True $6493 = 1 // integer values $6421 = 2 // integer values :ASSIN4_5218 if $6421 == 2 // integer values jf @ASSIN4_7406 if $6479 == 1 // integer values jf @ASSIN4_5424 if not Car.Wrecked($6471) jf @ASSIN4_5424 if or 0056: player $PLAYER_CHAR 0 -1212.973 -828.562 -1187.989 -985.38 8185: not car $6471 health >= 998 jf @ASSIN4_5424 if not Actor.Dead($6480) jf @ASSIN4_5424 if not Actor.Dead($6481) jf @ASSIN4_5424 if Actor.Driving($6480) jf @ASSIN4_5424 if Actor.Driving($6481) jf @ASSIN4_5424 Car.SetMaxSpeed($6471, 70.0) 02C2: car $6471 drive_to_point -1202.135 -937.3721 14.65 01EC: make_car $6471 very_heavy 1 $6479 = 2 // integer values :ASSIN4_5424 if $6479 == 2 // integer values jf @ASSIN4_5574 if not Actor.Dead($6480) jf @ASSIN4_5574 if not Actor.Dead($6481) jf @ASSIN4_5574 if not Car.Wrecked($6471) jf @ASSIN4_5574 if Actor.Driving($6480) jf @ASSIN4_5574 if Actor.Driving($6481) jf @ASSIN4_5574 if 01AD: car $6471 sphere 0 near_point -1202.135 -937.3721 radius 7.0 7.0 jf @ASSIN4_5574 Car.SetDriverBehaviour($6471, DriveToPlayer) $6479 = 3 // integer values :ASSIN4_5574 if $6479 == 3 // integer values jf @ASSIN4_5819 if not Actor.Dead($6480) jf @ASSIN4_5819 if not Actor.Dead($6481) jf @ASSIN4_5819 if not Car.Wrecked($6471) jf @ASSIN4_5819 if Actor.Driving($6480) jf @ASSIN4_5819 if 01FC: player $PLAYER_CHAR near_car $6471 radius 30.0 30.0 0 jf @ASSIN4_5819 Car.StorePos($6471, $6475, $6476, $6477) Actor.DestroyInstantly($6481) $6477 -= 20.0 // floating-point values $6481 = Actor.Create(CivMale, #SPECIAL01, $6475, $6476, $6477) 0464: put_actor $6481 into_turret_on_car $6471 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 Actor.SetCarWeapon($6481, 23, 3000) 0243: set_actor $6481 ped_stats_to 16 0350: set_actor $6481 maintain_position_when_attacked 1 01CA: actor $6481 kill_player $PLAYER_CHAR 00AE: set_vehicle $6471 traffic_behavior_to 2 Car.SetDriverBehaviour($6471, DriveToPlayer) $6479 = 4 // integer values :ASSIN4_5819 if $6479 == 4 // integer values jf @ASSIN4_5959 if not Actor.Dead($6481) jf @ASSIN4_5959 if $6496 == 0 // integer values jf @ASSIN4_5910 if 00E0: player $PLAYER_CHAR driving jf @ASSIN4_5910 03C1: $6474 = player $PLAYER_CHAR car_no_save 01D9: actor $6481 destroy_car $6474 $6496 = 1 // integer values :ASSIN4_5910 if $6496 == 1 // integer values jf @ASSIN4_5959 if 80E0: not player $PLAYER_CHAR driving jf @ASSIN4_5959 01CA: actor $6481 kill_player $PLAYER_CHAR $6496 = 0 // integer values :ASSIN4_5959 if $6486 == 1 // integer values jf @ASSIN4_6140 if not Car.Wrecked($6472) jf @ASSIN4_6140 if or 0056: player $PLAYER_CHAR 0 -1212.973 -828.562 -1187.989 -985.38 8185: not car $6472 health >= 998 jf @ASSIN4_6140 if not Actor.Dead($6487) jf @ASSIN4_6140 if not Actor.Dead($6488) jf @ASSIN4_6140 if Actor.Driving($6487) jf @ASSIN4_6140 if Actor.Driving($6488) jf @ASSIN4_6140 Car.SetMaxSpeed($6472, 70.0) Car.DriveTo($6472, -1202.935, -947.956, 14.534) $6486 = 2 // integer values :ASSIN4_6140 if $6486 == 2 // integer values jf @ASSIN4_6290 if not Actor.Dead($6487) jf @ASSIN4_6290 if not Actor.Dead($6488) jf @ASSIN4_6290 if not Car.Wrecked($6472) jf @ASSIN4_6290 if Actor.Driving($6487) jf @ASSIN4_6290 if Actor.Driving($6488) jf @ASSIN4_6290 if 01AD: car $6472 sphere 0 near_point -1202.935 -947.956 radius 10.0 10.0 jf @ASSIN4_6290 Car.SetDriverBehaviour($6472, KillThePlayer) $6486 = 3 // integer values :ASSIN4_6290 if $6486 == 3 // integer values jf @ASSIN4_6528 if not Actor.Dead($6487) jf @ASSIN4_6528 if not Actor.Dead($6488) jf @ASSIN4_6528 if not Car.Wrecked($6472) jf @ASSIN4_6528 if Actor.Driving($6487) jf @ASSIN4_6528 if 01FC: player $PLAYER_CHAR near_car $6472 radius 30.0 30.0 0 jf @ASSIN4_6528 Car.StorePos($6472, $6482, $6483, $6484) Actor.DestroyInstantly($6488) $6484 -= 20.0 // floating-point values $6488 = Actor.Create(CivMale, #SPECIAL01, $6482, $6483, $6484) 0464: put_actor $6488 into_turret_on_car $6472 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 Actor.SetCarWeapon($6488, 23, 3000) 0243: set_actor $6488 ped_stats_to 16 0350: set_actor $6488 maintain_position_when_attacked 1 01CA: actor $6488 kill_player $PLAYER_CHAR Car.SetDriverBehaviour($6472, KillThePlayer) $6486 = 4 // integer values :ASSIN4_6528 if $6486 == 4 // integer values jf @ASSIN4_6668 if not Actor.Dead($6488) jf @ASSIN4_6668 if $6497 == 0 // integer values jf @ASSIN4_6619 if 00E0: player $PLAYER_CHAR driving jf @ASSIN4_6619 03C1: $6474 = player $PLAYER_CHAR car_no_save 01D9: actor $6488 destroy_car $6474 $6497 = 1 // integer values :ASSIN4_6619 if $6497 == 1 // integer values jf @ASSIN4_6668 if 80E0: not player $PLAYER_CHAR driving jf @ASSIN4_6668 01CA: actor $6488 kill_player $PLAYER_CHAR $6497 = 0 // integer values :ASSIN4_6668 if $6493 == 1 // integer values jf @ASSIN4_6811 if not Actor.Dead($6494) jf @ASSIN4_6811 if not Car.Wrecked($6473) jf @ASSIN4_6811 if Actor.Driving($6494) jf @ASSIN4_6811 if or 01FC: player $PLAYER_CHAR near_car $6473 radius 25.0 25.0 0 8185: not car $6473 health >= 998 jf @ASSIN4_6811 Car.SetMaxSpeed($6473, 70.0) 00AE: set_vehicle $6473 traffic_behavior_to 2 Car.SetDriverBehaviour($6473, KillThePlayer) 01EC: make_car $6473 very_heavy 1 $6493 = 2 // integer values :ASSIN4_6811 if $6493 == 2 // integer values jf @ASSIN4_7056 if not Actor.Dead($6494) jf @ASSIN4_7056 if not Actor.Dead($6495) jf @ASSIN4_7056 if not Car.Wrecked($6473) jf @ASSIN4_7056 if Actor.Driving($6494) jf @ASSIN4_7056 if 01FC: player $PLAYER_CHAR near_car $6473 radius 25.0 25.0 0 jf @ASSIN4_7056 Car.StorePos($6473, $6489, $6490, $6491) Actor.DestroyInstantly($6495) $6491 -= 20.0 // floating-point values $6495 = Actor.Create(CivMale, #SPECIAL01, $6489, $6490, $6491) 0464: put_actor $6495 into_turret_on_car $6473 at_car_offset 0.0 -0.3 0.8 position 0 angle 360.0 with_weapon 23 Actor.SetCarWeapon($6495, 23, 3000) 0243: set_actor $6495 ped_stats_to 16 0350: set_actor $6495 maintain_position_when_attacked 1 02E2: set_actor $6495 weapon_accuracy_to 90 01CA: actor $6495 kill_player $PLAYER_CHAR Car.SetDriverBehaviour($6473, DriveToPlayer) $6493 = 3 // integer values :ASSIN4_7056 if $6493 == 4 // integer values jf @ASSIN4_7196 if not Actor.Dead($6495) jf @ASSIN4_7196 if $6498 == 0 // integer values jf @ASSIN4_7147 if 00E0: player $PLAYER_CHAR driving jf @ASSIN4_7147 03C1: $6474 = player $PLAYER_CHAR car_no_save 01D9: actor $6495 destroy_car $6474 $6498 = 1 // integer values :ASSIN4_7147 if $6498 == 1 // integer values jf @ASSIN4_7196 if 80E0: not player $PLAYER_CHAR driving jf @ASSIN4_7196 01CA: actor $6495 kill_player $PLAYER_CHAR $6498 = 0 // integer values :ASSIN4_7196 if Actor.Dead($6417) jf @ASSIN4_7217 Actor.RemoveReferences($6417) :ASSIN4_7217 if Actor.Dead($6480) jf @ASSIN4_7238 Actor.RemoveReferences($6480) :ASSIN4_7238 if Actor.Dead($6481) jf @ASSIN4_7259 Actor.RemoveReferences($6481) :ASSIN4_7259 if Actor.Dead($6487) jf @ASSIN4_7280 Actor.RemoveReferences($6487) :ASSIN4_7280 if Actor.Dead($6488) jf @ASSIN4_7301 Actor.RemoveReferences($6488) :ASSIN4_7301 if Actor.Dead($6494) jf @ASSIN4_7322 Actor.RemoveReferences($6494) :ASSIN4_7322 if Actor.Dead($6495) jf @ASSIN4_7343 Actor.RemoveReferences($6495) :ASSIN4_7343 if Car.Wrecked($6471) jf @ASSIN4_7364 Car.RemoveReferences($6471) :ASSIN4_7364 if Car.Wrecked($6472) jf @ASSIN4_7385 Car.RemoveReferences($6472) :ASSIN4_7385 if Car.Wrecked($6473) jf @ASSIN4_7406 Car.RemoveReferences($6473) :ASSIN4_7406 if or $6420 > 0 // integer values $6420 == -1 // integer values jf @ASSIN4_7469 if Actor.Dead($6410) jf @ASSIN4_7469 00BC: text_highpriority 'ASM4_25' 5000 ms 1 // ~r~You killed the woman you fool! jump @ASSIN4_8246 :ASSIN4_7469 if $6420 > 0 // integer values jf @ASSIN4_7572 if 4 > $6420 // integer values jf @ASSIN4_7572 if Actor.Dead($6412) jf @ASSIN4_7572 00BC: text_highpriority 'ASM4_29' 5000 ms 1 // ~r~Itchy trigger finger? You killed him too soon! if not Actor.Dead($6417) jf @ASSIN4_7565 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_7565 jump @ASSIN4_8246 :ASSIN4_7572 if and 4 > $6420 // integer values $6420 > 0 // integer values jf @ASSIN4_7811 if $6456 == 0 // integer values jf @ASSIN4_7811 if 051A: actor $6417 damaged_by_actor $PLAYER_ACTOR jf @ASSIN4_7713 if not Actor.Dead($6417) jf @ASSIN4_7663 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_7663 if not Actor.Dead($6417) jf @ASSIN4_7684 054E: clear_actor $6417 damage :ASSIN4_7684 00BC: text_highpriority 'ASM4_28' 5000 ms 1 // ~r~The target heard you firing your weapon! $6456 = 1 // integer values jump @ASSIN4_8246 :ASSIN4_7713 if 051A: actor $6412 damaged_by_actor $PLAYER_ACTOR jf @ASSIN4_7811 if not Actor.Dead($6417) jf @ASSIN4_7761 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_7761 if not Actor.Dead($6412) jf @ASSIN4_7782 054E: clear_actor $6412 damage :ASSIN4_7782 00BC: text_highpriority 'ASM4_28' 5000 ms 1 // ~r~The target heard you firing your weapon! $6456 = 1 // integer values jump @ASSIN4_8246 :ASSIN4_7811 if $6420 > 0 // integer values jf @ASSIN4_7966 if 4 > $6420 // integer values jf @ASSIN4_7966 if not Actor.Dead($6412) jf @ASSIN4_7966 if 00FB: player $PLAYER_CHAR 0 $6412 radius 40.0 40.0 20.0 jf @ASSIN4_7966 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN4_7966 00BC: text_highpriority 'ASM4_28' 5000 ms 1 // ~r~The target heard you firing your weapon! if not Actor.Dead($6417) jf @ASSIN4_7959 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_7959 jump @ASSIN4_8246 :ASSIN4_7966 if $6420 > 0 // integer values jf @ASSIN4_8071 if 4 > $6420 // integer values jf @ASSIN4_8071 if $6461 > 97 // integer values jf @ASSIN4_8071 00BC: text_highpriority 'ASM4_27' 5000 ms 1 // ~r~The target has seen you! You should have kept your distance! if not Actor.Dead($6417) jf @ASSIN4_8064 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_8064 jump @ASSIN4_8246 :ASSIN4_8071 if not Actor.Dead($6412) jf @ASSIN4_8172 if 00EC: actor $6412 0 $6428 $6429 radius 5.0 5.0 jf @ASSIN4_8172 00BC: text_highpriority 'ASM4_26' 5000 ms 1 // ~r~The target has boarded his flight! if not Actor.Dead($6417) jf @ASSIN4_8165 01E0: clear_leader $6417 01CA: actor $6417 kill_player $PLAYER_CHAR :ASSIN4_8165 jump @ASSIN4_8246 :ASSIN4_8172 if $6421 > 1 // integer values jf @ASSIN4_8239 if 00F6: player $PLAYER_CHAR 1 $6448 $6449 $6450 radius 3.0 3.0 3.0 jf @ASSIN4_8239 jump @ASSIN4_8263 :ASSIN4_8239 jump @ASSIN4_1717 :ASSIN4_8246 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :ASSIN4_8263 $301 = 1 // integer values 0318: set_latest_mission_passed 'JOB_4' // Check Out at the Check In 01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 8000 030C: progress_made += 1 0394: play_music 1 0533: increment_assassination_contracts_by 1 Marker.Disable($297) return :ASSIN4_8330 $ONMISSION = 0 // integer values Marker.Disable($6422) Marker.Disable($6416) Marker.Disable($6414) Marker.Disable($6411) Pickup.Destroy($6415) Pickup.Destroy($6413) Model.Destroy(#WMORI) Model.Destroy(#HFYBU) Model.Destroy(#ADMIRAL) Model.Destroy(#MAVERICK) Model.Destroy(#UZI) Actor.DestroyWithFade($6417) Actor.DestroyWithFade($6412) Actor.DestroyWithFade($6480) Actor.DestroyWithFade($6481) Actor.DestroyWithFade($6487) Actor.DestroyWithFade($6488) Actor.DestroyWithFade($6494) Actor.DestroyWithFade($6495) 0151: remove_status_text $6461 0296: unload_special_actor 1 0296: unload_special_actor 2 015C: set_zone_gang_info 'TERMINL' 1 13 0 0 0 0 50 0 0 0 0 20 015C: set_zone_gang_info 'TERMINL' 0 4 0 0 0 0 50 0 0 0 0 10 022A: remove_forbidden_for_peds_cube -1424.038 -876.6656 10.8537 -1422.422 -873.6301 29.8434 022A: remove_forbidden_for_peds_cube -1407.059 -869.3946 -5.8549 -1408.656 -873.5172 23.8402 022A: remove_forbidden_for_peds_cube -1385.123 -855.1205 10.0263 -1383.952 -853.1511 28.5218 022A: remove_forbidden_for_peds_cube -1386.247 -863.7204 8.8377 -1393.27 -859.9062 16.8377 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 71--------------- // Originally: Loose Ends :ASSIN5 thread 'ASSIN5' gosub @ASSIN5_46 if wasted_or_busted jf @ASSIN5_37 gosub @ASSIN5_12318 :ASSIN5_37 gosub @ASSIN5_12466 end_thread :ASSIN5_46 increment_mission_attempts $ONMISSION = 1 // integer values wait 0 054C: use_GXT_table 'ASSIN5' Model.Load(#SGA) Model.Load(#SGB) Model.Load(#MP5LNG) Model.Load(#CELLPHONE) Model.Load(#ADMIRAL) Model.Load(#PONY) Model.Load(#MAVERICK) Model.Load(#BARREL4) :ASSIN5_106 if or not Model.Available(#SGA) not Model.Available(#SGB) not Model.Available(#MP5LNG) not Model.Available(#CELLPHONE) jf @ASSIN5_146 wait 0 jump @ASSIN5_106 :ASSIN5_146 if or not Model.Available(#ADMIRAL) not Model.Available(#PONY) not Model.Available(#MAVERICK) not Model.Available(#BARREL4) jf @ASSIN5_187 wait 0 jump @ASSIN5_146 :ASSIN5_187 023C: load_special_actor 1 'BGA' 023C: load_special_actor 2 'BGB' :ASSIN5_211 if or 823D: not special_actor 1 loaded 823D: not special_actor 2 loaded jf @ASSIN5_241 wait 0 jump @ASSIN5_211 :ASSIN5_241 03DE: set_pedestrians_density_multiplier_to 0.0 01EB: set_traffic_density_multiplier_to 0.0 02A3: enable_widescreen 1 0395: clear_area 0 at -977.4625 -530.668 range 9.9113 4.0 0395: clear_area 0 at -989.819 -524.6922 range 11.39922 3.0 042B: clear_peds_from_cube -1475.243 -832.872 10.164 -1489.91 819.0943 18.669 0055: put_player $PLAYER_CHAR at -977.4625 -530.668 9.9113 0171: set_player $PLAYER_CHAR z_angle_to 284.6051 052B: actor $PLAYER_ACTOR hold_cellphone 1 Camera.SetPosition(-981.4931, -531.1837, 11.49621, 0.0, 0.0, 0.0) 0157: camera_on_player $PLAYER_CHAR mode 4 switchstyle 2 Camera.SetBehindPlayer :ASSIN5_419 if 834E: not move_object $1818 to -973.664 -516.25 10.092 speed 0.0 0.1 0.0 collision_check 0 jf @ASSIN5_478 wait 0 jump @ASSIN5_419 :ASSIN5_478 03CF: load_wav 'JOB5_1' as 1 03CF: load_wav 'JOB5_2' as 2 :ASSIN5_502 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @ASSIN5_532 wait 0 jump @ASSIN5_502 :ASSIN5_532 fade 1 500 :ASSIN5_539 if fading jf @ASSIN5_563 wait 0 jump @ASSIN5_539 :ASSIN5_563 00BC: text_highpriority 'ASM5_A' 10000 ms 1 // There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company. 03D1: play_wav 1 :ASSIN5_582 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN5_637 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN5_630 jump @ASSIN5_916 :ASSIN5_630 jump @ASSIN5_582 :ASSIN5_637 03D5: remove_text 'ASM5_A' // There is a valuable exchange taking place on the roof of the Cherry Popper Ice Cream Company. 040D: unload_wav 1 00BC: text_highpriority 'ASM5_B' 10000 ms 1 // Kill everyone involved, steal the merchandise and take it to the helipad at the airport. 03D1: play_wav 2 :ASSIN5_670 if and 83D2: not wav 2 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN5_725 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN5_718 jump @ASSIN5_916 :ASSIN5_718 jump @ASSIN5_670 :ASSIN5_725 03D5: remove_text 'ASM5_B' // Kill everyone involved, steal the merchandise and take it to the helipad at the airport. 040D: unload_wav 2 03CF: load_wav 'JOB5_3' as 1 :ASSIN5_751 if 83D0: not wav 1 loaded jf @ASSIN5_777 wait 0 jump @ASSIN5_751 :ASSIN5_777 Camera.SetPosition(-988.1754, -532.6743, 11.89331, 0.0, 0.0, 0.0) Camera.PointAt(-987.3879, -532.0587, 11.84551, 2) 00BC: text_highpriority 'ASM5_C' 10000 ms 1 // There is a gate to your left that leads to the back of the factory. 03D1: play_wav 1 :ASSIN5_847 if and 83D2: not wav 1 ended not Actor.Dead($PLAYER_ACTOR) jf @ASSIN5_902 wait 0 if 00E1: player 0 pressed_button 16 jf @ASSIN5_895 jump @ASSIN5_916 :ASSIN5_895 jump @ASSIN5_847 :ASSIN5_902 03D5: remove_text 'ASM5_C' // There is a gate to your left that leads to the back of the factory. 040D: unload_wav 1 :ASSIN5_916 040D: unload_wav 1 040D: unload_wav 2 03EB: clear_small_messages_only wait 500 052B: actor $PLAYER_ACTOR hold_cellphone 0 Model.Destroy(#CELLPHONE) fade 0 1000 :ASSIN5_950 if fading jf @ASSIN5_974 wait 0 jump @ASSIN5_950 :ASSIN5_974 03DE: set_pedestrians_density_multiplier_to 1.0 01EB: set_traffic_density_multiplier_to 1.0 16@ = 0 // integer values 0482: 2.0 03C7: set_sensitivity_to_crime_to 0.1 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True $6614 = 0 // integer values $6615 = 0 // integer values $6616 = 0 // integer values $6617 = 0 // integer values $6618 = 0 // integer values $6619 = 0 // integer values $6620 = 0 // integer values $6621 = 0 // integer values $6622 = 0 // integer values $6623 = 0 // integer values $6624 = 0 // integer values $6625 = 0 // integer values $6626 = 0 // integer values $6627 = 0 // integer values $6628 = 0 // integer values $6629 = 0 // integer values $6630 = 0 // integer values $6631 = 0 // integer values $6632 = 0 // integer values $6633 = 0 // integer values $6634 = 0 // integer values $6635 = 0 // integer values $6636 = 0 // integer values $6637 = 0 // integer values $6638 = 0 // integer values $6639 = 0 // integer values $6640 = 0 // integer values $6649 = 0 // integer values $6641 = 0 // integer values $6642 = 0 // integer values $6643 = 0 // integer values $6644 = 0 // integer values $6645 = 0 // integer values $6646 = 0 // integer values $6647 = 0 // integer values $6648 = 0 // integer values $6650 = 0 // integer values $6651 = 0 // integer values $6652 = 0 // integer values $6653 = 0 // integer values $6654 = 0 // integer values $6655 = 0 // integer values $6656 = 0 // integer values $6657 = 0 // integer values $6658 = 0 // integer values $6659 = 0 // integer values $6660 = 0 // integer values $6661 = 0 // integer values $6662 = 0 // integer values $6663 = 0 // integer values $6664 = 0 // integer values $6665 = 0 // integer values $6666 = 0 // integer values $6667 = 0 // integer values $6534 = Actor.Create(21, #SPECIAL01, -888.0087, -516.6854, 28.1699) 01B2: give_actor $6534 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6534) = 112.8337 01ED: clear_actor $6534 threat_search 0243: set_actor $6534 ped_stats_to 16 011A: set_actor $6534 search_threat 1 02A9: set_actor $6534 immune_to_nonplayer 1 $6535 = Actor.Create(21, #SPECIAL02, -886.0616, -514.7507, 28.1699) 01B2: give_actor $6535 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6535) = 105.293 01ED: clear_actor $6535 threat_search 0243: set_actor $6535 ped_stats_to 16 011A: set_actor $6535 search_threat 1 02A9: set_actor $6535 immune_to_nonplayer 1 $6536 = Actor.Create(21, #SPECIAL01, -886.1217, -518.1573, 28.16999) 01B2: give_actor $6536 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6536) = 104.0362 01ED: clear_actor $6536 threat_search 0243: set_actor $6536 ped_stats_to 16 011A: set_actor $6536 search_threat 1 02A9: set_actor $6536 immune_to_nonplayer 1 $6537 = Actor.Create(CivMale, #SGA, -893.7256, -517.13, 28.1754) 01B2: give_actor $6537 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6537) = 279.891 01ED: clear_actor $6537 threat_search 0243: set_actor $6537 ped_stats_to 16 011A: set_actor $6537 search_threat 1 02A9: set_actor $6537 immune_to_nonplayer 1 $6538 = Actor.Create(CivMale, #SGB, -894.7341, -515.9601, 28.1754) 01B2: give_actor $6538 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6538) = 285.984 01ED: clear_actor $6538 threat_search 0243: set_actor $6538 ped_stats_to 16 011A: set_actor $6538 search_threat 1 02A9: set_actor $6538 immune_to_nonplayer 1 03F9: make_actors $6537 $6534 converse_in 800000 ms $6549 = Object.Create(#BARREL4, -927.3963, -528.213, 10.134) 035D: make_object $6549 targetable $6550 = Object.Create(#BARREL4, -904.3218, -566.7883, 9.7807) $6500 = Car.Create(#MAVERICK, -870.6392, -516.396, 28.1699) 0229: set_car $6500 color_to 7 1 Car.Angle($6500) = 183.0478 Car.SetToNormalDriver($6500) $6539 = Car.Create(#ADMIRAL, -941.5502, -513.9277, 9.9197) 0229: set_car $6539 color_to 0 0 Car.SetToNormalDriver($6539) Car.Angle($6539) = 5.3408 $6503 = Actor.Create(21, #SPECIAL01, -939.6057, -512.2731, 9.9113) 01B2: give_actor $6503 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6503) = 90.5315 01ED: clear_actor $6503 threat_search 011A: set_actor $6503 search_threat 1 0243: set_actor $6503 ped_stats_to 16 02A9: set_actor $6503 immune_to_nonplayer 1 0350: set_actor $6503 maintain_position_when_attacked 1 $6504 = Actor.Create(21, #SPECIAL02, -939.5907, -516.5395, 9.9532) 01B2: give_actor $6504 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6504) = 90.1574 01ED: clear_actor $6504 threat_search 011A: set_actor $6504 search_threat 1 0243: set_actor $6504 ped_stats_to 16 02A9: set_actor $6504 immune_to_nonplayer 1 0350: set_actor $6504 maintain_position_when_attacked 1 $6505 = Actor.Create(21, #SPECIAL02, -905.3917, -512.3774, 16.9633) 01B2: give_actor $6505 weapon 25 ammo 3000 // Load the weapon model before using this Actor.Angle($6505) = 119.0373 01ED: clear_actor $6505 threat_search 011A: set_actor $6505 search_threat 1 0243: set_actor $6505 ped_stats_to 16 02A9: set_actor $6505 immune_to_nonplayer 1 $6506 = Actor.Create(21, #SPECIAL01, -900.4265, -545.6013, 21.4256) 01B2: give_actor $6506 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6506) = 81.1633 01ED: clear_actor $6506 threat_search 011A: set_actor $6506 search_threat 1 0243: set_actor $6506 ped_stats_to 16 02A9: set_actor $6506 immune_to_nonplayer 1 $6507 = Actor.Create(21, #SPECIAL02, -919.222, -544.302, 10.49) 01B2: give_actor $6507 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6507) = 8.948461 02A9: set_actor $6507 immune_to_nonplayer 1 0350: set_actor $6507 maintain_position_when_attacked 1 $6541 = Car.Create(#PONY, -925.0329, -530.9766, 10.1511) 0229: set_car $6541 color_to 0 0 Car.Angle($6541) = 100.691 Car.ImmuneToNonPlayer($6541) = True 0129: $6508 = create_actor 21 #SPECIAL01 in_car $6541 driverseat 01B2: give_actor $6508 weapon 25 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $6508 threat_search 011A: set_actor $6508 search_threat 1 0243: set_actor $6508 ped_stats_to 16 02A9: set_actor $6508 immune_to_nonplayer 1 02E2: set_actor $6508 weapon_accuracy_to 10 01C8: $6509 = create_actor_pedtype 21 model #SPECIAL02 in_car $6541 passenger_seat 0 01B2: give_actor $6509 weapon 25 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $6509 threat_search 011A: set_actor $6509 search_threat 1 0243: set_actor $6509 ped_stats_to 16 02A9: set_actor $6509 immune_to_nonplayer 1 02E2: set_actor $6509 weapon_accuracy_to 10 01C8: $6510 = create_actor_pedtype 21 model #SPECIAL01 in_car $6541 passenger_seat 1 01B2: give_actor $6510 weapon 25 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $6510 threat_search 011A: set_actor $6510 search_threat 1 0243: set_actor $6510 ped_stats_to 16 02A9: set_actor $6510 immune_to_nonplayer 1 02E2: set_actor $6510 weapon_accuracy_to 10 01C8: $6511 = create_actor_pedtype 21 model #SPECIAL01 in_car $6541 passenger_seat 2 01B2: give_actor $6511 weapon 25 ammo 300000 // Load the weapon model before using this 01ED: clear_actor $6511 threat_search 011A: set_actor $6511 search_threat 1 0243: set_actor $6511 ped_stats_to 16 02A9: set_actor $6511 immune_to_nonplayer 1 02E2: set_actor $6511 weapon_accuracy_to 10 Car.SetToNormalDriver($6541) $6540 = Car.Create(#ADMIRAL, -923.2911, -534.3985, 10.1921) Car.Angle($6540) = 95.827 0229: set_car $6540 color_to 0 0 Car.ImmuneToNonPlayer($6540) = True $6512 = Actor.Create(21, #SPECIAL02, -910.9335, -549.9265, 10.5692) 01B2: give_actor $6512 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6512) = 357.5166 01ED: clear_actor $6512 threat_search 011A: set_actor $6512 search_threat 1 0243: set_actor $6512 ped_stats_to 16 02A9: set_actor $6512 immune_to_nonplayer 1 0350: set_actor $6512 maintain_position_when_attacked 1 $6513 = Actor.Create(21, #SPECIAL01, -919.4705, -564.1069, 10.1924) 01B2: give_actor $6513 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6513) = 11.053 01ED: clear_actor $6513 threat_search 011A: set_actor $6513 search_threat 1 0243: set_actor $6513 ped_stats_to 16 02A9: set_actor $6513 immune_to_nonplayer 1 0350: set_actor $6513 maintain_position_when_attacked 1 $6514 = Actor.Create(21, #SPECIAL02, -907.8641, -562.6886, 10.3168) 01B2: give_actor $6514 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6514) = 354.8635 01ED: clear_actor $6514 threat_search 011A: set_actor $6514 search_threat 1 0243: set_actor $6514 ped_stats_to 16 02A9: set_actor $6514 immune_to_nonplayer 1 0350: set_actor $6514 maintain_position_when_attacked 1 $6515 = Actor.Create(21, #SPECIAL02, -898.9297, -605.6819, 11.8547) 01B2: give_actor $6515 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6515) = 182.2136 01ED: clear_actor $6515 threat_search 011A: set_actor $6515 search_threat 1 0243: set_actor $6515 ped_stats_to 16 02A9: set_actor $6515 immune_to_nonplayer 1 0350: set_actor $6515 maintain_position_when_attacked 1 $6516 = Actor.Create(21, #SPECIAL01, -909.2119, -602.8759, 9.5246) 01B2: give_actor $6516 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6516) = 12.6305 01ED: clear_actor $6516 threat_search 011A: set_actor $6516 search_threat 1 0243: set_actor $6516 ped_stats_to 16 02A9: set_actor $6516 immune_to_nonplayer 1 0350: set_actor $6516 maintain_position_when_attacked 1 $6517 = Actor.Create(21, #SPECIAL01, -916.5301, -562.2043, 12.0173) 01B2: give_actor $6517 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6517) = 137.803 01ED: clear_actor $6517 threat_search 011A: set_actor $6517 search_threat 1 0243: set_actor $6517 ped_stats_to 16 02A9: set_actor $6517 immune_to_nonplayer 1 0350: set_actor $6517 maintain_position_when_attacked 1 $6518 = Actor.Create(21, #SPECIAL02, -881.8743, -584.6597, 18.6255) 01B2: give_actor $6518 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6518) = 192.3254 01ED: clear_actor $6518 threat_search 011A: set_actor $6518 search_threat 1 0243: set_actor $6518 ped_stats_to 16 02A9: set_actor $6518 immune_to_nonplayer 1 $6519 = Actor.Create(21, #SPECIAL01, -931.1354, -585.5306, 9.1849) 01B2: give_actor $6519 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6519) = 18.2377 01ED: clear_actor $6519 threat_search 011A: set_actor $6519 search_threat 1 0243: set_actor $6519 ped_stats_to 16 02A9: set_actor $6519 immune_to_nonplayer 1 $6520 = Actor.Create(21, #SPECIAL02, -925.1932, -615.1325, 12.7716) 01B2: give_actor $6520 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6520) = 18.3567 01ED: clear_actor $6520 threat_search 011A: set_actor $6520 search_threat 1 0243: set_actor $6520 ped_stats_to 16 02A9: set_actor $6520 immune_to_nonplayer 1 0350: set_actor $6520 maintain_position_when_attacked 1 $6521 = Actor.Create(21, #SPECIAL02, -929.0777, -614.6532, 14.9469) 01B2: give_actor $6521 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6521) = 17.6835 01ED: clear_actor $6521 threat_search 011A: set_actor $6521 search_threat 1 0243: set_actor $6521 ped_stats_to 16 02A9: set_actor $6521 immune_to_nonplayer 1 0350: set_actor $6520 maintain_position_when_attacked 1 $6522 = Actor.Create(21, #SPECIAL01, -927.3255, -620.7064, 14.9642) 01B2: give_actor $6522 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6522) = 1.3416 01ED: clear_actor $6522 threat_search 011A: set_actor $6522 search_threat 1 0243: set_actor $6522 ped_stats_to 16 02A9: set_actor $6522 immune_to_nonplayer 1 0350: set_actor $6522 maintain_position_when_attacked 1 $6523 = Actor.Create(21, #SPECIAL02, -897.9171, -632.6987, 15.5191) 01B2: give_actor $6523 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6523) = 102.1576 01ED: clear_actor $6523 threat_search 011A: set_actor $6523 search_threat 1 0243: set_actor $6523 ped_stats_to 16 02A9: set_actor $6523 immune_to_nonplayer 1 0350: set_actor $6523 maintain_position_when_attacked 1 $6524 = Actor.Create(21, #SPECIAL01, -878.5259, -624.2981, 14.7945) 01B2: give_actor $6524 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6524) = 346.1281 01ED: clear_actor $6524 threat_search 011A: set_actor $6524 search_threat 1 0243: set_actor $6524 ped_stats_to 16 02A9: set_actor $6524 immune_to_nonplayer 1 0350: set_actor $6524 maintain_position_when_attacked 1 $6525 = Actor.Create(21, #SPECIAL02, -867.262, -608.2192, 23.1638) 01B2: give_actor $6525 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6525) = 138.8068 01ED: clear_actor $6525 threat_search 011A: set_actor $6525 search_threat 1 0243: set_actor $6525 ped_stats_to 16 02A9: set_actor $6525 immune_to_nonplayer 1 0350: set_actor $6525 maintain_position_when_attacked 1 $6526 = Actor.Create(21, #SPECIAL01, -874.3932, -605.0528, 14.7369) 01B2: give_actor $6526 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6526) = 101.475 01ED: clear_actor $6526 threat_search 011A: set_actor $6526 search_threat 1 0243: set_actor $6526 ped_stats_to 16 02A9: set_actor $6526 immune_to_nonplayer 1 0350: set_actor $6526 maintain_position_when_attacked 1 $6527 = Actor.Create(21, #SPECIAL01, -924.4441, -575.0138, 9.2581) 01B2: give_actor $6527 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6527) = 1.4189 01ED: clear_actor $6527 threat_search 011A: set_actor $6527 search_threat 1 0243: set_actor $6527 ped_stats_to 16 02A9: set_actor $6527 immune_to_nonplayer 1 0350: set_actor $6527 maintain_position_when_attacked 1 $6528 = Actor.Create(21, #SPECIAL01, -867.9724, -601.2151, 23.1638) 01B2: give_actor $6528 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6528) = 127.6761 01ED: clear_actor $6528 threat_search 011A: set_actor $6528 search_threat 1 0243: set_actor $6528 ped_stats_to 16 02A9: set_actor $6528 immune_to_nonplayer 1 0350: set_actor $6528 maintain_position_when_attacked 1 $6529 = Actor.Create(21, #SPECIAL02, -896.634, -565.709, 12.025) 01B2: give_actor $6529 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6529) = 37.43 01ED: clear_actor $6529 threat_search 011A: set_actor $6529 search_threat 1 0243: set_actor $6529 ped_stats_to 16 02A9: set_actor $6529 immune_to_nonplayer 1 0350: set_actor $6529 maintain_position_when_attacked 1 02E2: set_actor $6529 weapon_accuracy_to 90 $6530 = Actor.Create(21, #SPECIAL02, -878.1485, -571.4688, 18.6207) 01B2: give_actor $6530 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6530) = 138.079 01ED: clear_actor $6530 threat_search 011A: set_actor $6530 search_threat 1 0243: set_actor $6530 ped_stats_to 16 02A9: set_actor $6530 immune_to_nonplayer 1 0350: set_actor $6530 maintain_position_when_attacked 1 $6531 = Actor.Create(21, #SPECIAL01, -892.1982, -552.9963, 23.8094) 01B2: give_actor $6531 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6531) = 190.8916 01ED: clear_actor $6531 threat_search 011A: set_actor $6531 search_threat 1 0243: set_actor $6531 ped_stats_to 16 02A9: set_actor $6531 immune_to_nonplayer 1 0350: set_actor $6531 maintain_position_when_attacked 1 $6532 = Actor.Create(21, #SPECIAL01, -929.842, -637.3516, 14.9582) 01B2: give_actor $6532 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6532) = 10.5009 01ED: clear_actor $6532 threat_search 011A: set_actor $6532 search_threat 1 0243: set_actor $6532 ped_stats_to 16 02A9: set_actor $6532 immune_to_nonplayer 1 0350: set_actor $6532 maintain_position_when_attacked 1 $6533 = Actor.Create(21, #SPECIAL01, -914.1021, -530.2435, 10.1809) 01B2: give_actor $6533 weapon 25 ammo 300000 // Load the weapon model before using this Actor.Angle($6533) = 45.0281 01ED: clear_actor $6533 threat_search 011A: set_actor $6533 search_threat 1 0243: set_actor $6533 ped_stats_to 16 02A9: set_actor $6533 immune_to_nonplayer 1 0350: set_actor $6533 maintain_position_when_attacked 1 fade 1 500 :ASSIN5_4353 if fading jf @ASSIN5_4377 wait 0 jump @ASSIN5_4353 :ASSIN5_4377 wait 0 if $6614 == 0 // integer values jf @ASSIN5_4541 $6544 = Pickup.Create(#BODYARMOUR, 3, -883.108, -615.856, 11.134) $6547 = Pickup.Create(#HEALTH, 3, -867.2684, -615.3924, 15.7369) $6501 = Pickup.Create(#BRIEFCASE, 3, -891.4261, -516.9407, 29.1699) 03DC: $6502 = create_marker_above_pickup $6501 032B: $6545 = create_weapon_pickup #M4 3 ammo 130 at -973.5544 -518.9319 10.926 032B: $6546 = create_weapon_pickup #SHOTGSPA 3 ammo 50 at -898.9763 -549.0946 22.432 $6614 = 1 // integer values :ASSIN5_4541 if $6614 == 1 // integer values jf @ASSIN5_4581 00BC: text_highpriority 'ASM5_1' 7000 ms 2 // ~g~Enter the compound behind the Cherry Popper Ice Cream Company The deal is taking place on the roof. $6614 = 2 // integer values :ASSIN5_4581 if $6614 == 2 // integer values jf @ASSIN5_12311 if $6615 == 0 // integer values jf @ASSIN5_4868 if not Car.Wrecked($6540) jf @ASSIN5_4868 $6542 = Car.Health($6540) if not Car.Wrecked($6541) jf @ASSIN5_4868 $6543 = Car.Health($6541) if or 00E3: player $PLAYER_CHAR 0 -914.0022 -533.3141 radius 12.0 12.0 990 > $6542 // integer values 990 > $6543 // integer values jf @ASSIN5_4868 if not Actor.Dead($6508) jf @ASSIN5_4743 01CA: actor $6508 kill_player $PLAYER_CHAR :ASSIN5_4743 if not Actor.Dead($6509) jf @ASSIN5_4767 01CA: actor $6509 kill_player $PLAYER_CHAR :ASSIN5_4767 if not Actor.Dead($6510) jf @ASSIN5_4791 01CA: actor $6510 kill_player $PLAYER_CHAR :ASSIN5_4791 if not Actor.Dead($6511) jf @ASSIN5_4815 01CA: actor $6511 kill_player $PLAYER_CHAR :ASSIN5_4815 if not Car.Wrecked($6540) jf @ASSIN5_4838 Car.ImmuneToNonPlayer($6540) = False :ASSIN5_4838 if not Car.Wrecked($6541) jf @ASSIN5_4861 Car.ImmuneToNonPlayer($6541) = False :ASSIN5_4861 $6615 = 1 // integer values :ASSIN5_4868 if not Actor.Dead($6503) jf @ASSIN5_5174 if $6616 == 0 // integer values jf @ASSIN5_4917 01CA: actor $6503 kill_player $PLAYER_CHAR $6616 = 1 // integer values :ASSIN5_4917 if $6616 == 1 // integer values jf @ASSIN5_5174 if $6639 == 0 // integer values jf @ASSIN5_5073 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_5024 if 80E9: not player $PLAYER_CHAR 0 $6503 radius 5.0 5.0 jf @ASSIN5_5017 01BD: $6553 = current_time_in_ms 04EB: actor $6503 crouch 1 300000 ms :ASSIN5_5017 jump @ASSIN5_5073 :ASSIN5_5024 01BD: $6551 = current_time_in_ms 0084: $6552 = $6551 // integer values and handles 0060: $6552 -= $6553 // integer values if $6552 > 2500 // integer values jf @ASSIN5_5073 04EB: actor $6503 crouch 0 100 ms :ASSIN5_5073 if $6639 == 0 // integer values jf @ASSIN5_5174 if or 00E9: player $PLAYER_CHAR 0 $6503 radius 5.0 5.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_5174 04EB: actor $6503 crouch 0 100 ms 0350: set_actor $6503 maintain_position_when_attacked 0 01CA: actor $6503 kill_player $PLAYER_CHAR $6639 = 1 // integer values :ASSIN5_5174 if not Actor.Dead($6504) jf @ASSIN5_5459 if $6617 == 0 // integer values jf @ASSIN5_5223 01CA: actor $6504 kill_player $PLAYER_CHAR $6617 = 1 // integer values :ASSIN5_5223 if $6617 == 1 // integer values jf @ASSIN5_5459 if $6640 == 0 // integer values jf @ASSIN5_5379 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_5330 if 80E9: not player $PLAYER_CHAR 0 $6504 radius 5.0 5.0 jf @ASSIN5_5323 01BD: $6556 = current_time_in_ms 04EB: actor $6504 crouch 1 300000 ms :ASSIN5_5323 jump @ASSIN5_5379 :ASSIN5_5330 01BD: $6554 = current_time_in_ms 0084: $6555 = $6554 // integer values and handles 0060: $6555 -= $6556 // integer values if $6555 > 2000 // integer values jf @ASSIN5_5379 04EB: actor $6504 crouch 0 100 ms :ASSIN5_5379 if $6640 == 0 // integer values jf @ASSIN5_5459 if 00E9: player $PLAYER_CHAR 0 $6504 radius 5.0 5.0 jf @ASSIN5_5459 04EB: actor $6504 crouch 0 100 ms 0350: set_actor $6504 maintain_position_when_attacked 0 01CA: actor $6504 kill_player $PLAYER_CHAR $6640 = 1 // integer values :ASSIN5_5459 if not Actor.Dead($6507) jf @ASSIN5_5744 if $6618 == 0 // integer values jf @ASSIN5_5508 01CA: actor $6507 kill_player $PLAYER_CHAR $6618 = 1 // integer values :ASSIN5_5508 if $6618 == 1 // integer values jf @ASSIN5_5744 if $6641 == 0 // integer values jf @ASSIN5_5664 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_5615 if 80E9: not player $PLAYER_CHAR 0 $6507 radius 5.0 5.0 jf @ASSIN5_5608 01BD: $6559 = current_time_in_ms 04EB: actor $6507 crouch 1 300000 ms :ASSIN5_5608 jump @ASSIN5_5664 :ASSIN5_5615 01BD: $6557 = current_time_in_ms 0084: $6558 = $6557 // integer values and handles 0060: $6558 -= $6559 // integer values if $6558 > 2500 // integer values jf @ASSIN5_5664 04EB: actor $6507 crouch 0 100 ms :ASSIN5_5664 if $6641 == 0 // integer values jf @ASSIN5_5744 if 00E9: player $PLAYER_CHAR 0 $6507 radius 7.0 7.0 jf @ASSIN5_5744 04EB: actor $6507 crouch 0 100 ms 0350: set_actor $6507 maintain_position_when_attacked 0 01CA: actor $6507 kill_player $PLAYER_CHAR $6641 = 1 // integer values :ASSIN5_5744 if not Actor.Dead($6512) jf @ASSIN5_6066 if $6619 == 0 // integer values jf @ASSIN5_5793 01CA: actor $6512 kill_player $PLAYER_CHAR $6619 = 1 // integer values :ASSIN5_5793 if $6619 == 1 // integer values jf @ASSIN5_6066 if $6642 == 0 // integer values jf @ASSIN5_5949 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_5900 if 80E9: not player $PLAYER_CHAR 0 $6512 radius 5.0 5.0 jf @ASSIN5_5893 01BD: $6562 = current_time_in_ms 04EB: actor $6512 crouch 1 300000 ms :ASSIN5_5893 jump @ASSIN5_5949 :ASSIN5_5900 01BD: $6560 = current_time_in_ms 0084: $6561 = $6560 // integer values and handles 0060: $6561 -= $6562 // integer values if $6561 > 3500 // integer values jf @ASSIN5_5949 04EB: actor $6512 crouch 0 100 ms :ASSIN5_5949 if $6642 == 0 // integer values jf @ASSIN5_6066 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_6066 if or 00E9: player $PLAYER_CHAR 0 $6512 radius 7.0 7.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_6066 04EB: actor $6512 crouch 0 100 ms 0350: set_actor $6512 maintain_position_when_attacked 0 01CA: actor $6512 kill_player $PLAYER_CHAR $6642 = 1 // integer values :ASSIN5_6066 if not Actor.Dead($6513) jf @ASSIN5_6355 if $6620 == 0 // integer values jf @ASSIN5_6115 01CA: actor $6513 kill_player $PLAYER_CHAR $6620 = 1 // integer values :ASSIN5_6115 if $6620 == 1 // integer values jf @ASSIN5_6355 if $6643 == 0 // integer values jf @ASSIN5_6271 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_6222 if 80E9: not player $PLAYER_CHAR 0 $6513 radius 5.0 5.0 jf @ASSIN5_6215 01BD: $6565 = current_time_in_ms 04EB: actor $6513 crouch 1 300000 ms :ASSIN5_6215 jump @ASSIN5_6271 :ASSIN5_6222 01BD: $6563 = current_time_in_ms 0084: $6564 = $6563 // integer values and handles 0060: $6564 -= $6565 // integer values if $6564 > 2500 // integer values jf @ASSIN5_6271 04EB: actor $6513 crouch 0 100 ms :ASSIN5_6271 if $6643 == 0 // integer values jf @ASSIN5_6355 if or 00E9: player $PLAYER_CHAR 0 $6513 radius 7.0 7.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_6355 02E2: set_actor $6513 weapon_accuracy_to 90 $6643 = 1 // integer values :ASSIN5_6355 if not Actor.Dead($6514) jf @ASSIN5_6640 if $6621 == 0 // integer values jf @ASSIN5_6404 01CA: actor $6514 kill_player $PLAYER_CHAR $6621 = 1 // integer values :ASSIN5_6404 if $6621 == 1 // integer values jf @ASSIN5_6640 if $6644 == 0 // integer values jf @ASSIN5_6560 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_6511 if 80E9: not player $PLAYER_CHAR 0 $6514 radius 5.0 5.0 jf @ASSIN5_6504 01BD: $6568 = current_time_in_ms 04EB: actor $6514 crouch 1 300000 ms :ASSIN5_6504 jump @ASSIN5_6560 :ASSIN5_6511 01BD: $6566 = current_time_in_ms 0084: $6567 = $6566 // integer values and handles 0060: $6567 -= $6568 // integer values if $6567 > 3500 // integer values jf @ASSIN5_6560 04EB: actor $6514 crouch 0 100 ms :ASSIN5_6560 if $6644 == 0 // integer values jf @ASSIN5_6640 if 00E9: player $PLAYER_CHAR 0 $6514 radius 10.0 10.0 jf @ASSIN5_6640 04EB: actor $6514 crouch 0 100 ms 0350: set_actor $6514 maintain_position_when_attacked 0 01CA: actor $6514 kill_player $PLAYER_CHAR $6644 = 1 // integer values :ASSIN5_6640 if not Actor.Dead($6516) jf @ASSIN5_6941 if $6623 == 0 // integer values jf @ASSIN5_6689 01CA: actor $6516 kill_player $PLAYER_CHAR $6623 = 1 // integer values :ASSIN5_6689 if $6623 == 1 // integer values jf @ASSIN5_6941 if $6646 == 0 // integer values jf @ASSIN5_6845 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_6796 if 80E9: not player $PLAYER_CHAR 0 $6516 radius 5.0 5.0 jf @ASSIN5_6789 01BD: $6571 = current_time_in_ms 04EB: actor $6516 crouch 1 300000 ms :ASSIN5_6789 jump @ASSIN5_6845 :ASSIN5_6796 01BD: $6569 = current_time_in_ms 0084: $6570 = $6569 // integer values and handles 0060: $6570 -= $6571 // integer values if $6570 > 3000 // integer values jf @ASSIN5_6845 04EB: actor $6516 crouch 0 100 ms :ASSIN5_6845 if $6646 == 0 // integer values jf @ASSIN5_6941 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_6941 if 00E9: player $PLAYER_CHAR 0 $6516 radius 10.0 10.0 jf @ASSIN5_6941 04EB: actor $6516 crouch 0 100 ms 0350: set_actor $6516 maintain_position_when_attacked 0 01CA: actor $6516 kill_player $PLAYER_CHAR $6646 = 1 // integer values :ASSIN5_6941 if not Actor.Dead($6515) jf @ASSIN5_7082 if $6622 == 0 // integer values jf @ASSIN5_7002 01CA: actor $6515 kill_player $PLAYER_CHAR 04EB: actor $6515 crouch 1 800000 ms $6622 = 1 // integer values :ASSIN5_7002 if $6645 == 0 // integer values jf @ASSIN5_7082 if 00E9: player $PLAYER_CHAR 0 $6515 radius 5.0 5.0 jf @ASSIN5_7082 04EB: actor $6515 crouch 0 100 ms 0350: set_actor $6515 maintain_position_when_attacked 0 01CA: actor $6515 kill_player $PLAYER_CHAR $6645 = 1 // integer values :ASSIN5_7082 if not Actor.Dead($6517) jf @ASSIN5_7223 if $6624 == 0 // integer values jf @ASSIN5_7143 01CA: actor $6517 kill_player $PLAYER_CHAR 04EB: actor $6517 crouch 1 800000 ms $6624 = 1 // integer values :ASSIN5_7143 if $6647 == 0 // integer values jf @ASSIN5_7223 if 00E9: player $PLAYER_CHAR 0 $6517 radius 5.0 5.0 jf @ASSIN5_7223 04EB: actor $6517 crouch 0 100 ms 0350: set_actor $6517 maintain_position_when_attacked 0 01CA: actor $6517 kill_player $PLAYER_CHAR $6647 = 1 // integer values :ASSIN5_7223 if $6649 == 0 // integer values jf @ASSIN5_7371 if not Actor.Dead($6505) jf @ASSIN5_7371 if 02CB: actor $6505 bounding_sphere_visible jf @ASSIN5_7371 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_7371 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_7371 if or 00E9: player $PLAYER_CHAR 0 $6505 radius 30.0 30.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_7371 02E2: set_actor $6505 weapon_accuracy_to 95 $6649 = 1 // integer values :ASSIN5_7371 if not Actor.Dead($6520) jf @ASSIN5_7672 if $6625 == 0 // integer values jf @ASSIN5_7420 01CA: actor $6520 kill_player $PLAYER_CHAR $6625 = 1 // integer values :ASSIN5_7420 if $6625 == 1 // integer values jf @ASSIN5_7672 if $6652 == 0 // integer values jf @ASSIN5_7576 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_7527 if 80E9: not player $PLAYER_CHAR 0 $6520 radius 5.0 5.0 jf @ASSIN5_7520 01BD: $6574 = current_time_in_ms 04EB: actor $6520 crouch 1 300000 ms :ASSIN5_7520 jump @ASSIN5_7576 :ASSIN5_7527 01BD: $6572 = current_time_in_ms 0084: $6573 = $6572 // integer values and handles 0060: $6573 -= $6574 // integer values if $6573 > 2000 // integer values jf @ASSIN5_7576 04EB: actor $6520 crouch 0 100 ms :ASSIN5_7576 if $6652 == 0 // integer values jf @ASSIN5_7672 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_7672 if 00E9: player $PLAYER_CHAR 0 $6520 radius 10.0 10.0 jf @ASSIN5_7672 04EB: actor $6520 crouch 0 100 ms 0350: set_actor $6520 maintain_position_when_attacked 0 01CA: actor $6520 kill_player $PLAYER_CHAR $6652 = 1 // integer values :ASSIN5_7672 if not Actor.Dead($6521) jf @ASSIN5_7977 if $6626 == 0 // integer values jf @ASSIN5_7721 01CA: actor $6521 kill_player $PLAYER_CHAR $6626 = 1 // integer values :ASSIN5_7721 if $6626 == 1 // integer values jf @ASSIN5_7977 if $6653 == 0 // integer values jf @ASSIN5_7877 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_7828 if 80E9: not player $PLAYER_CHAR 0 $6521 radius 5.0 5.0 jf @ASSIN5_7821 01BD: $6577 = current_time_in_ms 04EB: actor $6521 crouch 1 300000 ms :ASSIN5_7821 jump @ASSIN5_7877 :ASSIN5_7828 01BD: $6575 = current_time_in_ms 0084: $6576 = $6575 // integer values and handles 0060: $6576 -= $6577 // integer values if $6576 > 4000 // integer values jf @ASSIN5_7877 04EB: actor $6521 crouch 0 100 ms :ASSIN5_7877 if $6653 == 0 // integer values jf @ASSIN5_7977 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_7977 if or 00E9: player $PLAYER_CHAR 0 $6521 radius 10.0 10.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_7977 02E2: set_actor $6521 weapon_accuracy_to 90 $6653 = 1 // integer values :ASSIN5_7977 if not Actor.Dead($6522) jf @ASSIN5_8282 if $6627 == 0 // integer values jf @ASSIN5_8026 01CA: actor $6522 kill_player $PLAYER_CHAR $6627 = 1 // integer values :ASSIN5_8026 if $6627 == 1 // integer values jf @ASSIN5_8282 if $6654 == 0 // integer values jf @ASSIN5_8182 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_8133 if 80E9: not player $PLAYER_CHAR 0 $6522 radius 5.0 5.0 jf @ASSIN5_8126 01BD: $6580 = current_time_in_ms 04EB: actor $6522 crouch 1 300000 ms :ASSIN5_8126 jump @ASSIN5_8182 :ASSIN5_8133 01BD: $6578 = current_time_in_ms 0084: $6579 = $6578 // integer values and handles 0060: $6579 -= $6580 // integer values if $6579 > 3500 // integer values jf @ASSIN5_8182 04EB: actor $6522 crouch 0 100 ms :ASSIN5_8182 if $6654 == 0 // integer values jf @ASSIN5_8282 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_8282 if or 00E9: player $PLAYER_CHAR 0 $6522 radius 7.0 7.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_8282 02E2: set_actor $6522 weapon_accuracy_to 90 $6654 = 1 // integer values :ASSIN5_8282 if not Actor.Dead($6523) jf @ASSIN5_8587 if $6628 == 0 // integer values jf @ASSIN5_8331 01CA: actor $6523 kill_player $PLAYER_CHAR $6628 = 1 // integer values :ASSIN5_8331 if $6628 == 1 // integer values jf @ASSIN5_8587 if $6655 == 0 // integer values jf @ASSIN5_8487 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_8438 if 80E9: not player $PLAYER_CHAR 0 $6523 radius 5.0 5.0 jf @ASSIN5_8431 01BD: $6583 = current_time_in_ms 04EB: actor $6523 crouch 1 300000 ms :ASSIN5_8431 jump @ASSIN5_8487 :ASSIN5_8438 01BD: $6581 = current_time_in_ms 0084: $6582 = $6581 // integer values and handles 0060: $6582 -= $6583 // integer values if $6582 > 4000 // integer values jf @ASSIN5_8487 04EB: actor $6523 crouch 0 100 ms :ASSIN5_8487 if $6655 == 0 // integer values jf @ASSIN5_8587 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_8587 if or 00E9: player $PLAYER_CHAR 0 $6523 radius 10.0 10.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_8587 02E2: set_actor $6523 weapon_accuracy_to 90 $6655 = 1 // integer values :ASSIN5_8587 if not Actor.Dead($6524) jf @ASSIN5_8872 if $6629 == 0 // integer values jf @ASSIN5_8636 01CA: actor $6524 kill_player $PLAYER_CHAR $6629 = 1 // integer values :ASSIN5_8636 if $6629 == 1 // integer values jf @ASSIN5_8872 if $6656 == 0 // integer values jf @ASSIN5_8792 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_8743 if 80E9: not player $PLAYER_CHAR 0 $6524 radius 5.0 5.0 jf @ASSIN5_8736 01BD: $6586 = current_time_in_ms 04EB: actor $6524 crouch 1 300000 ms :ASSIN5_8736 jump @ASSIN5_8792 :ASSIN5_8743 01BD: $6584 = current_time_in_ms 0084: $6585 = $6584 // integer values and handles 0060: $6585 -= $6586 // integer values if $6585 > 4000 // integer values jf @ASSIN5_8792 04EB: actor $6524 crouch 0 100 ms :ASSIN5_8792 if $6656 == 0 // integer values jf @ASSIN5_8872 if 00E9: player $PLAYER_CHAR 0 $6524 radius 10.0 10.0 jf @ASSIN5_8872 04EB: actor $6524 crouch 0 100 ms 0350: set_actor $6524 maintain_position_when_attacked 0 01CA: actor $6524 kill_player $PLAYER_CHAR $6656 = 1 // integer values :ASSIN5_8872 if not Actor.Dead($6525) jf @ASSIN5_9157 if $6630 == 0 // integer values jf @ASSIN5_8921 01CA: actor $6525 kill_player $PLAYER_CHAR $6630 = 1 // integer values :ASSIN5_8921 if $6630 == 1 // integer values jf @ASSIN5_9157 if $6657 == 0 // integer values jf @ASSIN5_9077 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_9028 if 80E9: not player $PLAYER_CHAR 0 $6525 radius 5.0 5.0 jf @ASSIN5_9021 01BD: $6589 = current_time_in_ms 04EB: actor $6525 crouch 1 300000 ms :ASSIN5_9021 jump @ASSIN5_9077 :ASSIN5_9028 01BD: $6587 = current_time_in_ms 0084: $6588 = $6587 // integer values and handles 0060: $6588 -= $6589 // integer values if $6588 > 3000 // integer values jf @ASSIN5_9077 04EB: actor $6525 crouch 0 100 ms :ASSIN5_9077 if $6657 == 0 // integer values jf @ASSIN5_9157 if 00E9: player $PLAYER_CHAR 0 $6525 radius 10.0 10.0 jf @ASSIN5_9157 04EB: actor $6525 crouch 0 100 ms 0350: set_actor $6525 maintain_position_when_attacked 0 01CA: actor $6525 kill_player $PLAYER_CHAR $6657 = 1 // integer values :ASSIN5_9157 if not Actor.Dead($6526) jf @ASSIN5_9479 if $6631 == 0 // integer values jf @ASSIN5_9206 01CA: actor $6526 kill_player $PLAYER_CHAR $6631 = 1 // integer values :ASSIN5_9206 if $6631 == 1 // integer values jf @ASSIN5_9479 if $6658 == 0 // integer values jf @ASSIN5_9362 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_9313 if 80E9: not player $PLAYER_CHAR 0 $6526 radius 5.0 5.0 jf @ASSIN5_9306 01BD: $6592 = current_time_in_ms 04EB: actor $6526 crouch 1 300000 ms :ASSIN5_9306 jump @ASSIN5_9362 :ASSIN5_9313 01BD: $6590 = current_time_in_ms 0084: $6591 = $6590 // integer values and handles 0060: $6591 -= $6592 // integer values if $6591 > 2000 // integer values jf @ASSIN5_9362 04EB: actor $6526 crouch 0 100 ms :ASSIN5_9362 if $6658 == 0 // integer values jf @ASSIN5_9479 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_9479 if or 00E9: player $PLAYER_CHAR 0 $6526 radius 2.0 2.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_9479 04EB: actor $6526 crouch 0 100 ms 0350: set_actor $6526 maintain_position_when_attacked 0 01CA: actor $6526 kill_player $PLAYER_CHAR $6658 = 1 // integer values :ASSIN5_9479 if not Actor.Dead($6527) jf @ASSIN5_9764 if $6632 == 0 // integer values jf @ASSIN5_9528 01CA: actor $6527 kill_player $PLAYER_CHAR $6632 = 1 // integer values :ASSIN5_9528 if $6632 == 1 // integer values jf @ASSIN5_9764 if $6659 == 0 // integer values jf @ASSIN5_9684 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_9635 if 80E9: not player $PLAYER_CHAR 0 $6527 radius 5.0 5.0 jf @ASSIN5_9628 01BD: $6595 = current_time_in_ms 04EB: actor $6527 crouch 1 300000 ms :ASSIN5_9628 jump @ASSIN5_9684 :ASSIN5_9635 01BD: $6593 = current_time_in_ms 0084: $6594 = $6593 // integer values and handles 0060: $6594 -= $6595 // integer values if $6594 > 3000 // integer values jf @ASSIN5_9684 04EB: actor $6527 crouch 0 100 ms :ASSIN5_9684 if $6659 == 0 // integer values jf @ASSIN5_9764 if 00E9: player $PLAYER_CHAR 0 $6527 radius 3.0 3.0 jf @ASSIN5_9764 04EB: actor $6527 crouch 0 100 ms 0350: set_actor $6527 maintain_position_when_attacked 0 01CA: actor $6527 kill_player $PLAYER_CHAR $6659 = 1 // integer values :ASSIN5_9764 if $6651 == 0 // integer values jf @ASSIN5_9896 if not Actor.Dead($6519) jf @ASSIN5_9896 if 02CB: actor $6519 bounding_sphere_visible jf @ASSIN5_9896 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_9896 if or 00E9: player $PLAYER_CHAR 0 $6519 radius 20.0 20.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_9896 02E2: set_actor $6519 weapon_accuracy_to 90 $6651 = 1 // integer values :ASSIN5_9896 if not Actor.Dead($6528) jf @ASSIN5_10218 if $6633 == 0 // integer values jf @ASSIN5_9945 01CA: actor $6528 kill_player $PLAYER_CHAR $6633 = 1 // integer values :ASSIN5_9945 if $6633 == 1 // integer values jf @ASSIN5_10218 if $6660 == 0 // integer values jf @ASSIN5_10101 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_10052 if 80E9: not player $PLAYER_CHAR 0 $6528 radius 5.0 5.0 jf @ASSIN5_10045 01BD: $6598 = current_time_in_ms 04EB: actor $6528 crouch 1 300000 ms :ASSIN5_10045 jump @ASSIN5_10101 :ASSIN5_10052 01BD: $6596 = current_time_in_ms 0084: $6597 = $6596 // integer values and handles 0060: $6597 -= $6598 // integer values if $6597 > 2000 // integer values jf @ASSIN5_10101 04EB: actor $6528 crouch 0 100 ms :ASSIN5_10101 if $6660 == 0 // integer values jf @ASSIN5_10218 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_10218 if or 00E9: player $PLAYER_CHAR 0 $6528 radius 10.0 10.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_10218 04EB: actor $6528 crouch 0 100 ms 0350: set_actor $6528 maintain_position_when_attacked 0 01CA: actor $6528 kill_player $PLAYER_CHAR $6660 = 1 // integer values :ASSIN5_10218 if not Actor.Dead($6529) jf @ASSIN5_10531 if $6634 == 0 // integer values jf @ASSIN5_10267 01CA: actor $6529 kill_player $PLAYER_CHAR $6634 = 1 // integer values :ASSIN5_10267 if $6634 == 1 // integer values jf @ASSIN5_10531 if $6661 == 0 // integer values jf @ASSIN5_10423 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_10374 if 80E9: not player $PLAYER_CHAR 0 $6529 radius 5.0 5.0 jf @ASSIN5_10367 01BD: $6601 = current_time_in_ms 04EB: actor $6529 crouch 1 300000 ms :ASSIN5_10367 jump @ASSIN5_10423 :ASSIN5_10374 01BD: $6599 = current_time_in_ms 0084: $6600 = $6599 // integer values and handles 0060: $6600 -= $6601 // integer values if $6600 > 2500 // integer values jf @ASSIN5_10423 04EB: actor $6529 crouch 0 100 ms :ASSIN5_10423 if $6661 == 0 // integer values jf @ASSIN5_10531 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_10531 if or 00E9: player $PLAYER_CHAR 0 $6529 radius 5.0 5.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_10531 01CA: actor $6529 kill_player $PLAYER_CHAR 02E2: set_actor $6529 weapon_accuracy_to 90 $6661 = 1 // integer values :ASSIN5_10531 if not Actor.Dead($6530) jf @ASSIN5_10816 if $6635 == 0 // integer values jf @ASSIN5_10580 01CA: actor $6530 kill_player $PLAYER_CHAR $6635 = 1 // integer values :ASSIN5_10580 if $6635 == 1 // integer values jf @ASSIN5_10816 if $6662 == 0 // integer values jf @ASSIN5_10736 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_10687 if 80E9: not player $PLAYER_CHAR 0 $6530 radius 5.0 5.0 jf @ASSIN5_10680 01BD: $6604 = current_time_in_ms 04EB: actor $6530 crouch 1 300000 ms :ASSIN5_10680 jump @ASSIN5_10736 :ASSIN5_10687 01BD: $6602 = current_time_in_ms 0084: $6603 = $6602 // integer values and handles 0060: $6603 -= $6604 // integer values if $6603 > 4000 // integer values jf @ASSIN5_10736 04EB: actor $6530 crouch 0 100 ms :ASSIN5_10736 if $6662 == 0 // integer values jf @ASSIN5_10816 if 00E9: player $PLAYER_CHAR 0 $6530 radius 7.0 7.0 jf @ASSIN5_10816 04EB: actor $6530 crouch 0 100 ms 0350: set_actor $6530 maintain_position_when_attacked 0 01CA: actor $6530 kill_player $PLAYER_CHAR $6662 = 1 // integer values :ASSIN5_10816 if not Actor.Dead($6531) jf @ASSIN5_11101 if $6636 == 0 // integer values jf @ASSIN5_10865 01CA: actor $6531 kill_player $PLAYER_CHAR $6636 = 1 // integer values :ASSIN5_10865 if $6636 == 1 // integer values jf @ASSIN5_11101 if $6663 == 0 // integer values jf @ASSIN5_11021 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_10972 if 80E9: not player $PLAYER_CHAR 0 $6531 radius 3.0 3.0 jf @ASSIN5_10965 01BD: $6607 = current_time_in_ms 04EB: actor $6531 crouch 1 300000 ms :ASSIN5_10965 jump @ASSIN5_11021 :ASSIN5_10972 01BD: $6605 = current_time_in_ms 0084: $6606 = $6605 // integer values and handles 0060: $6606 -= $6607 // integer values if $6606 > 3000 // integer values jf @ASSIN5_11021 04EB: actor $6531 crouch 0 100 ms :ASSIN5_11021 if $6663 == 0 // integer values jf @ASSIN5_11101 if 00E9: player $PLAYER_CHAR 0 $6531 radius 3.0 3.0 jf @ASSIN5_11101 04EB: actor $6531 crouch 0 100 ms 0350: set_actor $6531 maintain_position_when_attacked 0 01CA: actor $6531 kill_player $PLAYER_CHAR $6663 = 1 // integer values :ASSIN5_11101 if not Actor.Dead($6532) jf @ASSIN5_11406 if $6637 == 0 // integer values jf @ASSIN5_11150 01CA: actor $6532 kill_player $PLAYER_CHAR $6637 = 1 // integer values :ASSIN5_11150 if $6637 == 1 // integer values jf @ASSIN5_11406 if $6664 == 0 // integer values jf @ASSIN5_11306 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_11257 if 80E9: not player $PLAYER_CHAR 0 $6532 radius 3.0 3.0 jf @ASSIN5_11250 01BD: $6610 = current_time_in_ms 04EB: actor $6532 crouch 1 300000 ms :ASSIN5_11250 jump @ASSIN5_11306 :ASSIN5_11257 01BD: $6608 = current_time_in_ms 0084: $6609 = $6608 // integer values and handles 0060: $6609 -= $6610 // integer values if $6609 > 3000 // integer values jf @ASSIN5_11306 04EB: actor $6532 crouch 0 100 ms :ASSIN5_11306 if $6664 == 0 // integer values jf @ASSIN5_11406 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_11406 if or 00E9: player $PLAYER_CHAR 0 $6532 radius 3.0 3.0 02D7: player $PLAYER_CHAR currentweapon == 30 02D7: player $PLAYER_CHAR currentweapon == 28 02D7: player $PLAYER_CHAR currentweapon == 29 jf @ASSIN5_11406 02E2: set_actor $6532 weapon_accuracy_to 95 $6664 = 1 // integer values :ASSIN5_11406 if not Actor.Dead($6533) jf @ASSIN5_11691 if $6638 == 0 // integer values jf @ASSIN5_11455 01CA: actor $6533 kill_player $PLAYER_CHAR $6638 = 1 // integer values :ASSIN5_11455 if $6638 == 1 // integer values jf @ASSIN5_11691 if $6665 == 0 // integer values jf @ASSIN5_11611 if 02DF: player $PLAYER_CHAR aggressive jf @ASSIN5_11562 if 80E9: not player $PLAYER_CHAR 0 $6533 radius 3.0 3.0 jf @ASSIN5_11555 01BD: $6613 = current_time_in_ms 04EB: actor $6533 crouch 1 300000 ms :ASSIN5_11555 jump @ASSIN5_11611 :ASSIN5_11562 01BD: $6611 = current_time_in_ms 0084: $6612 = $6611 // integer values and handles 0060: $6612 -= $6613 // integer values if $6612 > 3000 // integer values jf @ASSIN5_11611 04EB: actor $6533 crouch 0 100 ms :ASSIN5_11611 if $6665 == 0 // integer values jf @ASSIN5_11691 if 00E9: player $PLAYER_CHAR 0 $6533 radius 3.0 3.0 jf @ASSIN5_11691 04EB: actor $6533 crouch 0 100 ms 0350: set_actor $6533 maintain_position_when_attacked 0 01CA: actor $6533 kill_player $PLAYER_CHAR $6665 = 1 // integer values :ASSIN5_11691 if 0056: player $PLAYER_CHAR 0 -896.5784 -551.9854 -879.3575 -504.746 jf @ASSIN5_11769 if $6667 == 0 // integer values jf @ASSIN5_11769 00BC: text_highpriority 'ASM5_2' 7000 ms 2 // ~g~Get the merchandise and take it to the helipad at the airport! $6667 = 1 // integer values :ASSIN5_11769 if $6666 == 0 // integer values jf @ASSIN5_11850 if Pickup.Picked_up($6501) jf @ASSIN5_11850 Marker.Disable($6502) 00BC: text_highpriority 'ASM5_3' 7000 ms 2 // ~g~Take the merchandise to the helipad at the airport! 018A: $6548 = create_checkpoint_at -1368.395 -1255.998 17.2 $6666 = 1 // integer values :ASSIN5_11850 if $6666 == 1 // integer values jf @ASSIN5_11928 if 00F5: player $PLAYER_CHAR 1 -1368.395 -1255.998 17.2 radius 5.0 5.0 4.0 jf @ASSIN5_11928 Marker.Disable($6548) jump @ASSIN5_12394 :ASSIN5_11928 if Actor.Dead($6503) jf @ASSIN5_11949 Actor.RemoveReferences($6503) :ASSIN5_11949 if Actor.Dead($6504) jf @ASSIN5_11970 Actor.RemoveReferences($6504) :ASSIN5_11970 if Actor.Dead($6507) jf @ASSIN5_11991 Actor.RemoveReferences($6507) :ASSIN5_11991 if Actor.Dead($6508) jf @ASSIN5_12012 Actor.RemoveReferences($6508) :ASSIN5_12012 if Actor.Dead($6509) jf @ASSIN5_12033 Actor.RemoveReferences($6509) :ASSIN5_12033 if Actor.Dead($6510) jf @ASSIN5_12054 Actor.RemoveReferences($6510) :ASSIN5_12054 if Actor.Dead($6511) jf @ASSIN5_12075 Actor.RemoveReferences($6511) :ASSIN5_12075 if Actor.Dead($6512) jf @ASSIN5_12096 Actor.RemoveReferences($6512) :ASSIN5_12096 if Actor.Dead($6513) jf @ASSIN5_12117 Actor.RemoveReferences($6513) :ASSIN5_12117 if Actor.Dead($6516) jf @ASSIN5_12138 Actor.RemoveReferences($6516) :ASSIN5_12138 if Actor.Dead($6517) jf @ASSIN5_12159 Actor.RemoveReferences($6517) :ASSIN5_12159 if Actor.Dead($6520) jf @ASSIN5_12180 Actor.RemoveReferences($6520) :ASSIN5_12180 if Actor.Dead($6521) jf @ASSIN5_12201 Actor.RemoveReferences($6521) :ASSIN5_12201 if Actor.Dead($6522) jf @ASSIN5_12222 Actor.RemoveReferences($6522) :ASSIN5_12222 if Actor.Dead($6523) jf @ASSIN5_12243 Actor.RemoveReferences($6523) :ASSIN5_12243 if Car.Wrecked($6541) jf @ASSIN5_12269 Car.RemoveReferences($6541) Model.Destroy(#PONY) :ASSIN5_12269 if Car.Wrecked($6539) jf @ASSIN5_12290 Car.RemoveReferences($6539) :ASSIN5_12290 if Car.Wrecked($6540) jf @ASSIN5_12311 Car.RemoveReferences($6540) :ASSIN5_12311 jump @ASSIN5_4377 :ASSIN5_12318 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! :ASSIN5_12333 if 834E: not move_object $1818 to -973.664 -519.65 10.092 speed 0.0 1.0 0.0 collision_check 0 jf @ASSIN5_12392 wait 0 jump @ASSIN5_12333 :ASSIN5_12392 return :ASSIN5_12394 $302 = 1 // integer values 0318: set_latest_mission_passed 'JOB_5' // Loose Ends Object.RemoveReferences($1818) 01E3: text_1number_styled 'M_PASS' number 16000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 16000 0394: play_music 1 030C: progress_made += 1 0533: increment_assassination_contracts_by 1 Marker.Disable($297) return :ASSIN5_12466 $ONMISSION = 0 // integer values Pickup.Destroy($6544) Pickup.Destroy($6545) Pickup.Destroy($6546) Pickup.Destroy($6547) Pickup.Destroy($6501) Marker.Disable($6502) Marker.Disable($6548) Model.Destroy(#SGA) Model.Destroy(#SGB) Model.Destroy(#MP5LNG) Model.Destroy(#ADMIRAL) Model.Destroy(#PONY) Model.Destroy(#MAVERICK) Model.Destroy(#BARREL4) 0296: unload_special_actor 1 0296: unload_special_actor 2 Actor.DestroyWithFade($6503) Actor.DestroyWithFade($6504) Actor.DestroyWithFade($6505) Actor.DestroyWithFade($6506) Actor.DestroyWithFade($6507) Actor.DestroyWithFade($6508) Actor.DestroyWithFade($6509) Actor.DestroyWithFade($6510) Actor.DestroyWithFade($6511) Actor.DestroyWithFade($6512) Actor.DestroyWithFade($6513) Actor.DestroyWithFade($6514) Actor.DestroyWithFade($6515) Actor.DestroyWithFade($6516) Actor.DestroyWithFade($6517) Actor.DestroyWithFade($6518) Actor.DestroyWithFade($6519) Actor.DestroyWithFade($6520) Actor.DestroyWithFade($6521) Actor.DestroyWithFade($6522) Actor.DestroyWithFade($6523) Actor.DestroyWithFade($6524) Actor.DestroyWithFade($6525) Actor.DestroyWithFade($6526) Actor.DestroyWithFade($6527) Actor.DestroyWithFade($6528) Actor.DestroyWithFade($6529) Actor.DestroyWithFade($6530) Actor.DestroyWithFade($6531) Actor.DestroyWithFade($6532) Actor.DestroyWithFade($6533) Object.Destroy($6549) Object.Destroy($6550) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 72--------------- // Originally: V.I.P. :TAXWAR1 gosub @TAXWAR1_36 if wasted_or_busted jf @TAXWAR1_27 gosub @TAXWAR1_3908 :TAXWAR1_27 gosub @TAXWAR1_3991 end_thread :TAXWAR1_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'TAXWAR1' wait 0 054C: use_GXT_table 'TAXIWA1' 058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 $6680 = 0 // integer values 2@ = 0 // integer values 1@ = 0 // integer values 3@ = 0 // integer values 03CF: load_wav 'TAX1_1' as 1 03CF: load_wav 'TAX1_2' as 2 :TAXWAR1_143 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @TAXWAR1_173 wait 0 jump @TAXWAR1_143 :TAXWAR1_173 03D1: play_wav 1 00BC: text_highpriority 'TAX1_1' 4500 ms 1 // Ok, we got a high class fare needs picking up from Starfish island - any takers? wait 500 16@ = 0 // integer values :TAXWAR1_204 if not 16@ > 4000 // integer values jf @TAXWAR1_258 wait 0 if 00E1: player 0 pressed_button 16 jf @TAXWAR1_251 jump @TAXWAR1_338 :TAXWAR1_251 jump @TAXWAR1_204 :TAXWAR1_258 03D1: play_wav 2 00BC: text_highpriority 'TAX1_2' 3000 ms 1 // Tommy here, I'll take it! 16@ = 0 // integer values :TAXWAR1_284 if not 16@ > 3000 // integer values jf @TAXWAR1_338 wait 0 if 00E1: player 0 pressed_button 16 jf @TAXWAR1_331 jump @TAXWAR1_338 :TAXWAR1_331 jump @TAXWAR1_284 :TAXWAR1_338 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 040D: unload_wav 1 040D: unload_wav 2 Model.Load(#TAXI) Model.Load(#WMOCA) Model.Load(#WMOBU) Model.Load(#KAUFMAN) :TAXWAR1_377 if or not Model.Available(#TAXI) not Model.Available(#WMOCA) not Model.Available(#WMOBU) not Model.Available(#KAUFMAN) jf @TAXWAR1_417 wait 0 jump @TAXWAR1_377 :TAXWAR1_417 018A: $6674 = create_checkpoint_at -576.7 -480.1 10.8 00BC: text_highpriority 'TAXW1_1' 10000 ms 1 // ~g~Pick up the V.I.P. on Starfish Island. $6687 = 61000 // integer values 014E: start_timer_at $6687 count_in_direction 1 if 00E0: player $PLAYER_CHAR driving jf @TAXWAR1_493 00DA: $311 = player $PLAYER_CHAR car :TAXWAR1_493 if Car.Wrecked($311) jf @TAXWAR1_509 :TAXWAR1_509 if or 80F8: not player $PLAYER_CHAR stopped 1 -576.7 -480.1 10.5 radius 2.5 2.5 3.0 80DE: not player $PLAYER_CHAR driving_vehicle_type #KAUFMAN not Player.PressingHorn($PLAYER_CHAR) jf @TAXWAR1_757 wait 0 if Car.Wrecked($311) jf @TAXWAR1_590 :TAXWAR1_590 if 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN jf @TAXWAR1_624 00DA: $311 = player $PLAYER_CHAR car jump @TAXWAR1_639 :TAXWAR1_624 00BC: text_highpriority 'TAXW1_5' 1000 ms 1 // ~g~You need to be in a Kaufman cab! :TAXWAR1_639 if $6687 == 0 // integer values jf @TAXWAR1_679 00BC: text_highpriority 'OUTTIME' 5000 ms 1 // ~r~Too slow, man, too slow! jump @TAXWAR1_3908 :TAXWAR1_679 if and 00F8: player $PLAYER_CHAR stopped 1 -576.7 -480.1 11.0 radius 2.5 2.5 3.0 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN jf @TAXWAR1_750 00BC: text_highpriority 'HORN' 1000 ms 1 // ~g~Sound the horn. :TAXWAR1_750 jump @TAXWAR1_509 :TAXWAR1_757 if not Car.Wrecked($311) jf @TAXWAR1_780 020A: set_car $311 door_status_to 4 :TAXWAR1_780 wait 500 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 014F: stop_timer $6687 0@ = Actor.Create(CivMale, #WMOBU, -573.9, -448.1, 14.1) Actor.Angle(0@) = 270.0 01ED: clear_actor 0@ threat_search 0211: actor 0@ walk_to -564.3 -447.9 Camera.SetPosition(-576.171, -461.122, 11.516, 0.0, 0.0, 0.0) Camera.PointAt(-575.533, -460.37, 11.682, 2) 03CF: load_wav 'TAX1_3' as 1 wait 3000 Camera.SetPosition(-584.096, -471.163, 12.693, 0.0, 0.0, 0.0) Camera.PointAt(-583.402, -471.861, 12.514, 2) $6700 = Car.Create(#TAXI, -546.0, -474.3, 10.0) 03BA: clear_cars_from_cube -600.8 -487.6 0.0 -463.6 -433.6 20.0 0129: $6681 = create_actor 4 #WMOCA in_car $6700 driverseat Car.Angle($6700) = 90.0 Car.SetMaxSpeed($6700, 30.0) 04BA: set_car $6700 speed_instantly 10.0 00AE: set_vehicle $6700 traffic_behavior_to 3 Car.ImmuneToNonPlayer($6700) = True 0243: set_actor $6681 ped_stats_to 16 Marker.Disable($6674) 04E0: car $6700 abandon_path_radius 100 Car.DriveTo($6700, -578.0, -474.3, 10.8) 17@ = 0 // integer values :TAXWAR1_1131 if 81AD: not car $6700 sphere 0 near_point -578.0 -474.3 radius 6.0 4.0 jf @TAXWAR1_1290 wait 0 if Car.Wrecked($6700) jf @TAXWAR1_1196 jump @TAXWAR1_3908 :TAXWAR1_1196 if Actor.Dead($6681) jf @TAXWAR1_1234 00BC: text_highpriority 'TAXW1_3' 5000 ms 1 // ~r~The V.I.P. is dead! jump @TAXWAR1_3908 :TAXWAR1_1234 if Actor.Dead($6681) jf @TAXWAR1_1257 jump @TAXWAR1_3908 :TAXWAR1_1257 if 17@ > 10000 // integer values jf @TAXWAR1_1283 jump @TAXWAR1_1290 :TAXWAR1_1283 jump @TAXWAR1_1131 :TAXWAR1_1290 if 03D0: wav 1 loaded jf @TAXWAR1_1324 03D1: play_wav 1 00BC: text_highpriority 'TAX1_3' 4000 ms 1 // This is my fare, back off asshole! :TAXWAR1_1324 if not Actor.Dead(0@) jf @TAXWAR1_1376 Actor.PutAt(0@, -576.2, -471.1, 10.4) 01D4: actor 0@ go_to_car $6700 and_enter_it_as_a_passenger $6701 = Marker.CreateAboveActor(0@) :TAXWAR1_1376 if not Car.Wrecked($6700) jf @TAXWAR1_1402 Car.SetMaxSpeed($6700, 0.0) :TAXWAR1_1402 if not Actor.InCar(0@, $6700) jf @TAXWAR1_1531 wait 0 if Car.Wrecked($6700) jf @TAXWAR1_1463 00BC: text_highpriority 'TAXW1_3' 5000 ms 1 // ~r~The V.I.P. is dead! jump @TAXWAR1_3908 :TAXWAR1_1463 if Actor.Dead($6681) jf @TAXWAR1_1501 00BC: text_highpriority 'TAXW1_3' 5000 ms 1 // ~r~The V.I.P. is dead! jump @TAXWAR1_3908 :TAXWAR1_1501 if Actor.Dead(0@) jf @TAXWAR1_1524 jump @TAXWAR1_3908 :TAXWAR1_1524 jump @TAXWAR1_1402 :TAXWAR1_1531 if not Car.Wrecked($6700) jf @TAXWAR1_1554 020A: set_car $6700 door_status_to 3 :TAXWAR1_1554 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore if not Car.Wrecked($311) jf @TAXWAR1_1590 020A: set_car $311 door_status_to 1 :TAXWAR1_1590 00BC: text_highpriority 'TAXW1_2' 5000 ms 1 // ~g~Get the V.I.P back! Take the other car out! Car.DriveTo($6700, -683.0, -488.6, 10.6) Car.SetMaxSpeed($6700, 30.0) 00AE: set_vehicle $6700 traffic_behavior_to 2 Car.ImmuneToNonPlayer($6700) = False 0593: 0@ 1 018A: $6674 = create_checkpoint_at -1438.1 -833.6 11.3 03CF: load_wav 'TAX1_4' as 1 :TAXWAR1_1688 if 8101: not actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 sphere 1 jf @TAXWAR1_3060 wait 0 if Actor.Dead(0@) jf @TAXWAR1_1778 00BC: text_highpriority 'TAXW1_3' 5000 ms 1 // ~r~The V.I.P. is dead! jump @TAXWAR1_3908 :TAXWAR1_1778 if Car.Wrecked($311) jf @TAXWAR1_1794 :TAXWAR1_1794 if 00E0: player $PLAYER_CHAR driving jf @TAXWAR1_1818 00DA: $311 = player $PLAYER_CHAR car :TAXWAR1_1818 if not Car.Wrecked($6700) jf @TAXWAR1_2329 if 80DC: not player $PLAYER_CHAR driving $6700 jf @TAXWAR1_2329 if 01AF: car $6700 0 -683.0 -488.6 10.6 radius 5.0 5.0 5.0 jf @TAXWAR1_1921 Car.DriveTo($6700, -847.1, -516.6, 10.6) :TAXWAR1_1921 if 01AF: car $6700 0 -847.1 -516.6 10.6 radius 5.0 5.0 5.0 jf @TAXWAR1_1989 Car.DriveTo($6700, -831.4, -639.5, 10.6) :TAXWAR1_1989 if 01AF: car $6700 0 -831.4 -639.5 10.6 radius 5.0 5.0 5.0 jf @TAXWAR1_2057 Car.DriveTo($6700, -1131.7, -687.8, 10.6) :TAXWAR1_2057 if 01AF: car $6700 0 -1131.7 -687.8 10.6 radius 5.0 5.0 5.0 jf @TAXWAR1_2125 Car.DriveTo($6700, -914.3, -1067.2, 10.6) :TAXWAR1_2125 if 01AF: car $6700 0 -914.3 -1067.2 10.6 radius 5.0 5.0 5.0 jf @TAXWAR1_2193 Car.DriveTo($6700, -1197.3, -1070.9, 11.3) :TAXWAR1_2193 if 01AF: car $6700 0 -1197.3 -1070.9 11.3 radius 5.0 5.0 5.0 jf @TAXWAR1_2261 Car.DriveTo($6700, -1407.5, -785.4, 11.3) :TAXWAR1_2261 if 01AF: car $6700 0 -1407.5 -785.4 11.3 radius 5.0 5.0 5.0 jf @TAXWAR1_2329 Car.DriveTo($6700, -1438.1, -833.6, 11.3) :TAXWAR1_2329 if not Car.Wrecked($6700) jf @TAXWAR1_2716 if or 8185: not car $6700 health >= 500 Actor.Dead($6681) jf @TAXWAR1_2716 if 1@ == 0 // integer values jf @TAXWAR1_2716 if not Car.Wrecked($6700) jf @TAXWAR1_2410 020A: set_car $6700 door_status_to 1 :TAXWAR1_2410 01D3: actor 0@ leave_car $6700 :TAXWAR1_2418 if Actor.InCar(0@, $6700) jf @TAXWAR1_2597 wait 0 if Car.Wrecked($311) jf @TAXWAR1_2457 :TAXWAR1_2457 if 00E0: player $PLAYER_CHAR driving jf @TAXWAR1_2481 00DA: $311 = player $PLAYER_CHAR car :TAXWAR1_2481 if Car.Wrecked($6700) jf @TAXWAR1_2497 :TAXWAR1_2497 if Actor.Dead(0@) jf @TAXWAR1_2535 00BC: text_highpriority 'TAXW1_3' 5000 ms 1 // ~r~The V.I.P. is dead! jump @TAXWAR1_3908 :TAXWAR1_2535 if 0101: actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 4.0 4.0 5.0 sphere 1 jf @TAXWAR1_2590 jump @TAXWAR1_3060 :TAXWAR1_2590 jump @TAXWAR1_2418 :TAXWAR1_2597 if not Actor.Dead(0@) jf @TAXWAR1_2620 0593: 0@ 0 :TAXWAR1_2620 if 03D0: wav 1 loaded jf @TAXWAR1_2654 03D1: play_wav 1 00BC: text_highpriority 'TAX1_4' 4000 ms 1 // Come on come on, Get in, quick! :TAXWAR1_2654 17@ = 0 // integer values if not Actor.Dead(0@) jf @TAXWAR1_2709 03CF: load_wav 'TAX1_5' as 2 011C: actor 0@ clear_objective 0319: set_actor 0@ running 1 01DE: tie_actor 0@ to_actor $PLAYER_ACTOR :TAXWAR1_2709 1@ = 1 // integer values :TAXWAR1_2716 if 1@ == 1 // integer values jf @TAXWAR1_3053 if 16@ > 500 // integer values jf @TAXWAR1_2805 if and not Car.Wrecked($6700) not Actor.Dead($6681) jf @TAXWAR1_2805 Car.SetMaxSpeed($6700, 50.0) 00AE: set_vehicle $6700 traffic_behavior_to 3 Car.SetDriverBehaviour($6700, KillThePlayer) 16@ = 0 // integer values :TAXWAR1_2805 if not Car.Wrecked($311) jf @TAXWAR1_2865 if Actor.InCar(0@, $311) jf @TAXWAR1_2852 Marker.Disable($6701) jump @TAXWAR1_2865 :TAXWAR1_2852 Marker.Disable($6701) $6701 = Marker.CreateAboveActor(0@) :TAXWAR1_2865 if 3@ == 0 // integer values jf @TAXWAR1_3015 if not Actor.Dead(0@) jf @TAXWAR1_3015 if 00FB: player $PLAYER_CHAR 0 0@ radius 15.0 15.0 6.0 jf @TAXWAR1_3015 if 17@ > 2000 // integer values jf @TAXWAR1_3015 if 03D0: wav 2 loaded jf @TAXWAR1_3015 03D1: play_wav 2 00BC: text_highpriority 'TAX1_5' 4000 ms 1 // Ok, ok! Just don't hurt me! wait 4000 00BC: text_highpriority 'TAXW1_6' 8000 ms 1 // ~g~Take the V.I.P. to the airport! 3@ = 1 // integer values :TAXWAR1_3015 if Actor.Dead(0@) jf @TAXWAR1_3053 00BC: text_highpriority 'TAXW1_3' 5000 ms 1 // ~r~The V.I.P. is dead! jump @TAXWAR1_3908 :TAXWAR1_3053 jump @TAXWAR1_1688 :TAXWAR1_3060 if not Car.Wrecked($6700) jf @TAXWAR1_3170 if not Actor.Dead(0@) jf @TAXWAR1_3170 if and Actor.InCar(0@, $6700) 01AF: car $6700 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 jf @TAXWAR1_3170 00BC: text_highpriority 'TAXW1_4' 5000 ms 1 // ~r~The V.I.P. has been dropped off! jump @TAXWAR1_3908 :TAXWAR1_3170 if not Car.Wrecked($311) jf @TAXWAR1_3309 if not Actor.Dead(0@) jf @TAXWAR1_3309 if and 0101: actor 0@ stopped_near_point -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 sphere 1 80F5: not player $PLAYER_CHAR 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 jf @TAXWAR1_3309 00BC: text_highpriority 'TAXW1_4' 5000 ms 1 // ~r~The V.I.P. has been dropped off! jump @TAXWAR1_3908 :TAXWAR1_3309 if not Car.Wrecked($311) jf @TAXWAR1_3602 if not Actor.Dead(0@) jf @TAXWAR1_3602 if and Actor.InCar(0@, $311) 01B0: car $311 stopped 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 jf @TAXWAR1_3602 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-1462.635, -791.768, 15.662, 0.0, 0.0, 0.0) Camera.PointAt(-1462.162, -792.641, 15.783, 2) wait 2000 Camera.SetPosition(-1468.559, -834.603, 16.36, 0.0, 0.0, 0.0) Camera.PointAt(-1467.827, -833.977, 16.091, 2) if not Actor.Dead(0@) jf @TAXWAR1_3588 01E0: clear_leader 0@ 0319: set_actor 0@ running 0 0362: put_actor 0@ at -1459.6 -825.3 13.9 and_remove_from_car Actor.Angle(0@) = 146.0 0211: actor 0@ walk_to -1465.7 -832.2 :TAXWAR1_3588 wait 3500 Camera.Restore_WithJumpCut jump @TAXWAR1_3925 :TAXWAR1_3602 if not Actor.Dead(0@) jf @TAXWAR1_3908 if and 00FF: actor 0@ 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 00F6: player $PLAYER_CHAR 1 -1438.1 -833.6 11.3 radius 5.0 5.0 5.0 jf @TAXWAR1_3908 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-1462.635, -791.768, 15.662, 0.0, 0.0, 0.0) Camera.PointAt(-1462.162, -792.641, 15.783, 2) wait 2000 Camera.SetPosition(-1468.559, -834.603, 16.36, 0.0, 0.0, 0.0) Camera.PointAt(-1467.827, -833.977, 16.091, 2) if not Actor.Dead(0@) jf @TAXWAR1_3894 01E0: clear_leader 0@ 0319: set_actor 0@ running 0 Actor.PutAt(0@, -1459.6, -825.3, 13.9) Actor.Angle(0@) = 146.0 0211: actor 0@ walk_to -1465.7 -832.2 :TAXWAR1_3894 wait 3500 Camera.Restore_WithJumpCut jump @TAXWAR1_3925 :TAXWAR1_3908 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :TAXWAR1_3925 $308 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 1000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 1000 0318: set_latest_mission_passed 'TAXI_1' // V.I.P. 030C: progress_made += 1 create_thread @TWAR2 return :TAXWAR1_3991 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($6701) Marker.Disable($6674) Model.Destroy(#TAXI) Model.Destroy(#WMOCA) Model.Destroy(#WMOBU) Model.Destroy(#KAUFMAN) 014F: stop_timer $6687 $371 = 0 // integer values 040D: unload_wav 1 040D: unload_wav 2 mission_cleanup return //-------------Mission 73--------------- // Originally: Friendly Rivalry :TAXWAR2 gosub @TAXWAR2_36 if wasted_or_busted jf @TAXWAR2_27 gosub @TAXWAR2_1596 :TAXWAR2_27 gosub @TAXWAR2_1679 end_thread :TAXWAR2_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'TAXWAR2' wait 0 054C: use_GXT_table 'TAXIWA2' 058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 $6680 = 0 // integer values $6694 = 0 // integer values $6695 = 0 // integer values $6696 = 0 // integer values $6702 = 0 // integer values $6703 = 0 // integer values $6704 = 0 // integer values $6688 = 0 // integer values $6689 = 0 // integer values $6690 = 0 // integer values 03CF: load_wav 'TAX2_1' as 1 03CF: load_wav 'TAX2_2' as 2 :TAXWAR2_185 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @TAXWAR2_215 wait 0 jump @TAXWAR2_185 :TAXWAR2_215 03D1: play_wav 1 00BC: text_highpriority 'TAX2_1' 4000 ms 1 // Calling all cars, we're losing fares all over town. What's with you guys? wait 500 16@ = 0 // integer values :TAXWAR2_246 if not 16@ > 4000 // integer values jf @TAXWAR2_300 wait 0 if 00E1: player 0 pressed_button 16 jf @TAXWAR2_293 jump @TAXWAR2_498 :TAXWAR2_293 jump @TAXWAR2_246 :TAXWAR2_300 03D1: play_wav 2 00BC: text_highpriority 'TAX2_2' 4000 ms 1 // VC Cabs keep beating us to it. They've just got too many cars - we can't compete! 16@ = 0 // integer values :TAXWAR2_326 if not 16@ > 4000 // integer values jf @TAXWAR2_380 wait 0 if 00E1: player 0 pressed_button 16 jf @TAXWAR2_373 jump @TAXWAR2_498 :TAXWAR2_373 jump @TAXWAR2_326 :TAXWAR2_380 03CF: load_wav 'TAX2_3' as 1 :TAXWAR2_392 if 83D0: not wav 1 loaded jf @TAXWAR2_418 wait 0 jump @TAXWAR2_392 :TAXWAR2_418 03D1: play_wav 1 00BC: text_highpriority 'TAX2_3' 6000 ms 1 // Mr. Vercetti, if you're out there listening in, you gotta put some VC Cabs out of action before we go bust! 16@ = 0 // integer values :TAXWAR2_444 if not 16@ > 6000 // integer values jf @TAXWAR2_498 wait 0 if 00E1: player 0 pressed_button 16 jf @TAXWAR2_491 jump @TAXWAR2_498 :TAXWAR2_491 jump @TAXWAR2_444 :TAXWAR2_498 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 040D: unload_wav 1 040D: unload_wav 2 Model.Load(#TAXI) Model.Load(#WMOCA) Model.Load(#UZI) Model.Load(#KAUFMAN) :TAXWAR2_538 if or not Model.Available(#TAXI) not Model.Available(#WMOCA) not Model.Available(#UZI) not Model.Available(#KAUFMAN) jf @TAXWAR2_579 wait 0 jump @TAXWAR2_538 :TAXWAR2_579 0563: give_player $PLAYER_CHAR ammo 300 0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 $6668 = Car.Create(#TAXI, -893.3, -653.1, -100.0) 0129: $6681 = create_actor 4 #WMOCA in_car $6668 driverseat $6674 = Marker.CreateAboveCar($6668) Car.SetMaxSpeed($6668, 17.0) 00AE: set_vehicle $6668 traffic_behavior_to 2 Car.ImmuneToNonPlayer($6668) = True 0243: set_actor $6681 ped_stats_to 16 $6669 = Car.Create(#TAXI, -978.7, -606.3, -100.0) 0129: $6682 = create_actor 4 #WMOCA in_car $6669 driverseat $6675 = Marker.CreateAboveCar($6669) Car.SetMaxSpeed($6669, 17.0) 00AE: set_vehicle $6669 traffic_behavior_to 2 Car.ImmuneToNonPlayer($6669) = True 0243: set_actor $6682 ped_stats_to 16 $6670 = Car.Create(#TAXI, -1059.0, -334.8, -100.0) 0129: $6683 = create_actor 4 #WMOCA in_car $6670 driverseat $6676 = Marker.CreateAboveCar($6670) Car.SetMaxSpeed($6670, 17.0) 00AE: set_vehicle $6670 traffic_behavior_to 2 Car.ImmuneToNonPlayer($6670) = True 0243: set_actor $6683 ped_stats_to 16 00BC: text_highpriority 'TAXW2_1' 10000 ms 1 // ~g~Destroy 3 of the rival taxis! :TAXWAR2_831 if not $6680 == 3 // integer values jf @TAXWAR2_1589 wait 0 if and Car.Wrecked($6668) $6694 == 0 // integer values jf @TAXWAR2_914 Marker.Disable($6674) $6694 = 1 // integer values $6680 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 :TAXWAR2_914 if not Car.Wrecked($6668) jf @TAXWAR2_1040 if 8185: not car $6668 health >= 999 jf @TAXWAR2_1040 if not Actor.Dead($6681) jf @TAXWAR2_1040 if Actor.InCar($6681, $6668) jf @TAXWAR2_1040 if $6702 == 0 // integer values jf @TAXWAR2_1040 Car.SetMaxSpeed($6668, 35.0) 00AE: set_vehicle $6668 traffic_behavior_to 2 Car.SetDriverBehaviour($6668, KillThePlayer) Car.ImmuneToNonPlayer($6668) = False $6702 = 1 // integer values :TAXWAR2_1040 if not Car.Wrecked($6668) jf @TAXWAR2_1096 if and 00DC: player $PLAYER_CHAR driving $6668 $6688 == 0 // integer values jf @TAXWAR2_1096 Car.ImmuneToNonPlayer($6668) = False $6688 = 1 // integer values :TAXWAR2_1096 if and Car.Wrecked($6669) $6695 == 0 // integer values jf @TAXWAR2_1157 Marker.Disable($6675) $6695 = 1 // integer values $6680 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 :TAXWAR2_1157 if not Car.Wrecked($6669) jf @TAXWAR2_1283 if 8185: not car $6669 health >= 999 jf @TAXWAR2_1283 if not Actor.Dead($6682) jf @TAXWAR2_1283 if Actor.InCar($6682, $6669) jf @TAXWAR2_1283 if $6703 == 0 // integer values jf @TAXWAR2_1283 Car.SetMaxSpeed($6669, 35.0) 00AE: set_vehicle $6669 traffic_behavior_to 2 Car.SetDriverBehaviour($6669, KillThePlayer) Car.ImmuneToNonPlayer($6669) = False $6703 = 1 // integer values :TAXWAR2_1283 if not Car.Wrecked($6669) jf @TAXWAR2_1339 if and 00DC: player $PLAYER_CHAR driving $6669 $6689 == 0 // integer values jf @TAXWAR2_1339 Car.ImmuneToNonPlayer($6669) = False $6689 = 1 // integer values :TAXWAR2_1339 if and Car.Wrecked($6670) $6696 == 0 // integer values jf @TAXWAR2_1400 Marker.Disable($6676) $6696 = 1 // integer values $6680 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 :TAXWAR2_1400 if not Car.Wrecked($6670) jf @TAXWAR2_1526 if 8185: not car $6670 health >= 999 jf @TAXWAR2_1526 if not Actor.Dead($6683) jf @TAXWAR2_1526 if Actor.InCar($6683, $6670) jf @TAXWAR2_1526 if $6704 == 0 // integer values jf @TAXWAR2_1526 Car.SetMaxSpeed($6670, 35.0) 00AE: set_vehicle $6670 traffic_behavior_to 2 Car.SetDriverBehaviour($6670, KillThePlayer) Car.ImmuneToNonPlayer($6670) = False $6704 = 1 // integer values :TAXWAR2_1526 if not Car.Wrecked($6670) jf @TAXWAR2_1582 if and 00DC: player $PLAYER_CHAR driving $6670 $6690 == 0 // integer values jf @TAXWAR2_1582 Car.ImmuneToNonPlayer($6670) = False $6690 = 1 // integer values :TAXWAR2_1582 jump @TAXWAR2_831 :TAXWAR2_1589 jump @TAXWAR2_1613 :TAXWAR2_1596 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :TAXWAR2_1613 $309 = 1 // integer values 0394: play_music 1 01E3: text_1number_styled 'M_PASS' number 2000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 2000 0318: set_latest_mission_passed 'TAXI_2' // Friendly Rivalry 030C: progress_made += 1 create_thread @TWAR3 return :TAXWAR2_1679 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($6674) Marker.Disable($6675) Marker.Disable($6676) Model.Destroy(#TAXI) Model.Destroy(#WMOCA) Model.Destroy(#UZI) Model.Destroy(#KAUFMAN) $371 = 0 // integer values 040D: unload_wav 1 040D: unload_wav 2 mission_cleanup return //-------------Mission 74--------------- // Originally: Cabmaggedon :TAXWAR3 gosub @TAXWAR3_36 if wasted_or_busted jf @TAXWAR3_27 gosub @TAXWAR3_5352 :TAXWAR3_27 gosub @TAXWAR3_5482 end_thread :TAXWAR3_36 increment_mission_attempts $ONMISSION = 1 // integer values thread 'TAXWAR3' wait 0 054C: use_GXT_table 'TAXIWA3' 058E: set_restart_mission_taxi_destination -1020.8 191.1 10.5 350.0 $6680 = 0 // integer values $6694 = 0 // integer values $6695 = 0 // integer values $6696 = 0 // integer values $6697 = 0 // integer values $6698 = 0 // integer values $6699 = 0 // integer values $6702 = 0 // integer values $6703 = 0 // integer values $6704 = 0 // integer values $6705 = 0 // integer values $6706 = 0 // integer values $6707 = 0 // integer values 1@ = 0 // integer values 3@ = 0 // integer values 4@ = 0 // integer values 03CF: load_wav 'TAX3_1' as 1 03CF: load_wav 'TAX3_2' as 2 :TAXWAR3_227 if or 83D0: not wav 1 loaded 83D0: not wav 2 loaded jf @TAXWAR3_257 wait 0 jump @TAXWAR3_227 :TAXWAR3_257 03D1: play_wav 1 00BC: text_highpriority 'TAX3_1' 4500 ms 1 // Car 13, We got a Miss Cortez, asked for you especially. wait 500 16@ = 0 // integer values :TAXWAR3_288 if not 16@ > 4000 // integer values jf @TAXWAR3_342 wait 0 if 00E1: player 0 pressed_button 16 jf @TAXWAR3_335 jump @TAXWAR3_422 :TAXWAR3_335 jump @TAXWAR3_288 :TAXWAR3_342 03D1: play_wav 2 00BC: text_highpriority 'TAX3_2' 3000 ms 1 // Ok, I got it. Car 13 out! 16@ = 0 // integer values :TAXWAR3_368 if not 16@ > 3000 // integer values jf @TAXWAR3_422 wait 0 if 00E1: player 0 pressed_button 16 jf @TAXWAR3_415 jump @TAXWAR3_422 :TAXWAR3_415 jump @TAXWAR3_368 :TAXWAR3_422 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut 040D: unload_wav 1 040D: unload_wav 2 Model.Load(#TAXI) Model.Load(#WMOCA) Model.Load(#ZEBRA) Model.Load(#KAUFMAN) Model.Load(#KATANA) :TAXWAR3_467 if or not Model.Available(#TAXI) not Model.Available(#WMOCA) not Model.Available(#ZEBRA) not Model.Available(#KAUFMAN) not Model.Available(#KATANA) jf @TAXWAR3_513 wait 0 jump @TAXWAR3_467 :TAXWAR3_513 03CF: load_wav 'TAX3_3' as 1 03CF: load_wav 'TAX3_4' as 2 00BC: text_highpriority 'TAXW3_1' 10000 ms 1 // ~g~Go and pick up Mercedes. 018A: $6674 = create_checkpoint_at -1094.0 -1292.0 10.5 :TAXWAR3_572 if or 80F8: not player $PLAYER_CHAR stopped 1 -1094.0 -1292.0 10.5 radius 3.0 4.0 4.0 80DE: not player $PLAYER_CHAR driving_vehicle_type #KAUFMAN not Player.PressingHorn($PLAYER_CHAR) jf @TAXWAR3_764 wait 0 if 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN jf @TAXWAR3_671 00DA: $311 = player $PLAYER_CHAR car jump @TAXWAR3_686 :TAXWAR3_671 00BC: text_highpriority 'TAXW1_5' 1000 ms 1 // ~g~You need to be in a Kaufman cab! :TAXWAR3_686 if and 00F8: player $PLAYER_CHAR stopped 1 -1094.0 -1292.0 10.5 radius 3.0 4.0 4.0 00DE: player $PLAYER_CHAR driving_vehicle_type #KAUFMAN jf @TAXWAR3_757 00BC: text_highpriority 'HORN' 1000 ms 1 // ~g~Sound the horn. :TAXWAR3_757 jump @TAXWAR3_572 :TAXWAR3_764 if not Car.Wrecked($311) jf @TAXWAR3_787 020A: set_car $311 door_status_to 4 :TAXWAR3_787 Marker.Disable($6674) 0395: clear_area 1 at -989.9 -1252.2 range 10.4 50.0 $6668 = Car.Create(#TAXI, -983.5, -1248.9, 10.5) 0129: $6681 = create_actor 4 #WMOCA in_car $6668 driverseat $6674 = Marker.CreateAboveCar($6668) Car.Angle($6668) = 70.0 Car.SetMaxSpeed($6668, 0.0) 00AE: set_vehicle $6668 traffic_behavior_to 0 0243: set_actor $6681 ped_stats_to 16 04E0: car $6668 abandon_path_radius 255 $6669 = Car.Create(#TAXI, -976.1, -1251.7, 10.5) 0129: $6682 = create_actor 4 #WMOCA in_car $6669 driverseat $6675 = Marker.CreateAboveCar($6669) Car.Angle($6669) = 70.0 Car.SetMaxSpeed($6669, 0.0) 00AE: set_vehicle $6669 traffic_behavior_to 0 0243: set_actor $6682 ped_stats_to 16 04E0: car $6669 abandon_path_radius 255 $6670 = Car.Create(#TAXI, -970.5, -1253.6, 10.5) 0129: $6683 = create_actor 4 #WMOCA in_car $6670 driverseat $6676 = Marker.CreateAboveCar($6670) Car.Angle($6670) = 70.0 Car.SetMaxSpeed($6670, 0.0) 00AE: set_vehicle $6670 traffic_behavior_to 0 0243: set_actor $6683 ped_stats_to 16 04E0: car $6670 abandon_path_radius 255 $6671 = Car.Create(#TAXI, -964.9, -1255.8, 10.5) 0129: $6684 = create_actor 4 #WMOCA in_car $6671 driverseat $6677 = Marker.CreateAboveCar($6671) Car.Angle($6671) = 70.0 Car.SetMaxSpeed($6671, 0.0) 00AE: set_vehicle $6671 traffic_behavior_to 0 0243: set_actor $6684 ped_stats_to 16 04E0: car $6671 abandon_path_radius 255 $6672 = Car.Create(#TAXI, -959.0, -1257.9, 10.5) 0129: $6685 = create_actor 4 #WMOCA in_car $6672 driverseat $6678 = Marker.CreateAboveCar($6672) Car.Angle($6672) = 70.0 Car.SetMaxSpeed($6672, 0.0) 00AE: set_vehicle $6672 traffic_behavior_to 0 0243: set_actor $6685 ped_stats_to 16 04E0: car $6672 abandon_path_radius 255 $6673 = Car.Create(#TAXI, -951.6, -1261.1, 10.5) 0129: $6686 = create_actor 4 #WMOCA in_car $6673 driverseat $6679 = Marker.CreateAboveCar($6673) Car.Angle($6673) = 70.0 Car.SetMaxSpeed($6673, 0.0) 00AE: set_vehicle $6673 traffic_behavior_to 0 0243: set_actor $6686 ped_stats_to 16 04E0: car $6673 abandon_path_radius 255 wait 500 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Camera.SetPosition(-1089.808, -1286.083, 13.512, 0.0, 0.0, 0.0) Camera.PointAt(-1090.248, -1286.97, 13.374, 2) wait 2000 Camera.SetPosition(-1098.031, -1296.028, 14.583, 0.0, 0.0, 0.0) Camera.PointAt(-1097.359, -1295.294, 14.484, 2) if 03D0: wav 1 loaded jf @TAXWAR3_1483 03D1: play_wav 1 00BC: text_highpriority 'TAX3_3' 4000 ms 1 // Hmmmm, no sign of Mercedes... :TAXWAR3_1483 wait 2000 Camera.SetPosition(-989.263, -1239.276, 10.429, 0.0, 0.0, 0.0) Camera.PointAt(-989.007, -1240.218, 10.646, 2) 17@ = 0 // integer values if not Car.Wrecked($6668) jf @TAXWAR3_1592 Car.SetMaxSpeed($6668, 30.0) Car.DriveTo($6668, -1065.6, -1224.2, 10.5) :TAXWAR3_1592 if not Car.Wrecked($6669) jf @TAXWAR3_1638 Car.SetMaxSpeed($6669, 28.0) Car.DriveTo($6669, -1065.6, -1224.2, 10.5) :TAXWAR3_1638 if not Car.Wrecked($6670) jf @TAXWAR3_1684 Car.SetMaxSpeed($6670, 26.0) Car.DriveTo($6670, -1065.6, -1224.2, 10.5) :TAXWAR3_1684 if not Car.Wrecked($6671) jf @TAXWAR3_1730 Car.SetMaxSpeed($6671, 24.0) Car.DriveTo($6671, -1065.6, -1224.2, 10.5) :TAXWAR3_1730 if not Car.Wrecked($6672) jf @TAXWAR3_1776 Car.SetMaxSpeed($6672, 22.0) Car.DriveTo($6672, -1065.6, -1224.2, 10.5) :TAXWAR3_1776 if not Car.Wrecked($6673) jf @TAXWAR3_1822 Car.SetMaxSpeed($6673, 19.0) Car.DriveTo($6673, -1065.6, -1224.2, 10.5) :TAXWAR3_1822 if not 17@ > 10000 // integer values jf @TAXWAR3_2426 wait 0 if not Car.Wrecked($6668) jf @TAXWAR3_1929 if 01AF: car $6668 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 jf @TAXWAR3_1929 Car.DriveTo($6668, -1096.0, -1253.0, 10.5) :TAXWAR3_1929 if not Car.Wrecked($6669) jf @TAXWAR3_2013 if 01AF: car $6669 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 jf @TAXWAR3_2013 Car.DriveTo($6669, -1090.1, -1257.2, 10.5) :TAXWAR3_2013 if not Car.Wrecked($6670) jf @TAXWAR3_2097 if 01AF: car $6670 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 jf @TAXWAR3_2097 Car.DriveTo($6670, -1083.4, -1258.8, 10.5) :TAXWAR3_2097 if not Car.Wrecked($6671) jf @TAXWAR3_2181 if 01AF: car $6671 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 jf @TAXWAR3_2181 Car.DriveTo($6671, -1075.7, -1261.5, 10.5) :TAXWAR3_2181 if not Car.Wrecked($6672) jf @TAXWAR3_2265 if 01AF: car $6672 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 jf @TAXWAR3_2265 Car.DriveTo($6672, -1067.4, -1264.3, 10.5) :TAXWAR3_2265 if not Car.Wrecked($6673) jf @TAXWAR3_2349 if 01AF: car $6673 0 -1065.6 -1224.2 10.5 radius 6.0 6.0 5.0 jf @TAXWAR3_2349 Car.DriveTo($6673, -1060.7, -1266.1, 10.5) :TAXWAR3_2349 if 17@ > 2500 // integer values jf @TAXWAR3_2419 Camera.SetPosition(-1107.913, -1266.256, 12.023, 0.0, 0.0, 0.0) Camera.PointAt(-1107.038, -1265.79, 11.892, 2) :TAXWAR3_2419 jump @TAXWAR3_1822 :TAXWAR3_2426 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer $6687 = 61000 // integer values 014E: start_timer_at $6687 count_in_direction 1 00BC: text_highpriority 'TAXW3_2' 8000 ms 1 // ~g~Stay alive until the timer runs out. if not Car.Wrecked($311) jf @TAXWAR3_2496 020A: set_car $311 door_status_to 1 :TAXWAR3_2496 wait 1000 :TAXWAR3_2501 if and not 1 > $6687 // integer values not $6680 == 6 // integer values jf @TAXWAR3_3610 wait 0 if and Car.Wrecked($6668) $6694 == 0 // integer values jf @TAXWAR3_2572 Marker.Disable($6674) $6694 = 1 // integer values $6680 += 1 // integer values :TAXWAR3_2572 if not Car.Wrecked($6668) jf @TAXWAR3_2679 if $6702 == 0 // integer values jf @TAXWAR3_2672 if not Actor.Dead($6681) jf @TAXWAR3_2672 if Actor.InCar($6681, $6668) jf @TAXWAR3_2672 Car.SetMaxSpeed($6668, 40.0) 00AE: set_vehicle $6668 traffic_behavior_to 3 Car.SetDriverBehaviour($6668, KillThePlayer) $6702 = 1 // integer values :TAXWAR3_2672 jump @TAXWAR3_2684 :TAXWAR3_2679 Marker.Disable($6674) :TAXWAR3_2684 if and Car.Wrecked($6669) $6695 == 0 // integer values jf @TAXWAR3_2726 Marker.Disable($6675) $6695 = 1 // integer values $6680 += 1 // integer values :TAXWAR3_2726 if not Car.Wrecked($6669) jf @TAXWAR3_2833 if $6703 == 0 // integer values jf @TAXWAR3_2826 if not Actor.Dead($6682) jf @TAXWAR3_2826 if Actor.InCar($6682, $6669) jf @TAXWAR3_2826 Car.SetMaxSpeed($6669, 40.0) 00AE: set_vehicle $6669 traffic_behavior_to 3 Car.SetDriverBehaviour($6669, KillThePlayer) $6703 = 1 // integer values :TAXWAR3_2826 jump @TAXWAR3_2838 :TAXWAR3_2833 Marker.Disable($6675) :TAXWAR3_2838 if and Car.Wrecked($6670) $6696 == 0 // integer values jf @TAXWAR3_2880 Marker.Disable($6676) $6696 = 1 // integer values $6680 += 1 // integer values :TAXWAR3_2880 if not Car.Wrecked($6670) jf @TAXWAR3_2987 if $6704 == 0 // integer values jf @TAXWAR3_2980 if not Actor.Dead($6683) jf @TAXWAR3_2980 if Actor.InCar($6683, $6670) jf @TAXWAR3_2980 Car.SetMaxSpeed($6670, 40.0) 00AE: set_vehicle $6670 traffic_behavior_to 3 Car.SetDriverBehaviour($6670, KillThePlayer) $6704 = 1 // integer values :TAXWAR3_2980 jump @TAXWAR3_2992 :TAXWAR3_2987 Marker.Disable($6676) :TAXWAR3_2992 if and Car.Wrecked($6671) $6697 == 0 // integer values jf @TAXWAR3_3034 Marker.Disable($6677) $6697 = 1 // integer values $6680 += 1 // integer values :TAXWAR3_3034 if not Car.Wrecked($6671) jf @TAXWAR3_3141 if $6705 == 0 // integer values jf @TAXWAR3_3134 if not Actor.Dead($6684) jf @TAXWAR3_3134 if Actor.InCar($6684, $6671) jf @TAXWAR3_3134 Car.SetMaxSpeed($6671, 40.0) 00AE: set_vehicle $6671 traffic_behavior_to 3 Car.SetDriverBehaviour($6671, KillThePlayer) $6705 = 1 // integer values :TAXWAR3_3134 jump @TAXWAR3_3146 :TAXWAR3_3141 Marker.Disable($6677) :TAXWAR3_3146 if and Car.Wrecked($6672) $6698 == 0 // integer values jf @TAXWAR3_3188 Marker.Disable($6678) $6698 = 1 // integer values $6680 += 1 // integer values :TAXWAR3_3188 if not Car.Wrecked($6672) jf @TAXWAR3_3295 if $6706 == 0 // integer values jf @TAXWAR3_3288 if not Actor.Dead($6685) jf @TAXWAR3_3288 if Actor.InCar($6685, $6672) jf @TAXWAR3_3288 Car.SetMaxSpeed($6672, 40.0) 00AE: set_vehicle $6672 traffic_behavior_to 3 Car.SetDriverBehaviour($6672, KillThePlayer) $6706 = 1 // integer values :TAXWAR3_3288 jump @TAXWAR3_3300 :TAXWAR3_3295 Marker.Disable($6678) :TAXWAR3_3300 if and Car.Wrecked($6673) $6699 == 0 // integer values jf @TAXWAR3_3342 Marker.Disable($6679) $6699 = 1 // integer values $6680 += 1 // integer values :TAXWAR3_3342 if not Car.Wrecked($6673) jf @TAXWAR3_3449 if $6707 == 0 // integer values jf @TAXWAR3_3442 if not Actor.Dead($6686) jf @TAXWAR3_3442 if Actor.InCar($6686, $6673) jf @TAXWAR3_3442 Car.SetMaxSpeed($6673, 30.0) 00AE: set_vehicle $6673 traffic_behavior_to 3 Car.SetDriverBehaviour($6673, KillThePlayer) $6707 = 1 // integer values :TAXWAR3_3442 jump @TAXWAR3_3454 :TAXWAR3_3449 Marker.Disable($6679) :TAXWAR3_3454 if 3@ == 0 // integer values jf @TAXWAR3_3603 018C: play_sound 3 at -989.9 -1252.2 10.4 018D: $12 = create_sound 2 at -989.9 -1252.2 10.4 :TAXWAR3_3513 if 834E: not move_object $1792 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 jf @TAXWAR3_3572 wait 0 jump @TAXWAR3_3513 :TAXWAR3_3572 018E: stop_sound $12 018C: play_sound 3 at -986.272 -1243.532 10.4 3@ = 1 // integer values :TAXWAR3_3603 jump @TAXWAR3_2501 :TAXWAR3_3610 if not Car.Wrecked($6668) jf @TAXWAR3_3636 Car.SetMaxSpeed($6668, 0.0) :TAXWAR3_3636 if not Car.Wrecked($6669) jf @TAXWAR3_3662 Car.SetMaxSpeed($6669, 0.0) :TAXWAR3_3662 if not Car.Wrecked($6670) jf @TAXWAR3_3688 Car.SetMaxSpeed($6670, 0.0) :TAXWAR3_3688 if not Car.Wrecked($6671) jf @TAXWAR3_3714 Car.SetMaxSpeed($6671, 0.0) :TAXWAR3_3714 if not Car.Wrecked($6672) jf @TAXWAR3_3740 Car.SetMaxSpeed($6672, 0.0) :TAXWAR3_3740 if not Car.Wrecked($6673) jf @TAXWAR3_3766 Car.SetMaxSpeed($6673, 0.0) :TAXWAR3_3766 Marker.Disable($6674) Marker.Disable($6675) Marker.Disable($6676) Marker.Disable($6677) Marker.Disable($6678) Marker.Disable($6679) Car.RemoveReferences($6668) Car.RemoveReferences($6669) Car.RemoveReferences($6670) Car.RemoveReferences($6671) Car.RemoveReferences($6672) Car.RemoveReferences($6673) Actor.RemoveReferences($6681) Actor.RemoveReferences($6682) Actor.RemoveReferences($6683) Actor.RemoveReferences($6684) Actor.RemoveReferences($6685) Actor.RemoveReferences($6686) Model.Destroy(#TAXI) 014F: stop_timer $6687 $6700 = Car.Create(#ZEBRA, -983.5, -1248.9, 10.4) 0129: 0@ = create_actor 4 #WMOCA in_car $6700 driverseat Car.Health($6700) = 2000 020A: set_car $6700 door_status_to 3 Actor.Health(0@) = 300 Car.Angle($6700) = 66.0 Car.SetMaxSpeed($6700, 0.0) 00AE: set_vehicle $6700 traffic_behavior_to 0 0243: set_actor 0@ ped_stats_to 16 04E0: car $6700 abandon_path_radius 255 wait 500 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 if 00F5: player $PLAYER_CHAR 0 -998.5 -1243.2 10.5 radius 10.0 10.0 4.0 jf @TAXWAR3_4050 0055: put_player $PLAYER_CHAR at -1028.3 -1237.6 10.5 :TAXWAR3_4050 Camera.SetPosition(-988.01, -1242.028, 10.362, 0.0, 0.0, 0.0) Camera.PointAt(-987.595, -1242.919, 10.541, 2) 0395: clear_area 1 at -983.5 -1248.9 range 10.4 30.0 wait 1000 018C: play_sound 3 at -986.272 -1243.532 10.4 018D: $12 = create_sound 2 at -986.272 -1243.532 10.4 :TAXWAR3_4171 if 834E: not move_object $1792 to -989.9 -1252.2 10.4 speed 0.05 0.12 0.0 collision_check 0 jf @TAXWAR3_4230 wait 0 jump @TAXWAR3_4171 :TAXWAR3_4230 018E: stop_sound $12 018C: play_sound 3 at -989.9 -1252.2 10.4 if 03D0: wav 2 loaded jf @TAXWAR3_4288 03D1: play_wav 2 00BC: text_highpriority 'TAX3_4' 4000 ms 1 // It's time for Kaufman Cab's guardian angel to eat some fender! :TAXWAR3_4288 wait 3500 if not Car.Wrecked($6700) jf @TAXWAR3_4339 Car.SetMaxSpeed($6700, 30.0) Car.DriveTo($6700, -1017.4, -1235.7, 10.5) :TAXWAR3_4339 wait 1000 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetBehindPlayer 00BC: text_highpriority 'TAXW3_3' 8000 ms 1 // ~g~Take out the leader cab! if not Actor.Dead(0@) jf @TAXWAR3_4398 $6701 = Marker.CreateAboveActor(0@) :TAXWAR3_4398 3@ = 0 // integer values :TAXWAR3_4405 if not Actor.Dead(0@) jf @TAXWAR3_4996 wait 0 if not Car.Wrecked($6700) jf @TAXWAR3_4525 if not Actor.Dead(0@) jf @TAXWAR3_4525 if Actor.InCar(0@, $6700) jf @TAXWAR3_4525 if 1@ == 0 // integer values jf @TAXWAR3_4525 Car.SetMaxSpeed($6700, 40.0) 00AE: set_vehicle $6700 traffic_behavior_to 3 Car.SetDriverBehaviour($6700, KillThePlayer) 1@ = 1 // integer values :TAXWAR3_4525 if 80E0: not player $PLAYER_CHAR driving jf @TAXWAR3_4619 if 16@ > 6000 // integer values jf @TAXWAR3_4612 if not Car.Wrecked($6700) jf @TAXWAR3_4612 0477: set_car $6700 action 2 time 2000 if 16@ > 8000 // integer values jf @TAXWAR3_4612 16@ = 0 // integer values :TAXWAR3_4612 jump @TAXWAR3_4626 :TAXWAR3_4619 16@ = 0 // integer values :TAXWAR3_4626 if 3@ == 0 // integer values jf @TAXWAR3_4775 018C: play_sound 3 at -989.9 -1252.2 10.4 018D: $12 = create_sound 2 at -989.9 -1252.2 10.4 :TAXWAR3_4685 if 834E: not move_object $1792 to -986.272 -1243.532 10.4 speed 0.05 0.12 0.0 collision_check 0 jf @TAXWAR3_4744 wait 0 jump @TAXWAR3_4685 :TAXWAR3_4744 018E: stop_sound $12 018C: play_sound 3 at -986.272 -1243.532 10.4 3@ = 1 // integer values :TAXWAR3_4775 if not Car.Wrecked($6700) jf @TAXWAR3_4989 if 4@ == 0 // integer values jf @TAXWAR3_4989 if 8185: not car $6700 health >= 250 jf @TAXWAR3_4989 if not Actor.Dead(0@) jf @TAXWAR3_4982 01D3: actor 0@ leave_car $6700 0243: set_actor 0@ ped_stats_to 30 01B2: give_actor 0@ weapon 10 ammo 0 // Load the weapon model before using this 01B9: set_actor 0@ armed_weapon_to 10 020A: set_car $6700 door_status_to 1 :TAXWAR3_4882 if Actor.InCar(0@, $6700) jf @TAXWAR3_4958 wait 0 if Actor.Dead(0@) jf @TAXWAR3_4928 jump @TAXWAR3_4996 :TAXWAR3_4928 if Car.Wrecked($6700) jf @TAXWAR3_4951 jump @TAXWAR3_4996 :TAXWAR3_4951 jump @TAXWAR3_4882 :TAXWAR3_4958 if not Actor.Dead(0@) jf @TAXWAR3_4982 01C9: actor 0@ kill_actor $PLAYER_ACTOR :TAXWAR3_4982 4@ = 1 // integer values :TAXWAR3_4989 jump @TAXWAR3_4405 :TAXWAR3_4996 wait 2000 04A6: $622 = create_asset_money_pickup_at $582 $583 $584 money $621 $621 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 fade 0 500 :TAXWAR3_5039 if fading jf @TAXWAR3_5063 wait 0 jump @TAXWAR3_5039 :TAXWAR3_5063 Camera.SetAtPos(-1017.904, 207.165, 15.09) Camera.SetPosition(-1018.54, 207.931, 15.185, 0.0, 0.0, 0.0) Camera.PointAt(-1017.904, 207.165, 15.09, 2) fade 1 500 :TAXWAR3_5138 if fading jf @TAXWAR3_5162 wait 0 jump @TAXWAR3_5138 :TAXWAR3_5162 0394: play_music 1 00BA: text_styled 'TAX_AS1' 5000 ms 6 // TAXI FIRM ASSET COMPLETED wait 5000 Camera.SetAtPos(-1002.412, 192.715, 13.452) Camera.SetPosition(-1003.2, 193.281, 13.694, 0.0, 0.0, 0.0) Camera.PointAt(-1002.412, 192.715, 13.452, 2) 01E5: text_1number_highpriority 'TAX_AS2' $621 flag 6000 time 1 // ~g~Kaufman Cabs will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. wait 6000 fade 0 500 :TAXWAR3_5284 if fading jf @TAXWAR3_5308 wait 0 jump @TAXWAR3_5284 :TAXWAR3_5308 Camera.SetAtPos(-1119.7, -1381.3, 11.5) fade 1 500 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut jump @TAXWAR3_5369 :TAXWAR3_5352 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :TAXWAR3_5369 $310 = 1 // integer values 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += 5000 Marker.Disable($306) Marker.Disable($619) 04CE: $306 = create_icon_marker_without_sphere $432 at $489 $490 $491 014C: set_parked_car_generator $1830 cars_to_generate_to 0 014C: set_parked_car_generator $1939 cars_to_generate_to 101 $623 = 1 // integer values $1175 += 1 // integer values 0318: set_latest_mission_passed 'TAXI_3' // Cabmaggedon 0551: set_kaufman_radio 1 030C: progress_made += 1 return :TAXWAR3_5482 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms Marker.Disable($6674) Marker.Disable($6675) Marker.Disable($6676) Marker.Disable($6677) Marker.Disable($6678) Marker.Disable($6679) Marker.Disable($6701) Model.Destroy(#TAXI) Model.Destroy(#WMOCA) Model.Destroy(#KAUFMAN) Model.Destroy(#ZEBRA) Model.Destroy(#KATANA) 014F: stop_timer $6687 $371 = 0 // integer values Object.Destroy($1792) if not Car.Wrecked($6700) jf @TAXWAR3_5593 020A: set_car $6700 door_status_to 1 :TAXWAR3_5593 $1792 = Object.Init(#ELECTRICGATE, -989.9, -1252.2, 10.4) Object.Angle($1792) = 249.0 Object.RemoveFromMissionCleanupList($1792) 040D: unload_wav 1 040D: unload_wav 2 mission_cleanup return //-------------Mission 75--------------- // Originally: TAXI DRIVER :TAXI gosub @TAXI_16 gosub @TAXI_6968 end_thread :TAXI_16 thread 'TAXI' set_wb_check_to 0 $ONMISSION = 1 // integer values $314 = 1 // integer values $6712 = 0 // integer values $6716 = 0 // integer values $6714 = 0 // integer values $6717 = 0 // integer values $6713 = -1 // integer values $6710 = 0 // integer values $6715 = 0 // integer values $6726 = 5 // integer values $6725 = 500 // integer values 054C: use_GXT_table 'TAXI1' wait 0 03C4: set_status_text_to $6714 0 'FARES' // FARES: if not Player.Defined($PLAYER_CHAR) jf @TAXI_160 jump @TAXI_6552 :TAXI_160 if 00E0: player $PLAYER_CHAR driving jf @TAXI_191 00DA: $6711 = player $PLAYER_CHAR car jump @TAXI_198 :TAXI_191 jump @TAXI_6552 :TAXI_198 Car.ToggleTaxiLight($6711) = True 00BC: text_highpriority 'TAXI1' 1500 ms 1 // ~g~Look for a fare. wait 0 :TAXI_224 if $375 == 0 // integer values jf @TAXI_259 03E5: text_box 'TAXIH1' // Stop near a highlighted pedestrian to pick them up then drive them to their destination before the time runs out. $375 = 1 // integer values :TAXI_259 $6723 = 0 // integer values if not Player.Defined($PLAYER_CHAR) jf @TAXI_289 jump @TAXI_6552 :TAXI_289 if Car.Wrecked($6711) jf @TAXI_312 jump @TAXI_6552 :TAXI_312 if 80DC: not player $PLAYER_CHAR driving $6711 jf @TAXI_338 jump @TAXI_6552 :TAXI_338 if not $18 == 3 // integer values jf @TAXI_394 if and 00E1: player 0 pressed_button 19 $ONMISSION == 1 // integer values jf @TAXI_387 jump @TAXI_6347 :TAXI_387 jump @TAXI_425 :TAXI_394 if and 00E1: player 0 pressed_button 14 $ONMISSION == 1 // integer values jf @TAXI_425 jump @TAXI_6347 :TAXI_425 if and $6712 == 1 // integer values $6716 == 0 // integer values jf @TAXI_457 jump @TAXI_6552 :TAXI_457 02DD: get_random_actor $6713 in_zone 'VICE_C' 1 1 1 if $6713 == -1 // integer values jf @TAXI_505 wait 0 jump @TAXI_224 :TAXI_505 009F: set_actor $6713 idle 01ED: clear_actor $6713 threat_search 0291: set_actor $6713 attack_when_provoked 0 $6708 = Marker.CreateAboveActor($6713) 0365: set_actor $6713 objective_to-29 :TAXI_535 if or 80FD: not player $PLAYER_CHAR 0 $6713 in_car radius 7.0 7.0 2.0 81C1: not car $6711 stopped jf @TAXI_913 wait 0 if not Player.Defined($PLAYER_CHAR) jf @TAXI_603 jump @TAXI_6552 :TAXI_603 if Car.Wrecked($6711) jf @TAXI_626 jump @TAXI_6552 :TAXI_626 if Actor.Dead($6713) jf @TAXI_649 jump @TAXI_6486 :TAXI_649 if 80DC: not player $PLAYER_CHAR driving $6711 jf @TAXI_675 jump @TAXI_6552 :TAXI_675 if 80FD: not player $PLAYER_CHAR 0 $6713 in_car radius 90.0 90.0 20.0 jf @TAXI_718 jump @TAXI_6486 :TAXI_718 if not $18 == 3 // integer values jf @TAXI_774 if and 00E1: player 0 pressed_button 19 $ONMISSION == 1 // integer values jf @TAXI_767 jump @TAXI_6347 :TAXI_767 jump @TAXI_805 :TAXI_774 if and 00E1: player 0 pressed_button 14 $ONMISSION == 1 // integer values jf @TAXI_805 jump @TAXI_6347 :TAXI_805 if and $6712 == 1 // integer values $6716 == 0 // integer values jf @TAXI_837 jump @TAXI_6552 :TAXI_837 if and 0185: car $6711 health >= 400 $6710 == 1 // integer values jf @TAXI_882 Marker.Disable($374) $6710 = 0 // integer values $6715 = 0 // integer values :TAXI_882 if not Actor.Dead($6713) jf @TAXI_906 020F: actor $6713 look_at_player $PLAYER_CHAR :TAXI_906 jump @TAXI_535 :TAXI_913 if 8185: not car $6711 health >= 400 jf @TAXI_1294 00BC: text_highpriority 'TAXI7' 4000 ms 1 // ~r~Your car is trashed, get it repaired. if or 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @TAXI_1024 Marker.Disable($374) 02A8: $374 = create_marker 27 at -3.8 -1265.8 12.0 :TAXI_1024 if or 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links jf @TAXI_1101 Marker.Disable($374) 02A8: $374 = create_marker 27 at 319.0 441.3 12.0 :TAXI_1101 if or 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International jf @TAXI_1165 Marker.Disable($374) 02A8: $374 = create_marker 27 at -903.0 -1261.1 12.0 :TAXI_1165 if or 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown 0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard jf @TAXI_1255 Marker.Disable($374) 02A8: $374 = create_marker 27 at -876.2 -105.5 12.0 :TAXI_1255 if $6710 == 0 // integer values jf @TAXI_1287 $6710 = 1 // integer values $6715 = 1 // integer values :TAXI_1287 jump @TAXI_6486 :TAXI_1294 0319: set_actor $6713 running 1 01D4: actor $6713 go_to_car $6711 and_enter_it_as_a_passenger :TAXI_1309 if not Actor.InCar($6713, $6711) jf @TAXI_1677 wait 0 if not Player.Defined($PLAYER_CHAR) jf @TAXI_1355 jump @TAXI_6552 :TAXI_1355 if Car.Wrecked($6711) jf @TAXI_1378 jump @TAXI_6552 :TAXI_1378 if Actor.Dead($6713) jf @TAXI_1401 jump @TAXI_6486 :TAXI_1401 if 80DC: not player $PLAYER_CHAR driving $6711 jf @TAXI_1427 jump @TAXI_6552 :TAXI_1427 if 80FD: not player $PLAYER_CHAR 0 $6713 in_car radius 90.0 90.0 20.0 jf @TAXI_1470 jump @TAXI_6486 :TAXI_1470 if not $18 == 3 // integer values jf @TAXI_1526 if and 00E1: player 0 pressed_button 19 $ONMISSION == 1 // integer values jf @TAXI_1519 jump @TAXI_6347 :TAXI_1519 jump @TAXI_1557 :TAXI_1526 if and 00E1: player 0 pressed_button 14 $ONMISSION == 1 // integer values jf @TAXI_1557 jump @TAXI_6347 :TAXI_1557 if and $6712 == 1 // integer values $6716 == 0 // integer values jf @TAXI_1589 jump @TAXI_6552 :TAXI_1589 if and 0185: car $6711 health >= 400 $6710 == 1 // integer values jf @TAXI_1627 Marker.Disable($374) $6710 = 0 // integer values :TAXI_1627 if 80FD: not player $PLAYER_CHAR 0 $6713 in_car radius 7.0 7.0 2.0 jf @TAXI_1670 jump @TAXI_535 :TAXI_1670 jump @TAXI_1309 :TAXI_1677 Actor.StorePos($6713, $6733, $6734, $6735) Marker.Disable($6708) Car.ToggleTaxiLight($6711) = False :TAXI_1703 wait 0 if not Player.Defined($PLAYER_CHAR) jf @TAXI_1730 jump @TAXI_6552 :TAXI_1730 0209: $372 = random_int_in_ranges 1 16 if not Player.Defined($PLAYER_CHAR) jf @TAXI_1762 jump @TAXI_6552 :TAXI_1762 if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International 0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @TAXI_3268 if $372 == 1 // integer values jf @TAXI_1945 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @TAXI_1900 jump @TAXI_1703 :TAXI_1900 00BC: text_highpriority 'MFARE1' 5000 ms 1 // ~g~Destination ~w~'Ammu-Nation' ~g~in Downtown. $6727 = -679.1 // floating-point values $6728 = 1193.5 // floating-point values $6729 = 9.4 // floating-point values :TAXI_1945 if $372 == 2 // integer values jf @TAXI_2039 if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International jf @TAXI_1994 jump @TAXI_1703 :TAXI_1994 00BC: text_highpriority 'MFARE2' 5000 ms 1 // ~g~Destination ~w~'the Terminal' ~g~at Escobar International Airport. $6727 = -1457.7 // floating-point values $6728 = -825.1 // floating-point values $6729 = 13.1 // floating-point values :TAXI_2039 if $372 == 3 // integer values jf @TAXI_2133 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @TAXI_2088 jump @TAXI_1703 :TAXI_2088 00BC: text_highpriority 'WFARE3' 5000 ms 1 // ~g~Destination ~w~'Sunshine Autos' ~g~in Little Havana. $6727 = -1009.0 // floating-point values $6728 = -880.9 // floating-point values $6729 = 11.9 // floating-point values :TAXI_2133 if $372 == 4 // integer values jf @TAXI_2227 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @TAXI_2182 jump @TAXI_1703 :TAXI_2182 00BC: text_highpriority 'WFARE4' 5000 ms 1 // ~g~Destination ~w~'Kaufman Cabs' ~g~in Little Haiti. $6727 = -1018.4 // floating-point values $6728 = 195.9 // floating-point values $6729 = 10.1 // floating-point values :TAXI_2227 if $372 == 5 // integer values jf @TAXI_2321 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @TAXI_2276 jump @TAXI_1703 :TAXI_2276 00BC: text_highpriority 'WFARE5' 5000 ms 1 // ~g~Destination ~w~'The Hardware store' ~g~in Little Havana. $6727 = -971.2 // floating-point values $6728 = -677.2 // floating-point values $6729 = 10.4 // floating-point values :TAXI_2321 if $372 == 6 // integer values jf @TAXI_2415 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @TAXI_2370 jump @TAXI_1703 :TAXI_2370 00BC: text_highpriority 'WFARE6' 5000 ms 1 // ~g~Destination ~w~'Howlin Petes Bike Emporium' ~g~in Downtown. $6727 = -600.6 // floating-point values $6728 = 667.3 // floating-point values $6729 = 9.9 // floating-point values :TAXI_2415 if $372 == 7 // integer values jf @TAXI_2509 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @TAXI_2464 jump @TAXI_1703 :TAXI_2464 00BC: text_highpriority 'WFARE7' 5000 ms 1 // ~g~Destination ~w~'Police Station' ~g~in Little Havana. $6727 = -865.6 // floating-point values $6728 = -677.0 // floating-point values $6729 = 10.0 // floating-point values :TAXI_2509 if $372 == 8 // integer values jf @TAXI_2603 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @TAXI_2558 jump @TAXI_1703 :TAXI_2558 00BC: text_highpriority 'WFARE8' 5000 ms 1 // ~g~Destination ~w~'Police Station' ~g~in Downtown. $6727 = -661.7 // floating-point values $6728 = 755.7 // floating-point values $6729 = 9.8 // floating-point values :TAXI_2603 if $372 == 9 // integer values jf @TAXI_2697 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @TAXI_2652 jump @TAXI_1703 :TAXI_2652 00BC: text_highpriority 'WFARE9' 5000 ms 1 // ~g~Destination ~w~'Hospital' ~g~in Downtown. $6727 = -800.4 // floating-point values $6728 = 1167.8 // floating-point values $6729 = 9.6 // floating-point values :TAXI_2697 if $372 == 10 // integer values jf @TAXI_2791 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @TAXI_2746 jump @TAXI_1703 :TAXI_2746 00BC: text_highpriority 'WFARE10' 5000 ms 1 // ~g~Destination ~w~'Hospital' ~g~in Little Havana. $6727 = -871.9 // floating-point values $6728 = -467.2 // floating-point values $6729 = 9.8 // floating-point values :TAXI_2791 if $372 == 11 // integer values jf @TAXI_2885 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @TAXI_2840 jump @TAXI_1703 :TAXI_2840 00BC: text_highpriority 'WFARE11' 5000 ms 1 // ~g~Destination ~w~'The Stadium' ~g~in Downtown. $6727 = -1024.6 // floating-point values $6728 = 1332.8 // floating-point values $6729 = 7.4 // floating-point values :TAXI_2885 if $372 == 12 // integer values jf @TAXI_2979 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @TAXI_2934 jump @TAXI_1703 :TAXI_2934 00BC: text_highpriority 'WFARE12' 5000 ms 1 // ~g~Destination ~w~'Pizza Restaurant' ~g~in Little Haiti. $6727 = -1064.6 // floating-point values $6728 = 84.0 // floating-point values $6729 = 10.2 // floating-point values :TAXI_2979 if $372 == 13 // integer values jf @TAXI_3073 if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @TAXI_3028 jump @TAXI_1703 :TAXI_3028 00BC: text_highpriority 'WFARE13' 5000 ms 1 // ~g~Destination ~w~'Pizza Restaurant' ~g~in Downtown. $6727 = -878.6 // floating-point values $6728 = 795.7 // floating-point values $6729 = 10.0 // floating-point values :TAXI_3073 if $372 == 14 // integer values jf @TAXI_3167 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport jf @TAXI_3122 jump @TAXI_1703 :TAXI_3122 00BC: text_highpriority 'WFARE14' 5000 ms 1 // ~g~Destination ~w~'Docks' ~g~in Viceport. $6727 = -745.0 // floating-point values $6728 = -1264.0 // floating-point values $6729 = 10.1 // floating-point values :TAXI_3167 if $372 == 15 // integer values jf @TAXI_3261 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @TAXI_3216 jump @TAXI_1703 :TAXI_3216 00BC: text_highpriority 'WFARE15' 5000 ms 1 // ~g~Destination ~w~'Chemist' ~g~in Little Haiti. $6727 = -850.6 // floating-point values $6728 = -92.4 // floating-point values $6729 = 10.1 // floating-point values :TAXI_3261 jump @TAXI_4678 :TAXI_3268 if $372 == 1 // integer values jf @TAXI_3362 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @TAXI_3317 jump @TAXI_1703 :TAXI_3317 00BC: text_highpriority 'FARE1' 5000 ms 1 // ~g~Destination ~w~'The Pole Position Club' ~g~in Ocean Beach. $6727 = 100.7 // floating-point values $6728 = -1476.8 // floating-point values $6729 = 9.4 // floating-point values :TAXI_3362 if $372 == 2 // integer values jf @TAXI_3456 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @TAXI_3411 jump @TAXI_1703 :TAXI_3411 00BC: text_highpriority 'FARE2' 5000 ms 1 // ~g~Destination ~w~'The Malibu club' ~g~in Vice Point. $6727 = 505.8 // floating-point values $6728 = -93.9 // floating-point values $6729 = 9.4 // floating-point values :TAXI_3456 if $372 == 3 // integer values jf @TAXI_3550 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @TAXI_3505 jump @TAXI_1703 :TAXI_3505 00BC: text_highpriority 'FARE3' 5000 ms 1 // ~g~Destination ~w~'The Marina' ~g~in Ocean Beach. $6727 = -244.7 // floating-point values $6728 = -1301.8 // floating-point values $6729 = 6.9 // floating-point values :TAXI_3550 if $372 == 4 // integer values jf @TAXI_3644 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @TAXI_3599 jump @TAXI_1703 :TAXI_3599 00BC: text_highpriority 'FARE4' 5000 ms 1 // ~g~Destination ~w~'Ammu-Nation' ~g~in Ocean Beach. $6727 = -53.5 // floating-point values $6728 = -1481.7 // floating-point values $6729 = 8.1 // floating-point values :TAXI_3644 if $372 == 5 // integer values jf @TAXI_3738 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach jf @TAXI_3693 jump @TAXI_1703 :TAXI_3693 00BC: text_highpriority 'FARE5' 5000 ms 1 // ~g~Destination ~w~'The Hardware store' ~g~in Washington Beach. $6727 = 201.6 // floating-point values $6728 = -491.7 // floating-point values $6729 = 10.3 // floating-point values :TAXI_3738 if $372 == 6 // integer values jf @TAXI_3832 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @TAXI_3787 jump @TAXI_1703 :TAXI_3787 00BC: text_highpriority 'FARE6' 5000 ms 1 // ~g~Destination ~w~'The North Point Mall' ~g~in Vice Point. $6727 = 483.3 // floating-point values $6728 = 1124.3 // floating-point values $6729 = 15.4 // floating-point values :TAXI_3832 if $372 == 7 // integer values jf @TAXI_3926 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @TAXI_3881 jump @TAXI_1703 :TAXI_3881 00BC: text_highpriority 'FARE7' 5000 ms 1 // ~g~Destination ~w~'The Jewelers' ~g~in Vice Point. $6727 = 394.8 // floating-point values $6728 = 203.8 // floating-point values $6729 = 9.9 // floating-point values :TAXI_3926 if $372 == 8 // integer values jf @TAXI_4020 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @TAXI_3975 jump @TAXI_1703 :TAXI_3975 00BC: text_highpriority 'FARE8' 5000 ms 1 // ~g~Destination ~w~'The Beach' ~g~in Ocean Beach. $6727 = 482.3 // floating-point values $6728 = -1218.7 // floating-point values $6729 = 9.7 // floating-point values :TAXI_4020 if $372 == 9 // integer values jf @TAXI_4114 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach jf @TAXI_4069 jump @TAXI_1703 :TAXI_4069 00BC: text_highpriority 'FARE9' 5000 ms 1 // ~g~Destination ~w~'The Beach' ~g~in Washington Beach. $6727 = 600.0 // floating-point values $6728 = -618.2 // floating-point values $6729 = 11.2 // floating-point values :TAXI_4114 if $372 == 10 // integer values jf @TAXI_4208 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @TAXI_4163 jump @TAXI_1703 :TAXI_4163 00BC: text_highpriority 'FARE10' 5000 ms 1 // ~g~Destination ~w~'The Beach' ~g~in Vice Point. $6727 = 736.2 // floating-point values $6728 = 493.1 // floating-point values $6729 = 10.9 // floating-point values :TAXI_4208 if $372 == 11 // integer values jf @TAXI_4302 if 0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach jf @TAXI_4257 jump @TAXI_1703 :TAXI_4257 00BC: text_highpriority 'FARE11' 5000 ms 1 // ~g~Destination ~w~'Hospital' ~g~in Ocean Beach. $6727 = -99.7 // floating-point values $6728 = -975.7 // floating-point values $6729 = 9.4 // floating-point values :TAXI_4302 if $372 == 12 // integer values jf @TAXI_4396 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @TAXI_4351 jump @TAXI_1703 :TAXI_4351 00BC: text_highpriority 'FARE12' 5000 ms 1 // ~g~Destination ~w~'Hospital' ~g~in Vice Point. $6727 = 431.1 // floating-point values $6728 = 705.3 // floating-point values $6729 = 10.4 // floating-point values :TAXI_4396 if $372 == 13 // integer values jf @TAXI_4490 if 0121: player $PLAYER_CHAR in_zone 'BEACH2' // Washington Beach jf @TAXI_4445 jump @TAXI_1703 :TAXI_4445 00BC: text_highpriority 'FARE13' 5000 ms 1 // ~g~Destination ~w~'Police Station' ~g~in Washington Beach. $6727 = 403.9 // floating-point values $6728 = -467.5 // floating-point values $6729 = 9.1 // floating-point values :TAXI_4490 if $372 == 14 // integer values jf @TAXI_4584 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @TAXI_4539 jump @TAXI_1703 :TAXI_4539 00BC: text_highpriority 'FARE14' 5000 ms 1 // ~g~Destination ~w~'Police Station' ~g~in Vice Point. $6727 = 520.7 // floating-point values $6728 = 507.5 // floating-point values $6729 = 10.1 // floating-point values :TAXI_4584 if $372 == 15 // integer values jf @TAXI_4678 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @TAXI_4633 jump @TAXI_1703 :TAXI_4633 00BC: text_highpriority 'FARE15' 5000 ms 1 // ~g~Destination ~w~'Pizza Restaurant' ~g~in Vice Point. $6727 = 433.0 // floating-point values $6728 = 68.1 // floating-point values $6729 = 10.0 // floating-point values :TAXI_4678 018A: $6709 = create_checkpoint_at $6727 $6728 $6729 018B: show_on_radar $6709 2 if Car.Wrecked($6711) jf @TAXI_4722 jump @TAXI_6552 :TAXI_4722 0086: $6736 = $6733 // floating-point values only 0061: $6736 -= $6730 // floating-point values 0086: $6737 = $6734 // floating-point values only 0061: $6737 -= $6731 // floating-point values 0086: $6738 = $6736 // floating-point values only 0069: $6738 *= $6736 // floating-point values 0086: $6739 = $6737 // floating-point values only 0069: $6739 *= $6737 // floating-point values 0086: $6740 = $6738 // floating-point values only 0059: $6740 += $6739 // floating-point values 01FB: $6741 = square_root $6740 008C: $6718 = float_to_integer $6741 0084: $6719 = $6718 // integer values and handles if or 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International 0121: player $PLAYER_CHAR in_zone 'JUNKY' // Junk Yard 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @TAXI_5193 if $6714 == 0 // integer values jf @TAXI_4940 $6718 *= 80 // integer values :TAXI_4940 if $6714 == 1 // integer values jf @TAXI_4965 $6718 *= 75 // integer values :TAXI_4965 if $6714 == 2 // integer values jf @TAXI_4990 $6718 *= 70 // integer values :TAXI_4990 if $6714 == 3 // integer values jf @TAXI_5015 $6718 *= 69 // integer values :TAXI_5015 if $6714 == 4 // integer values jf @TAXI_5040 $6718 *= 68 // integer values :TAXI_5040 if $6714 == 5 // integer values jf @TAXI_5065 $6718 *= 66 // integer values :TAXI_5065 if and $6714 > 5 // integer values 10 >= $6714 // integer values jf @TAXI_5097 $6718 *= 65 // integer values :TAXI_5097 if and $6714 > 11 // integer values 20 >= $6714 // integer values jf @TAXI_5129 $6718 *= 60 // integer values :TAXI_5129 if and $6714 > 20 // integer values 50 >= $6714 // integer values jf @TAXI_5161 $6718 *= 55 // integer values :TAXI_5161 if $6714 > 50 // integer values jf @TAXI_5186 $6718 *= 50 // integer values :TAXI_5186 jump @TAXI_5464 :TAXI_5193 if $6714 == 0 // integer values jf @TAXI_5218 $6718 *= 90 // integer values :TAXI_5218 if $6714 == 1 // integer values jf @TAXI_5243 $6718 *= 85 // integer values :TAXI_5243 if $6714 == 2 // integer values jf @TAXI_5268 $6718 *= 80 // integer values :TAXI_5268 if $6714 == 3 // integer values jf @TAXI_5293 $6718 *= 79 // integer values :TAXI_5293 if $6714 == 4 // integer values jf @TAXI_5318 $6718 *= 78 // integer values :TAXI_5318 if $6714 == 5 // integer values jf @TAXI_5343 $6718 *= 76 // integer values :TAXI_5343 if and $6714 > 5 // integer values 10 >= $6714 // integer values jf @TAXI_5375 $6718 *= 75 // integer values :TAXI_5375 if and $6714 > 11 // integer values 20 >= $6714 // integer values jf @TAXI_5407 $6718 *= 70 // integer values :TAXI_5407 if and $6714 > 20 // integer values 50 >= $6714 // integer values jf @TAXI_5439 $6718 *= 65 // integer values :TAXI_5439 if $6714 > 50 // integer values jf @TAXI_5464 $6718 *= 60 // integer values :TAXI_5464 0058: $6716 += $6718 // integer values 0084: $6724 = $6718 // integer values and handles $6724 /= 100 // integer values $6724 *= 65 // integer values 17@ = 0 // integer values if $6712 == 0 // integer values jf @TAXI_5541 03C3: set_timer_with_text_to $6716 type 1 text 'SEG3_1' // TIME: $6712 = 1 // integer values :TAXI_5541 if $6714 == 0 // integer values jf @TAXI_5567 $6716 += 5000 // integer values :TAXI_5567 if or 80FA: not player $PLAYER_CHAR stopped 1 $6727 $6728 $6729 radius 4.0 4.0 4.0 80DC: not player $PLAYER_CHAR driving $6711 jf @TAXI_5969 wait 0 if not Player.Defined($PLAYER_CHAR) jf @TAXI_5644 jump @TAXI_6552 :TAXI_5644 if Car.Wrecked($6711) jf @TAXI_5667 jump @TAXI_6552 :TAXI_5667 if 80DC: not player $PLAYER_CHAR driving $6711 jf @TAXI_5693 jump @TAXI_6552 :TAXI_5693 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @TAXI_5754 if and 00E1: player 0 pressed_button 19 $ONMISSION == 1 // integer values jf @TAXI_5747 jump @TAXI_6347 :TAXI_5747 jump @TAXI_5785 :TAXI_5754 if and 00E1: player 0 pressed_button 14 $ONMISSION == 1 // integer values jf @TAXI_5785 jump @TAXI_6347 :TAXI_5785 if $6716 == 0 // integer values jf @TAXI_5810 jump @TAXI_6271 :TAXI_5810 if 8185: not car $6711 health >= 400 jf @TAXI_5873 if $6710 == 0 // integer values jf @TAXI_5873 Marker.Disable($374) $6710 = 1 // integer values gosub @TAXI_6293 jump @TAXI_6486 :TAXI_5873 if not Car.Wrecked($6711) jf @TAXI_5934 if and 0185: car $6711 health >= 400 $6710 == 1 // integer values jf @TAXI_5934 Marker.Disable($374) $6710 = 0 // integer values $6715 = 0 // integer values :TAXI_5934 if and 01F4: car $6711 flipped 01C1: car $6711 stopped jf @TAXI_5962 jump @TAXI_6293 :TAXI_5962 jump @TAXI_5567 :TAXI_5969 if 001F: 17@ > $6724 // integer values jf @TAXI_6025 0084: $6723 = $6719 // integer values and handles $6723 /= 10 // integer values 00BA: text_styled 'TAXI4' 5000 ms 5 // Fare complete! jump @TAXI_6055 :TAXI_6025 0084: $6723 = $6719 // integer values and handles $6723 /= 8 // integer values 00BA: text_styled 'TAXI5' 5000 ms 5 // SPEED BONUS!! :TAXI_6055 Player.Money($PLAYER_CHAR) += $6723 01E3: text_1number_styled 'TSCORE2' number $6723 time 6000 style 6 // $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 0058: $6717 += $6723 // integer values $369 += 1 // integer values 0315: increment_taxi_dropoffs $6714 += 1 // integer values if and $373 == 0 // integer values $369 > 99 // integer values jf @TAXI_6178 increment_mission_attempts 0595: mission_complete 0572: set_taxi_boost_jump 1 03E5: text_box 'NITRO' // All taxi's now have a boost jump! Just press the horn button. 030C: progress_made += 1 $373 = 1 // integer values :TAXI_6178 $6716 += 10000 // integer values gosub @TAXI_6552 if 003A: $6714 == $6726 // integer values and handles jf @TAXI_6264 036D: text_2numbers_styled 'IN_ROW' numbers $6714 $6725 time 5000 style 6 // ~1~ IN A ROW bonus! $~1~ Player.Money($PLAYER_CHAR) += $6725 0058: $6717 += $6725 // integer values $6726 += 5 // integer values $6725 += 500 // integer values :TAXI_6264 jump @TAXI_6486 :TAXI_6271 00BC: text_highpriority 'TAXI2' 5000 ms 1 // ~r~You're out of time! jump @TAXI_6552 :TAXI_6293 wait 0 00BC: text_highpriority 'TAXI3' 5000 ms 1 // ~r~Your passenger fled in terror! if not Actor.Dead($6713) jf @TAXI_6333 0193: set_actor $6713 objective_to_act_like_ped :TAXI_6333 $6715 = 1 // integer values jump @TAXI_6552 :TAXI_6347 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @TAXI_6428 :TAXI_6370 if 00E1: player 0 pressed_button 19 jf @TAXI_6421 wait 0 if not Player.Defined($PLAYER_CHAR) jf @TAXI_6414 jump @TAXI_6552 :TAXI_6414 jump @TAXI_6370 :TAXI_6421 jump @TAXI_6479 :TAXI_6428 if 00E1: player 0 pressed_button 14 jf @TAXI_6479 wait 0 if not Player.Defined($PLAYER_CHAR) jf @TAXI_6472 jump @TAXI_6552 :TAXI_6472 jump @TAXI_6428 :TAXI_6479 jump @TAXI_6552 :TAXI_6486 Marker.Disable($6708) Marker.Disable($6709) Actor.RemoveReferences($6713) if not Car.Wrecked($6711) jf @TAXI_6524 Car.ToggleTaxiLight($6711) = True :TAXI_6524 wait 0 00BB: text_lowpriority 'TAXI1' 1500 ms 1 // ~g~Look for a fare. jump @TAXI_224 return :TAXI_6552 if not Actor.Dead($6713) jf @TAXI_6833 if not Car.Wrecked($6711) jf @TAXI_6833 if Actor.InCar($6713, $6711) jf @TAXI_6833 01D3: actor $6713 leave_car $6711 if Player.Defined($PLAYER_CHAR) jf @TAXI_6634 Player.CanMove($PLAYER_CHAR) = False :TAXI_6634 if Actor.InCar($6713, $6711) jf @TAXI_6833 wait 0 if or Actor.Dead($6713) Car.Wrecked($6711) jf @TAXI_6685 jump @TAXI_6876 :TAXI_6685 if not Player.Defined($PLAYER_CHAR) jf @TAXI_6708 jump @TAXI_6876 :TAXI_6708 if 80DC: not player $PLAYER_CHAR driving $6711 jf @TAXI_6734 jump @TAXI_6876 :TAXI_6734 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @TAXI_6795 if and 00E1: player 0 pressed_button 19 $ONMISSION == 1 // integer values jf @TAXI_6788 jump @TAXI_6876 :TAXI_6788 jump @TAXI_6826 :TAXI_6795 if and 00E1: player 0 pressed_button 14 $ONMISSION == 1 // integer values jf @TAXI_6826 jump @TAXI_6876 :TAXI_6826 jump @TAXI_6634 :TAXI_6833 if Player.Defined($PLAYER_CHAR) jf @TAXI_6856 Player.CanMove($PLAYER_CHAR) = True :TAXI_6856 if $6715 == 1 // integer values jf @TAXI_6876 return :TAXI_6876 wait 0 if not Actor.Dead($6713) jf @TAXI_6943 if not Car.Wrecked($6711) jf @TAXI_6943 if not Actor.InCar($6713, $6711) jf @TAXI_6943 009C: set_actor $6713 wander_direction 0 Actor.RemoveReferences($6713) :TAXI_6943 if Player.Defined($PLAYER_CHAR) jf @TAXI_6966 Player.CanMove($PLAYER_CHAR) = True :TAXI_6966 return :TAXI_6968 014F: stop_timer $6716 0151: remove_status_text $6714 if not Car.Wrecked($6711) jf @TAXI_7001 Car.ToggleTaxiLight($6711) = False :TAXI_7001 Marker.Disable($6708) Marker.Disable($6709) Marker.Disable($374) Actor.RemoveReferences($6713) 00BA: text_styled 'TAXI6' 5000 ms 5 // Taxi mission over 01E3: text_1number_styled 'TSCORE' number $6717 time 6000 style 6 // EARNINGS: $~1~ 0316: save_taxi_earnings_from $6717 set_wb_check_to 1 $ONMISSION = 0 // integer values $314 = 0 // integer values $371 = 0 // integer values if Player.Defined($PLAYER_CHAR) jf @TAXI_7107 Player.CanMove($PLAYER_CHAR) = True :TAXI_7107 03E6: remove_text_box mission_cleanup return //-------------Mission 76--------------- // Originally: PARAMEDIC :AMBULAN gosub @AMBULAN_16 gosub @AMBULAN_7425 end_thread :AMBULAN_16 $ONMISSION = 1 // integer values $319 = 1 // integer values thread 'AMBULAN' if $1581 == 0 // integer values jf @AMBULAN_60 increment_mission_attempts :AMBULAN_60 wait 0 054C: use_GXT_table 'AMBULAE' $6742 = 0 // integer values $6743 = 0 // integer values $6748 = 0 // integer values $6749 = 0 // integer values $6750 = 0 // integer values $6751 = 0 // integer values $6752 = 0 // integer values $6746 = 1 // integer values $6745 = 0 // integer values 2@ = 0 // integer values 5@ = 0 // integer values 8@ = 0 // integer values 11@ = 0 // integer values 14@ = 0 // integer values $6768 = 0 // integer values $6771 = 0 // integer values $6774 = 0 // integer values $6777 = 0 // integer values $6780 = 0 // integer values $6783 = 0 // integer values $6786 = 0 // integer values $6755 = 0 // integer values $6814 = 10.0 // floating-point values $6758 = 1 // integer values $6757 = 0 // integer values $6759 = 0 // integer values $6753 = 0 // integer values $6754 = 0 // integer values $6761 = 0 // integer values $6762 = 0 // integer values $6763 = 0 // integer values $6760 = 0 // integer values $6765 = 0 // integer values $6790 = 0 // integer values $6801 = 0.0 // floating-point values $6802 = 0.0 // floating-point values $6803 = 0.0 // floating-point values 00BC: text_highpriority 'ATUTOR2' 3000 ms 1 // ~g~Drive the patients to Hospital CAREFULLY. Each bump reduces their chances of survival. 03C7: set_sensitivity_to_crime_to 0.5 :AMBULAN_367 01E4: text_1number_lowpriority 'ALEVEL' $6758 5000 ms 4 // Paramedic Mission Level ~1~ 014F: stop_timer $6742 $6742 = 0 // integer values if 00E3: player $PLAYER_CHAR 0 361.298 -958.797 radius 750.0 850.0 jf @AMBULAN_492 $6793 = -133.0288 // floating-point values $6794 = -981.1411 // floating-point values $6795 = 9.4084 // floating-point values $6799 = -134.3 // floating-point values $6800 = -982.6 // floating-point values jump @AMBULAN_770 :AMBULAN_492 if 00E3: player $PLAYER_CHAR 0 574.234 641.203 radius 750.0 750.0 jf @AMBULAN_587 $6793 = 479.1241 // floating-point values $6794 = 710.748 // floating-point values $6795 = 10.3577 // floating-point values $6799 = 496.5145 // floating-point values $6800 = 708.1912 // floating-point values jump @AMBULAN_770 :AMBULAN_587 if 00E3: player $PLAYER_CHAR 0 -1138.702 -902.039 radius 750.0 900.0 jf @AMBULAN_682 $6793 = -871.6317 // floating-point values $6794 = -477.0081 // floating-point values $6795 = 10.0683 // floating-point values $6799 = -887.111 // floating-point values $6800 = -470.534 // floating-point values jump @AMBULAN_770 :AMBULAN_682 if 00E3: player $PLAYER_CHAR 0 -1025.766 847.961 radius 850.0 850.0 jf @AMBULAN_770 $6793 = -823.111 // floating-point values $6794 = 1167.676 // floating-point values $6795 = 9.8744 // floating-point values $6799 = -823.264 // floating-point values $6800 = 1140.061 // floating-point values :AMBULAN_770 if 001C: $6746 > $6745 // integer values jf @AMBULAN_849 gosub @AMBULAN_2333 if $6790 == 1 // integer values jf @AMBULAN_821 jump @AMBULAN_7425 :AMBULAN_821 gosub @AMBULAN_1011 gosub @AMBULAN_5692 $6745 += 1 // integer values jump @AMBULAN_770 :AMBULAN_849 if $6746 > 3 // integer values jf @AMBULAN_881 $6754 = 1 // integer values jump @AMBULAN_888 :AMBULAN_881 $6754 = 0 // integer values :AMBULAN_888 0084: $6757 = $6742 // integer values and handles 0070: $6757 /= $6746 // integer values $6757 /= 2 // integer values 0084: $6747 = $6746 // integer values and handles $6747 += 1 // integer values 0068: $6757 *= $6747 // integer values 0058: $6742 += $6757 // integer values 0070: $6742 /= $6746 // integer values 0084: $6757 = $6742 // integer values and handles $6757 /= 2 // integer values 014E: start_timer_at $6742 count_in_direction 1 if $ONMISSION == 0 // integer values jf @AMBULAN_1004 018A: $6756 = create_checkpoint_at $6793 $6794 $6795 :AMBULAN_1004 jump @AMBULAN_5736 :AMBULAN_1011 if and $6746 > 0 // integer values 2@ == 0 // integer values jf @AMBULAN_1121 0376: 0@ = create_random_actor $6801 $6802 $6803 2@ = 1 // integer values 0332: set_actor 0@ bleeding_to 1 02A9: set_actor 0@ immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle(0@) = $6813 0319: set_actor 0@ running 1 01ED: clear_actor 0@ threat_search 1@ = Marker.CreateAboveActor(0@) 0192: set_actor 0@ objective_to_stand_still return :AMBULAN_1121 if and $6746 > 1 // integer values 5@ == 0 // integer values jf @AMBULAN_1231 0376: 3@ = create_random_actor $6801 $6802 $6803 5@ = 1 // integer values 0332: set_actor 3@ bleeding_to 1 02A9: set_actor 3@ immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle(3@) = $6813 0319: set_actor 3@ running 1 01ED: clear_actor 3@ threat_search 4@ = Marker.CreateAboveActor(3@) 0192: set_actor 3@ objective_to_stand_still return :AMBULAN_1231 if and $6746 > 2 // integer values 8@ == 0 // integer values jf @AMBULAN_1341 0376: 6@ = create_random_actor $6801 $6802 $6803 8@ = 1 // integer values 0332: set_actor 6@ bleeding_to 1 02A9: set_actor 6@ immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle(6@) = $6813 0319: set_actor 6@ running 1 01ED: clear_actor 6@ threat_search 7@ = Marker.CreateAboveActor(6@) 0192: set_actor 6@ objective_to_stand_still return :AMBULAN_1341 if and $6746 > 3 // integer values 11@ == 0 // integer values jf @AMBULAN_1451 0376: 9@ = create_random_actor $6801 $6802 $6803 11@ = 1 // integer values 0332: set_actor 9@ bleeding_to 1 02A9: set_actor 9@ immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle(9@) = $6813 0319: set_actor 9@ running 1 01ED: clear_actor 9@ threat_search 10@ = Marker.CreateAboveActor(9@) 0192: set_actor 9@ objective_to_stand_still return :AMBULAN_1451 if and $6746 > 4 // integer values 14@ == 0 // integer values jf @AMBULAN_1561 0376: 12@ = create_random_actor $6801 $6802 $6803 14@ = 1 // integer values 0332: set_actor 12@ bleeding_to 1 02A9: set_actor 12@ immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle(12@) = $6813 0319: set_actor 12@ running 1 01ED: clear_actor 12@ threat_search 13@ = Marker.CreateAboveActor(12@) 0192: set_actor 12@ objective_to_stand_still return :AMBULAN_1561 if and $6746 > 5 // integer values $6768 == 0 // integer values jf @AMBULAN_1671 0376: $6766 = create_random_actor $6801 $6802 $6803 $6768 = 1 // integer values 0332: set_actor $6766 bleeding_to 1 02A9: set_actor $6766 immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle($6766) = $6813 0319: set_actor $6766 running 1 01ED: clear_actor $6766 threat_search $6767 = Marker.CreateAboveActor($6766) 0192: set_actor $6766 objective_to_stand_still return :AMBULAN_1671 if and $6746 > 6 // integer values $6771 == 0 // integer values jf @AMBULAN_1781 0376: $6769 = create_random_actor $6801 $6802 $6803 $6771 = 1 // integer values 0332: set_actor $6769 bleeding_to 1 02A9: set_actor $6769 immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle($6769) = $6813 0319: set_actor $6769 running 1 01ED: clear_actor $6769 threat_search $6770 = Marker.CreateAboveActor($6769) 0192: set_actor $6769 objective_to_stand_still return :AMBULAN_1781 if and $6746 > 7 // integer values $6774 == 0 // integer values jf @AMBULAN_1891 0376: $6772 = create_random_actor $6801 $6802 $6803 $6774 = 1 // integer values 0332: set_actor $6772 bleeding_to 1 02A9: set_actor $6772 immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle($6772) = $6813 0319: set_actor $6772 running 1 01ED: clear_actor $6772 threat_search $6773 = Marker.CreateAboveActor($6772) 0192: set_actor $6772 objective_to_stand_still return :AMBULAN_1891 if and $6746 > 8 // integer values $6777 == 0 // integer values jf @AMBULAN_2001 0376: $6775 = create_random_actor $6801 $6802 $6803 $6777 = 1 // integer values 0332: set_actor $6775 bleeding_to 1 02A9: set_actor $6775 immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle($6775) = $6813 0319: set_actor $6775 running 1 01ED: clear_actor $6775 threat_search $6776 = Marker.CreateAboveActor($6775) 0192: set_actor $6775 objective_to_stand_still return :AMBULAN_2001 if and $6746 > 9 // integer values $6780 == 0 // integer values jf @AMBULAN_2111 0376: $6778 = create_random_actor $6801 $6802 $6803 $6780 = 1 // integer values 0332: set_actor $6778 bleeding_to 1 02A9: set_actor $6778 immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle($6778) = $6813 0319: set_actor $6778 running 1 01ED: clear_actor $6778 threat_search $6779 = Marker.CreateAboveActor($6778) 0192: set_actor $6778 objective_to_stand_still return :AMBULAN_2111 if and $6746 > 10 // integer values $6783 == 0 // integer values jf @AMBULAN_2221 0376: $6781 = create_random_actor $6801 $6802 $6803 $6783 = 1 // integer values 0332: set_actor $6781 bleeding_to 1 02A9: set_actor $6781 immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle($6781) = $6813 0319: set_actor $6781 running 1 01ED: clear_actor $6781 threat_search $6782 = Marker.CreateAboveActor($6781) 0192: set_actor $6781 objective_to_stand_still return :AMBULAN_2221 if and $6746 > 11 // integer values $6786 == 0 // integer values jf @AMBULAN_2331 0376: $6784 = create_random_actor $6801 $6802 $6803 $6786 = 1 // integer values 0332: set_actor $6784 bleeding_to 1 02A9: set_actor $6784 immune_to_nonplayer 1 0208: $6813 = random_float 0.0 359.9 Actor.Angle($6784) = $6813 0319: set_actor $6784 running 1 01ED: clear_actor $6784 threat_search $6785 = Marker.CreateAboveActor($6784) 0192: set_actor $6784 objective_to_stand_still return :AMBULAN_2331 return :AMBULAN_2333 wait 0 0054: store_player $PLAYER_CHAR position_to $6796 $6797 $6798 if $6793 == -133.0288 // floating-point values jf @AMBULAN_2402 0208: $6791 = random_float -388.702 1111.298 0208: $6792 = random_float -1808.797 -108.797 :AMBULAN_2402 if $6793 == 479.1241 // floating-point values jf @AMBULAN_2453 0208: $6791 = random_float -175.766 1324.234 0208: $6792 = random_float -108.797 1391.203 :AMBULAN_2453 if $6793 == -871.6317 // floating-point values jf @AMBULAN_2504 0208: $6791 = random_float -1888.702 -388.702 0208: $6792 = random_float -1802.039 -2.039 :AMBULAN_2504 if $6793 == -823.111 // floating-point values jf @AMBULAN_2555 0208: $6791 = random_float -1875.766 -175.766 0208: $6792 = random_float -2.039 1697.961 :AMBULAN_2555 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @AMBULAN_2609 if 00E1: player 0 pressed_button 19 jf @AMBULAN_2602 $6763 = 1 // integer values :AMBULAN_2602 jump @AMBULAN_2633 :AMBULAN_2609 if 00E1: player 0 pressed_button 14 jf @AMBULAN_2633 $6763 = 1 // integer values :AMBULAN_2633 if $6763 == 1 // integer values jf @AMBULAN_2758 if not $18 == 3 // integer values jf @AMBULAN_2717 if 80E1: not player 0 pressed_button 19 jf @AMBULAN_2710 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! $6790 = 1 // integer values return :AMBULAN_2710 jump @AMBULAN_2758 :AMBULAN_2717 if 80E1: not player 0 pressed_button 14 jf @AMBULAN_2758 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! $6790 = 1 // integer values return :AMBULAN_2758 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN jf @AMBULAN_2801 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! $6790 = 1 // integer values return :AMBULAN_2801 02C0: set $6801 $6802 $6803 to_ped_path_coords_closest_to $6791 $6792 $6798 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values jf @AMBULAN_3071 if and $6801 > -2327.212 // floating-point values -261.402 > $6801 // floating-point values $6802 > -2027.821 // floating-point values 1894.426 > $6802 // floating-point values jf @AMBULAN_2897 jump @AMBULAN_2333 :AMBULAN_2897 if and $6801 > -265.018 // floating-point values 170.188 > $6801 // floating-point values $6802 > -275.942 // floating-point values 1689.059 > $6802 // floating-point values jf @AMBULAN_2955 jump @AMBULAN_2333 :AMBULAN_2955 if and $6801 > -265.657 // floating-point values 36.828 > $6801 // floating-point values $6802 > -729.217 // floating-point values -275.488 > $6802 // floating-point values jf @AMBULAN_3013 jump @AMBULAN_2333 :AMBULAN_3013 if and $6801 > 164.191 // floating-point values 259.713 > $6801 // floating-point values $6802 > -187.926 // floating-point values 631.97 > $6802 // floating-point values jf @AMBULAN_3071 jump @AMBULAN_2333 :AMBULAN_3071 if and $6801 > 333.358 // floating-point values 435.544 > $6801 // floating-point values $6802 > -557.261 // floating-point values -433.179 > $6802 // floating-point values jf @AMBULAN_3129 jump @AMBULAN_2333 :AMBULAN_3129 if and $6801 > -64.434 // floating-point values 81.544 > $6801 // floating-point values $6802 > -995.198 // floating-point values -896.662 > $6802 // floating-point values jf @AMBULAN_3187 jump @AMBULAN_2333 :AMBULAN_3187 if and $6801 > 446.491 // floating-point values 599.769 > $6801 // floating-point values $6802 > -92.564 // floating-point values 53.415 > $6802 // floating-point values jf @AMBULAN_3245 jump @AMBULAN_2333 :AMBULAN_3245 if and $6801 > -192.361 // floating-point values 234.821 > $6801 // floating-point values $6802 > -272.607 // floating-point values 406.194 > $6802 // floating-point values jf @AMBULAN_3303 jump @AMBULAN_2333 :AMBULAN_3303 if and $6801 > -290.702 // floating-point values 282.265 > $6801 // floating-point values $6802 > 398.714 // floating-point values 661.476 > $6802 // floating-point values jf @AMBULAN_3361 jump @AMBULAN_2333 :AMBULAN_3361 if and $6801 > -728.193 // floating-point values -67.639 > $6801 // floating-point values $6802 > -20.866 // floating-point values 99.566 > $6802 // floating-point values jf @AMBULAN_3419 jump @AMBULAN_2333 :AMBULAN_3419 if and $6801 > -516.97 // floating-point values -188.518 > $6801 // floating-point values $6802 > -667.97 // floating-point values -507.393 > $6802 // floating-point values jf @AMBULAN_3477 jump @AMBULAN_2333 :AMBULAN_3477 if and $6801 > -710.393 // floating-point values -579.012 > $6801 // floating-point values $6802 > -1416.112 // floating-point values -1211.742 > $6802 // floating-point values jf @AMBULAN_3535 jump @AMBULAN_2333 :AMBULAN_3535 if and $6801 > 333.358 // floating-point values 493.934 > $6801 // floating-point values $6802 > 991.328 // floating-point values 1261.389 > $6802 // floating-point values jf @AMBULAN_3593 jump @AMBULAN_2333 :AMBULAN_3593 if and $6801 > -790.682 // floating-point values -626.456 > $6801 // floating-point values $6802 > 1196.908 // floating-point values 1306.392 > $6802 // floating-point values jf @AMBULAN_3651 jump @AMBULAN_2333 :AMBULAN_3651 if and $6801 > -1173.877 // floating-point values -1027.898 > $6801 // floating-point values $6802 > 237.098 // floating-point values 415.922 > $6802 // floating-point values jf @AMBULAN_3709 jump @AMBULAN_2333 :AMBULAN_3709 if and $6801 > -1389.195 // floating-point values -1199.422 > $6801 // floating-point values $6802 > -47.561 // floating-point values 229.799 > $6802 // floating-point values jf @AMBULAN_3767 jump @AMBULAN_2333 :AMBULAN_3767 if and $6801 > -1571.667 // floating-point values -1290.658 > $6801 // floating-point values $6802 > -1007.371 // floating-point values -784.753 > $6802 // floating-point values jf @AMBULAN_3825 jump @AMBULAN_2333 :AMBULAN_3825 if and $6801 > -757.335 // floating-point values -219.313 > $6801 // floating-point values $6802 > -979.568 // floating-point values -878.689 > $6802 // floating-point values jf @AMBULAN_3883 jump @AMBULAN_2333 :AMBULAN_3883 if and $6801 > -180.88 // floating-point values 64.112 > $6801 // floating-point values $6802 > -499.183 // floating-point values -417.519 > $6802 // floating-point values jf @AMBULAN_3941 jump @AMBULAN_2333 :AMBULAN_3941 if and $6801 > 511.112 // floating-point values 638.214 > $6801 // floating-point values $6802 > -1815.644 // floating-point values -1679.04 > $6802 // floating-point values jf @AMBULAN_3999 jump @AMBULAN_2333 :AMBULAN_3999 if and $6801 > -691.673 // floating-point values -581.673 > $6801 // floating-point values $6802 > -1519.748 // floating-point values -1449.748 > $6802 // floating-point values jf @AMBULAN_4057 jump @AMBULAN_2333 :AMBULAN_4057 if and $6801 > -1176.038 // floating-point values -1012.796 > $6801 // floating-point values $6802 > -266.898 // floating-point values -158.26 > $6802 // floating-point values jf @AMBULAN_4115 jump @AMBULAN_2333 :AMBULAN_4115 if and $6801 > -1031.494 // floating-point values -949.479 > $6801 // floating-point values $6802 > -902.312 // floating-point values -821.592 > $6802 // floating-point values jf @AMBULAN_4173 jump @AMBULAN_2333 :AMBULAN_4173 if and $6801 > -896.098 // floating-point values -855.09 > $6801 // floating-point values $6802 > -593.101 // floating-point values -548.64 > $6802 // floating-point values jf @AMBULAN_4231 jump @AMBULAN_2333 :AMBULAN_4231 if and $6801 > -1012.06 // floating-point values -982.06 > $6801 // floating-point values $6802 > 181.561 // floating-point values 216.561 > $6802 // floating-point values jf @AMBULAN_4289 jump @AMBULAN_2333 :AMBULAN_4289 if and $6801 > -112.495 // floating-point values 9.705 > $6801 // floating-point values $6802 > 920.349 // floating-point values 1025.694 > $6802 // floating-point values jf @AMBULAN_4347 jump @AMBULAN_2333 :AMBULAN_4347 if and $6801 > 533.891 // floating-point values 673.891 > $6801 // floating-point values $6802 > -343.116 // floating-point values -183.116 > $6802 // floating-point values jf @AMBULAN_4405 jump @AMBULAN_2333 :AMBULAN_4405 if and $6801 > -1783.222 // floating-point values -1586.599 > $6801 // floating-point values $6802 > -307.5092 // floating-point values -84.3105 > $6802 // floating-point values jf @AMBULAN_4463 jump @AMBULAN_2333 :AMBULAN_4463 if and $6801 > -903.6972 // floating-point values -882.7946 > $6801 // floating-point values $6802 > 791.7817 // floating-point values 808.3229 > $6802 // floating-point values jf @AMBULAN_4521 jump @AMBULAN_2333 :AMBULAN_4521 if and $6801 > -1059.234 // floating-point values -1040.148 > $6801 // floating-point values $6802 > 73.3646 // floating-point values 89.7497 > $6802 // floating-point values jf @AMBULAN_4579 jump @AMBULAN_2333 :AMBULAN_4579 if and $6801 > -1235.792 // floating-point values -1110.932 > $6801 // floating-point values $6802 > 32.1217 // floating-point values 126.1341 > $6802 // floating-point values jf @AMBULAN_4637 jump @AMBULAN_2333 :AMBULAN_4637 if 6.0 > $6803 // floating-point values jf @AMBULAN_4665 jump @AMBULAN_2333 :AMBULAN_4665 0086: $6807 = $6796 // floating-point values only 0061: $6807 -= $6801 // floating-point values 0086: $6808 = $6797 // floating-point values only 0061: $6808 -= $6802 // floating-point values 0069: $6807 *= $6807 // floating-point values 0069: $6808 *= $6808 // floating-point values 0086: $6809 = $6807 // floating-point values only 0059: $6809 += $6808 // floating-point values 01FB: $6810 = square_root $6809 if 120.0 > $6810 // floating-point values jf @AMBULAN_4765 jump @AMBULAN_2333 :AMBULAN_4765 0086: $6807 = $6793 // floating-point values only 0061: $6807 -= $6801 // floating-point values 0086: $6808 = $6794 // floating-point values only 0061: $6808 -= $6802 // floating-point values 0069: $6807 *= $6807 // floating-point values 0069: $6808 *= $6808 // floating-point values 0086: $6809 = $6807 // floating-point values only 0059: $6809 += $6808 // floating-point values 01FB: $6811 = square_root $6809 if 100.0 > $6811 // floating-point values jf @AMBULAN_4865 jump @AMBULAN_2333 :AMBULAN_4865 if 2@ > 0 // integer values jf @AMBULAN_4940 if not Actor.Dead(0@) jf @AMBULAN_4940 if 00EC: actor 0@ 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_4940 jump @AMBULAN_2333 :AMBULAN_4940 if 5@ > 0 // integer values jf @AMBULAN_5015 if not Actor.Dead(3@) jf @AMBULAN_5015 if 00EC: actor 3@ 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5015 jump @AMBULAN_2333 :AMBULAN_5015 if 8@ > 0 // integer values jf @AMBULAN_5090 if not Actor.Dead(6@) jf @AMBULAN_5090 if 00EC: actor 6@ 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5090 jump @AMBULAN_2333 :AMBULAN_5090 if 11@ > 0 // integer values jf @AMBULAN_5165 if not Actor.Dead(9@) jf @AMBULAN_5165 if 00EC: actor 9@ 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5165 jump @AMBULAN_2333 :AMBULAN_5165 if 14@ > 0 // integer values jf @AMBULAN_5240 if not Actor.Dead(12@) jf @AMBULAN_5240 if 00EC: actor 12@ 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5240 jump @AMBULAN_2333 :AMBULAN_5240 if $6768 > 0 // integer values jf @AMBULAN_5315 if not Actor.Dead($6766) jf @AMBULAN_5315 if 00EC: actor $6766 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5315 jump @AMBULAN_2333 :AMBULAN_5315 if $6771 > 0 // integer values jf @AMBULAN_5390 if not Actor.Dead($6769) jf @AMBULAN_5390 if 00EC: actor $6769 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5390 jump @AMBULAN_2333 :AMBULAN_5390 if $6774 > 0 // integer values jf @AMBULAN_5465 if not Actor.Dead($6772) jf @AMBULAN_5465 if 00EC: actor $6772 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5465 jump @AMBULAN_2333 :AMBULAN_5465 if $6777 > 0 // integer values jf @AMBULAN_5540 if not Actor.Dead($6775) jf @AMBULAN_5540 if 00EC: actor $6775 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5540 jump @AMBULAN_2333 :AMBULAN_5540 if $6780 > 0 // integer values jf @AMBULAN_5615 if not Actor.Dead($6778) jf @AMBULAN_5615 if 00EC: actor $6778 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5615 jump @AMBULAN_2333 :AMBULAN_5615 if $6783 > 0 // integer values jf @AMBULAN_5690 if not Actor.Dead($6781) jf @AMBULAN_5690 if 00EC: actor $6781 0 $6801 $6802 radius 25.0 25.0 jf @AMBULAN_5690 jump @AMBULAN_2333 :AMBULAN_5690 return :AMBULAN_5692 0086: $6812 = $6811 // floating-point values only 0071: $6812 /= $6814 // floating-point values $6812 *= 1000.0 // floating-point values 008C: $6744 = float_to_integer $6812 0058: $6742 += $6744 // integer values return :AMBULAN_5736 wait 0 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @AMBULAN_5794 if 00E1: player 0 pressed_button 19 jf @AMBULAN_5787 $6763 = 1 // integer values :AMBULAN_5787 jump @AMBULAN_5818 :AMBULAN_5794 if 00E1: player 0 pressed_button 14 jf @AMBULAN_5818 $6763 = 1 // integer values :AMBULAN_5818 if $6763 == 1 // integer values jf @AMBULAN_5939 if not $18 == 3 // integer values jf @AMBULAN_5900 if 80E1: not player 0 pressed_button 19 jf @AMBULAN_5893 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! jump @AMBULAN_7425 :AMBULAN_5893 jump @AMBULAN_5939 :AMBULAN_5900 if 80E1: not player 0 pressed_button 14 jf @AMBULAN_5939 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! jump @AMBULAN_7425 :AMBULAN_5939 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #AMBULAN jf @AMBULAN_5987 00BC: text_highpriority 'A_CANC' 3000 ms 1 // ~r~Paramedic mission cancelled! jump @AMBULAN_7425 jump @AMBULAN_5995 :AMBULAN_5987 00DA: $6743 = player $PLAYER_CHAR car :AMBULAN_5995 if and $6746 > 6 // integer values $6754 == 2 // integer values $6761 == 0 // integer values jf @AMBULAN_6041 $6754 = 1 // integer values $6761 += 1 // integer values :AMBULAN_6041 if and $6746 > 9 // integer values $6754 == 2 // integer values $6761 == 1 // integer values jf @AMBULAN_6087 $6754 = 1 // integer values $6761 += 1 // integer values :AMBULAN_6087 if and $6746 > 12 // integer values $6754 == 2 // integer values $6761 == 2 // integer values jf @AMBULAN_6133 $6754 = 1 // integer values $6761 += 1 // integer values :AMBULAN_6133 if 2@ > 0 // integer values jf @AMBULAN_6215 008A: $6787 = 0@ // integer values and handles 008A: $6788 = 2@ // integer values and handles 008A: $6789 = 1@ // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6207 jump @AMBULAN_7425 :AMBULAN_6207 008B: 2@ = $6788 // integer values and handles :AMBULAN_6215 if 5@ > 0 // integer values jf @AMBULAN_6297 008A: $6787 = 3@ // integer values and handles 008A: $6788 = 5@ // integer values and handles 008A: $6789 = 4@ // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6289 jump @AMBULAN_7425 :AMBULAN_6289 008B: 5@ = $6788 // integer values and handles :AMBULAN_6297 if 8@ > 0 // integer values jf @AMBULAN_6379 008A: $6787 = 6@ // integer values and handles 008A: $6788 = 8@ // integer values and handles 008A: $6789 = 7@ // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6371 jump @AMBULAN_7425 :AMBULAN_6371 008B: 8@ = $6788 // integer values and handles :AMBULAN_6379 if 11@ > 0 // integer values jf @AMBULAN_6461 008A: $6787 = 9@ // integer values and handles 008A: $6788 = 11@ // integer values and handles 008A: $6789 = 10@ // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6453 jump @AMBULAN_7425 :AMBULAN_6453 008B: 11@ = $6788 // integer values and handles :AMBULAN_6461 if 14@ > 0 // integer values jf @AMBULAN_6543 008A: $6787 = 12@ // integer values and handles 008A: $6788 = 14@ // integer values and handles 008A: $6789 = 13@ // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6535 jump @AMBULAN_7425 :AMBULAN_6535 008B: 14@ = $6788 // integer values and handles :AMBULAN_6543 if $6768 > 0 // integer values jf @AMBULAN_6625 0084: $6787 = $6766 // integer values and handles 0084: $6788 = $6768 // integer values and handles 0084: $6789 = $6767 // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6617 jump @AMBULAN_7425 :AMBULAN_6617 0084: $6768 = $6788 // integer values and handles :AMBULAN_6625 if $6771 > 0 // integer values jf @AMBULAN_6707 0084: $6787 = $6769 // integer values and handles 0084: $6788 = $6771 // integer values and handles 0084: $6789 = $6770 // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6699 jump @AMBULAN_7425 :AMBULAN_6699 0084: $6771 = $6788 // integer values and handles :AMBULAN_6707 if $6774 > 0 // integer values jf @AMBULAN_6789 0084: $6787 = $6772 // integer values and handles 0084: $6788 = $6774 // integer values and handles 0084: $6789 = $6773 // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6781 jump @AMBULAN_7425 :AMBULAN_6781 0084: $6774 = $6788 // integer values and handles :AMBULAN_6789 if $6777 > 0 // integer values jf @AMBULAN_6871 0084: $6787 = $6775 // integer values and handles 0084: $6788 = $6777 // integer values and handles 0084: $6789 = $6776 // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6863 jump @AMBULAN_7425 :AMBULAN_6863 0084: $6777 = $6788 // integer values and handles :AMBULAN_6871 if $6780 > 0 // integer values jf @AMBULAN_6953 0084: $6787 = $6778 // integer values and handles 0084: $6788 = $6780 // integer values and handles 0084: $6789 = $6779 // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_6945 jump @AMBULAN_7425 :AMBULAN_6945 0084: $6780 = $6788 // integer values and handles :AMBULAN_6953 if $6783 > 0 // integer values jf @AMBULAN_7035 0084: $6787 = $6781 // integer values and handles 0084: $6788 = $6783 // integer values and handles 0084: $6789 = $6782 // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_7027 jump @AMBULAN_7425 :AMBULAN_7027 0084: $6783 = $6788 // integer values and handles :AMBULAN_7035 if $6786 > 0 // integer values jf @AMBULAN_7117 0084: $6787 = $6784 // integer values and handles 0084: $6788 = $6786 // integer values and handles 0084: $6789 = $6785 // integer values and handles gosub @AMBULAN_7618 if $6790 == 1 // integer values jf @AMBULAN_7109 jump @AMBULAN_7425 :AMBULAN_7109 0084: $6786 = $6788 // integer values and handles :AMBULAN_7117 if 003A: $6755 == $6746 // integer values and handles jf @AMBULAN_7418 0084: $6753 = $6758 // integer values and handles 0068: $6753 *= $6758 // integer values $6753 *= 50 // integer values 01E3: text_1number_styled 'REWARD' number $6753 time 6000 style 6 // REWARD $~1~ 0058: $316 += $6755 // integer values 0058: $6765 += $6755 // integer values $6746 += 1 // integer values $6755 = 0 // integer values $6745 = 0 // integer values Player.Money($PLAYER_CHAR) += $6753 $6762 = 0 // integer values Marker.Disable($6756) Marker.Disable(1@) Marker.Disable(4@) Marker.Disable(7@) Marker.Disable(10@) Marker.Disable(13@) Marker.Disable($6767) Marker.Disable($6770) Marker.Disable($6773) Marker.Disable($6776) Marker.Disable($6779) Marker.Disable($6782) Marker.Disable($6785) 0403: save_highest_ambulance_level $6758 $6758 += 1 // integer values if $6758 == 13 // integer values jf @AMBULAN_7411 01E3: text_1number_styled 'A_COMP1' number 15000 time 5000 style 5 // Paramedic missions complete: $~1~ Player.Money($PLAYER_CHAR) += 25000 0394: play_music 1 Player.InfiniteRun($PLAYER_CHAR) = True if $1581 == 0 // integer values jf @AMBULAN_7409 030C: progress_made += 1 03E5: text_box 'A_COMP2' // You will never get tired! Player.InfiniteRun($PLAYER_CHAR) = True 0595: mission_complete $1581 = 1 // integer values :AMBULAN_7409 return :AMBULAN_7411 jump @AMBULAN_367 :AMBULAN_7418 jump @AMBULAN_5736 :AMBULAN_7425 014F: stop_timer $6742 if not $6758 == 13 // integer values jf @AMBULAN_7481 00BA: text_styled 'A_FAIL1' 5000 ms 5 // Paramedic mission ended. 01E3: text_1number_styled 'A_SAVES' number $6765 time 6000 style 6 // PEOPLE SAVED: ~1~ :AMBULAN_7481 $6762 = 0 // integer values Marker.Disable($6756) Marker.Disable(1@) Marker.Disable(4@) Marker.Disable(7@) Marker.Disable(10@) Marker.Disable(13@) Marker.Disable($6767) Marker.Disable($6770) Marker.Disable($6773) Marker.Disable($6776) Marker.Disable($6779) Marker.Disable($6782) Marker.Disable($6785) 03C7: set_sensitivity_to_crime_to 1.0 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $ONMISSION = 0 // integer values $319 = 0 // integer values mission_cleanup if $1581 == 1 // integer values jf @AMBULAN_7616 03E5: text_box 'A_COMP2' // You will never get tired! $1581 = 2 // integer values :AMBULAN_7616 return :AMBULAN_7618 if Actor.Dead($6787) jf @AMBULAN_7658 00BC: text_highpriority 'A_FAIL3' 3000 ms 1 // ~r~The patient is dead!! $6790 = 1 // integer values return :AMBULAN_7658 if $6742 == 0 // integer values jf @AMBULAN_7710 0321: kill_actor $6787 Actor.DestroyWithFade($6787) 00BC: text_highpriority 'A_FAIL2' 3000 ms 1 // ~r~Your lack of urgency has been fatal to the patient! $6790 = 1 // integer values return :AMBULAN_7710 if $6788 == 3 // integer values jf @AMBULAN_7882 Actor.StorePos($6787, $6804, $6805, $6806) $6749 = Car.Health($6743) if 001C: $6748 > $6749 // integer values jf @AMBULAN_7882 0084: $6750 = $6748 // integer values and handles 0060: $6750 -= $6749 // integer values $6750 *= 50 // integer values 0060: $6742 -= $6750 // integer values if 03A3: actor $6787 male jf @AMBULAN_7836 018C: play_sound 19 at $6804 $6805 $6806 jump @AMBULAN_7849 :AMBULAN_7836 018C: play_sound 20 at $6804 $6805 $6806 :AMBULAN_7849 if 0 > $6742 // integer values jf @AMBULAN_7874 $6742 = 0 // integer values :AMBULAN_7874 0084: $6748 = $6749 // integer values and handles :AMBULAN_7882 if $6788 == 1 // integer values jf @AMBULAN_8048 if 00FD: player $PLAYER_CHAR 0 $6787 in_car radius 10.0 10.0 2.0 jf @AMBULAN_8048 01E9: $6752 = car $6743 num_passengers 01EA: $6751 = car $6743 max_passengers if 003A: $6752 == $6751 // integer values and handles jf @AMBULAN_8000 00BC: text_highpriority 'A_FULL' 5000 ms 1 // ~r~Ambulance full!! $6760 = 1 // integer values jump @AMBULAN_8007 :AMBULAN_8000 $6760 = 0 // integer values :AMBULAN_8007 $6748 = Car.Health($6743) if $6760 == 0 // integer values jf @AMBULAN_8048 01D4: actor $6787 go_to_car $6743 and_enter_it_as_a_passenger $6788 = 2 // integer values :AMBULAN_8048 if $6788 == 2 // integer values jf @AMBULAN_8143 if 80EB: not player $PLAYER_CHAR 0 $6787 radius 20.0 20.0 jf @AMBULAN_8104 $6788 = 1 // integer values :AMBULAN_8104 if 04FF: $6787 jf @AMBULAN_8143 if not Actor.Driving($6787) jf @AMBULAN_8143 $6788 = 1 // integer values :AMBULAN_8143 if $6788 == 2 // integer values jf @AMBULAN_8270 if Actor.Driving($6787) jf @AMBULAN_8270 Marker.Disable($6789) if $6762 == 0 // integer values jf @AMBULAN_8221 018A: $6756 = create_checkpoint_at $6793 $6794 $6795 $6762 = 1 // integer values :AMBULAN_8221 0084: $6759 = $6757 // integer values and handles $6759 /= 1000 // integer values 01E3: text_1number_styled 'A_TIME' number $6759 time 6000 style 6 // +~1~ seconds 0058: $6742 += $6757 // integer values $6788 = 3 // integer values :AMBULAN_8270 if $6788 == 3 // integer values jf @AMBULAN_8348 if 00FA: player $PLAYER_CHAR stopped 1 $6793 $6794 $6795 radius 6.0 6.0 2.0 jf @AMBULAN_8348 0239: actor $6787 run_to $6799 $6800 $6788 = 4 // integer values :AMBULAN_8348 if $6788 == 4 // integer values jf @AMBULAN_8557 0239: actor $6787 run_to $6799 $6800 if not Actor.Driving($6787) jf @AMBULAN_8557 0239: actor $6787 run_to $6799 $6800 Actor.RemoveReferences($6787) 00BA: text_styled 'A_PASS' 3000 ms 5 // Rescued! if $6754 == 1 // integer values jf @AMBULAN_8522 0084: $6759 = $6757 // integer values and handles $6759 /= 1000 // integer values 01E3: text_1number_styled 'A_TIME' number $6759 time 6000 style 6 // +~1~ seconds 00DA: $6743 = player $PLAYER_CHAR car $6764 = Car.Health($6743) $6764 += 110 // integer values Car.Health($6743) = $6764 0058: $6742 += $6757 // integer values $6754 += 1 // integer values :AMBULAN_8522 018C: play_sound 1 at 0.0 0.0 0.0 $6755 += 1 // integer values 0401: increment_people_saved_in_ambulance $6788 = 0 // integer values :AMBULAN_8557 return //-------------Mission 77--------------- // Originally: FIREFIGHTER :FIRETRU gosub @FIRETRU_16 gosub @FIRETRU_8025 end_thread :FIRETRU_16 $ONMISSION = 1 // integer values $321 = 1 // integer values thread 'FIRETRU' wait 0 if $1583 == 0 // integer values jf @FIRETRU_64 increment_mission_attempts :FIRETRU_64 054C: use_GXT_table 'FIRETRK' $6843 = 0 // integer values $6846 = 0 // integer values $6847 = 0 // integer values $6849 = 0 // integer values $6848 = 0 // integer values $6852 = 0 // integer values $6851 = 0 // integer values $6873 = 5.5 // floating-point values $6850 = 1 // integer values $6844 = 0 // integer values $6937 = 0 // integer values $6845 = 0 // integer values $6853 = 0 // integer values 1@ = -1 // integer values 1@ = -1 // integer values 1@ = -1 // integer values $6858 = 0 // integer values $6820 = 0 // integer values $6821 = 0 // integer values $6822 = 0 // integer values $6823 = 0 // integer values $6824 = 0 // integer values $6825 = 0 // integer values $6826 = 0 // integer values $6827 = 0 // integer values $6828 = 0 // integer values 03C7: set_sensitivity_to_crime_to 0.5 if $ONMISSION == 0 // integer values jf @FIRETRU_480 018A: $6829 = create_checkpoint_at $445 $446 $447 018A: $6830 = create_checkpoint_at $445 $446 $447 018A: $6831 = create_checkpoint_at $445 $446 $447 018A: $6832 = create_checkpoint_at $445 $446 $447 018A: $6833 = create_checkpoint_at $445 $446 $447 018A: $6834 = create_checkpoint_at $445 $446 $447 018A: $6835 = create_checkpoint_at $445 $446 $447 018A: $6836 = create_checkpoint_at $445 $446 $447 018A: $6837 = create_checkpoint_at $445 $446 $447 018A: $6838 = create_checkpoint_at $445 $446 $447 018A: $6839 = create_checkpoint_at $445 $446 $447 018A: $6840 = create_checkpoint_at $445 $446 $447 018A: $6841 = create_checkpoint_at $445 $446 $447 018A: $6842 = create_checkpoint_at $445 $446 $447 :FIRETRU_480 $6857 = 0 // integer values $6855 = 0 // integer values $6860 = 0 // integer values $6861 = 0 // integer values $6862 = 0 // integer values $6864 = 0 // integer values $6865 = 0 // integer values $6866 = 0 // integer values $6867 = 0 // integer values $6868 = 0 // integer values $6869 = 0 // integer values $6870 = 0 // integer values $6871 = 0 // integer values $6872 = 0 // integer values 0209: $4127 = random_int_in_ranges 25 44 if $4127 == 25 // integer values jf @FIRETRU_613 04AE: $6937 = 135 // = constant :FIRETRU_613 if $4127 == 26 // integer values jf @FIRETRU_639 04AE: $6937 = 148 // = constant :FIRETRU_639 if $4127 == 27 // integer values jf @FIRETRU_665 04AE: $6937 = 151 // = constant :FIRETRU_665 if $4127 == 28 // integer values jf @FIRETRU_691 04AE: $6937 = 130 // = constant :FIRETRU_691 if $4127 == 29 // integer values jf @FIRETRU_717 04AE: $6937 = 134 // = constant :FIRETRU_717 if $4127 == 30 // integer values jf @FIRETRU_743 04AE: $6937 = 175 // = constant :FIRETRU_743 if $4127 == 31 // integer values jf @FIRETRU_769 04AE: $6937 = 196 // = constant :FIRETRU_769 if $4127 == 32 // integer values jf @FIRETRU_795 04AE: $6937 = 197 // = constant :FIRETRU_795 if $4127 == 33 // integer values jf @FIRETRU_821 04AE: $6937 = 209 // = constant :FIRETRU_821 if $4127 == 34 // integer values jf @FIRETRU_847 04AE: $6937 = 143 // = constant :FIRETRU_847 if $4127 == 35 // integer values jf @FIRETRU_873 04AE: $6937 = 150 // = constant :FIRETRU_873 if $4127 == 36 // integer values jf @FIRETRU_899 04AE: $6937 = 168 // = constant :FIRETRU_899 if $4127 == 37 // integer values jf @FIRETRU_925 04AE: $6937 = 170 // = constant :FIRETRU_925 if $4127 == 38 // integer values jf @FIRETRU_951 04AE: $6937 = 179 // = constant :FIRETRU_951 if $4127 == 39 // integer values jf @FIRETRU_977 04AE: $6937 = 200 // = constant :FIRETRU_977 if $4127 == 40 // integer values jf @FIRETRU_1003 04AE: $6937 = 212 // = constant :FIRETRU_1003 if $4127 == 41 // integer values jf @FIRETRU_1029 04AE: $6937 = 216 // = constant :FIRETRU_1029 if $4127 == 42 // integer values jf @FIRETRU_1055 04AE: $6937 = 222 // = constant :FIRETRU_1055 if $4127 == 43 // integer values jf @FIRETRU_1081 04AE: $6937 = 174 // = constant :FIRETRU_1081 Model.Load($6937) :FIRETRU_1086 gosub @FIRETRU_6382 if $6844 == 1 // integer values jf @FIRETRU_1118 jump @FIRETRU_8025 :FIRETRU_1118 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values jf @FIRETRU_1173 0208: $6944 = random_float -247.43 683.41 0208: $6945 = random_float -1813.62 1308.102 jump @FIRETRU_1278 :FIRETRU_1173 if 0056: player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 jf @FIRETRU_1248 0208: $6944 = random_float -1802.615 -270.134 0208: $6945 = random_float -1518.473 1591.896 jump @FIRETRU_1278 :FIRETRU_1248 0208: $6944 = random_float -247.43 683.41 0208: $6945 = random_float -1813.62 1308.102 :FIRETRU_1278 if 5 > $6850 // integer values jf @FIRETRU_1325 02C1: set $6944 $6945 $6946 to_car_path_coords_closest_to $6944 $6945 10.0 jump @FIRETRU_2054 :FIRETRU_1325 if 9 > $6850 // integer values jf @FIRETRU_1646 04B9: unknown_stuff $6944 $6945 10.0 12.0 500.0 $6944 $6945 $6946 $6947 $6948 $6949 $447 if and $6944 == 0.0 // floating-point values $6945 == 0.0 // floating-point values $6947 == 0.0 // floating-point values $6948 == 0.0 // floating-point values jf @FIRETRU_1449 wait 0 jump @FIRETRU_1086 :FIRETRU_1449 0086: $6965 = $6947 // floating-point values only 0061: $6965 -= $6944 // floating-point values 0086: $6966 = $6948 // floating-point values only 0061: $6966 -= $6945 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $6965 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $6966 // floating-point values 0086: $6967 = $6980 // floating-point values only 0059: $6967 += $6981 // floating-point values 01FB: $6967 = square_root $6967 $4864 = 12.0 // floating-point values 0071: $4864 /= $6967 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $4864 // floating-point values 0086: $6947 = $6944 // floating-point values only 0059: $6947 += $6980 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $4864 // floating-point values 0086: $6948 = $6945 // floating-point values only 0059: $6948 += $6981 // floating-point values $6946 += 0.5 // floating-point values $6949 += 0.5 // floating-point values jump @FIRETRU_2054 :FIRETRU_1646 04B9: unknown_stuff $6944 $6945 10.0 18.0 500.0 $6947 $6948 $6949 $6950 $6951 $6952 $447 if and $6947 == 0.0 // floating-point values $6948 == 0.0 // floating-point values $6950 == 0.0 // floating-point values $6951 == 0.0 // floating-point values jf @FIRETRU_1752 wait 0 jump @FIRETRU_1086 :FIRETRU_1752 0086: $6965 = $6950 // floating-point values only 0061: $6965 -= $6947 // floating-point values 0086: $6966 = $6951 // floating-point values only 0061: $6966 -= $6948 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $6965 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $6966 // floating-point values 0086: $6967 = $6980 // floating-point values only 0059: $6967 += $6981 // floating-point values 01FB: $6967 = square_root $6967 $4864 = 18.0 // floating-point values 0071: $4864 /= $6967 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $4864 // floating-point values 0086: $6950 = $6947 // floating-point values only 0059: $6950 += $6980 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $4864 // floating-point values 0086: $6951 = $6948 // floating-point values only 0059: $6951 += $6981 // floating-point values 0086: $6944 = $6947 // floating-point values only 0061: $6944 -= $6950 // floating-point values $6944 /= 2.0 // floating-point values 0059: $6944 += $6950 // floating-point values 0086: $6945 = $6948 // floating-point values only 0061: $6945 -= $6951 // floating-point values $6945 /= 2.0 // floating-point values 0059: $6945 += $6951 // floating-point values 0086: $6946 = $6949 // floating-point values only 0061: $6946 -= $6952 // floating-point values $6946 /= 2.0 // floating-point values 0059: $6946 += $6952 // floating-point values $6949 += 0.5 // floating-point values $6946 += 0.5 // floating-point values $6952 += 0.5 // floating-point values :FIRETRU_2054 if 7.0 > $6946 // floating-point values jf @FIRETRU_2086 wait 0 jump @FIRETRU_1086 :FIRETRU_2086 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0509: $6874 = distance_between_point $95 $96 and_point $6944 $6945 if or 150.0 > $6874 // floating-point values $6874 > 600.0 // floating-point values jf @FIRETRU_2159 wait 0 jump @FIRETRU_1086 :FIRETRU_2159 if and $6944 > -1905.785 // floating-point values -1105.785 > $6944 // floating-point values $6945 > 745.678 // floating-point values 1773.513 > $6945 // floating-point values jf @FIRETRU_2221 wait 0 jump @FIRETRU_1086 :FIRETRU_2221 if and $6944 > -265.018 // floating-point values 170.188 > $6944 // floating-point values $6945 > -275.942 // floating-point values 1689.059 > $6945 // floating-point values jf @FIRETRU_2283 wait 0 jump @FIRETRU_1086 :FIRETRU_2283 if and $6944 > 164.191 // floating-point values 259.713 > $6944 // floating-point values $6945 > -187.926 // floating-point values 631.97 > $6945 // floating-point values jf @FIRETRU_2345 wait 0 jump @FIRETRU_1086 :FIRETRU_2345 if and $6944 > -731.729 // floating-point values -263.334 > $6944 // floating-point values $6945 > -4.399 // floating-point values 62.853 > $6945 // floating-point values jf @FIRETRU_2407 wait 0 jump @FIRETRU_1086 :FIRETRU_2407 if and $6944 > -180.88 // floating-point values 64.112 > $6944 // floating-point values $6945 > -499.183 // floating-point values -417.519 > $6945 // floating-point values jf @FIRETRU_2469 wait 0 jump @FIRETRU_1086 :FIRETRU_2469 if and $6944 > -762.855 // floating-point values -172.566 > $6944 // floating-point values $6945 > -667.099 // floating-point values -224.382 > $6945 // floating-point values jf @FIRETRU_2531 wait 0 jump @FIRETRU_1086 :FIRETRU_2531 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values jf @FIRETRU_2797 if and $6944 > -2327.212 // floating-point values -261.402 > $6944 // floating-point values $6945 > -2027.821 // floating-point values 1894.426 > $6945 // floating-point values jf @FIRETRU_2611 wait 0 jump @FIRETRU_1086 :FIRETRU_2611 if and $6944 > -265.018 // floating-point values 170.188 > $6944 // floating-point values $6945 > -275.942 // floating-point values 1689.059 > $6945 // floating-point values jf @FIRETRU_2673 wait 0 jump @FIRETRU_1086 :FIRETRU_2673 if and $6944 > -265.657 // floating-point values 36.828 > $6944 // floating-point values $6945 > -729.217 // floating-point values -275.488 > $6945 // floating-point values jf @FIRETRU_2735 wait 0 jump @FIRETRU_1086 :FIRETRU_2735 if and $6944 > 164.191 // floating-point values 259.713 > $6944 // floating-point values $6945 > -187.926 // floating-point values 631.97 > $6945 // floating-point values jf @FIRETRU_2797 wait 0 jump @FIRETRU_1086 :FIRETRU_2797 0086: $6875 = $6874 // floating-point values only 0071: $6875 /= $6873 // floating-point values $6875 *= 1000.0 // floating-point values 008C: $6845 = float_to_integer $6875 0058: $6843 += $6845 // integer values if $6849 == 0 // integer values jf @FIRETRU_2888 if 50000 > $6843 // integer values jf @FIRETRU_2888 $6843 = 50000 // integer values :FIRETRU_2888 if not Model.Available($6937) jf @FIRETRU_2947 wait 0 gosub @FIRETRU_6382 if $6844 == 1 // integer values jf @FIRETRU_2940 jump @FIRETRU_8025 :FIRETRU_2940 jump @FIRETRU_2888 :FIRETRU_2947 1@ = Car.Create($6937, $6944, $6945, $6946) 0208: $6876 = random_float 0.0 359.9 Car.Angle(1@) = $6876 0325: $6816 = create_car 1@ fire $6830 = Marker.CreateAboveCar(1@) 018B: show_on_radar $6830 2 03ED: set_car 1@ not_damaged_when_upside_down 1 $6857 += 1 // integer values 0560: create_random_actor_in_vehicle 1@ in_driverseat_handle_as 5@ 02A9: set_actor 5@ immune_to_nonplayer 1 $6857 += 1 // integer values if $6850 > 2 // integer values jf @FIRETRU_3088 0561: 6@ = create_random_ped_in_vehicle 1@ passengerseat 0 02A9: set_actor 6@ immune_to_nonplayer 1 $6857 += 1 // integer values :FIRETRU_3088 if $6850 > 3 // integer values jf @FIRETRU_3130 0561: 7@ = create_random_ped_in_vehicle 1@ passengerseat 1 02A9: set_actor 7@ immune_to_nonplayer 1 $6857 += 1 // integer values :FIRETRU_3130 if $6850 > 4 // integer values jf @FIRETRU_3317 0086: $6980 = $6947 // floating-point values only $6980 -= 5.0 // floating-point values 0086: $445 = $6980 // floating-point values only $445 += 10.0 // floating-point values 0208: $6947 = random_float $6980 $445 0086: $6981 = $6948 // floating-point values only $6981 -= 5.0 // floating-point values 0086: $446 = $6981 // floating-point values only $446 += 10.0 // floating-point values 0208: $6948 = random_float $6981 $446 2@ = Car.Create($6937, $6947, $6948, $6949) 039F: car 2@ race_to $6944 $6945 0325: $6817 = create_car 2@ fire 04BA: set_car 2@ speed_instantly 20.0 $6831 = Marker.CreateAboveCar(2@) 018B: show_on_radar $6831 2 03ED: set_car 2@ not_damaged_when_upside_down 1 $6857 += 1 // integer values :FIRETRU_3317 if $6850 > 5 // integer values jf @FIRETRU_3357 0560: create_random_actor_in_vehicle 2@ in_driverseat_handle_as 8@ 02A9: set_actor 8@ immune_to_nonplayer 1 $6857 += 1 // integer values :FIRETRU_3357 if $6850 > 6 // integer values jf @FIRETRU_3399 0561: 9@ = create_random_ped_in_vehicle 2@ passengerseat 0 02A9: set_actor 9@ immune_to_nonplayer 1 $6857 += 1 // integer values :FIRETRU_3399 if $6850 > 7 // integer values jf @FIRETRU_3441 0561: 10@ = create_random_ped_in_vehicle 2@ passengerseat 1 02A9: set_actor 10@ immune_to_nonplayer 1 $6857 += 1 // integer values :FIRETRU_3441 if $6850 > 8 // integer values jf @FIRETRU_3628 0086: $6980 = $6950 // floating-point values only $6980 -= 5.0 // floating-point values 0086: $445 = $6980 // floating-point values only $445 += 10.0 // floating-point values 0208: $6950 = random_float $6980 $445 0086: $6981 = $6951 // floating-point values only $6981 -= 5.0 // floating-point values 0086: $446 = $6981 // floating-point values only $446 += 10.0 // floating-point values 0208: $6951 = random_float $6981 $446 3@ = Car.Create($6937, $6950, $6951, $6952) 039F: car 3@ race_to $6944 $6945 0325: $6818 = create_car 3@ fire 04BA: set_car 3@ speed_instantly 20.0 $6832 = Marker.CreateAboveCar(3@) 018B: show_on_radar $6832 2 03ED: set_car 3@ not_damaged_when_upside_down 1 $6857 += 1 // integer values :FIRETRU_3628 Model.Destroy($6937) if $6850 > 9 // integer values jf @FIRETRU_3673 0560: create_random_actor_in_vehicle 3@ in_driverseat_handle_as 11@ 02A9: set_actor 11@ immune_to_nonplayer 1 $6857 += 1 // integer values :FIRETRU_3673 if $6850 > 10 // integer values jf @FIRETRU_3715 0561: 12@ = create_random_ped_in_vehicle 3@ passengerseat 0 02A9: set_actor 12@ immune_to_nonplayer 1 $6857 += 1 // integer values :FIRETRU_3715 if $6850 > 11 // integer values jf @FIRETRU_3757 0561: 13@ = create_random_ped_in_vehicle 3@ passengerseat 1 02A9: set_actor 13@ immune_to_nonplayer 1 $6857 += 1 // integer values :FIRETRU_3757 if not Car.Wrecked(1@) jf @FIRETRU_3780 Car.SetDriverBehaviour(1@, 11) :FIRETRU_3780 if not Car.Wrecked(2@) jf @FIRETRU_3803 Car.SetDriverBehaviour(2@, 11) :FIRETRU_3803 if not Car.Wrecked(3@) jf @FIRETRU_3826 Car.SetDriverBehaviour(3@, 11) :FIRETRU_3826 if not Actor.Dead(5@) jf @FIRETRU_4995 if 5 > $6850 // integer values jf @FIRETRU_4431 if 0154: actor 5@ in_zone 'VICE_C' // Vice City jf @FIRETRU_3907 0384: text_1string 'F_START' 'VICE_C' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice City :FIRETRU_3907 if 0154: actor 5@ in_zone 'BEACH1' // Ocean Beach jf @FIRETRU_3954 0384: text_1string 'F_START' 'BEACH1' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach :FIRETRU_3954 if 0154: actor 5@ in_zone 'BEACH2' // Washington Beach jf @FIRETRU_4001 0384: text_1string 'F_START' 'BEACH2' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Washington Beach :FIRETRU_4001 if 0154: actor 5@ in_zone 'BEACH3' // Vice Point jf @FIRETRU_4048 0384: text_1string 'F_START' 'BEACH3' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Vice Point :FIRETRU_4048 if 0154: actor 5@ in_zone 'GOLFC' // Leaf Links jf @FIRETRU_4095 0384: text_1string 'F_START' 'GOLFC' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Leaf Links :FIRETRU_4095 if 0154: actor 5@ in_zone 'STARI' // Starfish Island jf @FIRETRU_4142 0384: text_1string 'F_START' 'STARI' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Starfish Island :FIRETRU_4142 if 0154: actor 5@ in_zone 'DOCKS' // Viceport jf @FIRETRU_4189 0384: text_1string 'F_START' 'DOCKS' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Viceport :FIRETRU_4189 if 0154: actor 5@ in_zone 'HAVANA' // Little Havana jf @FIRETRU_4236 0384: text_1string 'F_START' 'HAVANA' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Havana :FIRETRU_4236 if 0154: actor 5@ in_zone 'HAITI' // Little Haiti jf @FIRETRU_4283 0384: text_1string 'F_START' 'HAITI' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Little Haiti :FIRETRU_4283 if 0154: actor 5@ in_zone 'PORNI' // Prawn Island jf @FIRETRU_4330 0384: text_1string 'F_START' 'PORNI' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Prawn Island :FIRETRU_4330 if 0154: actor 5@ in_zone 'DTOWN' // Downtown jf @FIRETRU_4377 0384: text_1string 'F_START' 'DTOWN' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Downtown :FIRETRU_4377 if 0154: actor 5@ in_zone 'A_PORT' // Escobar International jf @FIRETRU_4424 0384: text_1string 'F_START' 'A_PORT' 5000 ms 1 // ~g~Burning vehicle reported in the ~a~ area. Go and extinguish the fire. // Escobar International :FIRETRU_4424 jump @FIRETRU_4995 :FIRETRU_4431 if 0154: actor 5@ in_zone 'VICE_C' // Vice City jf @FIRETRU_4478 0384: text_1string 'F_STAR1' 'VICE_C' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice City :FIRETRU_4478 if 0154: actor 5@ in_zone 'BEACH1' // Ocean Beach jf @FIRETRU_4525 0384: text_1string 'F_STAR1' 'BEACH1' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Ocean Beach :FIRETRU_4525 if 0154: actor 5@ in_zone 'BEACH2' // Washington Beach jf @FIRETRU_4572 0384: text_1string 'F_STAR1' 'BEACH2' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Washington Beach :FIRETRU_4572 if 0154: actor 5@ in_zone 'BEACH3' // Vice Point jf @FIRETRU_4619 0384: text_1string 'F_STAR1' 'BEACH3' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Vice Point :FIRETRU_4619 if 0154: actor 5@ in_zone 'GOLFC' // Leaf Links jf @FIRETRU_4666 0384: text_1string 'F_STAR1' 'GOLFC' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Leaf Links :FIRETRU_4666 if 0154: actor 5@ in_zone 'STARI' // Starfish Island jf @FIRETRU_4713 0384: text_1string 'F_STAR1' 'STARI' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Starfish Island :FIRETRU_4713 if 0154: actor 5@ in_zone 'DOCKS' // Viceport jf @FIRETRU_4760 0384: text_1string 'F_STAR1' 'DOCKS' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Viceport :FIRETRU_4760 if 0154: actor 5@ in_zone 'HAVANA' // Little Havana jf @FIRETRU_4807 0384: text_1string 'F_STAR1' 'HAVANA' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Havana :FIRETRU_4807 if 0154: actor 5@ in_zone 'HAITI' // Little Haiti jf @FIRETRU_4854 0384: text_1string 'F_STAR1' 'HAITI' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Little Haiti :FIRETRU_4854 if 0154: actor 5@ in_zone 'PORNI' // Prawn Island jf @FIRETRU_4901 0384: text_1string 'F_STAR1' 'PORNI' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Prawn Island :FIRETRU_4901 if 0154: actor 5@ in_zone 'DTOWN' // Downtown jf @FIRETRU_4948 0384: text_1string 'F_STAR1' 'DTOWN' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Downtown :FIRETRU_4948 if 0154: actor 5@ in_zone 'A_PORT' // Escobar International jf @FIRETRU_4995 0384: text_1string 'F_STAR1' 'A_PORT' 5000 ms 1 // ~g~Burning vehicles reported in the ~a~ area. Go and extinguish the fire. // Escobar International :FIRETRU_4995 01E4: text_1number_lowpriority 'FIRELVL' $6850 3000 ms 1 // Fire Truck Mission level ~1~ if $6850 == 1 // integer values jf @FIRETRU_5043 $6857 -= 1 // integer values Actor.DestroyInstantly(5@) :FIRETRU_5043 if $332 == 1 // integer values jf @FIRETRU_5164 0293: $18 = get_controller_mode if $18 == 1 // integer values jf @FIRETRU_5094 03E5: text_box 'SIREN_2' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button. :FIRETRU_5094 if $18 == 2 // integer values jf @FIRETRU_5122 03E5: text_box 'SIREN_3' :FIRETRU_5122 if or $18 == 0 // integer values $18 == 3 // integer values jf @FIRETRU_5157 03E5: text_box 'SIREN_1' // To turn on this vehicle's sirens tap the ~h~~k~~VEHICLE_HORN~ ~w~button. :FIRETRU_5157 $332 = 2 // integer values :FIRETRU_5164 if $332 == 0 // integer values jf @FIRETRU_5250 0293: $18 = get_controller_mode if 3 > $18 // integer values jf @FIRETRU_5215 03E5: text_box 'SPRAY_1' // Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~. :FIRETRU_5215 if $18 == 3 // integer values jf @FIRETRU_5243 03E5: text_box 'SPRAY_4' // Use the ~h~~k~~PED_FIREWEAPON~ ~w~button to fire the water cannon. Aim using ~h~~k~~VEHICLE_TURRETLEFT~~w~ and ~h~~k~~VEHICLE_TURRETRIGHT~~w~. :FIRETRU_5243 $332 = 1 // integer values :FIRETRU_5250 if $6847 == 0 // integer values jf @FIRETRU_5289 014E: start_timer_at $6843 count_in_direction 1 $6847 = 1 // integer values jump @FIRETRU_5293 :FIRETRU_5289 0396: pause_timer 0 :FIRETRU_5293 0084: $6854 = $6850 // integer values and handles $6854 -= 4 // integer values 01BD: $4811 = current_time_in_ms 0084: $6858 = $4811 // integer values and handles $6858 += 3000 // integer values :FIRETRU_5329 if $6844 == 1 // integer values jf @FIRETRU_5354 jump @FIRETRU_8025 :FIRETRU_5354 wait 0 01BD: $4811 = current_time_in_ms gosub @FIRETRU_6382 if $6844 == 1 // integer values jf @FIRETRU_5395 jump @FIRETRU_8025 :FIRETRU_5395 0085: 0@ = 1@ // integer values and handles 0084: $6815 = $6816 // integer values and handles 0084: $6859 = $6860 // integer values and handles 0084: $6829 = $6830 // integer values and handles gosub @FIRETRU_6690 0084: $6816 = $6815 // integer values and handles 0084: $6860 = $6859 // integer values and handles 0084: $6830 = $6829 // integer values and handles if $6850 > 1 // integer values jf @FIRETRU_5539 0085: 4@ = 5@ // integer values and handles 0084: $6863 = $6864 // integer values and handles 0084: $6819 = $6820 // integer values and handles 0084: $6833 = $6834 // integer values and handles gosub @FIRETRU_7186 0084: $6864 = $6863 // integer values and handles 0084: $6820 = $6819 // integer values and handles 0084: $6834 = $6833 // integer values and handles :FIRETRU_5539 if $6850 > 2 // integer values jf @FIRETRU_5620 0085: 4@ = 6@ // integer values and handles 0084: $6863 = $6865 // integer values and handles 0084: $6819 = $6821 // integer values and handles 0084: $6833 = $6835 // integer values and handles gosub @FIRETRU_7186 0084: $6865 = $6863 // integer values and handles 0084: $6821 = $6819 // integer values and handles 0084: $6835 = $6833 // integer values and handles :FIRETRU_5620 if $6850 > 3 // integer values jf @FIRETRU_5701 0085: 4@ = 7@ // integer values and handles 0084: $6863 = $6866 // integer values and handles 0084: $6819 = $6822 // integer values and handles 0084: $6833 = $6836 // integer values and handles gosub @FIRETRU_7186 0084: $6866 = $6863 // integer values and handles 0084: $6822 = $6819 // integer values and handles 0084: $6836 = $6833 // integer values and handles :FIRETRU_5701 if $6850 > 4 // integer values jf @FIRETRU_5782 0085: 0@ = 2@ // integer values and handles 0084: $6815 = $6817 // integer values and handles 0084: $6859 = $6861 // integer values and handles 0084: $6829 = $6831 // integer values and handles gosub @FIRETRU_6690 0084: $6817 = $6815 // integer values and handles 0084: $6861 = $6859 // integer values and handles 0084: $6831 = $6829 // integer values and handles :FIRETRU_5782 if $6850 > 5 // integer values jf @FIRETRU_5863 0085: 4@ = 8@ // integer values and handles 0084: $6863 = $6867 // integer values and handles 0084: $6819 = $6823 // integer values and handles 0084: $6833 = $6837 // integer values and handles gosub @FIRETRU_7186 0084: $6867 = $6863 // integer values and handles 0084: $6823 = $6819 // integer values and handles 0084: $6837 = $6833 // integer values and handles :FIRETRU_5863 if $6850 > 6 // integer values jf @FIRETRU_5944 0085: 4@ = 9@ // integer values and handles 0084: $6863 = $6868 // integer values and handles 0084: $6819 = $6824 // integer values and handles 0084: $6833 = $6838 // integer values and handles gosub @FIRETRU_7186 0084: $6868 = $6863 // integer values and handles 0084: $6824 = $6819 // integer values and handles 0084: $6838 = $6833 // integer values and handles :FIRETRU_5944 if $6850 > 7 // integer values jf @FIRETRU_6025 0085: 4@ = 10@ // integer values and handles 0084: $6863 = $6869 // integer values and handles 0084: $6819 = $6825 // integer values and handles 0084: $6833 = $6839 // integer values and handles gosub @FIRETRU_7186 0084: $6869 = $6863 // integer values and handles 0084: $6825 = $6819 // integer values and handles 0084: $6839 = $6833 // integer values and handles :FIRETRU_6025 if $6850 > 8 // integer values jf @FIRETRU_6106 0085: 0@ = 3@ // integer values and handles 0084: $6815 = $6818 // integer values and handles 0084: $6859 = $6862 // integer values and handles 0084: $6829 = $6832 // integer values and handles gosub @FIRETRU_6690 0084: $6818 = $6815 // integer values and handles 0084: $6862 = $6859 // integer values and handles 0084: $6832 = $6829 // integer values and handles :FIRETRU_6106 if $6850 > 9 // integer values jf @FIRETRU_6187 0085: 4@ = 11@ // integer values and handles 0084: $6863 = $6870 // integer values and handles 0084: $6819 = $6826 // integer values and handles 0084: $6833 = $6840 // integer values and handles gosub @FIRETRU_7186 0084: $6870 = $6863 // integer values and handles 0084: $6826 = $6819 // integer values and handles 0084: $6840 = $6833 // integer values and handles :FIRETRU_6187 if $6850 > 10 // integer values jf @FIRETRU_6268 0085: 4@ = 12@ // integer values and handles 0084: $6863 = $6871 // integer values and handles 0084: $6819 = $6827 // integer values and handles 0084: $6833 = $6841 // integer values and handles gosub @FIRETRU_7186 0084: $6871 = $6863 // integer values and handles 0084: $6827 = $6819 // integer values and handles 0084: $6841 = $6833 // integer values and handles :FIRETRU_6268 if $6850 > 11 // integer values jf @FIRETRU_6349 0085: 4@ = 13@ // integer values and handles 0084: $6863 = $6872 // integer values and handles 0084: $6819 = $6828 // integer values and handles 0084: $6833 = $6842 // integer values and handles gosub @FIRETRU_7186 0084: $6872 = $6863 // integer values and handles 0084: $6828 = $6819 // integer values and handles 0084: $6842 = $6833 // integer values and handles :FIRETRU_6349 if 003A: $6855 == $6857 // integer values and handles jf @FIRETRU_6375 jump @FIRETRU_7610 :FIRETRU_6375 jump @FIRETRU_5329 :FIRETRU_6382 if $6847 == 1 // integer values jf @FIRETRU_6442 if 1 > $6843 // integer values jf @FIRETRU_6442 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6844 = 1 // integer values return :FIRETRU_6442 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #FIRETRUK jf @FIRETRU_6485 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! $6844 = 1 // integer values return :FIRETRU_6485 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @FIRETRU_6539 if 00E1: player 0 pressed_button 19 jf @FIRETRU_6532 $6851 = 1 // integer values :FIRETRU_6532 jump @FIRETRU_6563 :FIRETRU_6539 if 00E1: player 0 pressed_button 14 jf @FIRETRU_6563 $6851 = 1 // integer values :FIRETRU_6563 if $6851 == 1 // integer values jf @FIRETRU_6688 if not $18 == 3 // integer values jf @FIRETRU_6647 if 80E1: not player 0 pressed_button 19 jf @FIRETRU_6640 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! $6844 = 1 // integer values return :FIRETRU_6640 jump @FIRETRU_6688 :FIRETRU_6647 if 80E1: not player 0 pressed_button 14 jf @FIRETRU_6688 00BC: text_highpriority 'F_CANC' 3000 ms 1 // ~r~Fire Fighter mission cancelled! $6844 = 1 // integer values return :FIRETRU_6688 return :FIRETRU_6690 if not $6859 == 10 // integer values jf @FIRETRU_7184 if not Car.Wrecked(0@) jf @FIRETRU_7027 if 82D0: not fire $6815 extinguished jf @FIRETRU_6910 $6856 = Car.Health(0@) if 001C: $4811 > $6858 // integer values jf @FIRETRU_6822 if 700 > $6856 // integer values jf @FIRETRU_6815 020B: explode_car 0@ 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6844 = 1 // integer values return :FIRETRU_6815 jump @FIRETRU_6830 :FIRETRU_6822 Car.Health(0@) = 1000 :FIRETRU_6830 if $6859 == 0 // integer values jf @FIRETRU_6903 if 003A: $6855 == $6854 // integer values and handles jf @FIRETRU_6903 Car.SetToPsychoDriver(0@) Car.SetMaxSpeed(0@, 20.0) 00AE: set_vehicle 0@ traffic_behavior_to 2 Car.ImmuneToNonPlayer(0@) = True $6859 = 1 // integer values :FIRETRU_6903 jump @FIRETRU_7020 :FIRETRU_6910 if not $6859 == 10 // integer values jf @FIRETRU_7020 Marker.Disable($6829) 045F: unknown_car 0@ 4 if $6848 == 0 // integer values jf @FIRETRU_6980 03C4: set_status_text_to $6849 0 'F_EXTIN' // FIRES: $6848 = 1 // integer values :FIRETRU_6980 018C: play_sound 1 at 0.0 0.0 0.0 $6859 = 10 // integer values $6849 += 1 // integer values $6855 += 1 // integer values :FIRETRU_7020 jump @FIRETRU_7184 :FIRETRU_7027 if 02BF: car 0@ sunk jf @FIRETRU_7160 if not $6859 == 10 // integer values jf @FIRETRU_7153 Marker.Disable($6829) 045F: unknown_car 0@ 4 if $6848 == 0 // integer values jf @FIRETRU_7113 03C4: set_status_text_to $6849 0 'F_EXTIN' // FIRES: $6848 = 1 // integer values :FIRETRU_7113 018C: play_sound 1 at 0.0 0.0 0.0 $6859 = 10 // integer values $6849 += 1 // integer values $6855 += 1 // integer values :FIRETRU_7153 jump @FIRETRU_7184 :FIRETRU_7160 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6844 = 1 // integer values return :FIRETRU_7184 return :FIRETRU_7186 if 2 > $6863 // integer values jf @FIRETRU_7608 if not Actor.Dead(4@) jf @FIRETRU_7420 if $6863 == 0 // integer values jf @FIRETRU_7292 if not Actor.Driving(4@) jf @FIRETRU_7292 0326: $6819 = create_actor 4@ fire 01D0: actor 4@ avoid_player $PLAYER_CHAR $6833 = Marker.CreateAboveActor(4@) 018B: show_on_radar $6833 2 $6863 = 1 // integer values :FIRETRU_7292 if $6863 == 1 // integer values jf @FIRETRU_7413 if 02D0: fire $6819 extinguished jf @FIRETRU_7413 Marker.Disable($6833) 0404: increment_fires_extinguished if $6848 == 0 // integer values jf @FIRETRU_7373 03C4: set_status_text_to $6849 0 'F_EXTIN' // FIRES: $6848 = 1 // integer values :FIRETRU_7373 018C: play_sound 1 at 0.0 0.0 0.0 $6849 += 1 // integer values $6855 += 1 // integer values $6863 = 2 // integer values :FIRETRU_7413 jump @FIRETRU_7608 :FIRETRU_7420 if 04AD: actor 4@ in_water jf @FIRETRU_7584 if $6863 == 1 // integer values jf @FIRETRU_7553 02D1: destroy_fire $6819 Marker.Disable($6833) 0404: increment_fires_extinguished if $6848 == 0 // integer values jf @FIRETRU_7506 03C4: set_status_text_to $6849 0 'F_EXTIN' // FIRES: $6848 = 1 // integer values :FIRETRU_7506 018C: play_sound 1 at 0.0 0.0 0.0 $6849 += 1 // integer values $6855 += 1 // integer values $6863 = 2 // integer values jump @FIRETRU_7577 :FIRETRU_7553 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6844 = 1 // integer values return :FIRETRU_7577 jump @FIRETRU_7608 :FIRETRU_7584 00BC: text_highpriority 'F_FAIL2' 5000 ms 1 // ~r~You're too late! $6844 = 1 // integer values return :FIRETRU_7608 return :FIRETRU_7610 0396: pause_timer 1 00BA: text_styled 'F_PASS1' 5000 ms 5 // Fire extinguished! 0084: $6846 = $6850 // integer values and handles 0068: $6846 *= $6850 // integer values $6846 *= 50 // integer values 0058: $6852 += $6846 // integer values 01E3: text_1number_styled 'REWARD' number $6846 time 6000 style 6 // REWARD $~1~ Player.Money($PLAYER_CHAR) += $6846 if $6850 > 11 // integer values jf @FIRETRU_7752 if $1583 == 0 // integer values jf @FIRETRU_7752 055D: make_player $PLAYER_CHAR fireproof 1 03E5: text_box 'FIREPRO' // Fire Truck Mission level 12 complete. You are now completely fireproof!! 030C: progress_made += 1 0595: mission_complete $1583 = 1 // integer values :FIRETRU_7752 0599: set_highest_firefighter_mission_level $6850 $6850 += 1 // integer values 031A: remove_all_fires Marker.Disable($6829) Marker.Disable($6830) Marker.Disable($6831) Marker.Disable($6832) Marker.Disable($6833) Marker.Disable($6834) Marker.Disable($6835) Marker.Disable($6836) Marker.Disable($6837) Marker.Disable($6838) Marker.Disable($6839) Marker.Disable($6840) Marker.Disable($6841) Marker.Disable($6842) if 00E0: player $PLAYER_CHAR driving jf @FIRETRU_7884 00DA: $4790 = player $PLAYER_CHAR car $6853 = Car.Health($4790) $6853 += 150 // integer values Car.Health($4790) = $6853 :FIRETRU_7884 Car.RemoveReferences(1@) if not Car.Wrecked(1@) jf @FIRETRU_7912 Car.ImmuneToNonPlayer(1@) = False :FIRETRU_7912 Car.RemoveReferences(2@) if not Car.Wrecked(2@) jf @FIRETRU_7940 Car.ImmuneToNonPlayer(2@) = False :FIRETRU_7940 Car.RemoveReferences(3@) if not Car.Wrecked(3@) jf @FIRETRU_7968 Car.ImmuneToNonPlayer(3@) = False :FIRETRU_7968 Actor.RemoveReferences(5@) Actor.RemoveReferences(6@) Actor.RemoveReferences(7@) Actor.RemoveReferences(8@) Actor.RemoveReferences(9@) Actor.RemoveReferences(10@) Actor.RemoveReferences(11@) Actor.RemoveReferences(12@) Actor.RemoveReferences(13@) Model.Destroy($6937) jump @FIRETRU_480 :FIRETRU_8025 014F: stop_timer $6843 0151: remove_status_text $6849 00BA: text_styled 'F_FAIL1' 5000 ms 5 // Fire Fighter mission ended. 01E3: text_1number_styled 'TSCORE' number $6852 time 6000 style 6 // EARNINGS: $~1~ 031A: remove_all_fires 03C7: set_sensitivity_to_crime_to 1.0 Marker.Disable($6829) Marker.Disable($6830) Marker.Disable($6831) Marker.Disable($6832) Marker.Disable($6833) Marker.Disable($6834) Marker.Disable($6835) Marker.Disable($6836) Marker.Disable($6837) Marker.Disable($6838) Marker.Disable($6839) Marker.Disable($6840) Marker.Disable($6841) Marker.Disable($6842) if not Actor.Dead(5@) jf @FIRETRU_8175 02A9: set_actor 5@ immune_to_nonplayer 0 0321: kill_actor 5@ :FIRETRU_8175 if not Actor.Dead(6@) jf @FIRETRU_8203 02A9: set_actor 6@ immune_to_nonplayer 0 0321: kill_actor 6@ :FIRETRU_8203 if not Actor.Dead(7@) jf @FIRETRU_8231 02A9: set_actor 7@ immune_to_nonplayer 0 0321: kill_actor 7@ :FIRETRU_8231 if not Actor.Dead(8@) jf @FIRETRU_8259 02A9: set_actor 8@ immune_to_nonplayer 0 0321: kill_actor 8@ :FIRETRU_8259 if not Actor.Dead(9@) jf @FIRETRU_8287 02A9: set_actor 9@ immune_to_nonplayer 0 0321: kill_actor 9@ :FIRETRU_8287 if not Actor.Dead(10@) jf @FIRETRU_8315 02A9: set_actor 10@ immune_to_nonplayer 0 0321: kill_actor 10@ :FIRETRU_8315 if not Actor.Dead(11@) jf @FIRETRU_8343 02A9: set_actor 11@ immune_to_nonplayer 0 0321: kill_actor 11@ :FIRETRU_8343 if not Actor.Dead(12@) jf @FIRETRU_8371 02A9: set_actor 12@ immune_to_nonplayer 0 0321: kill_actor 12@ :FIRETRU_8371 if not Actor.Dead(13@) jf @FIRETRU_8399 02A9: set_actor 13@ immune_to_nonplayer 0 0321: kill_actor 13@ :FIRETRU_8399 if not Car.Wrecked(1@) jf @FIRETRU_8427 Car.ImmuneToNonPlayer(1@) = False 020B: explode_car 1@ :FIRETRU_8427 if not Car.Wrecked(2@) jf @FIRETRU_8455 Car.ImmuneToNonPlayer(2@) = False 020B: explode_car 2@ :FIRETRU_8455 if not Car.Wrecked(3@) jf @FIRETRU_8483 Car.ImmuneToNonPlayer(3@) = False 020B: explode_car 3@ :FIRETRU_8483 Model.Destroy($6937) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms $ONMISSION = 0 // integer values $321 = 0 // integer values mission_cleanup return //-------------Mission 78--------------- // Originally: VIGILANTE :COPCAR gosub @COPCAR_36 if wasted_or_busted jf @COPCAR_27 gosub @COPCAR_11758 :COPCAR_27 gosub @COPCAR_11760 end_thread :COPCAR_36 $ONMISSION = 1 // integer values thread 'COPCAR' wait 0 if $1582 == 0 // integer values jf @COPCAR_77 increment_mission_attempts :COPCAR_77 054C: use_GXT_table 'COPCAR' $6894 = 0 // integer values $6902 = -100 // integer values $6904 = 0 // integer values $6897 = 0 // integer values $6911 = 0 // integer values $6908 = 0 // integer values $6896 = 0 // integer values $6898 = 0 // integer values $6910 = 0 // integer values $6899 = 0 // integer values $6900 = 0 // integer values $6901 = 0 // integer values $6903 = 0 // integer values $6905 = 0 // integer values $6906 = 0 // integer values $6907 = 0 // integer values $6909 = 0 // integer values $6937 = 0 // integer values $6938 = 0 // integer values $6982 = 4.0 // floating-point values $6983 = 1.0 // floating-point values $6939 = 0 // integer values $4886 = 0.0 // floating-point values $6964 = 0.0 // floating-point values $6984 = 0.0 // floating-point values $6985 = 0.0 // floating-point values $6986 = 0.0 // floating-point values $6987 = 0.0 // floating-point values 2@ = 0.0 // floating-point values 3@ = 0.0 // floating-point values 4@ = 0.0 // floating-point values 5@ = 0.0 // floating-point values 8@ = 0.0 // floating-point values 9@ = 0.0 // floating-point values 10@ = 0.0 // floating-point values 11@ = 0.0 // floating-point values Model.Load(#COLT45) Model.Load(#TEC9) Model.Load(#RUGER) Model.Load(#CHROMEGUN) Model.Load(#MACHETE) Model.Load(#BAT) 038B: load_requested_models :COPCAR_419 if or not Model.Available(#COLT45) not Model.Available(#TEC9) not Model.Available(#RUGER) not Model.Available(#CHROMEGUN) jf @COPCAR_461 wait 0 jump @COPCAR_419 :COPCAR_461 if or not Model.Available(#MACHETE) not Model.Available(#BAT) jf @COPCAR_493 wait 0 jump @COPCAR_461 :COPCAR_493 0481: 6.0 0482: 3.0 if 00E0: player $PLAYER_CHAR driving jf @COPCAR_538 03C1: $6877 = player $PLAYER_CHAR car_no_save 053F: set_car $6877 tires_vulnerable 0 :COPCAR_538 $6920 = 0 // integer values $6929 = 0 // integer values $6936 = 0 // integer values $6896 = 0 // integer values $6912 = 0 // integer values $6913 = 0 // integer values $6914 = 0 // integer values $6915 = 0 // integer values $6916 = 0 // integer values $6917 = 0 // integer values $6918 = 0 // integer values $6921 = 0 // integer values $6922 = 0 // integer values $6923 = 0 // integer values $6924 = 0 // integer values $6925 = 0 // integer values $6926 = 0 // integer values $6927 = 0 // integer values $6930 = 0 // integer values 12@ = 0 // integer values 13@ = 0 // integer values $6931 = 0 // integer values $6932 = 0 // integer values $6933 = 0 // integer values $6934 = 0 // integer values $6968 = 0.0 // floating-point values $6969 = 0.0 // floating-point values $6970 = 0.0 // floating-point values $6971 = 0.0 // floating-point values $2565 = 0 // integer values gosub @COPCAR_11841 0209: $6938 = random_int_in_ranges 9 95 Model.Load($6938) :COPCAR_781 gosub @COPCAR_16370 if $6904 == 1 // integer values jf @COPCAR_813 jump @COPCAR_11758 :COPCAR_813 0054: store_player $PLAYER_CHAR position_to $95 $96 $447 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values jf @COPCAR_882 0208: $6944 = random_float -247.43 683.41 0208: $6945 = random_float -1813.62 1308.102 jump @COPCAR_987 :COPCAR_882 if 0056: player $PLAYER_CHAR 0 -1802.615 -1518.473 -270.134 1591.896 jf @COPCAR_957 0208: $6944 = random_float -1802.615 -270.134 0208: $6945 = random_float -1518.473 1591.896 jump @COPCAR_987 :COPCAR_957 0208: $6944 = random_float -247.43 683.41 0208: $6945 = random_float -1813.62 1308.102 :COPCAR_987 $6946 = 10.0 // floating-point values if 4 > $6894 // integer values jf @COPCAR_1048 03D3: point $6944 $6945 $6946 get_nearby_vector $6944 $6945 $6946 $6953 $6946 += 0.5 // floating-point values :COPCAR_1048 if and $6894 > 3 // integer values 8 > $6894 // integer values jf @COPCAR_1433 04B9: unknown_stuff $6944 $6945 $6946 8.0 500.0 $6944 $6945 $6946 $6947 $6948 $6949 $6953 if and $6944 == 0.0 // floating-point values $6945 == 0.0 // floating-point values $6947 == 0.0 // floating-point values $6948 == 0.0 // floating-point values jf @COPCAR_1177 wait 0 jump @COPCAR_781 :COPCAR_1177 0086: $6965 = $6947 // floating-point values only 0061: $6965 -= $6944 // floating-point values 0086: $6966 = $6948 // floating-point values only 0061: $6966 -= $6945 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $6965 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $6966 // floating-point values 0086: $6967 = $6980 // floating-point values only 0059: $6967 += $6981 // floating-point values 01FB: $6967 = square_root $6967 $4864 = 8.0 // floating-point values 0071: $4864 /= $6967 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $4864 // floating-point values 0086: $6947 = $6944 // floating-point values only 0059: $6947 += $6980 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $4864 // floating-point values 0086: $6948 = $6945 // floating-point values only 0059: $6948 += $6981 // floating-point values $4864 = 2.0 // floating-point values 0071: $4864 /= $6967 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $4864 // floating-point values 0059: $6944 += $6980 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $4864 // floating-point values 0059: $6945 += $6981 // floating-point values $6946 += 0.5 // floating-point values $6949 += 0.5 // floating-point values :COPCAR_1433 if and $6894 > 7 // integer values 12 > $6894 // integer values jf @COPCAR_1930 04B9: unknown_stuff $6944 $6945 $6946 13.0 500.0 $6944 $6945 $6946 $6950 $6951 $6952 $6953 if and $6944 == 0.0 // floating-point values $6945 == 0.0 // floating-point values $6950 == 0.0 // floating-point values $6951 == 0.0 // floating-point values jf @COPCAR_1562 wait 0 jump @COPCAR_781 :COPCAR_1562 0086: $6965 = $6950 // floating-point values only 0061: $6965 -= $6944 // floating-point values 0086: $6966 = $6951 // floating-point values only 0061: $6966 -= $6945 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $6965 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $6966 // floating-point values 0086: $6967 = $6980 // floating-point values only 0059: $6967 += $6981 // floating-point values 01FB: $6967 = square_root $6967 $4864 = 13.0 // floating-point values 0071: $4864 /= $6967 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $4864 // floating-point values 0086: $6950 = $6944 // floating-point values only 0059: $6950 += $6980 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $4864 // floating-point values 0086: $6951 = $6945 // floating-point values only 0059: $6951 += $6981 // floating-point values $4864 = 2.0 // floating-point values 0071: $4864 /= $6967 // floating-point values 0086: $6980 = $6965 // floating-point values only 0069: $6980 *= $4864 // floating-point values 0059: $6944 += $6980 // floating-point values 0086: $6981 = $6966 // floating-point values only 0069: $6981 *= $4864 // floating-point values 0059: $6945 += $6981 // floating-point values 0086: $6947 = $6944 // floating-point values only 0061: $6947 -= $6950 // floating-point values $6947 /= 2.0 // floating-point values 0059: $6947 += $6950 // floating-point values 0086: $6948 = $6945 // floating-point values only 0061: $6948 -= $6951 // floating-point values $6948 /= 2.0 // floating-point values 0059: $6948 += $6951 // floating-point values 0086: $6949 = $6946 // floating-point values only 0061: $6949 -= $6952 // floating-point values $6949 /= 2.0 // floating-point values 0059: $6949 += $6952 // floating-point values $6946 += 0.5 // floating-point values $6949 += 0.5 // floating-point values $6952 += 0.5 // floating-point values :COPCAR_1930 if 7.0 > $6946 // floating-point values jf @COPCAR_1962 wait 0 jump @COPCAR_781 :COPCAR_1962 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0509: $6955 = distance_between_point $95 $96 and_point $6944 $6945 if or 150.0 > $6955 // floating-point values $6955 > 600.0 // floating-point values jf @COPCAR_2035 wait 0 jump @COPCAR_781 :COPCAR_2035 if and $6944 > -1905.785 // floating-point values -1105.785 > $6944 // floating-point values $6945 > 745.678 // floating-point values 1773.513 > $6945 // floating-point values jf @COPCAR_2097 wait 0 jump @COPCAR_781 :COPCAR_2097 if and $6944 > -265.018 // floating-point values 170.188 > $6944 // floating-point values $6945 > -275.942 // floating-point values 1689.059 > $6945 // floating-point values jf @COPCAR_2159 wait 0 jump @COPCAR_781 :COPCAR_2159 if and $6944 > 164.191 // floating-point values 259.713 > $6944 // floating-point values $6945 > -187.926 // floating-point values 631.97 > $6945 // floating-point values jf @COPCAR_2221 wait 0 jump @COPCAR_781 :COPCAR_2221 if and $6944 > -731.729 // floating-point values -263.334 > $6944 // floating-point values $6945 > -4.399 // floating-point values 62.853 > $6945 // floating-point values jf @COPCAR_2283 wait 0 jump @COPCAR_781 :COPCAR_2283 if and $6944 > -180.88 // floating-point values 64.112 > $6944 // floating-point values $6945 > -499.183 // floating-point values -417.519 > $6945 // floating-point values jf @COPCAR_2345 wait 0 jump @COPCAR_781 :COPCAR_2345 if and $6944 > -762.855 // floating-point values -172.566 > $6944 // floating-point values $6945 > -667.099 // floating-point values -224.382 > $6945 // floating-point values jf @COPCAR_2407 wait 0 jump @COPCAR_781 :COPCAR_2407 if $PASSED_COK2_PHNOM_PENH_86 == 0 // integer values jf @COPCAR_2673 if and $6944 > -2327.212 // floating-point values -261.402 > $6944 // floating-point values $6945 > -2027.821 // floating-point values 1894.426 > $6945 // floating-point values jf @COPCAR_2487 wait 0 jump @COPCAR_781 :COPCAR_2487 if and $6944 > -265.018 // floating-point values 170.188 > $6944 // floating-point values $6945 > -275.942 // floating-point values 1689.059 > $6945 // floating-point values jf @COPCAR_2549 wait 0 jump @COPCAR_781 :COPCAR_2549 if and $6944 > -265.657 // floating-point values 36.828 > $6944 // floating-point values $6945 > -729.217 // floating-point values -275.488 > $6945 // floating-point values jf @COPCAR_2611 wait 0 jump @COPCAR_781 :COPCAR_2611 if and $6944 > 164.191 // floating-point values 259.713 > $6944 // floating-point values $6945 > -187.926 // floating-point values 631.97 > $6945 // floating-point values jf @COPCAR_2673 wait 0 jump @COPCAR_781 :COPCAR_2673 0099: $6895 = random_integer_0-to-65535 :COPCAR_2678 if $6895 == 0 // integer values jf @COPCAR_2708 0099: $6895 = random_integer_0-to-65535 jump @COPCAR_2678 :COPCAR_2708 if or not Model.Available($6937) not Model.Available($6938) jf @COPCAR_2772 wait 0 gosub @COPCAR_16370 if $6904 == 1 // integer values jf @COPCAR_2765 jump @COPCAR_11758 :COPCAR_2765 jump @COPCAR_2708 :COPCAR_2772 $6878 = Car.Create($6937, $6944, $6945, $6946) Car.Health($6878) = 800 00AE: set_vehicle $6878 traffic_behavior_to 2 048B: set_car $6878 route_seed $6895 04BD: set_car $6878 is_part_of_convoy 1 Car.Angle($6878) = $6953 0428: set_car $6878 avoid_level_transitions 1 :COPCAR_2834 if 04F1: is_car_waiting_for_world_collision $6878 jf @COPCAR_2916 wait 0 if Car.Wrecked($6878) jf @COPCAR_2877 jump @COPCAR_11758 :COPCAR_2877 gosub @COPCAR_16370 if $6904 == 1 // integer values jf @COPCAR_2909 jump @COPCAR_11758 :COPCAR_2909 jump @COPCAR_2834 :COPCAR_2916 0129: $6879 = create_actor 15 $6938 in_car $6878 driverseat if not $ONMISSION == 1 // integer values jf @COPCAR_2989 018A: $6941 = create_checkpoint_at $445 $446 $447 018A: $6942 = create_checkpoint_at $445 $446 $447 018A: $6943 = create_checkpoint_at $445 $446 $447 :COPCAR_2989 Marker.Disable($6941) $6941 = Marker.CreateAboveActor($6879) 0084: $6893 = $6879 // integer values and handles gosub @COPCAR_15798 if $6894 > 0 // integer values jf @COPCAR_3072 01C8: $6880 = create_actor_pedtype 15 model $6938 in_car $6878 passenger_seat 0 0084: $6893 = $6880 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3079 :COPCAR_3072 $6916 = 1 // integer values :COPCAR_3079 if $6894 > 1 // integer values jf @COPCAR_3134 01C8: $6881 = create_actor_pedtype 15 model $6938 in_car $6878 passenger_seat 1 0084: $6893 = $6881 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3141 :COPCAR_3134 $6917 = 1 // integer values :COPCAR_3141 if $6894 > 2 // integer values jf @COPCAR_3196 01C8: $6882 = create_actor_pedtype 15 model $6938 in_car $6878 passenger_seat 2 0084: $6893 = $6882 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3203 :COPCAR_3196 $6918 = 1 // integer values :COPCAR_3203 if $6894 > 3 // integer values jf @COPCAR_3413 $6883 = Car.Create($6937, $6947, $6948, $6949) 04BD: set_car $6883 is_part_of_convoy 1 Car.Angle($6883) = $6953 0428: set_car $6883 avoid_level_transitions 1 00AE: set_vehicle $6883 traffic_behavior_to 2 Car.Health($6883) = 800 048B: set_car $6883 route_seed $6895 :COPCAR_3283 if 04F1: is_car_waiting_for_world_collision $6883 jf @COPCAR_3365 wait 0 if Car.Wrecked($6883) jf @COPCAR_3326 jump @COPCAR_11758 :COPCAR_3326 gosub @COPCAR_16370 if $6904 == 1 // integer values jf @COPCAR_3358 jump @COPCAR_11758 :COPCAR_3358 jump @COPCAR_3283 :COPCAR_3365 0129: $6884 = create_actor 15 $6938 in_car $6883 driverseat 0084: $6893 = $6884 // integer values and handles gosub @COPCAR_15798 Marker.Disable($6942) $6942 = Marker.CreateAboveActor($6884) jump @COPCAR_3427 :COPCAR_3413 $6929 = 1 // integer values $6924 = 1 // integer values :COPCAR_3427 if $6894 > 4 // integer values jf @COPCAR_3482 01C8: $6885 = create_actor_pedtype 15 model $6938 in_car $6883 passenger_seat 0 0084: $6893 = $6885 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3489 :COPCAR_3482 $6925 = 1 // integer values :COPCAR_3489 if $6894 > 5 // integer values jf @COPCAR_3544 01C8: $6886 = create_actor_pedtype 15 model $6938 in_car $6883 passenger_seat 1 0084: $6893 = $6886 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3551 :COPCAR_3544 $6926 = 1 // integer values :COPCAR_3551 if $6894 > 6 // integer values jf @COPCAR_3606 01C8: $6887 = create_actor_pedtype 15 model $6938 in_car $6883 passenger_seat 2 0084: $6893 = $6887 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3613 :COPCAR_3606 $6927 = 1 // integer values :COPCAR_3613 if $6894 > 7 // integer values jf @COPCAR_3823 $6888 = Car.Create($6937, $6950, $6951, $6952) 04BD: set_car $6888 is_part_of_convoy 1 Car.Angle($6888) = $6953 0428: set_car $6888 avoid_level_transitions 1 00AE: set_vehicle $6888 traffic_behavior_to 2 Car.Health($6888) = 800 048B: set_car $6888 route_seed $6895 :COPCAR_3693 if 04F1: is_car_waiting_for_world_collision $6888 jf @COPCAR_3775 wait 0 if Car.Wrecked($6888) jf @COPCAR_3736 jump @COPCAR_11758 :COPCAR_3736 gosub @COPCAR_16370 if $6904 == 1 // integer values jf @COPCAR_3768 jump @COPCAR_11758 :COPCAR_3768 jump @COPCAR_3693 :COPCAR_3775 0129: $6889 = create_actor 15 $6938 in_car $6888 driverseat 0084: $6893 = $6889 // integer values and handles gosub @COPCAR_15798 Marker.Disable($6943) $6943 = Marker.CreateAboveActor($6889) jump @COPCAR_3837 :COPCAR_3823 $6936 = 1 // integer values $6931 = 1 // integer values :COPCAR_3837 if $6894 > 8 // integer values jf @COPCAR_3892 01C8: $6890 = create_actor_pedtype 15 model $6938 in_car $6888 passenger_seat 0 0084: $6893 = $6890 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3899 :COPCAR_3892 $6932 = 1 // integer values :COPCAR_3899 if $6894 > 9 // integer values jf @COPCAR_3954 01C8: $6891 = create_actor_pedtype 15 model $6938 in_car $6888 passenger_seat 1 0084: $6893 = $6891 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_3961 :COPCAR_3954 $6933 = 1 // integer values :COPCAR_3961 if $6894 > 10 // integer values jf @COPCAR_4016 01C8: $6892 = create_actor_pedtype 15 model $6938 in_car $6888 passenger_seat 2 0084: $6893 = $6892 // integer values and handles gosub @COPCAR_15798 jump @COPCAR_4023 :COPCAR_4016 $6934 = 1 // integer values :COPCAR_4023 Model.Destroy($6937) Model.Destroy($6938) gosub @COPCAR_15216 Actor.StorePos($6879, $6956, $6957, $447) 03AA: play_suspect_last_seen_at $6956 $6957 $447 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 0086: $4862 = $95 // floating-point values only 0061: $4862 -= $6956 // floating-point values 0086: $4863 = $96 // floating-point values only 0061: $4863 -= $6957 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $6954 = $4863 // floating-point values only 0059: $6954 += $4863 // floating-point values 01FB: $6954 = square_root $6954 0071: $6954 /= $6982 // floating-point values $6954 *= 1000.0 // floating-point values 008C: $6909 = float_to_integer $6954 if 40000 > $6909 // integer values jf @COPCAR_4208 $6909 = 40000 // integer values :COPCAR_4208 0058: $6902 += $6909 // integer values $6909 /= 1000 // integer values if $6911 == 1 // integer values jf @COPCAR_4267 01E3: text_1number_styled 'A_TIME' number $6909 time 4000 style 6 // +~1~ seconds jump @COPCAR_4320 :COPCAR_4267 if 45000 > $6902 // integer values jf @COPCAR_4298 $6902 = 45000 // integer values :COPCAR_4298 $6902 += 30000 // integer values 014E: start_timer_at $6902 count_in_direction 1 $6911 = 1 // integer values :COPCAR_4320 01BD: $4811 = current_time_in_ms 0084: $6919 = $4811 // integer values and handles 0084: $6928 = $4811 // integer values and handles 0084: $6935 = $4811 // integer values and handles if 13 > $6894 // integer values jf @COPCAR_4377 $6982 -= 0.1 // floating-point values :COPCAR_4377 0396: pause_timer 0 0084: $6940 = $6894 // integer values and handles $6940 += 1 // integer values 01E5: text_1number_highpriority 'CLEVEL' $6940 flag 5000 time 1 // Vigilante Mission Level ~1~ :COPCAR_4414 wait 0 01BD: $4811 = current_time_in_ms 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 gosub @COPCAR_16370 if $6904 == 1 // integer values jf @COPCAR_4469 jump @COPCAR_11758 :COPCAR_4469 if or $6912 == -1 // integer values $6921 == -1 // integer values $6930 == -1 // integer values jf @COPCAR_4508 $6896 = 1 // integer values :COPCAR_4508 $2565 += 1 // integer values if $2565 > 2 // integer values jf @COPCAR_4540 $2565 = 0 // integer values :COPCAR_4540 if $2565 == 0 // integer values jf @COPCAR_6393 if not Actor.Dead($6879) jf @COPCAR_5636 if 0449: actor $6879 in_a_car jf @COPCAR_5233 Car.RemoveReferences($6878) $6878 = Actor.CurrentCar($6879) if $6912 == -1 // integer values jf @COPCAR_4685 046D: $6900 = actor $6879 car_free_seats // members_in_group if $6900 > 0 // integer values jf @COPCAR_4670 0084: $6919 = $4811 // integer values and handles $6919 += 2000 // integer values jump @COPCAR_4678 :COPCAR_4670 0084: $6919 = $4811 // integer values and handles :COPCAR_4678 $6912 = 0 // integer values :COPCAR_4685 if $6912 == 0 // integer values jf @COPCAR_4766 if 001C: $4811 > $6919 // integer values jf @COPCAR_4766 Car.SetMaxSpeed($6878, 100.0) 00AE: set_vehicle $6878 traffic_behavior_to 2 Car.SetToPsychoDriver($6878) 0084: $6913 = $4811 // integer values and handles $6912 = 1 // integer values $6914 = 0 // integer values :COPCAR_4766 if $6912 > 0 // integer values jf @COPCAR_5226 if 00DC: player $PLAYER_CHAR driving $6878 jf @COPCAR_4811 01CA: actor $6879 kill_player $PLAYER_CHAR :COPCAR_4811 0084: $4880 = $6878 // integer values and handles 0084: $4881 = $6914 // integer values and handles 0084: $4882 = $6913 // integer values and handles 0086: $4877 = $6984 // floating-point values only 0086: $4878 = $6985 // floating-point values only 0086: $4879 = $6986 // floating-point values only if $6987 > 0.0 // floating-point values jf @COPCAR_4887 gosub @COPCAR_13644 :COPCAR_4887 0084: $6914 = $4881 // integer values and handles 0084: $6913 = $4882 // integer values and handles 0086: $6984 = $4877 // floating-point values only 0086: $6985 = $4878 // floating-point values only 0086: $6986 = $4879 // floating-point values only if $6914 == -9 // integer values jf @COPCAR_4960 046B: actor $6879 leave_car $6878 and_flee $6914 = 0 // integer values :COPCAR_4960 if 8185: not car $6878 health >= 400 jf @COPCAR_4987 01CA: actor $6879 kill_player $PLAYER_CHAR :COPCAR_4987 if 8185: not car $6878 health >= 251 jf @COPCAR_5037 046B: actor $6879 leave_car $6878 and_flee 0084: $6919 = $4811 // integer values and handles $6919 += 2000 // integer values jump @COPCAR_5045 :COPCAR_5037 0084: $6919 = $4811 // integer values and handles :COPCAR_5045 gosub @COPCAR_14253 Actor.StorePos($6879, $6956, $6957, $447) 0086: $4862 = $95 // floating-point values only 0061: $4862 -= $6956 // floating-point values 0086: $4863 = $96 // floating-point values only 0061: $4863 -= $6957 // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 $6987 = 1000.0 // floating-point values 0071: $6987 /= $4864 // floating-point values if $6987 > 100.0 // floating-point values jf @COPCAR_5187 $6987 = 100.0 // floating-point values :COPCAR_5187 if 15.0 > $6987 // floating-point values jf @COPCAR_5218 $6987 = 15.0 // floating-point values :COPCAR_5218 Car.SetMaxSpeed($6878, $6987) :COPCAR_5226 jump @COPCAR_5629 :COPCAR_5233 $6912 = -1 // integer values gosub @COPCAR_14253 if 001C: $4811 > $6919 // integer values jf @COPCAR_5629 if 00E9: player $PLAYER_CHAR 0 $6879 radius 45.0 45.0 jf @COPCAR_5505 if 80E0: not player $PLAYER_CHAR driving jf @COPCAR_5328 01CA: actor $6879 kill_player $PLAYER_CHAR jump @COPCAR_5498 :COPCAR_5328 if 00E9: player $PLAYER_CHAR 0 $6879 radius 30.0 30.0 jf @COPCAR_5374 01CA: actor $6879 kill_player $PLAYER_CHAR jump @COPCAR_5498 :COPCAR_5374 0084: $4869 = $6879 // integer values and handles if not Car.Wrecked($6878) jf @COPCAR_5491 if 0185: car $6878 health >= 400 jf @COPCAR_5477 if 0202: actor $6879 near_car $6878 radius 40.0 40.0 sphere 0 jf @COPCAR_5463 01D5: actor $6879 go_to_and_drive_car $6878 jump @COPCAR_5470 :COPCAR_5463 gosub @COPCAR_13066 :COPCAR_5470 jump @COPCAR_5484 :COPCAR_5477 gosub @COPCAR_13066 :COPCAR_5484 jump @COPCAR_5498 :COPCAR_5491 gosub @COPCAR_13066 :COPCAR_5498 jump @COPCAR_5629 :COPCAR_5505 0084: $4869 = $6879 // integer values and handles if not Car.Wrecked($6878) jf @COPCAR_5622 if 0185: car $6878 health >= 400 jf @COPCAR_5608 if 0202: actor $6879 near_car $6878 radius 40.0 40.0 sphere 0 jf @COPCAR_5594 01D5: actor $6879 go_to_and_drive_car $6878 jump @COPCAR_5601 :COPCAR_5594 gosub @COPCAR_13066 :COPCAR_5601 jump @COPCAR_5615 :COPCAR_5608 gosub @COPCAR_13066 :COPCAR_5615 jump @COPCAR_5629 :COPCAR_5622 gosub @COPCAR_13066 :COPCAR_5629 jump @COPCAR_6087 :COPCAR_5636 Marker.Disable($6941) Actor.RemoveReferences($6879) if $6915 == 0 // integer values jf @COPCAR_5732 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_5725 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_5725 $6915 = 1 // integer values :COPCAR_5732 if not Actor.Dead($6880) jf @COPCAR_5894 0084: $6879 = $6880 // integer values and handles $6880 = -1 // integer values $6915 = 0 // integer values $6916 = 1 // integer values $6941 = Marker.CreateAboveActor($6879) if not Actor.Dead($6881) jf @COPCAR_5836 01DE: tie_actor $6881 to_actor $6879 if 831F: not unknown_actor $6881 hit_by_actor $6879 jf @COPCAR_5836 01CC: actor $6881 kill_player $PLAYER_CHAR :COPCAR_5836 if not Actor.Dead($6882) jf @COPCAR_5887 01DE: tie_actor $6882 to_actor $6879 if 831F: not unknown_actor $6882 hit_by_actor $6879 jf @COPCAR_5887 01CC: actor $6882 kill_player $PLAYER_CHAR :COPCAR_5887 jump @COPCAR_6087 :COPCAR_5894 Actor.RemoveReferences($6880) if not Actor.Dead($6881) jf @COPCAR_6010 0084: $6879 = $6881 // integer values and handles $6881 = -1 // integer values $6915 = 0 // integer values $6917 = 1 // integer values $6941 = Marker.CreateAboveActor($6879) if not Actor.Dead($6882) jf @COPCAR_6003 01DE: tie_actor $6882 to_actor $6879 if 831F: not unknown_actor $6882 hit_by_actor $6879 jf @COPCAR_6003 01CC: actor $6882 kill_player $PLAYER_CHAR :COPCAR_6003 jump @COPCAR_6087 :COPCAR_6010 Actor.RemoveReferences($6881) if not Actor.Dead($6882) jf @COPCAR_6075 0084: $6879 = $6882 // integer values and handles $6882 = -1 // integer values $6915 = 0 // integer values $6918 = 1 // integer values $6941 = Marker.CreateAboveActor($6879) jump @COPCAR_6087 :COPCAR_6075 Actor.RemoveReferences($6882) $6920 = 1 // integer values :COPCAR_6087 if Actor.Dead($6880) jf @COPCAR_6189 if $6916 == 0 // integer values jf @COPCAR_6189 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_6182 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_6182 $6916 = 1 // integer values :COPCAR_6189 if Actor.Dead($6881) jf @COPCAR_6291 if $6917 == 0 // integer values jf @COPCAR_6291 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_6284 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_6284 $6917 = 1 // integer values :COPCAR_6291 if Actor.Dead($6882) jf @COPCAR_6393 if $6918 == 0 // integer values jf @COPCAR_6393 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_6386 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_6386 $6918 = 1 // integer values :COPCAR_6393 if $2565 == 1 // integer values jf @COPCAR_8713 if not Actor.Dead($6884) jf @COPCAR_7956 if 0449: actor $6884 in_a_car jf @COPCAR_7553 Car.RemoveReferences($6883) $6883 = Actor.CurrentCar($6884) if $6921 == -1 // integer values jf @COPCAR_6538 046D: $6900 = actor $6884 car_free_seats // members_in_group if $6900 > 0 // integer values jf @COPCAR_6523 0084: $6928 = $4811 // integer values and handles $6928 += 2000 // integer values jump @COPCAR_6531 :COPCAR_6523 0084: $6928 = $4811 // integer values and handles :COPCAR_6531 $6921 = 0 // integer values :COPCAR_6538 if $6921 == 0 // integer values jf @COPCAR_6697 if 001C: $4811 > $6928 // integer values jf @COPCAR_6697 Car.SetMaxSpeed($6883, 100.0) 00AE: set_vehicle $6883 traffic_behavior_to 2 if $6896 == 0 // integer values jf @COPCAR_6645 if not Car.Wrecked($6878) jf @COPCAR_6638 Car.SetToPsychoDriver($6883) jump @COPCAR_6645 :COPCAR_6638 $6896 = 1 // integer values :COPCAR_6645 if $6896 == 1 // integer values jf @COPCAR_6675 04BD: set_car $6883 is_part_of_convoy 0 Car.SetToPsychoDriver($6883) :COPCAR_6675 0084: $6922 = $4811 // integer values and handles $6921 = 1 // integer values $6923 = 0 // integer values :COPCAR_6697 if $6921 > 0 // integer values jf @COPCAR_7546 if 00DC: player $PLAYER_CHAR driving $6883 jf @COPCAR_6742 01CA: actor $6884 kill_player $PLAYER_CHAR :COPCAR_6742 0084: $4880 = $6883 // integer values and handles 0084: $4881 = $6923 // integer values and handles 0084: $4882 = $6922 // integer values and handles 0088: $4877 = 2@ // floating-point values only 0088: $4878 = 3@ // floating-point values only 0088: $4879 = 4@ // floating-point values only if 5@ > 0.0 // floating-point values jf @COPCAR_6818 gosub @COPCAR_13644 :COPCAR_6818 0084: $6923 = $4881 // integer values and handles 0084: $6922 = $4882 // integer values and handles 0089: 2@ = $4877 // floating-point values only 0089: 3@ = $4878 // floating-point values only 0089: 4@ = $4879 // floating-point values only if $6923 == -9 // integer values jf @COPCAR_6891 046B: actor $6884 leave_car $6883 and_flee $6923 = 0 // integer values :COPCAR_6891 if 8185: not car $6883 health >= 400 jf @COPCAR_6918 01CA: actor $6884 kill_player $PLAYER_CHAR :COPCAR_6918 if 8185: not car $6883 health >= 251 jf @COPCAR_6968 046B: actor $6884 leave_car $6883 and_flee 0084: $6928 = $4811 // integer values and handles $6928 += 2000 // integer values jump @COPCAR_6976 :COPCAR_6968 0084: $6928 = $4811 // integer values and handles :COPCAR_6976 gosub @COPCAR_14574 Actor.StorePos($6884, 0@, 1@, $447) 0086: $4862 = $95 // floating-point values only 0067: $4862 -= 0@ // floating-point values 0086: $4863 = $96 // floating-point values only 0067: $4863 -= 1@ // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 5@ = 1000.0 // floating-point values 0077: 5@ /= $4864 // floating-point values if 5@ > 100.0 // floating-point values jf @COPCAR_7118 5@ = 100.0 // floating-point values :COPCAR_7118 if 15.0 > 5@ // floating-point values jf @COPCAR_7149 5@ = 15.0 // floating-point values :COPCAR_7149 if $6896 == 0 // integer values jf @COPCAR_7501 if not Car.Wrecked($6878) jf @COPCAR_7489 0084: $4867 = $6883 // integer values and handles 0084: $4868 = $6878 // integer values and handles gosub @COPCAR_12853 0089: 5@ = $6964 // floating-point values only 02F8: get_vehicle $6883 Z_angle_sine_to $6978 02F9: get_vehicle $6883 Z_angle_cosine_to $6979 Car.StorePos($6878, $6972, $6973, $447) Car.StorePos($6883, $6974, $6975, $447) 0086: $6960 = $6974 // floating-point values only 0061: $6960 -= $6972 // floating-point values 0069: $6978 *= $6960 // floating-point values 0086: $6961 = $6975 // floating-point values only 0061: $6961 -= $6973 // floating-point values 0069: $6979 *= $6961 // floating-point values 0086: $6968 = $6978 // floating-point values only 0059: $6968 += $6979 // floating-point values 02F8: get_vehicle $6878 Z_angle_sine_to $6978 02F9: get_vehicle $6878 Z_angle_cosine_to $6979 Car.StorePos($6883, $6974, $6975, $447) Car.StorePos($6878, $6972, $6973, $447) 0086: $6960 = $6972 // floating-point values only 0061: $6960 -= $6974 // floating-point values 0069: $6978 *= $6960 // floating-point values 0086: $6961 = $6973 // floating-point values only 0061: $6961 -= $6975 // floating-point values 0069: $6979 *= $6961 // floating-point values 0086: $6969 = $6978 // floating-point values only 0059: $6969 += $6979 // floating-point values if $6968 > 0.0 // floating-point values jf @COPCAR_7482 if 0.0 > $6969 // floating-point values jf @COPCAR_7482 5@ = 0.0 // floating-point values :COPCAR_7482 jump @COPCAR_7501 :COPCAR_7489 Car.SetToPsychoDriver($6883) $6896 = 1 // integer values :COPCAR_7501 if 5@ == 0.0 // floating-point values jf @COPCAR_7538 0477: set_car $6883 action 1 time 17 jump @COPCAR_7546 :COPCAR_7538 Car.SetMaxSpeed($6883, 5@) :COPCAR_7546 jump @COPCAR_7949 :COPCAR_7553 $6921 = -1 // integer values gosub @COPCAR_14574 if 001C: $4811 > $6928 // integer values jf @COPCAR_7949 if 00E9: player $PLAYER_CHAR 0 $6884 radius 40.0 40.0 jf @COPCAR_7825 if 80E0: not player $PLAYER_CHAR driving jf @COPCAR_7648 01CA: actor $6884 kill_player $PLAYER_CHAR jump @COPCAR_7818 :COPCAR_7648 if 00E9: player $PLAYER_CHAR 0 $6884 radius 25.0 25.0 jf @COPCAR_7694 01CA: actor $6884 kill_player $PLAYER_CHAR jump @COPCAR_7818 :COPCAR_7694 0084: $4869 = $6884 // integer values and handles if not Car.Wrecked($6883) jf @COPCAR_7811 if 0185: car $6883 health >= 400 jf @COPCAR_7797 if 0202: actor $6884 near_car $6883 radius 40.0 40.0 sphere 0 jf @COPCAR_7783 01D5: actor $6884 go_to_and_drive_car $6883 jump @COPCAR_7790 :COPCAR_7783 gosub @COPCAR_13066 :COPCAR_7790 jump @COPCAR_7804 :COPCAR_7797 gosub @COPCAR_13066 :COPCAR_7804 jump @COPCAR_7818 :COPCAR_7811 gosub @COPCAR_13066 :COPCAR_7818 jump @COPCAR_7949 :COPCAR_7825 0084: $4869 = $6884 // integer values and handles if not Car.Wrecked($6883) jf @COPCAR_7942 if 0185: car $6883 health >= 400 jf @COPCAR_7928 if 0202: actor $6884 near_car $6883 radius 40.0 40.0 sphere 0 jf @COPCAR_7914 01D5: actor $6884 go_to_and_drive_car $6883 jump @COPCAR_7921 :COPCAR_7914 gosub @COPCAR_13066 :COPCAR_7921 jump @COPCAR_7935 :COPCAR_7928 gosub @COPCAR_13066 :COPCAR_7935 jump @COPCAR_7949 :COPCAR_7942 gosub @COPCAR_13066 :COPCAR_7949 jump @COPCAR_8407 :COPCAR_7956 Marker.Disable($6942) Actor.RemoveReferences($6884) if $6924 == 0 // integer values jf @COPCAR_8052 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_8045 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_8045 $6924 = 1 // integer values :COPCAR_8052 if not Actor.Dead($6885) jf @COPCAR_8214 0084: $6884 = $6885 // integer values and handles $6885 = -1 // integer values $6924 = 0 // integer values $6925 = 1 // integer values $6942 = Marker.CreateAboveActor($6884) if not Actor.Dead($6886) jf @COPCAR_8156 01DE: tie_actor $6886 to_actor $6884 if 831F: not unknown_actor $6886 hit_by_actor $6884 jf @COPCAR_8156 01CC: actor $6886 kill_player $PLAYER_CHAR :COPCAR_8156 if not Actor.Dead($6887) jf @COPCAR_8207 01DE: tie_actor $6887 to_actor $6884 if 831F: not unknown_actor $6887 hit_by_actor $6884 jf @COPCAR_8207 01CC: actor $6887 kill_player $PLAYER_CHAR :COPCAR_8207 jump @COPCAR_8407 :COPCAR_8214 Actor.RemoveReferences($6885) if not Actor.Dead($6886) jf @COPCAR_8330 0084: $6884 = $6886 // integer values and handles $6886 = -1 // integer values $6924 = 0 // integer values $6926 = 1 // integer values $6942 = Marker.CreateAboveActor($6884) if not Actor.Dead($6887) jf @COPCAR_8323 01DE: tie_actor $6887 to_actor $6884 if 831F: not unknown_actor $6887 hit_by_actor $6884 jf @COPCAR_8323 01CC: actor $6887 kill_player $PLAYER_CHAR :COPCAR_8323 jump @COPCAR_8407 :COPCAR_8330 Actor.RemoveReferences($6886) if not Actor.Dead($6887) jf @COPCAR_8395 0084: $6884 = $6887 // integer values and handles $6887 = -1 // integer values $6924 = 0 // integer values $6927 = 1 // integer values $6942 = Marker.CreateAboveActor($6884) jump @COPCAR_8407 :COPCAR_8395 Actor.RemoveReferences($6887) $6929 = 1 // integer values :COPCAR_8407 if Actor.Dead($6885) jf @COPCAR_8509 if $6925 == 0 // integer values jf @COPCAR_8509 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_8502 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_8502 $6925 = 1 // integer values :COPCAR_8509 if Actor.Dead($6886) jf @COPCAR_8611 if $6926 == 0 // integer values jf @COPCAR_8611 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_8604 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_8604 $6926 = 1 // integer values :COPCAR_8611 if Actor.Dead($6887) jf @COPCAR_8713 if $6927 == 0 // integer values jf @COPCAR_8713 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_8706 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_8706 $6927 = 1 // integer values :COPCAR_8713 if $2565 == 2 // integer values jf @COPCAR_11033 if not Actor.Dead($6889) jf @COPCAR_10276 if 0449: actor $6889 in_a_car jf @COPCAR_9873 Car.RemoveReferences($6888) $6888 = Actor.CurrentCar($6889) if $6930 == -1 // integer values jf @COPCAR_8858 046D: $6900 = actor $6889 car_free_seats // members_in_group if $6900 > 0 // integer values jf @COPCAR_8843 0084: $6935 = $4811 // integer values and handles $6935 += 2000 // integer values jump @COPCAR_8851 :COPCAR_8843 0084: $6935 = $4811 // integer values and handles :COPCAR_8851 $6930 = 0 // integer values :COPCAR_8858 if $6930 == 0 // integer values jf @COPCAR_9017 if 001C: $4811 > $6935 // integer values jf @COPCAR_9017 Car.SetMaxSpeed($6888, 100.0) 00AE: set_vehicle $6888 traffic_behavior_to 2 if $6896 == 0 // integer values jf @COPCAR_8965 if not Car.Wrecked($6883) jf @COPCAR_8958 Car.SetToPsychoDriver($6888) jump @COPCAR_8965 :COPCAR_8958 $6896 = 1 // integer values :COPCAR_8965 if $6896 == 1 // integer values jf @COPCAR_8995 04BD: set_car $6888 is_part_of_convoy 0 Car.SetToPsychoDriver($6888) :COPCAR_8995 008B: 12@ = $4811 // integer values and handles $6930 = 1 // integer values 13@ = 0 // integer values :COPCAR_9017 if $6930 > 0 // integer values jf @COPCAR_9866 if 00DC: player $PLAYER_CHAR driving $6888 jf @COPCAR_9062 01CA: actor $6889 kill_player $PLAYER_CHAR :COPCAR_9062 0084: $4880 = $6888 // integer values and handles 008A: $4881 = 13@ // integer values and handles 008A: $4882 = 12@ // integer values and handles 0088: $4877 = 8@ // floating-point values only 0088: $4878 = 9@ // floating-point values only 0088: $4879 = 10@ // floating-point values only if 11@ > 0.0 // floating-point values jf @COPCAR_9138 gosub @COPCAR_13644 :COPCAR_9138 008B: 13@ = $4881 // integer values and handles 008B: 12@ = $4882 // integer values and handles 0089: 8@ = $4877 // floating-point values only 0089: 9@ = $4878 // floating-point values only 0089: 10@ = $4879 // floating-point values only if 13@ == -9 // integer values jf @COPCAR_9211 046B: actor $6889 leave_car $6888 and_flee 13@ = 0 // integer values :COPCAR_9211 if 8185: not car $6888 health >= 400 jf @COPCAR_9238 01CA: actor $6889 kill_player $PLAYER_CHAR :COPCAR_9238 if 8185: not car $6888 health >= 251 jf @COPCAR_9288 046B: actor $6889 leave_car $6888 and_flee 0084: $6935 = $4811 // integer values and handles $6935 += 2000 // integer values jump @COPCAR_9296 :COPCAR_9288 0084: $6935 = $4811 // integer values and handles :COPCAR_9296 gosub @COPCAR_14895 Actor.StorePos($6889, 6@, 7@, $447) 0086: $4862 = $95 // floating-point values only 0067: $4862 -= 6@ // floating-point values 0086: $4863 = $96 // floating-point values only 0067: $4863 -= 7@ // floating-point values 0069: $4862 *= $4862 // floating-point values 0069: $4863 *= $4863 // floating-point values 0086: $4864 = $4862 // floating-point values only 0059: $4864 += $4863 // floating-point values 01FB: $4864 = square_root $4864 11@ = 1000.0 // floating-point values 0077: 11@ /= $4864 // floating-point values if 11@ > 100.0 // floating-point values jf @COPCAR_9438 11@ = 100.0 // floating-point values :COPCAR_9438 if 15.0 > 11@ // floating-point values jf @COPCAR_9469 11@ = 15.0 // floating-point values :COPCAR_9469 if $6896 == 0 // integer values jf @COPCAR_9821 if not Car.Wrecked($6883) jf @COPCAR_9809 0084: $4867 = $6888 // integer values and handles 0084: $4868 = $6883 // integer values and handles gosub @COPCAR_12853 0089: 11@ = $6964 // floating-point values only 02F8: get_vehicle $6888 Z_angle_sine_to $6978 02F9: get_vehicle $6888 Z_angle_cosine_to $6979 Car.StorePos($6883, $6974, $6975, $447) Car.StorePos($6888, $6976, $6977, $447) 0086: $6960 = $6976 // floating-point values only 0061: $6960 -= $6974 // floating-point values 0069: $6978 *= $6960 // floating-point values 0086: $6961 = $6977 // floating-point values only 0061: $6961 -= $6975 // floating-point values 0069: $6979 *= $6961 // floating-point values 0086: $6970 = $6978 // floating-point values only 0059: $6970 += $6979 // floating-point values 02F8: get_vehicle $6883 Z_angle_sine_to $6978 02F9: get_vehicle $6883 Z_angle_cosine_to $6979 Car.StorePos($6888, $6976, $6977, $447) Car.StorePos($6883, $6974, $6975, $447) 0086: $6960 = $6974 // floating-point values only 0061: $6960 -= $6976 // floating-point values 0069: $6978 *= $6960 // floating-point values 0086: $6961 = $6975 // floating-point values only 0061: $6961 -= $6977 // floating-point values 0069: $6979 *= $6961 // floating-point values 0086: $6971 = $6978 // floating-point values only 0059: $6971 += $6979 // floating-point values if $6970 > 0.0 // floating-point values jf @COPCAR_9802 if 0.0 > $6971 // floating-point values jf @COPCAR_9802 11@ = 0.0 // floating-point values :COPCAR_9802 jump @COPCAR_9821 :COPCAR_9809 Car.SetToPsychoDriver($6888) $6896 = 1 // integer values :COPCAR_9821 if 11@ == 0.0 // floating-point values jf @COPCAR_9858 0477: set_car $6888 action 1 time 17 jump @COPCAR_9866 :COPCAR_9858 Car.SetMaxSpeed($6888, 11@) :COPCAR_9866 jump @COPCAR_10269 :COPCAR_9873 $6930 = -1 // integer values gosub @COPCAR_14895 if 001C: $4811 > $6935 // integer values jf @COPCAR_10269 if 00E9: player $PLAYER_CHAR 0 $6889 radius 40.0 40.0 jf @COPCAR_10145 if 80E0: not player $PLAYER_CHAR driving jf @COPCAR_9968 01CA: actor $6889 kill_player $PLAYER_CHAR jump @COPCAR_10138 :COPCAR_9968 if 00E9: player $PLAYER_CHAR 0 $6889 radius 25.0 25.0 jf @COPCAR_10014 01CA: actor $6889 kill_player $PLAYER_CHAR jump @COPCAR_10138 :COPCAR_10014 0084: $4869 = $6889 // integer values and handles if not Car.Wrecked($6888) jf @COPCAR_10131 if 0185: car $6888 health >= 400 jf @COPCAR_10117 if 0202: actor $6889 near_car $6888 radius 40.0 40.0 sphere 0 jf @COPCAR_10103 01D5: actor $6889 go_to_and_drive_car $6888 jump @COPCAR_10110 :COPCAR_10103 gosub @COPCAR_13066 :COPCAR_10110 jump @COPCAR_10124 :COPCAR_10117 gosub @COPCAR_13066 :COPCAR_10124 jump @COPCAR_10138 :COPCAR_10131 gosub @COPCAR_13066 :COPCAR_10138 jump @COPCAR_10269 :COPCAR_10145 0084: $4869 = $6889 // integer values and handles if not Car.Wrecked($6888) jf @COPCAR_10262 if 0185: car $6888 health >= 400 jf @COPCAR_10248 if 0202: actor $6889 near_car $6888 radius 40.0 40.0 sphere 0 jf @COPCAR_10234 01D5: actor $6889 go_to_and_drive_car $6888 jump @COPCAR_10241 :COPCAR_10234 gosub @COPCAR_13066 :COPCAR_10241 jump @COPCAR_10255 :COPCAR_10248 gosub @COPCAR_13066 :COPCAR_10255 jump @COPCAR_10269 :COPCAR_10262 gosub @COPCAR_13066 :COPCAR_10269 jump @COPCAR_10727 :COPCAR_10276 Marker.Disable($6943) Actor.RemoveReferences($6889) if $6931 == 0 // integer values jf @COPCAR_10372 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_10365 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_10365 $6931 = 1 // integer values :COPCAR_10372 if not Actor.Dead($6890) jf @COPCAR_10534 0084: $6889 = $6890 // integer values and handles $6890 = -1 // integer values $6931 = 0 // integer values $6932 = 1 // integer values $6943 = Marker.CreateAboveActor($6889) if not Actor.Dead($6891) jf @COPCAR_10476 01DE: tie_actor $6891 to_actor $6889 if 831F: not unknown_actor $6891 hit_by_actor $6889 jf @COPCAR_10476 01CC: actor $6891 kill_player $PLAYER_CHAR :COPCAR_10476 if not Actor.Dead($6892) jf @COPCAR_10527 01DE: tie_actor $6892 to_actor $6889 if 831F: not unknown_actor $6892 hit_by_actor $6889 jf @COPCAR_10527 01CC: actor $6892 kill_player $PLAYER_CHAR :COPCAR_10527 jump @COPCAR_10727 :COPCAR_10534 Actor.RemoveReferences($6890) if not Actor.Dead($6891) jf @COPCAR_10650 0084: $6889 = $6891 // integer values and handles $6891 = -1 // integer values $6931 = 0 // integer values $6933 = 1 // integer values $6943 = Marker.CreateAboveActor($6889) if not Actor.Dead($6892) jf @COPCAR_10643 01DE: tie_actor $6892 to_actor $6889 if 831F: not unknown_actor $6892 hit_by_actor $6889 jf @COPCAR_10643 01CC: actor $6892 kill_player $PLAYER_CHAR :COPCAR_10643 jump @COPCAR_10727 :COPCAR_10650 Actor.RemoveReferences($6891) if not Actor.Dead($6892) jf @COPCAR_10715 0084: $6889 = $6892 // integer values and handles $6892 = -1 // integer values $6931 = 0 // integer values $6934 = 1 // integer values $6943 = Marker.CreateAboveActor($6889) jump @COPCAR_10727 :COPCAR_10715 Actor.RemoveReferences($6892) $6936 = 1 // integer values :COPCAR_10727 if Actor.Dead($6890) jf @COPCAR_10829 if $6932 == 0 // integer values jf @COPCAR_10829 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_10822 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_10822 $6932 = 1 // integer values :COPCAR_10829 if Actor.Dead($6891) jf @COPCAR_10931 if $6933 == 0 // integer values jf @COPCAR_10931 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_10924 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_10924 $6933 = 1 // integer values :COPCAR_10931 if Actor.Dead($6892) jf @COPCAR_11033 if $6934 == 0 // integer values jf @COPCAR_11033 $6897 += 1 // integer values 0402: increment_criminals_stopped 018C: play_sound 1 at 0.0 0.0 0.0 if $6897 == 1 // integer values jf @COPCAR_11026 03C4: set_status_text_to $6897 0 'KILLS' // KILLS: :COPCAR_11026 $6934 = 1 // integer values :COPCAR_11033 if and $6920 == 1 // integer values $6929 == 1 // integer values $6936 == 1 // integer values jf @COPCAR_11072 jump @COPCAR_11079 :COPCAR_11072 jump @COPCAR_4414 :COPCAR_11079 0578: save_highest_vigilante_level $6940 $6894 += 1 // integer values if or 056C: actor $PLAYER_ACTOR driving_police_vehicle 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR jf @COPCAR_11161 03C1: $6877 = player $PLAYER_CHAR car_no_save 053F: set_car $6877 tires_vulnerable 0 $6910 = Car.Health($6877) $6910 += 100 // integer values Car.Health($6877) = $6910 :COPCAR_11161 Car.RemoveReferences($6878) Actor.RemoveReferences($6879) Actor.RemoveReferences($6880) Actor.RemoveReferences($6881) Actor.RemoveReferences($6882) Car.RemoveReferences($6883) Actor.RemoveReferences($6884) Actor.RemoveReferences($6885) Actor.RemoveReferences($6886) Actor.RemoveReferences($6887) Car.RemoveReferences($6888) Actor.RemoveReferences($6889) Actor.RemoveReferences($6890) Actor.RemoveReferences($6891) Actor.RemoveReferences($6892) Marker.Disable($6941) Marker.Disable($6942) Marker.Disable($6943) 0084: $6899 = $6894 // integer values and handles 0068: $6899 *= $6894 // integer values $6899 *= 50 // integer values 01E3: text_1number_styled 'C_PASS' number $6899 time 5000 style 5 // THREAT ELIMINATED: $ ~1~ Player.Money($PLAYER_CHAR) += $6899 if $1582 == 0 // integer values jf @COPCAR_11374 if $6894 == 12 // integer values jf @COPCAR_11374 03E5: text_box 'C_COMP1' // Vigilante mission level 12 complete: Your max Body Armor increased to 150 030C: progress_made += 1 055F: set_player $PLAYER_CHAR max_armour += 50 035F: set_actor $PLAYER_ACTOR armour_to 150 0595: mission_complete $1582 = 1 // integer values :COPCAR_11374 if and 856C: not actor $PLAYER_ACTOR driving_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR jf @COPCAR_11660 if $6903 == 0 // integer values jf @COPCAR_11482 01BD: $6898 = current_time_in_ms if $6902 > 60000 // integer values jf @COPCAR_11467 $6901 = 60000 // integer values jump @COPCAR_11475 :COPCAR_11467 0084: $6901 = $6902 // integer values and handles :COPCAR_11475 $6903 = 1 // integer values :COPCAR_11482 01BD: $6905 = current_time_in_ms 0084: $6906 = $6905 // integer values and handles 0060: $6906 -= $6898 // integer values 0060: $6901 -= $6906 // integer values 0084: $6898 = $6905 // integer values and handles 0084: $6907 = $6901 // integer values and handles $6907 /= 1000 // integer values if 1 > $6907 // integer values jf @COPCAR_11615 $6907 = 0 // integer values if 001C: $6905 > $6939 // integer values jf @COPCAR_11608 00BC: text_highpriority 'C_TIME' 3000 ms 1 // ~r~Your time as a law enforcer is over! $6904 = 1 // integer values jump @COPCAR_11758 :COPCAR_11608 jump @COPCAR_11631 :COPCAR_11615 0084: $6939 = $6905 // integer values and handles $6939 += 1000 // integer values :COPCAR_11631 01E5: text_1number_highpriority 'COPCART' $6907 flag 200 time 1 // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends. wait 0 jump @COPCAR_11374 :COPCAR_11660 0396: pause_timer 1 if 00E0: player $PLAYER_CHAR driving jf @COPCAR_11718 03C1: $6877 = player $PLAYER_CHAR car_no_save 053F: set_car $6877 tires_vulnerable 0 $6910 = Car.Health($6877) $6910 += 100 // integer values Car.Health($6877) = $6910 :COPCAR_11718 if 13 > $6894 // integer values jf @COPCAR_11751 $6983 -= 0.05 // floating-point values 03C7: set_sensitivity_to_crime_to $6983 :COPCAR_11751 jump @COPCAR_538 :COPCAR_11758 return :COPCAR_11760 $ONMISSION = 0 // integer values Marker.Disable($6941) Marker.Disable($6942) Marker.Disable($6943) 014F: stop_timer $6902 0151: remove_status_text $6897 Model.Destroy($6937) Model.Destroy($6938) Model.Destroy(#COLT45) Model.Destroy(#TEC9) Model.Destroy(#RUGER) Model.Destroy(#CHROMEGUN) Model.Destroy(#MACHETE) Model.Destroy(#BAT) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :COPCAR_11841 if $6894 > 1 // integer values jf @COPCAR_11875 0209: $4127 = random_int_in_ranges 26 37 jump @COPCAR_11884 :COPCAR_11875 0209: $4127 = random_int_in_ranges 0 37 :COPCAR_11884 if $4127 == 0 // integer values jf @COPCAR_11910 04AE: $6937 = 191 // = constant :COPCAR_11910 if $4127 == 1 // integer values jf @COPCAR_11936 04AE: $6937 = 192 // = constant :COPCAR_11936 if $4127 == 2 // integer values jf @COPCAR_11962 04AE: $6937 = 193 // = constant :COPCAR_11962 if $4127 == 3 // integer values jf @COPCAR_11988 04AE: $6937 = 198 // = constant :COPCAR_11988 if $4127 == 4 // integer values jf @COPCAR_12014 04AE: $6937 = 210 // = constant :COPCAR_12014 if $4127 == 5 // integer values jf @COPCAR_12040 04AE: $6937 = 132 // = constant :COPCAR_12040 if $4127 == 6 // integer values jf @COPCAR_12066 04AE: $6937 = 141 // = constant :COPCAR_12066 if $4127 == 7 // integer values jf @COPCAR_12092 04AE: $6937 = 145 // = constant :COPCAR_12092 if $4127 == 8 // integer values jf @COPCAR_12118 04AE: $6937 = 159 // = constant :COPCAR_12118 if $4127 == 9 // integer values jf @COPCAR_12144 04AE: $6937 = 207 // = constant :COPCAR_12144 if $4127 == 10 // integer values jf @COPCAR_12170 04AE: $6937 = 154 // = constant :COPCAR_12170 if $4127 == 11 // integer values jf @COPCAR_12196 04AE: $6937 = 131 // = constant :COPCAR_12196 if $4127 == 12 // integer values jf @COPCAR_12222 04AE: $6937 = 133 // = constant :COPCAR_12222 if $4127 == 13 // integer values jf @COPCAR_12248 04AE: $6937 = 140 // = constant :COPCAR_12248 if $4127 == 14 // integer values jf @COPCAR_12274 04AE: $6937 = 143 // = constant :COPCAR_12274 if $4127 == 15 // integer values jf @COPCAR_12300 04AE: $6937 = 144 // = constant :COPCAR_12300 if $4127 == 16 // integer values jf @COPCAR_12326 04AE: $6937 = 152 // = constant :COPCAR_12326 if $4127 == 17 // integer values jf @COPCAR_12352 04AE: $6937 = 149 // = constant :COPCAR_12352 if $4127 == 18 // integer values jf @COPCAR_12378 04AE: $6937 = 153 // = constant :COPCAR_12378 if $4127 == 19 // integer values jf @COPCAR_12404 04AE: $6937 = 169 // = constant :COPCAR_12404 if $4127 == 20 // integer values jf @COPCAR_12430 04AE: $6937 = 186 // = constant :COPCAR_12430 if $4127 == 21 // integer values jf @COPCAR_12456 04AE: $6937 = 205 // = constant :COPCAR_12456 if $4127 == 22 // integer values jf @COPCAR_12482 04AE: $6937 = 212 // = constant :COPCAR_12482 if $4127 == 23 // integer values jf @COPCAR_12508 04AE: $6937 = 208 // = constant :COPCAR_12508 if $4127 == 24 // integer values jf @COPCAR_12534 04AE: $6937 = 204 // = constant :COPCAR_12534 if $4127 == 25 // integer values jf @COPCAR_12560 04AE: $6937 = 170 // = constant :COPCAR_12560 if $4127 == 26 // integer values jf @COPCAR_12586 04AE: $6937 = 135 // = constant :COPCAR_12586 if $4127 == 27 // integer values jf @COPCAR_12612 04AE: $6937 = 148 // = constant :COPCAR_12612 if $4127 == 28 // integer values jf @COPCAR_12638 04AE: $6937 = 151 // = constant :COPCAR_12638 if $4127 == 29 // integer values jf @COPCAR_12664 04AE: $6937 = 130 // = constant :COPCAR_12664 if $4127 == 30 // integer values jf @COPCAR_12690 04AE: $6937 = 134 // = constant :COPCAR_12690 if $4127 == 31 // integer values jf @COPCAR_12716 04AE: $6937 = 175 // = constant :COPCAR_12716 if $4127 == 32 // integer values jf @COPCAR_12742 04AE: $6937 = 196 // = constant :COPCAR_12742 if $4127 == 33 // integer values jf @COPCAR_12768 04AE: $6937 = 197 // = constant :COPCAR_12768 if $4127 == 34 // integer values jf @COPCAR_12794 04AE: $6937 = 222 // = constant :COPCAR_12794 if $4127 == 35 // integer values jf @COPCAR_12820 04AE: $6937 = 209 // = constant :COPCAR_12820 if $4127 == 36 // integer values jf @COPCAR_12846 04AE: $6937 = 174 // = constant :COPCAR_12846 Model.Load($6937) return :COPCAR_12853 if $4868 == -1 // integer values jf @COPCAR_12892 0054: store_player $PLAYER_CHAR position_to $6962 $6963 $6960 jump @COPCAR_12906 :COPCAR_12892 Car.StorePos($4868, $6962, $6963, $6960) :COPCAR_12906 Car.StorePos($4867, $6958, $6959, $6960) 0086: $6960 = $6958 // floating-point values only 0061: $6960 -= $6962 // floating-point values 0086: $6961 = $6959 // floating-point values only 0061: $6961 -= $6963 // floating-point values 0069: $6960 *= $6960 // floating-point values 0069: $6961 *= $6961 // floating-point values 0059: $6960 += $6961 // floating-point values 01FB: $6960 = square_root $6960 0086: $6964 = $6960 // floating-point values only $6964 += 3.0 // floating-point values if $6964 > 100.0 // floating-point values jf @COPCAR_13033 $6964 = 100.0 // floating-point values :COPCAR_13033 if 0.0 > $6964 // floating-point values jf @COPCAR_13064 $6964 = 0.0 // floating-point values :COPCAR_13064 return :COPCAR_13066 if not Actor.Dead($4869) jf @COPCAR_13642 Actor.StorePos($4869, $4872, $4873, $4874) if $4886 == 919.9 // floating-point values jf @COPCAR_13134 $451 = Car.Create($6937, $4872, $4873, $4874) :COPCAR_13134 if 00E9: player $PLAYER_CHAR 0 $4869 radius 40.0 40.0 jf @COPCAR_13421 0086: $4875 = $4872 // floating-point values only $4875 += 40.0 // floating-point values 0086: $4876 = $4873 // floating-point values only $4876 += 40.0 // floating-point values $4872 -= 40.0 // floating-point values $4873 -= 40.0 // floating-point values Car.RemoveReferences($451) $451 = -1 // integer values 0327: $451 = create_random_car_with_actors -1 in_area $4872 $4873 $4875 $4876 if or $451 == -1 // integer values 003A: $6878 == $451 // integer values and handles jf @COPCAR_13293 01CA: actor $4869 kill_player $PLAYER_CHAR jump @COPCAR_13414 :COPCAR_13293 if 0185: car $451 health >= 400 jf @COPCAR_13394 046D: $6900 = actor $4869 car_free_seats // members_in_group 01EA: $4939 = car $451 max_passengers if 801C: not $6900 > $4939 // integer values jf @COPCAR_13379 020A: set_car $451 door_status_to 1 Car.SetMaxSpeed($451, 0.0) 01D5: actor $4869 go_to_and_drive_car $451 jump @COPCAR_13387 :COPCAR_13379 01CA: actor $4869 kill_player $PLAYER_CHAR :COPCAR_13387 jump @COPCAR_13414 :COPCAR_13394 01CA: actor $4869 kill_player $PLAYER_CHAR Car.RemoveReferences($451) $451 = -1 // integer values :COPCAR_13414 jump @COPCAR_13642 :COPCAR_13421 03D3: point $4872 $4873 $4874 get_nearby_vector $4872 $4873 $4874 $4886 if 80C2: not sphere_onscreen $4872 $4873 $4874 3.0 jf @COPCAR_13642 if 838A: not car_in_cube $4872 $4873 $4874 3.0 3.0 2.0 jf @COPCAR_13569 if Model.Available($6937) jf @COPCAR_13562 Car.RemoveReferences($451) $451 = Car.Create($6937, $4872, $4873, $4874) Car.Angle($451) = $4886 01D5: actor $4869 go_to_and_drive_car $451 :COPCAR_13562 jump @COPCAR_13642 :COPCAR_13569 if 00FF: actor $4869 0 $4872 $4873 $4874 radius 3.0 3.0 2.0 jf @COPCAR_13642 02C0: set $4872 $4873 $4874 to_ped_path_coords_closest_to $4872 $4873 $4874 0239: actor $4869 run_to $4872 $4873 :COPCAR_13642 return :COPCAR_13644 01BD: $4887 = current_time_in_ms if not Car.Wrecked($4880) jf @COPCAR_14251 if and 01F4: car $4880 flipped 01C1: car $4880 stopped jf @COPCAR_13847 $6896 = 1 // integer values if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 jf @COPCAR_13745 03ED: set_car $4880 not_damaged_when_upside_down 0 $4881 = -9 // integer values jump @COPCAR_13847 :COPCAR_13745 if 82CA: not car $4880 bounding_sphere_visible jf @COPCAR_13847 Car.StorePos($4880, $4883, $4884, $4885) 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 jf @COPCAR_13847 Car.PutAt($4880, $4883, $4884, $4885) Car.Angle($4880) = $4886 :COPCAR_13847 if 01AF: car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 jf @COPCAR_14188 if $4881 == 0 // integer values jf @COPCAR_13922 0084: $4882 = $4887 // integer values and handles $4881 = 1 // integer values :COPCAR_13922 0060: $4887 -= $4882 // integer values if $4881 == 1 // integer values jf @COPCAR_14188 if $4887 > 8000 // integer values jf @COPCAR_14188 if 01FC: player $PLAYER_CHAR near_car $4880 radius 90.0 90.0 0 jf @COPCAR_14027 03ED: set_car $4880 not_damaged_when_upside_down 0 0084: $4882 = $4887 // integer values and handles $4881 = -9 // integer values jump @COPCAR_14188 :COPCAR_14027 if 82CA: not car $4880 bounding_sphere_visible jf @COPCAR_14188 Car.StorePos($4880, $4883, $4884, $4885) 03D3: point $4883 $4884 $4885 get_nearby_vector $4883 $4884 $4885 $4886 if 838A: not car_in_cube $4883 $4884 $4885 4.0 4.0 4.0 jf @COPCAR_14188 if 80C2: not sphere_onscreen $4883 $4884 $4885 4.0 jf @COPCAR_14188 Car.PutAt($4880, $4883, $4884, $4885) Car.Angle($4880) = $4886 0084: $4882 = $4887 // integer values and handles $4881 = 0 // integer values $6896 = 1 // integer values :COPCAR_14188 if 81AF: not car $4880 0 $4877 $4878 $4879 radius 4.0 4.0 4.0 jf @COPCAR_14251 Car.StorePos($4880, $4877, $4878, $4879) $4881 = 0 // integer values :COPCAR_14251 return :COPCAR_14253 if not Actor.Dead($6879) jf @COPCAR_14572 if not Actor.Dead($6880) jf @COPCAR_14365 if 831F: not unknown_actor $6880 hit_by_actor $6879 jf @COPCAR_14358 if 00F2: actor $6880 near_actor $6879 radius 30.0 30.0 0 jf @COPCAR_14350 01DE: tie_actor $6880 to_actor $6879 jump @COPCAR_14358 :COPCAR_14350 01CC: actor $6880 kill_player $PLAYER_CHAR :COPCAR_14358 jump @COPCAR_14370 :COPCAR_14365 Actor.RemoveReferences($6880) :COPCAR_14370 if not Actor.Dead($6881) jf @COPCAR_14466 if 831F: not unknown_actor $6881 hit_by_actor $6879 jf @COPCAR_14459 if 00F2: actor $6881 near_actor $6879 radius 30.0 30.0 0 jf @COPCAR_14451 01DE: tie_actor $6881 to_actor $6879 jump @COPCAR_14459 :COPCAR_14451 01CC: actor $6881 kill_player $PLAYER_CHAR :COPCAR_14459 jump @COPCAR_14471 :COPCAR_14466 Actor.RemoveReferences($6881) :COPCAR_14471 if not Actor.Dead($6882) jf @COPCAR_14567 if 831F: not unknown_actor $6882 hit_by_actor $6879 jf @COPCAR_14560 if 00F2: actor $6882 near_actor $6879 radius 30.0 30.0 0 jf @COPCAR_14552 01DE: tie_actor $6882 to_actor $6879 jump @COPCAR_14560 :COPCAR_14552 01CC: actor $6882 kill_player $PLAYER_CHAR :COPCAR_14560 jump @COPCAR_14572 :COPCAR_14567 Actor.RemoveReferences($6882) :COPCAR_14572 return :COPCAR_14574 if not Actor.Dead($6884) jf @COPCAR_14893 if not Actor.Dead($6885) jf @COPCAR_14686 if 831F: not unknown_actor $6885 hit_by_actor $6884 jf @COPCAR_14679 if 00F2: actor $6885 near_actor $6884 radius 30.0 30.0 0 jf @COPCAR_14671 01DE: tie_actor $6885 to_actor $6884 jump @COPCAR_14679 :COPCAR_14671 01CC: actor $6885 kill_player $PLAYER_CHAR :COPCAR_14679 jump @COPCAR_14691 :COPCAR_14686 Actor.RemoveReferences($6885) :COPCAR_14691 if not Actor.Dead($6886) jf @COPCAR_14787 if 831F: not unknown_actor $6886 hit_by_actor $6884 jf @COPCAR_14780 if 00F2: actor $6886 near_actor $6884 radius 30.0 30.0 0 jf @COPCAR_14772 01DE: tie_actor $6886 to_actor $6884 jump @COPCAR_14780 :COPCAR_14772 01CC: actor $6886 kill_player $PLAYER_CHAR :COPCAR_14780 jump @COPCAR_14792 :COPCAR_14787 Actor.RemoveReferences($6886) :COPCAR_14792 if not Actor.Dead($6887) jf @COPCAR_14888 if 831F: not unknown_actor $6887 hit_by_actor $6884 jf @COPCAR_14881 if 00F2: actor $6887 near_actor $6884 radius 30.0 30.0 0 jf @COPCAR_14873 01DE: tie_actor $6887 to_actor $6884 jump @COPCAR_14881 :COPCAR_14873 01CC: actor $6887 kill_player $PLAYER_CHAR :COPCAR_14881 jump @COPCAR_14893 :COPCAR_14888 Actor.RemoveReferences($6887) :COPCAR_14893 return :COPCAR_14895 if not Actor.Dead($6889) jf @COPCAR_15214 if not Actor.Dead($6890) jf @COPCAR_15007 if 831F: not unknown_actor $6890 hit_by_actor $6889 jf @COPCAR_15000 if 00F2: actor $6890 near_actor $6889 radius 30.0 30.0 0 jf @COPCAR_14992 01DE: tie_actor $6890 to_actor $6889 jump @COPCAR_15000 :COPCAR_14992 01CC: actor $6890 kill_player $PLAYER_CHAR :COPCAR_15000 jump @COPCAR_15012 :COPCAR_15007 Actor.RemoveReferences($6890) :COPCAR_15012 if not Actor.Dead($6891) jf @COPCAR_15108 if 831F: not unknown_actor $6891 hit_by_actor $6889 jf @COPCAR_15101 if 00F2: actor $6891 near_actor $6889 radius 30.0 30.0 0 jf @COPCAR_15093 01DE: tie_actor $6891 to_actor $6889 jump @COPCAR_15101 :COPCAR_15093 01CC: actor $6891 kill_player $PLAYER_CHAR :COPCAR_15101 jump @COPCAR_15113 :COPCAR_15108 Actor.RemoveReferences($6891) :COPCAR_15113 if not Actor.Dead($6892) jf @COPCAR_15209 if 831F: not unknown_actor $6892 hit_by_actor $6889 jf @COPCAR_15202 if 00F2: actor $6892 near_actor $6889 radius 30.0 30.0 0 jf @COPCAR_15194 01DE: tie_actor $6892 to_actor $6889 jump @COPCAR_15202 :COPCAR_15194 01CC: actor $6892 kill_player $PLAYER_CHAR :COPCAR_15202 jump @COPCAR_15214 :COPCAR_15209 Actor.RemoveReferences($6892) :COPCAR_15214 return :COPCAR_15216 if not Actor.Dead($6879) jf @COPCAR_15796 if 0154: actor $6879 in_zone 'VICE_C' // Vice City jf @COPCAR_15279 0384: text_1string 'C_BREIF' 'VICE_C' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Vice City :COPCAR_15279 if 0154: actor $6879 in_zone 'BEACH1' // Ocean Beach jf @COPCAR_15326 0384: text_1string 'C_BREIF' 'BEACH1' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Ocean Beach :COPCAR_15326 if 0154: actor $6879 in_zone 'BEACH2' // Washington Beach jf @COPCAR_15373 0384: text_1string 'C_BREIF' 'BEACH2' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Washington Beach :COPCAR_15373 if 0154: actor $6879 in_zone 'BEACH3' // Vice Point jf @COPCAR_15420 0384: text_1string 'C_BREIF' 'BEACH3' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Vice Point :COPCAR_15420 if 0154: actor $6879 in_zone 'GOLFC' // Leaf Links jf @COPCAR_15467 0384: text_1string 'C_BREIF' 'GOLFC' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Leaf Links :COPCAR_15467 if 0154: actor $6879 in_zone 'STARI' // Starfish Island jf @COPCAR_15514 0384: text_1string 'C_BREIF' 'STARI' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Starfish Island :COPCAR_15514 if 0154: actor $6879 in_zone 'DOCKS' // Viceport jf @COPCAR_15561 0384: text_1string 'C_BREIF' 'DOCKS' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Viceport :COPCAR_15561 if 0154: actor $6879 in_zone 'HAVANA' // Little Havana jf @COPCAR_15608 0384: text_1string 'C_BREIF' 'HAVANA' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Little Havana :COPCAR_15608 if 0154: actor $6879 in_zone 'HAITI' // Little Haiti jf @COPCAR_15655 0384: text_1string 'C_BREIF' 'HAITI' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Little Haiti :COPCAR_15655 if 0154: actor $6879 in_zone 'PORNI' // Prawn Island jf @COPCAR_15702 0384: text_1string 'C_BREIF' 'PORNI' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Prawn Island :COPCAR_15702 if 0154: actor $6879 in_zone 'DTOWN' // Downtown jf @COPCAR_15749 0384: text_1string 'C_BREIF' 'DTOWN' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Downtown :COPCAR_15749 if 0154: actor $6879 in_zone 'A_PORT' // Escobar International jf @COPCAR_15796 0384: text_1string 'C_BREIF' 'A_PORT' 5000 ms 1 // ~g~Suspect last seen in the ~a~ area. // Escobar International :COPCAR_15796 return :COPCAR_15798 0433: set_actor $6893 is_criminal 1 0319: set_actor $6893 running 1 02A9: set_actor $6893 immune_to_nonplayer 1 01ED: clear_actor $6893 threat_search 0243: set_actor $6893 ped_stats_to 16 011A: set_actor $6893 search_threat 1 011A: set_actor $6893 search_threat 2 011A: set_actor $6893 search_threat 4 011A: set_actor $6893 search_threat 8 011A: set_actor $6893 search_threat 16 011A: set_actor $6893 search_threat 32 011A: set_actor $6893 search_threat 64 011A: set_actor $6893 search_threat 128 011A: set_actor $6893 search_threat 256 011A: set_actor $6893 search_threat 512 011A: set_actor $6893 search_threat 1024 011A: set_actor $6893 search_threat 2048 011A: set_actor $6893 search_threat 4096 011A: set_actor $6893 search_threat 8192 011A: set_actor $6893 search_threat 16384 011A: set_actor $6893 search_threat 65536 011A: set_actor $6893 search_threat 131072 011A: set_actor $6893 search_threat 262144 011A: set_actor $6893 search_threat 524288 011A: set_actor $6893 search_threat 1048576 011A: set_actor $6893 search_threat 2097152 011A: set_actor $6893 search_threat 4194304 011A: set_actor $6893 search_threat 16777216 0291: set_actor $6893 attack_when_provoked 1 if $6894 == 0 // integer values jf @COPCAR_16058 0209: $4127 = random_int_in_ranges 0 2 :COPCAR_16058 if $6894 > 1 // integer values jf @COPCAR_16085 0209: $4127 = random_int_in_ranges 0 3 :COPCAR_16085 if $6894 > 3 // integer values jf @COPCAR_16112 0209: $4127 = random_int_in_ranges 0 4 :COPCAR_16112 if $6894 > 5 // integer values jf @COPCAR_16139 0209: $4127 = random_int_in_ranges 0 5 :COPCAR_16139 if $6894 > 7 // integer values jf @COPCAR_16166 0209: $4127 = random_int_in_ranges 0 6 :COPCAR_16166 if $4127 == 0 // integer values jf @COPCAR_16249 0209: $4127 = random_int_in_ranges 10 13 if $4127 == 10 // integer values jf @COPCAR_16221 01B2: give_actor $6893 weapon 9 ammo 9999 // Load the weapon model before using this :COPCAR_16221 if $4127 == 11 // integer values jf @COPCAR_16249 01B2: give_actor $6893 weapon 6 ammo 9999 // Load the weapon model before using this :COPCAR_16249 if $4127 == 1 // integer values jf @COPCAR_16277 01B2: give_actor $6893 weapon 17 ammo 9999 // Load the weapon model before using this :COPCAR_16277 if $4127 == 2 // integer values jf @COPCAR_16305 01B2: give_actor $6893 weapon 22 ammo 9999 // Load the weapon model before using this :COPCAR_16305 if $4127 == 3 // integer values jf @COPCAR_16333 01B2: give_actor $6893 weapon 27 ammo 9999 // Load the weapon model before using this :COPCAR_16333 if or $4127 == 4 // integer values $4127 == 5 // integer values jf @COPCAR_16368 01B2: give_actor $6893 weapon 19 ammo 9999 // Load the weapon model before using this :COPCAR_16368 return :COPCAR_16370 if not $6902 == -100 // integer values jf @COPCAR_16430 if 1 > $6902 // integer values jf @COPCAR_16430 $6904 = 1 // integer values 00BC: text_highpriority 'C_TIME' 3000 ms 1 // ~r~Your time as a law enforcer is over! return :COPCAR_16430 if and 856C: not actor $PLAYER_ACTOR driving_police_vehicle 80DE: not player $PLAYER_CHAR driving_vehicle_type #HUNTER 80DE: not player $PLAYER_CHAR driving_vehicle_type #FBICAR jf @COPCAR_16704 0396: pause_timer 0 if $6903 == 0 // integer values jf @COPCAR_16542 01BD: $6898 = current_time_in_ms if $6902 > 60000 // integer values jf @COPCAR_16527 $6901 = 60000 // integer values jump @COPCAR_16535 :COPCAR_16527 0084: $6901 = $6902 // integer values and handles :COPCAR_16535 $6903 = 1 // integer values :COPCAR_16542 01BD: $6905 = current_time_in_ms 0084: $6906 = $6905 // integer values and handles 0060: $6906 -= $6898 // integer values 0060: $6901 -= $6906 // integer values 0084: $6898 = $6905 // integer values and handles 0084: $6907 = $6901 // integer values and handles $6907 /= 1000 // integer values if 1 > $6907 // integer values jf @COPCAR_16670 $6907 = 0 // integer values if 001C: $6905 > $6939 // integer values jf @COPCAR_16663 00BC: text_highpriority 'C_TIME' 3000 ms 1 // ~r~Your time as a law enforcer is over! $6904 = 1 // integer values return :COPCAR_16663 jump @COPCAR_16686 :COPCAR_16670 0084: $6939 = $6905 // integer values and handles $6939 += 1000 // integer values :COPCAR_16686 01E5: text_1number_highpriority 'COPCART' $6907 flag 200 time 1 // ~g~You have ~1~ seconds to return to a police vehicle before the mission ends. :COPCAR_16704 0293: $18 = get_controller_mode if or 056C: actor $PLAYER_ACTOR driving_police_vehicle 00DE: player $PLAYER_CHAR driving_vehicle_type #HUNTER 00DE: player $PLAYER_CHAR driving_vehicle_type #FBICAR jf @COPCAR_16936 03C1: $6877 = player $PLAYER_CHAR car_no_save 053F: set_car $6877 tires_vulnerable 0 if not $18 == 3 // integer values jf @COPCAR_16855 if 00E1: player 0 pressed_button 19 jf @COPCAR_16823 if $6908 == 1 // integer values jf @COPCAR_16816 $6908 = 2 // integer values :COPCAR_16816 jump @COPCAR_16848 :COPCAR_16823 if $6908 == 0 // integer values jf @COPCAR_16848 $6908 = 1 // integer values :COPCAR_16848 jump @COPCAR_16929 :COPCAR_16855 if 00E1: player 0 pressed_button 14 jf @COPCAR_16904 if $6908 == 1 // integer values jf @COPCAR_16897 $6908 = 2 // integer values :COPCAR_16897 jump @COPCAR_16929 :COPCAR_16904 if $6908 == 0 // integer values jf @COPCAR_16929 $6908 = 1 // integer values :COPCAR_16929 $6903 = 0 // integer values :COPCAR_16936 if $6908 == 2 // integer values jf @COPCAR_17061 if not $18 == 3 // integer values jf @COPCAR_17020 if 80E1: not player 0 pressed_button 19 jf @COPCAR_17013 00BC: text_highpriority 'C_CANC' 3000 ms 1 // ~r~Vigilante mission cancelled! $6904 = 1 // integer values return :COPCAR_17013 jump @COPCAR_17061 :COPCAR_17020 if 80E1: not player 0 pressed_button 14 jf @COPCAR_17061 00BC: text_highpriority 'C_CANC' 3000 ms 1 // ~r~Vigilante mission cancelled! $6904 = 1 // integer values return :COPCAR_17061 return //-------------Mission 79--------------- // Originally: HOTRING :OVALRNG gosub @OVALRNG_36 if wasted_or_busted jf @OVALRNG_27 gosub @OVALRNG_17790 :OVALRNG_27 gosub @OVALRNG_18173 end_thread :OVALRNG_36 $ONMISSION = 1 // integer values thread 'OVALRNG' wait 0 if $1597 == 0 // integer values jf @OVALRNG_77 increment_mission_attempts :OVALRNG_77 054C: use_GXT_table 'OVALRIG' $7442 = 0 // integer values $7438 = 0 // integer values $7439 = 0 // integer values $7440 = 0 // integer values $7441 = 0 // integer values $7023 = 0 // integer values $7029 = 0 // integer values $7035 = 0 // integer values $7041 = 0 // integer values $7047 = 0 // integer values $7053 = 0 // integer values $7059 = 0 // integer values $7065 = 0 // integer values $7071 = 0 // integer values $7059 = 0 // integer values $7083 = 0 // integer values $7089 = 0 // integer values $7010 = 0 // integer values $7014 = 0 // integer values $7018 = 0 // integer values $7024 = 0 // integer values $7030 = 0 // integer values $7036 = 0 // integer values $7042 = 0 // integer values $7048 = 0 // integer values $7054 = 0 // integer values $7060 = 0 // integer values $7066 = 0 // integer values $7072 = 0 // integer values $7078 = 0 // integer values $7084 = 0 // integer values $7090 = 0 // integer values $7445 = 0 // integer values $7446 = 0 // integer values $7447 = 0 // integer values $7093 = 0 // integer values $7094 = 0 // integer values $7095 = 0 // integer values $7096 = 0 // integer values $7097 = 0 // integer values $7098 = 0 // integer values $7099 = 0 // integer values $7100 = 0 // integer values $7101 = 0 // integer values $7102 = 0 // integer values $7103 = 0 // integer values $7104 = 0 // integer values $7012 = 0 // integer values $7016 = 0 // integer values $7020 = 0 // integer values $7026 = 0 // integer values $7032 = 0 // integer values $7038 = 0 // integer values $7044 = 0 // integer values $7050 = 0 // integer values $7056 = 0 // integer values $7062 = 0 // integer values $7068 = 0 // integer values $7074 = 0 // integer values $7080 = 0 // integer values $7086 = 0 // integer values $7092 = 0 // integer values $7001 = 0 // integer values $6988 = -1 // integer values $6989 = 0 // integer values $6990 = 0 // integer values $6991 = 0 // integer values $6992 = 0 // integer values $6993 = 0 // integer values $6994 = -1 // integer values $6995 = -1 // integer values $6997 = 0 // integer values $6999 = 0 // integer values $7006 = 0 // integer values $7443 = 0 // integer values $7004 = 0 // integer values $7007 = 0 // integer values $7000 = 0 // integer values $7003 = 100 // integer values $7500 = 0.0 // floating-point values $7501 = 0.0 // floating-point values $7502 = 0.0 // floating-point values $7509 = -1288.976 // floating-point values $7510 = 1190.669 // floating-point values $7511 = 264.291 // floating-point values $7512 = -1257.085 // floating-point values $7513 = 1245.841 // floating-point values $7514 = 264.296 // floating-point values $7515 = -1296.749 // floating-point values $7516 = 1306.123 // floating-point values $7517 = 264.296 // floating-point values $7518 = -1366.372 // floating-point values $7519 = 1326.72 // floating-point values $7520 = 264.296 // floating-point values $7521 = -1419.235 // floating-point values $7522 = 1327.06 // floating-point values $7523 = 264.296 // floating-point values $7524 = -1500.381 // floating-point values $7525 = 1306.066 // floating-point values $7526 = 264.296 // floating-point values $7527 = -1540.008 // floating-point values $7528 = 1245.841 // floating-point values $7529 = 264.296 // floating-point values $7530 = -1500.446 // floating-point values $7531 = 1185.51 // floating-point values $7532 = 264.296 // floating-point values $7533 = -1419.234 // floating-point values $7534 = 1164.33 // floating-point values $7535 = 264.296 // floating-point values $7536 = -1355.087 // floating-point values $7537 = 1165.782 // floating-point values $7538 = 264.296 // floating-point values select_interior 16 057E: make_radar_grey 1 0581: enable_radar 0 04F9: set_extracolors 11 fade 0 0055: put_player $PLAYER_CHAR at -1420.856 1245.843 251.379 Model.Load(#WMYCR) Model.Load(#HOTRINA) Model.Load(#HOTRINB) Model.Load(#HOTRING) Camera.SetAtPos(-1343.743, 1151.814, 275.7988) 038B: load_requested_models :OVALRNG_1046 if or not Model.Available(#WMYCR) not Model.Available(#HOTRINA) not Model.Available(#HOTRINB) not Model.Available(#HOTRING) jf @OVALRNG_1087 wait 0 jump @OVALRNG_1046 :OVALRNG_1087 Camera.SetPosition(-1318.205, 1163.39, 273.7596, 0.0, 0.0, 0.0) Camera.PointAt(-1319.118, 1163.731, 273.5374, 2) 02A3: enable_widescreen 1 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 if $ONMISSION == 0 // integer values jf @OVALRNG_1562 $6995 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7424 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7425 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7426 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7022 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7028 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7034 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7040 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7046 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7052 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7058 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7064 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7070 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7076 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7082 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) $7088 = Actor.Create(CivMale, #MALE01, 0.0, 0.0, 0.0) :OVALRNG_1562 $7009 = Car.Create(#HOTRINA, -1344.487, 1172.733, 263.8694) Car.Angle($7009) = 284.8876 Car.StorePos($7009, $7491, $7492, $7493) 0084: $6994 = $7009 // integer values and handles gosub @OVALRNG_18682 0084: $7424 = $6995 // integer values and handles 0506: vehicle_model 232 set_next_variation 0 -1 $7013 = Car.Create(#HOTRINA, -1343.438, 1167.837, 264.6195) Car.Angle($7013) = 281.5068 Car.StorePos($7013, $7494, $7495, $7496) 0084: $6994 = $7013 // integer values and handles gosub @OVALRNG_18682 0084: $7425 = $6995 // integer values and handles 0506: vehicle_model 232 set_next_variation 1 -1 $7017 = Car.Create(#HOTRINA, -1354.297, 1170.289, 263.9862) Car.Angle($7017) = 282.7367 Car.StorePos($7017, $7497, $7498, $7499) 0084: $6994 = $7017 // integer values and handles gosub @OVALRNG_18682 0084: $7426 = $6995 // integer values and handles 0506: vehicle_model 232 set_next_variation 2 -1 $7021 = Car.Create(#HOTRINA, -1352.847, 1165.527, 264.7497) Car.Angle($7021) = 284.2442 Car.StorePos($7021, 0@, 1@, 2@) 0084: $6994 = $7021 // integer values and handles gosub @OVALRNG_18682 0084: $7022 = $6995 // integer values and handles 0506: vehicle_model 232 set_next_variation 3 -1 $7027 = Car.Create(#HOTRINA, -1363.758, 1169.078, 264.0151) Car.Angle($7027) = 276.4275 Car.StorePos($7027, 3@, 4@, 5@) 0084: $6994 = $7027 // integer values and handles gosub @OVALRNG_18682 0084: $7028 = $6995 // integer values and handles 0506: vehicle_model 232 set_next_variation 4 -1 $7033 = Car.Create(#HOTRINA, -1363.67, 1164.15, 264.7848) Car.Angle($7033) = 277.8466 Car.StorePos($7033, 6@, 7@, 8@) 0084: $6994 = $7033 // integer values and handles gosub @OVALRNG_18682 0084: $7034 = $6995 // integer values and handles 0506: vehicle_model 232 set_next_variation 5 -1 $7039 = Car.Create(#HOTRINA, -1373.879, 1168.654, 264.0179) Car.Angle($7039) = 273.302 Car.StorePos($7039, 9@, 10@, 11@) 0084: $6994 = $7039 // integer values and handles gosub @OVALRNG_18682 0084: $7040 = $6995 // integer values and handles 0506: vehicle_model 233 set_next_variation 0 -1 $7045 = Car.Create(#HOTRINB, -1374.561, 1163.055, 264.9375) Car.Angle($7045) = 272.9799 Car.StorePos($7045, 12@, 13@, 14@) 0084: $6994 = $7045 // integer values and handles gosub @OVALRNG_18682 0084: $7046 = $6995 // integer values and handles 0506: vehicle_model 233 set_next_variation 1 -1 $7051 = Car.Create(#HOTRINB, -1383.668, 1167.947, 264.1144) Car.Angle($7051) = 273.0015 Car.StorePos($7051, $7105, $7106, $7107) 0084: $6994 = $7051 // integer values and handles gosub @OVALRNG_18682 0084: $7052 = $6995 // integer values and handles 0506: vehicle_model 233 set_next_variation 2 -1 $7057 = Car.Create(#HOTRINB, -1383.582, 1162.903, 264.9546) Car.Angle($7057) = 269.9305 Car.StorePos($7057, $7108, $7109, $7110) 0084: $6994 = $7057 // integer values and handles gosub @OVALRNG_18682 0084: $7058 = $6995 // integer values and handles 0506: vehicle_model 233 set_next_variation 3 -1 $7063 = Car.Create(#HOTRINB, -1393.223, 1167.712, 264.1403) Car.Angle($7063) = 270.1651 Car.StorePos($7063, $7111, $7112, $7113) 0084: $6994 = $7063 // integer values and handles gosub @OVALRNG_18682 0084: $7064 = $6995 // integer values and handles 0506: vehicle_model 233 set_next_variation 4 -1 $7069 = Car.Create(#HOTRINB, -1393.104, 1163.053, 264.914) Car.Angle($7069) = 270.334 Car.StorePos($7069, $7114, $7115, $7116) 0084: $6994 = $7069 // integer values and handles gosub @OVALRNG_18682 0084: $7070 = $6995 // integer values and handles 0506: vehicle_model 233 set_next_variation 5 -1 $7075 = Car.Create(#HOTRINB, -1402.184, 1167.193, 264.2093) Car.Angle($7075) = 271.0722 Car.StorePos($7075, $7117, $7118, $7119) 0084: $6994 = $7075 // integer values and handles gosub @OVALRNG_18682 0084: $7076 = $6995 // integer values and handles $7081 = Car.Create(#HOTRINA, -1402.375, 1163.057, 264.9016) Car.Angle($7081) = 266.2549 Car.StorePos($7081, $7120, $7121, $7122) 0084: $6994 = $7081 // integer values and handles gosub @OVALRNG_18682 0084: $7082 = $6995 // integer values and handles $7087 = Car.Create(#HOTRINB, -1412.111, 1167.211, 264.2081) Car.Angle($7087) = 273.8779 Car.StorePos($7087, $7123, $7124, $7125) 0084: $6994 = $7087 // integer values and handles gosub @OVALRNG_18682 0084: $7088 = $6995 // integer values and handles $7002 = Car.Create(#HOTRING, -1411.949, 1162.92, 264.916) Car.Angle($7002) = 271.2772 Car.Health($7002) = 1250 Car.SetImmunities($7002, 0, 1, 1, 0, 0) Car.StorePos($7002, $7485, $7486, $7487) 0169: set_fade_color 0 0 1 fade 1 1500 wait 250 $6996 = 1 // integer values gosub @OVALRNG_18808 if 80E0: not player $PLAYER_CHAR driving jf @OVALRNG_2871 if not Car.Wrecked($7002) jf @OVALRNG_2864 0369: put_player $PLAYER_CHAR in_car $7002 :OVALRNG_2864 jump @OVALRNG_2919 :OVALRNG_2871 012A: put_player $PLAYER_CHAR at -1504.198 1314.846 265.2744 and_remove_from_car wait 0 if not Car.Wrecked($7002) jf @OVALRNG_2919 0369: put_player $PLAYER_CHAR in_car $7002 :OVALRNG_2919 00BC: text_highpriority 'HOTR_01' 8000 ms 1 // ~g~The Race lasts for 12 laps. Only 1st, 2nd and 3rd places qualify for winnings. 01BD: $4811 = current_time_in_ms $6993 = 1 // integer values 03F0: enable_text_draw 1 16@ = 0 // integer values :OVALRNG_2957 wait 0 01BD: $4811 = current_time_in_ms if 00F6: player $PLAYER_CHAR 1 -1414.753 1155.434 266.3521 radius 1.5 2.0 1.5 jf @OVALRNG_3036 00BC: text_highpriority 'HOTR_14' 2500 ms 1 // ~r~You have been disqualified! jump @OVALRNG_17790 :OVALRNG_3036 if 5 > $6988 // integer values jf @OVALRNG_3163 if $6988 > -1 // integer values jf @OVALRNG_3163 if 00E1: player 0 pressed_button 16 jf @OVALRNG_3138 if $7004 == 1 // integer values jf @OVALRNG_3131 03EB: clear_small_messages_only 0084: $6989 = $4811 // integer values and handles $6989 -= 100 // integer values $6988 = 5 // integer values :OVALRNG_3131 jump @OVALRNG_3163 :OVALRNG_3138 if $7004 == 0 // integer values jf @OVALRNG_3163 $7004 = 1 // integer values :OVALRNG_3163 if $6988 == -1 // integer values jf @OVALRNG_3224 $7001 = 2 // integer values if not fading jf @OVALRNG_3224 0084: $6989 = $4811 // integer values and handles $6989 += 3000 // integer values $6988 = 0 // integer values :OVALRNG_3224 if $6988 == 0 // integer values jf @OVALRNG_3335 if 001C: $4811 > $6989 // integer values jf @OVALRNG_3335 Camera.SetPosition(-1334.666, 1172.511, 266.2422, 0.0, 0.0, 0.0) Camera.PointAt(-1335.628, 1172.264, 266.1259, 2) 0084: $6989 = $4811 // integer values and handles $6989 += 3000 // integer values $6988 = 1 // integer values :OVALRNG_3335 if $6988 == 1 // integer values jf @OVALRNG_3461 if 001C: $4811 > $6989 // integer values jf @OVALRNG_3461 Camera.SetPosition(-1323.005, 1328.07, 270.0141, 0.0, 0.0, 0.0) Camera.PointAt(-1323.981, 1328.235, 269.8705, 2) 00BC: text_highpriority 'HOTR_02' 3500 ms 1 // ~g~If your car is destroyed you will be disqualified. 0084: $6989 = $4811 // integer values and handles $6989 += 3500 // integer values $6988 = 2 // integer values :OVALRNG_3461 if $6988 == 2 // integer values jf @OVALRNG_3587 if 001C: $4811 > $6989 // integer values jf @OVALRNG_3587 Camera.SetPosition(-1378.531, 1355.834, 271.5822, 0.0, 0.0, 0.0) Camera.PointAt(-1379.45, 1355.702, 271.2112, 2) 00BB: text_lowpriority 'HOTR_03' 4500 ms 1 // ~g~When your car is damaged you can get it repaired at the pitstop. 0084: $6989 = $4811 // integer values and handles $6989 += 4500 // integer values $6988 = 3 // integer values :OVALRNG_3587 if $6988 == 3 // integer values jf @OVALRNG_3713 if 001C: $4811 > $6989 // integer values jf @OVALRNG_3713 Camera.SetPosition(-1394.765, 1175.184, 269.201, 0.0, 0.0, 0.0) Camera.PointAt(-1395.474, 1174.495, 269.0483, 2) 00BC: text_highpriority 'HOTR_04' 4500 ms 1 // ~g~This is the way to leave the stadium. 0084: $6989 = $4811 // integer values and handles $6989 += 2500 // integer values $6988 = 4 // integer values :OVALRNG_3713 if $6988 == 4 // integer values jf @OVALRNG_3824 if 001C: $4811 > $6989 // integer values jf @OVALRNG_3824 Camera.SetPosition(-1405.329, 1161.493, 270.4964, 0.0, 0.0, 0.0) Camera.PointAt(-1406.135, 1160.961, 270.2356, 1) 0084: $6989 = $4811 // integer values and handles $6989 += 2000 // integer values $6988 = 5 // integer values :OVALRNG_3824 if $6988 == 5 // integer values jf @OVALRNG_3937 if 001C: $4811 > $6989 // integer values jf @OVALRNG_3937 03F0: enable_text_draw 0 $7001 = 0 // integer values Camera.SetBehindPlayer Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 00BA: text_styled 'RACES_4' 1100 ms 4 // 3 018C: play_sound 7 at 0.0 0.0 0.0 0084: $6989 = $4811 // integer values and handles $6989 += 1000 // integer values $6988 = 6 // integer values :OVALRNG_3937 if $6988 == 6 // integer values jf @OVALRNG_4031 if 001C: $4811 > $6989 // integer values jf @OVALRNG_4031 00BA: text_styled 'RACES_5' 1100 ms 4 // 2 018C: play_sound 8 at 0.0 0.0 0.0 0084: $6989 = $4811 // integer values and handles $6989 += 1000 // integer values $6988 = 7 // integer values :OVALRNG_4031 if $6988 == 7 // integer values jf @OVALRNG_4125 if 001C: $4811 > $6989 // integer values jf @OVALRNG_4125 00BA: text_styled 'RACES_6' 1100 ms 4 // 1 018C: play_sound 9 at 0.0 0.0 0.0 0084: $6989 = $4811 // integer values and handles $6989 += 1000 // integer values $6988 = 8 // integer values :OVALRNG_4125 if $6988 == 8 // integer values jf @OVALRNG_4372 if 001C: $4811 > $6989 // integer values jf @OVALRNG_4372 if not Car.Wrecked($7002) jf @OVALRNG_4372 $6996 = 0 // integer values gosub @OVALRNG_18808 00BA: text_styled 'RACES_7' 800 ms 4 // GO! 018C: play_sound 10 at 0.0 0.0 0.0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 04F7: status_text $7003 1 line 1 'HOTR_05' // Car Health: 0084: $7442 = $7438 // integer values and handles gosub @OVALRNG_18246 0086: $7485 = $7500 // floating-point values only 0086: $7486 = $7501 // floating-point values only 0086: $7487 = $7502 // floating-point values only 0084: $7438 = $7442 // integer values and handles 04F7: status_text $6990 0 line 2 'HOTR_06' // Laps: 04F7: status_text $7443 0 line 3 'HOTR_09' // Position: 03C3: set_timer_with_text_to $6999 type 0 text 'HOTR_10' // Race Time: 0084: $7000 = $4811 // integer values and handles $6988 = 9 // integer values :OVALRNG_4372 if $6988 == 9 // integer values jf @OVALRNG_14261 $7443 = 1 // integer values if Car.Wrecked($7002) jf @OVALRNG_4442 00BC: text_highpriority 'HOTR_12' 2000 ms 1 // ~r~Your car has been destroyed! jump @OVALRNG_17790 jump @OVALRNG_4607 :OVALRNG_4442 if 01B0: car $7002 stopped 1 -1396.369 1354.573 265.0766 radius 9.0 4.0 5.0 jf @OVALRNG_4559 if 0442: player $PLAYER_CHAR in_car $7002 jf @OVALRNG_4559 $7003 = Car.Health($7002) $7003 += 5 // integer values if $7003 > 1250 // integer values jf @OVALRNG_4551 $7003 = 1250 // integer values :OVALRNG_4551 Car.Health($7002) = $7003 :OVALRNG_4559 $7003 = Car.Health($7002) $7003 -= 250 // integer values $7003 /= 10 // integer values if 0 > $7003 // integer values jf @OVALRNG_4607 $7003 = 0 // integer values :OVALRNG_4607 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7485 $7486 $7487 radius 24.0 24.0 24.0 jf @OVALRNG_4928 0084: $7442 = $7438 // integer values and handles gosub @OVALRNG_18246 0086: $7485 = $7500 // floating-point values only 0086: $7486 = $7501 // floating-point values only 0086: $7487 = $7502 // floating-point values only 0084: $7438 = $7442 // integer values and handles if $7438 == 0 // integer values jf @OVALRNG_4928 $6990 += 1 // integer values 0084: $6998 = $4811 // integer values and handles 0060: $6998 -= $7000 // integer values 0084: $7460 = $6998 // integer values and handles $7460 /= 1000 // integer values 0084: $7005 = $7460 // integer values and handles $7005 *= 1000 // integer values 0084: $7453 = $6998 // integer values and handles 0060: $7453 -= $7005 // integer values 0084: $7005 = $7453 // integer values and handles $7005 /= 10 // integer values if 001C: $1594 > $6998 // integer values jf @OVALRNG_4901 0084: $1594 = $6998 // integer values and handles 042E: downdate_integer_stat 21 to $1594 if $7005 > 9 // integer values jf @OVALRNG_4880 02FD: text_2numbers_lowpriority 'HOTR_11' $7460 $7005 5000 flag 1 // New best lap time: ~1~.~1~ seconds jump @OVALRNG_4901 :OVALRNG_4880 02FD: text_2numbers_lowpriority 'HOTR_34' $7460 $7005 5000 flag 1 // New best lap time: ~1~.0~1~ seconds :OVALRNG_4901 0084: $7000 = $4811 // integer values and handles 018C: play_sound 1 at 0.0 0.0 0.0 :OVALRNG_4928 0084: $6991 = $6990 // integer values and handles $6991 *= 100 // integer values 0058: $6991 += $7438 // integer values if Car.Wrecked($7009) jf @OVALRNG_5170 Car.RemoveReferences($7009) Actor.RemoveReferences($7424) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_5163 $7009 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7009 // integer values and handles gosub @OVALRNG_18682 0084: $7424 = $6995 // integer values and handles if 001C: $6990 > $7010 // integer values jf @OVALRNG_5093 0084: $7010 = $6990 // integer values and handles :OVALRNG_5093 $7439 = 0 // integer values 0084: $7442 = $7439 // integer values and handles gosub @OVALRNG_18246 0086: $7491 = $7500 // floating-point values only 0086: $7492 = $7501 // floating-point values only 0086: $7493 = $7502 // floating-point values only Car.DriveTo($7009, $7491, $7492, $7493) 04BA: set_car $7009 speed_instantly 30.0 :OVALRNG_5163 jump @OVALRNG_5541 :OVALRNG_5170 if 01AF: car $7009 0 $7491 $7492 $7493 radius 24.0 24.0 24.0 jf @OVALRNG_5321 0084: $7442 = $7439 // integer values and handles gosub @OVALRNG_18246 0086: $7491 = $7500 // floating-point values only 0086: $7492 = $7501 // floating-point values only 0086: $7493 = $7502 // floating-point values only 0084: $7439 = $7442 // integer values and handles if $7439 == 0 // integer values jf @OVALRNG_5284 $7010 += 1 // integer values :OVALRNG_5284 Car.DriveTo($7009, $7491, $7492, $7493) 0084: $7011 = $7010 // integer values and handles $7011 *= 100 // integer values 0058: $7011 += $7439 // integer values :OVALRNG_5321 if 01AF: car $7009 0 $4853 $4854 $4855 radius 3.0 3.0 3.0 jf @OVALRNG_5397 if 001C: $4811 > $7445 // integer values jf @OVALRNG_5390 Car.Health($7009) = 230 :OVALRNG_5390 jump @OVALRNG_5427 :OVALRNG_5397 Car.StorePos($7009, $4853, $4854, $4855) 0084: $7445 = $4811 // integer values and handles $7445 += 5000 // integer values :OVALRNG_5427 if 01AF: car $7009 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_5525 if 001C: $4811 > $7012 // integer values jf @OVALRNG_5518 Car.Health($7009) = 100 Car.RemoveReferences($7009) Actor.RemoveReferences($7424) $7009 = -1 // integer values :OVALRNG_5518 jump @OVALRNG_5541 :OVALRNG_5525 0084: $7012 = $4811 // integer values and handles $7012 += 3000 // integer values :OVALRNG_5541 0084: $6992 = $7011 // integer values and handles 0084: $451 = $7009 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7013) jf @OVALRNG_5792 Car.RemoveReferences($7013) Actor.RemoveReferences($7425) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_5785 0506: vehicle_model 232 set_next_variation 0 -1 $7013 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7013 // integer values and handles gosub @OVALRNG_18682 0084: $7425 = $6995 // integer values and handles if 001C: $6990 > $7014 // integer values jf @OVALRNG_5715 0084: $7014 = $6990 // integer values and handles :OVALRNG_5715 $7440 = 0 // integer values 0084: $7442 = $7440 // integer values and handles gosub @OVALRNG_18246 0086: $7494 = $7500 // floating-point values only 0086: $7495 = $7501 // floating-point values only 0086: $7496 = $7502 // floating-point values only Car.DriveTo($7013, $7494, $7495, $7496) 04BA: set_car $7013 speed_instantly 30.0 :OVALRNG_5785 jump @OVALRNG_6163 :OVALRNG_5792 if 01AF: car $7013 0 $7494 $7495 $7496 radius 24.0 24.0 24.0 jf @OVALRNG_5943 0084: $7442 = $7440 // integer values and handles gosub @OVALRNG_18246 0086: $7494 = $7500 // floating-point values only 0086: $7495 = $7501 // floating-point values only 0086: $7496 = $7502 // floating-point values only 0084: $7440 = $7442 // integer values and handles if $7440 == 0 // integer values jf @OVALRNG_5906 $7014 += 1 // integer values :OVALRNG_5906 Car.DriveTo($7013, $7494, $7495, $7496) 0084: $7015 = $7014 // integer values and handles $7015 *= 100 // integer values 0058: $7015 += $7440 // integer values :OVALRNG_5943 if 01AF: car $7013 0 $4856 $4857 $4858 radius 3.0 3.0 3.0 jf @OVALRNG_6019 if 001C: $4811 > $7446 // integer values jf @OVALRNG_6012 Car.Health($7013) = 230 :OVALRNG_6012 jump @OVALRNG_6049 :OVALRNG_6019 Car.StorePos($7013, $4856, $4857, $4858) 0084: $7446 = $4811 // integer values and handles $7446 += 5000 // integer values :OVALRNG_6049 if 01AF: car $7013 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_6147 if 001C: $4811 > $7016 // integer values jf @OVALRNG_6140 Car.Health($7013) = 100 Car.RemoveReferences($7013) Actor.RemoveReferences($7425) $7013 = -1 // integer values :OVALRNG_6140 jump @OVALRNG_6163 :OVALRNG_6147 0084: $7016 = $4811 // integer values and handles $7016 += 3000 // integer values :OVALRNG_6163 0084: $6992 = $7015 // integer values and handles 0084: $451 = $7013 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7017) jf @OVALRNG_6414 Car.RemoveReferences($7017) Actor.RemoveReferences($7426) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_6407 0506: vehicle_model 232 set_next_variation 1 -1 $7017 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7017 // integer values and handles gosub @OVALRNG_18682 0084: $7426 = $6995 // integer values and handles if 001C: $6990 > $7018 // integer values jf @OVALRNG_6337 0084: $7018 = $6990 // integer values and handles :OVALRNG_6337 $7441 = 0 // integer values 0084: $7442 = $7441 // integer values and handles gosub @OVALRNG_18246 0086: $7497 = $7500 // floating-point values only 0086: $7498 = $7501 // floating-point values only 0086: $7499 = $7502 // floating-point values only Car.DriveTo($7017, $7497, $7498, $7499) 04BA: set_car $7017 speed_instantly 30.0 :OVALRNG_6407 jump @OVALRNG_6785 :OVALRNG_6414 if 01AF: car $7017 0 $7497 $7498 $7499 radius 24.0 24.0 24.0 jf @OVALRNG_6565 0084: $7442 = $7441 // integer values and handles gosub @OVALRNG_18246 0086: $7497 = $7500 // floating-point values only 0086: $7498 = $7501 // floating-point values only 0086: $7499 = $7502 // floating-point values only 0084: $7441 = $7442 // integer values and handles if $7441 == 0 // integer values jf @OVALRNG_6528 $7018 += 1 // integer values :OVALRNG_6528 Car.DriveTo($7017, $7497, $7498, $7499) 0084: $7019 = $7018 // integer values and handles $7019 *= 100 // integer values 0058: $7019 += $7441 // integer values :OVALRNG_6565 if 01AF: car $7017 0 $4859 $4860 $4861 radius 3.0 3.0 3.0 jf @OVALRNG_6641 if 001C: $4811 > $7447 // integer values jf @OVALRNG_6634 Car.Health($7017) = 230 :OVALRNG_6634 jump @OVALRNG_6671 :OVALRNG_6641 Car.StorePos($7017, $4859, $4860, $4861) 0084: $7447 = $4811 // integer values and handles $7447 += 5000 // integer values :OVALRNG_6671 if 01AF: car $7017 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_6769 if 001C: $4811 > $7020 // integer values jf @OVALRNG_6762 Car.Health($7017) = 100 Car.RemoveReferences($7017) Actor.RemoveReferences($7426) $7017 = -1 // integer values :OVALRNG_6762 jump @OVALRNG_6785 :OVALRNG_6769 0084: $7020 = $4811 // integer values and handles $7020 += 3000 // integer values :OVALRNG_6785 0084: $6992 = $7019 // integer values and handles 0084: $451 = $7017 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7021) jf @OVALRNG_7036 Car.RemoveReferences($7021) Actor.RemoveReferences($7022) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_7029 0506: vehicle_model 232 set_next_variation 2 -1 $7021 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7021 // integer values and handles gosub @OVALRNG_18682 0084: $7022 = $6995 // integer values and handles if 001C: $6990 > $7024 // integer values jf @OVALRNG_6959 0084: $7024 = $6990 // integer values and handles :OVALRNG_6959 $7023 = 0 // integer values 0084: $7442 = $7023 // integer values and handles gosub @OVALRNG_18246 0089: 0@ = $7500 // floating-point values only 0089: 1@ = $7501 // floating-point values only 0089: 2@ = $7502 // floating-point values only Car.DriveTo($7021, 0@, 1@, 2@) 04BA: set_car $7021 speed_instantly 30.0 :OVALRNG_7029 jump @OVALRNG_7407 :OVALRNG_7036 if 01AF: car $7021 0 0@ 1@ 2@ radius 24.0 24.0 24.0 jf @OVALRNG_7187 0084: $7442 = $7023 // integer values and handles gosub @OVALRNG_18246 0089: 0@ = $7500 // floating-point values only 0089: 1@ = $7501 // floating-point values only 0089: 2@ = $7502 // floating-point values only 0084: $7023 = $7442 // integer values and handles if $7023 == 0 // integer values jf @OVALRNG_7150 $7024 += 1 // integer values :OVALRNG_7150 Car.DriveTo($7021, 0@, 1@, 2@) 0084: $7025 = $7024 // integer values and handles $7025 *= 100 // integer values 0058: $7025 += $7023 // integer values :OVALRNG_7187 if 01AF: car $7021 0 $7126 $7127 $7128 radius 3.0 3.0 3.0 jf @OVALRNG_7263 if 001C: $4811 > $7093 // integer values jf @OVALRNG_7256 Car.Health($7021) = 230 :OVALRNG_7256 jump @OVALRNG_7293 :OVALRNG_7263 Car.StorePos($7021, $7126, $7127, $7128) 0084: $7093 = $4811 // integer values and handles $7093 += 5000 // integer values :OVALRNG_7293 if 01AF: car $7021 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_7391 if 001C: $4811 > $7026 // integer values jf @OVALRNG_7384 Car.Health($7021) = 100 Car.RemoveReferences($7021) Actor.RemoveReferences($7022) $7021 = -1 // integer values :OVALRNG_7384 jump @OVALRNG_7407 :OVALRNG_7391 0084: $7026 = $4811 // integer values and handles $7026 += 3000 // integer values :OVALRNG_7407 0084: $6992 = $7025 // integer values and handles 0084: $451 = $7021 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7027) jf @OVALRNG_7658 Car.RemoveReferences($7027) Actor.RemoveReferences($7028) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_7651 0506: vehicle_model 232 set_next_variation 3 -1 $7027 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7027 // integer values and handles gosub @OVALRNG_18682 0084: $7028 = $6995 // integer values and handles if 001C: $6990 > $7030 // integer values jf @OVALRNG_7581 0084: $7030 = $6990 // integer values and handles :OVALRNG_7581 $7029 = 0 // integer values 0084: $7442 = $7029 // integer values and handles gosub @OVALRNG_18246 0089: 3@ = $7500 // floating-point values only 0089: 4@ = $7501 // floating-point values only 0089: 5@ = $7502 // floating-point values only Car.DriveTo($7027, 3@, 4@, 5@) 04BA: set_car $7027 speed_instantly 30.0 :OVALRNG_7651 jump @OVALRNG_8029 :OVALRNG_7658 if 01AF: car $7027 0 3@ 4@ 5@ radius 24.0 24.0 24.0 jf @OVALRNG_7809 0084: $7442 = $7029 // integer values and handles gosub @OVALRNG_18246 0089: 3@ = $7500 // floating-point values only 0089: 4@ = $7501 // floating-point values only 0089: 5@ = $7502 // floating-point values only 0084: $7029 = $7442 // integer values and handles if $7029 == 0 // integer values jf @OVALRNG_7772 $7030 += 1 // integer values :OVALRNG_7772 Car.DriveTo($7027, 3@, 4@, 5@) 0084: $7031 = $7030 // integer values and handles $7031 *= 100 // integer values 0058: $7031 += $7029 // integer values :OVALRNG_7809 if 01AF: car $7027 0 $7129 $7130 $7131 radius 3.0 3.0 3.0 jf @OVALRNG_7885 if 001C: $4811 > $7094 // integer values jf @OVALRNG_7878 Car.Health($7027) = 230 :OVALRNG_7878 jump @OVALRNG_7915 :OVALRNG_7885 Car.StorePos($7027, $7129, $7130, $7131) 0084: $7094 = $4811 // integer values and handles $7094 += 5000 // integer values :OVALRNG_7915 if 01AF: car $7027 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_8013 if 001C: $4811 > $7032 // integer values jf @OVALRNG_8006 Car.Health($7027) = 100 Car.RemoveReferences($7027) Actor.RemoveReferences($7028) $7027 = -1 // integer values :OVALRNG_8006 jump @OVALRNG_8029 :OVALRNG_8013 0084: $7032 = $4811 // integer values and handles $7032 += 3000 // integer values :OVALRNG_8029 0084: $6992 = $7031 // integer values and handles 0084: $451 = $7027 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7033) jf @OVALRNG_8280 Car.RemoveReferences($7033) Actor.RemoveReferences($7034) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_8273 0506: vehicle_model 232 set_next_variation 4 -1 $7033 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7033 // integer values and handles gosub @OVALRNG_18682 0084: $7034 = $6995 // integer values and handles if 001C: $6990 > $7036 // integer values jf @OVALRNG_8203 0084: $7036 = $6990 // integer values and handles :OVALRNG_8203 $7035 = 0 // integer values 0084: $7442 = $7035 // integer values and handles gosub @OVALRNG_18246 0089: 6@ = $7500 // floating-point values only 0089: 7@ = $7501 // floating-point values only 0089: 8@ = $7502 // floating-point values only Car.DriveTo($7033, 6@, 7@, 8@) 04BA: set_car $7033 speed_instantly 30.0 :OVALRNG_8273 jump @OVALRNG_8651 :OVALRNG_8280 if 01AF: car $7033 0 6@ 7@ 8@ radius 24.0 24.0 24.0 jf @OVALRNG_8431 0084: $7442 = $7035 // integer values and handles gosub @OVALRNG_18246 0089: 6@ = $7500 // floating-point values only 0089: 7@ = $7501 // floating-point values only 0089: 8@ = $7502 // floating-point values only 0084: $7035 = $7442 // integer values and handles if $7035 == 0 // integer values jf @OVALRNG_8394 $7036 += 1 // integer values :OVALRNG_8394 Car.DriveTo($7033, 6@, 7@, 8@) 0084: $7037 = $7036 // integer values and handles $7037 *= 100 // integer values 0058: $7037 += $7035 // integer values :OVALRNG_8431 if 01AF: car $7033 0 $7132 $7133 $7134 radius 3.0 3.0 3.0 jf @OVALRNG_8507 if 001C: $4811 > $7095 // integer values jf @OVALRNG_8500 Car.Health($7033) = 230 :OVALRNG_8500 jump @OVALRNG_8537 :OVALRNG_8507 Car.StorePos($7033, $7132, $7133, $7134) 0084: $7095 = $4811 // integer values and handles $7095 += 5000 // integer values :OVALRNG_8537 if 01AF: car $7033 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_8635 if 001C: $4811 > $7038 // integer values jf @OVALRNG_8628 Car.Health($7033) = 100 Car.RemoveReferences($7033) Actor.RemoveReferences($7034) $7033 = -1 // integer values :OVALRNG_8628 jump @OVALRNG_8651 :OVALRNG_8635 0084: $7038 = $4811 // integer values and handles $7038 += 3000 // integer values :OVALRNG_8651 0084: $6992 = $7037 // integer values and handles 0084: $451 = $7033 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7039) jf @OVALRNG_8893 Car.RemoveReferences($7039) Actor.RemoveReferences($7040) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_8886 $7039 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7039 // integer values and handles gosub @OVALRNG_18682 0084: $7040 = $6995 // integer values and handles if 001C: $6990 > $7042 // integer values jf @OVALRNG_8816 0084: $7042 = $6990 // integer values and handles :OVALRNG_8816 $7041 = 0 // integer values 0084: $7442 = $7041 // integer values and handles gosub @OVALRNG_18246 0089: 9@ = $7500 // floating-point values only 0089: 10@ = $7501 // floating-point values only 0089: 11@ = $7502 // floating-point values only Car.DriveTo($7039, 9@, 10@, 11@) 04BA: set_car $7039 speed_instantly 30.0 :OVALRNG_8886 jump @OVALRNG_9264 :OVALRNG_8893 if 01AF: car $7039 0 9@ 10@ 11@ radius 24.0 24.0 24.0 jf @OVALRNG_9044 0084: $7442 = $7041 // integer values and handles gosub @OVALRNG_18246 0089: 9@ = $7500 // floating-point values only 0089: 10@ = $7501 // floating-point values only 0089: 11@ = $7502 // floating-point values only 0084: $7041 = $7442 // integer values and handles if $7041 == 0 // integer values jf @OVALRNG_9007 $7042 += 1 // integer values :OVALRNG_9007 Car.DriveTo($7039, 9@, 10@, 11@) 0084: $7043 = $7042 // integer values and handles $7043 *= 100 // integer values 0058: $7043 += $7041 // integer values :OVALRNG_9044 if 01AF: car $7039 0 $7135 $7136 $7137 radius 3.0 3.0 3.0 jf @OVALRNG_9120 if 001C: $4811 > $7096 // integer values jf @OVALRNG_9113 Car.Health($7039) = 230 :OVALRNG_9113 jump @OVALRNG_9150 :OVALRNG_9120 Car.StorePos($7039, $7135, $7136, $7137) 0084: $7096 = $4811 // integer values and handles $7096 += 5000 // integer values :OVALRNG_9150 if 01AF: car $7039 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_9248 if 001C: $4811 > $7044 // integer values jf @OVALRNG_9241 Car.Health($7039) = 100 Car.RemoveReferences($7039) Actor.RemoveReferences($7040) $7039 = -1 // integer values :OVALRNG_9241 jump @OVALRNG_9264 :OVALRNG_9248 0084: $7044 = $4811 // integer values and handles $7044 += 3000 // integer values :OVALRNG_9264 0084: $6992 = $7043 // integer values and handles 0084: $451 = $7039 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7045) jf @OVALRNG_9515 Car.RemoveReferences($7045) Actor.RemoveReferences($7046) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_9508 0506: vehicle_model 233 set_next_variation 0 -1 $7045 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7045 // integer values and handles gosub @OVALRNG_18682 0084: $7046 = $6995 // integer values and handles if 001C: $6990 > $7048 // integer values jf @OVALRNG_9438 0084: $7048 = $6990 // integer values and handles :OVALRNG_9438 $7047 = 0 // integer values 0084: $7442 = $7047 // integer values and handles gosub @OVALRNG_18246 0089: 12@ = $7500 // floating-point values only 0089: 13@ = $7501 // floating-point values only 0089: 14@ = $7502 // floating-point values only Car.DriveTo($7045, 12@, 13@, 14@) 04BA: set_car $7045 speed_instantly 30.0 :OVALRNG_9508 jump @OVALRNG_9886 :OVALRNG_9515 if 01AF: car $7045 0 12@ 13@ 14@ radius 24.0 24.0 24.0 jf @OVALRNG_9666 0084: $7442 = $7047 // integer values and handles gosub @OVALRNG_18246 0089: 12@ = $7500 // floating-point values only 0089: 13@ = $7501 // floating-point values only 0089: 14@ = $7502 // floating-point values only 0084: $7047 = $7442 // integer values and handles if $7047 == 0 // integer values jf @OVALRNG_9629 $7048 += 1 // integer values :OVALRNG_9629 Car.DriveTo($7045, 12@, 13@, 14@) 0084: $7049 = $7048 // integer values and handles $7049 *= 100 // integer values 0058: $7049 += $7047 // integer values :OVALRNG_9666 if 01AF: car $7045 0 $7138 $7139 $7140 radius 3.0 3.0 3.0 jf @OVALRNG_9742 if 001C: $4811 > $7097 // integer values jf @OVALRNG_9735 Car.Health($7045) = 230 :OVALRNG_9735 jump @OVALRNG_9772 :OVALRNG_9742 Car.StorePos($7045, $7138, $7139, $7140) 0084: $7097 = $4811 // integer values and handles $7097 += 5000 // integer values :OVALRNG_9772 if 01AF: car $7045 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_9870 if 001C: $4811 > $7050 // integer values jf @OVALRNG_9863 Car.Health($7045) = 100 Car.RemoveReferences($7045) Actor.RemoveReferences($7046) $7045 = -1 // integer values :OVALRNG_9863 jump @OVALRNG_9886 :OVALRNG_9870 0084: $7050 = $4811 // integer values and handles $7050 += 3000 // integer values :OVALRNG_9886 0084: $6992 = $7049 // integer values and handles 0084: $451 = $7045 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7051) jf @OVALRNG_10137 Car.RemoveReferences($7051) Actor.RemoveReferences($7052) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_10130 0506: vehicle_model 233 set_next_variation 1 -1 $7051 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7051 // integer values and handles gosub @OVALRNG_18682 0084: $7052 = $6995 // integer values and handles if 001C: $6990 > $7054 // integer values jf @OVALRNG_10060 0084: $7054 = $6990 // integer values and handles :OVALRNG_10060 $7053 = 0 // integer values 0084: $7442 = $7053 // integer values and handles gosub @OVALRNG_18246 0086: $7105 = $7500 // floating-point values only 0086: $7106 = $7501 // floating-point values only 0086: $7107 = $7502 // floating-point values only Car.DriveTo($7051, $7105, $7106, $7107) 04BA: set_car $7051 speed_instantly 30.0 :OVALRNG_10130 jump @OVALRNG_10508 :OVALRNG_10137 if 01AF: car $7051 0 $7105 $7106 $7107 radius 24.0 24.0 24.0 jf @OVALRNG_10288 0084: $7442 = $7053 // integer values and handles gosub @OVALRNG_18246 0086: $7105 = $7500 // floating-point values only 0086: $7106 = $7501 // floating-point values only 0086: $7107 = $7502 // floating-point values only 0084: $7053 = $7442 // integer values and handles if $7053 == 0 // integer values jf @OVALRNG_10251 $7054 += 1 // integer values :OVALRNG_10251 Car.DriveTo($7051, $7105, $7106, $7107) 0084: $7055 = $7054 // integer values and handles $7055 *= 100 // integer values 0058: $7055 += $7053 // integer values :OVALRNG_10288 if 01AF: car $7051 0 $7141 $7142 $7143 radius 3.0 3.0 3.0 jf @OVALRNG_10364 if 001C: $4811 > $7098 // integer values jf @OVALRNG_10357 Car.Health($7051) = 230 :OVALRNG_10357 jump @OVALRNG_10394 :OVALRNG_10364 Car.StorePos($7051, $7141, $7142, $7143) 0084: $7098 = $4811 // integer values and handles $7098 += 5000 // integer values :OVALRNG_10394 if 01AF: car $7051 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_10492 if 001C: $4811 > $7056 // integer values jf @OVALRNG_10485 Car.Health($7051) = 100 Car.RemoveReferences($7051) Actor.RemoveReferences($7052) $7051 = -1 // integer values :OVALRNG_10485 jump @OVALRNG_10508 :OVALRNG_10492 0084: $7056 = $4811 // integer values and handles $7056 += 3000 // integer values :OVALRNG_10508 0084: $6992 = $7055 // integer values and handles 0084: $451 = $7051 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7057) jf @OVALRNG_10759 Car.RemoveReferences($7057) Actor.RemoveReferences($7058) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_10752 0506: vehicle_model 233 set_next_variation 2 -1 $7057 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7057 // integer values and handles gosub @OVALRNG_18682 0084: $7058 = $6995 // integer values and handles if 001C: $6990 > $7060 // integer values jf @OVALRNG_10682 0084: $7060 = $6990 // integer values and handles :OVALRNG_10682 $7059 = 0 // integer values 0084: $7442 = $7059 // integer values and handles gosub @OVALRNG_18246 0086: $7108 = $7500 // floating-point values only 0086: $7109 = $7501 // floating-point values only 0086: $7110 = $7502 // floating-point values only Car.DriveTo($7057, $7108, $7109, $7110) 04BA: set_car $7057 speed_instantly 30.0 :OVALRNG_10752 jump @OVALRNG_11130 :OVALRNG_10759 if 01AF: car $7057 0 $7108 $7109 $7110 radius 24.0 24.0 24.0 jf @OVALRNG_10910 0084: $7442 = $7059 // integer values and handles gosub @OVALRNG_18246 0086: $7108 = $7500 // floating-point values only 0086: $7109 = $7501 // floating-point values only 0086: $7110 = $7502 // floating-point values only 0084: $7059 = $7442 // integer values and handles if $7059 == 0 // integer values jf @OVALRNG_10873 $7060 += 1 // integer values :OVALRNG_10873 Car.DriveTo($7057, $7108, $7109, $7110) 0084: $7061 = $7060 // integer values and handles $7061 *= 100 // integer values 0058: $7061 += $7059 // integer values :OVALRNG_10910 if 01AF: car $7057 0 $7144 $7145 $7146 radius 3.0 3.0 3.0 jf @OVALRNG_10986 if 001C: $4811 > $7099 // integer values jf @OVALRNG_10979 Car.Health($7057) = 230 :OVALRNG_10979 jump @OVALRNG_11016 :OVALRNG_10986 Car.StorePos($7057, $7144, $7145, $7146) 0084: $7099 = $4811 // integer values and handles $7099 += 5000 // integer values :OVALRNG_11016 if 01AF: car $7057 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_11114 if 001C: $4811 > $7062 // integer values jf @OVALRNG_11107 Car.Health($7057) = 100 Car.RemoveReferences($7057) Actor.RemoveReferences($7058) $7057 = -1 // integer values :OVALRNG_11107 jump @OVALRNG_11130 :OVALRNG_11114 0084: $7062 = $4811 // integer values and handles $7062 += 3000 // integer values :OVALRNG_11130 0084: $6992 = $7061 // integer values and handles 0084: $451 = $7057 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7063) jf @OVALRNG_11381 Car.RemoveReferences($7063) Actor.RemoveReferences($7064) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_11374 0506: vehicle_model 233 set_next_variation 3 -1 $7063 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7063 // integer values and handles gosub @OVALRNG_18682 0084: $7064 = $6995 // integer values and handles if 001C: $6990 > $7066 // integer values jf @OVALRNG_11304 0084: $7066 = $6990 // integer values and handles :OVALRNG_11304 $7065 = 0 // integer values 0084: $7442 = $7065 // integer values and handles gosub @OVALRNG_18246 0086: $7111 = $7500 // floating-point values only 0086: $7112 = $7501 // floating-point values only 0086: $7113 = $7502 // floating-point values only Car.DriveTo($7063, $7111, $7112, $7113) 04BA: set_car $7063 speed_instantly 30.0 :OVALRNG_11374 jump @OVALRNG_11752 :OVALRNG_11381 if 01AF: car $7063 0 $7111 $7112 $7113 radius 24.0 24.0 24.0 jf @OVALRNG_11532 0084: $7442 = $7065 // integer values and handles gosub @OVALRNG_18246 0086: $7111 = $7500 // floating-point values only 0086: $7112 = $7501 // floating-point values only 0086: $7113 = $7502 // floating-point values only 0084: $7065 = $7442 // integer values and handles if $7065 == 0 // integer values jf @OVALRNG_11495 $7066 += 1 // integer values :OVALRNG_11495 Car.DriveTo($7063, $7111, $7112, $7113) 0084: $7067 = $7066 // integer values and handles $7067 *= 100 // integer values 0058: $7067 += $7065 // integer values :OVALRNG_11532 if 01AF: car $7063 0 $7147 $7148 $7149 radius 3.0 3.0 3.0 jf @OVALRNG_11608 if 001C: $4811 > $7100 // integer values jf @OVALRNG_11601 Car.Health($7063) = 230 :OVALRNG_11601 jump @OVALRNG_11638 :OVALRNG_11608 Car.StorePos($7063, $7147, $7148, $7149) 0084: $7100 = $4811 // integer values and handles $7100 += 5000 // integer values :OVALRNG_11638 if 01AF: car $7063 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_11736 if 001C: $4811 > $7068 // integer values jf @OVALRNG_11729 Car.Health($7063) = 100 Car.RemoveReferences($7063) Actor.RemoveReferences($7064) $7063 = -1 // integer values :OVALRNG_11729 jump @OVALRNG_11752 :OVALRNG_11736 0084: $7068 = $4811 // integer values and handles $7068 += 3000 // integer values :OVALRNG_11752 0084: $6992 = $7067 // integer values and handles 0084: $451 = $7063 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7069) jf @OVALRNG_12003 Car.RemoveReferences($7069) Actor.RemoveReferences($7070) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_11996 0506: vehicle_model 233 set_next_variation 4 -1 $7069 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7069 // integer values and handles gosub @OVALRNG_18682 0084: $7070 = $6995 // integer values and handles if 001C: $6990 > $7072 // integer values jf @OVALRNG_11926 0084: $7072 = $6990 // integer values and handles :OVALRNG_11926 $7071 = 0 // integer values 0084: $7442 = $7071 // integer values and handles gosub @OVALRNG_18246 0086: $7114 = $7500 // floating-point values only 0086: $7115 = $7501 // floating-point values only 0086: $7116 = $7502 // floating-point values only Car.DriveTo($7069, $7114, $7115, $7116) 04BA: set_car $7069 speed_instantly 30.0 :OVALRNG_11996 jump @OVALRNG_12374 :OVALRNG_12003 if 01AF: car $7069 0 $7114 $7115 $7116 radius 24.0 24.0 24.0 jf @OVALRNG_12154 0084: $7442 = $7071 // integer values and handles gosub @OVALRNG_18246 0086: $7114 = $7500 // floating-point values only 0086: $7115 = $7501 // floating-point values only 0086: $7116 = $7502 // floating-point values only 0084: $7071 = $7442 // integer values and handles if $7071 == 0 // integer values jf @OVALRNG_12117 $7072 += 1 // integer values :OVALRNG_12117 Car.DriveTo($7069, $7114, $7115, $7116) 0084: $7073 = $7072 // integer values and handles $7073 *= 100 // integer values 0058: $7073 += $7071 // integer values :OVALRNG_12154 if 01AF: car $7069 0 $7150 $7151 $7152 radius 3.0 3.0 3.0 jf @OVALRNG_12230 if 001C: $4811 > $7101 // integer values jf @OVALRNG_12223 Car.Health($7069) = 230 :OVALRNG_12223 jump @OVALRNG_12260 :OVALRNG_12230 Car.StorePos($7069, $7150, $7151, $7152) 0084: $7101 = $4811 // integer values and handles $7101 += 5000 // integer values :OVALRNG_12260 if 01AF: car $7069 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_12358 if 001C: $4811 > $7074 // integer values jf @OVALRNG_12351 Car.Health($7069) = 100 Car.RemoveReferences($7069) Actor.RemoveReferences($7070) $7069 = -1 // integer values :OVALRNG_12351 jump @OVALRNG_12374 :OVALRNG_12358 0084: $7074 = $4811 // integer values and handles $7074 += 3000 // integer values :OVALRNG_12374 0084: $6992 = $7073 // integer values and handles 0084: $451 = $7069 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7075) jf @OVALRNG_12616 Car.RemoveReferences($7075) Actor.RemoveReferences($7076) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_12609 $7075 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7075 // integer values and handles gosub @OVALRNG_18682 0084: $7076 = $6995 // integer values and handles if 001C: $6990 > $7078 // integer values jf @OVALRNG_12539 0084: $7078 = $6990 // integer values and handles :OVALRNG_12539 $7077 = 0 // integer values 0084: $7442 = $7077 // integer values and handles gosub @OVALRNG_18246 0086: $7117 = $7500 // floating-point values only 0086: $7118 = $7501 // floating-point values only 0086: $7119 = $7502 // floating-point values only Car.DriveTo($7075, $7117, $7118, $7119) 04BA: set_car $7075 speed_instantly 30.0 :OVALRNG_12609 jump @OVALRNG_12987 :OVALRNG_12616 if 01AF: car $7075 0 $7117 $7118 $7119 radius 24.0 24.0 24.0 jf @OVALRNG_12767 0084: $7442 = $7077 // integer values and handles gosub @OVALRNG_18246 0086: $7117 = $7500 // floating-point values only 0086: $7118 = $7501 // floating-point values only 0086: $7119 = $7502 // floating-point values only 0084: $7077 = $7442 // integer values and handles if $7077 == 0 // integer values jf @OVALRNG_12730 $7078 += 1 // integer values :OVALRNG_12730 Car.DriveTo($7075, $7117, $7118, $7119) 0084: $7079 = $7078 // integer values and handles $7079 *= 100 // integer values 0058: $7079 += $7077 // integer values :OVALRNG_12767 if 01AF: car $7075 0 $7153 $7154 $7155 radius 3.0 3.0 3.0 jf @OVALRNG_12843 if 001C: $4811 > $7102 // integer values jf @OVALRNG_12836 Car.Health($7075) = 230 :OVALRNG_12836 jump @OVALRNG_12873 :OVALRNG_12843 Car.StorePos($7075, $7153, $7154, $7155) 0084: $7102 = $4811 // integer values and handles $7102 += 5000 // integer values :OVALRNG_12873 if 01AF: car $7075 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_12971 if 001C: $4811 > $7080 // integer values jf @OVALRNG_12964 Car.Health($7075) = 100 Car.RemoveReferences($7075) Actor.RemoveReferences($7076) $7075 = -1 // integer values :OVALRNG_12964 jump @OVALRNG_12987 :OVALRNG_12971 0084: $7080 = $4811 // integer values and handles $7080 += 3000 // integer values :OVALRNG_12987 0084: $6992 = $7079 // integer values and handles 0084: $451 = $7075 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7081) jf @OVALRNG_13238 Car.RemoveReferences($7081) Actor.RemoveReferences($7082) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_13231 0506: vehicle_model 232 set_next_variation 0 -1 $7081 = Car.Create(#HOTRINA, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7081 // integer values and handles gosub @OVALRNG_18682 0084: $7082 = $6995 // integer values and handles if 001C: $6990 > $7084 // integer values jf @OVALRNG_13161 0084: $7084 = $6990 // integer values and handles :OVALRNG_13161 $7083 = 0 // integer values 0084: $7442 = $7083 // integer values and handles gosub @OVALRNG_18246 0086: $7120 = $7500 // floating-point values only 0086: $7121 = $7501 // floating-point values only 0086: $7122 = $7502 // floating-point values only Car.DriveTo($7081, $7120, $7121, $7122) 04BA: set_car $7081 speed_instantly 30.0 :OVALRNG_13231 jump @OVALRNG_13609 :OVALRNG_13238 if 01AF: car $7081 0 $7120 $7121 $7122 radius 24.0 24.0 24.0 jf @OVALRNG_13389 0084: $7442 = $7083 // integer values and handles gosub @OVALRNG_18246 0086: $7120 = $7500 // floating-point values only 0086: $7121 = $7501 // floating-point values only 0086: $7122 = $7502 // floating-point values only 0084: $7083 = $7442 // integer values and handles if $7083 == 0 // integer values jf @OVALRNG_13352 $7084 += 1 // integer values :OVALRNG_13352 Car.DriveTo($7081, $7120, $7121, $7122) 0084: $7085 = $7084 // integer values and handles $7085 *= 100 // integer values 0058: $7085 += $7083 // integer values :OVALRNG_13389 if 01AF: car $7081 0 $7156 $7157 $7158 radius 3.0 3.0 3.0 jf @OVALRNG_13465 if 001C: $4811 > $7103 // integer values jf @OVALRNG_13458 Car.Health($7081) = 230 :OVALRNG_13458 jump @OVALRNG_13495 :OVALRNG_13465 Car.StorePos($7081, $7156, $7157, $7158) 0084: $7103 = $4811 // integer values and handles $7103 += 5000 // integer values :OVALRNG_13495 if 01AF: car $7081 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_13593 if 001C: $4811 > $7086 // integer values jf @OVALRNG_13586 Car.Health($7081) = 100 Car.RemoveReferences($7081) Actor.RemoveReferences($7082) $7081 = -1 // integer values :OVALRNG_13586 jump @OVALRNG_13609 :OVALRNG_13593 0084: $7086 = $4811 // integer values and handles $7086 += 3000 // integer values :OVALRNG_13609 0084: $6992 = $7085 // integer values and handles 0084: $451 = $7081 // integer values and handles gosub @OVALRNG_17639 if Car.Wrecked($7087) jf @OVALRNG_13860 Car.RemoveReferences($7087) Actor.RemoveReferences($7088) if 838A: not car_in_cube -1409.717 1144.97 266.3857 4.0 4.0 2.0 jf @OVALRNG_13853 0506: vehicle_model 233 set_next_variation 0 -1 $7087 = Car.Create(#HOTRINB, -1409.717, 1144.97, 266.3857) 0084: $6994 = $7087 // integer values and handles gosub @OVALRNG_18682 0084: $7088 = $6995 // integer values and handles if 001C: $6990 > $7090 // integer values jf @OVALRNG_13783 0084: $7090 = $6990 // integer values and handles :OVALRNG_13783 $7089 = 0 // integer values 0084: $7442 = $7089 // integer values and handles gosub @OVALRNG_18246 0086: $7123 = $7500 // floating-point values only 0086: $7124 = $7501 // floating-point values only 0086: $7125 = $7502 // floating-point values only Car.DriveTo($7087, $7123, $7124, $7125) 04BA: set_car $7087 speed_instantly 30.0 :OVALRNG_13853 jump @OVALRNG_14231 :OVALRNG_13860 if 01AF: car $7087 0 $7123 $7124 $7125 radius 24.0 24.0 24.0 jf @OVALRNG_14011 0084: $7442 = $7089 // integer values and handles gosub @OVALRNG_18246 0086: $7123 = $7500 // floating-point values only 0086: $7124 = $7501 // floating-point values only 0086: $7125 = $7502 // floating-point values only 0084: $7089 = $7442 // integer values and handles if $7089 == 0 // integer values jf @OVALRNG_13974 $7090 += 1 // integer values :OVALRNG_13974 Car.DriveTo($7087, $7123, $7124, $7125) 0084: $7091 = $7090 // integer values and handles $7091 *= 100 // integer values 0058: $7091 += $7089 // integer values :OVALRNG_14011 if 01AF: car $7087 0 $7159 $7160 $7161 radius 3.0 3.0 3.0 jf @OVALRNG_14087 if 001C: $4811 > $7104 // integer values jf @OVALRNG_14080 Car.Health($7087) = 230 :OVALRNG_14080 jump @OVALRNG_14117 :OVALRNG_14087 Car.StorePos($7087, $7159, $7160, $7161) 0084: $7104 = $4811 // integer values and handles $7104 += 5000 // integer values :OVALRNG_14117 if 01AF: car $7087 0 -1409.717 1144.97 266.3857 radius 5.0 5.0 3.0 jf @OVALRNG_14215 if 001C: $4811 > $7092 // integer values jf @OVALRNG_14208 Car.Health($7087) = 100 Car.RemoveReferences($7087) Actor.RemoveReferences($7088) $7087 = -1 // integer values :OVALRNG_14208 jump @OVALRNG_14231 :OVALRNG_14215 0084: $7092 = $4811 // integer values and handles $7092 += 3000 // integer values :OVALRNG_14231 0084: $6992 = $7091 // integer values and handles 0084: $451 = $7087 // integer values and handles gosub @OVALRNG_17639 jump @OVALRNG_14651 :OVALRNG_14261 if not Car.Wrecked($7009) jf @OVALRNG_14287 0477: set_car $7009 action 1 time 200 :OVALRNG_14287 if not Car.Wrecked($7013) jf @OVALRNG_14313 0477: set_car $7013 action 1 time 200 :OVALRNG_14313 if not Car.Wrecked($7017) jf @OVALRNG_14339 0477: set_car $7017 action 1 time 200 :OVALRNG_14339 if not Car.Wrecked($7021) jf @OVALRNG_14365 0477: set_car $7021 action 1 time 200 :OVALRNG_14365 if not Car.Wrecked($7027) jf @OVALRNG_14391 0477: set_car $7027 action 1 time 200 :OVALRNG_14391 if not Car.Wrecked($7033) jf @OVALRNG_14417 0477: set_car $7033 action 1 time 200 :OVALRNG_14417 if not Car.Wrecked($7039) jf @OVALRNG_14443 0477: set_car $7039 action 1 time 200 :OVALRNG_14443 if not Car.Wrecked($7045) jf @OVALRNG_14469 0477: set_car $7045 action 1 time 200 :OVALRNG_14469 if not Car.Wrecked($7051) jf @OVALRNG_14495 0477: set_car $7051 action 1 time 200 :OVALRNG_14495 if not Car.Wrecked($7057) jf @OVALRNG_14521 0477: set_car $7057 action 1 time 200 :OVALRNG_14521 if not Car.Wrecked($7063) jf @OVALRNG_14547 0477: set_car $7063 action 1 time 200 :OVALRNG_14547 if not Car.Wrecked($7069) jf @OVALRNG_14573 0477: set_car $7069 action 1 time 200 :OVALRNG_14573 if not Car.Wrecked($7075) jf @OVALRNG_14599 0477: set_car $7075 action 1 time 200 :OVALRNG_14599 if not Car.Wrecked($7081) jf @OVALRNG_14625 0477: set_car $7081 action 1 time 200 :OVALRNG_14625 if not Car.Wrecked($7087) jf @OVALRNG_14651 0477: set_car $7087 action 1 time 200 :OVALRNG_14651 if $7001 == 1 // integer values jf @OVALRNG_14696 03F0: enable_text_draw 1 0084: $7008 = $4811 // integer values and handles $7008 += 5000 // integer values $7001 = 3 // integer values :OVALRNG_14696 if $7001 == 0 // integer values jf @OVALRNG_15158 if $6990 == 12 // integer values jf @OVALRNG_15158 0151: remove_status_text $7003 0151: remove_status_text $6990 0151: remove_status_text $7443 014F: stop_timer $6999 if 001C: $1596 > $7443 // integer values jf @OVALRNG_14779 0084: $1596 = $7443 // integer values and handles :OVALRNG_14779 $6999 /= 1000 // integer values 0084: $6997 = $1595 // integer values and handles if 001C: $1595 > $6999 // integer values jf @OVALRNG_14829 0084: $1595 = $6999 // integer values and handles 042E: downdate_integer_stat 20 to $1595 :OVALRNG_14829 $7001 = 1 // integer values if $7443 == 1 // integer values jf @OVALRNG_14933 00BA: text_styled 'HOTR_30' 6000 ms 5 // 1ST PLACE 01E3: text_1number_styled 'HOTR_29' number 5000 time 6000 style 6 // $~1~ 0582: 0 $7443 Player.Money($PLAYER_CHAR) += 5000 if $1597 == 0 // integer values jf @OVALRNG_14933 030C: progress_made += 1 0595: mission_complete $1597 = 1 // integer values :OVALRNG_14933 if $7443 == 2 // integer values jf @OVALRNG_14999 00BA: text_styled 'HOTR_31' 6000 ms 5 // 2ND PLACE 01E3: text_1number_styled 'HOTR_29' number 1500 time 6000 style 6 // $~1~ 0582: 0 $7443 Player.Money($PLAYER_CHAR) += 1500 :OVALRNG_14999 if $7443 == 3 // integer values jf @OVALRNG_15065 00BA: text_styled 'HOTR_32' 6000 ms 5 // 3RD PLACE 01E3: text_1number_styled 'HOTR_29' number 500 time 6000 style 6 // $~1~ 0582: 0 $7443 Player.Money($PLAYER_CHAR) += 500 :OVALRNG_15065 if $7443 > 3 // integer values jf @OVALRNG_15158 0582: 0 $7443 $7001 = 0 // integer values 00BC: text_highpriority 'HOTR_13' 2000 ms 1 // ~r~You didn't win the race! 0169: set_fade_color 0 0 1 fade 0 1500 :OVALRNG_15127 if fading jf @OVALRNG_15151 wait 0 jump @OVALRNG_15127 :OVALRNG_15151 jump @OVALRNG_18001 :OVALRNG_15158 if $7001 > 1 // integer values jf @OVALRNG_16712 if $7001 == 4 // integer values jf @OVALRNG_15214 if not fading jf @OVALRNG_15214 jump @OVALRNG_18001 :OVALRNG_15214 if $7001 == 3 // integer values jf @OVALRNG_15265 if 001C: $4811 > $7008 // integer values jf @OVALRNG_15265 fade 0 1500 $7001 = 4 // integer values :OVALRNG_15265 if 00E0: player $PLAYER_CHAR driving jf @OVALRNG_15305 03C1: $4790 = player $PLAYER_CHAR car_no_save $7003 = Car.Health($4790) Car.Health($4790) = $7003 :OVALRNG_15305 if $7001 > 2 // integer values jf @OVALRNG_15577 gosub @OVALRNG_17584 033F: set_text_draw_letter_width_height 0.8 2.0 0084: $7459 = $6999 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $6999 // integer values and handles 0060: $7460 -= $7453 // integer values if $7460 > 9 // integer values jf @OVALRNG_15495 0340: set_text_draw_color 0 0 0 255 045B: text_draw_2numbers 32.0 232.0 'HOTR_15' $7459 $7460 // Time: ~1~:~1~ gosub @OVALRNG_17584 033F: set_text_draw_letter_width_height 0.8 2.0 045B: text_draw_2numbers 30.0 230.0 'HOTR_15' $7459 $7460 // Time: ~1~:~1~ jump @OVALRNG_15577 :OVALRNG_15495 0340: set_text_draw_color 0 0 0 255 045B: text_draw_2numbers 32.0 232.0 'HOTR_16' $7459 $7460 // Time: ~1~:0~1~ gosub @OVALRNG_17584 033F: set_text_draw_letter_width_height 0.8 2.0 045B: text_draw_2numbers 30.0 230.0 'HOTR_16' $7459 $7460 // Time: ~1~:0~1~ :OVALRNG_15577 gosub @OVALRNG_17584 0340: set_text_draw_color 0 0 0 255 if $1595 == 999999 // integer values jf @OVALRNG_15670 033E: text_draw 32.0 302.0 'HOTR_19' // Best Time: NA gosub @OVALRNG_17584 033E: text_draw 30.0 300.0 'HOTR_19' // Best Time: NA jump @OVALRNG_16054 :OVALRNG_15670 0084: $7459 = $1595 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $1595 // integer values and handles 0060: $7460 -= $7453 // integer values if 001C: $1595 > $6997 // integer values jf @OVALRNG_15885 if $7460 > 9 // integer values jf @OVALRNG_15819 045B: text_draw_2numbers 32.0 302.0 'HOTR_17' $7459 $7460 // Best Time: ~1~:~1~ gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 300.0 'HOTR_17' $7459 $7460 // Best Time: ~1~:~1~ jump @OVALRNG_15878 :OVALRNG_15819 045B: text_draw_2numbers 32.0 302.0 'HOTR_18' $7459 $7460 // Best Time: ~1~:0~1~ gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 300.0 'HOTR_18' $7459 $7460 // Best Time: ~1~:0~1~ :OVALRNG_15878 jump @OVALRNG_16054 :OVALRNG_15885 if $7460 > 9 // integer values jf @OVALRNG_15982 045B: text_draw_2numbers 32.0 302.0 'HOTR_20' $7459 $7460 // New Best Time: ~1~:~1~ gosub @OVALRNG_17584 0340: set_text_draw_color 255 128 0 255 045B: text_draw_2numbers 30.0 300.0 'HOTR_20' $7459 $7460 // New Best Time: ~1~:~1~ jump @OVALRNG_16054 :OVALRNG_15982 045B: text_draw_2numbers 32.0 302.0 'HOTR_21' $7459 $7460 // New Best Time: ~1~:0~1~ gosub @OVALRNG_17584 0340: set_text_draw_color 255 128 0 255 045B: text_draw_2numbers 30.0 300.0 'HOTR_21' $7459 $7460 // New Best Time: ~1~:0~1~ :OVALRNG_16054 gosub @OVALRNG_17584 0340: set_text_draw_color 0 0 0 255 if $1596 == 999999 // integer values jf @OVALRNG_16140 033E: text_draw 32.0 317.0 'HOTR_22' // Best Result: NA gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_22' // Best Result: NA :OVALRNG_16140 if $1596 == 1 // integer values jf @OVALRNG_16205 033E: text_draw 32.0 317.0 'HOTR_23' // Best Result: 1st gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_23' // Best Result: 1st :OVALRNG_16205 if $1596 == 2 // integer values jf @OVALRNG_16270 033E: text_draw 32.0 317.0 'HOTR_24' // Best Result: 2nd gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_24' // Best Result: 2nd :OVALRNG_16270 if $1596 == 3 // integer values jf @OVALRNG_16335 033E: text_draw 32.0 317.0 'HOTR_25' // Best Result: 3rd gosub @OVALRNG_17584 033E: text_draw 30.0 315.0 'HOTR_25' // Best Result: 3rd :OVALRNG_16335 if and $1596 > 3 // integer values 17 > $1596 // integer values jf @OVALRNG_16413 045A: text_draw_1number 32.0 317.0 'HOTR_26' $1596 // Best Result: ~1~th gosub @OVALRNG_17584 045A: text_draw_1number 30.0 315.0 'HOTR_26' $1596 // Best Result: ~1~th :OVALRNG_16413 gosub @OVALRNG_17584 0340: set_text_draw_color 0 0 0 255 if $1594 == 999999 // integer values jf @OVALRNG_16506 033E: text_draw 32.0 332.0 'HOTR_33' // Best Lap Time: NA gosub @OVALRNG_17584 033E: text_draw 30.0 330.0 'HOTR_33' // Best Lap Time: NA jump @OVALRNG_16712 :OVALRNG_16506 0084: $7460 = $1594 // integer values and handles $7460 /= 1000 // integer values 0084: $7005 = $7460 // integer values and handles $7005 *= 1000 // integer values 0084: $7453 = $1594 // integer values and handles 0060: $7453 -= $7005 // integer values 0084: $7005 = $7453 // integer values and handles $7005 /= 10 // integer values if $7005 > 9 // integer values jf @OVALRNG_16653 045B: text_draw_2numbers 32.0 332.0 'HOTR_27' $7460 $7005 // Best Lap Time: ~1~.~1~ seconds gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 330.0 'HOTR_27' $7460 $7005 // Best Lap Time: ~1~.~1~ seconds jump @OVALRNG_16712 :OVALRNG_16653 045B: text_draw_2numbers 32.0 332.0 'HOTR_28' $7460 $7005 // Best Lap Time: ~1~.0~1~ seconds gosub @OVALRNG_17584 045B: text_draw_2numbers 30.0 330.0 'HOTR_28' $7460 $7005 // Best Lap Time: ~1~.0~1~ seconds :OVALRNG_16712 if 16@ > 2500 // integer values jf @OVALRNG_16763 16@ = 0 // integer values if $7006 == 0 // integer values jf @OVALRNG_16763 $7006 = 1 // integer values :OVALRNG_16763 if $7006 == 3 // integer values jf @OVALRNG_16803 if 03D2: wav 1 ended jf @OVALRNG_16803 $7006 = 0 // integer values :OVALRNG_16803 if $7006 == 2 // integer values jf @OVALRNG_16847 if 03D0: wav 1 loaded jf @OVALRNG_16847 03D1: play_wav 1 $7006 = 3 // integer values :OVALRNG_16847 if $7006 == 1 // integer values jf @OVALRNG_17577 0209: $7453 = random_int_in_ranges 1 23 if 003A: $7007 == $7453 // integer values and handles jf @OVALRNG_16925 $7453 += 1 // integer values if $7453 > 22 // integer values jf @OVALRNG_16925 $7453 = 1 // integer values :OVALRNG_16925 if $7453 == 1 // integer values jf @OVALRNG_16955 03CF: load_wav 'HOT1' as 1 :OVALRNG_16955 if $7453 == 2 // integer values jf @OVALRNG_16985 03CF: load_wav 'HOT2' as 1 :OVALRNG_16985 if $7453 == 3 // integer values jf @OVALRNG_17015 03CF: load_wav 'HOT3' as 1 :OVALRNG_17015 if $7453 == 4 // integer values jf @OVALRNG_17045 03CF: load_wav 'HOT4' as 1 :OVALRNG_17045 if $7453 == 5 // integer values jf @OVALRNG_17075 03CF: load_wav 'HOT5' as 1 :OVALRNG_17075 if $7453 == 6 // integer values jf @OVALRNG_17105 03CF: load_wav 'HOT6' as 1 :OVALRNG_17105 if $7453 == 7 // integer values jf @OVALRNG_17135 03CF: load_wav 'HOT7' as 1 :OVALRNG_17135 if $7453 == 8 // integer values jf @OVALRNG_17165 03CF: load_wav 'HOT8' as 1 :OVALRNG_17165 if $7453 == 9 // integer values jf @OVALRNG_17195 03CF: load_wav 'HOT9' as 1 :OVALRNG_17195 if $7453 == 10 // integer values jf @OVALRNG_17225 03CF: load_wav 'HOT10' as 1 :OVALRNG_17225 if $7453 == 11 // integer values jf @OVALRNG_17255 03CF: load_wav 'HOT11' as 1 :OVALRNG_17255 if $7453 == 12 // integer values jf @OVALRNG_17285 03CF: load_wav 'HOT12' as 1 :OVALRNG_17285 if $7453 == 13 // integer values jf @OVALRNG_17315 03CF: load_wav 'HOT13' as 1 :OVALRNG_17315 if $7453 == 14 // integer values jf @OVALRNG_17345 03CF: load_wav 'HOT14' as 1 :OVALRNG_17345 if $7453 == 15 // integer values jf @OVALRNG_17375 03CF: load_wav 'HOT15' as 1 :OVALRNG_17375 if or $7453 == 16 // integer values $7453 == 22 // integer values jf @OVALRNG_17412 03CF: load_wav 'CHEER1' as 1 :OVALRNG_17412 if $7453 == 17 // integer values jf @OVALRNG_17442 03CF: load_wav 'CHEER2' as 1 :OVALRNG_17442 if $7453 == 18 // integer values jf @OVALRNG_17472 03CF: load_wav 'CHEER3' as 1 :OVALRNG_17472 if $7453 == 19 // integer values jf @OVALRNG_17502 03CF: load_wav 'CHEER4' as 1 :OVALRNG_17502 if $7453 == 20 // integer values jf @OVALRNG_17532 03CF: load_wav 'OOH1' as 1 :OVALRNG_17532 if $7453 == 21 // integer values jf @OVALRNG_17562 03CF: load_wav 'OOH2' as 1 :OVALRNG_17562 0084: $7007 = $7453 // integer values and handles $7006 = 2 // integer values :OVALRNG_17577 jump @OVALRNG_2957 :OVALRNG_17584 0340: set_text_draw_color 180 180 180 255 0341: set_text_draw_align_justify 1 03E4: set_text_draw_align_right 0 0343: set_text_linewidth 500.0 0348: set_text_draw_proportional 1 0342: set_text_draw_centered 0 0345: set_text_draw_in_box 0 033F: set_text_draw_letter_width_height 0.6 1.6 return :OVALRNG_17639 if 003A: $6991 == $6992 // integer values and handles jf @OVALRNG_17762 if not Car.Wrecked($451) jf @OVALRNG_17762 Car.StorePos($451, $7467, $7468, $447) 0509: $7477 = distance_between_point $7467 $7468 and_point $7485 $7486 0054: store_player $PLAYER_CHAR position_to $7467 $7468 $447 0509: $7478 = distance_between_point $7467 $7468 and_point $7485 $7486 if 0024: $7478 > $7477 // floating-point values only jf @OVALRNG_17762 $7443 += 1 // integer values :OVALRNG_17762 if 001C: $6992 > $6991 // integer values jf @OVALRNG_17788 $7443 += 1 // integer values :OVALRNG_17788 return :OVALRNG_17790 if not wasted_or_busted jf @OVALRNG_17999 0169: set_fade_color 0 0 1 fade 0 1000 :OVALRNG_17818 if fading jf @OVALRNG_17842 wait 0 jump @OVALRNG_17818 :OVALRNG_17842 select_interior 0 04FA: reset_sky_colors_with_fade 0 057E: make_radar_grey 0 0581: enable_radar 1 :OVALRNG_17858 if and 80E0: not player $PLAYER_CHAR driving 844A: not player $PLAYER_CHAR on_foot jf @OVALRNG_17890 wait 0 jump @OVALRNG_17858 :OVALRNG_17890 if 00E0: player $PLAYER_CHAR driving jf @OVALRNG_17933 012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car jump @OVALRNG_17953 :OVALRNG_17933 0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 :OVALRNG_17953 0171: set_player $PLAYER_CHAR z_angle_to 274.1051 Camera.SetAtPos(-1102.723, 1330.958, 19.029) Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0169: set_fade_color 0 0 1 fade 1 1000 :OVALRNG_17999 return :OVALRNG_18001 if not wasted_or_busted jf @OVALRNG_18171 select_interior 0 04FA: reset_sky_colors_with_fade 0 057E: make_radar_grey 0 0581: enable_radar 1 :OVALRNG_18030 if and 80E0: not player $PLAYER_CHAR driving 844A: not player $PLAYER_CHAR on_foot jf @OVALRNG_18062 wait 0 jump @OVALRNG_18030 :OVALRNG_18062 if 00E0: player $PLAYER_CHAR driving jf @OVALRNG_18105 012A: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 and_remove_from_car jump @OVALRNG_18125 :OVALRNG_18105 0055: put_player $PLAYER_CHAR at -1102.723 1330.958 19.029 :OVALRNG_18125 0171: set_player $PLAYER_CHAR z_angle_to 274.1051 Camera.SetAtPos(-1102.723, 1330.958, 19.029) Camera.SetBehindPlayer Camera.Restore_WithJumpCut 0169: set_fade_color 0 0 1 fade 1 1500 :OVALRNG_18171 return :OVALRNG_18173 Model.Destroy(#WMYCR) Model.Destroy(#HOTRINA) Model.Destroy(#HOTRINB) Model.Destroy(#HOTRING) 0151: remove_status_text $7003 0151: remove_status_text $6990 0151: remove_status_text $7443 014F: stop_timer $6999 03F0: enable_text_draw 0 057E: make_radar_grey 0 0581: enable_radar 1 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0581: enable_radar 1 03E6: remove_text_box $ONMISSION = 0 // integer values mission_cleanup return :OVALRNG_18246 if $7442 == 0 // integer values jf @OVALRNG_18288 0086: $7500 = $7509 // floating-point values only 0086: $7501 = $7510 // floating-point values only 0086: $7502 = $7511 // floating-point values only :OVALRNG_18288 if $7442 == 1 // integer values jf @OVALRNG_18330 0086: $7500 = $7512 // floating-point values only 0086: $7501 = $7513 // floating-point values only 0086: $7502 = $7514 // floating-point values only :OVALRNG_18330 if $7442 == 2 // integer values jf @OVALRNG_18372 0086: $7500 = $7515 // floating-point values only 0086: $7501 = $7516 // floating-point values only 0086: $7502 = $7517 // floating-point values only :OVALRNG_18372 if $7442 == 3 // integer values jf @OVALRNG_18414 0086: $7500 = $7518 // floating-point values only 0086: $7501 = $7519 // floating-point values only 0086: $7502 = $7520 // floating-point values only :OVALRNG_18414 if $7442 == 4 // integer values jf @OVALRNG_18456 0086: $7500 = $7521 // floating-point values only 0086: $7501 = $7522 // floating-point values only 0086: $7502 = $7523 // floating-point values only :OVALRNG_18456 if $7442 == 5 // integer values jf @OVALRNG_18498 0086: $7500 = $7524 // floating-point values only 0086: $7501 = $7525 // floating-point values only 0086: $7502 = $7526 // floating-point values only :OVALRNG_18498 if $7442 == 6 // integer values jf @OVALRNG_18540 0086: $7500 = $7527 // floating-point values only 0086: $7501 = $7528 // floating-point values only 0086: $7502 = $7529 // floating-point values only :OVALRNG_18540 if $7442 == 7 // integer values jf @OVALRNG_18582 0086: $7500 = $7530 // floating-point values only 0086: $7501 = $7531 // floating-point values only 0086: $7502 = $7532 // floating-point values only :OVALRNG_18582 if $7442 == 8 // integer values jf @OVALRNG_18624 0086: $7500 = $7533 // floating-point values only 0086: $7501 = $7534 // floating-point values only 0086: $7502 = $7535 // floating-point values only :OVALRNG_18624 if $7442 == 9 // integer values jf @OVALRNG_18673 0086: $7500 = $7536 // floating-point values only 0086: $7501 = $7537 // floating-point values only 0086: $7502 = $7538 // floating-point values only $7442 = -1 // integer values :OVALRNG_18673 $7442 += 1 // integer values return :OVALRNG_18682 if $6993 == 1 // integer values jf @OVALRNG_18710 Car.Angle($6994) = 301.748 :OVALRNG_18710 020A: set_car $6994 door_status_to 2 Car.SetImmunities($6994, 0, 1, 1, 0, 0) 04E0: car $6994 abandon_path_radius 5 Car.SetToNormalDriver($6994) 00AE: set_vehicle $6994 traffic_behavior_to 2 Car.SetMaxSpeed($6994, 100.0) 046C: $6995 = car $6994 driver if $6995 == -1 // integer values jf @OVALRNG_18806 0129: $6995 = create_actor 4 #WMYCR in_car $6994 driverseat 039E: set_actor $6995 locked_while_in_vehicle 1 :OVALRNG_18806 return :OVALRNG_18808 if not Car.Wrecked($7009) jf @OVALRNG_18832 Car.LockInCurrentPosition($7009) = $6996 :OVALRNG_18832 if not Car.Wrecked($7013) jf @OVALRNG_18856 Car.LockInCurrentPosition($7013) = $6996 :OVALRNG_18856 if not Car.Wrecked($7017) jf @OVALRNG_18880 Car.LockInCurrentPosition($7017) = $6996 :OVALRNG_18880 if not Car.Wrecked($7021) jf @OVALRNG_18904 Car.LockInCurrentPosition($7021) = $6996 :OVALRNG_18904 if not Car.Wrecked($7027) jf @OVALRNG_18928 Car.LockInCurrentPosition($7027) = $6996 :OVALRNG_18928 if not Car.Wrecked($7033) jf @OVALRNG_18952 Car.LockInCurrentPosition($7033) = $6996 :OVALRNG_18952 if not Car.Wrecked($7039) jf @OVALRNG_18976 Car.LockInCurrentPosition($7039) = $6996 :OVALRNG_18976 if not Car.Wrecked($7045) jf @OVALRNG_19000 Car.LockInCurrentPosition($7045) = $6996 :OVALRNG_19000 if not Car.Wrecked($7051) jf @OVALRNG_19024 Car.LockInCurrentPosition($7051) = $6996 :OVALRNG_19024 if not Car.Wrecked($7057) jf @OVALRNG_19048 Car.LockInCurrentPosition($7057) = $6996 :OVALRNG_19048 if not Car.Wrecked($7063) jf @OVALRNG_19072 Car.LockInCurrentPosition($7063) = $6996 :OVALRNG_19072 if not Car.Wrecked($7069) jf @OVALRNG_19096 Car.LockInCurrentPosition($7069) = $6996 :OVALRNG_19096 if not Car.Wrecked($7075) jf @OVALRNG_19120 Car.LockInCurrentPosition($7075) = $6996 :OVALRNG_19120 if not Car.Wrecked($7081) jf @OVALRNG_19144 Car.LockInCurrentPosition($7081) = $6996 :OVALRNG_19144 if not Car.Wrecked($7087) jf @OVALRNG_19168 Car.LockInCurrentPosition($7087) = $6996 :OVALRNG_19168 if not Car.Wrecked($7002) jf @OVALRNG_19192 Car.LockInCurrentPosition($7002) = $6996 :OVALRNG_19192 return //-------------Mission 80--------------- // Originally: BLOODRING :MM thread 'MM' gosub @MM_46 if wasted_or_busted jf @MM_37 gosub @MM_9527 :MM_37 gosub @MM_10452 end_thread :MM_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values if $1598 == 0 // integer values jf @MM_83 increment_mission_attempts :MM_83 00C0: set_current_time 10 0 set_weather 4 057E: make_radar_grey 1 0414: set_player $PLAYER_CHAR single_free_treatment 1 wait 0 054C: use_GXT_table 'MM' $7195 = 0 // integer values $7196 = 16 // integer values $7197 = 0 // integer values if $7199 == 0 // integer values jf @MM_181 $7200 = 1 // integer values $7201 = 60 // integer values $7210 = 60000 // integer values :MM_181 $7198 = 30000 // integer values $7202 = 0 // integer values $7203 = 0 // integer values $7204 = 0 // integer values $7205 = 0 // integer values $7206 = 0 // integer values $7207 = 0 // integer values $7208 = 0 // integer values $7209 = 0 // integer values $7211 = 0 // integer values $7212 = 0 // integer values $7213 = 0 // integer values $7214 = 0 // integer values $7215 = 0 // integer values $7216 = 0 // integer values $7217 = 0.0 // floating-point values $7218 = 0.0 // floating-point values $7219 = 0.0 // floating-point values $7220 = 0.0 // floating-point values $95 = 0.0 // floating-point values $96 = 0.0 // floating-point values $97 = 0.0 // floating-point values $7229 = 0.0 // floating-point values $7230 = 0.0 // floating-point values $7231 = 0.0 // floating-point values if $ONMISSION == 0 // integer values jf @MM_419 018A: $7232 = create_checkpoint_at $7229 $7230 $7231 :MM_419 Model.Load(#BLOODRB) Model.Load(#BLOODRA) Model.Load(#WMYCR) :MM_433 if or not Model.Available(#BLOODRB) not Model.Available(#BLOODRA) not Model.Available(#WMYCR) jf @MM_469 wait 0 jump @MM_433 :MM_469 016E: override_next_restart at -1102.4 1331.2 19.0 angle 271.2 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 Player.ClearWantedLevel($PLAYER_CHAR) select_interior 15 03AD: set_rubbish 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 1 Camera.SetAtPos(-1379.3, 1000.0, 251.5) if 00E0: player $PLAYER_CHAR driving jf @MM_599 012A: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 and_remove_from_car jump @MM_619 :MM_599 0055: put_player $PLAYER_CHAR at -1280.96 994.86 261.8 :MM_619 $7194 = Car.Create(#BLOODRA, -1280.96, 994.86, 261.8) 020A: set_car $7194 door_status_to 4 0369: put_player $PLAYER_CHAR in_car $7194 03AB: set_car $7194 strong 1 Car.Angle($7194) = 90.0 0171: set_player $PLAYER_CHAR z_angle_to 80.0 04F9: set_extracolors 10 fade 0 03ED: set_car $7194 not_damaged_when_upside_down 1 Car.Health($7194) = 1249 $7217 = -1285.77 // floating-point values $7218 = 1014.54 // floating-point values $7219 = 263.0 // floating-point values $7220 = 104.4 // floating-point values $7162 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7162) = $7220 04E0: car $7162 abandon_path_radius 255 0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 0489: set_actor $7178 muted 1 03CC: car $7162 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7162 traffic_behavior_to 3 03ED: set_car $7162 not_damaged_when_upside_down 1 $7217 = -1299.5 // floating-point values $7218 = 1030.74 // floating-point values $7219 = 263.0 // floating-point values $7220 = 132.6 // floating-point values $7163 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7163) = $7220 04E0: car $7163 abandon_path_radius 255 0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 0489: set_actor $7179 muted 1 03CC: car $7163 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7163 traffic_behavior_to 3 Car.SetDriverBehaviour($7163, KillThePlayer) 03ED: set_car $7163 not_damaged_when_upside_down 1 $7217 = -1319.3 // floating-point values $7218 = 1042.82 // floating-point values $7219 = 263.0 // floating-point values $7220 = 135.4 // floating-point values $7164 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7164) = $7220 04E0: car $7164 abandon_path_radius 255 0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 0489: set_actor $7180 muted 1 03CC: car $7164 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7164 traffic_behavior_to 3 03ED: set_car $7164 not_damaged_when_upside_down 1 $7217 = -1349.33 // floating-point values $7218 = 1054.47 // floating-point values $7219 = 263.0 // floating-point values $7220 = 155.4 // floating-point values $7165 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7165) = $7220 04E0: car $7165 abandon_path_radius 255 0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 0489: set_actor $7181 muted 1 03CC: car $7165 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7165 traffic_behavior_to 3 03ED: set_car $7165 not_damaged_when_upside_down 1 $7217 = -1384.33 // floating-point values $7218 = 1058.55 // floating-point values $7219 = 263.0 // floating-point values $7220 = 173.2 // floating-point values $7166 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7166) = $7220 04E0: car $7166 abandon_path_radius 255 0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 0489: set_actor $7182 muted 1 03CC: car $7166 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7166 traffic_behavior_to 3 03ED: set_car $7166 not_damaged_when_upside_down 1 $7217 = -1293.77 // floating-point values $7218 = 958.96 // floating-point values $7219 = 263.0 // floating-point values $7220 = 60.5 // floating-point values $7167 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7167) = $7220 04E0: car $7167 abandon_path_radius 255 0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 0489: set_actor $7183 muted 1 03CC: car $7167 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7167 traffic_behavior_to 3 Car.SetDriverBehaviour($7167, KillThePlayer) 03ED: set_car $7167 not_damaged_when_upside_down 1 $7217 = -1418.77 // floating-point values $7218 = 1057.54 // floating-point values $7219 = 263.0 // floating-point values $7220 = 180.4 // floating-point values $7168 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7168) = $7220 04E0: car $7168 abandon_path_radius 255 0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 0489: set_actor $7184 muted 1 03CC: car $7168 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7168 traffic_behavior_to 3 03ED: set_car $7168 not_damaged_when_upside_down 1 $7217 = -1460.3 // floating-point values $7218 = 1050.3 // floating-point values $7219 = 263.0 // floating-point values $7220 = 242.9 // floating-point values $7169 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7169) = $7220 04E0: car $7169 abandon_path_radius 255 0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 0489: set_actor $7185 muted 1 03CC: car $7169 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7169 traffic_behavior_to 3 03ED: set_car $7169 not_damaged_when_upside_down 1 $7217 = -1499.77 // floating-point values $7218 = 1029.54 // floating-point values $7219 = 263.0 // floating-point values $7220 = 242.4 // floating-point values $7170 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7170) = $7220 04E0: car $7170 abandon_path_radius 255 0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 0489: set_actor $7186 muted 1 03CC: car $7170 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7170 traffic_behavior_to 3 03ED: set_car $7170 not_damaged_when_upside_down 1 $7217 = -1513.77 // floating-point values $7218 = 986.54 // floating-point values $7219 = 263.0 // floating-point values $7220 = 271.4 // floating-point values $7171 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7171) = $7220 04E0: car $7171 abandon_path_radius 255 0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 0489: set_actor $7187 muted 1 03CC: car $7171 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7171 traffic_behavior_to 3 03ED: set_car $7171 not_damaged_when_upside_down 1 $7217 = -1496.77 // floating-point values $7218 = 959.54 // floating-point values $7219 = 263.0 // floating-point values $7220 = 293.4 // floating-point values $7172 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7172) = $7220 04E0: car $7172 abandon_path_radius 255 0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 0489: set_actor $7188 muted 1 03CC: car $7172 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7172 traffic_behavior_to 3 03ED: set_car $7172 not_damaged_when_upside_down 1 $7217 = -1461.84 // floating-point values $7218 = 938.32 // floating-point values $7219 = 261.0 // floating-point values $7220 = 345.6 // floating-point values $7173 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7173) = $7220 04E0: car $7173 abandon_path_radius 255 0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 0489: set_actor $7189 muted 1 03CC: car $7173 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7173 traffic_behavior_to 3 03ED: set_car $7173 not_damaged_when_upside_down 1 $7217 = -1424.36 // floating-point values $7218 = 931.29 // floating-point values $7219 = 261.0 // floating-point values $7220 = 0.0 // floating-point values $7174 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7174) = $7220 04E0: car $7174 abandon_path_radius 255 0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 0489: set_actor $7190 muted 1 03CC: car $7174 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7174 traffic_behavior_to 3 03ED: set_car $7174 not_damaged_when_upside_down 1 $7217 = -1363.77 // floating-point values $7218 = 932.44 // floating-point values $7219 = 261.0 // floating-point values $7220 = 17.85 // floating-point values $7175 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7175) = $7220 04E0: car $7175 abandon_path_radius 255 0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 0489: set_actor $7191 muted 1 03CC: car $7175 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7175 traffic_behavior_to 3 03ED: set_car $7175 not_damaged_when_upside_down 1 $7217 = -1332.77 // floating-point values $7218 = 940.3 // floating-point values $7219 = 263.0 // floating-point values $7220 = 39.98 // floating-point values $7176 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7176) = $7220 04E0: car $7176 abandon_path_radius 255 0129: $7192 = create_actor 4 #WMYCR in_car $7176 driverseat 0489: set_actor $7192 muted 1 03CC: car $7176 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7176 traffic_behavior_to 3 03ED: set_car $7176 not_damaged_when_upside_down 1 $7217 = -1443.29 // floating-point values $7218 = 933.86 // floating-point values $7219 = 261.0 // floating-point values $7220 = 351.4 // floating-point values $7177 = Car.Create(#BLOODRB, $7217, $7218, $7219) Car.Angle($7177) = $7220 04E0: car $7177 abandon_path_radius 255 0129: $7193 = create_actor 4 #WMYCR in_car $7177 driverseat 0489: set_actor $7193 muted 1 03CC: car $7177 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7177 traffic_behavior_to 3 03ED: set_car $7177 not_damaged_when_upside_down 1 Car.SetMaxSpeed($7162, 0.0) Car.SetMaxSpeed($7163, 0.0) Car.SetMaxSpeed($7164, 0.0) Car.SetMaxSpeed($7165, 0.0) Car.SetMaxSpeed($7166, 0.0) Car.SetMaxSpeed($7167, 0.0) Car.SetMaxSpeed($7168, 0.0) Car.SetMaxSpeed($7169, 0.0) Car.SetMaxSpeed($7170, 0.0) Car.SetMaxSpeed($7171, 0.0) Car.SetMaxSpeed($7172, 0.0) Car.SetMaxSpeed($7173, 0.0) Car.SetMaxSpeed($7174, 0.0) Car.SetMaxSpeed($7175, 0.0) Car.SetMaxSpeed($7176, 0.0) Car.SetMaxSpeed($7177, 0.0) 02A3: enable_widescreen 1 Camera.SetPosition(-1266.5, 1042.8, 278.3, 0.0, 0.0, 0.0) Camera.PointAt(-1339.9, 1009.8, 252.0, 2) 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 :MM_2858 if fading jf @MM_2882 wait 0 jump @MM_2858 :MM_2882 if Player.Defined($PLAYER_CHAR) jf @MM_2905 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 :MM_2905 16@ = 0 // integer values 00BC: text_highpriority 'BLOD_01' 5000 ms 1 // Drive through the checkpoints to increase your overall time. :MM_2927 if 5000 > 16@ // integer values jf @MM_3038 wait 0 if 00E1: player 0 pressed_button 16 jf @MM_3006 if $61 == 1 // integer values jf @MM_2999 $61 = 0 // integer values jump @MM_3413 :MM_2999 jump @MM_3031 :MM_3006 if $61 == 0 // integer values jf @MM_3031 $61 = 1 // integer values :MM_3031 jump @MM_2927 :MM_3038 16@ = 0 // integer values Camera.SetPosition(-1468.7, 948.8, 262.9, 0.0, 0.0, 0.0) Camera.PointAt(-1459.5, 942.2, 261.6, 2) 00BC: text_highpriority 'BLOD_02' 5000 ms 1 // You will fail if your overall time reaches zero. :MM_3111 if 5000 > 16@ // integer values jf @MM_3222 wait 0 if 00E1: player 0 pressed_button 16 jf @MM_3190 if $61 == 1 // integer values jf @MM_3183 $61 = 0 // integer values jump @MM_3413 :MM_3183 jump @MM_3215 :MM_3190 if $61 == 0 // integer values jf @MM_3215 $61 = 1 // integer values :MM_3215 jump @MM_3111 :MM_3222 16@ = 0 // integer values Camera.SetPosition(-1262.7, 997.2, 266.8, 0.0, 0.0, 0.0) Camera.PointAt(-1277.6, 996.0, 263.6, 2) 00BC: text_highpriority 'BLOD_03' 5000 ms 1 // Get your overall time above the Target Time to win! :MM_3295 if 5000 > 16@ // integer values jf @MM_3406 wait 0 if 00E1: player 0 pressed_button 16 jf @MM_3374 if $61 == 1 // integer values jf @MM_3367 $61 = 0 // integer values jump @MM_3413 :MM_3367 jump @MM_3399 :MM_3374 if $61 == 0 // integer values jf @MM_3399 $61 = 1 // integer values :MM_3399 jump @MM_3295 :MM_3406 16@ = 0 // integer values :MM_3413 00BE: text_clear_all Camera.Restore_WithJumpCut Camera.SetBehindPlayer 02A3: enable_widescreen 0 00BA: text_styled 'RACE2' 1100 ms 4 // ~g~3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE3' 1100 ms 4 // ~g~2 018C: play_sound 8 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE4' 1100 ms 4 // ~g~1 018C: play_sound 9 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE5' 800 ms 4 // ~g~GO! 018C: play_sound 10 at 0.0 0.0 0.0 wait 800 00BE: text_clear_all Player.CanMove($PLAYER_CHAR) = True if not Car.Wrecked($7162) jf @MM_3648 Car.SetMaxSpeed($7162, 100.0) 0477: set_car $7162 action 8 time 5000 if not Car.Wrecked($7163) jf @MM_3648 032C: car $7162 ram $7163 :MM_3648 if not Car.Wrecked($7163) jf @MM_3691 Car.SetMaxSpeed($7163, 100.0) 0477: set_car $7163 action 8 time 5000 Car.SetDriverBehaviour($7163, KillThePlayer) :MM_3691 if not Car.Wrecked($7164) jf @MM_3727 Car.SetMaxSpeed($7164, 100.0) 0477: set_car $7164 action 8 time 5000 :MM_3727 if not Car.Wrecked($7165) jf @MM_3787 Car.SetMaxSpeed($7165, 100.0) 0477: set_car $7165 action 8 time 5000 if not Car.Wrecked($7166) jf @MM_3787 032C: car $7165 ram $7166 :MM_3787 if not Car.Wrecked($7166) jf @MM_3847 Car.SetMaxSpeed($7166, 100.0) 0477: set_car $7166 action 8 time 5000 if not Car.Wrecked($7167) jf @MM_3847 032C: car $7166 ram $7167 :MM_3847 if not Car.Wrecked($7167) jf @MM_3890 Car.SetMaxSpeed($7167, 100.0) 0477: set_car $7167 action 8 time 5000 Car.SetDriverBehaviour($7167, KillThePlayer) :MM_3890 if not Car.Wrecked($7168) jf @MM_3950 Car.SetMaxSpeed($7168, 100.0) 0477: set_car $7168 action 8 time 5000 if not Car.Wrecked($7169) jf @MM_3950 032C: car $7168 ram $7169 :MM_3950 if not Car.Wrecked($7169) jf @MM_4010 Car.SetMaxSpeed($7169, 100.0) 0477: set_car $7169 action 8 time 5000 if not Car.Wrecked($7170) jf @MM_4010 032C: car $7169 ram $7170 :MM_4010 if not Car.Wrecked($7170) jf @MM_4070 Car.SetMaxSpeed($7170, 100.0) 0477: set_car $7170 action 8 time 5000 if not Car.Wrecked($7171) jf @MM_4070 032C: car $7170 ram $7171 :MM_4070 if not Car.Wrecked($7171) jf @MM_4106 Car.SetMaxSpeed($7171, 100.0) 0477: set_car $7171 action 8 time 5000 :MM_4106 if not Car.Wrecked($7172) jf @MM_4166 Car.SetMaxSpeed($7172, 100.0) 0477: set_car $7172 action 8 time 5000 if not Car.Wrecked($7173) jf @MM_4166 032C: car $7172 ram $7173 :MM_4166 if not Car.Wrecked($7173) jf @MM_4226 Car.SetMaxSpeed($7173, 100.0) 0477: set_car $7173 action 8 time 5000 if not Car.Wrecked($7174) jf @MM_4226 032C: car $7173 ram $7174 :MM_4226 if not Car.Wrecked($7174) jf @MM_4286 Car.SetMaxSpeed($7174, 100.0) 0477: set_car $7174 action 8 time 5000 if not Car.Wrecked($7175) jf @MM_4286 032C: car $7174 ram $7175 :MM_4286 if not Car.Wrecked($7175) jf @MM_4346 Car.SetMaxSpeed($7175, 100.0) 0477: set_car $7175 action 8 time 5000 if not Car.Wrecked($7176) jf @MM_4346 032C: car $7175 ram $7176 :MM_4346 if not Car.Wrecked($7176) jf @MM_4406 Car.SetMaxSpeed($7176, 100.0) 0477: set_car $7176 action 8 time 5000 if not Car.Wrecked($7177) jf @MM_4406 032C: car $7176 ram $7177 :MM_4406 if not Car.Wrecked($7177) jf @MM_4466 Car.SetMaxSpeed($7177, 100.0) 0477: set_car $7177 action 8 time 5000 if not Car.Wrecked($7162) jf @MM_4466 032C: car $7177 ram $7162 :MM_4466 014E: start_timer_at $7198 count_in_direction 1 04F7: status_text $7203 1 line 1 'BLOD_04' // CAR HEALTH: 0208: $7221 = random_float -1530.0 -1384.0 0208: $7222 = random_float 995.0 923.0 0208: $7223 = random_float -1530.0 -1384.0 0208: $7224 = random_float 995.0 1056.0 0208: $7225 = random_float -1265.0 -1384.0 0208: $7226 = random_float 995.0 923.0 0208: $7227 = random_float -1265.0 -1384.0 0208: $7228 = random_float 995.0 1056.0 gosub @MM_14708 16@ = 0 // integer values 17@ = 0 // integer values :MM_4631 if $7198 > 0 // integer values jf @MM_9459 wait 0 if $7199 == 0 // integer values jf @MM_4696 01E4: text_1number_lowpriority 'BLOD_05' $7200 $7210 ms 1 // ~g~TARGET TIME: ~1~ Minute jump @MM_4714 :MM_4696 01E4: text_1number_lowpriority 'BLOD_06' $7200 $7210 ms 1 // ~g~TARGET TIME: ~1~ Minutes :MM_4714 if 001C: $7198 > $7210 // integer values jf @MM_4740 jump @MM_9544 :MM_4740 if $7214 == 1 // integer values jf @MM_4765 gosub @MM_14838 :MM_4765 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7229 $7230 $7231 if 00F5: player $PLAYER_CHAR 0 $7229 $7230 $7231 radius 7.0 7.0 7.0 jf @MM_4950 if not Car.Wrecked($7194) jf @MM_4916 $7216 = Car.Health($7194) if 1234 > $7216 // integer values jf @MM_4900 $7216 += 15 // integer values Car.Health($7194) = $7216 jump @MM_4916 :MM_4900 $7216 = 1249 // integer values Car.Health($7194) = $7216 :MM_4916 $7198 += 15000 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 gosub @MM_14708 :MM_4950 if not Car.Wrecked($7164) jf @MM_5015 if 01AF: car $7164 0 $7229 $7230 $7231 radius 7.0 7.0 7.0 jf @MM_5015 gosub @MM_14708 :MM_5015 if not Car.Wrecked($7171) jf @MM_5080 if 01AF: car $7171 0 $7229 $7230 $7231 radius 7.0 7.0 7.0 jf @MM_5080 gosub @MM_14708 :MM_5080 if 0 > $7197 // integer values jf @MM_5105 $7197 = 0 // integer values :MM_5105 if not Car.Wrecked($7194) jf @MM_5278 $7202 = Car.Health($7194) $7202 -= 249 // integer values if 0 > $7202 // integer values jf @MM_5162 $7202 = 0 // integer values :MM_5162 0084: $7203 = $7202 // integer values and handles $7203 /= 10 // integer values if 0 > $7203 // integer values jf @MM_5202 $7203 = 0 // integer values :MM_5202 if 01F4: car $7194 flipped jf @MM_5278 if 01C1: car $7194 stopped jf @MM_5278 Car.StorePos($7194, $95, $96, $97) $7220 = Car.Angle($7194) Car.PutAt($7194, $95, $96, $97) Car.Angle($7194) = $7220 :MM_5278 if 17@ > 5000 // integer values jf @MM_8947 if $7211 == 0 // integer values jf @MM_5386 if not Car.Wrecked($7164) jf @MM_5347 02C2: car $7164 drive_to_point $7229 $7230 -100.0 :MM_5347 if not Car.Wrecked($7171) jf @MM_5379 02C2: car $7171 drive_to_point $7229 $7230 -100.0 :MM_5379 $7211 = 1 // integer values :MM_5386 if $7205 == 1 // integer values jf @MM_5483 if not Car.Wrecked($7162) jf @MM_5476 if not Car.Wrecked($7164) jf @MM_5452 02C2: car $7164 drive_to_point $7229 $7230 -100.0 :MM_5452 if not Car.Wrecked($7165) jf @MM_5476 032C: car $7165 ram $7162 :MM_5476 $7205 = 5 // integer values :MM_5483 if $7204 == 0 // integer values jf @MM_5581 if $7205 == 5 // integer values jf @MM_5581 if not Car.Wrecked($7162) jf @MM_5581 0208: $7221 = random_float -1530.0 -1384.0 0208: $7222 = random_float 995.0 923.0 02C2: car $7162 drive_to_point $7221 $7222 -100.0 :MM_5581 if $7205 == 11 // integer values jf @MM_5652 if not Car.Wrecked($7162) jf @MM_5622 Car.SetDriverBehaviour($7162, KillThePlayer) :MM_5622 if not Car.Wrecked($7165) jf @MM_5645 Car.SetDriverBehaviour($7165, KillThePlayer) :MM_5645 $7205 = 6 // integer values :MM_5652 if $7205 == 2 // integer values jf @MM_5741 if not Car.Wrecked($7166) jf @MM_5734 if not Car.Wrecked($7168) jf @MM_5710 032C: car $7168 ram $7166 :MM_5710 if not Car.Wrecked($7169) jf @MM_5734 032C: car $7169 ram $7166 :MM_5734 $7205 = 5 // integer values :MM_5741 if $7204 == 0 // integer values jf @MM_5839 if $7205 == 5 // integer values jf @MM_5839 if not Car.Wrecked($7166) jf @MM_5839 0208: $7223 = random_float -1530.0 -1384.0 0208: $7224 = random_float 995.0 1056.0 02C2: car $7166 drive_to_point $7223 $7224 -100.0 :MM_5839 if $7205 == 12 // integer values jf @MM_5933 if not Car.Wrecked($7166) jf @MM_5880 Car.SetDriverBehaviour($7166, KillThePlayer) :MM_5880 if not Car.Wrecked($7168) jf @MM_5903 Car.SetDriverBehaviour($7168, KillThePlayer) :MM_5903 if not Car.Wrecked($7169) jf @MM_5926 Car.SetDriverBehaviour($7169, KillThePlayer) :MM_5926 $7205 = 6 // integer values :MM_5933 if $7205 == 3 // integer values jf @MM_6054 if not Car.Wrecked($7170) jf @MM_6047 if not Car.Wrecked($7171) jf @MM_5999 02C2: car $7171 drive_to_point $7229 $7230 -100.0 :MM_5999 if not Car.Wrecked($7172) jf @MM_6023 032C: car $7172 ram $7170 :MM_6023 if not Car.Wrecked($7173) jf @MM_6047 032C: car $7173 ram $7170 :MM_6047 $7205 = 5 // integer values :MM_6054 if $7204 == 0 // integer values jf @MM_6152 if $7205 == 5 // integer values jf @MM_6152 if not Car.Wrecked($7170) jf @MM_6152 0208: $7225 = random_float -1265.0 -1384.0 0208: $7226 = random_float 995.0 923.0 02C2: car $7170 drive_to_point $7225 $7226 -100.0 :MM_6152 if $7205 == 13 // integer values jf @MM_6246 if not Car.Wrecked($7170) jf @MM_6193 Car.SetDriverBehaviour($7170, KillThePlayer) :MM_6193 if not Car.Wrecked($7172) jf @MM_6216 Car.SetDriverBehaviour($7172, KillThePlayer) :MM_6216 if not Car.Wrecked($7173) jf @MM_6239 Car.SetDriverBehaviour($7173, KillThePlayer) :MM_6239 $7205 = 6 // integer values :MM_6246 if $7205 == 4 // integer values jf @MM_6359 if not Car.Wrecked($7174) jf @MM_6352 if not Car.Wrecked($7175) jf @MM_6304 032C: car $7175 ram $7174 :MM_6304 if not Car.Wrecked($7176) jf @MM_6328 032C: car $7176 ram $7174 :MM_6328 if not Car.Wrecked($7177) jf @MM_6352 032C: car $7177 ram $7174 :MM_6352 $7205 = 5 // integer values :MM_6359 if $7204 == 0 // integer values jf @MM_6464 if $7205 == 5 // integer values jf @MM_6457 if not Car.Wrecked($7174) jf @MM_6457 0208: $7227 = random_float -1265.0 -1384.0 0208: $7228 = random_float 995.0 1056.0 02C2: car $7174 drive_to_point $7227 $7228 -100.0 :MM_6457 $7204 = 1 // integer values :MM_6464 if $7205 == 14 // integer values jf @MM_6581 if not Car.Wrecked($7174) jf @MM_6505 Car.SetDriverBehaviour($7174, KillThePlayer) :MM_6505 if not Car.Wrecked($7175) jf @MM_6528 Car.SetDriverBehaviour($7175, KillThePlayer) :MM_6528 if not Car.Wrecked($7176) jf @MM_6551 Car.SetDriverBehaviour($7176, KillThePlayer) :MM_6551 if not Car.Wrecked($7177) jf @MM_6574 Car.SetDriverBehaviour($7177, KillThePlayer) :MM_6574 $7205 = 6 // integer values :MM_6581 if not Car.Wrecked($7162) jf @MM_6698 if 01F4: car $7162 flipped jf @MM_6672 if 81FC: not player $PLAYER_CHAR near_car $7162 radius 7.0 7.0 0 jf @MM_6672 Car.StorePos($7162, $95, $96, $97) Car.PutAt($7162, $95, $96, $97) :MM_6672 if 03CE: car $7162 stuck jf @MM_6698 0477: set_car $7162 action 2 time 3000 :MM_6698 if not Car.Wrecked($7163) jf @MM_6815 if 01F4: car $7163 flipped jf @MM_6789 if 81FC: not player $PLAYER_CHAR near_car $7163 radius 7.0 7.0 0 jf @MM_6789 Car.StorePos($7163, $95, $96, $97) Car.PutAt($7163, $95, $96, $97) :MM_6789 if 03CE: car $7163 stuck jf @MM_6815 0477: set_car $7163 action 2 time 3000 :MM_6815 if not Car.Wrecked($7164) jf @MM_6932 if 01F4: car $7164 flipped jf @MM_6906 if 81FC: not player $PLAYER_CHAR near_car $7164 radius 7.0 7.0 0 jf @MM_6906 Car.StorePos($7164, $95, $96, $97) Car.PutAt($7164, $95, $96, $97) :MM_6906 if 03CE: car $7164 stuck jf @MM_6932 0477: set_car $7164 action 2 time 3000 :MM_6932 if not Car.Wrecked($7165) jf @MM_7049 if 01F4: car $7165 flipped jf @MM_7023 if 81FC: not player $PLAYER_CHAR near_car $7165 radius 7.0 7.0 0 jf @MM_7023 Car.StorePos($7165, $95, $96, $97) Car.PutAt($7165, $95, $96, $97) :MM_7023 if 03CE: car $7165 stuck jf @MM_7049 0477: set_car $7165 action 2 time 3000 :MM_7049 if not Car.Wrecked($7166) jf @MM_7166 if 01F4: car $7166 flipped jf @MM_7140 if 81FC: not player $PLAYER_CHAR near_car $7166 radius 7.0 7.0 0 jf @MM_7140 Car.StorePos($7166, $95, $96, $97) Car.PutAt($7166, $95, $96, $97) :MM_7140 if 03CE: car $7166 stuck jf @MM_7166 0477: set_car $7166 action 2 time 3000 :MM_7166 if not Car.Wrecked($7167) jf @MM_7283 if 01F4: car $7167 flipped jf @MM_7257 if 81FC: not player $PLAYER_CHAR near_car $7167 radius 7.0 7.0 0 jf @MM_7257 Car.StorePos($7167, $95, $96, $97) Car.PutAt($7167, $95, $96, $97) :MM_7257 if 03CE: car $7167 stuck jf @MM_7283 0477: set_car $7167 action 2 time 3000 :MM_7283 if not Car.Wrecked($7168) jf @MM_7400 if 01F4: car $7168 flipped jf @MM_7374 if 81FC: not player $PLAYER_CHAR near_car $7168 radius 7.0 7.0 0 jf @MM_7374 Car.StorePos($7168, $95, $96, $97) Car.PutAt($7168, $95, $96, $97) :MM_7374 if 03CE: car $7168 stuck jf @MM_7400 0477: set_car $7168 action 2 time 3000 :MM_7400 if not Car.Wrecked($7169) jf @MM_7517 if 01F4: car $7169 flipped jf @MM_7491 if 81FC: not player $PLAYER_CHAR near_car $7169 radius 7.0 7.0 0 jf @MM_7491 Car.StorePos($7169, $95, $96, $97) Car.PutAt($7169, $95, $96, $97) :MM_7491 if 03CE: car $7169 stuck jf @MM_7517 0477: set_car $7169 action 2 time 3000 :MM_7517 if not Car.Wrecked($7170) jf @MM_7634 if 01F4: car $7170 flipped jf @MM_7608 if 81FC: not player $PLAYER_CHAR near_car $7170 radius 7.0 7.0 0 jf @MM_7608 Car.StorePos($7170, $95, $96, $97) Car.PutAt($7170, $95, $96, $97) :MM_7608 if 03CE: car $7170 stuck jf @MM_7634 0477: set_car $7170 action 2 time 3000 :MM_7634 if not Car.Wrecked($7171) jf @MM_7751 if 01F4: car $7171 flipped jf @MM_7725 if 81FC: not player $PLAYER_CHAR near_car $7171 radius 7.0 7.0 0 jf @MM_7725 Car.StorePos($7171, $95, $96, $97) Car.PutAt($7171, $95, $96, $97) :MM_7725 if 03CE: car $7171 stuck jf @MM_7751 0477: set_car $7171 action 2 time 3000 :MM_7751 if not Car.Wrecked($7172) jf @MM_7868 if 01F4: car $7172 flipped jf @MM_7842 if 81FC: not player $PLAYER_CHAR near_car $7172 radius 7.0 7.0 0 jf @MM_7842 Car.StorePos($7172, $95, $96, $97) Car.PutAt($7172, $95, $96, $97) :MM_7842 if 03CE: car $7172 stuck jf @MM_7868 0477: set_car $7172 action 2 time 3000 :MM_7868 if not Car.Wrecked($7173) jf @MM_7985 if 01F4: car $7173 flipped jf @MM_7959 if 81FC: not player $PLAYER_CHAR near_car $7173 radius 7.0 7.0 0 jf @MM_7959 Car.StorePos($7173, $95, $96, $97) Car.PutAt($7173, $95, $96, $97) :MM_7959 if 03CE: car $7173 stuck jf @MM_7985 0477: set_car $7173 action 2 time 3000 :MM_7985 if not Car.Wrecked($7174) jf @MM_8102 if 01F4: car $7174 flipped jf @MM_8076 if 81FC: not player $PLAYER_CHAR near_car $7174 radius 7.0 7.0 0 jf @MM_8076 Car.StorePos($7174, $95, $96, $97) Car.PutAt($7174, $95, $96, $97) :MM_8076 if 03CE: car $7174 stuck jf @MM_8102 0477: set_car $7174 action 2 time 3000 :MM_8102 if not Car.Wrecked($7175) jf @MM_8219 if 01F4: car $7175 flipped jf @MM_8193 if 81FC: not player $PLAYER_CHAR near_car $7175 radius 7.0 7.0 0 jf @MM_8193 Car.StorePos($7175, $95, $96, $97) Car.PutAt($7175, $95, $96, $97) :MM_8193 if 03CE: car $7175 stuck jf @MM_8219 0477: set_car $7175 action 2 time 3000 :MM_8219 if not Car.Wrecked($7176) jf @MM_8336 if 01F4: car $7176 flipped jf @MM_8310 if 81FC: not player $PLAYER_CHAR near_car $7176 radius 7.0 7.0 0 jf @MM_8310 Car.StorePos($7176, $95, $96, $97) Car.PutAt($7176, $95, $96, $97) :MM_8310 if 03CE: car $7176 stuck jf @MM_8336 0477: set_car $7176 action 2 time 3000 :MM_8336 if not Car.Wrecked($7177) jf @MM_8453 if 01F4: car $7177 flipped jf @MM_8427 if 81FC: not player $PLAYER_CHAR near_car $7177 radius 7.0 7.0 0 jf @MM_8427 Car.StorePos($7177, $95, $96, $97) Car.PutAt($7177, $95, $96, $97) :MM_8427 if 03CE: car $7177 stuck jf @MM_8453 0477: set_car $7177 action 2 time 3000 :MM_8453 if 16@ > 1500 // integer values jf @MM_8511 $7204 = 0 // integer values 16@ = 0 // integer values if $7214 == 0 // integer values jf @MM_8511 $7214 = 1 // integer values :MM_8511 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 jf @MM_8588 if $7206 == 0 // integer values jf @MM_8581 $7205 = 11 // integer values $7206 = 1 // integer values :MM_8581 jump @MM_8620 :MM_8588 if $7206 == 1 // integer values jf @MM_8620 $7205 = 1 // integer values $7206 = 0 // integer values :MM_8620 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 jf @MM_8697 if $7207 == 0 // integer values jf @MM_8690 $7205 = 12 // integer values $7207 = 1 // integer values :MM_8690 jump @MM_8729 :MM_8697 if $7207 == 1 // integer values jf @MM_8729 $7205 = 2 // integer values $7207 = 0 // integer values :MM_8729 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 jf @MM_8806 if $7208 == 0 // integer values jf @MM_8799 $7205 = 13 // integer values $7208 = 1 // integer values :MM_8799 jump @MM_8838 :MM_8806 if $7208 == 1 // integer values jf @MM_8838 $7205 = 3 // integer values $7208 = 0 // integer values :MM_8838 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 jf @MM_8915 if $7209 == 0 // integer values jf @MM_8908 $7205 = 14 // integer values $7209 = 1 // integer values :MM_8908 jump @MM_8947 :MM_8915 if $7209 == 1 // integer values jf @MM_8947 $7205 = 4 // integer values $7209 = 0 // integer values :MM_8947 if Car.Wrecked($7162) jf @MM_8977 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_8977 if Car.Wrecked($7163) jf @MM_9007 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9007 if Car.Wrecked($7164) jf @MM_9037 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9037 if Car.Wrecked($7165) jf @MM_9067 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9067 if Car.Wrecked($7166) jf @MM_9097 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9097 if Car.Wrecked($7167) jf @MM_9127 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9127 if Car.Wrecked($7168) jf @MM_9157 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9157 if Car.Wrecked($7169) jf @MM_9187 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9187 if Car.Wrecked($7170) jf @MM_9217 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9217 if Car.Wrecked($7171) jf @MM_9247 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9247 if Car.Wrecked($7172) jf @MM_9277 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9277 if Car.Wrecked($7173) jf @MM_9307 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9307 if Car.Wrecked($7174) jf @MM_9337 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9337 if Car.Wrecked($7175) jf @MM_9367 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9367 if Car.Wrecked($7176) jf @MM_9397 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9397 if Car.Wrecked($7177) jf @MM_9427 $7196 -= 1 // integer values $7197 += 1 // integer values :MM_9427 if 16 > $7196 // integer values jf @MM_9452 gosub @MM_10712 :MM_9452 jump @MM_4631 :MM_9459 Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1000 :MM_9481 if fading jf @MM_9505 wait 0 jump @MM_9481 :MM_9505 00BC: text_highpriority 'TAXI2' 5000 ms 1 // ~r~You're out of time! jump @MM_9527 :MM_9527 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :MM_9544 03CF: load_wav 'AIRHRNL' as 1 :MM_9556 if 83D0: not wav 1 loaded jf @MM_9582 wait 0 jump @MM_9556 :MM_9582 03CF: load_wav 'AIRHRNR' as 2 :MM_9594 if 83D0: not wav 2 loaded jf @MM_9620 wait 0 jump @MM_9594 :MM_9620 03D1: play_wav 1 03D1: play_wav 2 :MM_9628 if 83D2: not wav 2 ended jf @MM_9654 wait 0 jump @MM_9628 :MM_9654 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 0394: play_music 1 if not Car.Wrecked($7162) jf @MM_9692 Car.LockInCurrentPosition($7162) = True :MM_9692 if not Car.Wrecked($7163) jf @MM_9715 Car.LockInCurrentPosition($7163) = True :MM_9715 if not Car.Wrecked($7164) jf @MM_9738 Car.LockInCurrentPosition($7164) = True :MM_9738 if not Car.Wrecked($7165) jf @MM_9761 Car.LockInCurrentPosition($7165) = True :MM_9761 if not Car.Wrecked($7166) jf @MM_9784 Car.LockInCurrentPosition($7166) = True :MM_9784 if not Car.Wrecked($7167) jf @MM_9807 Car.LockInCurrentPosition($7167) = True :MM_9807 if not Car.Wrecked($7168) jf @MM_9830 Car.LockInCurrentPosition($7168) = True :MM_9830 if not Car.Wrecked($7169) jf @MM_9853 Car.LockInCurrentPosition($7169) = True :MM_9853 if not Car.Wrecked($7170) jf @MM_9876 Car.LockInCurrentPosition($7170) = True :MM_9876 if not Car.Wrecked($7171) jf @MM_9899 Car.LockInCurrentPosition($7171) = True :MM_9899 if not Car.Wrecked($7172) jf @MM_9922 Car.LockInCurrentPosition($7172) = True :MM_9922 if not Car.Wrecked($7173) jf @MM_9945 Car.LockInCurrentPosition($7173) = True :MM_9945 if not Car.Wrecked($7174) jf @MM_9968 Car.LockInCurrentPosition($7174) = True :MM_9968 if not Car.Wrecked($7175) jf @MM_9991 Car.LockInCurrentPosition($7175) = True :MM_9991 if not Car.Wrecked($7176) jf @MM_10014 Car.LockInCurrentPosition($7176) = True :MM_10014 if not Car.Wrecked($7177) jf @MM_10037 Car.LockInCurrentPosition($7177) = True :MM_10037 00BA: text_styled 'BLOD_10' 6000 ms 5 // WINNER!! 01E3: text_1number_styled 'BLOD_09' number 1000 time 6000 style 6 // $~1~ Player.Money($PLAYER_CHAR) += 1000 0084: $7201 = $7210 // integer values and handles $7201 /= 1000 // integer values $7199 += 1 // integer values $7200 += 1 // integer values 0544: save_longest_time_in_bloodring $7201 16@ = 0 // integer values 03F0: enable_text_draw 1 :MM_10124 wait 0 if 5000 > 16@ // integer values jf @MM_10322 gosub @MM_15844 0340: set_text_draw_color 0 0 0 255 045A: text_draw_1number 32.0 302.0 'BLOD_07' $7201 // NEW Best Time: ~1~ Seconds gosub @MM_15844 0340: set_text_draw_color 255 128 0 255 045A: text_draw_1number 30.0 300.0 'BLOD_07' $7201 // NEW Best Time: ~1~ Seconds gosub @MM_15844 0340: set_text_draw_color 0 0 0 255 045A: text_draw_1number 32.0 317.0 'BLOD_08' $7197 // Cars Destroyed: ~1~ gosub @MM_15844 0340: set_text_draw_color 255 128 0 255 045A: text_draw_1number 30.0 315.0 'BLOD_08' $7197 // Cars Destroyed: ~1~ jump @MM_10329 :MM_10322 jump @MM_10336 :MM_10329 jump @MM_10124 :MM_10336 $7210 += 60000 // integer values 0169: set_fade_color 0 0 0 fade 0 1000 :MM_10361 if fading jf @MM_10385 wait 0 jump @MM_10361 :MM_10385 02A3: enable_widescreen 0 01F6: cancel_override_restart 0414: set_player $PLAYER_CHAR single_free_treatment 0 00BE: text_clear_all Player.ClearWantedLevel($PLAYER_CHAR) if $1598 == 0 // integer values jf @MM_10450 014C: set_parked_car_generator $1954 cars_to_generate_to 101 014C: set_parked_car_generator $1955 cars_to_generate_to 101 030C: progress_made += 1 0595: mission_complete $1598 = 1 // integer values :MM_10450 return :MM_10452 $ONMISSION = 0 // integer values 03F0: enable_text_draw 0 04FA: reset_sky_colors_with_fade 0 Marker.Disable($7232) Camera.SetAtPos(-1101.0, 1331.0, 19.1) Player.CanMove($PLAYER_CHAR) = True 01B7: release_weather 0543: add_to_bloodring_kills_stat $7197 0151: remove_status_text $7197 014F: stop_timer $7198 0151: remove_status_text $7203 03D5: remove_text 'BLOD_05' // ~g~TARGET TIME: ~1~ Minute 03D5: remove_text 'BLOD_06' // ~g~TARGET TIME: ~1~ Minutes Model.Destroy(#BLOODRB) Model.Destroy(#BLOODRA) Model.Destroy(#WMYCR) $392 = 1 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 04E2: set_player $PLAYER_CHAR suspend_heavy_police_reinforcements 0 057E: make_radar_grey 0 if not wasted_or_busted jf @MM_10708 select_interior 0 Camera.SetAtPos(-1101.0, 1331.0, 19.1) if 00E0: player $PLAYER_CHAR driving jf @MM_10652 012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car jump @MM_10672 :MM_10652 0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 :MM_10672 0171: set_player $PLAYER_CHAR z_angle_to 278.65 Camera.Restore_WithJumpCut 03C8: set_camera_directly_before_player 0169: set_fade_color 0 0 0 fade 1 1500 Player.CanMove($PLAYER_CHAR) = True :MM_10708 mission_cleanup return :MM_10712 gosub @MM_14305 if Car.Wrecked($7162) jf @MM_10936 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 jf @MM_10816 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_10816 03CD: car $7162 remove_from_stuck_car_check Car.RemoveReferences($7162) Actor.RemoveReferences($7178) $7162 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7178 = create_actor 4 #WMYCR in_car $7162 driverseat 0489: set_actor $7178 muted 1 04E0: car $7162 abandon_path_radius 255 Car.ImmuneToNonPlayer($7162) = True Car.SetMaxSpeed($7162, 100.0) 03CC: car $7162 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7162 traffic_behavior_to 3 04BA: set_car $7162 speed_instantly 25.0 Car.SetDriverBehaviour($7162, KillThePlayer) $7196 += 1 // integer values :MM_10936 gosub @MM_14305 if Car.Wrecked($7163) jf @MM_11160 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 jf @MM_11040 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11040 03CD: car $7163 remove_from_stuck_car_check Car.RemoveReferences($7163) Actor.RemoveReferences($7179) $7163 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7179 = create_actor 4 #WMYCR in_car $7163 driverseat 0489: set_actor $7179 muted 1 04E0: car $7163 abandon_path_radius 255 Car.ImmuneToNonPlayer($7163) = True Car.SetMaxSpeed($7163, 100.0) 03CC: car $7163 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7163 traffic_behavior_to 3 04BA: set_car $7163 speed_instantly 25.0 Car.SetDriverBehaviour($7163, KillThePlayer) $7196 += 1 // integer values :MM_11160 gosub @MM_14305 if Car.Wrecked($7164) jf @MM_11384 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 jf @MM_11264 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11264 03CD: car $7164 remove_from_stuck_car_check Car.RemoveReferences($7164) Actor.RemoveReferences($7180) $7164 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7180 = create_actor 4 #WMYCR in_car $7164 driverseat 0489: set_actor $7180 muted 1 04E0: car $7164 abandon_path_radius 255 Car.ImmuneToNonPlayer($7164) = True Car.SetMaxSpeed($7164, 100.0) 03CC: car $7164 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7164 traffic_behavior_to 3 04BA: set_car $7164 speed_instantly 25.0 Car.SetDriverBehaviour($7164, KillThePlayer) $7196 += 1 // integer values :MM_11384 gosub @MM_14305 if Car.Wrecked($7165) jf @MM_11608 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 923.0 jf @MM_11488 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11488 03CD: car $7165 remove_from_stuck_car_check Car.RemoveReferences($7165) Actor.RemoveReferences($7181) $7165 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7181 = create_actor 4 #WMYCR in_car $7165 driverseat 0489: set_actor $7181 muted 1 04E0: car $7165 abandon_path_radius 255 Car.ImmuneToNonPlayer($7165) = True Car.SetMaxSpeed($7165, 100.0) 03CC: car $7165 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7165 traffic_behavior_to 3 04BA: set_car $7165 speed_instantly 25.0 Car.SetDriverBehaviour($7165, KillThePlayer) $7196 += 1 // integer values :MM_11608 gosub @MM_14305 if Car.Wrecked($7166) jf @MM_11832 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 jf @MM_11712 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11712 03CD: car $7166 remove_from_stuck_car_check Car.RemoveReferences($7166) Actor.RemoveReferences($7182) $7166 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7182 = create_actor 4 #WMYCR in_car $7166 driverseat 0489: set_actor $7182 muted 1 04E0: car $7166 abandon_path_radius 255 Car.ImmuneToNonPlayer($7166) = True Car.SetMaxSpeed($7166, 100.0) 03CC: car $7166 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7166 traffic_behavior_to 3 04BA: set_car $7166 speed_instantly 25.0 Car.SetDriverBehaviour($7166, KillThePlayer) $7196 += 1 // integer values :MM_11832 gosub @MM_14305 if Car.Wrecked($7167) jf @MM_12063 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 jf @MM_11936 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_11936 03CD: car $7167 remove_from_stuck_car_check Car.RemoveReferences($7167) Actor.RemoveReferences($7183) $7167 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7183 = create_actor 4 #WMYCR in_car $7167 driverseat 0489: set_actor $7183 muted 1 04E0: car $7167 abandon_path_radius 255 Car.ImmuneToNonPlayer($7167) = True Car.SetMaxSpeed($7167, 100.0) 03CC: car $7167 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7167 traffic_behavior_to 3 04BA: set_car $7167 speed_instantly 25.0 Car.SetDriverBehaviour($7167, KillThePlayer) Car.SetDriverBehaviour($7167, KillThePlayer) $7196 += 1 // integer values :MM_12063 gosub @MM_14305 if Car.Wrecked($7168) jf @MM_12287 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 jf @MM_12167 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_12167 03CD: car $7168 remove_from_stuck_car_check Car.RemoveReferences($7168) Actor.RemoveReferences($7184) $7168 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7184 = create_actor 4 #WMYCR in_car $7168 driverseat 0489: set_actor $7184 muted 1 04E0: car $7168 abandon_path_radius 255 Car.ImmuneToNonPlayer($7168) = True Car.SetMaxSpeed($7168, 100.0) 03CC: car $7168 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7168 traffic_behavior_to 3 04BA: set_car $7168 speed_instantly 25.0 Car.SetDriverBehaviour($7168, KillThePlayer) $7196 += 1 // integer values :MM_12287 gosub @MM_14305 if Car.Wrecked($7169) jf @MM_12511 if 0056: player $PLAYER_CHAR 0 -1530.0 995.0 -1384.0 1076.0 jf @MM_12391 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_12391 03CD: car $7169 remove_from_stuck_car_check Car.RemoveReferences($7169) Actor.RemoveReferences($7185) $7169 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7185 = create_actor 4 #WMYCR in_car $7169 driverseat 0489: set_actor $7185 muted 1 04E0: car $7169 abandon_path_radius 255 Car.ImmuneToNonPlayer($7169) = True Car.SetMaxSpeed($7169, 100.0) 03CC: car $7169 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7169 traffic_behavior_to 3 04BA: set_car $7169 speed_instantly 25.0 Car.SetDriverBehaviour($7169, KillThePlayer) $7196 += 1 // integer values :MM_12511 gosub @MM_14305 if Car.Wrecked($7170) jf @MM_12735 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 jf @MM_12615 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_12615 03CD: car $7170 remove_from_stuck_car_check Car.RemoveReferences($7170) Actor.RemoveReferences($7186) $7170 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7186 = create_actor 4 #WMYCR in_car $7170 driverseat 0489: set_actor $7186 muted 1 04E0: car $7170 abandon_path_radius 255 Car.ImmuneToNonPlayer($7170) = True Car.SetMaxSpeed($7170, 100.0) 03CC: car $7170 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7170 traffic_behavior_to 3 04BA: set_car $7170 speed_instantly 25.0 Car.SetDriverBehaviour($7170, KillThePlayer) $7196 += 1 // integer values :MM_12735 gosub @MM_14305 if Car.Wrecked($7171) jf @MM_12959 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 jf @MM_12839 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_12839 03CD: car $7171 remove_from_stuck_car_check Car.RemoveReferences($7171) Actor.RemoveReferences($7187) $7171 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7187 = create_actor 4 #WMYCR in_car $7171 driverseat 0489: set_actor $7187 muted 1 04E0: car $7171 abandon_path_radius 255 Car.ImmuneToNonPlayer($7171) = True Car.SetMaxSpeed($7171, 100.0) 03CC: car $7171 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7171 traffic_behavior_to 3 04BA: set_car $7171 speed_instantly 25.0 Car.SetDriverBehaviour($7171, KillThePlayer) $7196 += 1 // integer values :MM_12959 gosub @MM_14305 if Car.Wrecked($7172) jf @MM_13183 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 jf @MM_13063 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13063 03CD: car $7172 remove_from_stuck_car_check Car.RemoveReferences($7172) Actor.RemoveReferences($7188) $7172 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7188 = create_actor 4 #WMYCR in_car $7172 driverseat 0489: set_actor $7188 muted 1 04E0: car $7172 abandon_path_radius 255 Car.ImmuneToNonPlayer($7172) = True Car.SetMaxSpeed($7172, 100.0) 03CC: car $7172 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7172 traffic_behavior_to 3 04BA: set_car $7172 speed_instantly 25.0 Car.SetDriverBehaviour($7172, KillThePlayer) $7196 += 1 // integer values :MM_13183 gosub @MM_14305 if Car.Wrecked($7173) jf @MM_13407 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 923.0 jf @MM_13287 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13287 03CD: car $7173 remove_from_stuck_car_check Car.RemoveReferences($7173) Actor.RemoveReferences($7189) $7173 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7189 = create_actor 4 #WMYCR in_car $7173 driverseat 0489: set_actor $7189 muted 1 04E0: car $7173 abandon_path_radius 255 Car.ImmuneToNonPlayer($7173) = True Car.SetMaxSpeed($7173, 100.0) 03CC: car $7173 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7173 traffic_behavior_to 3 04BA: set_car $7173 speed_instantly 25.0 Car.SetDriverBehaviour($7173, KillThePlayer) $7196 += 1 // integer values :MM_13407 gosub @MM_14305 if Car.Wrecked($7174) jf @MM_13631 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 jf @MM_13511 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13511 03CD: car $7174 remove_from_stuck_car_check Car.RemoveReferences($7174) Actor.RemoveReferences($7190) $7174 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7190 = create_actor 4 #WMYCR in_car $7174 driverseat 0489: set_actor $7190 muted 1 04E0: car $7174 abandon_path_radius 255 Car.ImmuneToNonPlayer($7174) = True Car.SetMaxSpeed($7174, 100.0) 03CC: car $7174 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7174 traffic_behavior_to 3 04BA: set_car $7174 speed_instantly 25.0 Car.SetDriverBehaviour($7174, KillThePlayer) $7196 += 1 // integer values :MM_13631 gosub @MM_14305 if Car.Wrecked($7175) jf @MM_13855 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 jf @MM_13735 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13735 03CD: car $7175 remove_from_stuck_car_check Car.RemoveReferences($7175) Actor.RemoveReferences($7191) $7175 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7191 = create_actor 4 #WMYCR in_car $7175 driverseat 0489: set_actor $7191 muted 1 04E0: car $7175 abandon_path_radius 255 Car.ImmuneToNonPlayer($7175) = True Car.SetMaxSpeed($7175, 100.0) 03CC: car $7175 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7175 traffic_behavior_to 3 04BA: set_car $7175 speed_instantly 25.0 Car.SetDriverBehaviour($7175, KillThePlayer) $7196 += 1 // integer values :MM_13855 gosub @MM_14305 if Car.Wrecked($7176) jf @MM_14079 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 jf @MM_13959 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_13959 03CD: car $7176 remove_from_stuck_car_check Car.RemoveReferences($7176) Actor.RemoveReferences($7192) $7176 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7192 = create_actor 4 #WMYCR in_car $7176 driverseat 0489: set_actor $7192 muted 1 04E0: car $7176 abandon_path_radius 255 Car.ImmuneToNonPlayer($7176) = True Car.SetMaxSpeed($7176, 100.0) 03CC: car $7176 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7176 traffic_behavior_to 3 04BA: set_car $7176 speed_instantly 25.0 Car.SetDriverBehaviour($7176, KillThePlayer) $7196 += 1 // integer values :MM_14079 gosub @MM_14305 if Car.Wrecked($7177) jf @MM_14303 if 0056: player $PLAYER_CHAR 0 -1265.0 995.0 -1384.0 1076.0 jf @MM_14183 01E3: text_1number_styled 'BONUS' number 100 time 1000 style 1 // ~g~BONUS $~1~ 018C: play_sound 1 at 0.0 0.0 0.0 Player.Money($PLAYER_CHAR) += 100 :MM_14183 03CD: car $7177 remove_from_stuck_car_check Car.RemoveReferences($7177) Actor.RemoveReferences($7193) $7177 = Car.Create(#BLOODRB, $7217, $7218, $7219) 0129: $7193 = create_actor 4 #WMYCR in_car $7177 driverseat 0489: set_actor $7193 muted 1 04E0: car $7177 abandon_path_radius 255 Car.ImmuneToNonPlayer($7177) = True Car.SetMaxSpeed($7177, 100.0) 03CC: car $7177 add_to_stuck_car_check 1.5 = 4000 00AE: set_vehicle $7177 traffic_behavior_to 3 04BA: set_car $7177 speed_instantly 25.0 Car.SetDriverBehaviour($7177, KillThePlayer) $7196 += 1 // integer values :MM_14303 return :MM_14305 0209: $7195 = random_int_in_ranges 1 4 wait 0 024F: create_corona_with_radius 5.0 type 6 lensflares 0 with_color 150 150 0 at $7229 $7230 $7231 if $7214 == 1 // integer values jf @MM_14371 gosub @MM_14838 :MM_14371 if $7195 == 1 // integer values jf @MM_14486 if 838A: not car_in_cube -1461.84 938.32 261.0 5.0 5.0 5.0 jf @MM_14479 $7217 = -1461.84 // floating-point values $7218 = 938.32 // floating-point values $7219 = 261.0 // floating-point values $7220 = 345.6 // floating-point values jump @MM_14486 :MM_14479 jump @MM_14305 :MM_14486 if $7195 == 2 // integer values jf @MM_14591 if 838A: not car_in_cube -1424.36 933.86 261.0 5.0 5.0 5.0 jf @MM_14584 $7217 = -1424.36 // floating-point values $7218 = 933.86 // floating-point values $7219 = 261.0 // floating-point values jump @MM_14591 :MM_14584 jump @MM_14305 :MM_14591 if $7195 == 3 // integer values jf @MM_14706 if 838A: not car_in_cube -1443.29 931.29 261.0 5.0 5.0 5.0 jf @MM_14699 $7217 = -1443.29 // floating-point values $7218 = 931.29 // floating-point values $7219 = 261.0 // floating-point values $7220 = 351.4 // floating-point values jump @MM_14706 :MM_14699 jump @MM_14305 :MM_14706 return :MM_14708 0208: $7229 = random_float -1290.0 -1508.0 0208: $7230 = random_float 939.0 1052.0 02CE: $7231 = ground_z $7229 $7230 275.8 if $7231 > 260.2 // floating-point values jf @MM_14782 jump @MM_14708 :MM_14782 if 249.0 > $7231 // floating-point values jf @MM_14810 jump @MM_14708 :MM_14810 Marker.Disable($7232) 018A: $7232 = create_checkpoint_at $7229 $7230 $7231 Marker.SetColor($7232, 4) return :MM_14838 0209: $7213 = random_int_in_ranges 1 22 if $7212 == 0 // integer values jf @MM_15701 if 003A: $7215 == $7213 // integer values and handles jf @MM_14916 $7213 += 1 // integer values if $7213 > 21 // integer values jf @MM_14916 $7213 = 1 // integer values :MM_14916 if $7213 == 1 // integer values jf @MM_14953 03CF: load_wav 'RACE1' as 1 $7212 = 1 // integer values :MM_14953 if $7213 == 2 // integer values jf @MM_14990 03CF: load_wav 'RACE2' as 1 $7212 = 1 // integer values :MM_14990 if $7213 == 3 // integer values jf @MM_15027 03CF: load_wav 'RACE3' as 1 $7212 = 1 // integer values :MM_15027 if $7213 == 4 // integer values jf @MM_15064 03CF: load_wav 'RACE4' as 1 $7212 = 1 // integer values :MM_15064 if $7213 == 5 // integer values jf @MM_15101 03CF: load_wav 'RACE5' as 1 $7212 = 1 // integer values :MM_15101 if $7213 == 6 // integer values jf @MM_15138 03CF: load_wav 'RACE6' as 1 $7212 = 1 // integer values :MM_15138 if $7213 == 7 // integer values jf @MM_15175 03CF: load_wav 'RACE7' as 1 $7212 = 1 // integer values :MM_15175 if $7213 == 8 // integer values jf @MM_15212 03CF: load_wav 'RACE8' as 1 $7212 = 1 // integer values :MM_15212 if $7213 == 9 // integer values jf @MM_15249 03CF: load_wav 'RACE9' as 1 $7212 = 1 // integer values :MM_15249 if $7213 == 10 // integer values jf @MM_15286 03CF: load_wav 'RACE10' as 1 $7212 = 1 // integer values :MM_15286 if $7213 == 11 // integer values jf @MM_15323 03CF: load_wav 'RACE11' as 1 $7212 = 1 // integer values :MM_15323 if $7213 == 12 // integer values jf @MM_15360 03CF: load_wav 'RACE12' as 1 $7212 = 1 // integer values :MM_15360 if $7213 == 13 // integer values jf @MM_15397 03CF: load_wav 'RACE13' as 1 $7212 = 1 // integer values :MM_15397 if $7213 == 14 // integer values jf @MM_15434 03CF: load_wav 'RACE14' as 1 $7212 = 1 // integer values :MM_15434 if $7213 == 15 // integer values jf @MM_15471 03CF: load_wav 'RACE15' as 1 $7212 = 1 // integer values :MM_15471 if $7213 == 16 // integer values jf @MM_15508 03CF: load_wav 'CHEER1' as 1 $7212 = 1 // integer values :MM_15508 if $7213 == 17 // integer values jf @MM_15545 03CF: load_wav 'CHEER2' as 1 $7212 = 1 // integer values :MM_15545 if $7213 == 18 // integer values jf @MM_15582 03CF: load_wav 'CHEER3' as 1 $7212 = 1 // integer values :MM_15582 if $7213 == 19 // integer values jf @MM_15619 03CF: load_wav 'CHEER4' as 1 $7212 = 1 // integer values :MM_15619 if $7213 == 20 // integer values jf @MM_15656 03CF: load_wav 'OOH1' as 1 $7212 = 1 // integer values :MM_15656 if $7213 == 21 // integer values jf @MM_15693 03CF: load_wav 'OOH2' as 1 $7212 = 1 // integer values :MM_15693 0084: $7215 = $7213 // integer values and handles :MM_15701 if $7212 == 1 // integer values jf @MM_15741 if 03D0: wav 1 loaded jf @MM_15741 $7212 = 2 // integer values :MM_15741 if $7212 == 2 // integer values jf @MM_15770 03D1: play_wav 1 $7212 = 3 // integer values :MM_15770 if $7212 == 3 // integer values jf @MM_15810 if 03D2: wav 1 ended jf @MM_15810 $7212 = 4 // integer values :MM_15810 if $7212 == 4 // integer values jf @MM_15842 $7212 = 0 // integer values $7214 = 0 // integer values :MM_15842 return :MM_15844 0341: set_text_draw_align_justify 1 03E4: set_text_draw_align_right 0 0343: set_text_linewidth 500.0 0348: set_text_draw_proportional 1 0342: set_text_draw_centered 0 0345: set_text_draw_in_box 0 033F: set_text_draw_letter_width_height 0.6 1.6 return //-------------Mission 81--------------- // Originally: DIRTRING :KICKST thread 'KICKST' gosub @KICKST_53 if wasted_or_busted jf @KICKST_37 gosub @KICKST_9979 :KICKST_37 gosub @KICKST_10445 end_thread $7419 = 0 // integer values :KICKST_53 $ONMISSION = 1 // integer values if $55 == 0 // integer values jf @KICKST_80 increment_mission_attempts :KICKST_80 $7233 = 0 // integer values $7239 = 0 // integer values $7237 = 30000 // integer values $7240 = -1484.643 // floating-point values $7241 = 1488.02 // floating-point values $7242 = 302.654 // floating-point values $7243 = 0 // integer values $7245 = -1333.7 // floating-point values $7246 = 1478.77 // floating-point values $7247 = 302.5 // floating-point values $7248 = 0 // integer values $7250 = -1335.735 // floating-point values $7251 = 1519.111 // floating-point values $7252 = 300.748 // floating-point values $7253 = 0 // integer values $7255 = -1304.975 // floating-point values $7256 = 1494.277 // floating-point values $7257 = 302.124 // floating-point values $7258 = 0 // integer values $7260 = -1302.957 // floating-point values $7261 = 1514.426 // floating-point values $7262 = 302.18 // floating-point values $7263 = 0 // integer values $7265 = -1388.63 // floating-point values $7266 = 1486.478 // floating-point values $7267 = 305.919 // floating-point values $7268 = 0 // integer values $7270 = -1437.116 // floating-point values $7271 = 1434.815 // floating-point values $7272 = 315.836 // floating-point values $7273 = 0 // integer values $7275 = -1417.707 // floating-point values $7276 = 1544.8 // floating-point values $7277 = 302.693 // floating-point values $7278 = 0 // integer values $7280 = -1313.301 // floating-point values $7281 = 1502.544 // floating-point values $7282 = 301.162 // floating-point values $7283 = 0 // integer values $7285 = -1312.47 // floating-point values $7286 = 1512.856 // floating-point values $7287 = 302.067 // floating-point values $7288 = 0 // integer values $7290 = -1323.204 // floating-point values $7291 = 1492.103 // floating-point values $7292 = 303.936 // floating-point values $7293 = 0 // integer values $7295 = -1323.245 // floating-point values $7296 = 1477.574 // floating-point values $7297 = 305.774 // floating-point values $7298 = 0 // integer values $7300 = -1344.384 // floating-point values $7301 = 1533.452 // floating-point values $7302 = 303.0 // floating-point values $7303 = 0 // integer values $7305 = -1348.278 // floating-point values $7306 = 1511.859 // floating-point values $7307 = 298.644 // floating-point values $7308 = 0 // integer values $7310 = -1378.509 // floating-point values $7311 = 1509.739 // floating-point values $7312 = 300.0 // floating-point values $7313 = 0 // integer values $7315 = -1388.155 // floating-point values $7316 = 1527.837 // floating-point values $7317 = 300.929 // floating-point values $7318 = 0 // integer values $7320 = -1409.253 // floating-point values $7321 = 1522.967 // floating-point values $7322 = 298.37 // floating-point values $7323 = 0 // integer values $7325 = -1426.424 // floating-point values $7326 = 1520.959 // floating-point values $7327 = 303.545 // floating-point values $7328 = 0 // integer values $7330 = -1460.186 // floating-point values $7331 = 1510.866 // floating-point values $7332 = 298.952 // floating-point values $7333 = 0 // integer values $7335 = -1460.878 // floating-point values $7336 = 1471.218 // floating-point values $7337 = 298.564 // floating-point values $7338 = 0 // integer values $7340 = -1429.784 // floating-point values $7341 = 1451.61 // floating-point values $7342 = 298.27 // floating-point values $7343 = 0 // integer values $7345 = -1400.634 // floating-point values $7346 = 1461.061 // floating-point values $7347 = 298.286 // floating-point values $7348 = 0 // integer values $7350 = -1425.175 // floating-point values $7351 = 1478.428 // floating-point values $7352 = 301.445 // floating-point values $7353 = 0 // integer values $7355 = -1414.86 // floating-point values $7356 = 1497.479 // floating-point values $7357 = 302.988 // floating-point values $7358 = 0 // integer values $7360 = -1379.127 // floating-point values $7361 = 1492.167 // floating-point values $7362 = 302.758 // floating-point values $7363 = 0 // integer values $7365 = -1366.536 // floating-point values $7366 = 1450.439 // floating-point values $7367 = 299.945 // floating-point values $7368 = 0 // integer values $7370 = -1346.842 // floating-point values $7371 = 1484.873 // floating-point values $7372 = 299.035 // floating-point values $7373 = 0 // integer values $7375 = -1513.362 // floating-point values $7376 = 1508.387 // floating-point values $7377 = 302.0 // floating-point values $7378 = 0 // integer values $7380 = -1493.339 // floating-point values $7381 = 1462.965 // floating-point values $7382 = 302.345 // floating-point values $7383 = 0 // integer values $7385 = -1509.219 // floating-point values $7386 = 1479.257 // floating-point values $7387 = 301.356 // floating-point values $7388 = 0 // integer values $7390 = -1484.417 // floating-point values $7391 = 1454.364 // floating-point values $7392 = 303.049 // floating-point values $7393 = 0 // integer values $7395 = -1496.913 // floating-point values $7396 = 1517.326 // floating-point values $7397 = 301.5 // floating-point values $7398 = 0 // integer values $7400 = 0 // integer values $7402 = 0 // integer values $7401 = 0 // integer values $7405 = 0 // integer values $7403 = 0 // integer values $7407 = 32 // integer values $7408 = 0.0 // floating-point values $7409 = 0.0 // floating-point values $7410 = 0.0 // floating-point values $7411 = 0.0 // floating-point values $7412 = 0.0 // floating-point values $7413 = 0.0 // floating-point values $7414 = 0 // integer values $7416 = 0 // integer values $7417 = 0 // integer values $7418 = 0 // integer values wait 0 054C: use_GXT_table 'KICKSTT' Player.CanMove($PLAYER_CHAR) = False 057E: make_radar_grey 1 select_interior 14 04F9: set_extracolors 9 fade 0 Camera.SetAtPos(-1331.889, 1498.615, 298.14) Model.Load(#SANCHEZ) :KICKST_1473 if not Model.Available(#SANCHEZ) jf @KICKST_1500 wait 0 jump @KICKST_1473 :KICKST_1500 Camera.SetPosition(-1339.475, 1448.583, 299.939, 0.0, 0.0, 0.0) Camera.PointAt(-1338.617, 1449.095, 299.894, 2) 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut $7404 = Car.Create(#SANCHEZ, -1331.994, 1454.152, 298.15) Car.SetImmunities($7404, 1, 1, 1, 1, 1) $7406 = Marker.CreateAboveCar($7404) 03AB: set_car $7404 strong 1 03BC: $7415 = create_sphere -1445.728 1531.963 301.721 3.0 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7240 $7241 $7242 0167: $7244 = create_marker_at $7240 $7241 $7242 color 0 flag 3 0168: set_blip $7244 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7245 $7246 $7247 0167: $7249 = create_marker_at $7245 $7246 $7247 color 0 flag 3 0168: set_blip $7249 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7250 $7251 $7252 0167: $7254 = create_marker_at $7250 $7251 $7252 color 0 flag 3 0168: set_blip $7254 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7255 $7256 $7257 0167: $7259 = create_marker_at $7255 $7256 $7257 color 0 flag 3 0168: set_blip $7259 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7260 $7261 $7262 0167: $7264 = create_marker_at $7260 $7261 $7262 color 0 flag 3 0168: set_blip $7264 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7265 $7266 $7267 0167: $7269 = create_marker_at $7265 $7266 $7267 color 0 flag 3 0168: set_blip $7269 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7270 $7271 $7272 0167: $7274 = create_marker_at $7270 $7271 $7272 color 0 flag 3 0168: set_blip $7274 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7275 $7276 $7277 0167: $7279 = create_marker_at $7275 $7276 $7277 color 0 flag 3 0168: set_blip $7279 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7280 $7281 $7282 0167: $7284 = create_marker_at $7280 $7281 $7282 color 0 flag 3 0168: set_blip $7284 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7285 $7286 $7287 0167: $7289 = create_marker_at $7285 $7286 $7287 color 0 flag 3 0168: set_blip $7289 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7290 $7291 $7292 0167: $7294 = create_marker_at $7290 $7291 $7292 color 0 flag 3 0168: set_blip $7294 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7295 $7296 $7297 0167: $7299 = create_marker_at $7295 $7296 $7297 color 0 flag 3 0168: set_blip $7299 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7300 $7301 $7302 0167: $7304 = create_marker_at $7300 $7301 $7302 color 0 flag 3 0168: set_blip $7304 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7305 $7306 $7307 0167: $7309 = create_marker_at $7305 $7306 $7307 color 0 flag 3 0168: set_blip $7309 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7310 $7311 $7312 0167: $7314 = create_marker_at $7310 $7311 $7312 color 0 flag 3 0168: set_blip $7314 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7315 $7316 $7317 0167: $7319 = create_marker_at $7315 $7316 $7317 color 0 flag 3 0168: set_blip $7319 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7320 $7321 $7322 0167: $7324 = create_marker_at $7320 $7321 $7322 color 0 flag 3 0168: set_blip $7324 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7325 $7326 $7327 0167: $7329 = create_marker_at $7325 $7326 $7327 color 0 flag 3 0168: set_blip $7329 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7330 $7331 $7332 0167: $7334 = create_marker_at $7330 $7331 $7332 color 0 flag 3 0168: set_blip $7334 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7335 $7336 $7337 0167: $7339 = create_marker_at $7335 $7336 $7337 color 0 flag 3 0168: set_blip $7339 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7340 $7341 $7342 0167: $7344 = create_marker_at $7340 $7341 $7342 color 0 flag 3 0168: set_blip $7344 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7345 $7346 $7347 0167: $7349 = create_marker_at $7345 $7346 $7347 color 0 flag 3 0168: set_blip $7349 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7350 $7351 $7352 0167: $7354 = create_marker_at $7350 $7351 $7352 color 0 flag 3 0168: set_blip $7354 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7355 $7356 $7357 0167: $7359 = create_marker_at $7355 $7356 $7357 color 0 flag 3 0168: set_blip $7359 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7360 $7361 $7362 0167: $7364 = create_marker_at $7360 $7361 $7362 color 0 flag 3 0168: set_blip $7364 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7365 $7366 $7367 0167: $7369 = create_marker_at $7365 $7366 $7367 color 0 flag 3 0168: set_blip $7369 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7370 $7371 $7372 0167: $7374 = create_marker_at $7370 $7371 $7372 color 0 flag 3 0168: set_blip $7374 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7375 $7376 $7377 0167: $7379 = create_marker_at $7375 $7376 $7377 color 0 flag 3 0168: set_blip $7379 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7380 $7381 $7382 0167: $7384 = create_marker_at $7380 $7381 $7382 color 0 flag 3 0168: set_blip $7384 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7385 $7386 $7387 0167: $7389 = create_marker_at $7385 $7386 $7387 color 0 flag 3 0168: set_blip $7389 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7390 $7391 $7392 0167: $7394 = create_marker_at $7390 $7391 $7392 color 0 flag 3 0168: set_blip $7394 size 1 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7395 $7396 $7397 0167: $7399 = create_marker_at $7395 $7396 $7397 color 0 flag 3 0168: set_blip $7399 size 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 0169: set_fade_color 0 0 0 wait 500 fade 1 1500 Camera.SetPosition(-1332.843, 1459.14, 299.987, 0.0, 0.0, 0.0) Camera.PointAt(-1332.882, 1460.137, 300.053, 2) :KICKST_3476 if fading jf @KICKST_3621 wait 0 if Car.Wrecked($7404) jf @KICKST_3599 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_3561 if fading jf @KICKST_3585 wait 0 jump @KICKST_3561 :KICKST_3585 jump @KICKST_9979 jump @KICKST_3607 :KICKST_3599 Car.Health($7404) = 1000 :KICKST_3607 gosub @KICKST_10817 jump @KICKST_3476 :KICKST_3621 00BC: text_highpriority 'KICK_10' 10000 ms 1 // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints. 16@ = 0 // integer values :KICKST_3643 if 7000 > 16@ // integer values jf @KICKST_3794 wait 0 if Car.Wrecked($7404) jf @KICKST_3772 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_3734 if fading jf @KICKST_3758 wait 0 jump @KICKST_3734 :KICKST_3758 jump @KICKST_9979 jump @KICKST_3780 :KICKST_3772 Car.Health($7404) = 1000 :KICKST_3780 gosub @KICKST_10817 jump @KICKST_3643 :KICKST_3794 03D5: remove_text 'KICK_10' // ~g~Use the Sanchez to complete the course by passing through all of the checkpoints. 0055: put_player $PLAYER_CHAR at -1459.98 1532.382 301.478 Camera.SetPosition(-1454.861, 1526.978, 305.908, 0.0, 0.0, 0.0) Camera.PointAt(-1453.956, 1527.388, 305.79, 2) 00BC: text_highpriority 'KICK_11' 10000 ms 1 // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot. 16@ = 0 // integer values :KICKST_3897 if 7000 > 16@ // integer values jf @KICKST_4048 wait 0 if Car.Wrecked($7404) jf @KICKST_4026 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_3988 if fading jf @KICKST_4012 wait 0 jump @KICKST_3988 :KICKST_4012 jump @KICKST_9979 jump @KICKST_4034 :KICKST_4026 Car.Health($7404) = 1000 :KICKST_4034 gosub @KICKST_10817 jump @KICKST_3897 :KICKST_4048 03D5: remove_text 'KICK_11' // ~g~To leave the mission stand in the ~q~pink marker~g~ on foot. 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 Camera.SetBehindPlayer Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut 00BC: text_highpriority 'KICK1_8' 5000 ms 1 // ~g~Get on the bike! :KICKST_4136 if 80DC: not player $PLAYER_CHAR driving $7404 jf @KICKST_4541 wait 0 if Car.Wrecked($7404) jf @KICKST_4265 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_4227 if fading jf @KICKST_4251 wait 0 jump @KICKST_4227 :KICKST_4251 jump @KICKST_9979 jump @KICKST_4273 :KICKST_4265 Car.Health($7404) = 1000 :KICKST_4273 if or $7239 >= 3600000 // integer values $7403 == 1 // integer values jf @KICKST_4384 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_13' 5000 ms 1 // ~r~You have taken too long! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_4353 if fading jf @KICKST_4377 wait 0 jump @KICKST_4353 :KICKST_4377 jump @KICKST_9979 :KICKST_4384 if or 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 $7414 == 1 // integer values jf @KICKST_4527 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_12' 5000 ms 1 // ~r~You bottled it! 03BD: destroy_sphere $7415 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_4496 if fading jf @KICKST_4520 wait 0 jump @KICKST_4496 :KICKST_4520 jump @KICKST_9979 :KICKST_4527 gosub @KICKST_10817 jump @KICKST_4136 :KICKST_4541 Marker.Disable($7406) Player.CanMove($PLAYER_CHAR) = True 00BC: text_highpriority 'KICK1_1' 5000 ms 1 // ~g~Complete the course as quickly as possible. 03C4: set_status_text_to $7407 0 'KICK1_9' // CHECKPOINTS: 03C3: set_timer_with_text_to $7239 type 0 text 'KICK1_T' // TIME TAKEN: 16@ = 0 // integer values :KICKST_4605 if not $7233 == 32 // integer values jf @KICKST_9962 wait 0 if $7417 == 0 // integer values jf @KICKST_4814 if 8 > $7233 // integer values jf @KICKST_4682 03CF: load_wav 'CHEER1' as 1 $7417 = 1 // integer values :KICKST_4682 if and $7233 > 8 // integer values 16 > $7233 // integer values jf @KICKST_4726 03CF: load_wav 'CHEER2' as 1 $7417 = 1 // integer values :KICKST_4726 if and $7233 > 16 // integer values 24 > $7233 // integer values jf @KICKST_4770 03CF: load_wav 'CHEER3' as 1 $7417 = 1 // integer values :KICKST_4770 if and $7233 > 24 // integer values 32 > $7233 // integer values jf @KICKST_4814 03CF: load_wav 'CHEER4' as 1 $7417 = 1 // integer values :KICKST_4814 if $7417 == 1 // integer values jf @KICKST_4854 if 03D0: wav 1 loaded jf @KICKST_4854 $7417 = 2 // integer values :KICKST_4854 if $7417 == 2 // integer values jf @KICKST_4988 if $7233 == 8 // integer values jf @KICKST_4901 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_4901 if $7233 == 16 // integer values jf @KICKST_4930 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_4930 if $7233 == 24 // integer values jf @KICKST_4959 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_4959 if $7233 == 32 // integer values jf @KICKST_4988 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_4988 if $7417 == 3 // integer values jf @KICKST_5028 if 03D2: wav 1 ended jf @KICKST_5028 $7417 = 4 // integer values :KICKST_5028 if $7417 == 4 // integer values jf @KICKST_5053 $7417 = 0 // integer values :KICKST_5053 if $7418 == 0 // integer values jf @KICKST_5090 03CF: load_wav 'OOH1' as 2 $7418 = 1 // integer values :KICKST_5090 if $7418 == 1 // integer values jf @KICKST_5130 if 03D0: wav 2 loaded jf @KICKST_5130 $7418 = 2 // integer values :KICKST_5130 if $7418 == 3 // integer values jf @KICKST_5159 03D2: wav 2 ended $7418 = 4 // integer values :KICKST_5159 if $7418 == 4 // integer values jf @KICKST_5184 $7418 = 0 // integer values :KICKST_5184 if or $7239 >= 3600000 // integer values $7403 == 1 // integer values jf @KICKST_5295 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_13' 5000 ms 1 // ~r~You have taken too long! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_5264 if fading jf @KICKST_5288 wait 0 jump @KICKST_5264 :KICKST_5288 jump @KICKST_9979 :KICKST_5295 if or 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 $7414 == 1 // integer values jf @KICKST_5438 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_12' 5000 ms 1 // ~r~You bottled it! 03BD: destroy_sphere $7415 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_5407 if fading jf @KICKST_5431 wait 0 jump @KICKST_5407 :KICKST_5431 jump @KICKST_9979 :KICKST_5438 0054: store_player $PLAYER_CHAR position_to $7408 $7409 $7410 if 290.0 > $7410 // floating-point values jf @KICKST_5503 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 :KICKST_5503 if or Car.Wrecked($7404) $7419 == 1 // integer values jf @KICKST_5616 Player.CanMove($PLAYER_CHAR) = False 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_5578 if fading jf @KICKST_5602 wait 0 jump @KICKST_5578 :KICKST_5602 jump @KICKST_9979 jump @KICKST_5689 :KICKST_5616 Car.Health($7404) = 1000 Car.StorePos($7404, $7411, $7412, $7413) if 290.0 > $7413 // floating-point values jf @KICKST_5689 Car.PutAt($7404, -1331.994, 1454.152, 298.15) Car.Angle($7404) = 0.0 :KICKST_5689 gosub @KICKST_10817 if $7243 == 0 // integer values jf @KICKST_5743 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7240 $7241 $7242 :KICKST_5743 if $7248 == 0 // integer values jf @KICKST_5790 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7245 $7246 $7247 :KICKST_5790 if $7253 == 0 // integer values jf @KICKST_5837 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7250 $7251 $7252 :KICKST_5837 if $7258 == 0 // integer values jf @KICKST_5884 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7255 $7256 $7257 :KICKST_5884 if $7263 == 0 // integer values jf @KICKST_5931 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7260 $7261 $7262 :KICKST_5931 if $7268 == 0 // integer values jf @KICKST_5978 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7265 $7266 $7267 :KICKST_5978 if $7273 == 0 // integer values jf @KICKST_6025 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7270 $7271 $7272 :KICKST_6025 if $7278 == 0 // integer values jf @KICKST_6072 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7275 $7276 $7277 :KICKST_6072 if $7283 == 0 // integer values jf @KICKST_6119 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7280 $7281 $7282 :KICKST_6119 if $7288 == 0 // integer values jf @KICKST_6166 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7285 $7286 $7287 :KICKST_6166 if $7293 == 0 // integer values jf @KICKST_6213 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7290 $7291 $7292 :KICKST_6213 if $7298 == 0 // integer values jf @KICKST_6260 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7295 $7296 $7297 :KICKST_6260 if $7303 == 0 // integer values jf @KICKST_6307 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7300 $7301 $7302 :KICKST_6307 if $7308 == 0 // integer values jf @KICKST_6354 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7305 $7306 $7307 :KICKST_6354 if $7313 == 0 // integer values jf @KICKST_6401 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7310 $7311 $7312 :KICKST_6401 if $7318 == 0 // integer values jf @KICKST_6448 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7315 $7316 $7317 :KICKST_6448 if $7323 == 0 // integer values jf @KICKST_6495 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7320 $7321 $7322 :KICKST_6495 if $7328 == 0 // integer values jf @KICKST_6542 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7325 $7326 $7327 :KICKST_6542 if $7333 == 0 // integer values jf @KICKST_6589 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7330 $7331 $7332 :KICKST_6589 if $7338 == 0 // integer values jf @KICKST_6636 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7335 $7336 $7337 :KICKST_6636 if $7343 == 0 // integer values jf @KICKST_6683 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7340 $7341 $7342 :KICKST_6683 if $7348 == 0 // integer values jf @KICKST_6730 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7345 $7346 $7347 :KICKST_6730 if $7353 == 0 // integer values jf @KICKST_6777 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7350 $7351 $7352 :KICKST_6777 if $7358 == 0 // integer values jf @KICKST_6824 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7355 $7356 $7357 :KICKST_6824 if $7363 == 0 // integer values jf @KICKST_6871 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7360 $7361 $7362 :KICKST_6871 if $7368 == 0 // integer values jf @KICKST_6918 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7365 $7366 $7367 :KICKST_6918 if $7373 == 0 // integer values jf @KICKST_6965 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7370 $7371 $7372 :KICKST_6965 if $7378 == 0 // integer values jf @KICKST_7012 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7375 $7376 $7377 :KICKST_7012 if $7383 == 0 // integer values jf @KICKST_7059 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7380 $7381 $7382 :KICKST_7059 if $7388 == 0 // integer values jf @KICKST_7106 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7385 $7386 $7387 :KICKST_7106 if $7393 == 0 // integer values jf @KICKST_7153 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7390 $7391 $7392 :KICKST_7153 if $7398 == 0 // integer values jf @KICKST_7200 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7395 $7396 $7397 :KICKST_7200 if 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 jf @KICKST_7255 $7414 = 1 // integer values :KICKST_7255 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_9915 if $7405 == 0 // integer values jf @KICKST_7336 $7406 = Marker.CreateAboveCar($7404) if $7418 == 2 // integer values jf @KICKST_7329 03D1: play_wav 2 $7418 = 3 // integer values :KICKST_7329 $7405 = 1 // integer values :KICKST_7336 01BD: $7236 = current_time_in_ms $7237 = 30000 // integer values :KICKST_7349 if $7237 > 0 // integer values jf @KICKST_9807 wait 0 if $7417 == 0 // integer values jf @KICKST_7558 if 8 > $7233 // integer values jf @KICKST_7426 03CF: load_wav 'CHEER1' as 1 $7417 = 1 // integer values :KICKST_7426 if and $7233 > 8 // integer values 16 > $7233 // integer values jf @KICKST_7470 03CF: load_wav 'CHEER2' as 1 $7417 = 1 // integer values :KICKST_7470 if and $7233 > 16 // integer values 24 > $7233 // integer values jf @KICKST_7514 03CF: load_wav 'CHEER3' as 1 $7417 = 1 // integer values :KICKST_7514 if and $7233 > 24 // integer values 32 > $7233 // integer values jf @KICKST_7558 03CF: load_wav 'CHEER4' as 1 $7417 = 1 // integer values :KICKST_7558 if $7417 == 1 // integer values jf @KICKST_7598 if 03D0: wav 1 loaded jf @KICKST_7598 $7417 = 2 // integer values :KICKST_7598 if $7417 == 2 // integer values jf @KICKST_7732 if $7233 == 8 // integer values jf @KICKST_7645 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_7645 if $7233 == 16 // integer values jf @KICKST_7674 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_7674 if $7233 == 24 // integer values jf @KICKST_7703 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_7703 if $7233 == 32 // integer values jf @KICKST_7732 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_7732 if $7417 == 3 // integer values jf @KICKST_7772 if 03D2: wav 1 ended jf @KICKST_7772 $7417 = 4 // integer values :KICKST_7772 if $7417 == 4 // integer values jf @KICKST_7797 $7417 = 0 // integer values :KICKST_7797 if $7418 == 0 // integer values jf @KICKST_7834 03CF: load_wav 'OOH1' as 2 $7418 = 1 // integer values :KICKST_7834 if $7418 == 1 // integer values jf @KICKST_7874 if 03D0: wav 2 loaded jf @KICKST_7874 $7418 = 2 // integer values :KICKST_7874 if $7418 == 3 // integer values jf @KICKST_7903 03D2: wav 2 ended $7418 = 4 // integer values :KICKST_7903 if $7418 == 4 // integer values jf @KICKST_7928 $7418 = 0 // integer values :KICKST_7928 if or $7239 >= 3600000 // integer values $7403 == 1 // integer values jf @KICKST_8039 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_13' 5000 ms 1 // ~r~You have taken too long! 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_8008 if fading jf @KICKST_8032 wait 0 jump @KICKST_8008 :KICKST_8032 jump @KICKST_9979 :KICKST_8039 if or 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 $7414 == 1 // integer values jf @KICKST_8182 Player.CanMove($PLAYER_CHAR) = False 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK_12' 5000 ms 1 // ~r~You bottled it! 03BD: destroy_sphere $7415 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_8151 if fading jf @KICKST_8175 wait 0 jump @KICKST_8151 :KICKST_8175 jump @KICKST_9979 :KICKST_8182 if $7243 == 0 // integer values jf @KICKST_8229 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7240 $7241 $7242 :KICKST_8229 if $7248 == 0 // integer values jf @KICKST_8276 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7245 $7246 $7247 :KICKST_8276 if $7253 == 0 // integer values jf @KICKST_8323 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7250 $7251 $7252 :KICKST_8323 if $7258 == 0 // integer values jf @KICKST_8370 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7255 $7256 $7257 :KICKST_8370 if $7263 == 0 // integer values jf @KICKST_8417 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7260 $7261 $7262 :KICKST_8417 if $7268 == 0 // integer values jf @KICKST_8464 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7265 $7266 $7267 :KICKST_8464 if $7273 == 0 // integer values jf @KICKST_8511 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7270 $7271 $7272 :KICKST_8511 if $7278 == 0 // integer values jf @KICKST_8558 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7275 $7276 $7277 :KICKST_8558 if $7283 == 0 // integer values jf @KICKST_8605 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7280 $7281 $7282 :KICKST_8605 if $7288 == 0 // integer values jf @KICKST_8652 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7285 $7286 $7287 :KICKST_8652 if $7293 == 0 // integer values jf @KICKST_8699 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7290 $7291 $7292 :KICKST_8699 if $7298 == 0 // integer values jf @KICKST_8746 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7295 $7296 $7297 :KICKST_8746 if $7303 == 0 // integer values jf @KICKST_8793 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7300 $7301 $7302 :KICKST_8793 if $7308 == 0 // integer values jf @KICKST_8840 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7305 $7306 $7307 :KICKST_8840 if $7313 == 0 // integer values jf @KICKST_8887 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7310 $7311 $7312 :KICKST_8887 if $7318 == 0 // integer values jf @KICKST_8934 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7315 $7316 $7317 :KICKST_8934 if $7323 == 0 // integer values jf @KICKST_8981 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7320 $7321 $7322 :KICKST_8981 if $7328 == 0 // integer values jf @KICKST_9028 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7325 $7326 $7327 :KICKST_9028 if $7333 == 0 // integer values jf @KICKST_9075 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7330 $7331 $7332 :KICKST_9075 if $7338 == 0 // integer values jf @KICKST_9122 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7335 $7336 $7337 :KICKST_9122 if $7343 == 0 // integer values jf @KICKST_9169 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7340 $7341 $7342 :KICKST_9169 if $7348 == 0 // integer values jf @KICKST_9216 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7345 $7346 $7347 :KICKST_9216 if $7353 == 0 // integer values jf @KICKST_9263 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7350 $7351 $7352 :KICKST_9263 if $7358 == 0 // integer values jf @KICKST_9310 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7355 $7356 $7357 :KICKST_9310 if $7363 == 0 // integer values jf @KICKST_9357 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7360 $7361 $7362 :KICKST_9357 if $7368 == 0 // integer values jf @KICKST_9404 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7365 $7366 $7367 :KICKST_9404 if $7373 == 0 // integer values jf @KICKST_9451 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7370 $7371 $7372 :KICKST_9451 if $7378 == 0 // integer values jf @KICKST_9498 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7375 $7376 $7377 :KICKST_9498 if $7383 == 0 // integer values jf @KICKST_9545 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7380 $7381 $7382 :KICKST_9545 if $7388 == 0 // integer values jf @KICKST_9592 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7385 $7386 $7387 :KICKST_9592 if $7393 == 0 // integer values jf @KICKST_9639 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7390 $7391 $7392 :KICKST_9639 if $7398 == 0 // integer values jf @KICKST_9686 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7395 $7396 $7397 :KICKST_9686 01BD: $7234 = current_time_in_ms 0084: $7235 = $7234 // integer values and handles 0060: $7235 -= $7236 // integer values 0084: $7236 = $7234 // integer values and handles 0060: $7237 -= $7235 // integer values 0084: $7238 = $7237 // integer values and handles $7238 /= 1000 // integer values 01E5: text_1number_highpriority 'GETBIKE' $7238 flag 1000 time 1 // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends. if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_9800 03D5: remove_text 'GETBIKE' // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends. $7237 = 1 // integer values jump @KICKST_7200 :KICKST_9800 jump @KICKST_7349 :KICKST_9807 if 0 >= $7237 // integer values jf @KICKST_9908 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'KICK1_2' 5000 ms 1 // ~r~You did not get back to the bike quickly enough! Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_9877 if fading jf @KICKST_9901 wait 0 jump @KICKST_9877 :KICKST_9901 jump @KICKST_9979 :KICKST_9908 jump @KICKST_9955 :KICKST_9915 03D5: remove_text 'GETBIKE' // ~g~You have ~1~ seconds to return to a dirtbike before the mission ends. if $7405 == 1 // integer values jf @KICKST_9955 Marker.Disable($7406) $7405 = 0 // integer values :KICKST_9955 jump @KICKST_4605 :KICKST_9962 014F: stop_timer $7239 0151: remove_status_text $7407 jump @KICKST_9996 :KICKST_9979 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :KICKST_9996 if $55 == 0 // integer values jf @KICKST_10027 0595: mission_complete 030C: progress_made += 1 $55 = 1 // integer values :KICKST_10027 0394: play_music 1 043C: set_game_sounds_disable_on_fade 0 Player.ClearWantedLevel($PLAYER_CHAR) if $7416 == 0 // integer values jf @KICKST_10116 if 300000 >= $7239 // integer values jf @KICKST_10116 01E3: text_1number_styled 'M_PASS' number 50000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 50000 $7416 = 1 // integer values :KICKST_10116 if $7416 == 0 // integer values jf @KICKST_10188 if 600000 >= $7239 // integer values jf @KICKST_10188 01E3: text_1number_styled 'M_PASS' number 10000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 10000 $7416 = 1 // integer values :KICKST_10188 if $7416 == 0 // integer values jf @KICKST_10260 if 3600000 >= $7239 // integer values jf @KICKST_10260 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 5000 $7416 = 1 // integer values :KICKST_10260 0084: $7400 = $7239 // integer values and handles $7400 /= 1000 // integer values 042E: downdate_integer_stat 2 to $7400 0084: $7401 = $7400 // integer values and handles $7401 /= 60 // integer values 0084: $7402 = $7401 // integer values and handles $7402 *= 60 // integer values 0060: $7400 -= $7402 // integer values if $7400 >= 10 // integer values jf @KICKST_10367 02FD: text_2numbers_lowpriority 'KICKTM' $7401 $7400 5000 flag 1 // ~b~EVENT TIME: ~1~:~1~ jump @KICKST_10388 :KICKST_10367 02FD: text_2numbers_lowpriority 'KICKTM2' $7401 $7400 5000 flag 1 // ~b~EVENT TIME: ~1~:0~1~ :KICKST_10388 wait 3000 Player.CanMove($PLAYER_CHAR) = False 0169: set_fade_color 0 0 0 fade 0 1000 :KICKST_10415 if fading jf @KICKST_10439 wait 0 jump @KICKST_10415 :KICKST_10439 043C: set_game_sounds_disable_on_fade 1 return :KICKST_10445 $ONMISSION = 0 // integer values 00BE: text_clear_all 04FA: reset_sky_colors_with_fade 0 043C: set_game_sounds_disable_on_fade 1 03BD: destroy_sphere $7415 Marker.Disable($7244) Marker.Disable($7249) Marker.Disable($7254) Marker.Disable($7259) Marker.Disable($7264) Marker.Disable($7269) Marker.Disable($7274) Marker.Disable($7279) Marker.Disable($7284) Marker.Disable($7289) Marker.Disable($7294) Marker.Disable($7299) Marker.Disable($7304) Marker.Disable($7309) Marker.Disable($7314) Marker.Disable($7319) Marker.Disable($7324) Marker.Disable($7329) Marker.Disable($7334) Marker.Disable($7339) Marker.Disable($7344) Marker.Disable($7349) Marker.Disable($7354) Marker.Disable($7359) Marker.Disable($7364) Marker.Disable($7369) Marker.Disable($7374) Marker.Disable($7379) Marker.Disable($7384) Marker.Disable($7389) Marker.Disable($7394) Marker.Disable($7399) Marker.Disable($7406) Model.Destroy(#SANCHEZ) 014F: stop_timer $7239 0151: remove_status_text $7407 Camera.SetAtPos(-1101.0, 1331.0, 19.1) if or not wasted_or_busted $361 == 1 // integer values jf @KICKST_10804 select_interior 0 Camera.SetAtPos(-1101.0, 1331.0, 19.1) if 00E0: player $PLAYER_CHAR driving jf @KICKST_10748 012A: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 and_remove_from_car jump @KICKST_10768 :KICKST_10748 0055: put_player $PLAYER_CHAR at -1101.0 1331.0 19.1 :KICKST_10768 0171: set_player $PLAYER_CHAR z_angle_to 278.65 Camera.Restore_WithJumpCut 03C8: set_camera_directly_before_player 0169: set_fade_color 0 0 0 fade 1 1500 Player.CanMove($PLAYER_CHAR) = True :KICKST_10804 057E: make_radar_grey 0 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :KICKST_10817 if $7417 == 0 // integer values jf @KICKST_11004 if 8 > $7233 // integer values jf @KICKST_10872 03CF: load_wav 'CHEER1' as 1 $7417 = 1 // integer values :KICKST_10872 if and $7233 > 8 // integer values 16 > $7233 // integer values jf @KICKST_10916 03CF: load_wav 'CHEER2' as 1 $7417 = 1 // integer values :KICKST_10916 if and $7233 > 16 // integer values 24 > $7233 // integer values jf @KICKST_10960 03CF: load_wav 'CHEER3' as 1 $7417 = 1 // integer values :KICKST_10960 if and $7233 > 24 // integer values 32 > $7233 // integer values jf @KICKST_11004 03CF: load_wav 'CHEER4' as 1 $7417 = 1 // integer values :KICKST_11004 if $7417 == 1 // integer values jf @KICKST_11044 if 03D0: wav 1 loaded jf @KICKST_11044 $7417 = 2 // integer values :KICKST_11044 if $7417 == 2 // integer values jf @KICKST_11178 if $7233 == 8 // integer values jf @KICKST_11091 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_11091 if $7233 == 16 // integer values jf @KICKST_11120 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_11120 if $7233 == 24 // integer values jf @KICKST_11149 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_11149 if $7233 == 32 // integer values jf @KICKST_11178 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_11178 if $7417 == 3 // integer values jf @KICKST_11218 if 03D2: wav 1 ended jf @KICKST_11218 $7417 = 4 // integer values :KICKST_11218 if $7417 == 4 // integer values jf @KICKST_11243 $7417 = 0 // integer values :KICKST_11243 if $7418 == 0 // integer values jf @KICKST_11280 03CF: load_wav 'OOH1' as 2 $7418 = 1 // integer values :KICKST_11280 if $7418 == 1 // integer values jf @KICKST_11320 if 03D0: wav 2 loaded jf @KICKST_11320 $7418 = 2 // integer values :KICKST_11320 if $7418 == 3 // integer values jf @KICKST_11349 03D2: wav 2 ended $7418 = 4 // integer values :KICKST_11349 if $7418 == 4 // integer values jf @KICKST_11374 $7418 = 0 // integer values :KICKST_11374 if $7239 >= 3600000 // integer values jf @KICKST_11402 $7403 = 1 // integer values :KICKST_11402 if 00F9: player $PLAYER_CHAR stopped 0 -1445.728 1531.96 301.721 radius 3.0 3.0 3.0 jf @KICKST_11457 $7414 = 1 // integer values :KICKST_11457 0054: store_player $PLAYER_CHAR position_to $7408 $7409 $7410 if 290.0 > $7410 // floating-point values jf @KICKST_11522 0055: put_player $PLAYER_CHAR at -1333.326 1451.837 298.161 0171: set_player $PLAYER_CHAR z_angle_to 0.0 :KICKST_11522 if Car.Wrecked($7404) jf @KICKST_11567 00BC: text_highpriority 'KICK1_7' 5000 ms 1 // ~r~You have wrecked the bike! $7419 = 1 // integer values jump @KICKST_11640 :KICKST_11567 Car.Health($7404) = 1000 Car.StorePos($7404, $7411, $7412, $7413) if 290.0 > $7413 // floating-point values jf @KICKST_11640 Car.PutAt($7404, -1331.994, 1454.152, 298.15) Car.Angle($7404) = 0.0 :KICKST_11640 if $7243 == 0 // integer values jf @KICKST_11802 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7240 $7241 $7242 if 00F5: player $PLAYER_CHAR 0 $7240 $7241 $7242 radius 1.5 1.5 1.5 jf @KICKST_11802 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_11802 018C: play_sound 1 at $7240 $7241 $7242 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7244) $7233 += 1 // integer values $7407 -= 1 // integer values $7243 = 1 // integer values :KICKST_11802 if $7248 == 0 // integer values jf @KICKST_12032 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7245 $7246 $7247 if 00F5: player $PLAYER_CHAR 0 $7245 $7246 $7247 radius 1.5 1.5 1.5 jf @KICKST_12032 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_12032 if $7417 == 2 // integer values jf @KICKST_11978 if and not $7233 == 7 // integer values not $7233 == 15 // integer values not $7233 == 23 // integer values not $7233 == 31 // integer values jf @KICKST_11978 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_11978 018C: play_sound 1 at $7245 $7246 $7247 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7249) $7233 += 1 // integer values $7407 -= 1 // integer values $7248 = 1 // integer values :KICKST_12032 if $7253 == 0 // integer values jf @KICKST_12194 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7250 $7251 $7252 if 00F5: player $PLAYER_CHAR 0 $7250 $7251 $7252 radius 1.5 1.5 1.5 jf @KICKST_12194 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_12194 018C: play_sound 1 at $7250 $7251 $7252 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7254) $7233 += 1 // integer values $7407 -= 1 // integer values $7253 = 1 // integer values :KICKST_12194 if $7258 == 0 // integer values jf @KICKST_12356 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7255 $7256 $7257 if 00F5: player $PLAYER_CHAR 0 $7255 $7256 $7257 radius 1.5 1.5 1.5 jf @KICKST_12356 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_12356 018C: play_sound 1 at $7255 $7256 $7257 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7259) $7233 += 1 // integer values $7407 -= 1 // integer values $7258 = 1 // integer values :KICKST_12356 if $7263 == 0 // integer values jf @KICKST_12518 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7260 $7261 $7262 if 00F5: player $PLAYER_CHAR 0 $7260 $7261 $7262 radius 1.5 1.5 1.5 jf @KICKST_12518 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_12518 018C: play_sound 1 at $7260 $7261 $7262 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7264) $7233 += 1 // integer values $7407 -= 1 // integer values $7263 = 1 // integer values :KICKST_12518 if $7268 == 0 // integer values jf @KICKST_12748 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7265 $7266 $7267 if 00F5: player $PLAYER_CHAR 0 $7265 $7266 $7267 radius 1.5 1.5 1.5 jf @KICKST_12748 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_12748 if $7417 == 2 // integer values jf @KICKST_12694 if and not $7233 == 7 // integer values not $7233 == 15 // integer values not $7233 == 23 // integer values not $7233 == 31 // integer values jf @KICKST_12694 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_12694 018C: play_sound 1 at $7265 $7266 $7267 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7269) $7233 += 1 // integer values $7407 -= 1 // integer values $7268 = 1 // integer values :KICKST_12748 if $7273 == 0 // integer values jf @KICKST_12978 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7270 $7271 $7272 if 00F5: player $PLAYER_CHAR 0 $7270 $7271 $7272 radius 2.0 2.0 2.0 jf @KICKST_12978 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_12978 if $7417 == 2 // integer values jf @KICKST_12924 if and not $7233 == 7 // integer values not $7233 == 15 // integer values not $7233 == 23 // integer values not $7233 == 31 // integer values jf @KICKST_12924 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_12924 018C: play_sound 1 at $7270 $7271 $7272 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7274) $7233 += 1 // integer values $7407 -= 1 // integer values $7273 = 1 // integer values :KICKST_12978 if $7278 == 0 // integer values jf @KICKST_13208 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7275 $7276 $7277 if 00F5: player $PLAYER_CHAR 0 $7275 $7276 $7277 radius 2.0 2.0 2.0 jf @KICKST_13208 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_13208 if $7417 == 2 // integer values jf @KICKST_13154 if and not $7233 == 7 // integer values not $7233 == 15 // integer values not $7233 == 23 // integer values not $7233 == 31 // integer values jf @KICKST_13154 03D1: play_wav 1 $7417 = 3 // integer values :KICKST_13154 018C: play_sound 1 at $7275 $7276 $7277 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7279) $7233 += 1 // integer values $7407 -= 1 // integer values $7278 = 1 // integer values :KICKST_13208 if $7283 == 0 // integer values jf @KICKST_13370 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7280 $7281 $7282 if 00F5: player $PLAYER_CHAR 0 $7280 $7281 $7282 radius 1.5 1.5 1.5 jf @KICKST_13370 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_13370 018C: play_sound 1 at $7280 $7281 $7282 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7284) $7233 += 1 // integer values $7407 -= 1 // integer values $7283 = 1 // integer values :KICKST_13370 if $7288 == 0 // integer values jf @KICKST_13532 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7285 $7286 $7287 if 00F5: player $PLAYER_CHAR 0 $7285 $7286 $7287 radius 1.5 1.5 1.5 jf @KICKST_13532 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_13532 018C: play_sound 1 at $7285 $7286 $7287 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7289) $7233 += 1 // integer values $7407 -= 1 // integer values $7288 = 1 // integer values :KICKST_13532 if $7293 == 0 // integer values jf @KICKST_13694 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7290 $7291 $7292 if 00F5: player $PLAYER_CHAR 0 $7290 $7291 $7292 radius 1.5 1.5 1.5 jf @KICKST_13694 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_13694 018C: play_sound 1 at $7290 $7291 $7292 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7294) $7233 += 1 // integer values $7407 -= 1 // integer values $7293 = 1 // integer values :KICKST_13694 if $7298 == 0 // integer values jf @KICKST_13856 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7295 $7296 $7297 if 00F5: player $PLAYER_CHAR 0 $7295 $7296 $7297 radius 1.5 1.5 1.5 jf @KICKST_13856 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_13856 018C: play_sound 1 at $7295 $7296 $7297 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7299) $7233 += 1 // integer values $7407 -= 1 // integer values $7298 = 1 // integer values :KICKST_13856 if $7303 == 0 // integer values jf @KICKST_14018 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7300 $7301 $7302 if 00F5: player $PLAYER_CHAR 0 $7300 $7301 $7302 radius 1.5 1.5 1.5 jf @KICKST_14018 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_14018 018C: play_sound 1 at $7300 $7301 $7302 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7304) $7233 += 1 // integer values $7407 -= 1 // integer values $7303 = 1 // integer values :KICKST_14018 if $7308 == 0 // integer values jf @KICKST_14180 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7305 $7306 $7307 if 00F5: player $PLAYER_CHAR 0 $7305 $7306 $7307 radius 1.5 1.5 1.5 jf @KICKST_14180 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_14180 018C: play_sound 1 at $7305 $7306 $7307 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7309) $7233 += 1 // integer values $7407 -= 1 // integer values $7308 = 1 // integer values :KICKST_14180 if $7313 == 0 // integer values jf @KICKST_14342 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7310 $7311 $7312 if 00F5: player $PLAYER_CHAR 0 $7310 $7311 $7312 radius 1.5 1.5 1.5 jf @KICKST_14342 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_14342 018C: play_sound 1 at $7310 $7311 $7312 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7314) $7233 += 1 // integer values $7407 -= 1 // integer values $7313 = 1 // integer values :KICKST_14342 if $7318 == 0 // integer values jf @KICKST_14504 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7315 $7316 $7317 if 00F5: player $PLAYER_CHAR 0 $7315 $7316 $7317 radius 1.5 1.5 1.5 jf @KICKST_14504 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_14504 018C: play_sound 1 at $7315 $7316 $7317 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7319) $7233 += 1 // integer values $7407 -= 1 // integer values $7318 = 1 // integer values :KICKST_14504 if $7323 == 0 // integer values jf @KICKST_14666 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7320 $7321 $7322 if 00F5: player $PLAYER_CHAR 0 $7320 $7321 $7322 radius 1.5 1.5 1.5 jf @KICKST_14666 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_14666 018C: play_sound 1 at $7320 $7321 $7322 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7324) $7233 += 1 // integer values $7407 -= 1 // integer values $7323 = 1 // integer values :KICKST_14666 if $7328 == 0 // integer values jf @KICKST_14828 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7325 $7326 $7327 if 00F5: player $PLAYER_CHAR 0 $7325 $7326 $7327 radius 1.5 1.5 1.5 jf @KICKST_14828 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_14828 018C: play_sound 1 at $7325 $7326 $7327 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7329) $7233 += 1 // integer values $7407 -= 1 // integer values $7328 = 1 // integer values :KICKST_14828 if $7333 == 0 // integer values jf @KICKST_14990 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7330 $7331 $7332 if 00F5: player $PLAYER_CHAR 0 $7330 $7331 $7332 radius 1.5 1.5 1.5 jf @KICKST_14990 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_14990 018C: play_sound 1 at $7330 $7331 $7332 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7334) $7233 += 1 // integer values $7407 -= 1 // integer values $7333 = 1 // integer values :KICKST_14990 if $7338 == 0 // integer values jf @KICKST_15152 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7335 $7336 $7337 if 00F5: player $PLAYER_CHAR 0 $7335 $7336 $7337 radius 1.5 1.5 1.5 jf @KICKST_15152 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_15152 018C: play_sound 1 at $7335 $7336 $7337 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7339) $7233 += 1 // integer values $7407 -= 1 // integer values $7338 = 1 // integer values :KICKST_15152 if $7343 == 0 // integer values jf @KICKST_15314 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7340 $7341 $7342 if 00F5: player $PLAYER_CHAR 0 $7340 $7341 $7342 radius 1.5 1.5 1.5 jf @KICKST_15314 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_15314 018C: play_sound 1 at $7340 $7341 $7342 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7344) $7233 += 1 // integer values $7407 -= 1 // integer values $7343 = 1 // integer values :KICKST_15314 if $7348 == 0 // integer values jf @KICKST_15476 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7345 $7346 $7347 if 00F5: player $PLAYER_CHAR 0 $7345 $7346 $7347 radius 1.5 1.5 1.5 jf @KICKST_15476 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_15476 018C: play_sound 1 at $7345 $7346 $7347 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7349) $7233 += 1 // integer values $7407 -= 1 // integer values $7348 = 1 // integer values :KICKST_15476 if $7353 == 0 // integer values jf @KICKST_15638 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7350 $7351 $7352 if 00F5: player $PLAYER_CHAR 0 $7350 $7351 $7352 radius 1.5 1.5 1.5 jf @KICKST_15638 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_15638 018C: play_sound 1 at $7350 $7351 $7352 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7354) $7233 += 1 // integer values $7407 -= 1 // integer values $7353 = 1 // integer values :KICKST_15638 if $7358 == 0 // integer values jf @KICKST_15800 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7355 $7356 $7357 if 00F5: player $PLAYER_CHAR 0 $7355 $7356 $7357 radius 1.5 1.5 1.5 jf @KICKST_15800 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_15800 018C: play_sound 1 at $7355 $7356 $7357 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7359) $7233 += 1 // integer values $7407 -= 1 // integer values $7358 = 1 // integer values :KICKST_15800 if $7363 == 0 // integer values jf @KICKST_15962 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7360 $7361 $7362 if 00F5: player $PLAYER_CHAR 0 $7360 $7361 $7362 radius 1.5 1.5 1.5 jf @KICKST_15962 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_15962 018C: play_sound 1 at $7360 $7361 $7362 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7364) $7233 += 1 // integer values $7407 -= 1 // integer values $7363 = 1 // integer values :KICKST_15962 if $7368 == 0 // integer values jf @KICKST_16124 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7365 $7366 $7367 if 00F5: player $PLAYER_CHAR 0 $7365 $7366 $7367 radius 1.5 1.5 1.5 jf @KICKST_16124 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_16124 018C: play_sound 1 at $7365 $7366 $7367 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7369) $7233 += 1 // integer values $7407 -= 1 // integer values $7368 = 1 // integer values :KICKST_16124 if $7373 == 0 // integer values jf @KICKST_16286 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7370 $7371 $7372 if 00F5: player $PLAYER_CHAR 0 $7370 $7371 $7372 radius 1.5 1.5 1.5 jf @KICKST_16286 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_16286 018C: play_sound 1 at $7370 $7371 $7372 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7374) $7233 += 1 // integer values $7407 -= 1 // integer values $7373 = 1 // integer values :KICKST_16286 if $7378 == 0 // integer values jf @KICKST_16448 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7375 $7376 $7377 if 00F5: player $PLAYER_CHAR 0 $7375 $7376 $7377 radius 1.5 1.5 1.5 jf @KICKST_16448 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_16448 018C: play_sound 1 at $7375 $7376 $7377 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7379) $7233 += 1 // integer values $7407 -= 1 // integer values $7378 = 1 // integer values :KICKST_16448 if $7383 == 0 // integer values jf @KICKST_16610 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7380 $7381 $7382 if 00F5: player $PLAYER_CHAR 0 $7380 $7381 $7382 radius 1.5 1.5 1.5 jf @KICKST_16610 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_16610 018C: play_sound 1 at $7380 $7381 $7382 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7384) $7233 += 1 // integer values $7407 -= 1 // integer values $7383 = 1 // integer values :KICKST_16610 if $7388 == 0 // integer values jf @KICKST_16772 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7385 $7386 $7387 if 00F5: player $PLAYER_CHAR 0 $7385 $7386 $7387 radius 1.5 1.5 1.5 jf @KICKST_16772 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_16772 018C: play_sound 1 at $7385 $7386 $7387 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7389) $7233 += 1 // integer values $7407 -= 1 // integer values $7388 = 1 // integer values :KICKST_16772 if $7393 == 0 // integer values jf @KICKST_16934 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7390 $7391 $7392 if 00F5: player $PLAYER_CHAR 0 $7390 $7391 $7392 radius 1.5 1.5 1.5 jf @KICKST_16934 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_16934 018C: play_sound 1 at $7390 $7391 $7392 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7394) $7233 += 1 // integer values $7407 -= 1 // integer values $7393 = 1 // integer values :KICKST_16934 if $7398 == 0 // integer values jf @KICKST_17096 024F: create_corona_with_radius 1.0 type 6 lensflares 0 with_color 255 137 205 at $7395 $7396 $7397 if 00F5: player $PLAYER_CHAR 0 $7395 $7396 $7397 radius 1.5 1.5 1.5 jf @KICKST_17096 if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @KICKST_17096 018C: play_sound 1 at $7395 $7396 $7397 00BC: text_highpriority 'KICK1_6' 1000 ms 1 // ~g~Well done! Marker.Disable($7399) $7233 += 1 // integer values $7407 -= 1 // integer values $7398 = 1 // integer values :KICKST_17096 return //-------------Mission 82--------------- // Originally: Sunshine Autos Races :RACE gosub @RACE_36 if wasted_or_busted jf @RACE_27 gosub @RACE_21737 :RACE_27 gosub @RACE_23458 end_thread :RACE_36 $ONMISSION = 1 // integer values thread 'RACE' wait 0 054C: use_GXT_table 'RACES' $7442 = 0 // integer values $7438 = 0 // integer values $7439 = 0 // integer values $7440 = 0 // integer values $7441 = 0 // integer values $7474 = 7.0 // floating-point values $7475 = 7.0 // floating-point values $7476 = 7.0 // floating-point values $7456 = 1 // integer values $7443 = 0 // integer values $7444 = 0 // integer values $7445 = 0 // integer values $7446 = 0 // integer values $7447 = 0 // integer values $7448 = 0 // integer values $7449 = 0 // integer values $7451 = 0 // integer values $7452 = 0 // integer values $7450 = 0 // integer values $7454 = 0 // integer values $7455 = 0 // integer values $7457 = 0 // integer values $7458 = 0 // integer values $7461 = 0 // integer values $7462 = 0 // integer values $7463 = 0 // integer values $7500 = 0.0 // floating-point values $7501 = 0.0 // floating-point values $7502 = 0.0 // floating-point values $7503 = 0.0 // floating-point values $7504 = 0.0 // floating-point values $7505 = 0.0 // floating-point values Model.Load(#LH_RACE01) Model.Load(#LH_RACE02) Model.Load(#LH_RACE03) Model.Load(#LH_RACE04) Model.Load(#LH_RACE05) Model.Load(#LH_RACE06) 038B: load_requested_models 03F0: enable_text_draw 1 :RACE_354 if or not Model.Available(#LH_RACE01) not Model.Available(#LH_RACE02) not Model.Available(#LH_RACE03) not Model.Available(#LH_RACE04) not Model.Available(#LH_RACE05) not Model.Available(#LH_RACE06) jf @RACE_406 wait 0 jump @RACE_354 :RACE_406 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 02A3: enable_widescreen 1 0395: clear_area 0 at -967.705 -827.3005 range 2.0 2.0 0395: clear_area 0 at -970.2131 -828.717 range 1.0 1.0 0055: put_player $PLAYER_CHAR at -970.2131 -828.717 5.7702 0171: set_player $PLAYER_CHAR z_angle_to 90.0 Camera.SetBehindPlayer Camera.SetPosition(-971.9697, -825.7239, 8.5712, 0.0, 0.0, 0.0) Camera.PointAt(-970.9708, -825.7308, 8.6162, 2) 0512: show_permanent_text_box 'RACEHLP' if $ONMISSION == 0 // integer values jf @RACE_702 $7428 = Object.Init(#LH_RACE02, -965.584, -827.217, 8.631) $7429 = Object.Init(#LH_RACE03, -965.584, -827.217, 8.631) $7430 = Object.Init(#LH_RACE04, -965.584, -827.217, 8.631) $7431 = Object.Init(#LH_RACE05, -965.584, -827.217, 8.631) $7432 = Object.Init(#LH_RACE06, -965.584, -827.217, 8.631) :RACE_702 $7427 = Object.Init(#LH_RACE01, -965.584, -827.217, 8.631) :RACE_725 wait 0 0494: get_joystick 0 data_to $880 $881 $882 $883 if 059C: jf @RACE_852 if 00E1: player 0 pressed_button 16 jf @RACE_820 if $7454 == 1 // integer values jf @RACE_813 $7454 = 0 // integer values 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_21737 :RACE_813 jump @RACE_845 :RACE_820 if $7454 == 0 // integer values jf @RACE_845 $7454 = 1 // integer values :RACE_845 jump @RACE_939 :RACE_852 if 00E1: player 0 pressed_button 15 jf @RACE_914 if $7454 == 1 // integer values jf @RACE_907 $7454 = 0 // integer values 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_21737 :RACE_907 jump @RACE_939 :RACE_914 if $7454 == 0 // integer values jf @RACE_939 $7454 = 1 // integer values :RACE_939 if or 00E1: player 0 pressed_button 10 -100 > $880 // integer values jf @RACE_1340 if $7457 == 1 // integer values jf @RACE_1333 $7457 = 0 // integer values 03D5: remove_text 'RACES19' // You cannot afford to enter this race. if $7456 == 1 // integer values jf @RACE_1058 Object.Destroy($7427) $7432 = Object.Init(#LH_RACE06, -965.584, -827.217, 8.631) $7456 = 6 // integer values jump @RACE_1333 :RACE_1058 if $7456 == 2 // integer values jf @RACE_1118 Object.Destroy($7428) $7427 = Object.Init(#LH_RACE01, -965.584, -827.217, 8.631) $7456 = 1 // integer values jump @RACE_1333 :RACE_1118 if $7456 == 3 // integer values jf @RACE_1178 Object.Destroy($7429) $7428 = Object.Init(#LH_RACE02, -965.584, -827.217, 8.631) $7456 = 2 // integer values jump @RACE_1333 :RACE_1178 if $7456 == 4 // integer values jf @RACE_1238 Object.Destroy($7430) $7429 = Object.Init(#LH_RACE03, -965.584, -827.217, 8.631) $7456 = 3 // integer values jump @RACE_1333 :RACE_1238 if $7456 == 5 // integer values jf @RACE_1298 Object.Destroy($7431) $7430 = Object.Init(#LH_RACE04, -965.584, -827.217, 8.631) $7456 = 4 // integer values jump @RACE_1333 :RACE_1298 Object.Destroy($7432) $7431 = Object.Init(#LH_RACE05, -965.584, -827.217, 8.631) $7456 = 5 // integer values :RACE_1333 jump @RACE_1365 :RACE_1340 if $7457 == 0 // integer values jf @RACE_1365 $7457 = 1 // integer values :RACE_1365 if or 00E1: player 0 pressed_button 11 $880 > 100 // integer values jf @RACE_1766 if $7458 == 1 // integer values jf @RACE_1759 $7458 = 0 // integer values 03D5: remove_text 'RACES19' // You cannot afford to enter this race. if $7456 == 1 // integer values jf @RACE_1484 Object.Destroy($7427) $7428 = Object.Init(#LH_RACE02, -965.584, -827.217, 8.631) $7456 = 2 // integer values jump @RACE_1759 :RACE_1484 if $7456 == 2 // integer values jf @RACE_1544 Object.Destroy($7428) $7429 = Object.Init(#LH_RACE03, -965.584, -827.217, 8.631) $7456 = 3 // integer values jump @RACE_1759 :RACE_1544 if $7456 == 3 // integer values jf @RACE_1604 Object.Destroy($7429) $7430 = Object.Init(#LH_RACE04, -965.584, -827.217, 8.631) $7456 = 4 // integer values jump @RACE_1759 :RACE_1604 if $7456 == 4 // integer values jf @RACE_1664 Object.Destroy($7430) $7431 = Object.Init(#LH_RACE05, -965.584, -827.217, 8.631) $7456 = 5 // integer values jump @RACE_1759 :RACE_1664 if $7456 == 5 // integer values jf @RACE_1724 Object.Destroy($7431) $7432 = Object.Init(#LH_RACE06, -965.584, -827.217, 8.631) $7456 = 6 // integer values jump @RACE_1759 :RACE_1724 Object.Destroy($7432) $7427 = Object.Init(#LH_RACE01, -965.584, -827.217, 8.631) $7456 = 1 // integer values :RACE_1759 jump @RACE_1791 :RACE_1766 if $7458 == 0 // integer values jf @RACE_1791 $7458 = 1 // integer values :RACE_1791 if $7456 == 1 // integer values jf @RACE_2421 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7456 // Race ~1~: gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES01' // Terminal Velocity gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric jf @RACE_1954 045B: text_draw_2numbers 30.0 190.0 'RACES13' 1 748 // Track Length: ~1~.~1~ km jump @RACE_1978 :RACE_1954 045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 1 // Track Length: ~1~.~1~ miles :RACE_1978 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 100 // Entrance Fee: $~1~ gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $402 == 99999999 // integer values jf @RACE_2086 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_2209 :RACE_2086 0084: $7459 = $402 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $402 // integer values and handles 0060: $7460 -= $7453 // integer values if $7460 > 9 // integer values jf @RACE_2183 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7459 $7460 // Best Time: ~1~:~1~ jump @RACE_2209 :RACE_2183 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7459 $7460 // Best Time: ~1~:0~1~ :RACE_2209 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $401 == 99999999 // integer values jf @RACE_2269 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_2269 if $401 == 0 // integer values jf @RACE_2307 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_2307 if $401 == 1 // integer values jf @RACE_2345 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_2345 if $401 == 2 // integer values jf @RACE_2383 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_2383 if $401 == 3 // integer values jf @RACE_2421 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_2421 if $7456 == 2 // integer values jf @RACE_3053 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7456 // Race ~1~: gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES02' // Ocean Drive gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric jf @RACE_2584 045B: text_draw_2numbers 30.0 190.0 'RACES13' 2 659 // Track Length: ~1~.~1~ km jump @RACE_2609 :RACE_2584 045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 652 // Track Length: ~1~.~1~ miles :RACE_2609 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 500 // Entrance Fee: $~1~ gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $404 == 99999999 // integer values jf @RACE_2718 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_2841 :RACE_2718 0084: $7459 = $404 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $404 // integer values and handles 0060: $7460 -= $7453 // integer values if $7460 > 9 // integer values jf @RACE_2815 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7459 $7460 // Best Time: ~1~:~1~ jump @RACE_2841 :RACE_2815 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7459 $7460 // Best Time: ~1~:0~1~ :RACE_2841 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $403 == 99999999 // integer values jf @RACE_2901 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_2901 if $403 == 0 // integer values jf @RACE_2939 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_2939 if $403 == 1 // integer values jf @RACE_2977 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_2977 if $403 == 2 // integer values jf @RACE_3015 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_3015 if $403 == 3 // integer values jf @RACE_3053 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_3053 if $7456 == 3 // integer values jf @RACE_3684 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7456 // Race ~1~: gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES03' // Border Run gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric jf @RACE_3215 045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 1 // Track Length: ~1~.~1~ km jump @RACE_3240 :RACE_3215 045B: text_draw_2numbers 30.0 190.0 'RACES23' 1 926 // Track Length: ~1~.~1~ miles :RACE_3240 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 1000 // Entrance Fee: $~1~ gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $406 == 99999999 // integer values jf @RACE_3349 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_3472 :RACE_3349 0084: $7459 = $406 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $406 // integer values and handles 0060: $7460 -= $7453 // integer values if $7460 > 9 // integer values jf @RACE_3446 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7459 $7460 // Best Time: ~1~:~1~ jump @RACE_3472 :RACE_3446 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7459 $7460 // Best Time: ~1~:0~1~ :RACE_3472 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $405 == 99999999 // integer values jf @RACE_3532 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_3532 if $405 == 0 // integer values jf @RACE_3570 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_3570 if $405 == 1 // integer values jf @RACE_3608 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_3608 if $405 == 2 // integer values jf @RACE_3646 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_3646 if $405 == 3 // integer values jf @RACE_3684 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_3684 if $7456 == 4 // integer values jf @RACE_4316 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7456 // Race ~1~: gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES04' // Capital Cruise gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric jf @RACE_3847 045B: text_draw_2numbers 30.0 190.0 'RACES13' 3 924 // Track Length: ~1~.~1~ km jump @RACE_3872 :RACE_3847 045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 438 // Track Length: ~1~.~1~ miles :RACE_3872 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 2000 // Entrance Fee: $~1~ gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $408 == 99999999 // integer values jf @RACE_3981 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_4104 :RACE_3981 0084: $7459 = $408 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $408 // integer values and handles 0060: $7460 -= $7453 // integer values if $7460 > 9 // integer values jf @RACE_4078 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7459 $7460 // Best Time: ~1~:~1~ jump @RACE_4104 :RACE_4078 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7459 $7460 // Best Time: ~1~:0~1~ :RACE_4104 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $407 == 99999999 // integer values jf @RACE_4164 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_4164 if $407 == 0 // integer values jf @RACE_4202 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_4202 if $407 == 1 // integer values jf @RACE_4240 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_4240 if $407 == 2 // integer values jf @RACE_4278 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_4278 if $407 == 3 // integer values jf @RACE_4316 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_4316 if $7456 == 5 // integer values jf @RACE_4947 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7456 // Race ~1~: gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES05' // Tour! gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric jf @RACE_4479 045B: text_draw_2numbers 30.0 190.0 'RACES13' 4 603 // Track Length: ~1~.~1~ km jump @RACE_4503 :RACE_4479 045B: text_draw_2numbers 30.0 190.0 'RACES23' 2 86 // Track Length: ~1~.~1~ miles :RACE_4503 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 5000 // Entrance Fee: $~1~ gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $410 == 99999999 // integer values jf @RACE_4612 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_4735 :RACE_4612 0084: $7459 = $410 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $410 // integer values and handles 0060: $7460 -= $7453 // integer values if $7460 > 9 // integer values jf @RACE_4709 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7459 $7460 // Best Time: ~1~:~1~ jump @RACE_4735 :RACE_4709 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7459 $7460 // Best Time: ~1~:0~1~ :RACE_4735 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $409 == 99999999 // integer values jf @RACE_4795 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_4795 if $409 == 0 // integer values jf @RACE_4833 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_4833 if $409 == 1 // integer values jf @RACE_4871 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_4871 if $409 == 2 // integer values jf @RACE_4909 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_4909 if $409 == 3 // integer values jf @RACE_4947 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_4947 if $7456 == 6 // integer values jf @RACE_5578 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 045A: text_draw_1number 30.0 145.0 'RACES00' $7456 // Race ~1~: gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.8 2.0 033E: text_draw 30.0 165.0 'RACES06' // V.C. Endurance gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if 0424: metric jf @RACE_5110 045B: text_draw_2numbers 30.0 190.0 'RACES13' 9 721 // Track Length: ~1~.~1~ km jump @RACE_5134 :RACE_5110 045B: text_draw_2numbers 30.0 190.0 'RACES23' 6 1 // Track Length: ~1~.~1~ miles :RACE_5134 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.65 1.7 045A: text_draw_1number 30.0 220.0 'RACES07' 10000 // Entrance Fee: $~1~ gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $412 == 99999999 // integer values jf @RACE_5243 033E: text_draw 30.0 310.0 'RACES15' // Best Time: NA jump @RACE_5366 :RACE_5243 0084: $7459 = $412 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $412 // integer values and handles 0060: $7460 -= $7453 // integer values if $7460 > 9 // integer values jf @RACE_5340 045B: text_draw_2numbers 30.0 310.0 'RACES08' $7459 $7460 // Best Time: ~1~:~1~ jump @RACE_5366 :RACE_5340 045B: text_draw_2numbers 30.0 310.0 'RACES22' $7459 $7460 // Best Time: ~1~:0~1~ :RACE_5366 gosub @RACE_6769 033F: set_text_draw_letter_width_height 0.6 1.6 if $411 == 99999999 // integer values jf @RACE_5426 033E: text_draw 30.0 325.0 'RACES16' // Best Result: NA :RACE_5426 if $411 == 0 // integer values jf @RACE_5464 033E: text_draw 30.0 325.0 'RACES09' // Best Result: 1st :RACE_5464 if $411 == 1 // integer values jf @RACE_5502 033E: text_draw 30.0 325.0 'RACES10' // Best Result: 2nd :RACE_5502 if $411 == 2 // integer values jf @RACE_5540 033E: text_draw 30.0 325.0 'RACES11' // Best Result: 3rd :RACE_5540 if $411 == 3 // integer values jf @RACE_5578 033E: text_draw 30.0 325.0 'RACES12' // Best Result: 4th :RACE_5578 if 059C: jf @RACE_6180 if 00E1: player 0 pressed_button 17 jf @RACE_6148 if $7455 == 1 // integer values jf @RACE_6141 $7455 = 0 // integer values if $7456 == 1 // integer values jf @RACE_5716 if Player.Money($PLAYER_CHAR) > 99 jf @RACE_5701 Player.Money($PLAYER_CHAR) += -100 Object.Destroy($7427) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_6812 jump @RACE_5716 :RACE_5701 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_5716 if $7456 == 2 // integer values jf @RACE_5801 if Player.Money($PLAYER_CHAR) > 499 jf @RACE_5786 Player.Money($PLAYER_CHAR) += -500 Object.Destroy($7428) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_7726 jump @RACE_5801 :RACE_5786 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_5801 if $7456 == 3 // integer values jf @RACE_5886 if Player.Money($PLAYER_CHAR) > 999 jf @RACE_5871 Player.Money($PLAYER_CHAR) += -1000 Object.Destroy($7429) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_8700 jump @RACE_5886 :RACE_5871 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_5886 if $7456 == 4 // integer values jf @RACE_5971 if Player.Money($PLAYER_CHAR) > 1999 jf @RACE_5956 Player.Money($PLAYER_CHAR) += -2000 Object.Destroy($7430) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_9794 jump @RACE_5971 :RACE_5956 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_5971 if $7456 == 5 // integer values jf @RACE_6056 if Player.Money($PLAYER_CHAR) > 4999 jf @RACE_6041 Player.Money($PLAYER_CHAR) += -5000 Object.Destroy($7431) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_11428 jump @RACE_6056 :RACE_6041 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_6056 if $7456 == 6 // integer values jf @RACE_6141 if Player.Money($PLAYER_CHAR) > 9999 jf @RACE_6126 Player.Money($PLAYER_CHAR) += -10000 Object.Destroy($7432) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_13122 jump @RACE_6141 :RACE_6126 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_6141 jump @RACE_6173 :RACE_6148 if $7455 == 0 // integer values jf @RACE_6173 $7455 = 1 // integer values :RACE_6173 jump @RACE_6762 :RACE_6180 if 00E1: player 0 pressed_button 16 jf @RACE_6737 if $7455 == 1 // integer values jf @RACE_6730 $7455 = 0 // integer values if $7456 == 1 // integer values jf @RACE_6305 if Player.Money($PLAYER_CHAR) > 99 jf @RACE_6290 Player.Money($PLAYER_CHAR) += -100 Object.Destroy($7427) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_6812 jump @RACE_6305 :RACE_6290 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_6305 if $7456 == 2 // integer values jf @RACE_6390 if Player.Money($PLAYER_CHAR) > 499 jf @RACE_6375 Player.Money($PLAYER_CHAR) += -500 Object.Destroy($7428) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_7726 jump @RACE_6390 :RACE_6375 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_6390 if $7456 == 3 // integer values jf @RACE_6475 if Player.Money($PLAYER_CHAR) > 999 jf @RACE_6460 Player.Money($PLAYER_CHAR) += -1000 Object.Destroy($7429) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_8700 jump @RACE_6475 :RACE_6460 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_6475 if $7456 == 4 // integer values jf @RACE_6560 if Player.Money($PLAYER_CHAR) > 1999 jf @RACE_6545 Player.Money($PLAYER_CHAR) += -2000 Object.Destroy($7430) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_9794 jump @RACE_6560 :RACE_6545 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_6560 if $7456 == 5 // integer values jf @RACE_6645 if Player.Money($PLAYER_CHAR) > 4999 jf @RACE_6630 Player.Money($PLAYER_CHAR) += -5000 Object.Destroy($7431) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_11428 jump @RACE_6645 :RACE_6630 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_6645 if $7456 == 6 // integer values jf @RACE_6730 if Player.Money($PLAYER_CHAR) > 9999 jf @RACE_6715 Player.Money($PLAYER_CHAR) += -10000 Object.Destroy($7432) 03E6: remove_text_box 03F0: enable_text_draw 0 jump @RACE_13122 jump @RACE_6730 :RACE_6715 00BC: text_highpriority 'RACES19' 3000 ms 1 // You cannot afford to enter this race. :RACE_6730 jump @RACE_6762 :RACE_6737 if $7455 == 0 // integer values jf @RACE_6762 $7455 = 1 // integer values :RACE_6762 jump @RACE_725 :RACE_6769 0340: set_text_draw_color 180 180 180 255 0341: set_text_draw_align_justify 1 03E4: set_text_draw_align_right 0 0343: set_text_linewidth 500.0 0348: set_text_draw_proportional 1 0342: set_text_draw_centered 0 0345: set_text_draw_in_box 0 return :RACE_6812 if $1588 == 0 // integer values jf @RACE_6832 increment_mission_attempts :RACE_6832 $7451 = 23 // integer values $7506 = -1381.918 // floating-point values $7507 = -781.2508 // floating-point values $7508 = 13.6582 // floating-point values $7509 = -1336.543 // floating-point values $7510 = -783.221 // floating-point values $7511 = 13.6582 // floating-point values $7512 = -1278.385 // floating-point values $7513 = -783.2156 // floating-point values $7514 = 13.6582 // floating-point values $7515 = -1258.049 // floating-point values $7516 = -762.8456 // floating-point values $7517 = 13.6582 // floating-point values $7518 = -1258.104 // floating-point values $7519 = -695.624 // floating-point values $7520 = 13.6582 // floating-point values $7521 = -1261.048 // floating-point values $7522 = -569.8616 // floating-point values $7523 = 9.6582 // floating-point values $7524 = -1320.283 // floating-point values $7525 = -558.813 // floating-point values $7526 = 7.4568 // floating-point values $7527 = -1425.425 // floating-point values $7528 = -558.7655 // floating-point values $7529 = 6.7282 // floating-point values $7530 = -1514.076 // floating-point values $7531 = -558.7275 // floating-point values $7532 = 6.7207 // floating-point values $7533 = -1657.351 // floating-point values $7534 = -558.9381 // floating-point values $7535 = 6.7207 // floating-point values $7536 = -1779.238 // floating-point values $7537 = -561.8121 // floating-point values $7538 = 6.7207 // floating-point values $7539 = -1791.55 // floating-point values $7540 = -638.3821 // floating-point values $7541 = 10.4712 // floating-point values $7542 = -1771.568 // floating-point values $7543 = -690.8166 // floating-point values $7544 = 13.6582 // floating-point values $7545 = -1748.326 // floating-point values $7546 = -664.5505 // floating-point values $7547 = 13.6509 // floating-point values $7548 = -1743.892 // floating-point values $7549 = -557.9755 // floating-point values $7550 = 13.651 // floating-point values $7551 = -1650.822 // floating-point values $7552 = -548.6134 // floating-point values $7553 = 13.651 // floating-point values $7554 = -1553.458 // floating-point values $7555 = -548.5882 // floating-point values $7556 = 13.651 // floating-point values $7557 = -1530.331 // floating-point values $7558 = -620.5998 // floating-point values $7559 = 13.651 // floating-point values $7560 = -1530.394 // floating-point values $7561 = -690.6783 // floating-point values $7562 = 13.6582 // floating-point values $7563 = -1527.139 // floating-point values $7564 = -772.0657 // floating-point values $7565 = 13.6582 // floating-point values $7566 = -1480.242 // floating-point values $7567 = -782.8588 // floating-point values $7568 = 13.6591 // floating-point values $7569 = -1437.349 // floating-point values $7570 = -830.7875 // floating-point values $7571 = 13.6 // floating-point values $7572 = -1402.194 // floating-point values $7573 = -783.8462 // floating-point values $7574 = 13.6583 // floating-point values $7575 = -1363.599 // floating-point values $7576 = -783.2463 // floating-point values $7577 = 13.6728 // floating-point values $4853 = -1376.668 // floating-point values $4854 = -785.4619 // floating-point values $4855 = 13.6583 // floating-point values $4856 = -1381.918 // floating-point values $4857 = -785.4619 // floating-point values $4858 = 13.6583 // floating-point values $4859 = -1376.668 // floating-point values $4860 = -781.2508 // floating-point values $4861 = 13.6582 // floating-point values $7470 = 270.0 // floating-point values $7479 = -1400.423 // floating-point values $7480 = -788.7123 // floating-point values $7481 = 12.2184 // floating-point values $7482 = -1284.43 // floating-point values $7483 = -778.7008 // floating-point values $7484 = 27.3309 // floating-point values jump @RACE_16736 :RACE_7726 if $1589 == 0 // integer values jf @RACE_7746 increment_mission_attempts :RACE_7746 $7451 = 25 // integer values $7506 = 467.1591 // floating-point values $7507 = -364.1488 // floating-point values $7508 = 9.3083 // floating-point values $7509 = 501.4334 // floating-point values $7510 = -376.6612 // floating-point values $7511 = 9.8585 // floating-point values $7512 = 499.6485 // floating-point values $7513 = -453.183 // floating-point values $7514 = 9.8615 // floating-point values $7515 = 476.2756 // floating-point values $7516 = -575.4393 // floating-point values $7517 = 9.8615 // floating-point values $7518 = 427.9059 // floating-point values $7519 = -681.8521 // floating-point values $7520 = 9.8615 // floating-point values $7521 = 362.8138 // floating-point values $7522 = -824.1959 // floating-point values $7523 = 9.8616 // floating-point values $7524 = 307.6837 // floating-point values $7525 = -946.3491 // floating-point values $7526 = 9.8615 // floating-point values $7527 = 278.2833 // floating-point values $7528 = -1126.979 // floating-point values $7529 = 9.8615 // floating-point values $7530 = 241.8716 // floating-point values $7531 = -1314.508 // floating-point values $7532 = 9.8616 // floating-point values $7533 = 219.7843 // floating-point values $7534 = -1418.322 // floating-point values $7535 = 9.8615 // floating-point values $7536 = 189.6915 // floating-point values $7537 = -1494.735 // floating-point values $7538 = 9.8616 // floating-point values $7539 = 147.4525 // floating-point values $7540 = -1571.244 // floating-point values $7541 = 9.8616 // floating-point values $7542 = 99.1483 // floating-point values $7543 = -1588.395 // floating-point values $7544 = 9.2481 // floating-point values $7545 = 97.8935 // floating-point values $7546 = -1519.795 // floating-point values $7547 = 9.2418 // floating-point values $7548 = 124.2335 // floating-point values $7549 = -1445.51 // floating-point values $7550 = 9.2418 // floating-point values $7551 = 162.9207 // floating-point values $7552 = -1334.057 // floating-point values $7553 = 9.2418 // floating-point values $7554 = 174.8059 // floating-point values $7555 = -1231.018 // floating-point values $7556 = 9.2418 // floating-point values $7557 = 186.8894 // floating-point values $7558 = -1129.81 // floating-point values $7559 = 9.2418 // floating-point values $7560 = 211.3841 // floating-point values $7561 = -1017.686 // floating-point values $7562 = 9.2418 // floating-point values $7563 = 228.4807 // floating-point values $7564 = -932.9751 // floating-point values $7565 = 8.9034 // floating-point values $7566 = 270.2189 // floating-point values $7567 = -851.367 // floating-point values $7568 = 8.9777 // floating-point values $7569 = 327.7973 // floating-point values $7570 = -732.2568 // floating-point values $7571 = 8.9778 // floating-point values $7572 = 372.8638 // floating-point values $7573 = -623.2525 // floating-point values $7574 = 8.9778 // floating-point values $7575 = 419.3767 // floating-point values $7576 = -525.2839 // floating-point values $7577 = 8.9778 // floating-point values $7578 = 448.2071 // floating-point values $7579 = -373.7212 // floating-point values $7580 = 8.9777 // floating-point values $7581 = 484.4896 // floating-point values $7582 = -370.8366 // floating-point values $7583 = 9.7451 // floating-point values $4853 = 473.6366 // floating-point values $4854 = -372.6079 // floating-point values $4855 = 9.461 // floating-point values $4856 = 467.1591 // floating-point values $4857 = -370.8961 // floating-point values $4858 = 9.2859 // floating-point values $4859 = 473.6366 // floating-point values $4860 = -364.1488 // floating-point values $4861 = 9.3083 // floating-point values $7470 = 255.0 // floating-point values $7479 = 461.5594 // floating-point values $7480 = -374.7564 // floating-point values $7481 = 9.0675 // floating-point values $7482 = 512.8641 // floating-point values $7483 = -368.6559 // floating-point values $7484 = 27.1193 // floating-point values jump @RACE_16736 :RACE_8700 if $1590 == 0 // integer values jf @RACE_8720 increment_mission_attempts :RACE_8720 $7451 = 28 // integer values $7506 = -1181.32 // floating-point values $7507 = -665.8813 // floating-point values $7508 = 10.4318 // floating-point values $7509 = -1186.549 // floating-point values $7510 = -614.5401 // floating-point values $7511 = 10.4318 // floating-point values $7512 = -1142.018 // floating-point values $7513 = -592.1671 // floating-point values $7514 = 10.4322 // floating-point values $7515 = -1081.837 // floating-point values $7516 = -570.2073 // floating-point values $7517 = 9.9434 // floating-point values $7518 = -1109.015 // floating-point values $7519 = -492.9245 // floating-point values $7520 = 9.7679 // floating-point values $7521 = -1167.683 // floating-point values $7522 = -501.2699 // floating-point values $7523 = 9.7679 // floating-point values $7524 = -1199.679 // floating-point values $7525 = -445.729 // floating-point values $7526 = 9.7359 // floating-point values $7527 = -1207.559 // floating-point values $7528 = -373.1393 // floating-point values $7529 = 9.7359 // floating-point values $7530 = -1175.821 // floating-point values $7531 = -331.3841 // floating-point values $7532 = 9.674 // floating-point values $7533 = -1187.148 // floating-point values $7534 = -225.0972 // floating-point values $7535 = 10.4116 // floating-point values $7536 = -1167.117 // floating-point values $7537 = -94.6856 // floating-point values $7538 = 10.4133 // floating-point values $7539 = -1068.153 // floating-point values $7540 = -51.3555 // floating-point values $7541 = 10.23 // floating-point values $7542 = -1070.626 // floating-point values $7543 = 46.5132 // floating-point values $7544 = 10.2301 // floating-point values $7545 = -1068.507 // floating-point values $7546 = 122.7926 // floating-point values $7547 = 10.2288 // floating-point values $7548 = -1023.862 // floating-point values $7549 = 183.5805 // floating-point values $7550 = 10.2292 // floating-point values $7551 = -1005.554 // floating-point values $7552 = 303.4343 // floating-point values $7553 = 10.227 // floating-point values $7554 = -932.2478 // floating-point values $7555 = 321.5445 // floating-point values $7556 = 10.2287 // floating-point values $7557 = -810.822 // floating-point values $7558 = 308.4724 // floating-point values $7559 = 10.2199 // floating-point values $7560 = -722.9102 // floating-point values $7561 = 266.282 // floating-point values $7562 = 9.8848 // floating-point values $7563 = -747.9127 // floating-point values $7564 = 138.419 // floating-point values $7565 = 9.8853 // floating-point values $7566 = -814.0344 // floating-point values $7567 = 1.5536 // floating-point values $7568 = 10.0634 // floating-point values $7569 = -969.6165 // floating-point values $7570 = 31.9538 // floating-point values $7571 = 9.5014 // floating-point values $7572 = -983.0366 // floating-point values $7573 = -94.5914 // floating-point values $7574 = 9.5016 // floating-point values $7575 = -978.7145 // floating-point values $7576 = -271.9747 // floating-point values $7577 = 9.5334 // floating-point values $7578 = -862.6591 // floating-point values $7579 = -306.7586 // floating-point values $7580 = 9.8785 // floating-point values $7581 = -865.6099 // floating-point values $7582 = -410.9057 // floating-point values $7583 = 9.8857 // floating-point values $7584 = -845.0103 // floating-point values $7585 = -553.1681 // floating-point values $7586 = 9.8859 // floating-point values $7587 = -852.1738 // floating-point values $7588 = -650.9092 // floating-point values $7589 = 10.0679 // floating-point values $7590 = -987.7121 // floating-point values $7591 = -667.091 // floating-point values $7592 = 10.5813 // floating-point values $7593 = -1165.868 // floating-point values $7594 = -688.9201 // floating-point values $7595 = 10.4362 // floating-point values $4853 = -1178.164 // floating-point values $4854 = -659.4622 // floating-point values $4855 = 10.4318 // floating-point values $4856 = -1177.322 // floating-point values $4857 = -665.8813 // floating-point values $4858 = 10.4318 // floating-point values $4859 = -1182.12 // floating-point values $4860 = -659.4622 // floating-point values $4861 = 10.4318 // floating-point values $7470 = 7.5 // floating-point values $7479 = -1182.284 // floating-point values $7480 = -682.7609 // floating-point values $7481 = 8.6995 // floating-point values $7482 = -1181.638 // floating-point values $7483 = -612.6847 // floating-point values $7484 = 18.658 // floating-point values jump @RACE_16736 :RACE_9794 if $1591 == 0 // integer values jf @RACE_9814 increment_mission_attempts :RACE_9814 $7451 = 46 // integer values $7506 = 199.3 // floating-point values $7507 = -349.2 // floating-point values $7508 = 9.4879 // floating-point values $7509 = 185.792 // floating-point values $7510 = -435.777 // floating-point values $7511 = 9.8329 // floating-point values $7512 = 182.935 // floating-point values $7513 = -512.916 // floating-point values $7514 = 10.0699 // floating-point values $7515 = 178.174 // floating-point values $7516 = -595.769 // floating-point values $7517 = 15.5328 // floating-point values $7518 = 164.841 // floating-point values $7519 = -703.383 // floating-point values $7520 = 9.4007 // floating-point values $7521 = 125.795 // floating-point values $7522 = -797.664 // floating-point values $7523 = 9.278 // floating-point values $7524 = 53.418 // floating-point values $7525 = -863.375 // floating-point values $7526 = 9.278 // floating-point values $7527 = -41.8154 // floating-point values $7528 = -872.898 // floating-point values $7529 = 9.2782 // floating-point values $7530 = -103.717 // floating-point values $7531 = -920.515 // floating-point values $7532 = 9.2839 // floating-point values $7533 = -84.6704 // floating-point values $7534 = -1012.89 // floating-point values $7535 = 9.2761 // floating-point values $7536 = -89.4321 // floating-point values $7537 = -1080.51 // floating-point values $7538 = 9.2859 // floating-point values $7539 = -170.38 // floating-point values $7540 = -1099.55 // floating-point values $7541 = 9.2781 // floating-point values $7542 = -196.093 // floating-point values $7543 = -1126.22 // floating-point values $7544 = 9.2858 // floating-point values $7545 = -201.807 // floating-point values $7546 = -1206.21 // floating-point values $7547 = 9.278 // floating-point values $7548 = -200.855 // floating-point values $7549 = -1281.45 // floating-point values $7550 = 9.278 // floating-point values $7551 = -186.57 // floating-point values $7552 = -1360.49 // floating-point values $7553 = 9.2858 // floating-point values $7554 = -153.238 // floating-point values $7555 = -1454.77 // floating-point values $7556 = 9.2858 // floating-point values $7557 = -102.765 // floating-point values $7558 = -1546.2 // floating-point values $7559 = 9.2858 // floating-point values $7560 = -44.6724 // floating-point values $7561 = -1577.62 // floating-point values $7562 = 9.2464 // floating-point values $7563 = -8.48371 // floating-point values $7564 = -1550.96 // floating-point values $7565 = 9.278 // floating-point values $7566 = 0.0873 // floating-point values $7567 = -1465.25 // floating-point values $7568 = 9.2779 // floating-point values $7569 = 41.0376 // floating-point values $7570 = -1381.44 // floating-point values $7571 = 9.278 // floating-point values $7572 = 68.6553 // floating-point values $7573 = -1302.4 // floating-point values $7574 = 9.278 // floating-point values $7575 = 80.0833 // floating-point values $7576 = -1209.07 // floating-point values $7577 = 9.278 // floating-point values $7578 = 83.8926 // floating-point values $7579 = -1133.84 // floating-point values $7580 = 9.2858 // floating-point values $7581 = 78.1786 // floating-point values $7582 = -1047.17 // floating-point values $7583 = 9.278 // floating-point values $7584 = 82.9403 // floating-point values $7585 = -956.703 // floating-point values $7586 = 9.2613 // floating-point values $7587 = 125.795 // floating-point values $7588 = -885.278 // floating-point values $7589 = 9.2465 // floating-point values $7590 = 175.317 // floating-point values $7591 = -813.853 // floating-point values $7592 = 9.2465 // floating-point values $7593 = 217.219 // floating-point values $7594 = -750.047 // floating-point values $7595 = 9.2465 // floating-point values $7596 = 237.218 // floating-point values $7597 = -685.288 // floating-point values $7598 = 9.2372 // floating-point values $7599 = 261.979 // floating-point values $7600 = -594.816 // floating-point values $7601 = 8.8297 // floating-point values $7602 = 302.929 // floating-point values $7603 = -525.296 // floating-point values $7604 = 8.8297 // floating-point values $7605 = 365.783 // floating-point values $7606 = -448.157 // floating-point values $7607 = 8.8482 // floating-point values $7608 = 418.162 // floating-point values $7609 = -403.397 // floating-point values $7610 = 8.8482 // floating-point values $7611 = 454.35 // floating-point values $7612 = -352.924 // floating-point values $7613 = 8.9641 // floating-point values $7614 = 478.159 // floating-point values $7615 = -243.405 // floating-point values $7616 = 11.3418 // floating-point values $7617 = 482.92 // floating-point values $7618 = -139.601 // floating-point values $7619 = 9.1372 // floating-point values $7620 = 519.109 // floating-point values $7621 = -68.1758 // floating-point values $7622 = 9.5878 // floating-point values $7623 = 502.919 // floating-point values $7624 = -1.51244 // floating-point values $7625 = 10.0202 // floating-point values $7626 = 483.873 // floating-point values $7627 = 97.5303 // floating-point values $7628 = 10.304 // floating-point values $7629 = 431.494 // floating-point values $7630 = 56.5799 // floating-point values $7631 = 10.1727 // floating-point values $7632 = 370.545 // floating-point values $7633 = 9.91558 // floating-point values $7634 = 10.3602 // floating-point values $7635 = 326.738 // floating-point values $7636 = -26.2731 // floating-point values $7637 = 9.9985 // floating-point values $7638 = 310.548 // floating-point values $7639 = -109.126 // floating-point values $7640 = 10.2687 // floating-point values $7641 = 273.407 // floating-point values $7642 = -185.313 // floating-point values $7643 = 9.8572 // floating-point values $7644 = 230.552 // floating-point values $7645 = -266.261 // floating-point values $7646 = 10.962 // floating-point values $7647 = 200.295 // floating-point values $7648 = -367.055 // floating-point values $7649 = 9.6223 // floating-point values $4853 = 204.1 // floating-point values $4854 = -349.2 // floating-point values $4855 = 9.4879 // floating-point values $4856 = 197.8 // floating-point values $4857 = -356.3 // floating-point values $4858 = 9.4879 // floating-point values $4859 = 202.6 // floating-point values $4860 = -356.3 // floating-point values $4861 = 9.4879 // floating-point values $7470 = 165.3 // floating-point values $7479 = 168.896 // floating-point values $7480 = -416.393 // floating-point values $7481 = 0.0 // floating-point values $7482 = 221.475 // floating-point values $7483 = -347.636 // floating-point values $7484 = 30.0 // floating-point values jump @RACE_16736 :RACE_11428 if $1592 == 0 // integer values jf @RACE_11448 increment_mission_attempts :RACE_11448 $7451 = 48 // integer values $7506 = 192.0803 // floating-point values $7507 = -379.4206 // floating-point values $7508 = 9.6766 // floating-point values $7509 = 221.582 // floating-point values $7510 = -289.187 // floating-point values $7511 = 11.361 // floating-point values $7512 = 253.71 // floating-point values $7513 = -223.936 // floating-point values $7514 = 9.8523 // floating-point values $7515 = 295.899 // floating-point values $7516 = -134.766 // floating-point values $7517 = 11.1339 // floating-point values $7518 = 329.479 // floating-point values $7519 = -17.6297 // floating-point values $7520 = 10.3388 // floating-point values $7521 = 388.747 // floating-point values $7522 = 20.8195 // floating-point values $7523 = 14.1745 // floating-point values $7524 = 444.209 // floating-point values $7525 = 89.5439 // floating-point values $7526 = 9.9166 // floating-point values $7527 = 399.599 // floating-point values $7528 = 201.673 // floating-point values $7529 = 9.85 // floating-point values $7530 = 427.329 // floating-point values $7531 = 305.363 // floating-point values $7532 = 10.4397 // floating-point values $7533 = 444.635 // floating-point values $7534 = 408.029 // floating-point values $7535 = 10.4397 // floating-point values $7536 = 470.734 // floating-point values $7537 = 504.302 // floating-point values $7538 = 10.483 // floating-point values $7539 = 496.054 // floating-point values $7540 = 656.219 // floating-point values $7541 = 9.8803 // floating-point values $7542 = 547.899 // floating-point values $7543 = 751.469 // floating-point values $7544 = 10.1808 // floating-point values $7545 = 556.338 // floating-point values $7546 = 891.329 // floating-point values $7547 = 13.5641 // floating-point values $7548 = 512.934 // floating-point values $7549 = 1004.66 // floating-point values $7550 = 16.9283 // floating-point values $7551 = 500.877 // floating-point values $7552 = 1121.62 // floating-point values $7553 = 15.2929 // floating-point values $7554 = 522.579 // floating-point values $7555 = 1232.54 // floating-point values $7556 = 15.2502 // floating-point values $7557 = 432.152 // floating-point values $7558 = 1281.97 // floating-point values $7559 = 16.0003 // floating-point values $7560 = 316.406 // floating-point values $7561 = 1281.97 // floating-point values $7562 = 16.1761 // floating-point values $7563 = 219.951 // floating-point values $7564 = 1243.39 // floating-point values $7565 = 16.18 // floating-point values $7566 = 283.852 // floating-point values $7567 = 1198.78 // floating-point values $7568 = 16.7968 // floating-point values $7569 = 270.59 // floating-point values $7570 = 1121.62 // floating-point values $7571 = 18.3989 // floating-point values $7572 = 307.966 // floating-point values $7573 = 1023.95 // floating-point values $7574 = 11.9725 // floating-point values $7575 = 320.023 // floating-point values $7576 = 913.031 // floating-point values $7577 = 9.8582 // floating-point values $7578 = 294.703 // floating-point values $7579 = 800.902 // floating-point values $7580 = 9.849 // floating-point values $7581 = 219.951 // floating-point values $7582 = 721.326 // floating-point values $7583 = 9.849 // floating-point values $7584 = 177.751 // floating-point values $7585 = 671.893 // floating-point values $7586 = 9.849 // floating-point values $7587 = 246.476 // floating-point values $7588 = 667.07 // floating-point values $7589 = 9.8548 // floating-point values $7590 = 334.491 // floating-point values $7591 = 670.687 // floating-point values $7592 = 9.8524 // floating-point values $7593 = 380.307 // floating-point values $7594 = 644.162 // floating-point values $7595 = 10.0442 // floating-point values $7596 = 383.925 // floating-point values $7597 = 557.352 // floating-point values $7598 = 10.3795 // floating-point values $7599 = 380.307 // floating-point values $7600 = 487.422 // floating-point values $7601 = 10.6054 // floating-point values $7602 = 486.408 // floating-point values $7603 = 480.188 // floating-point values $7604 = 10.4553 // floating-point values $7605 = 534.636 // floating-point values $7606 = 457.28 // floating-point values $7607 = 9.8644 // floating-point values $7608 = 515.345 // floating-point values $7609 = 352.385 // floating-point values $7610 = 9.8673 // floating-point values $7611 = 500.877 // floating-point values $7612 = 245.078 // floating-point values $7613 = 9.9013 // floating-point values $7614 = 504.494 // floating-point values $7615 = 138.977 // floating-point values $7616 = 9.866 // floating-point values $7617 = 477.969 // floating-point values $7618 = 94.3666 // floating-point values $7619 = 10.1941 // floating-point values $7620 = 394.776 // floating-point values $7621 = 25.6422 // floating-point values $7622 = 14.5354 // floating-point values $7623 = 328.463 // floating-point values $7624 = -33.4368 // floating-point values $7625 = 9.8861 // floating-point values $7626 = 300.732 // floating-point values $7627 = -127.481 // floating-point values $7628 = 10.776 // floating-point values $7629 = 289.881 // floating-point values $7630 = -182.943 // floating-point values $7631 = 10.4278 // floating-point values $7632 = 368.251 // floating-point values $7633 = -222.73 // floating-point values $7634 = 10.7668 // floating-point values $7635 = 359.811 // floating-point values $7636 = -303.512 // floating-point values $7637 = 10.8559 // floating-point values $7638 = 283.852 // floating-point values $7639 = -363.796 // floating-point values $7640 = 10.7751 // floating-point values $7641 = 233.213 // floating-point values $7642 = -425.287 // floating-point values $7643 = 10.7829 // floating-point values $7644 = 217.539 // floating-point values $7645 = -518.125 // floating-point values $7646 = 10.7829 // floating-point values $7647 = 181.368 // floating-point values $7648 = -526.565 // floating-point values $7649 = 10.5379 // floating-point values $7650 = 185.061 // floating-point values $7651 = -443.34 // floating-point values $7652 = 9.8402 // floating-point values $7653 = 198.248 // floating-point values $7654 = -371.03 // floating-point values $7655 = 9.5263 // floating-point values $4853 = 198.214 // floating-point values $4854 = -373.8071 // floating-point values $4855 = 9.5658 // floating-point values $4856 = 196.4444 // floating-point values $4857 = -380.2955 // floating-point values $4858 = 9.6676 // floating-point values $4859 = 193.9106 // floating-point values $4860 = -372.1646 // floating-point values $4861 = 9.5608 // floating-point values $7470 = 345.0 // floating-point values $7479 = 181.057 // floating-point values $7480 = -418.878 // floating-point values $7481 = 0.0 // floating-point values $7482 = 216.057 // floating-point values $7483 = -328.878 // floating-point values $7484 = 30.0 // floating-point values jump @RACE_16736 :RACE_13122 if $1593 == 0 // integer values jf @RACE_13142 increment_mission_attempts :RACE_13142 $7451 = 112 // integer values $7506 = -999.8854 // floating-point values $7507 = -945.692 // floating-point values $7508 = 13.6685 // floating-point values $7509 = -929.153 // floating-point values $7510 = -1029.48 // floating-point values $7511 = 13.6592 // floating-point values $7512 = -887.966 // floating-point values $7513 = -1073.35 // floating-point values $7514 = 13.6478 // floating-point values $7515 = -824.396 // floating-point values $7516 = -1040.23 // floating-point values $7517 = 9.8895 // floating-point values $7518 = -823.5 // floating-point values $7519 = -946.213 // floating-point values $7520 = 9.8871 // floating-point values $7521 = -764.407 // floating-point values $7522 = -925.62 // floating-point values $7523 = 9.4575 // floating-point values $7524 = -677.557 // floating-point values $7525 = -930.992 // floating-point values $7526 = 13.6473 // floating-point values $7527 = -588.022 // floating-point values $7528 = -932.782 // floating-point values $7529 = 20.4283 // floating-point values $7530 = -492.219 // floating-point values $7531 = -932.782 // floating-point values $7532 = 25.0643 // floating-point values $7533 = -396.415 // floating-point values $7534 = -935.468 // floating-point values $7535 = 22.5963 // floating-point values $7536 = -295.24 // floating-point values $7537 = -939.05 // floating-point values $7538 = 16.4214 // floating-point values $7539 = -189.588 // floating-point values $7540 = -930.096 // floating-point values $7541 = 11.0187 // floating-point values $7542 = -104.529 // floating-point values $7543 = -895.177 // floating-point values $7544 = 9.2782 // floating-point values $7545 = -22.1561 // floating-point values $7546 = -870.107 // floating-point values $7547 = 9.2782 // floating-point values $7548 = 73.6471 // floating-point values $7549 = -858.468 // floating-point values $7550 = 9.278 // floating-point values $7551 = 131.845 // floating-point values $7552 = -787.734 // floating-point values $7553 = 9.278 // floating-point values $7554 = 163.183 // floating-point values $7555 = -706.257 // floating-point values $7556 = 9.278 // floating-point values $7557 = 173.032 // floating-point values $7558 = -646.268 // floating-point values $7559 = 15.1956 // floating-point values $7560 = 178.404 // floating-point values $7561 = -549.57 // floating-point values $7562 = 10.69 // floating-point values $7563 = 184.671 // floating-point values $7564 = -452.871 // floating-point values $7565 = 9.8402 // floating-point values $7566 = 199.892 // floating-point values $7567 = -365.126 // floating-point values $7568 = 9.465 // floating-point values $7569 = 224.962 // floating-point values $7570 = -275.59 // floating-point values $7571 = 10.9105 // floating-point values $7572 = 268.835 // floating-point values $7573 = -198.59 // floating-point values $7574 = 9.8572 // floating-point values $7575 = 308.231 // floating-point values $7576 = -115.322 // floating-point values $7577 = 9.8605 // floating-point values $7578 = 327.928 // floating-point values $7579 = -30.2626 // floating-point values $7580 = 9.9096 // floating-point values $7581 = 389.708 // floating-point values $7582 = 20.7727 // floating-point values $7583 = 14.2094 // floating-point values $7584 = 447.011 // floating-point values $7585 = 86.1337 // floating-point values $7586 = 9.8733 // floating-point values $7587 = 399.557 // floating-point values $7588 = 172.983 // floating-point values $7589 = 9.847 // floating-point values $7590 = 391.499 // floating-point values $7591 = 237.449 // floating-point values $7592 = 9.3895 // floating-point values $7593 = 340.463 // floating-point values $7594 = 253.565 // floating-point values $7595 = 10.1255 // floating-point values $7596 = 334.196 // floating-point values $7597 = 352.055 // floating-point values $7598 = 10.4291 // floating-point values $7599 = 349.417 // floating-point values $7600 = 444.276 // floating-point values $7601 = 10.4235 // floating-point values $7602 = 378.068 // floating-point values $7603 = 531.126 // floating-point values $7604 = 10.4235 // floating-point values $7605 = 382.545 // floating-point values $7606 = 607.231 // floating-point values $7607 = 10.4235 // floating-point values $7608 = 362.847 // floating-point values $7609 = 668.116 // floating-point values $7610 = 9.894 // floating-point values $7611 = 264.358 // floating-point values $7612 = 669.906 // floating-point values $7613 = 9.8524 // floating-point values $7614 = 207.055 // floating-point values $7615 = 657.371 // floating-point values $7616 = 9.849 // floating-point values $7617 = 178.404 // floating-point values $7618 = 670.802 // floating-point values $7619 = 9.849 // floating-point values $7620 = 196.311 // floating-point values $7621 = 707.511 // floating-point values $7622 = 9.849 // floating-point values $7623 = 272.416 // floating-point values $7624 = 765.71 // floating-point values $7625 = 9.8514 // floating-point values $7626 = 311.812 // floating-point values $7627 = 857.036 // floating-point values $7628 = 9.8551 // floating-point values $7629 = 318.975 // floating-point values $7630 = 974.328 // floating-point values $7631 = 10.6569 // floating-point values $7632 = 293.905 // floating-point values $7633 = 1067.44 // floating-point values $7634 = 12.0802 // floating-point values $7635 = 273.312 // floating-point values $7636 = 1139.07 // floating-point values $7637 = 20.0402 // floating-point values $7638 = 283.161 // floating-point values $7639 = 1200.85 // floating-point values $7640 = 16.7887 // floating-point values $7641 = 222.276 // floating-point values $7642 = 1234.88 // floating-point values $7643 = 16.18 // floating-point values $7644 = 283.161 // floating-point values $7645 = 1281.44 // floating-point values $7646 = 16.1801 // floating-point values $7647 = 383.441 // floating-point values $7648 = 1281.44 // floating-point values $7649 = 16.1761 // floating-point values $7650 = 472.976 // floating-point values $7651 = 1278.75 // floating-point values $7652 = 16.5197 // floating-point values $7653 = 518.639 // floating-point values $7654 = 1258.16 // floating-point values $7655 = 15.5517 // floating-point values $7656 = 508.79 // floating-point values $7657 = 1164.14 // floating-point values $7658 = 16.0812 // floating-point values $7659 = 499.837 // floating-point values $7660 = 1074.61 // floating-point values $7661 = 16.7323 // floating-point values $7662 = 519.535 // floating-point values $7663 = 982.386 // floating-point values $7664 = 16.9283 // floating-point values $7665 = 552.878 // floating-point values $7666 = 901.804 // floating-point values $7667 = 13.8502 // floating-point values $7668 = 559.826 // floating-point values $7669 = 820.326 // floating-point values $7670 = 11.2706 // floating-point values $7671 = 544.605 // floating-point values $7672 = 726.314 // floating-point values $7673 = 9.9648 // floating-point values $7674 = 522.221 // floating-point values $7675 = 655.581 // floating-point values $7676 = 9.9354 // floating-point values $7677 = 419.255 // floating-point values $7678 = 680.651 // floating-point values $7679 = 10.2006 // floating-point values $7680 = 421.045 // floating-point values $7681 = 783.617 // floating-point values $7682 = 10.2006 // floating-point values $7683 = 424.627 // floating-point values $7684 = 871.362 // floating-point values $7685 = 10.1785 // floating-point values $7686 = 404.929 // floating-point values $7687 = 941.2 // floating-point values $7688 = 11.4493 // floating-point values $7689 = 303.754 // floating-point values $7690 = 950.153 // floating-point values $7691 = 20.4129 // floating-point values $7692 = 190.939 // floating-point values $7693 = 975.223 // floating-point values $7694 = 23.2634 // floating-point values $7695 = 94.2402 // floating-point values $7696 = 987.758 // floating-point values $7697 = 9.8228 // floating-point values $7698 = 96.268 // floating-point values $7699 = 908.967 // floating-point values $7700 = 9.7065 // floating-point values $7701 = 53.9491 // floating-point values $7702 = 863.303 // floating-point values $7703 = 9.7037 // floating-point values $7704 = 10.972 // floating-point values $7705 = 895.536 // floating-point values $7706 = 9.7136 // floating-point values $7707 = 32.4606 // floating-point values $7708 = 986.863 // floating-point values $7709 = 9.7345 // floating-point values $7710 = 33.3559 // floating-point values $7711 = 1057.6 // floating-point values $7712 = 9.8576 // floating-point values $7713 = 15.4488 // floating-point values $7714 = 1107.74 // floating-point values $7715 = 15.5335 // floating-point values $7716 = -46.3308 // floating-point values $7717 = 1051.33 // floating-point values $7718 = 9.8058 // floating-point values $7719 = -138.553 // floating-point values $7720 = 1075.5 // floating-point values $7721 = 11.1801 // floating-point values $7722 = -227.193 // floating-point values $7723 = 1083.56 // floating-point values $7724 = 19.3942 // floating-point values $7725 = -314.938 // floating-point values $7726 = 1084.46 // floating-point values $7727 = 21.0711 // floating-point values $7728 = -414.322 // floating-point values $7729 = 1085.35 // floating-point values $7730 = 10.4061 // floating-point values $7731 = -505.649 // floating-point values $7732 = 1099.68 // floating-point values $7733 = 9.8647 // floating-point values $7734 = -588.022 // floating-point values $7735 = 1145.34 // floating-point values $7736 = 9.8725 // floating-point values $7737 = -671.29 // floating-point values $7738 = 1181.16 // floating-point values $7739 = 9.8725 // floating-point values $7740 = -772.465 // floating-point values $7741 = 1176.68 // floating-point values $7742 = 9.8647 // floating-point values $7743 = -856.629 // floating-point values $7744 = 1153.4 // floating-point values $7745 = 9.7009 // floating-point values $7746 = -865.582 // floating-point values $7747 = 1063.86 // floating-point values $7748 = 9.8699 // floating-point values $7749 = -868.268 // floating-point values $7750 = 962.688 // floating-point values $7751 = 9.8699 // floating-point values $7752 = -870.059 // floating-point values $7753 = 857.931 // floating-point values $7754 = 9.8816 // floating-point values $7755 = -859.315 // floating-point values $7756 = 762.128 // floating-point values $7757 = 9.8816 // floating-point values $7758 = -755.453 // floating-point values $7759 = 752.279 // floating-point values $7760 = 9.8816 // floating-point values $7761 = -672.185 // floating-point values $7762 = 734.372 // floating-point values $7763 = 9.9913 // floating-point values $7764 = -676.662 // floating-point values $7765 = 634.987 // floating-point values $7766 = 9.8813 // floating-point values $7767 = -685.616 // floating-point values $7768 = 539.184 // floating-point values $7769 = 9.8847 // floating-point values $7770 = -695.465 // floating-point values $7771 = 448.753 // floating-point values $7772 = 9.8925 // floating-point values $7773 = -704.418 // floating-point values $7774 = 356.531 // floating-point values $7775 = 9.8679 // floating-point values $7776 = -728.593 // floating-point values $7777 = 291.17 // floating-point values $7778 = 9.9507 // floating-point values $7779 = -798.431 // floating-point values $7780 = 306.391 // floating-point values $7781 = 10.2203 // floating-point values $7782 = -891.548 // floating-point values $7783 = 317.136 // floating-point values $7784 = 10.2165 // floating-point values $7785 = -976.607 // floating-point values $7786 = 323.403 // floating-point values $7787 = 10.1999 // floating-point values $7788 = -1014.21 // floating-point values $7789 = 243.716 // floating-point values $7790 = 10.1766 // floating-point values $7791 = -1053.61 // floating-point values $7792 = 150.599 // floating-point values $7793 = 10.2094 // floating-point values $7794 = -1069.72 // floating-point values $7795 = 48.5286 // floating-point values $7796 = 10.2116 // floating-point values $7797 = -1067.93 // floating-point values $7798 = -15.9371 // floating-point values $7799 = 10.2118 // floating-point values $7800 = -1080.47 // floating-point values $7801 = -69.6585 // floating-point values $7802 = 10.3946 // floating-point values $7803 = -1149.41 // floating-point values $7804 = -77.7167 // floating-point values $7805 = 10.3912 // floating-point values $7806 = -1182.54 // floating-point values $7807 = -149.345 // floating-point values $7808 = 10.3799 // floating-point values $7809 = -1183.43 // floating-point values $7810 = -251.416 // floating-point values $7811 = 10.3807 // floating-point values $7812 = -1181.64 // floating-point values $7813 = -352.591 // floating-point values $7814 = 9.7105 // floating-point values $7815 = -1196.86 // floating-point values $7816 = -449.29 // floating-point values $7817 = 9.7421 // floating-point values $7818 = -1171.79 // floating-point values $7819 = -503.011 // floating-point values $7820 = 9.7692 // floating-point values $7821 = -1089.42 // floating-point values $7822 = -504.802 // floating-point values $7823 = 10.1038 // floating-point values $7824 = -1065.25 // floating-point values $7825 = -583.593 // floating-point values $7826 = 9.9241 // floating-point values $7827 = -984.665 // floating-point values $7828 = -583.593 // floating-point values $7829 = 10.2854 // floating-point values $7830 = -982.874 // floating-point values $7831 = -668.652 // floating-point values $7832 = 10.5705 // floating-point values 0@ = -1058.98 // floating-point values 1@ = -679.396 // floating-point values 2@ = 10.5966 // floating-point values 3@ = -1135.98 // floating-point values 4@ = -699.094 // floating-point values 5@ = 10.5742 // floating-point values 6@ = -1111.81 // floating-point values 7@ = -789.525 // floating-point values 8@ = 10.6719 // floating-point values 9@ = -1071.51 // floating-point values 10@ = -865.631 // floating-point values 11@ = 11.3928 // floating-point values 12@ = -995.409 // floating-point values 13@ = -946.213 // floating-point values 14@ = 13.6582 // floating-point values $4853 = -996.9311 // floating-point values $4854 = -942.3224 // floating-point values $4855 = 13.6511 // floating-point values $4856 = -991.6809 // floating-point values $4857 = -947.7771 // floating-point values $4858 = 13.6504 // floating-point values $4859 = -995.0892 // floating-point values $4860 = -950.5623 // floating-point values $4861 = 13.6674 // floating-point values $7470 = 223.0 // floating-point values $7479 = -1041.856 // floating-point values $7480 = -1004.363 // floating-point values $7481 = 0.0 // floating-point values $7482 = -941.856 // floating-point values $7483 = -904.363 // floating-point values $7484 = 30.0 // floating-point values jump @RACE_16736 :RACE_16736 0084: $7452 = $7451 // integer values and handles $7452 -= 1 // integer values Model.Load(#WMYCR) Model.Load(#WFYPR) Model.Load(#BMYPI) Model.Load(#CHEETAH) Model.Load(#INFERNUS) Model.Load(#BANSHEE) 018A: $7433 = create_checkpoint_at $7506 $7507 $7508 :RACE_16792 if or not Model.Available(#WMYCR) not Model.Available(#WFYPR) not Model.Available(#BMYPI) not Model.Available(#CHEETAH) not Model.Available(#INFERNUS) not Model.Available(#BANSHEE) jf @RACE_16841 wait 0 jump @RACE_16792 :RACE_16841 01E8: create_forbidden_for_cars_cube $7479 $7480 $7481 $7482 $7483 $7484 $7420 = Car.Create(#CHEETAH, $4853, $4854, $4855) 020A: set_car $7420 door_status_to 2 Car.SetImmunities($7420, 0, 1, 0, 0, 0) 039C: set_car $7420 watertight 1 03AB: set_car $7420 strong 1 03ED: set_car $7420 not_damaged_when_upside_down 1 04E0: car $7420 abandon_path_radius 5 053F: set_car $7420 tires_vulnerable 0 Car.Angle($7420) = $7470 $7421 = Car.Create(#INFERNUS, $4856, $4857, $4858) 020A: set_car $7421 door_status_to 2 Car.SetImmunities($7421, 0, 1, 0, 0, 0) 039C: set_car $7421 watertight 1 03AB: set_car $7421 strong 1 03ED: set_car $7421 not_damaged_when_upside_down 1 04E0: car $7421 abandon_path_radius 5 053F: set_car $7421 tires_vulnerable 0 Car.Angle($7421) = $7470 $7422 = Car.Create(#BANSHEE, $4859, $4860, $4861) 020A: set_car $7422 door_status_to 2 Car.SetImmunities($7422, 0, 1, 0, 0, 0) 039C: set_car $7422 watertight 1 03AB: set_car $7422 strong 1 03ED: set_car $7422 not_damaged_when_upside_down 1 04E0: car $7422 abandon_path_radius 5 053F: set_car $7422 tires_vulnerable 0 Car.Angle($7422) = $7470 0129: $7424 = create_actor 4 #BMYPI in_car $7420 driverseat 039E: set_actor $7424 locked_while_in_vehicle 1 054A: set_actor $7424 can_be_shot_in_a_car 0 0129: $7425 = create_actor 4 #WFYPR in_car $7421 driverseat 039E: set_actor $7425 locked_while_in_vehicle 1 054A: set_actor $7425 can_be_shot_in_a_car 0 0129: $7426 = create_actor 4 #WMYCR in_car $7422 driverseat 039E: set_actor $7426 locked_while_in_vehicle 1 054A: set_actor $7426 can_be_shot_in_a_car 0 Car.SetToNormalDriver($7420) Car.SetToNormalDriver($7421) Car.SetToNormalDriver($7422) 00AE: set_vehicle $7420 traffic_behavior_to 2 Car.SetMaxSpeed($7420, 50.0) 00AE: set_vehicle $7421 traffic_behavior_to 2 Car.SetMaxSpeed($7421, 50.0) 00AE: set_vehicle $7422 traffic_behavior_to 2 Car.SetMaxSpeed($7422, 50.0) Car.ImmuneToNonPlayer($7420) = True Car.ImmuneToNonPlayer($7421) = True Car.ImmuneToNonPlayer($7422) = True Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 0336: set_player $PLAYER_CHAR visible 1 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut wait 0 wait 0 00BC: text_highpriority 'RACES_1' 5000 ms 1 // ~g~Get a fast vehicle and get to the starting grid. :RACE_17326 if 80FA: not player $PLAYER_CHAR stopped 1 $7506 $7507 $7508 radius 2.0 2.0 2.0 jf @RACE_17628 wait 0 if 00F9: player $PLAYER_CHAR stopped 1 $7506 $7507 $7508 radius 2.0 2.0 2.0 jf @RACE_17429 00BC: text_highpriority 'RACES_2' 5000 ms 1 // ~g~You need a vehicle to race, this is not a foot race! :RACE_17429 if Car.Wrecked($7420) jf @RACE_17452 jump @RACE_21737 :RACE_17452 if Car.Wrecked($7421) jf @RACE_17475 jump @RACE_21737 :RACE_17475 if Car.Wrecked($7422) jf @RACE_17498 jump @RACE_21737 :RACE_17498 $4871 = Car.Health($7420) if 1000 > $4871 // integer values jf @RACE_17539 $4871 = 9 // integer values jump @RACE_17628 :RACE_17539 $4871 = Car.Health($7421) if 1000 > $4871 // integer values jf @RACE_17580 $4871 = 9 // integer values jump @RACE_17628 :RACE_17580 $4871 = Car.Health($7422) if 1000 > $4871 // integer values jf @RACE_17621 $4871 = 9 // integer values jump @RACE_17628 :RACE_17621 jump @RACE_17326 :RACE_17628 Car.ImmuneToNonPlayer($7420) = False Car.ImmuneToNonPlayer($7421) = False Car.ImmuneToNonPlayer($7422) = False if $4871 == 9 // integer values jf @RACE_17689 00BA: text_styled 'RACES_3' 1200 ms 4 // 3..2..1.. GO GO GO! jump @RACE_17876 :RACE_17689 Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 00BA: text_styled 'RACES_4' 1100 ms 4 // 3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACES_5' 1100 ms 4 // 2 018C: play_sound 8 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACES_6' 1100 ms 4 // 1 018C: play_sound 9 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACES_7' 800 ms 4 // GO! 018C: play_sound 10 at 0.0 0.0 0.0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 :RACE_17876 if Car.Wrecked($7420) jf @RACE_17899 jump @RACE_21737 :RACE_17899 if Car.Wrecked($7421) jf @RACE_17922 jump @RACE_21737 :RACE_17922 if Car.Wrecked($7422) jf @RACE_17945 jump @RACE_21737 :RACE_17945 Marker.Disable($7433) $7435 = Marker.CreateAboveCar($7420) 018B: show_on_radar $7435 1 $7436 = Marker.CreateAboveCar($7421) 018B: show_on_radar $7436 1 $7437 = Marker.CreateAboveCar($7422) 018B: show_on_radar $7437 1 gosub @RACE_23617 0086: $7485 = $7500 // floating-point values only 0086: $7486 = $7501 // floating-point values only 0086: $7487 = $7502 // floating-point values only 0086: $7488 = $7503 // floating-point values only 0086: $7489 = $7504 // floating-point values only 0086: $7490 = $7505 // floating-point values only 0086: $7491 = $7500 // floating-point values only 0086: $7492 = $7501 // floating-point values only 0086: $7493 = $7502 // floating-point values only 0086: $7494 = $7500 // floating-point values only 0086: $7495 = $7501 // floating-point values only 0086: $7496 = $7502 // floating-point values only 0086: $7497 = $7500 // floating-point values only 0086: $7498 = $7501 // floating-point values only 0086: $7499 = $7502 // floating-point values only 018A: $7433 = create_checkpoint_at $7485 $7486 $7487 Marker.SetColor($7433, 4) 0168: set_blip $7433 size 3 018A: $7434 = create_checkpoint_at $7488 $7489 $7490 Marker.SetColor($7434, 4) 0168: set_blip $7434 size 2 Car.DriveTo($7420, $7491, $7492, $7493) Car.DriveTo($7421, $7494, $7495, $7496) Car.DriveTo($7422, $7497, $7498, $7499) $7444 = 0 // integer values 03C3: set_timer_with_text_to $7444 type 0 text 'RACES' // TIME: :RACE_18242 if 001C: $7451 > $7438 // integer values jf @RACE_21730 wait 0 01BD: $4811 = current_time_in_ms $7443 = 0 // integer values if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7485 $7486 $7487 radius 6.0 6.0 6.0 jf @RACE_18554 018C: play_sound 1 at 0.0 0.0 0.0 $7438 += 1 // integer values Marker.Disable($7433) Marker.Disable($7434) 0084: $7442 = $7438 // integer values and handles gosub @RACE_23617 0086: $7485 = $7500 // floating-point values only 0086: $7486 = $7501 // floating-point values only 0086: $7487 = $7502 // floating-point values only 0086: $7488 = $7503 // floating-point values only 0086: $7489 = $7504 // floating-point values only 0086: $7490 = $7505 // floating-point values only if 003A: $7438 == $7451 // integer values and handles jf @RACE_18444 jump @RACE_21739 :RACE_18444 if 001C: $7452 > $7438 // integer values jf @RACE_18526 018A: $7433 = create_checkpoint_at $7485 $7486 $7487 Marker.SetColor($7433, 4) 0168: set_blip $7433 size 3 018A: $7434 = create_checkpoint_at $7488 $7489 $7490 Marker.SetColor($7434, 4) 0168: set_blip $7434 size 2 jump @RACE_18554 :RACE_18526 018A: $7433 = create_checkpoint_at $7485 $7486 $7487 Marker.SetColor($7433, 0) 0168: set_blip $7433 size 3 :RACE_18554 if not Car.Wrecked($7420) jf @RACE_19360 Car.Health($7420) = 1000 0084: $7423 = $7420 // integer values and handles 0084: $7442 = $7439 // integer values and handles 0086: $7464 = $4853 // floating-point values only 0086: $7465 = $4854 // floating-point values only 0086: $7466 = $4855 // floating-point values only 0084: $7448 = $7445 // integer values and handles gosub @RACE_31143 0086: $4853 = $7464 // floating-point values only 0086: $4854 = $7465 // floating-point values only 0086: $4855 = $7466 // floating-point values only 0084: $7445 = $7448 // integer values and handles if $7456 > 4 // integer values jf @RACE_18876 0084: $7463 = $7441 // integer values and handles $7463 -= 4 // integer values 0084: $7462 = $7440 // integer values and handles $7462 -= 4 // integer values if or 001C: $7463 > $7439 // integer values 001C: $7462 > $7439 // integer values jf @RACE_18876 if 81FC: not player $PLAYER_CHAR near_car $7420 radius 200.0 200.0 0 jf @RACE_18876 if 82CA: not car $7420 bounding_sphere_visible jf @RACE_18876 if 838A: not car_in_cube $7491 $7492 $7493 4.0 4.0 3.0 jf @RACE_18876 if 80C2: not sphere_onscreen $7491 $7492 $7493 4.0 jf @RACE_18876 Car.PutAt($7420, $7491, $7492, $7493) 039F: car $7420 race_to $7485 $7486 :RACE_18876 if 01AF: car $7420 0 $7491 $7492 $7493 radius $7474 $7474 $7474 jf @RACE_19353 $7439 += 1 // integer values 0084: $7442 = $7439 // integer values and handles gosub @RACE_23617 0086: $7491 = $7500 // floating-point values only 0086: $7492 = $7501 // floating-point values only 0086: $7493 = $7502 // floating-point values only if $7439 == 17 // integer values jf @RACE_18986 $7474 = 6.0 // floating-point values :RACE_18986 if 003A: $7439 == $7451 // integer values and handles jf @RACE_19297 00BC: text_highpriority 'RACES_8' 5000 ms 1 // ~r~You didn't win the race! if $7456 == 1 // integer values jf @RACE_19065 if 001C: $401 > $7450 // integer values jf @RACE_19065 0084: $401 = $7450 // integer values and handles :RACE_19065 if $7456 == 2 // integer values jf @RACE_19110 if 001C: $403 > $7450 // integer values jf @RACE_19110 0084: $403 = $7450 // integer values and handles :RACE_19110 if $7456 == 3 // integer values jf @RACE_19155 if 001C: $405 > $7450 // integer values jf @RACE_19155 0084: $405 = $7450 // integer values and handles :RACE_19155 if $7456 == 4 // integer values jf @RACE_19200 if 001C: $407 > $7450 // integer values jf @RACE_19200 0084: $407 = $7450 // integer values and handles :RACE_19200 if $7456 == 5 // integer values jf @RACE_19245 if 001C: $409 > $7450 // integer values jf @RACE_19245 0084: $409 = $7450 // integer values and handles :RACE_19245 if $7456 == 6 // integer values jf @RACE_19290 if 001C: $411 > $7450 // integer values jf @RACE_19290 0084: $411 = $7450 // integer values and handles :RACE_19290 jump @RACE_21737 :RACE_19297 if $7474 == 7.0 // floating-point values jf @RACE_19339 Car.DriveTo($7420, $7491, $7492, $7493) jump @RACE_19353 :RACE_19339 02C2: car $7420 drive_to_point $7491 $7492 $7493 :RACE_19353 jump @RACE_19538 :RACE_19360 if 82BF: not car $7420 sunk jf @RACE_19383 $7439 = 0 // integer values :RACE_19383 if 02BF: car $7420 sunk jf @RACE_19538 if 82CA: not car $7420 bounding_sphere_visible jf @RACE_19538 Car.StorePos($7420, $7467, $7468, $7469) 02C1: set $7467 $7468 $7469 to_car_path_coords_closest_to $7467 $7468 $7469 if 838A: not car_in_cube $7467 $7468 $7469 4.0 4.0 4.0 jf @RACE_19538 if 80C2: not sphere_onscreen $7467 $7468 $7469 3.0 jf @RACE_19538 Car.PutAt($7420, $7467, $7468, $7469) 039F: car $7420 race_to $7491 $7492 :RACE_19538 if not Car.Wrecked($7421) jf @RACE_20344 Car.Health($7421) = 1000 0084: $7423 = $7421 // integer values and handles 0084: $7442 = $7440 // integer values and handles 0086: $7464 = $4856 // floating-point values only 0086: $7465 = $4857 // floating-point values only 0086: $7466 = $4858 // floating-point values only 0084: $7448 = $7446 // integer values and handles gosub @RACE_31143 0086: $4856 = $7464 // floating-point values only 0086: $4857 = $7465 // floating-point values only 0086: $4858 = $7466 // floating-point values only 0084: $7446 = $7448 // integer values and handles if $7456 > 4 // integer values jf @RACE_19860 0084: $7461 = $7439 // integer values and handles $7461 -= 4 // integer values 0084: $7463 = $7441 // integer values and handles $7463 -= 4 // integer values if or 001C: $7461 > $7440 // integer values 001C: $7463 > $7440 // integer values jf @RACE_19860 if 81FC: not player $PLAYER_CHAR near_car $7421 radius 200.0 200.0 0 jf @RACE_19860 if 82CA: not car $7421 bounding_sphere_visible jf @RACE_19860 if 838A: not car_in_cube $7494 $7495 $7496 4.0 4.0 3.0 jf @RACE_19860 if 80C2: not sphere_onscreen $7494 $7495 $7496 4.0 jf @RACE_19860 Car.PutAt($7421, $7494, $7495, $7496) 039F: car $7421 race_to $7485 $7486 :RACE_19860 if 01AF: car $7421 0 $7494 $7495 $7496 radius $7475 $7475 $7475 jf @RACE_20337 $7440 += 1 // integer values 0084: $7442 = $7440 // integer values and handles gosub @RACE_23617 0086: $7494 = $7500 // floating-point values only 0086: $7495 = $7501 // floating-point values only 0086: $7496 = $7502 // floating-point values only if $7440 == 17 // integer values jf @RACE_19970 $7475 = 6.0 // floating-point values :RACE_19970 if 003A: $7440 == $7451 // integer values and handles jf @RACE_20281 00BC: text_highpriority 'RACES_8' 5000 ms 1 // ~r~You didn't win the race! if $7456 == 1 // integer values jf @RACE_20049 if 001C: $401 > $7450 // integer values jf @RACE_20049 0084: $401 = $7450 // integer values and handles :RACE_20049 if $7456 == 2 // integer values jf @RACE_20094 if 001C: $403 > $7450 // integer values jf @RACE_20094 0084: $403 = $7450 // integer values and handles :RACE_20094 if $7456 == 3 // integer values jf @RACE_20139 if 001C: $405 > $7450 // integer values jf @RACE_20139 0084: $405 = $7450 // integer values and handles :RACE_20139 if $7456 == 4 // integer values jf @RACE_20184 if 001C: $407 > $7450 // integer values jf @RACE_20184 0084: $407 = $7450 // integer values and handles :RACE_20184 if $7456 == 5 // integer values jf @RACE_20229 if 001C: $409 > $7450 // integer values jf @RACE_20229 0084: $409 = $7450 // integer values and handles :RACE_20229 if $7456 == 6 // integer values jf @RACE_20274 if 001C: $411 > $7450 // integer values jf @RACE_20274 0084: $411 = $7450 // integer values and handles :RACE_20274 jump @RACE_21737 :RACE_20281 if $7475 == 7.0 // floating-point values jf @RACE_20323 Car.DriveTo($7421, $7494, $7495, $7496) jump @RACE_20337 :RACE_20323 02C2: car $7421 drive_to_point $7494 $7495 $7496 :RACE_20337 jump @RACE_20522 :RACE_20344 if 82BF: not car $7421 sunk jf @RACE_20367 $7440 = 0 // integer values :RACE_20367 if 02BF: car $7421 sunk jf @RACE_20522 if 82CA: not car $7421 bounding_sphere_visible jf @RACE_20522 Car.StorePos($7421, $7467, $7468, $7469) 02C1: set $7467 $7468 $7469 to_car_path_coords_closest_to $7467 $7468 $7469 if 838A: not car_in_cube $7467 $7468 $7469 4.0 4.0 4.0 jf @RACE_20522 if 80C2: not sphere_onscreen $7467 $7468 $7469 3.0 jf @RACE_20522 Car.PutAt($7421, $7467, $7468, $7469) 039F: car $7421 race_to $7494 $7495 :RACE_20522 if not Car.Wrecked($7422) jf @RACE_21328 Car.Health($7422) = 1000 0084: $7423 = $7422 // integer values and handles 0084: $7442 = $7441 // integer values and handles 0086: $7464 = $4859 // floating-point values only 0086: $7465 = $4860 // floating-point values only 0086: $7466 = $4861 // floating-point values only 0084: $7448 = $7447 // integer values and handles gosub @RACE_31143 0086: $4859 = $7464 // floating-point values only 0086: $4860 = $7465 // floating-point values only 0086: $4861 = $7466 // floating-point values only 0084: $7447 = $7448 // integer values and handles if $7456 > 4 // integer values jf @RACE_20844 0084: $7461 = $7439 // integer values and handles $7461 -= 4 // integer values 0084: $7462 = $7440 // integer values and handles $7462 -= 4 // integer values if or 001C: $7461 > $7441 // integer values 001C: $7462 > $7441 // integer values jf @RACE_20844 if 81FC: not player $PLAYER_CHAR near_car $7422 radius 200.0 200.0 0 jf @RACE_20844 if 82CA: not car $7422 bounding_sphere_visible jf @RACE_20844 if 838A: not car_in_cube $7497 $7498 $7499 4.0 4.0 3.0 jf @RACE_20844 if 80C2: not sphere_onscreen $7497 $7498 $7499 4.0 jf @RACE_20844 Car.PutAt($7422, $7497, $7498, $7499) 039F: car $7422 race_to $7485 $7486 :RACE_20844 if 01AF: car $7422 0 $7497 $7498 $7499 radius $7476 $7476 $7476 jf @RACE_21321 $7441 += 1 // integer values 0084: $7442 = $7441 // integer values and handles gosub @RACE_23617 0086: $7497 = $7500 // floating-point values only 0086: $7498 = $7501 // floating-point values only 0086: $7499 = $7502 // floating-point values only if $7441 == 17 // integer values jf @RACE_20954 $7476 = 6.0 // floating-point values :RACE_20954 if 003A: $7441 == $7451 // integer values and handles jf @RACE_21265 00BC: text_highpriority 'RACES_8' 5000 ms 1 // ~r~You didn't win the race! if $7456 == 1 // integer values jf @RACE_21033 if 001C: $401 > $7450 // integer values jf @RACE_21033 0084: $401 = $7450 // integer values and handles :RACE_21033 if $7456 == 2 // integer values jf @RACE_21078 if 001C: $403 > $7450 // integer values jf @RACE_21078 0084: $403 = $7450 // integer values and handles :RACE_21078 if $7456 == 3 // integer values jf @RACE_21123 if 001C: $405 > $7450 // integer values jf @RACE_21123 0084: $405 = $7450 // integer values and handles :RACE_21123 if $7456 == 4 // integer values jf @RACE_21168 if 001C: $407 > $7450 // integer values jf @RACE_21168 0084: $407 = $7450 // integer values and handles :RACE_21168 if $7456 == 5 // integer values jf @RACE_21213 if 001C: $409 > $7450 // integer values jf @RACE_21213 0084: $409 = $7450 // integer values and handles :RACE_21213 if $7456 == 6 // integer values jf @RACE_21258 if 001C: $411 > $7450 // integer values jf @RACE_21258 0084: $411 = $7450 // integer values and handles :RACE_21258 jump @RACE_21737 :RACE_21265 if $7476 == 7.0 // floating-point values jf @RACE_21307 Car.DriveTo($7422, $7497, $7498, $7499) jump @RACE_21321 :RACE_21307 02C2: car $7422 drive_to_point $7497 $7498 $7499 :RACE_21321 jump @RACE_21506 :RACE_21328 if 82BF: not car $7422 sunk jf @RACE_21351 $7441 = 0 // integer values :RACE_21351 if 02BF: car $7422 sunk jf @RACE_21506 if 82CA: not car $7422 bounding_sphere_visible jf @RACE_21506 Car.StorePos($7422, $7467, $7468, $7469) 02C1: set $7467 $7468 $7469 to_car_path_coords_closest_to $7467 $7468 $7469 if 838A: not car_in_cube $7467 $7468 $7469 4.0 4.0 4.0 jf @RACE_21506 if 80C2: not sphere_onscreen $7467 $7468 $7469 3.0 jf @RACE_21506 Car.PutAt($7422, $7467, $7468, $7469) 039F: car $7422 race_to $7497 $7498 :RACE_21506 if $7443 == 0 // integer values jf @RACE_21538 00BC: text_highpriority 'FIRST' 100 ms 1 // ~b~1st :RACE_21538 if $7443 == 1 // integer values jf @RACE_21570 00BC: text_highpriority 'SECOND' 100 ms 1 // ~b~2nd :RACE_21570 if $7443 == 2 // integer values jf @RACE_21602 00BC: text_highpriority 'THIRD' 100 ms 1 // ~b~3rd :RACE_21602 if $7443 == 3 // integer values jf @RACE_21634 00BC: text_highpriority 'FOURTH' 100 ms 1 // ~b~4th :RACE_21634 0084: $7450 = $7443 // integer values and handles if 003A: $7438 == $7452 // integer values and handles jf @RACE_21695 04D5: create_corona_at $7485 $7486 $7487 radius 5.5 type 6 flare 0 RGB 150 0 0 jump @RACE_21723 :RACE_21695 04D5: create_corona_at $7485 $7486 $7487 radius 5.5 type 6 flare 0 RGB 150 150 0 :RACE_21723 jump @RACE_18242 :RACE_21730 jump @RACE_21739 :RACE_21737 return :RACE_21739 $7444 /= 1000 // integer values if $7456 == 1 // integer values jf @RACE_21803 042E: downdate_integer_stat 6 to $7444 if $1588 == 0 // integer values jf @RACE_21803 030C: progress_made += 1 0595: mission_complete $1588 = 1 // integer values :RACE_21803 if $7456 == 2 // integer values jf @RACE_21859 042E: downdate_integer_stat 7 to $7444 if $1589 == 0 // integer values jf @RACE_21859 030C: progress_made += 1 0595: mission_complete $1589 = 1 // integer values :RACE_21859 if $7456 == 3 // integer values jf @RACE_21915 042E: downdate_integer_stat 8 to $7444 if $1590 == 0 // integer values jf @RACE_21915 030C: progress_made += 1 0595: mission_complete $1590 = 1 // integer values :RACE_21915 if $7456 == 4 // integer values jf @RACE_21971 042E: downdate_integer_stat 9 to $7444 if $1591 == 0 // integer values jf @RACE_21971 030C: progress_made += 1 0595: mission_complete $1591 = 1 // integer values :RACE_21971 if $7456 == 5 // integer values jf @RACE_22027 042E: downdate_integer_stat 10 to $7444 if $1592 == 0 // integer values jf @RACE_22027 030C: progress_made += 1 0595: mission_complete $1592 = 1 // integer values :RACE_22027 if $7456 == 6 // integer values jf @RACE_22083 042E: downdate_integer_stat 11 to $7444 if $1593 == 0 // integer values jf @RACE_22083 030C: progress_made += 1 0595: mission_complete $1593 = 1 // integer values :RACE_22083 0084: $7459 = $7444 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $7444 // integer values and handles 0060: $7460 -= $7453 // integer values if $7456 == 1 // integer values jf @RACE_22348 if 001C: $402 > $7444 // integer values jf @RACE_22248 0084: $402 = $7444 // integer values and handles if $7460 > 9 // integer values jf @RACE_22220 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @RACE_22241 :RACE_22220 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :RACE_22241 jump @RACE_22315 :RACE_22248 if $7460 > 9 // integer values jf @RACE_22294 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @RACE_22315 :RACE_22294 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :RACE_22315 $401 = 0 // integer values Player.Money($PLAYER_CHAR) += 400 01E3: text_1number_styled 'RACES18' number 400 time 5000 style 1 // YOU HAVE WON: $~1~ :RACE_22348 if $7456 == 2 // integer values jf @RACE_22567 if 001C: $404 > $7444 // integer values jf @RACE_22467 0084: $404 = $7444 // integer values and handles if $7460 > 9 // integer values jf @RACE_22439 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @RACE_22460 :RACE_22439 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :RACE_22460 jump @RACE_22534 :RACE_22467 if $7460 > 9 // integer values jf @RACE_22513 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @RACE_22534 :RACE_22513 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :RACE_22534 $403 = 0 // integer values Player.Money($PLAYER_CHAR) += 2000 01E3: text_1number_styled 'RACES18' number 2000 time 5000 style 1 // YOU HAVE WON: $~1~ :RACE_22567 if $7456 == 3 // integer values jf @RACE_22786 if 001C: $406 > $7444 // integer values jf @RACE_22686 0084: $406 = $7444 // integer values and handles if $7460 > 9 // integer values jf @RACE_22658 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @RACE_22679 :RACE_22658 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :RACE_22679 jump @RACE_22753 :RACE_22686 if $7460 > 9 // integer values jf @RACE_22732 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @RACE_22753 :RACE_22732 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :RACE_22753 $405 = 0 // integer values Player.Money($PLAYER_CHAR) += 4000 01E3: text_1number_styled 'RACES18' number 4000 time 5000 style 1 // YOU HAVE WON: $~1~ :RACE_22786 if $7456 == 4 // integer values jf @RACE_23005 if 001C: $408 > $7444 // integer values jf @RACE_22905 0084: $408 = $7444 // integer values and handles if $7460 > 9 // integer values jf @RACE_22877 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @RACE_22898 :RACE_22877 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :RACE_22898 jump @RACE_22972 :RACE_22905 if $7460 > 9 // integer values jf @RACE_22951 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @RACE_22972 :RACE_22951 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :RACE_22972 $407 = 0 // integer values Player.Money($PLAYER_CHAR) += 8000 01E3: text_1number_styled 'RACES18' number 8000 time 5000 style 1 // YOU HAVE WON: $~1~ :RACE_23005 if $7456 == 5 // integer values jf @RACE_23224 if 001C: $410 > $7444 // integer values jf @RACE_23124 0084: $410 = $7444 // integer values and handles if $7460 > 9 // integer values jf @RACE_23096 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @RACE_23117 :RACE_23096 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :RACE_23117 jump @RACE_23191 :RACE_23124 if $7460 > 9 // integer values jf @RACE_23170 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @RACE_23191 :RACE_23170 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :RACE_23191 $409 = 0 // integer values Player.Money($PLAYER_CHAR) += 20000 01E3: text_1number_styled 'RACES18' number 20000 time 5000 style 1 // YOU HAVE WON: $~1~ :RACE_23224 if $7456 == 6 // integer values jf @RACE_23447 if 001C: $412 > $7444 // integer values jf @RACE_23343 0084: $412 = $7444 // integer values and handles if $7460 > 9 // integer values jf @RACE_23315 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @RACE_23336 :RACE_23315 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :RACE_23336 jump @RACE_23410 :RACE_23343 if $7460 > 9 // integer values jf @RACE_23389 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @RACE_23410 :RACE_23389 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :RACE_23410 $411 = 0 // integer values Player.Money($PLAYER_CHAR) += 40000 01E3: text_1number_styled 'RACES18' number 40000 time 5000 style 1 // YOU HAVE WON: $~1~ :RACE_23447 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 return :RACE_23458 01E7: remove_forbidden_for_cars_cube $7479 $7480 $7481 $7482 $7483 $7484 Marker.Disable($7435) Marker.Disable($7436) Marker.Disable($7437) Marker.Disable($7433) Marker.Disable($7434) Object.Destroy($7427) Object.Destroy($7428) Object.Destroy($7429) Object.Destroy($7430) Object.Destroy($7431) Object.Destroy($7432) Model.Destroy(#WMYCR) Model.Destroy(#WFYPR) Model.Destroy(#BMYPI) Model.Destroy(#CHEETAH) Model.Destroy(#INFERNUS) Model.Destroy(#BANSHEE) Model.Destroy(#LH_RACE01) Model.Destroy(#LH_RACE02) Model.Destroy(#LH_RACE03) Model.Destroy(#LH_RACE04) Model.Destroy(#LH_RACE05) Model.Destroy(#LH_RACE06) 014F: stop_timer $7444 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 03F0: enable_text_draw 0 03E6: remove_text_box $ONMISSION = 0 // integer values mission_cleanup return :RACE_23617 if $7442 == -1 // integer values jf @RACE_23683 0086: $7500 = $7506 // floating-point values only 0086: $7501 = $7507 // floating-point values only 0086: $7502 = $7508 // floating-point values only 0086: $7503 = $7509 // floating-point values only 0086: $7504 = $7510 // floating-point values only 0086: $7505 = $7511 // floating-point values only :RACE_23683 if $7442 == 0 // integer values jf @RACE_23749 0086: $7500 = $7509 // floating-point values only 0086: $7501 = $7510 // floating-point values only 0086: $7502 = $7511 // floating-point values only 0086: $7503 = $7512 // floating-point values only 0086: $7504 = $7513 // floating-point values only 0086: $7505 = $7514 // floating-point values only :RACE_23749 if $7442 == 1 // integer values jf @RACE_23815 0086: $7500 = $7512 // floating-point values only 0086: $7501 = $7513 // floating-point values only 0086: $7502 = $7514 // floating-point values only 0086: $7503 = $7515 // floating-point values only 0086: $7504 = $7516 // floating-point values only 0086: $7505 = $7517 // floating-point values only :RACE_23815 if $7442 == 2 // integer values jf @RACE_23881 0086: $7500 = $7515 // floating-point values only 0086: $7501 = $7516 // floating-point values only 0086: $7502 = $7517 // floating-point values only 0086: $7503 = $7518 // floating-point values only 0086: $7504 = $7519 // floating-point values only 0086: $7505 = $7520 // floating-point values only :RACE_23881 if $7442 == 3 // integer values jf @RACE_23947 0086: $7500 = $7518 // floating-point values only 0086: $7501 = $7519 // floating-point values only 0086: $7502 = $7520 // floating-point values only 0086: $7503 = $7521 // floating-point values only 0086: $7504 = $7522 // floating-point values only 0086: $7505 = $7523 // floating-point values only :RACE_23947 if $7442 == 4 // integer values jf @RACE_24013 0086: $7500 = $7521 // floating-point values only 0086: $7501 = $7522 // floating-point values only 0086: $7502 = $7523 // floating-point values only 0086: $7503 = $7524 // floating-point values only 0086: $7504 = $7525 // floating-point values only 0086: $7505 = $7526 // floating-point values only :RACE_24013 if $7442 == 5 // integer values jf @RACE_24079 0086: $7500 = $7524 // floating-point values only 0086: $7501 = $7525 // floating-point values only 0086: $7502 = $7526 // floating-point values only 0086: $7503 = $7527 // floating-point values only 0086: $7504 = $7528 // floating-point values only 0086: $7505 = $7529 // floating-point values only :RACE_24079 if $7442 == 6 // integer values jf @RACE_24145 0086: $7500 = $7527 // floating-point values only 0086: $7501 = $7528 // floating-point values only 0086: $7502 = $7529 // floating-point values only 0086: $7503 = $7530 // floating-point values only 0086: $7504 = $7531 // floating-point values only 0086: $7505 = $7532 // floating-point values only :RACE_24145 if $7442 == 7 // integer values jf @RACE_24211 0086: $7500 = $7530 // floating-point values only 0086: $7501 = $7531 // floating-point values only 0086: $7502 = $7532 // floating-point values only 0086: $7503 = $7533 // floating-point values only 0086: $7504 = $7534 // floating-point values only 0086: $7505 = $7535 // floating-point values only :RACE_24211 if $7442 == 8 // integer values jf @RACE_24277 0086: $7500 = $7533 // floating-point values only 0086: $7501 = $7534 // floating-point values only 0086: $7502 = $7535 // floating-point values only 0086: $7503 = $7536 // floating-point values only 0086: $7504 = $7537 // floating-point values only 0086: $7505 = $7538 // floating-point values only :RACE_24277 if $7442 == 9 // integer values jf @RACE_24343 0086: $7500 = $7536 // floating-point values only 0086: $7501 = $7537 // floating-point values only 0086: $7502 = $7538 // floating-point values only 0086: $7503 = $7539 // floating-point values only 0086: $7504 = $7540 // floating-point values only 0086: $7505 = $7541 // floating-point values only :RACE_24343 if $7442 == 10 // integer values jf @RACE_24409 0086: $7500 = $7539 // floating-point values only 0086: $7501 = $7540 // floating-point values only 0086: $7502 = $7541 // floating-point values only 0086: $7503 = $7542 // floating-point values only 0086: $7504 = $7543 // floating-point values only 0086: $7505 = $7544 // floating-point values only :RACE_24409 if $7442 == 11 // integer values jf @RACE_24475 0086: $7500 = $7542 // floating-point values only 0086: $7501 = $7543 // floating-point values only 0086: $7502 = $7544 // floating-point values only 0086: $7503 = $7545 // floating-point values only 0086: $7504 = $7546 // floating-point values only 0086: $7505 = $7547 // floating-point values only :RACE_24475 if $7442 == 12 // integer values jf @RACE_24541 0086: $7500 = $7545 // floating-point values only 0086: $7501 = $7546 // floating-point values only 0086: $7502 = $7547 // floating-point values only 0086: $7503 = $7548 // floating-point values only 0086: $7504 = $7549 // floating-point values only 0086: $7505 = $7550 // floating-point values only :RACE_24541 if $7442 == 13 // integer values jf @RACE_24607 0086: $7500 = $7548 // floating-point values only 0086: $7501 = $7549 // floating-point values only 0086: $7502 = $7550 // floating-point values only 0086: $7503 = $7551 // floating-point values only 0086: $7504 = $7552 // floating-point values only 0086: $7505 = $7553 // floating-point values only :RACE_24607 if $7442 == 14 // integer values jf @RACE_24673 0086: $7500 = $7551 // floating-point values only 0086: $7501 = $7552 // floating-point values only 0086: $7502 = $7553 // floating-point values only 0086: $7503 = $7554 // floating-point values only 0086: $7504 = $7555 // floating-point values only 0086: $7505 = $7556 // floating-point values only :RACE_24673 if $7442 == 15 // integer values jf @RACE_24739 0086: $7500 = $7554 // floating-point values only 0086: $7501 = $7555 // floating-point values only 0086: $7502 = $7556 // floating-point values only 0086: $7503 = $7557 // floating-point values only 0086: $7504 = $7558 // floating-point values only 0086: $7505 = $7559 // floating-point values only :RACE_24739 if $7442 == 16 // integer values jf @RACE_24805 0086: $7500 = $7557 // floating-point values only 0086: $7501 = $7558 // floating-point values only 0086: $7502 = $7559 // floating-point values only 0086: $7503 = $7560 // floating-point values only 0086: $7504 = $7561 // floating-point values only 0086: $7505 = $7562 // floating-point values only :RACE_24805 if $7442 == 17 // integer values jf @RACE_24871 0086: $7500 = $7560 // floating-point values only 0086: $7501 = $7561 // floating-point values only 0086: $7502 = $7562 // floating-point values only 0086: $7503 = $7563 // floating-point values only 0086: $7504 = $7564 // floating-point values only 0086: $7505 = $7565 // floating-point values only :RACE_24871 if $7442 == 18 // integer values jf @RACE_24937 0086: $7500 = $7563 // floating-point values only 0086: $7501 = $7564 // floating-point values only 0086: $7502 = $7565 // floating-point values only 0086: $7503 = $7566 // floating-point values only 0086: $7504 = $7567 // floating-point values only 0086: $7505 = $7568 // floating-point values only :RACE_24937 if $7442 == 19 // integer values jf @RACE_25003 0086: $7500 = $7566 // floating-point values only 0086: $7501 = $7567 // floating-point values only 0086: $7502 = $7568 // floating-point values only 0086: $7503 = $7569 // floating-point values only 0086: $7504 = $7570 // floating-point values only 0086: $7505 = $7571 // floating-point values only :RACE_25003 if $7442 == 20 // integer values jf @RACE_25069 0086: $7500 = $7569 // floating-point values only 0086: $7501 = $7570 // floating-point values only 0086: $7502 = $7571 // floating-point values only 0086: $7503 = $7572 // floating-point values only 0086: $7504 = $7573 // floating-point values only 0086: $7505 = $7574 // floating-point values only :RACE_25069 if $7442 == 21 // integer values jf @RACE_25135 0086: $7500 = $7572 // floating-point values only 0086: $7501 = $7573 // floating-point values only 0086: $7502 = $7574 // floating-point values only 0086: $7503 = $7575 // floating-point values only 0086: $7504 = $7576 // floating-point values only 0086: $7505 = $7577 // floating-point values only :RACE_25135 if $7442 == 22 // integer values jf @RACE_25201 0086: $7500 = $7575 // floating-point values only 0086: $7501 = $7576 // floating-point values only 0086: $7502 = $7577 // floating-point values only 0086: $7503 = $7578 // floating-point values only 0086: $7504 = $7579 // floating-point values only 0086: $7505 = $7580 // floating-point values only :RACE_25201 if $7442 == 23 // integer values jf @RACE_25267 0086: $7500 = $7578 // floating-point values only 0086: $7501 = $7579 // floating-point values only 0086: $7502 = $7580 // floating-point values only 0086: $7503 = $7581 // floating-point values only 0086: $7504 = $7582 // floating-point values only 0086: $7505 = $7583 // floating-point values only :RACE_25267 if $7442 == 24 // integer values jf @RACE_25333 0086: $7500 = $7581 // floating-point values only 0086: $7501 = $7582 // floating-point values only 0086: $7502 = $7583 // floating-point values only 0086: $7503 = $7584 // floating-point values only 0086: $7504 = $7585 // floating-point values only 0086: $7505 = $7586 // floating-point values only :RACE_25333 if $7442 == 25 // integer values jf @RACE_25399 0086: $7500 = $7584 // floating-point values only 0086: $7501 = $7585 // floating-point values only 0086: $7502 = $7586 // floating-point values only 0086: $7503 = $7587 // floating-point values only 0086: $7504 = $7588 // floating-point values only 0086: $7505 = $7589 // floating-point values only :RACE_25399 if $7442 == 26 // integer values jf @RACE_25465 0086: $7500 = $7587 // floating-point values only 0086: $7501 = $7588 // floating-point values only 0086: $7502 = $7589 // floating-point values only 0086: $7503 = $7590 // floating-point values only 0086: $7504 = $7591 // floating-point values only 0086: $7505 = $7592 // floating-point values only :RACE_25465 if $7442 == 27 // integer values jf @RACE_25531 0086: $7500 = $7590 // floating-point values only 0086: $7501 = $7591 // floating-point values only 0086: $7502 = $7592 // floating-point values only 0086: $7503 = $7593 // floating-point values only 0086: $7504 = $7594 // floating-point values only 0086: $7505 = $7595 // floating-point values only :RACE_25531 if $7442 == 28 // integer values jf @RACE_25597 0086: $7500 = $7593 // floating-point values only 0086: $7501 = $7594 // floating-point values only 0086: $7502 = $7595 // floating-point values only 0086: $7503 = $7596 // floating-point values only 0086: $7504 = $7597 // floating-point values only 0086: $7505 = $7598 // floating-point values only :RACE_25597 if $7442 == 29 // integer values jf @RACE_25663 0086: $7500 = $7596 // floating-point values only 0086: $7501 = $7597 // floating-point values only 0086: $7502 = $7598 // floating-point values only 0086: $7503 = $7599 // floating-point values only 0086: $7504 = $7600 // floating-point values only 0086: $7505 = $7601 // floating-point values only :RACE_25663 if $7442 == 30 // integer values jf @RACE_25729 0086: $7500 = $7599 // floating-point values only 0086: $7501 = $7600 // floating-point values only 0086: $7502 = $7601 // floating-point values only 0086: $7503 = $7602 // floating-point values only 0086: $7504 = $7603 // floating-point values only 0086: $7505 = $7604 // floating-point values only :RACE_25729 if $7442 == 31 // integer values jf @RACE_25795 0086: $7500 = $7602 // floating-point values only 0086: $7501 = $7603 // floating-point values only 0086: $7502 = $7604 // floating-point values only 0086: $7503 = $7605 // floating-point values only 0086: $7504 = $7606 // floating-point values only 0086: $7505 = $7607 // floating-point values only :RACE_25795 if $7442 == 32 // integer values jf @RACE_25861 0086: $7500 = $7605 // floating-point values only 0086: $7501 = $7606 // floating-point values only 0086: $7502 = $7607 // floating-point values only 0086: $7503 = $7608 // floating-point values only 0086: $7504 = $7609 // floating-point values only 0086: $7505 = $7610 // floating-point values only :RACE_25861 if $7442 == 33 // integer values jf @RACE_25927 0086: $7500 = $7608 // floating-point values only 0086: $7501 = $7609 // floating-point values only 0086: $7502 = $7610 // floating-point values only 0086: $7503 = $7611 // floating-point values only 0086: $7504 = $7612 // floating-point values only 0086: $7505 = $7613 // floating-point values only :RACE_25927 if $7442 == 34 // integer values jf @RACE_25993 0086: $7500 = $7611 // floating-point values only 0086: $7501 = $7612 // floating-point values only 0086: $7502 = $7613 // floating-point values only 0086: $7503 = $7614 // floating-point values only 0086: $7504 = $7615 // floating-point values only 0086: $7505 = $7616 // floating-point values only :RACE_25993 if $7442 == 35 // integer values jf @RACE_26059 0086: $7500 = $7614 // floating-point values only 0086: $7501 = $7615 // floating-point values only 0086: $7502 = $7616 // floating-point values only 0086: $7503 = $7617 // floating-point values only 0086: $7504 = $7618 // floating-point values only 0086: $7505 = $7619 // floating-point values only :RACE_26059 if $7442 == 36 // integer values jf @RACE_26125 0086: $7500 = $7617 // floating-point values only 0086: $7501 = $7618 // floating-point values only 0086: $7502 = $7619 // floating-point values only 0086: $7503 = $7620 // floating-point values only 0086: $7504 = $7621 // floating-point values only 0086: $7505 = $7622 // floating-point values only :RACE_26125 if $7442 == 37 // integer values jf @RACE_26191 0086: $7500 = $7620 // floating-point values only 0086: $7501 = $7621 // floating-point values only 0086: $7502 = $7622 // floating-point values only 0086: $7503 = $7623 // floating-point values only 0086: $7504 = $7624 // floating-point values only 0086: $7505 = $7625 // floating-point values only :RACE_26191 if $7442 == 38 // integer values jf @RACE_26257 0086: $7500 = $7623 // floating-point values only 0086: $7501 = $7624 // floating-point values only 0086: $7502 = $7625 // floating-point values only 0086: $7503 = $7626 // floating-point values only 0086: $7504 = $7627 // floating-point values only 0086: $7505 = $7628 // floating-point values only :RACE_26257 if $7442 == 39 // integer values jf @RACE_26323 0086: $7500 = $7626 // floating-point values only 0086: $7501 = $7627 // floating-point values only 0086: $7502 = $7628 // floating-point values only 0086: $7503 = $7629 // floating-point values only 0086: $7504 = $7630 // floating-point values only 0086: $7505 = $7631 // floating-point values only :RACE_26323 if $7442 == 40 // integer values jf @RACE_26389 0086: $7500 = $7629 // floating-point values only 0086: $7501 = $7630 // floating-point values only 0086: $7502 = $7631 // floating-point values only 0086: $7503 = $7632 // floating-point values only 0086: $7504 = $7633 // floating-point values only 0086: $7505 = $7634 // floating-point values only :RACE_26389 if $7442 == 41 // integer values jf @RACE_26455 0086: $7500 = $7632 // floating-point values only 0086: $7501 = $7633 // floating-point values only 0086: $7502 = $7634 // floating-point values only 0086: $7503 = $7635 // floating-point values only 0086: $7504 = $7636 // floating-point values only 0086: $7505 = $7637 // floating-point values only :RACE_26455 if $7442 == 42 // integer values jf @RACE_26521 0086: $7500 = $7635 // floating-point values only 0086: $7501 = $7636 // floating-point values only 0086: $7502 = $7637 // floating-point values only 0086: $7503 = $7638 // floating-point values only 0086: $7504 = $7639 // floating-point values only 0086: $7505 = $7640 // floating-point values only :RACE_26521 if $7442 == 43 // integer values jf @RACE_26587 0086: $7500 = $7638 // floating-point values only 0086: $7501 = $7639 // floating-point values only 0086: $7502 = $7640 // floating-point values only 0086: $7503 = $7641 // floating-point values only 0086: $7504 = $7642 // floating-point values only 0086: $7505 = $7643 // floating-point values only :RACE_26587 if $7442 == 44 // integer values jf @RACE_26653 0086: $7500 = $7641 // floating-point values only 0086: $7501 = $7642 // floating-point values only 0086: $7502 = $7643 // floating-point values only 0086: $7503 = $7644 // floating-point values only 0086: $7504 = $7645 // floating-point values only 0086: $7505 = $7646 // floating-point values only :RACE_26653 if $7442 == 45 // integer values jf @RACE_26719 0086: $7500 = $7644 // floating-point values only 0086: $7501 = $7645 // floating-point values only 0086: $7502 = $7646 // floating-point values only 0086: $7503 = $7647 // floating-point values only 0086: $7504 = $7648 // floating-point values only 0086: $7505 = $7649 // floating-point values only :RACE_26719 if $7442 == 46 // integer values jf @RACE_26785 0086: $7500 = $7647 // floating-point values only 0086: $7501 = $7648 // floating-point values only 0086: $7502 = $7649 // floating-point values only 0086: $7503 = $7650 // floating-point values only 0086: $7504 = $7651 // floating-point values only 0086: $7505 = $7652 // floating-point values only :RACE_26785 if $7442 == 47 // integer values jf @RACE_26851 0086: $7500 = $7650 // floating-point values only 0086: $7501 = $7651 // floating-point values only 0086: $7502 = $7652 // floating-point values only 0086: $7503 = $7653 // floating-point values only 0086: $7504 = $7654 // floating-point values only 0086: $7505 = $7655 // floating-point values only :RACE_26851 if $7442 == 48 // integer values jf @RACE_26917 0086: $7500 = $7653 // floating-point values only 0086: $7501 = $7654 // floating-point values only 0086: $7502 = $7655 // floating-point values only 0086: $7503 = $7656 // floating-point values only 0086: $7504 = $7657 // floating-point values only 0086: $7505 = $7658 // floating-point values only :RACE_26917 if $7442 == 49 // integer values jf @RACE_26983 0086: $7500 = $7656 // floating-point values only 0086: $7501 = $7657 // floating-point values only 0086: $7502 = $7658 // floating-point values only 0086: $7503 = $7659 // floating-point values only 0086: $7504 = $7660 // floating-point values only 0086: $7505 = $7661 // floating-point values only :RACE_26983 if $7442 == 50 // integer values jf @RACE_27049 0086: $7500 = $7659 // floating-point values only 0086: $7501 = $7660 // floating-point values only 0086: $7502 = $7661 // floating-point values only 0086: $7503 = $7662 // floating-point values only 0086: $7504 = $7663 // floating-point values only 0086: $7505 = $7664 // floating-point values only :RACE_27049 if $7442 == 51 // integer values jf @RACE_27115 0086: $7500 = $7662 // floating-point values only 0086: $7501 = $7663 // floating-point values only 0086: $7502 = $7664 // floating-point values only 0086: $7503 = $7665 // floating-point values only 0086: $7504 = $7666 // floating-point values only 0086: $7505 = $7667 // floating-point values only :RACE_27115 if $7442 == 52 // integer values jf @RACE_27181 0086: $7500 = $7665 // floating-point values only 0086: $7501 = $7666 // floating-point values only 0086: $7502 = $7667 // floating-point values only 0086: $7503 = $7668 // floating-point values only 0086: $7504 = $7669 // floating-point values only 0086: $7505 = $7670 // floating-point values only :RACE_27181 if $7442 == 53 // integer values jf @RACE_27247 0086: $7500 = $7668 // floating-point values only 0086: $7501 = $7669 // floating-point values only 0086: $7502 = $7670 // floating-point values only 0086: $7503 = $7671 // floating-point values only 0086: $7504 = $7672 // floating-point values only 0086: $7505 = $7673 // floating-point values only :RACE_27247 if $7442 == 54 // integer values jf @RACE_27313 0086: $7500 = $7671 // floating-point values only 0086: $7501 = $7672 // floating-point values only 0086: $7502 = $7673 // floating-point values only 0086: $7503 = $7674 // floating-point values only 0086: $7504 = $7675 // floating-point values only 0086: $7505 = $7676 // floating-point values only :RACE_27313 if $7442 == 55 // integer values jf @RACE_27379 0086: $7500 = $7674 // floating-point values only 0086: $7501 = $7675 // floating-point values only 0086: $7502 = $7676 // floating-point values only 0086: $7503 = $7677 // floating-point values only 0086: $7504 = $7678 // floating-point values only 0086: $7505 = $7679 // floating-point values only :RACE_27379 if $7442 == 56 // integer values jf @RACE_27445 0086: $7500 = $7677 // floating-point values only 0086: $7501 = $7678 // floating-point values only 0086: $7502 = $7679 // floating-point values only 0086: $7503 = $7680 // floating-point values only 0086: $7504 = $7681 // floating-point values only 0086: $7505 = $7682 // floating-point values only :RACE_27445 if $7442 == 57 // integer values jf @RACE_27511 0086: $7500 = $7680 // floating-point values only 0086: $7501 = $7681 // floating-point values only 0086: $7502 = $7682 // floating-point values only 0086: $7503 = $7683 // floating-point values only 0086: $7504 = $7684 // floating-point values only 0086: $7505 = $7685 // floating-point values only :RACE_27511 if $7442 == 58 // integer values jf @RACE_27577 0086: $7500 = $7683 // floating-point values only 0086: $7501 = $7684 // floating-point values only 0086: $7502 = $7685 // floating-point values only 0086: $7503 = $7686 // floating-point values only 0086: $7504 = $7687 // floating-point values only 0086: $7505 = $7688 // floating-point values only :RACE_27577 if $7442 == 59 // integer values jf @RACE_27643 0086: $7500 = $7686 // floating-point values only 0086: $7501 = $7687 // floating-point values only 0086: $7502 = $7688 // floating-point values only 0086: $7503 = $7689 // floating-point values only 0086: $7504 = $7690 // floating-point values only 0086: $7505 = $7691 // floating-point values only :RACE_27643 if $7442 == 60 // integer values jf @RACE_27709 0086: $7500 = $7689 // floating-point values only 0086: $7501 = $7690 // floating-point values only 0086: $7502 = $7691 // floating-point values only 0086: $7503 = $7692 // floating-point values only 0086: $7504 = $7693 // floating-point values only 0086: $7505 = $7694 // floating-point values only :RACE_27709 if $7442 == 61 // integer values jf @RACE_27775 0086: $7500 = $7692 // floating-point values only 0086: $7501 = $7693 // floating-point values only 0086: $7502 = $7694 // floating-point values only 0086: $7503 = $7695 // floating-point values only 0086: $7504 = $7696 // floating-point values only 0086: $7505 = $7697 // floating-point values only :RACE_27775 if $7442 == 62 // integer values jf @RACE_27841 0086: $7500 = $7695 // floating-point values only 0086: $7501 = $7696 // floating-point values only 0086: $7502 = $7697 // floating-point values only 0086: $7503 = $7698 // floating-point values only 0086: $7504 = $7699 // floating-point values only 0086: $7505 = $7700 // floating-point values only :RACE_27841 if $7442 == 63 // integer values jf @RACE_27907 0086: $7500 = $7698 // floating-point values only 0086: $7501 = $7699 // floating-point values only 0086: $7502 = $7700 // floating-point values only 0086: $7503 = $7701 // floating-point values only 0086: $7504 = $7702 // floating-point values only 0086: $7505 = $7703 // floating-point values only :RACE_27907 if $7442 == 64 // integer values jf @RACE_27973 0086: $7500 = $7701 // floating-point values only 0086: $7501 = $7702 // floating-point values only 0086: $7502 = $7703 // floating-point values only 0086: $7503 = $7704 // floating-point values only 0086: $7504 = $7705 // floating-point values only 0086: $7505 = $7706 // floating-point values only :RACE_27973 if $7442 == 65 // integer values jf @RACE_28039 0086: $7500 = $7704 // floating-point values only 0086: $7501 = $7705 // floating-point values only 0086: $7502 = $7706 // floating-point values only 0086: $7503 = $7707 // floating-point values only 0086: $7504 = $7708 // floating-point values only 0086: $7505 = $7709 // floating-point values only :RACE_28039 if $7442 == 66 // integer values jf @RACE_28105 0086: $7500 = $7707 // floating-point values only 0086: $7501 = $7708 // floating-point values only 0086: $7502 = $7709 // floating-point values only 0086: $7503 = $7710 // floating-point values only 0086: $7504 = $7711 // floating-point values only 0086: $7505 = $7712 // floating-point values only :RACE_28105 if $7442 == 67 // integer values jf @RACE_28171 0086: $7500 = $7710 // floating-point values only 0086: $7501 = $7711 // floating-point values only 0086: $7502 = $7712 // floating-point values only 0086: $7503 = $7713 // floating-point values only 0086: $7504 = $7714 // floating-point values only 0086: $7505 = $7715 // floating-point values only :RACE_28171 if $7442 == 68 // integer values jf @RACE_28237 0086: $7500 = $7713 // floating-point values only 0086: $7501 = $7714 // floating-point values only 0086: $7502 = $7715 // floating-point values only 0086: $7503 = $7716 // floating-point values only 0086: $7504 = $7717 // floating-point values only 0086: $7505 = $7718 // floating-point values only :RACE_28237 if $7442 == 69 // integer values jf @RACE_28303 0086: $7500 = $7716 // floating-point values only 0086: $7501 = $7717 // floating-point values only 0086: $7502 = $7718 // floating-point values only 0086: $7503 = $7719 // floating-point values only 0086: $7504 = $7720 // floating-point values only 0086: $7505 = $7721 // floating-point values only :RACE_28303 if $7442 == 70 // integer values jf @RACE_28369 0086: $7500 = $7719 // floating-point values only 0086: $7501 = $7720 // floating-point values only 0086: $7502 = $7721 // floating-point values only 0086: $7503 = $7722 // floating-point values only 0086: $7504 = $7723 // floating-point values only 0086: $7505 = $7724 // floating-point values only :RACE_28369 if $7442 == 71 // integer values jf @RACE_28435 0086: $7500 = $7722 // floating-point values only 0086: $7501 = $7723 // floating-point values only 0086: $7502 = $7724 // floating-point values only 0086: $7503 = $7725 // floating-point values only 0086: $7504 = $7726 // floating-point values only 0086: $7505 = $7727 // floating-point values only :RACE_28435 if $7442 == 72 // integer values jf @RACE_28501 0086: $7500 = $7725 // floating-point values only 0086: $7501 = $7726 // floating-point values only 0086: $7502 = $7727 // floating-point values only 0086: $7503 = $7728 // floating-point values only 0086: $7504 = $7729 // floating-point values only 0086: $7505 = $7730 // floating-point values only :RACE_28501 if $7442 == 73 // integer values jf @RACE_28567 0086: $7500 = $7728 // floating-point values only 0086: $7501 = $7729 // floating-point values only 0086: $7502 = $7730 // floating-point values only 0086: $7503 = $7731 // floating-point values only 0086: $7504 = $7732 // floating-point values only 0086: $7505 = $7733 // floating-point values only :RACE_28567 if $7442 == 74 // integer values jf @RACE_28633 0086: $7500 = $7731 // floating-point values only 0086: $7501 = $7732 // floating-point values only 0086: $7502 = $7733 // floating-point values only 0086: $7503 = $7734 // floating-point values only 0086: $7504 = $7735 // floating-point values only 0086: $7505 = $7736 // floating-point values only :RACE_28633 if $7442 == 75 // integer values jf @RACE_28699 0086: $7500 = $7734 // floating-point values only 0086: $7501 = $7735 // floating-point values only 0086: $7502 = $7736 // floating-point values only 0086: $7503 = $7737 // floating-point values only 0086: $7504 = $7738 // floating-point values only 0086: $7505 = $7739 // floating-point values only :RACE_28699 if $7442 == 76 // integer values jf @RACE_28765 0086: $7500 = $7737 // floating-point values only 0086: $7501 = $7738 // floating-point values only 0086: $7502 = $7739 // floating-point values only 0086: $7503 = $7740 // floating-point values only 0086: $7504 = $7741 // floating-point values only 0086: $7505 = $7742 // floating-point values only :RACE_28765 if $7442 == 77 // integer values jf @RACE_28831 0086: $7500 = $7740 // floating-point values only 0086: $7501 = $7741 // floating-point values only 0086: $7502 = $7742 // floating-point values only 0086: $7503 = $7743 // floating-point values only 0086: $7504 = $7744 // floating-point values only 0086: $7505 = $7745 // floating-point values only :RACE_28831 if $7442 == 78 // integer values jf @RACE_28897 0086: $7500 = $7743 // floating-point values only 0086: $7501 = $7744 // floating-point values only 0086: $7502 = $7745 // floating-point values only 0086: $7503 = $7746 // floating-point values only 0086: $7504 = $7747 // floating-point values only 0086: $7505 = $7748 // floating-point values only :RACE_28897 if $7442 == 79 // integer values jf @RACE_28963 0086: $7500 = $7746 // floating-point values only 0086: $7501 = $7747 // floating-point values only 0086: $7502 = $7748 // floating-point values only 0086: $7503 = $7749 // floating-point values only 0086: $7504 = $7750 // floating-point values only 0086: $7505 = $7751 // floating-point values only :RACE_28963 if $7442 == 80 // integer values jf @RACE_29029 0086: $7500 = $7749 // floating-point values only 0086: $7501 = $7750 // floating-point values only 0086: $7502 = $7751 // floating-point values only 0086: $7503 = $7752 // floating-point values only 0086: $7504 = $7753 // floating-point values only 0086: $7505 = $7754 // floating-point values only :RACE_29029 if $7442 == 81 // integer values jf @RACE_29095 0086: $7500 = $7752 // floating-point values only 0086: $7501 = $7753 // floating-point values only 0086: $7502 = $7754 // floating-point values only 0086: $7503 = $7755 // floating-point values only 0086: $7504 = $7756 // floating-point values only 0086: $7505 = $7757 // floating-point values only :RACE_29095 if $7442 == 82 // integer values jf @RACE_29161 0086: $7500 = $7755 // floating-point values only 0086: $7501 = $7756 // floating-point values only 0086: $7502 = $7757 // floating-point values only 0086: $7503 = $7758 // floating-point values only 0086: $7504 = $7759 // floating-point values only 0086: $7505 = $7760 // floating-point values only :RACE_29161 if $7442 == 83 // integer values jf @RACE_29227 0086: $7500 = $7758 // floating-point values only 0086: $7501 = $7759 // floating-point values only 0086: $7502 = $7760 // floating-point values only 0086: $7503 = $7761 // floating-point values only 0086: $7504 = $7762 // floating-point values only 0086: $7505 = $7763 // floating-point values only :RACE_29227 if $7442 == 84 // integer values jf @RACE_29293 0086: $7500 = $7761 // floating-point values only 0086: $7501 = $7762 // floating-point values only 0086: $7502 = $7763 // floating-point values only 0086: $7503 = $7764 // floating-point values only 0086: $7504 = $7765 // floating-point values only 0086: $7505 = $7766 // floating-point values only :RACE_29293 if $7442 == 85 // integer values jf @RACE_29359 0086: $7500 = $7764 // floating-point values only 0086: $7501 = $7765 // floating-point values only 0086: $7502 = $7766 // floating-point values only 0086: $7503 = $7767 // floating-point values only 0086: $7504 = $7768 // floating-point values only 0086: $7505 = $7769 // floating-point values only :RACE_29359 if $7442 == 86 // integer values jf @RACE_29425 0086: $7500 = $7767 // floating-point values only 0086: $7501 = $7768 // floating-point values only 0086: $7502 = $7769 // floating-point values only 0086: $7503 = $7770 // floating-point values only 0086: $7504 = $7771 // floating-point values only 0086: $7505 = $7772 // floating-point values only :RACE_29425 if $7442 == 87 // integer values jf @RACE_29491 0086: $7500 = $7770 // floating-point values only 0086: $7501 = $7771 // floating-point values only 0086: $7502 = $7772 // floating-point values only 0086: $7503 = $7773 // floating-point values only 0086: $7504 = $7774 // floating-point values only 0086: $7505 = $7775 // floating-point values only :RACE_29491 if $7442 == 88 // integer values jf @RACE_29557 0086: $7500 = $7773 // floating-point values only 0086: $7501 = $7774 // floating-point values only 0086: $7502 = $7775 // floating-point values only 0086: $7503 = $7776 // floating-point values only 0086: $7504 = $7777 // floating-point values only 0086: $7505 = $7778 // floating-point values only :RACE_29557 if $7442 == 89 // integer values jf @RACE_29623 0086: $7500 = $7776 // floating-point values only 0086: $7501 = $7777 // floating-point values only 0086: $7502 = $7778 // floating-point values only 0086: $7503 = $7779 // floating-point values only 0086: $7504 = $7780 // floating-point values only 0086: $7505 = $7781 // floating-point values only :RACE_29623 if $7442 == 90 // integer values jf @RACE_29689 0086: $7500 = $7779 // floating-point values only 0086: $7501 = $7780 // floating-point values only 0086: $7502 = $7781 // floating-point values only 0086: $7503 = $7782 // floating-point values only 0086: $7504 = $7783 // floating-point values only 0086: $7505 = $7784 // floating-point values only :RACE_29689 if $7442 == 91 // integer values jf @RACE_29755 0086: $7500 = $7782 // floating-point values only 0086: $7501 = $7783 // floating-point values only 0086: $7502 = $7784 // floating-point values only 0086: $7503 = $7785 // floating-point values only 0086: $7504 = $7786 // floating-point values only 0086: $7505 = $7787 // floating-point values only :RACE_29755 if $7442 == 92 // integer values jf @RACE_29821 0086: $7500 = $7785 // floating-point values only 0086: $7501 = $7786 // floating-point values only 0086: $7502 = $7787 // floating-point values only 0086: $7503 = $7788 // floating-point values only 0086: $7504 = $7789 // floating-point values only 0086: $7505 = $7790 // floating-point values only :RACE_29821 if $7442 == 93 // integer values jf @RACE_29887 0086: $7500 = $7788 // floating-point values only 0086: $7501 = $7789 // floating-point values only 0086: $7502 = $7790 // floating-point values only 0086: $7503 = $7791 // floating-point values only 0086: $7504 = $7792 // floating-point values only 0086: $7505 = $7793 // floating-point values only :RACE_29887 if $7442 == 94 // integer values jf @RACE_29953 0086: $7500 = $7791 // floating-point values only 0086: $7501 = $7792 // floating-point values only 0086: $7502 = $7793 // floating-point values only 0086: $7503 = $7794 // floating-point values only 0086: $7504 = $7795 // floating-point values only 0086: $7505 = $7796 // floating-point values only :RACE_29953 if $7442 == 95 // integer values jf @RACE_30019 0086: $7500 = $7794 // floating-point values only 0086: $7501 = $7795 // floating-point values only 0086: $7502 = $7796 // floating-point values only 0086: $7503 = $7797 // floating-point values only 0086: $7504 = $7798 // floating-point values only 0086: $7505 = $7799 // floating-point values only :RACE_30019 if $7442 == 96 // integer values jf @RACE_30085 0086: $7500 = $7797 // floating-point values only 0086: $7501 = $7798 // floating-point values only 0086: $7502 = $7799 // floating-point values only 0086: $7503 = $7800 // floating-point values only 0086: $7504 = $7801 // floating-point values only 0086: $7505 = $7802 // floating-point values only :RACE_30085 if $7442 == 97 // integer values jf @RACE_30151 0086: $7500 = $7800 // floating-point values only 0086: $7501 = $7801 // floating-point values only 0086: $7502 = $7802 // floating-point values only 0086: $7503 = $7803 // floating-point values only 0086: $7504 = $7804 // floating-point values only 0086: $7505 = $7805 // floating-point values only :RACE_30151 if $7442 == 98 // integer values jf @RACE_30217 0086: $7500 = $7803 // floating-point values only 0086: $7501 = $7804 // floating-point values only 0086: $7502 = $7805 // floating-point values only 0086: $7503 = $7806 // floating-point values only 0086: $7504 = $7807 // floating-point values only 0086: $7505 = $7808 // floating-point values only :RACE_30217 if $7442 == 99 // integer values jf @RACE_30283 0086: $7500 = $7806 // floating-point values only 0086: $7501 = $7807 // floating-point values only 0086: $7502 = $7808 // floating-point values only 0086: $7503 = $7809 // floating-point values only 0086: $7504 = $7810 // floating-point values only 0086: $7505 = $7811 // floating-point values only :RACE_30283 if $7442 == 100 // integer values jf @RACE_30349 0086: $7500 = $7809 // floating-point values only 0086: $7501 = $7810 // floating-point values only 0086: $7502 = $7811 // floating-point values only 0086: $7503 = $7812 // floating-point values only 0086: $7504 = $7813 // floating-point values only 0086: $7505 = $7814 // floating-point values only :RACE_30349 if $7442 == 101 // integer values jf @RACE_30415 0086: $7500 = $7812 // floating-point values only 0086: $7501 = $7813 // floating-point values only 0086: $7502 = $7814 // floating-point values only 0086: $7503 = $7815 // floating-point values only 0086: $7504 = $7816 // floating-point values only 0086: $7505 = $7817 // floating-point values only :RACE_30415 if $7442 == 102 // integer values jf @RACE_30481 0086: $7500 = $7815 // floating-point values only 0086: $7501 = $7816 // floating-point values only 0086: $7502 = $7817 // floating-point values only 0086: $7503 = $7818 // floating-point values only 0086: $7504 = $7819 // floating-point values only 0086: $7505 = $7820 // floating-point values only :RACE_30481 if $7442 == 103 // integer values jf @RACE_30547 0086: $7500 = $7818 // floating-point values only 0086: $7501 = $7819 // floating-point values only 0086: $7502 = $7820 // floating-point values only 0086: $7503 = $7821 // floating-point values only 0086: $7504 = $7822 // floating-point values only 0086: $7505 = $7823 // floating-point values only :RACE_30547 if $7442 == 104 // integer values jf @RACE_30613 0086: $7500 = $7821 // floating-point values only 0086: $7501 = $7822 // floating-point values only 0086: $7502 = $7823 // floating-point values only 0086: $7503 = $7824 // floating-point values only 0086: $7504 = $7825 // floating-point values only 0086: $7505 = $7826 // floating-point values only :RACE_30613 if $7442 == 105 // integer values jf @RACE_30679 0086: $7500 = $7824 // floating-point values only 0086: $7501 = $7825 // floating-point values only 0086: $7502 = $7826 // floating-point values only 0086: $7503 = $7827 // floating-point values only 0086: $7504 = $7828 // floating-point values only 0086: $7505 = $7829 // floating-point values only :RACE_30679 if $7442 == 106 // integer values jf @RACE_30745 0086: $7500 = $7827 // floating-point values only 0086: $7501 = $7828 // floating-point values only 0086: $7502 = $7829 // floating-point values only 0086: $7503 = $7830 // floating-point values only 0086: $7504 = $7831 // floating-point values only 0086: $7505 = $7832 // floating-point values only :RACE_30745 if $7442 == 107 // integer values jf @RACE_30811 0086: $7500 = $7830 // floating-point values only 0086: $7501 = $7831 // floating-point values only 0086: $7502 = $7832 // floating-point values only 0088: $7503 = 0@ // floating-point values only 0088: $7504 = 1@ // floating-point values only 0088: $7505 = 2@ // floating-point values only :RACE_30811 if $7442 == 108 // integer values jf @RACE_30877 0088: $7500 = 0@ // floating-point values only 0088: $7501 = 1@ // floating-point values only 0088: $7502 = 2@ // floating-point values only 0088: $7503 = 3@ // floating-point values only 0088: $7504 = 4@ // floating-point values only 0088: $7505 = 5@ // floating-point values only :RACE_30877 if $7442 == 109 // integer values jf @RACE_30943 0088: $7500 = 3@ // floating-point values only 0088: $7501 = 4@ // floating-point values only 0088: $7502 = 5@ // floating-point values only 0088: $7503 = 6@ // floating-point values only 0088: $7504 = 7@ // floating-point values only 0088: $7505 = 8@ // floating-point values only :RACE_30943 if $7442 == 110 // integer values jf @RACE_31009 0088: $7500 = 6@ // floating-point values only 0088: $7501 = 7@ // floating-point values only 0088: $7502 = 8@ // floating-point values only 0088: $7503 = 9@ // floating-point values only 0088: $7504 = 10@ // floating-point values only 0088: $7505 = 11@ // floating-point values only :RACE_31009 if $7442 == 111 // integer values jf @RACE_31075 0088: $7500 = 9@ // floating-point values only 0088: $7501 = 10@ // floating-point values only 0088: $7502 = 11@ // floating-point values only 0088: $7503 = 12@ // floating-point values only 0088: $7504 = 13@ // floating-point values only 0088: $7505 = 14@ // floating-point values only :RACE_31075 if $7442 == 112 // integer values jf @RACE_31141 0088: $7500 = 12@ // floating-point values only 0088: $7501 = 13@ // floating-point values only 0088: $7502 = 14@ // floating-point values only 0088: $7503 = 12@ // floating-point values only 0088: $7504 = 13@ // floating-point values only 0088: $7505 = 14@ // floating-point values only :RACE_31141 return :RACE_31143 $4871 = Car.Health($7423) if 500 > $4871 // integer values jf @RACE_31178 Car.Health($7423) = 1000 :RACE_31178 if 003A: $7438 == $7442 // integer values and handles jf @RACE_31402 Car.StorePos($7423, $7467, $7468, $7469) 0086: $7471 = $7467 // floating-point values only 0061: $7471 -= $7485 // floating-point values 0086: $7472 = $7468 // floating-point values only 0061: $7472 -= $7486 // floating-point values 0069: $7471 *= $7471 // floating-point values 0069: $7472 *= $7472 // floating-point values 0086: $7473 = $7471 // floating-point values only 0059: $7473 += $7472 // floating-point values 01FB: $7477 = square_root $7473 0054: store_player $PLAYER_CHAR position_to $7467 $7468 $7469 0086: $7471 = $7467 // floating-point values only 0061: $7471 -= $7485 // floating-point values 0086: $7472 = $7468 // floating-point values only 0061: $7472 -= $7486 // floating-point values 0069: $7471 *= $7471 // floating-point values 0069: $7472 *= $7472 // floating-point values 0086: $7473 = $7471 // floating-point values only 0059: $7473 += $7472 // floating-point values 01FB: $7478 = square_root $7473 if 0024: $7478 > $7477 // floating-point values only jf @RACE_31395 $7443 += 1 // integer values :RACE_31395 jump @RACE_31428 :RACE_31402 if 001C: $7442 > $7438 // integer values jf @RACE_31428 $7443 += 1 // integer values :RACE_31428 if 81AF: not car $7423 0 $7464 $7465 $7466 radius 3.0 3.0 2.0 jf @RACE_31492 Car.StorePos($7423, $7464, $7465, $7466) 0084: $7448 = $4811 // integer values and handles :RACE_31492 if 01AF: car $7423 0 $7464 $7465 $7466 radius 3.0 3.0 2.0 jf @RACE_31708 0084: $7449 = $4811 // integer values and handles 0060: $7449 -= $7448 // integer values if $7449 > 4000 // integer values jf @RACE_31708 if 82CA: not car $7423 bounding_sphere_visible jf @RACE_31708 Car.StorePos($7423, $7467, $7468, $7469) 02C1: set $7467 $7468 $7469 to_car_path_coords_closest_to $7467 $7468 $7469 if 838A: not car_in_cube $7467 $7468 $7469 4.0 4.0 3.0 jf @RACE_31708 if 80C2: not sphere_onscreen $7467 $7468 $7469 4.0 jf @RACE_31708 Car.PutAt($7423, $7467, $7468, $7469) 039F: car $7423 race_to $7497 $7498 :RACE_31708 0084: $7453 = $7438 // integer values and handles $7453 -= 4 // integer values if 001C: $7453 > $7442 // integer values jf @RACE_32114 if 003A: $7423 == $7420 // integer values and handles jf @RACE_31866 if 82CA: not car $7420 bounding_sphere_visible jf @RACE_31866 if 838A: not car_in_cube $7491 $7492 $7493 4.0 4.0 3.0 jf @RACE_31866 if 80C2: not sphere_onscreen $7491 $7492 $7493 4.0 jf @RACE_31866 Car.PutAt($7423, $7491, $7492, $7493) 039F: car $7423 race_to $7485 $7486 :RACE_31866 if 003A: $7423 == $7421 // integer values and handles jf @RACE_31990 if 82CA: not car $7421 bounding_sphere_visible jf @RACE_31990 if 838A: not car_in_cube $7494 $7495 $7496 4.0 4.0 3.0 jf @RACE_31990 if 80C2: not sphere_onscreen $7494 $7495 $7496 4.0 jf @RACE_31990 Car.PutAt($7423, $7494, $7495, $7496) 039F: car $7423 race_to $7485 $7486 :RACE_31990 if 003A: $7423 == $7422 // integer values and handles jf @RACE_32114 if 82CA: not car $7422 bounding_sphere_visible jf @RACE_32114 if 838A: not car_in_cube $7497 $7498 $7499 4.0 4.0 3.0 jf @RACE_32114 if 80C2: not sphere_onscreen $7497 $7498 $7499 4.0 jf @RACE_32114 Car.PutAt($7423, $7497, $7498, $7499) 039F: car $7423 race_to $7485 $7486 :RACE_32114 0084: $7453 = $7438 // integer values and handles $7453 += 5 // integer values if 001C: $7442 > $7453 // integer values jf @RACE_32165 Car.SetMaxSpeed($7423, 25.0) jump @RACE_32175 :RACE_32165 Car.SetMaxSpeed($7423, 50.0) :RACE_32175 return //-------------Mission 83--------------- // Originally: Distribution :ICECRE1 gosub @ICECRE1_36 if wasted_or_busted jf @ICECRE1_27 gosub @ICECRE1_3810 :ICECRE1_27 gosub @ICECRE1_4217 end_thread :ICECRE1_36 $ONMISSION = 1 // integer values if $7856 == 0 // integer values jf @ICECRE1_63 increment_mission_attempts :ICECRE1_63 thread 'ICECRE1' wait 0 054C: use_GXT_table 'ICECRE1' $7850 = 0 // integer values $7851 = 0 // integer values $7852 = 0 // integer values $7853 = 0 // integer values $7854 = 0 // integer values $7855 = 0 // integer values $7857 = 0 // integer values $7858 = 0 // integer values $7859 = 0 // integer values if 00E0: player $PLAYER_CHAR driving jf @ICECRE1_181 03C1: $7833 = player $PLAYER_CHAR car_no_save jump @ICECRE1_188 :ICECRE1_181 jump @ICECRE1_3810 :ICECRE1_188 0395: clear_area 0 at -868.1 -572.153 range 10.11 3.0 0395: clear_area 0 at -859.7491 -571.028 range 11.11207 1.0 Camera.SetPosition(-859.7491, -571.028, 14.11207, 0.0, 0.0, 0.0) Camera.PointAt(-860.6732, -571.1432, 13.74751, 2) 16@ = 0 // integer values :ICECRE1_294 if 5000 > 16@ // integer values jf @ICECRE1_371 wait 0 00BC: text_highpriority 'ICC1_16' 5000 ms 2 // ~g~Use your Mr. Whoopee van to distribute Cherry Poppers product around Vice City. if and 00E1: player 0 pressed_button 16 16@ > 1000 // integer values jf @ICECRE1_364 jump @ICECRE1_695 :ICECRE1_364 jump @ICECRE1_294 :ICECRE1_371 16@ = 0 // integer values :ICECRE1_378 if 5000 > 16@ // integer values jf @ICECRE1_447 wait 0 00BC: text_highpriority 'ICC1_7' 5000 ms 2 // ~g~You receive money for each transaction you make, but the more transactions you make the more police attention you get. if 00E1: player 0 pressed_button 16 jf @ICECRE1_440 jump @ICECRE1_695 :ICECRE1_440 jump @ICECRE1_378 :ICECRE1_447 16@ = 0 // integer values :ICECRE1_454 if 5000 > 16@ // integer values jf @ICECRE1_619 wait 0 0293: $18 = get_controller_mode if $18 == 1 // integer values jf @ICECRE1_515 00BC: text_highpriority 'ICC1_8B' 5000 ms 2 :ICECRE1_515 if $18 == 2 // integer values jf @ICECRE1_548 00BC: text_highpriority 'ICC1_8C' 5000 ms 2 :ICECRE1_548 if or $18 == 0 // integer values $18 == 3 // integer values jf @ICECRE1_588 00BC: text_highpriority 'ICC1_8' 5000 ms 2 // ~g~To make a transaction, ~h~park your van ~g~and press the ~h~~k~~VEHICLE_HORN~ ~g~button to play the ice cream jingle to attract customers. :ICECRE1_588 if 00E1: player 0 pressed_button 16 jf @ICECRE1_612 jump @ICECRE1_695 :ICECRE1_612 jump @ICECRE1_454 :ICECRE1_619 16@ = 0 // integer values :ICECRE1_626 if 5000 > 16@ // integer values jf @ICECRE1_695 wait 0 00BC: text_highpriority 'ICC1_9' 5000 ms 2 // ~g~Local gangs will not appreciate you doing business on their turf so expect hostility if you do so. if 00E1: player 0 pressed_button 16 jf @ICECRE1_688 jump @ICECRE1_695 :ICECRE1_688 jump @ICECRE1_626 :ICECRE1_695 00BE: text_clear_all 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut 17@ = 0 // integer values :ICECRE1_717 wait 0 if $7851 == 0 // integer values jf @ICECRE1_800 if not Car.Wrecked($7833) jf @ICECRE1_800 if 0383: player $7833 car_horn_activated == true jf @ICECRE1_800 03C4: set_status_text_to $7857 0 'ICC1_5' // Deals done: $7850 = 1 // integer values $7851 = 1 // integer values :ICECRE1_800 if $7850 == 1 // integer values jf @ICECRE1_861 03F1: pedtype 8 add_threat 1 03F1: pedtype 7 add_threat 1 03F1: pedtype 9 add_threat 1 03F1: pedtype 11 add_threat 1 03F1: pedtype 12 add_threat 1 03F1: pedtype 14 add_threat 1 $7850 = 2 // integer values :ICECRE1_861 if not Car.Wrecked($7833) jf @ICECRE1_903 if 80DC: not player $PLAYER_CHAR driving $7833 jf @ICECRE1_903 jump @ICECRE1_3812 :ICECRE1_903 if Car.Wrecked($7833) jf @ICECRE1_926 jump @ICECRE1_3812 :ICECRE1_926 if not Car.Wrecked($7833) jf @ICECRE1_1691 if 029F: player $PLAYER_CHAR stopped jf @ICECRE1_1691 if 0383: player $7833 car_horn_activated == true jf @ICECRE1_1691 0054: store_player $PLAYER_CHAR position_to $7834 $7835 $7836 0086: $7837 = $7834 // floating-point values only $7837 += 20.0 // floating-point values 0086: $7838 = $7835 // floating-point values only $7838 += 20.0 // floating-point values 0086: $7839 = $7834 // floating-point values only $7839 -= 20.0 // floating-point values 0086: $7840 = $7835 // floating-point values only $7840 -= 20.0 // floating-point values if $7852 == 0 // integer values jf @ICECRE1_1196 058F: unknown_create_distribution_actor $7841 at $7837 $7838 or_at $7839 $7840 flag 1 0 1 if not $7841 == -1 // integer values jf @ICECRE1_1196 if not Actor.Dead($7841) jf @ICECRE1_1196 0580: $7842 = distribution_mission_status distribution_actor $7841 distribution_car $7833 if $7842 == 1 // integer values jf @ICECRE1_1191 $7860 = Marker.CreateAboveActor($7841) 01BD: $7866 = current_time_in_ms $7852 = 1 // integer values jump @ICECRE1_1196 :ICECRE1_1191 Actor.RemoveReferences($7841) :ICECRE1_1196 if $7853 == 0 // integer values jf @ICECRE1_1332 058F: unknown_create_distribution_actor $7843 at $7837 $7838 or_at $7839 $7840 flag 1 0 1 if not $7843 == -1 // integer values jf @ICECRE1_1332 if not Actor.Dead($7843) jf @ICECRE1_1332 0580: $7844 = distribution_mission_status distribution_actor $7843 distribution_car $7833 if $7844 == 1 // integer values jf @ICECRE1_1327 $7861 = Marker.CreateAboveActor($7843) 01BD: $7869 = current_time_in_ms $7853 = 1 // integer values jump @ICECRE1_1332 :ICECRE1_1327 Actor.RemoveReferences($7843) :ICECRE1_1332 if $7854 == 0 // integer values jf @ICECRE1_1468 058F: unknown_create_distribution_actor $7845 at $7837 $7838 or_at $7839 $7840 flag 1 0 1 if not $7845 == -1 // integer values jf @ICECRE1_1468 if not Actor.Dead($7845) jf @ICECRE1_1468 0580: $7846 = distribution_mission_status distribution_actor $7845 distribution_car $7833 if $7846 == 1 // integer values jf @ICECRE1_1463 $7862 = Marker.CreateAboveActor($7845) 01BD: $7872 = current_time_in_ms $7854 = 1 // integer values jump @ICECRE1_1468 :ICECRE1_1463 Actor.RemoveReferences($7845) :ICECRE1_1468 if $7855 == 0 // integer values jf @ICECRE1_1604 058F: unknown_create_distribution_actor $7847 at $7837 $7838 or_at $7839 $7840 flag 1 0 1 if not $7847 == -1 // integer values jf @ICECRE1_1604 if not Actor.Dead($7847) jf @ICECRE1_1604 0580: $7848 = distribution_mission_status distribution_actor $7847 distribution_car $7833 if $7848 == 1 // integer values jf @ICECRE1_1599 $7863 = Marker.CreateAboveActor($7847) 01BD: $7875 = current_time_in_ms $7855 = 1 // integer values jump @ICECRE1_1604 :ICECRE1_1599 Actor.RemoveReferences($7847) :ICECRE1_1604 if $7841 == -1 // integer values jf @ICECRE1_1691 if $7843 == -1 // integer values jf @ICECRE1_1691 if $7845 == -1 // integer values jf @ICECRE1_1691 if $7847 == -1 // integer values jf @ICECRE1_1691 00BC: text_highpriority 'ICC1_4' 1000 ms 1 // ~g~There aren't any customers in this area try another one. :ICECRE1_1691 if $7852 == 1 // integer values jf @ICECRE1_2207 if not Actor.Dead($7841) jf @ICECRE1_2190 01BD: $7865 = current_time_in_ms 0084: $7864 = $7865 // integer values and handles 0060: $7864 -= $7866 // integer values if 50000 > $7864 // integer values jf @ICECRE1_2166 if 0586: $7841 jf @ICECRE1_2159 if 058B: $7841 jf @ICECRE1_2142 $7857 += 1 // integer values $7859 += 1 // integer values if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International jf @ICECRE1_1858 Player.Money($PLAYER_CHAR) += 10 $7858 += 12 // integer values jump @ICECRE1_2142 :ICECRE1_1858 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @ICECRE1_1903 Player.Money($PLAYER_CHAR) += 15 $7858 += 18 // integer values jump @ICECRE1_2142 :ICECRE1_1903 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island jf @ICECRE1_1948 Player.Money($PLAYER_CHAR) += 12 $7858 += 14 // integer values jump @ICECRE1_2142 :ICECRE1_1948 if 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links jf @ICECRE1_1993 Player.Money($PLAYER_CHAR) += 8 $7858 += 10 // integer values jump @ICECRE1_2142 :ICECRE1_1993 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport jf @ICECRE1_2038 Player.Money($PLAYER_CHAR) += 8 $7858 += 10 // integer values jump @ICECRE1_2142 :ICECRE1_2038 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @ICECRE1_2083 Player.Money($PLAYER_CHAR) += 6 $7858 += 8 // integer values jump @ICECRE1_2142 :ICECRE1_2083 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @ICECRE1_2128 Player.Money($PLAYER_CHAR) += 6 $7858 += 8 // integer values jump @ICECRE1_2142 :ICECRE1_2128 Player.Money($PLAYER_CHAR) += 12 $7858 += 10 // integer values :ICECRE1_2142 Marker.Disable($7860) Actor.RemoveReferences($7841) $7852 = 0 // integer values :ICECRE1_2159 jump @ICECRE1_2183 :ICECRE1_2166 Marker.Disable($7860) Actor.RemoveReferences($7841) $7852 = 0 // integer values :ICECRE1_2183 jump @ICECRE1_2207 :ICECRE1_2190 Marker.Disable($7860) Actor.RemoveReferences($7841) $7852 = 0 // integer values :ICECRE1_2207 if $7853 == 1 // integer values jf @ICECRE1_2723 if not Actor.Dead($7843) jf @ICECRE1_2706 01BD: $7868 = current_time_in_ms 0084: $7867 = $7868 // integer values and handles 0060: $7867 -= $7869 // integer values if 50000 > $7867 // integer values jf @ICECRE1_2682 if 0586: $7843 jf @ICECRE1_2675 if 058B: $7843 jf @ICECRE1_2658 $7857 += 1 // integer values $7859 += 1 // integer values if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International jf @ICECRE1_2374 Player.Money($PLAYER_CHAR) += 10 $7858 += 12 // integer values jump @ICECRE1_2658 :ICECRE1_2374 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @ICECRE1_2419 Player.Money($PLAYER_CHAR) += 15 $7858 += 18 // integer values jump @ICECRE1_2658 :ICECRE1_2419 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island jf @ICECRE1_2464 Player.Money($PLAYER_CHAR) += 12 $7858 += 14 // integer values jump @ICECRE1_2658 :ICECRE1_2464 if 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links jf @ICECRE1_2509 Player.Money($PLAYER_CHAR) += 8 $7858 += 10 // integer values jump @ICECRE1_2658 :ICECRE1_2509 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport jf @ICECRE1_2554 Player.Money($PLAYER_CHAR) += 8 $7858 += 10 // integer values jump @ICECRE1_2658 :ICECRE1_2554 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @ICECRE1_2599 Player.Money($PLAYER_CHAR) += 6 $7858 += 8 // integer values jump @ICECRE1_2658 :ICECRE1_2599 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @ICECRE1_2644 Player.Money($PLAYER_CHAR) += 6 $7858 += 8 // integer values jump @ICECRE1_2658 :ICECRE1_2644 Player.Money($PLAYER_CHAR) += 12 $7858 += 10 // integer values :ICECRE1_2658 Marker.Disable($7861) Actor.RemoveReferences($7843) $7853 = 0 // integer values :ICECRE1_2675 jump @ICECRE1_2699 :ICECRE1_2682 Marker.Disable($7861) Actor.RemoveReferences($7843) $7853 = 0 // integer values :ICECRE1_2699 jump @ICECRE1_2723 :ICECRE1_2706 Marker.Disable($7861) Actor.RemoveReferences($7843) $7853 = 0 // integer values :ICECRE1_2723 if $7854 == 1 // integer values jf @ICECRE1_3239 if not Actor.Dead($7845) jf @ICECRE1_3222 01BD: $7871 = current_time_in_ms 0084: $7870 = $7871 // integer values and handles 0060: $7870 -= $7872 // integer values if 50000 > $7870 // integer values jf @ICECRE1_3198 if 0586: $7845 jf @ICECRE1_3191 if 058B: $7845 jf @ICECRE1_3174 $7857 += 1 // integer values $7859 += 1 // integer values if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International jf @ICECRE1_2890 Player.Money($PLAYER_CHAR) += 10 $7858 += 12 // integer values jump @ICECRE1_3174 :ICECRE1_2890 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @ICECRE1_2935 Player.Money($PLAYER_CHAR) += 15 $7858 += 18 // integer values jump @ICECRE1_3174 :ICECRE1_2935 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island jf @ICECRE1_2980 Player.Money($PLAYER_CHAR) += 12 $7858 += 14 // integer values jump @ICECRE1_3174 :ICECRE1_2980 if 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links jf @ICECRE1_3025 Player.Money($PLAYER_CHAR) += 8 $7858 += 10 // integer values jump @ICECRE1_3174 :ICECRE1_3025 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport jf @ICECRE1_3070 Player.Money($PLAYER_CHAR) += 8 $7858 += 10 // integer values jump @ICECRE1_3174 :ICECRE1_3070 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @ICECRE1_3115 Player.Money($PLAYER_CHAR) += 6 $7858 += 8 // integer values jump @ICECRE1_3174 :ICECRE1_3115 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @ICECRE1_3160 Player.Money($PLAYER_CHAR) += 6 $7858 += 8 // integer values jump @ICECRE1_3174 :ICECRE1_3160 Player.Money($PLAYER_CHAR) += 12 $7858 += 10 // integer values :ICECRE1_3174 Marker.Disable($7862) Actor.RemoveReferences($7845) $7854 = 0 // integer values :ICECRE1_3191 jump @ICECRE1_3215 :ICECRE1_3198 Marker.Disable($7862) Actor.RemoveReferences($7845) $7854 = 0 // integer values :ICECRE1_3215 jump @ICECRE1_3239 :ICECRE1_3222 Marker.Disable($7862) Actor.RemoveReferences($7845) $7854 = 0 // integer values :ICECRE1_3239 if $7855 == 1 // integer values jf @ICECRE1_3755 if not Actor.Dead($7847) jf @ICECRE1_3738 01BD: $7874 = current_time_in_ms 0084: $7873 = $7874 // integer values and handles 0060: $7873 -= $7875 // integer values if 50000 > $7873 // integer values jf @ICECRE1_3714 if 0586: $7847 jf @ICECRE1_3707 if 058B: $7847 jf @ICECRE1_3690 $7857 += 1 // integer values $7859 += 1 // integer values if 0121: player $PLAYER_CHAR in_zone 'A_PORT' // Escobar International jf @ICECRE1_3406 Player.Money($PLAYER_CHAR) += 10 $7858 += 12 // integer values jump @ICECRE1_3690 :ICECRE1_3406 if 0121: player $PLAYER_CHAR in_zone 'STARI' // Starfish Island jf @ICECRE1_3451 Player.Money($PLAYER_CHAR) += 15 $7858 += 18 // integer values jump @ICECRE1_3690 :ICECRE1_3451 if 0121: player $PLAYER_CHAR in_zone 'PORNI' // Prawn Island jf @ICECRE1_3496 Player.Money($PLAYER_CHAR) += 12 $7858 += 14 // integer values jump @ICECRE1_3690 :ICECRE1_3496 if 0121: player $PLAYER_CHAR in_zone 'GOLFC' // Leaf Links jf @ICECRE1_3541 Player.Money($PLAYER_CHAR) += 8 $7858 += 10 // integer values jump @ICECRE1_3690 :ICECRE1_3541 if 0121: player $PLAYER_CHAR in_zone 'DOCKS' // Viceport jf @ICECRE1_3586 Player.Money($PLAYER_CHAR) += 8 $7858 += 10 // integer values jump @ICECRE1_3690 :ICECRE1_3586 if 0121: player $PLAYER_CHAR in_zone 'HAVANA' // Little Havana jf @ICECRE1_3631 Player.Money($PLAYER_CHAR) += 6 $7858 += 8 // integer values jump @ICECRE1_3690 :ICECRE1_3631 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @ICECRE1_3676 Player.Money($PLAYER_CHAR) += 6 $7858 += 8 // integer values jump @ICECRE1_3690 :ICECRE1_3676 Player.Money($PLAYER_CHAR) += 12 $7858 += 10 // integer values :ICECRE1_3690 Marker.Disable($7863) Actor.RemoveReferences($7847) $7855 = 0 // integer values :ICECRE1_3707 jump @ICECRE1_3731 :ICECRE1_3714 Marker.Disable($7863) Actor.RemoveReferences($7847) $7855 = 0 // integer values :ICECRE1_3731 jump @ICECRE1_3755 :ICECRE1_3738 Marker.Disable($7863) Actor.RemoveReferences($7847) $7855 = 0 // integer values :ICECRE1_3755 if $7859 >= 4 // integer values jf @ICECRE1_3803 $7849 = Player.WantedLevel($PLAYER_CHAR) $7849 += 1 // integer values Player.WantedLevel($PLAYER_CHAR) = $7849 $7859 = 0 // integer values :ICECRE1_3803 jump @ICECRE1_717 :ICECRE1_3810 return :ICECRE1_3812 if $7856 == 0 // integer values jf @ICECRE1_4215 if $7857 > 49 // integer values jf @ICECRE1_4215 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 Player.ClearWantedLevel($PLAYER_CHAR) 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 wait 1000 fade 0 1000 Camera.SetAtPos(-839.512, -582.021, 24.777) 0054: store_player $PLAYER_CHAR position_to $7834 $7835 $7836 :ICECRE1_3914 if fading jf @ICECRE1_3938 wait 0 jump @ICECRE1_3914 :ICECRE1_3938 fade 1 1000 Camera.SetPosition(-839.512, -582.021, 24.777, 0.0, 0.0, 0.0) Camera.PointAt(-840.451, -581.759, 24.553, 2) 04A6: $611 = create_asset_money_pickup_at $558 $559 $560 money $610 $610 :ICECRE1_4016 if fading jf @ICECRE1_4040 wait 0 jump @ICECRE1_4016 :ICECRE1_4040 00BA: text_styled 'ICE_AT1' 5000 ms 6 // ICECREAM FACTORY ASSET COMPLETED wait 5000 01E5: text_1number_highpriority 'ICE_AT2' $610 flag 6000 time 1 // ~g~The Cherry Popper factory will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. wait 6000 fade 0 1000 :ICECRE1_4090 if fading jf @ICECRE1_4114 wait 0 jump @ICECRE1_4090 :ICECRE1_4114 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut Camera.SetAtPos($7834, $7835, $7836) $1175 += 1 // integer values fade 1 1000 :ICECRE1_4145 if fading jf @ICECRE1_4169 wait 0 jump @ICECRE1_4145 :ICECRE1_4169 030C: progress_made += 1 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0318: set_latest_mission_passed 'CREAM' // Distribution 0394: play_music 1 $612 = 1 // integer values $7856 = 1 // integer values :ICECRE1_4215 return :ICECRE1_4217 $ONMISSION = 0 // integer values 00BA: text_styled 'ICC1_17' 5000 ms 5 // Distribution mission over 01E3: text_1number_styled 'ICC1_19' number $7857 time 5000 style 6 // Total deals done: ~1~ if not $282 == 1 // integer values jf @ICECRE1_4281 03F2: pedtype 8 remove_threat 1 :ICECRE1_4281 03F2: pedtype 7 remove_threat 1 03F2: pedtype 9 remove_threat 1 03F2: pedtype 11 remove_threat 1 03F2: pedtype 12 remove_threat 1 03F2: pedtype 14 remove_threat 1 Marker.Disable($7860) Marker.Disable($7861) Marker.Disable($7862) Marker.Disable($7863) Actor.RemoveReferences($7841) Actor.RemoveReferences($7843) Actor.RemoveReferences($7845) Actor.RemoveReferences($7847) 0151: remove_status_text $7857 0536: increment_drug_deals_made_by $7857 042F: save_record 2 integer $7857 mission_cleanup return //-------------Mission 84--------------- // Originally: Downtown Chopper Checkpoint :HELI1SC gosub @HELI1SC_36 if wasted_or_busted jf @HELI1SC_27 gosub @HELI1SC_1504 :HELI1SC_27 gosub @HELI1SC_1816 end_thread :HELI1SC_36 $ONMISSION = 1 // integer values thread 'HELI1SC' wait 0 if $1584 == 0 // integer values jf @HELI1SC_77 increment_mission_attempts :HELI1SC_77 $7879 = 0 // integer values $7509 = -649.0867 // floating-point values $7510 = 817.9553 // floating-point values $7511 = 58.3261 // floating-point values $7512 = -687.3981 // floating-point values $7513 = 877.8699 // floating-point values $7514 = 19.2173 // floating-point values $7515 = -680.991 // floating-point values $7516 = 1029.686 // floating-point values $7517 = 14.8169 // floating-point values $7518 = -685.7914 // floating-point values $7519 = 1160.218 // floating-point values $7520 = 40.7844 // floating-point values $7521 = -681.2288 // floating-point values $7522 = 1228.007 // floating-point values $7523 = 29.1385 // floating-point values $7524 = -715.1163 // floating-point values $7525 = 1268.305 // floating-point values $7526 = 18.9955 // floating-point values $7527 = -739.7144 // floating-point values $7528 = 1298.542 // floating-point values $7529 = 27.204 // floating-point values $7530 = -772.5856 // floating-point values $7531 = 1323.497 // floating-point values $7532 = 29.5571 // floating-point values $7533 = -778.6165 // floating-point values $7534 = 1364.642 // floating-point values $7535 = 28.01 // floating-point values $7536 = -737.8626 // floating-point values $7537 = 1385.702 // floating-point values $7538 = 17.6542 // floating-point values $7539 = -693.7673 // floating-point values $7540 = 1391.167 // floating-point values $7541 = 18.0634 // floating-point values $7542 = -621.21 // floating-point values $7543 = 1392.323 // floating-point values $7544 = 25.7998 // floating-point values $7545 = -568.3698 // floating-point values $7546 = 1334.939 // floating-point values $7547 = 16.9687 // floating-point values $7548 = -500.4854 // floating-point values $7549 = 1338.798 // floating-point values $7550 = 24.1703 // floating-point values $7551 = -450.2907 // floating-point values $7552 = 1330.691 // floating-point values $7553 = 19.1265 // floating-point values $7554 = -437.3096 // floating-point values $7555 = 1291.992 // floating-point values $7556 = 19.5951 // floating-point values $7557 = -437.1924 // floating-point values $7558 = 1241.37 // floating-point values $7559 = 20.7499 // floating-point values $7560 = -434.3281 // floating-point values $7561 = 1171.01 // floating-point values $7562 = 36.3199 // floating-point values $7563 = -433.3098 // floating-point values $7564 = 1130.9 // floating-point values $7565 = 59.1069 // floating-point values $7566 = -471.9337 // floating-point values $7567 = 1085.18 // floating-point values $7568 = 65.1073 // floating-point values $7569 = -527.0311 // floating-point values $7570 = 1030.004 // floating-point values $7571 = 80.0094 // floating-point values $7572 = -526.2093 // floating-point values $7573 = 894.1246 // floating-point values $7574 = 81.9624 // floating-point values $7575 = -479.8936 // floating-point values $7576 = 829.2973 // floating-point values $7577 = 38.6828 // floating-point values $7578 = -496.4014 // floating-point values $7579 = 746.3392 // floating-point values $7580 = 23.935 // floating-point values $7581 = -534.4188 // floating-point values $7582 = 739.7785 // floating-point values $7583 = 19.0812 // floating-point values $7584 = -574.4543 // floating-point values $7585 = 742.6052 // floating-point values $7586 = 18.3836 // floating-point values $7587 = -654.6465 // floating-point values $7588 = 751.4898 // floating-point values $7589 = 19.9269 // floating-point values $7590 = -673.5525 // floating-point values $7591 = 819.5656 // floating-point values $7592 = 20.429 // floating-point values $7593 = -658.4943 // floating-point values $7594 = 917.7946 // floating-point values $7595 = 22.8624 // floating-point values gosub @HELI1SC_1847 00BC: text_highpriority 'HELI_1A' 15000 ms 1 // Test your skills with the Sparrow, see how quickly you can complete the course. 018A: $7877 = create_checkpoint_at $7881 $7882 $7883 Marker.SetColor($7877, 5) 018B: show_on_radar $7877 2 0168: set_blip $7877 size 3 018A: $7878 = create_checkpoint_at $7884 $7885 $7886 Marker.SetColor($7878, 5) 018B: show_on_radar $7878 2 0168: set_blip $7878 size 2 0166: set_marker $7878 brightness_to 1 $7880 = 0 // integer values 03C3: set_timer_with_text_to $7880 type 0 text 'RACES' // TIME: if 00E0: player $PLAYER_CHAR driving jf @HELI1SC_1106 00DA: $7876 = player $PLAYER_CHAR car jump @HELI1SC_1113 :HELI1SC_1106 jump @HELI1SC_1504 :HELI1SC_1113 if not $7879 == 29 // integer values jf @HELI1SC_1497 wait 0 if Car.Wrecked($7876) jf @HELI1SC_1158 jump @HELI1SC_1504 :HELI1SC_1158 if 80DC: not player $PLAYER_CHAR driving $7876 jf @HELI1SC_1184 jump @HELI1SC_1504 :HELI1SC_1184 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7881 $7882 $7883 radius 5.0 5.0 5.0 jf @HELI1SC_1410 018C: play_sound 1 at 0.0 0.0 0.0 $7879 += 1 // integer values Marker.Disable($7877) Marker.Disable($7878) gosub @HELI1SC_1847 018A: $7877 = create_checkpoint_at $7881 $7882 $7883 Marker.SetColor($7877, 5) 018B: show_on_radar $7877 2 0168: set_blip $7877 size 3 if 28 > $7879 // integer values jf @HELI1SC_1403 018A: $7878 = create_checkpoint_at $7884 $7885 $7886 018B: show_on_radar $7878 2 0168: set_blip $7878 size 2 0166: set_marker $7878 brightness_to 1 if 27 > $7879 // integer values jf @HELI1SC_1389 Marker.SetColor($7878, 5) jump @HELI1SC_1396 :HELI1SC_1389 Marker.SetColor($7878, 0) :HELI1SC_1396 jump @HELI1SC_1410 :HELI1SC_1403 Marker.SetColor($7877, 0) :HELI1SC_1410 if $7879 == 28 // integer values jf @HELI1SC_1462 04D5: create_corona_at $7881 $7882 $7883 radius 4.5 type 6 flare 0 RGB 200 0 0 jump @HELI1SC_1490 :HELI1SC_1462 04D5: create_corona_at $7881 $7882 $7883 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI1SC_1490 jump @HELI1SC_1113 :HELI1SC_1497 jump @HELI1SC_1521 :HELI1SC_1504 00BC: text_highpriority 'HELI_F1' 5000 ms 1 // ~r~Heli Checkpoint mission cancelled! return :HELI1SC_1521 01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1 // Course Complete! $ ~1~ Player.Money($PLAYER_CHAR) += 100 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 if $1584 == 0 // integer values jf @HELI1SC_1585 030C: progress_made += 1 0595: mission_complete $1584 = 1 // integer values :HELI1SC_1585 $7880 /= 1000 // integer values 042E: downdate_integer_stat 12 to $7880 0084: $7459 = $7880 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $7880 // integer values and handles 0060: $7460 -= $7453 // integer values if 001C: $413 > $7880 // integer values jf @HELI1SC_1747 0084: $413 = $7880 // integer values and handles if $7460 > 9 // integer values jf @HELI1SC_1719 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @HELI1SC_1740 :HELI1SC_1719 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :HELI1SC_1740 jump @HELI1SC_1814 :HELI1SC_1747 if $7460 > 9 // integer values jf @HELI1SC_1793 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @HELI1SC_1814 :HELI1SC_1793 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :HELI1SC_1814 return :HELI1SC_1816 $ONMISSION = 0 // integer values 014F: stop_timer $7880 Marker.Disable($7877) Marker.Disable($7878) 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :HELI1SC_1847 if $7879 == 0 // integer values jf @HELI1SC_1913 0086: $7881 = $7509 // floating-point values only 0086: $7882 = $7510 // floating-point values only 0086: $7883 = $7511 // floating-point values only 0086: $7884 = $7512 // floating-point values only 0086: $7885 = $7513 // floating-point values only 0086: $7886 = $7514 // floating-point values only :HELI1SC_1913 if $7879 == 1 // integer values jf @HELI1SC_1979 0086: $7881 = $7512 // floating-point values only 0086: $7882 = $7513 // floating-point values only 0086: $7883 = $7514 // floating-point values only 0086: $7884 = $7515 // floating-point values only 0086: $7885 = $7516 // floating-point values only 0086: $7886 = $7517 // floating-point values only :HELI1SC_1979 if $7879 == 2 // integer values jf @HELI1SC_2045 0086: $7881 = $7515 // floating-point values only 0086: $7882 = $7516 // floating-point values only 0086: $7883 = $7517 // floating-point values only 0086: $7884 = $7518 // floating-point values only 0086: $7885 = $7519 // floating-point values only 0086: $7886 = $7520 // floating-point values only :HELI1SC_2045 if $7879 == 3 // integer values jf @HELI1SC_2111 0086: $7881 = $7518 // floating-point values only 0086: $7882 = $7519 // floating-point values only 0086: $7883 = $7520 // floating-point values only 0086: $7884 = $7521 // floating-point values only 0086: $7885 = $7522 // floating-point values only 0086: $7886 = $7523 // floating-point values only :HELI1SC_2111 if $7879 == 4 // integer values jf @HELI1SC_2177 0086: $7881 = $7521 // floating-point values only 0086: $7882 = $7522 // floating-point values only 0086: $7883 = $7523 // floating-point values only 0086: $7884 = $7524 // floating-point values only 0086: $7885 = $7525 // floating-point values only 0086: $7886 = $7526 // floating-point values only :HELI1SC_2177 if $7879 == 5 // integer values jf @HELI1SC_2243 0086: $7881 = $7524 // floating-point values only 0086: $7882 = $7525 // floating-point values only 0086: $7883 = $7526 // floating-point values only 0086: $7884 = $7527 // floating-point values only 0086: $7885 = $7528 // floating-point values only 0086: $7886 = $7529 // floating-point values only :HELI1SC_2243 if $7879 == 6 // integer values jf @HELI1SC_2309 0086: $7881 = $7527 // floating-point values only 0086: $7882 = $7528 // floating-point values only 0086: $7883 = $7529 // floating-point values only 0086: $7884 = $7530 // floating-point values only 0086: $7885 = $7531 // floating-point values only 0086: $7886 = $7532 // floating-point values only :HELI1SC_2309 if $7879 == 7 // integer values jf @HELI1SC_2375 0086: $7881 = $7530 // floating-point values only 0086: $7882 = $7531 // floating-point values only 0086: $7883 = $7532 // floating-point values only 0086: $7884 = $7533 // floating-point values only 0086: $7885 = $7534 // floating-point values only 0086: $7886 = $7535 // floating-point values only :HELI1SC_2375 if $7879 == 8 // integer values jf @HELI1SC_2441 0086: $7881 = $7533 // floating-point values only 0086: $7882 = $7534 // floating-point values only 0086: $7883 = $7535 // floating-point values only 0086: $7884 = $7536 // floating-point values only 0086: $7885 = $7537 // floating-point values only 0086: $7886 = $7538 // floating-point values only :HELI1SC_2441 if $7879 == 9 // integer values jf @HELI1SC_2507 0086: $7881 = $7536 // floating-point values only 0086: $7882 = $7537 // floating-point values only 0086: $7883 = $7538 // floating-point values only 0086: $7884 = $7539 // floating-point values only 0086: $7885 = $7540 // floating-point values only 0086: $7886 = $7541 // floating-point values only :HELI1SC_2507 if $7879 == 10 // integer values jf @HELI1SC_2573 0086: $7881 = $7539 // floating-point values only 0086: $7882 = $7540 // floating-point values only 0086: $7883 = $7541 // floating-point values only 0086: $7884 = $7542 // floating-point values only 0086: $7885 = $7543 // floating-point values only 0086: $7886 = $7544 // floating-point values only :HELI1SC_2573 if $7879 == 11 // integer values jf @HELI1SC_2639 0086: $7881 = $7542 // floating-point values only 0086: $7882 = $7543 // floating-point values only 0086: $7883 = $7544 // floating-point values only 0086: $7884 = $7545 // floating-point values only 0086: $7885 = $7546 // floating-point values only 0086: $7886 = $7547 // floating-point values only :HELI1SC_2639 if $7879 == 12 // integer values jf @HELI1SC_2705 0086: $7881 = $7545 // floating-point values only 0086: $7882 = $7546 // floating-point values only 0086: $7883 = $7547 // floating-point values only 0086: $7884 = $7548 // floating-point values only 0086: $7885 = $7549 // floating-point values only 0086: $7886 = $7550 // floating-point values only :HELI1SC_2705 if $7879 == 13 // integer values jf @HELI1SC_2771 0086: $7881 = $7548 // floating-point values only 0086: $7882 = $7549 // floating-point values only 0086: $7883 = $7550 // floating-point values only 0086: $7884 = $7551 // floating-point values only 0086: $7885 = $7552 // floating-point values only 0086: $7886 = $7553 // floating-point values only :HELI1SC_2771 if $7879 == 14 // integer values jf @HELI1SC_2837 0086: $7881 = $7551 // floating-point values only 0086: $7882 = $7552 // floating-point values only 0086: $7883 = $7553 // floating-point values only 0086: $7884 = $7554 // floating-point values only 0086: $7885 = $7555 // floating-point values only 0086: $7886 = $7556 // floating-point values only :HELI1SC_2837 if $7879 == 15 // integer values jf @HELI1SC_2903 0086: $7881 = $7554 // floating-point values only 0086: $7882 = $7555 // floating-point values only 0086: $7883 = $7556 // floating-point values only 0086: $7884 = $7557 // floating-point values only 0086: $7885 = $7558 // floating-point values only 0086: $7886 = $7559 // floating-point values only :HELI1SC_2903 if $7879 == 16 // integer values jf @HELI1SC_2969 0086: $7881 = $7557 // floating-point values only 0086: $7882 = $7558 // floating-point values only 0086: $7883 = $7559 // floating-point values only 0086: $7884 = $7560 // floating-point values only 0086: $7885 = $7561 // floating-point values only 0086: $7886 = $7562 // floating-point values only :HELI1SC_2969 if $7879 == 17 // integer values jf @HELI1SC_3035 0086: $7881 = $7560 // floating-point values only 0086: $7882 = $7561 // floating-point values only 0086: $7883 = $7562 // floating-point values only 0086: $7884 = $7563 // floating-point values only 0086: $7885 = $7564 // floating-point values only 0086: $7886 = $7565 // floating-point values only :HELI1SC_3035 if $7879 == 18 // integer values jf @HELI1SC_3101 0086: $7881 = $7563 // floating-point values only 0086: $7882 = $7564 // floating-point values only 0086: $7883 = $7565 // floating-point values only 0086: $7884 = $7566 // floating-point values only 0086: $7885 = $7567 // floating-point values only 0086: $7886 = $7568 // floating-point values only :HELI1SC_3101 if $7879 == 19 // integer values jf @HELI1SC_3167 0086: $7881 = $7566 // floating-point values only 0086: $7882 = $7567 // floating-point values only 0086: $7883 = $7568 // floating-point values only 0086: $7884 = $7569 // floating-point values only 0086: $7885 = $7570 // floating-point values only 0086: $7886 = $7571 // floating-point values only :HELI1SC_3167 if $7879 == 20 // integer values jf @HELI1SC_3233 0086: $7881 = $7569 // floating-point values only 0086: $7882 = $7570 // floating-point values only 0086: $7883 = $7571 // floating-point values only 0086: $7884 = $7572 // floating-point values only 0086: $7885 = $7573 // floating-point values only 0086: $7886 = $7574 // floating-point values only :HELI1SC_3233 if $7879 == 21 // integer values jf @HELI1SC_3299 0086: $7881 = $7572 // floating-point values only 0086: $7882 = $7573 // floating-point values only 0086: $7883 = $7574 // floating-point values only 0086: $7884 = $7575 // floating-point values only 0086: $7885 = $7576 // floating-point values only 0086: $7886 = $7577 // floating-point values only :HELI1SC_3299 if $7879 == 22 // integer values jf @HELI1SC_3365 0086: $7881 = $7575 // floating-point values only 0086: $7882 = $7576 // floating-point values only 0086: $7883 = $7577 // floating-point values only 0086: $7884 = $7578 // floating-point values only 0086: $7885 = $7579 // floating-point values only 0086: $7886 = $7580 // floating-point values only :HELI1SC_3365 if $7879 == 23 // integer values jf @HELI1SC_3431 0086: $7881 = $7578 // floating-point values only 0086: $7882 = $7579 // floating-point values only 0086: $7883 = $7580 // floating-point values only 0086: $7884 = $7581 // floating-point values only 0086: $7885 = $7582 // floating-point values only 0086: $7886 = $7583 // floating-point values only :HELI1SC_3431 if $7879 == 24 // integer values jf @HELI1SC_3497 0086: $7881 = $7581 // floating-point values only 0086: $7882 = $7582 // floating-point values only 0086: $7883 = $7583 // floating-point values only 0086: $7884 = $7584 // floating-point values only 0086: $7885 = $7585 // floating-point values only 0086: $7886 = $7586 // floating-point values only :HELI1SC_3497 if $7879 == 25 // integer values jf @HELI1SC_3563 0086: $7881 = $7584 // floating-point values only 0086: $7882 = $7585 // floating-point values only 0086: $7883 = $7586 // floating-point values only 0086: $7884 = $7587 // floating-point values only 0086: $7885 = $7588 // floating-point values only 0086: $7886 = $7589 // floating-point values only :HELI1SC_3563 if $7879 == 26 // integer values jf @HELI1SC_3629 0086: $7881 = $7587 // floating-point values only 0086: $7882 = $7588 // floating-point values only 0086: $7883 = $7589 // floating-point values only 0086: $7884 = $7590 // floating-point values only 0086: $7885 = $7591 // floating-point values only 0086: $7886 = $7592 // floating-point values only :HELI1SC_3629 if $7879 == 27 // integer values jf @HELI1SC_3695 0086: $7881 = $7590 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only 0086: $7885 = $7594 // floating-point values only 0086: $7886 = $7595 // floating-point values only :HELI1SC_3695 if $7879 == 28 // integer values jf @HELI1SC_3761 0086: $7881 = $7593 // floating-point values only 0086: $7882 = $7594 // floating-point values only 0086: $7883 = $7595 // floating-point values only 0086: $7884 = $7593 // floating-point values only 0086: $7885 = $7594 // floating-point values only 0086: $7886 = $7595 // floating-point values only :HELI1SC_3761 return //-------------Mission 85--------------- // Originally: Ocean Beach Chopper Checkpoint :HELI2SC gosub @HELI2SC_36 if wasted_or_busted jf @HELI2SC_27 gosub @HELI2SC_1144 :HELI2SC_27 gosub @HELI2SC_1456 end_thread :HELI2SC_36 $ONMISSION = 1 // integer values $7879 = 0 // integer values thread 'HELI2SC' wait 0 if $1585 == 0 // integer values jf @HELI2SC_84 increment_mission_attempts :HELI2SC_84 $7509 = 77.8349 // floating-point values $7510 = -1224.688 // floating-point values $7511 = 17.9498 // floating-point values $7512 = 103.4742 // floating-point values $7513 = -1127.885 // floating-point values $7514 = 18.187 // floating-point values $7515 = 203.3635 // floating-point values $7516 = -1135.508 // floating-point values $7517 = 21.531 // floating-point values $7518 = 260.3221 // floating-point values $7519 = -1217.484 // floating-point values $7520 = 13.0769 // floating-point values $7521 = 164.5704 // floating-point values $7522 = -1245.728 // floating-point values $7523 = 21.9229 // floating-point values $7524 = 70.0126 // floating-point values $7525 = -1278.617 // floating-point values $7526 = 19.1218 // floating-point values $7527 = 37.6583 // floating-point values $7528 = -1373.451 // floating-point values $7529 = 19.4852 // floating-point values $7530 = -61.5636 // floating-point values $7531 = -1381.003 // floating-point values $7532 = 30.3879 // floating-point values $7533 = -155.5676 // floating-point values $7534 = -1349.141 // floating-point values $7535 = 17.5384 // floating-point values $7536 = -185.4706 // floating-point values $7537 = -1444.637 // floating-point values $7538 = 14.7326 // floating-point values $7539 = -113.9027 // floating-point values $7540 = -1513.1 // floating-point values $7541 = 29.4323 // floating-point values $7542 = -27.0724 // floating-point values $7543 = -1561.844 // floating-point values $7544 = 19.2416 // floating-point values $7545 = 52.9751 // floating-point values $7546 = -1502.762 // floating-point values $7547 = 32.7119 // floating-point values $7548 = 128.6115 // floating-point values $7549 = -1438.513 // floating-point values $7550 = 19.4189 // floating-point values $7551 = 178.8131 // floating-point values $7552 = -1351.66 // floating-point values $7553 = 23.4365 // floating-point values $7554 = 140.4057 // floating-point values $7555 = -1259.035 // floating-point values $7556 = 23.2808 // floating-point values $7557 = 49.463 // floating-point values $7558 = -1300.512 // floating-point values $7559 = 18.1885 // floating-point values gosub @HELI2SC_1487 00BC: text_highpriority 'HELI_1A' 15000 ms 1 // Test your skills with the Sparrow, see how quickly you can complete the course. 018A: $7877 = create_checkpoint_at $7881 $7882 $7883 Marker.SetColor($7877, 5) 018B: show_on_radar $7877 2 0168: set_blip $7877 size 3 018A: $7878 = create_checkpoint_at $7884 $7885 $7886 Marker.SetColor($7878, 5) 018B: show_on_radar $7878 2 0168: set_blip $7878 size 2 0166: set_marker $7878 brightness_to 1 $7880 = 0 // integer values 03C3: set_timer_with_text_to $7880 type 0 text 'RACES' // TIME: if 00E0: player $PLAYER_CHAR driving jf @HELI2SC_746 00DA: $7876 = player $PLAYER_CHAR car jump @HELI2SC_753 :HELI2SC_746 jump @HELI2SC_1144 :HELI2SC_753 if not $7879 == 17 // integer values jf @HELI2SC_1137 wait 0 if Car.Wrecked($7876) jf @HELI2SC_798 jump @HELI2SC_1144 :HELI2SC_798 if 80DC: not player $PLAYER_CHAR driving $7876 jf @HELI2SC_824 jump @HELI2SC_1144 :HELI2SC_824 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7881 $7882 $7883 radius 5.0 5.0 5.0 jf @HELI2SC_1050 018C: play_sound 1 at 0.0 0.0 0.0 $7879 += 1 // integer values Marker.Disable($7877) Marker.Disable($7878) gosub @HELI2SC_1487 018A: $7877 = create_checkpoint_at $7881 $7882 $7883 Marker.SetColor($7877, 5) 018B: show_on_radar $7877 2 0168: set_blip $7877 size 3 if 16 > $7879 // integer values jf @HELI2SC_1043 018A: $7878 = create_checkpoint_at $7884 $7885 $7886 018B: show_on_radar $7878 2 0168: set_blip $7878 size 2 0166: set_marker $7878 brightness_to 1 if 15 > $7879 // integer values jf @HELI2SC_1029 Marker.SetColor($7878, 5) jump @HELI2SC_1036 :HELI2SC_1029 Marker.SetColor($7878, 0) :HELI2SC_1036 jump @HELI2SC_1050 :HELI2SC_1043 Marker.SetColor($7877, 0) :HELI2SC_1050 if $7879 == 16 // integer values jf @HELI2SC_1102 04D5: create_corona_at $7881 $7882 $7883 radius 4.5 type 6 flare 0 RGB 200 0 0 jump @HELI2SC_1130 :HELI2SC_1102 04D5: create_corona_at $7881 $7882 $7883 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI2SC_1130 jump @HELI2SC_753 :HELI2SC_1137 jump @HELI2SC_1161 :HELI2SC_1144 00BC: text_highpriority 'HELI_F1' 5000 ms 1 // ~r~Heli Checkpoint mission cancelled! return :HELI2SC_1161 01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1 // Course Complete! $ ~1~ Player.Money($PLAYER_CHAR) += 100 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 if $1585 == 0 // integer values jf @HELI2SC_1225 030C: progress_made += 1 0595: mission_complete $1585 = 1 // integer values :HELI2SC_1225 $7880 /= 1000 // integer values 042E: downdate_integer_stat 13 to $7880 0084: $7459 = $7880 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $7880 // integer values and handles 0060: $7460 -= $7453 // integer values if 001C: $414 > $7880 // integer values jf @HELI2SC_1387 0084: $414 = $7880 // integer values and handles if $7460 > 9 // integer values jf @HELI2SC_1359 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @HELI2SC_1380 :HELI2SC_1359 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :HELI2SC_1380 jump @HELI2SC_1454 :HELI2SC_1387 if $7460 > 9 // integer values jf @HELI2SC_1433 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @HELI2SC_1454 :HELI2SC_1433 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :HELI2SC_1454 return :HELI2SC_1456 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 014F: stop_timer $7880 Marker.Disable($7877) Marker.Disable($7878) mission_cleanup return :HELI2SC_1487 if $7879 == 0 // integer values jf @HELI2SC_1553 0086: $7881 = $7509 // floating-point values only 0086: $7882 = $7510 // floating-point values only 0086: $7883 = $7511 // floating-point values only 0086: $7884 = $7512 // floating-point values only 0086: $7885 = $7513 // floating-point values only 0086: $7886 = $7514 // floating-point values only :HELI2SC_1553 if $7879 == 1 // integer values jf @HELI2SC_1619 0086: $7881 = $7512 // floating-point values only 0086: $7882 = $7513 // floating-point values only 0086: $7883 = $7514 // floating-point values only 0086: $7884 = $7515 // floating-point values only 0086: $7885 = $7516 // floating-point values only 0086: $7886 = $7517 // floating-point values only :HELI2SC_1619 if $7879 == 2 // integer values jf @HELI2SC_1685 0086: $7881 = $7515 // floating-point values only 0086: $7882 = $7516 // floating-point values only 0086: $7883 = $7517 // floating-point values only 0086: $7884 = $7518 // floating-point values only 0086: $7885 = $7519 // floating-point values only 0086: $7886 = $7520 // floating-point values only :HELI2SC_1685 if $7879 == 3 // integer values jf @HELI2SC_1751 0086: $7881 = $7518 // floating-point values only 0086: $7882 = $7519 // floating-point values only 0086: $7883 = $7520 // floating-point values only 0086: $7884 = $7521 // floating-point values only 0086: $7885 = $7522 // floating-point values only 0086: $7886 = $7523 // floating-point values only :HELI2SC_1751 if $7879 == 4 // integer values jf @HELI2SC_1817 0086: $7881 = $7521 // floating-point values only 0086: $7882 = $7522 // floating-point values only 0086: $7883 = $7523 // floating-point values only 0086: $7884 = $7524 // floating-point values only 0086: $7885 = $7525 // floating-point values only 0086: $7886 = $7526 // floating-point values only :HELI2SC_1817 if $7879 == 5 // integer values jf @HELI2SC_1883 0086: $7881 = $7524 // floating-point values only 0086: $7882 = $7525 // floating-point values only 0086: $7883 = $7526 // floating-point values only 0086: $7884 = $7527 // floating-point values only 0086: $7885 = $7528 // floating-point values only 0086: $7886 = $7529 // floating-point values only :HELI2SC_1883 if $7879 == 6 // integer values jf @HELI2SC_1949 0086: $7881 = $7527 // floating-point values only 0086: $7882 = $7528 // floating-point values only 0086: $7883 = $7529 // floating-point values only 0086: $7884 = $7530 // floating-point values only 0086: $7885 = $7531 // floating-point values only 0086: $7886 = $7532 // floating-point values only :HELI2SC_1949 if $7879 == 7 // integer values jf @HELI2SC_2015 0086: $7881 = $7530 // floating-point values only 0086: $7882 = $7531 // floating-point values only 0086: $7883 = $7532 // floating-point values only 0086: $7884 = $7533 // floating-point values only 0086: $7885 = $7534 // floating-point values only 0086: $7886 = $7535 // floating-point values only :HELI2SC_2015 if $7879 == 8 // integer values jf @HELI2SC_2081 0086: $7881 = $7533 // floating-point values only 0086: $7882 = $7534 // floating-point values only 0086: $7883 = $7535 // floating-point values only 0086: $7884 = $7536 // floating-point values only 0086: $7885 = $7537 // floating-point values only 0086: $7886 = $7538 // floating-point values only :HELI2SC_2081 if $7879 == 9 // integer values jf @HELI2SC_2147 0086: $7881 = $7536 // floating-point values only 0086: $7882 = $7537 // floating-point values only 0086: $7883 = $7538 // floating-point values only 0086: $7884 = $7539 // floating-point values only 0086: $7885 = $7540 // floating-point values only 0086: $7886 = $7541 // floating-point values only :HELI2SC_2147 if $7879 == 10 // integer values jf @HELI2SC_2213 0086: $7881 = $7539 // floating-point values only 0086: $7882 = $7540 // floating-point values only 0086: $7883 = $7541 // floating-point values only 0086: $7884 = $7542 // floating-point values only 0086: $7885 = $7543 // floating-point values only 0086: $7886 = $7544 // floating-point values only :HELI2SC_2213 if $7879 == 11 // integer values jf @HELI2SC_2279 0086: $7881 = $7542 // floating-point values only 0086: $7882 = $7543 // floating-point values only 0086: $7883 = $7544 // floating-point values only 0086: $7884 = $7545 // floating-point values only 0086: $7885 = $7546 // floating-point values only 0086: $7886 = $7547 // floating-point values only :HELI2SC_2279 if $7879 == 12 // integer values jf @HELI2SC_2345 0086: $7881 = $7545 // floating-point values only 0086: $7882 = $7546 // floating-point values only 0086: $7883 = $7547 // floating-point values only 0086: $7884 = $7548 // floating-point values only 0086: $7885 = $7549 // floating-point values only 0086: $7886 = $7550 // floating-point values only :HELI2SC_2345 if $7879 == 13 // integer values jf @HELI2SC_2411 0086: $7881 = $7548 // floating-point values only 0086: $7882 = $7549 // floating-point values only 0086: $7883 = $7550 // floating-point values only 0086: $7884 = $7551 // floating-point values only 0086: $7885 = $7552 // floating-point values only 0086: $7886 = $7553 // floating-point values only :HELI2SC_2411 if $7879 == 14 // integer values jf @HELI2SC_2477 0086: $7881 = $7551 // floating-point values only 0086: $7882 = $7552 // floating-point values only 0086: $7883 = $7553 // floating-point values only 0086: $7884 = $7554 // floating-point values only 0086: $7885 = $7555 // floating-point values only 0086: $7886 = $7556 // floating-point values only :HELI2SC_2477 if $7879 == 15 // integer values jf @HELI2SC_2543 0086: $7881 = $7554 // floating-point values only 0086: $7882 = $7555 // floating-point values only 0086: $7883 = $7556 // floating-point values only 0086: $7884 = $7557 // floating-point values only 0086: $7885 = $7558 // floating-point values only 0086: $7886 = $7559 // floating-point values only :HELI2SC_2543 if $7879 == 16 // integer values jf @HELI2SC_2609 0086: $7881 = $7557 // floating-point values only 0086: $7882 = $7558 // floating-point values only 0086: $7883 = $7559 // floating-point values only 0086: $7884 = $7560 // floating-point values only 0086: $7885 = $7561 // floating-point values only 0086: $7886 = $7562 // floating-point values only :HELI2SC_2609 if $7879 == 17 // integer values jf @HELI2SC_2675 0086: $7881 = $7560 // floating-point values only 0086: $7882 = $7561 // floating-point values only 0086: $7883 = $7562 // floating-point values only 0086: $7884 = $7563 // floating-point values only 0086: $7885 = $7564 // floating-point values only 0086: $7886 = $7565 // floating-point values only :HELI2SC_2675 if $7879 == 18 // integer values jf @HELI2SC_2741 0086: $7881 = $7563 // floating-point values only 0086: $7882 = $7564 // floating-point values only 0086: $7883 = $7565 // floating-point values only 0086: $7884 = $7566 // floating-point values only 0086: $7885 = $7567 // floating-point values only 0086: $7886 = $7568 // floating-point values only :HELI2SC_2741 if $7879 == 19 // integer values jf @HELI2SC_2807 0086: $7881 = $7566 // floating-point values only 0086: $7882 = $7567 // floating-point values only 0086: $7883 = $7568 // floating-point values only 0086: $7884 = $7569 // floating-point values only 0086: $7885 = $7570 // floating-point values only 0086: $7886 = $7571 // floating-point values only :HELI2SC_2807 if $7879 == 20 // integer values jf @HELI2SC_2873 0086: $7881 = $7569 // floating-point values only 0086: $7882 = $7570 // floating-point values only 0086: $7883 = $7571 // floating-point values only 0086: $7884 = $7572 // floating-point values only 0086: $7885 = $7573 // floating-point values only 0086: $7886 = $7574 // floating-point values only :HELI2SC_2873 if $7879 == 21 // integer values jf @HELI2SC_2939 0086: $7881 = $7572 // floating-point values only 0086: $7882 = $7573 // floating-point values only 0086: $7883 = $7574 // floating-point values only 0086: $7884 = $7575 // floating-point values only 0086: $7885 = $7576 // floating-point values only 0086: $7886 = $7577 // floating-point values only :HELI2SC_2939 if $7879 == 22 // integer values jf @HELI2SC_3005 0086: $7881 = $7575 // floating-point values only 0086: $7882 = $7576 // floating-point values only 0086: $7883 = $7577 // floating-point values only 0086: $7884 = $7578 // floating-point values only 0086: $7885 = $7579 // floating-point values only 0086: $7886 = $7580 // floating-point values only :HELI2SC_3005 if $7879 == 23 // integer values jf @HELI2SC_3071 0086: $7881 = $7578 // floating-point values only 0086: $7882 = $7579 // floating-point values only 0086: $7883 = $7580 // floating-point values only 0086: $7884 = $7581 // floating-point values only 0086: $7885 = $7582 // floating-point values only 0086: $7886 = $7583 // floating-point values only :HELI2SC_3071 if $7879 == 24 // integer values jf @HELI2SC_3137 0086: $7881 = $7581 // floating-point values only 0086: $7882 = $7582 // floating-point values only 0086: $7883 = $7583 // floating-point values only 0086: $7884 = $7584 // floating-point values only 0086: $7885 = $7585 // floating-point values only 0086: $7886 = $7586 // floating-point values only :HELI2SC_3137 if $7879 == 25 // integer values jf @HELI2SC_3203 0086: $7881 = $7584 // floating-point values only 0086: $7882 = $7585 // floating-point values only 0086: $7883 = $7586 // floating-point values only 0086: $7884 = $7587 // floating-point values only 0086: $7885 = $7588 // floating-point values only 0086: $7886 = $7589 // floating-point values only :HELI2SC_3203 if $7879 == 26 // integer values jf @HELI2SC_3269 0086: $7881 = $7587 // floating-point values only 0086: $7882 = $7588 // floating-point values only 0086: $7883 = $7589 // floating-point values only 0086: $7884 = $7590 // floating-point values only 0086: $7885 = $7591 // floating-point values only 0086: $7886 = $7592 // floating-point values only :HELI2SC_3269 if $7879 == 27 // integer values jf @HELI2SC_3335 0086: $7881 = $7590 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only 0086: $7885 = $7594 // floating-point values only 0086: $7886 = $7595 // floating-point values only :HELI2SC_3335 if $7879 == 28 // integer values jf @HELI2SC_3401 0086: $7881 = $7593 // floating-point values only 0086: $7882 = $7594 // floating-point values only 0086: $7883 = $7595 // floating-point values only 0086: $7884 = $7593 // floating-point values only 0086: $7885 = $7594 // floating-point values only 0086: $7886 = $7595 // floating-point values only :HELI2SC_3401 return //-------------Mission 86--------------- // Originally: Vice Point Chopper Checkpoint :HELI3SC gosub @HELI3SC_36 if wasted_or_busted jf @HELI3SC_27 gosub @HELI3SC_1144 :HELI3SC_27 gosub @HELI3SC_1456 end_thread :HELI3SC_36 $ONMISSION = 1 // integer values $7879 = 0 // integer values thread 'HELI3SC' wait 0 if $1586 == 0 // integer values jf @HELI3SC_84 increment_mission_attempts :HELI3SC_84 $7509 = 418.872 // floating-point values $7510 = 424.212 // floating-point values $7511 = 23.939 // floating-point values $7512 = 468.2843 // floating-point values $7513 = 511.3465 // floating-point values $7514 = 17.8339 // floating-point values $7515 = 388.0189 // floating-point values $7516 = 570.6234 // floating-point values $7517 = 24.7767 // floating-point values $7518 = 402.4129 // floating-point values $7519 = 669.7875 // floating-point values $7520 = 19.5342 // floating-point values $7521 = 414.7332 // floating-point values $7522 = 768.9945 // floating-point values $7523 = 26.2997 // floating-point values $7524 = 404.726 // floating-point values $7525 = 868.2524 // floating-point values $7526 = 36.0822 // floating-point values $7527 = 431.2298 // floating-point values $7528 = 964.5178 // floating-point values $7529 = 25.8298 // floating-point values $7530 = 530.7483 // floating-point values $7531 = 954.3203 // floating-point values $7532 = 19.5602 // floating-point values $7533 = 560.0611 // floating-point values $7534 = 858.4435 // floating-point values $7535 = 22.8934 // floating-point values $7536 = 535.6741 // floating-point values $7537 = 761.8905 // floating-point values $7538 = 34.4453 // floating-point values $7539 = 436.7039 // floating-point values $7540 = 759.5037 // floating-point values $7541 = 20.3001 // floating-point values $7542 = 416.7489 // floating-point values $7543 = 661.619 // floating-point values $7544 = 14.1113 // floating-point values $7545 = 365.7069 // floating-point values $7546 = 575.3921 // floating-point values $7547 = 13.7494 // floating-point values $7548 = 368.4762 // floating-point values $7549 = 474.9647 // floating-point values $7550 = 21.6989 // floating-point values $7551 = 325.9177 // floating-point values $7552 = 384.3626 // floating-point values $7553 = 16.9171 // floating-point values $7554 = 362.0646 // floating-point values $7555 = 291.0115 // floating-point values $7556 = 22.9123 // floating-point values $7557 = 299.0425 // floating-point values $7558 = 366.165 // floating-point values $7559 = 44.0408 // floating-point values gosub @HELI3SC_1487 00BC: text_highpriority 'HELI_1A' 15000 ms 1 // Test your skills with the Sparrow, see how quickly you can complete the course. 018A: $7877 = create_checkpoint_at $7881 $7882 $7883 Marker.SetColor($7877, 5) 018B: show_on_radar $7877 2 0168: set_blip $7877 size 3 018A: $7878 = create_checkpoint_at $7884 $7885 $7886 Marker.SetColor($7878, 5) 018B: show_on_radar $7878 2 0168: set_blip $7878 size 2 0166: set_marker $7878 brightness_to 1 $7880 = 0 // integer values 03C3: set_timer_with_text_to $7880 type 0 text 'RACES' // TIME: if 00E0: player $PLAYER_CHAR driving jf @HELI3SC_746 00DA: $7876 = player $PLAYER_CHAR car jump @HELI3SC_753 :HELI3SC_746 jump @HELI3SC_1144 :HELI3SC_753 if not $7879 == 17 // integer values jf @HELI3SC_1137 wait 0 if Car.Wrecked($7876) jf @HELI3SC_798 jump @HELI3SC_1144 :HELI3SC_798 if 80DC: not player $PLAYER_CHAR driving $7876 jf @HELI3SC_824 jump @HELI3SC_1144 :HELI3SC_824 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7881 $7882 $7883 radius 5.0 5.0 5.0 jf @HELI3SC_1050 018C: play_sound 1 at 0.0 0.0 0.0 $7879 += 1 // integer values Marker.Disable($7877) Marker.Disable($7878) gosub @HELI3SC_1487 018A: $7877 = create_checkpoint_at $7881 $7882 $7883 Marker.SetColor($7877, 5) 018B: show_on_radar $7877 2 0168: set_blip $7877 size 3 if 16 > $7879 // integer values jf @HELI3SC_1043 018A: $7878 = create_checkpoint_at $7884 $7885 $7886 018B: show_on_radar $7878 2 0168: set_blip $7878 size 2 0166: set_marker $7878 brightness_to 1 if 15 > $7879 // integer values jf @HELI3SC_1029 Marker.SetColor($7878, 5) jump @HELI3SC_1036 :HELI3SC_1029 Marker.SetColor($7878, 0) :HELI3SC_1036 jump @HELI3SC_1050 :HELI3SC_1043 Marker.SetColor($7877, 0) :HELI3SC_1050 if $7879 == 16 // integer values jf @HELI3SC_1102 04D5: create_corona_at $7881 $7882 $7883 radius 4.5 type 6 flare 0 RGB 200 0 0 jump @HELI3SC_1130 :HELI3SC_1102 04D5: create_corona_at $7881 $7882 $7883 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI3SC_1130 jump @HELI3SC_753 :HELI3SC_1137 jump @HELI3SC_1161 :HELI3SC_1144 00BC: text_highpriority 'HELI_F1' 5000 ms 1 // ~r~Heli Checkpoint mission cancelled! return :HELI3SC_1161 01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1 // Course Complete! $ ~1~ Player.Money($PLAYER_CHAR) += 100 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 if $1586 == 0 // integer values jf @HELI3SC_1225 030C: progress_made += 1 0595: mission_complete $1586 = 1 // integer values :HELI3SC_1225 $7880 /= 1000 // integer values 042E: downdate_integer_stat 14 to $7880 0084: $7459 = $7880 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $7880 // integer values and handles 0060: $7460 -= $7453 // integer values if 001C: $415 > $7880 // integer values jf @HELI3SC_1387 0084: $415 = $7880 // integer values and handles if $7460 > 9 // integer values jf @HELI3SC_1359 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @HELI3SC_1380 :HELI3SC_1359 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :HELI3SC_1380 jump @HELI3SC_1454 :HELI3SC_1387 if $7460 > 9 // integer values jf @HELI3SC_1433 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @HELI3SC_1454 :HELI3SC_1433 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :HELI3SC_1454 return :HELI3SC_1456 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 014F: stop_timer $7880 Marker.Disable($7877) Marker.Disable($7878) mission_cleanup return :HELI3SC_1487 if $7879 == 0 // integer values jf @HELI3SC_1553 0086: $7881 = $7509 // floating-point values only 0086: $7882 = $7510 // floating-point values only 0086: $7883 = $7511 // floating-point values only 0086: $7884 = $7512 // floating-point values only 0086: $7885 = $7513 // floating-point values only 0086: $7886 = $7514 // floating-point values only :HELI3SC_1553 if $7879 == 1 // integer values jf @HELI3SC_1619 0086: $7881 = $7512 // floating-point values only 0086: $7882 = $7513 // floating-point values only 0086: $7883 = $7514 // floating-point values only 0086: $7884 = $7515 // floating-point values only 0086: $7885 = $7516 // floating-point values only 0086: $7886 = $7517 // floating-point values only :HELI3SC_1619 if $7879 == 2 // integer values jf @HELI3SC_1685 0086: $7881 = $7515 // floating-point values only 0086: $7882 = $7516 // floating-point values only 0086: $7883 = $7517 // floating-point values only 0086: $7884 = $7518 // floating-point values only 0086: $7885 = $7519 // floating-point values only 0086: $7886 = $7520 // floating-point values only :HELI3SC_1685 if $7879 == 3 // integer values jf @HELI3SC_1751 0086: $7881 = $7518 // floating-point values only 0086: $7882 = $7519 // floating-point values only 0086: $7883 = $7520 // floating-point values only 0086: $7884 = $7521 // floating-point values only 0086: $7885 = $7522 // floating-point values only 0086: $7886 = $7523 // floating-point values only :HELI3SC_1751 if $7879 == 4 // integer values jf @HELI3SC_1817 0086: $7881 = $7521 // floating-point values only 0086: $7882 = $7522 // floating-point values only 0086: $7883 = $7523 // floating-point values only 0086: $7884 = $7524 // floating-point values only 0086: $7885 = $7525 // floating-point values only 0086: $7886 = $7526 // floating-point values only :HELI3SC_1817 if $7879 == 5 // integer values jf @HELI3SC_1883 0086: $7881 = $7524 // floating-point values only 0086: $7882 = $7525 // floating-point values only 0086: $7883 = $7526 // floating-point values only 0086: $7884 = $7527 // floating-point values only 0086: $7885 = $7528 // floating-point values only 0086: $7886 = $7529 // floating-point values only :HELI3SC_1883 if $7879 == 6 // integer values jf @HELI3SC_1949 0086: $7881 = $7527 // floating-point values only 0086: $7882 = $7528 // floating-point values only 0086: $7883 = $7529 // floating-point values only 0086: $7884 = $7530 // floating-point values only 0086: $7885 = $7531 // floating-point values only 0086: $7886 = $7532 // floating-point values only :HELI3SC_1949 if $7879 == 7 // integer values jf @HELI3SC_2015 0086: $7881 = $7530 // floating-point values only 0086: $7882 = $7531 // floating-point values only 0086: $7883 = $7532 // floating-point values only 0086: $7884 = $7533 // floating-point values only 0086: $7885 = $7534 // floating-point values only 0086: $7886 = $7535 // floating-point values only :HELI3SC_2015 if $7879 == 8 // integer values jf @HELI3SC_2081 0086: $7881 = $7533 // floating-point values only 0086: $7882 = $7534 // floating-point values only 0086: $7883 = $7535 // floating-point values only 0086: $7884 = $7536 // floating-point values only 0086: $7885 = $7537 // floating-point values only 0086: $7886 = $7538 // floating-point values only :HELI3SC_2081 if $7879 == 9 // integer values jf @HELI3SC_2147 0086: $7881 = $7536 // floating-point values only 0086: $7882 = $7537 // floating-point values only 0086: $7883 = $7538 // floating-point values only 0086: $7884 = $7539 // floating-point values only 0086: $7885 = $7540 // floating-point values only 0086: $7886 = $7541 // floating-point values only :HELI3SC_2147 if $7879 == 10 // integer values jf @HELI3SC_2213 0086: $7881 = $7539 // floating-point values only 0086: $7882 = $7540 // floating-point values only 0086: $7883 = $7541 // floating-point values only 0086: $7884 = $7542 // floating-point values only 0086: $7885 = $7543 // floating-point values only 0086: $7886 = $7544 // floating-point values only :HELI3SC_2213 if $7879 == 11 // integer values jf @HELI3SC_2279 0086: $7881 = $7542 // floating-point values only 0086: $7882 = $7543 // floating-point values only 0086: $7883 = $7544 // floating-point values only 0086: $7884 = $7545 // floating-point values only 0086: $7885 = $7546 // floating-point values only 0086: $7886 = $7547 // floating-point values only :HELI3SC_2279 if $7879 == 12 // integer values jf @HELI3SC_2345 0086: $7881 = $7545 // floating-point values only 0086: $7882 = $7546 // floating-point values only 0086: $7883 = $7547 // floating-point values only 0086: $7884 = $7548 // floating-point values only 0086: $7885 = $7549 // floating-point values only 0086: $7886 = $7550 // floating-point values only :HELI3SC_2345 if $7879 == 13 // integer values jf @HELI3SC_2411 0086: $7881 = $7548 // floating-point values only 0086: $7882 = $7549 // floating-point values only 0086: $7883 = $7550 // floating-point values only 0086: $7884 = $7551 // floating-point values only 0086: $7885 = $7552 // floating-point values only 0086: $7886 = $7553 // floating-point values only :HELI3SC_2411 if $7879 == 14 // integer values jf @HELI3SC_2477 0086: $7881 = $7551 // floating-point values only 0086: $7882 = $7552 // floating-point values only 0086: $7883 = $7553 // floating-point values only 0086: $7884 = $7554 // floating-point values only 0086: $7885 = $7555 // floating-point values only 0086: $7886 = $7556 // floating-point values only :HELI3SC_2477 if $7879 == 15 // integer values jf @HELI3SC_2543 0086: $7881 = $7554 // floating-point values only 0086: $7882 = $7555 // floating-point values only 0086: $7883 = $7556 // floating-point values only 0086: $7884 = $7557 // floating-point values only 0086: $7885 = $7558 // floating-point values only 0086: $7886 = $7559 // floating-point values only :HELI3SC_2543 if $7879 == 16 // integer values jf @HELI3SC_2609 0086: $7881 = $7557 // floating-point values only 0086: $7882 = $7558 // floating-point values only 0086: $7883 = $7559 // floating-point values only 0086: $7884 = $7560 // floating-point values only 0086: $7885 = $7561 // floating-point values only 0086: $7886 = $7562 // floating-point values only :HELI3SC_2609 if $7879 == 17 // integer values jf @HELI3SC_2675 0086: $7881 = $7560 // floating-point values only 0086: $7882 = $7561 // floating-point values only 0086: $7883 = $7562 // floating-point values only 0086: $7884 = $7563 // floating-point values only 0086: $7885 = $7564 // floating-point values only 0086: $7886 = $7565 // floating-point values only :HELI3SC_2675 if $7879 == 18 // integer values jf @HELI3SC_2741 0086: $7881 = $7563 // floating-point values only 0086: $7882 = $7564 // floating-point values only 0086: $7883 = $7565 // floating-point values only 0086: $7884 = $7566 // floating-point values only 0086: $7885 = $7567 // floating-point values only 0086: $7886 = $7568 // floating-point values only :HELI3SC_2741 if $7879 == 19 // integer values jf @HELI3SC_2807 0086: $7881 = $7566 // floating-point values only 0086: $7882 = $7567 // floating-point values only 0086: $7883 = $7568 // floating-point values only 0086: $7884 = $7569 // floating-point values only 0086: $7885 = $7570 // floating-point values only 0086: $7886 = $7571 // floating-point values only :HELI3SC_2807 if $7879 == 20 // integer values jf @HELI3SC_2873 0086: $7881 = $7569 // floating-point values only 0086: $7882 = $7570 // floating-point values only 0086: $7883 = $7571 // floating-point values only 0086: $7884 = $7572 // floating-point values only 0086: $7885 = $7573 // floating-point values only 0086: $7886 = $7574 // floating-point values only :HELI3SC_2873 if $7879 == 21 // integer values jf @HELI3SC_2939 0086: $7881 = $7572 // floating-point values only 0086: $7882 = $7573 // floating-point values only 0086: $7883 = $7574 // floating-point values only 0086: $7884 = $7575 // floating-point values only 0086: $7885 = $7576 // floating-point values only 0086: $7886 = $7577 // floating-point values only :HELI3SC_2939 if $7879 == 22 // integer values jf @HELI3SC_3005 0086: $7881 = $7575 // floating-point values only 0086: $7882 = $7576 // floating-point values only 0086: $7883 = $7577 // floating-point values only 0086: $7884 = $7578 // floating-point values only 0086: $7885 = $7579 // floating-point values only 0086: $7886 = $7580 // floating-point values only :HELI3SC_3005 if $7879 == 23 // integer values jf @HELI3SC_3071 0086: $7881 = $7578 // floating-point values only 0086: $7882 = $7579 // floating-point values only 0086: $7883 = $7580 // floating-point values only 0086: $7884 = $7581 // floating-point values only 0086: $7885 = $7582 // floating-point values only 0086: $7886 = $7583 // floating-point values only :HELI3SC_3071 if $7879 == 24 // integer values jf @HELI3SC_3137 0086: $7881 = $7581 // floating-point values only 0086: $7882 = $7582 // floating-point values only 0086: $7883 = $7583 // floating-point values only 0086: $7884 = $7584 // floating-point values only 0086: $7885 = $7585 // floating-point values only 0086: $7886 = $7586 // floating-point values only :HELI3SC_3137 if $7879 == 25 // integer values jf @HELI3SC_3203 0086: $7881 = $7584 // floating-point values only 0086: $7882 = $7585 // floating-point values only 0086: $7883 = $7586 // floating-point values only 0086: $7884 = $7587 // floating-point values only 0086: $7885 = $7588 // floating-point values only 0086: $7886 = $7589 // floating-point values only :HELI3SC_3203 if $7879 == 26 // integer values jf @HELI3SC_3269 0086: $7881 = $7587 // floating-point values only 0086: $7882 = $7588 // floating-point values only 0086: $7883 = $7589 // floating-point values only 0086: $7884 = $7590 // floating-point values only 0086: $7885 = $7591 // floating-point values only 0086: $7886 = $7592 // floating-point values only :HELI3SC_3269 if $7879 == 27 // integer values jf @HELI3SC_3335 0086: $7881 = $7590 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only 0086: $7885 = $7594 // floating-point values only 0086: $7886 = $7595 // floating-point values only :HELI3SC_3335 if $7879 == 28 // integer values jf @HELI3SC_3401 0086: $7881 = $7593 // floating-point values only 0086: $7882 = $7594 // floating-point values only 0086: $7883 = $7595 // floating-point values only 0086: $7884 = $7593 // floating-point values only 0086: $7885 = $7594 // floating-point values only 0086: $7886 = $7595 // floating-point values only :HELI3SC_3401 return //-------------Mission 87--------------- // Originally: Little Haiti Chopper Checkpoint :HELI4SC gosub @HELI4SC_36 if wasted_or_busted jf @HELI4SC_27 gosub @HELI4SC_1294 :HELI4SC_27 gosub @HELI4SC_1606 end_thread :HELI4SC_36 $ONMISSION = 1 // integer values $7879 = 0 // integer values thread 'HELI4SC' wait 0 if $1587 == 0 // integer values jf @HELI4SC_84 increment_mission_attempts :HELI4SC_84 $7509 = -884.2508 // floating-point values $7510 = 236.4205 // floating-point values $7511 = 14.9104 // floating-point values $7512 = -877.2639 // floating-point values $7513 = 136.5762 // floating-point values $7514 = 15.8618 // floating-point values $7515 = -962.5753 // floating-point values $7516 = 84.3949 // floating-point values $7517 = 15.367 // floating-point values $7518 = -1008.986 // floating-point values $7519 = -4.1791 // floating-point values $7520 = 20.8638 // floating-point values $7521 = -1024.417 // floating-point values $7522 = -103.199 // floating-point values $7523 = 16.4677 // floating-point values $7524 = -1047.055 // floating-point values $7525 = -200.7326 // floating-point values $7526 = 12.6881 // floating-point values $7527 = -1089.4 // floating-point values $7528 = -290.992 // floating-point values $7529 = 21.5889 // floating-point values $7530 = -1107.393 // floating-point values $7531 = -389.5861 // floating-point values $7532 = 16.4733 // floating-point values $7533 = -1071.663 // floating-point values $7534 = -482.9736 // floating-point values $7535 = 12.8348 // floating-point values $7536 = -1041.907 // floating-point values $7537 = -578.0964 // floating-point values $7538 = 24.6455 // floating-point values $7539 = -1097.65 // floating-point values $7540 = -661.3502 // floating-point values $7541 = 26.4531 // floating-point values $7542 = -1171.575 // floating-point values $7543 = -594.0601 // floating-point values $7544 = 23.3888 // floating-point values $7545 = -1151.249 // floating-point values $7546 = -495.8622 // floating-point values $7547 = 23.6951 // floating-point values $7548 = -1150.541 // floating-point values $7549 = -395.9956 // floating-point values $7550 = 14.4461 // floating-point values $7551 = -1120.839 // floating-point values $7552 = -300.5818 // floating-point values $7553 = 19.9118 // floating-point values $7554 = -1154.166 // floating-point values $7555 = -206.2119 // floating-point values $7556 = 28.8656 // floating-point values $7557 = -1174.708 // floating-point values $7558 = -109.0531 // floating-point values $7559 = 16.0939 // floating-point values $7560 = -1093.543 // floating-point values $7561 = -50.4117 // floating-point values $7562 = 19.3924 // floating-point values $7563 = -1039.967 // floating-point values $7564 = 34.2455 // floating-point values $7565 = 22.2088 // floating-point values $7566 = -1011.107 // floating-point values $7567 = 129.8569 // floating-point values $7568 = 14.767 // floating-point values $7569 = -944.9561 // floating-point values $7570 = 204.9092 // floating-point values $7571 = 17.2276 // floating-point values $7572 = -894.7881 // floating-point values $7573 = 290.9517 // floating-point values $7574 = 27.5338 // floating-point values gosub @HELI4SC_1637 00BC: text_highpriority 'HELI_1A' 15000 ms 1 // Test your skills with the Sparrow, see how quickly you can complete the course. 018A: $7877 = create_checkpoint_at $7881 $7882 $7883 Marker.SetColor($7877, 5) 018B: show_on_radar $7877 2 0168: set_blip $7877 size 3 018A: $7878 = create_checkpoint_at $7884 $7885 $7886 Marker.SetColor($7878, 5) 018B: show_on_radar $7878 2 0168: set_blip $7878 size 2 0166: set_marker $7878 brightness_to 1 $7880 = 0 // integer values 03C3: set_timer_with_text_to $7880 type 0 text 'RACES' // TIME: if 00E0: player $PLAYER_CHAR driving jf @HELI4SC_896 00DA: $7876 = player $PLAYER_CHAR car jump @HELI4SC_903 :HELI4SC_896 jump @HELI4SC_1294 :HELI4SC_903 if not $7879 == 22 // integer values jf @HELI4SC_1287 wait 0 if Car.Wrecked($7876) jf @HELI4SC_948 jump @HELI4SC_1294 :HELI4SC_948 if 80DC: not player $PLAYER_CHAR driving $7876 jf @HELI4SC_974 jump @HELI4SC_1294 :HELI4SC_974 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $7881 $7882 $7883 radius 5.0 5.0 5.0 jf @HELI4SC_1200 018C: play_sound 1 at 0.0 0.0 0.0 $7879 += 1 // integer values Marker.Disable($7877) Marker.Disable($7878) gosub @HELI4SC_1637 018A: $7877 = create_checkpoint_at $7881 $7882 $7883 Marker.SetColor($7877, 5) 018B: show_on_radar $7877 2 0168: set_blip $7877 size 3 if 21 > $7879 // integer values jf @HELI4SC_1193 018A: $7878 = create_checkpoint_at $7884 $7885 $7886 018B: show_on_radar $7878 2 0168: set_blip $7878 size 2 0166: set_marker $7878 brightness_to 1 if 20 > $7879 // integer values jf @HELI4SC_1179 Marker.SetColor($7878, 5) jump @HELI4SC_1186 :HELI4SC_1179 Marker.SetColor($7878, 0) :HELI4SC_1186 jump @HELI4SC_1200 :HELI4SC_1193 Marker.SetColor($7877, 0) :HELI4SC_1200 if $7879 == 21 // integer values jf @HELI4SC_1252 04D5: create_corona_at $7881 $7882 $7883 radius 4.5 type 6 flare 0 RGB 200 0 0 jump @HELI4SC_1280 :HELI4SC_1252 04D5: create_corona_at $7881 $7882 $7883 radius 4.5 type 6 flare 0 RGB 200 0 200 :HELI4SC_1280 jump @HELI4SC_903 :HELI4SC_1287 jump @HELI4SC_1311 :HELI4SC_1294 00BC: text_highpriority 'HELI_F1' 5000 ms 1 // ~r~Heli Checkpoint mission cancelled! return :HELI4SC_1311 01E3: text_1number_styled 'HELI_1B' number 100 time 5000 style 1 // Course Complete! $ ~1~ Player.Money($PLAYER_CHAR) += 100 Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 if $1587 == 0 // integer values jf @HELI4SC_1375 030C: progress_made += 1 0595: mission_complete $1587 = 1 // integer values :HELI4SC_1375 $7880 /= 1000 // integer values 042E: downdate_integer_stat 15 to $7880 0084: $7459 = $7880 // integer values and handles $7459 /= 60 // integer values 0084: $7453 = $7459 // integer values and handles $7453 *= 60 // integer values 0084: $7460 = $7880 // integer values and handles 0060: $7460 -= $7453 // integer values if 001C: $416 > $7880 // integer values jf @HELI4SC_1537 0084: $416 = $7880 // integer values and handles if $7460 > 9 // integer values jf @HELI4SC_1509 02FD: text_2numbers_lowpriority 'RACES17' $7459 $7460 10000 flag 1 // New best time: ~1~:~1~ jump @HELI4SC_1530 :HELI4SC_1509 02FD: text_2numbers_lowpriority 'RACES20' $7459 $7460 10000 flag 1 // New best time: ~1~:0~1~ :HELI4SC_1530 jump @HELI4SC_1604 :HELI4SC_1537 if $7460 > 9 // integer values jf @HELI4SC_1583 02FD: text_2numbers_lowpriority 'RACES_9' $7459 $7460 10000 flag 1 // Time: ~1~:~1~ jump @HELI4SC_1604 :HELI4SC_1583 02FD: text_2numbers_lowpriority 'RACES21' $7459 $7460 10000 flag 1 // Time: ~1~:0~1~ :HELI4SC_1604 return :HELI4SC_1606 $ONMISSION = 0 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 014F: stop_timer $7880 Marker.Disable($7877) Marker.Disable($7878) mission_cleanup return :HELI4SC_1637 if $7879 == 0 // integer values jf @HELI4SC_1703 0086: $7881 = $7509 // floating-point values only 0086: $7882 = $7510 // floating-point values only 0086: $7883 = $7511 // floating-point values only 0086: $7884 = $7512 // floating-point values only 0086: $7885 = $7513 // floating-point values only 0086: $7886 = $7514 // floating-point values only :HELI4SC_1703 if $7879 == 1 // integer values jf @HELI4SC_1769 0086: $7881 = $7512 // floating-point values only 0086: $7882 = $7513 // floating-point values only 0086: $7883 = $7514 // floating-point values only 0086: $7884 = $7515 // floating-point values only 0086: $7885 = $7516 // floating-point values only 0086: $7886 = $7517 // floating-point values only :HELI4SC_1769 if $7879 == 2 // integer values jf @HELI4SC_1835 0086: $7881 = $7515 // floating-point values only 0086: $7882 = $7516 // floating-point values only 0086: $7883 = $7517 // floating-point values only 0086: $7884 = $7518 // floating-point values only 0086: $7885 = $7519 // floating-point values only 0086: $7886 = $7520 // floating-point values only :HELI4SC_1835 if $7879 == 3 // integer values jf @HELI4SC_1901 0086: $7881 = $7518 // floating-point values only 0086: $7882 = $7519 // floating-point values only 0086: $7883 = $7520 // floating-point values only 0086: $7884 = $7521 // floating-point values only 0086: $7885 = $7522 // floating-point values only 0086: $7886 = $7523 // floating-point values only :HELI4SC_1901 if $7879 == 4 // integer values jf @HELI4SC_1967 0086: $7881 = $7521 // floating-point values only 0086: $7882 = $7522 // floating-point values only 0086: $7883 = $7523 // floating-point values only 0086: $7884 = $7524 // floating-point values only 0086: $7885 = $7525 // floating-point values only 0086: $7886 = $7526 // floating-point values only :HELI4SC_1967 if $7879 == 5 // integer values jf @HELI4SC_2033 0086: $7881 = $7524 // floating-point values only 0086: $7882 = $7525 // floating-point values only 0086: $7883 = $7526 // floating-point values only 0086: $7884 = $7527 // floating-point values only 0086: $7885 = $7528 // floating-point values only 0086: $7886 = $7529 // floating-point values only :HELI4SC_2033 if $7879 == 6 // integer values jf @HELI4SC_2099 0086: $7881 = $7527 // floating-point values only 0086: $7882 = $7528 // floating-point values only 0086: $7883 = $7529 // floating-point values only 0086: $7884 = $7530 // floating-point values only 0086: $7885 = $7531 // floating-point values only 0086: $7886 = $7532 // floating-point values only :HELI4SC_2099 if $7879 == 7 // integer values jf @HELI4SC_2165 0086: $7881 = $7530 // floating-point values only 0086: $7882 = $7531 // floating-point values only 0086: $7883 = $7532 // floating-point values only 0086: $7884 = $7533 // floating-point values only 0086: $7885 = $7534 // floating-point values only 0086: $7886 = $7535 // floating-point values only :HELI4SC_2165 if $7879 == 8 // integer values jf @HELI4SC_2231 0086: $7881 = $7533 // floating-point values only 0086: $7882 = $7534 // floating-point values only 0086: $7883 = $7535 // floating-point values only 0086: $7884 = $7536 // floating-point values only 0086: $7885 = $7537 // floating-point values only 0086: $7886 = $7538 // floating-point values only :HELI4SC_2231 if $7879 == 9 // integer values jf @HELI4SC_2297 0086: $7881 = $7536 // floating-point values only 0086: $7882 = $7537 // floating-point values only 0086: $7883 = $7538 // floating-point values only 0086: $7884 = $7539 // floating-point values only 0086: $7885 = $7540 // floating-point values only 0086: $7886 = $7541 // floating-point values only :HELI4SC_2297 if $7879 == 10 // integer values jf @HELI4SC_2363 0086: $7881 = $7539 // floating-point values only 0086: $7882 = $7540 // floating-point values only 0086: $7883 = $7541 // floating-point values only 0086: $7884 = $7542 // floating-point values only 0086: $7885 = $7543 // floating-point values only 0086: $7886 = $7544 // floating-point values only :HELI4SC_2363 if $7879 == 11 // integer values jf @HELI4SC_2429 0086: $7881 = $7542 // floating-point values only 0086: $7882 = $7543 // floating-point values only 0086: $7883 = $7544 // floating-point values only 0086: $7884 = $7545 // floating-point values only 0086: $7885 = $7546 // floating-point values only 0086: $7886 = $7547 // floating-point values only :HELI4SC_2429 if $7879 == 12 // integer values jf @HELI4SC_2495 0086: $7881 = $7545 // floating-point values only 0086: $7882 = $7546 // floating-point values only 0086: $7883 = $7547 // floating-point values only 0086: $7884 = $7548 // floating-point values only 0086: $7885 = $7549 // floating-point values only 0086: $7886 = $7550 // floating-point values only :HELI4SC_2495 if $7879 == 13 // integer values jf @HELI4SC_2561 0086: $7881 = $7548 // floating-point values only 0086: $7882 = $7549 // floating-point values only 0086: $7883 = $7550 // floating-point values only 0086: $7884 = $7551 // floating-point values only 0086: $7885 = $7552 // floating-point values only 0086: $7886 = $7553 // floating-point values only :HELI4SC_2561 if $7879 == 14 // integer values jf @HELI4SC_2627 0086: $7881 = $7551 // floating-point values only 0086: $7882 = $7552 // floating-point values only 0086: $7883 = $7553 // floating-point values only 0086: $7884 = $7554 // floating-point values only 0086: $7885 = $7555 // floating-point values only 0086: $7886 = $7556 // floating-point values only :HELI4SC_2627 if $7879 == 15 // integer values jf @HELI4SC_2693 0086: $7881 = $7554 // floating-point values only 0086: $7882 = $7555 // floating-point values only 0086: $7883 = $7556 // floating-point values only 0086: $7884 = $7557 // floating-point values only 0086: $7885 = $7558 // floating-point values only 0086: $7886 = $7559 // floating-point values only :HELI4SC_2693 if $7879 == 16 // integer values jf @HELI4SC_2759 0086: $7881 = $7557 // floating-point values only 0086: $7882 = $7558 // floating-point values only 0086: $7883 = $7559 // floating-point values only 0086: $7884 = $7560 // floating-point values only 0086: $7885 = $7561 // floating-point values only 0086: $7886 = $7562 // floating-point values only :HELI4SC_2759 if $7879 == 17 // integer values jf @HELI4SC_2825 0086: $7881 = $7560 // floating-point values only 0086: $7882 = $7561 // floating-point values only 0086: $7883 = $7562 // floating-point values only 0086: $7884 = $7563 // floating-point values only 0086: $7885 = $7564 // floating-point values only 0086: $7886 = $7565 // floating-point values only :HELI4SC_2825 if $7879 == 18 // integer values jf @HELI4SC_2891 0086: $7881 = $7563 // floating-point values only 0086: $7882 = $7564 // floating-point values only 0086: $7883 = $7565 // floating-point values only 0086: $7884 = $7566 // floating-point values only 0086: $7885 = $7567 // floating-point values only 0086: $7886 = $7568 // floating-point values only :HELI4SC_2891 if $7879 == 19 // integer values jf @HELI4SC_2957 0086: $7881 = $7566 // floating-point values only 0086: $7882 = $7567 // floating-point values only 0086: $7883 = $7568 // floating-point values only 0086: $7884 = $7569 // floating-point values only 0086: $7885 = $7570 // floating-point values only 0086: $7886 = $7571 // floating-point values only :HELI4SC_2957 if $7879 == 20 // integer values jf @HELI4SC_3023 0086: $7881 = $7569 // floating-point values only 0086: $7882 = $7570 // floating-point values only 0086: $7883 = $7571 // floating-point values only 0086: $7884 = $7572 // floating-point values only 0086: $7885 = $7573 // floating-point values only 0086: $7886 = $7574 // floating-point values only :HELI4SC_3023 if $7879 == 21 // integer values jf @HELI4SC_3089 0086: $7881 = $7572 // floating-point values only 0086: $7882 = $7573 // floating-point values only 0086: $7883 = $7574 // floating-point values only 0086: $7884 = $7575 // floating-point values only 0086: $7885 = $7576 // floating-point values only 0086: $7886 = $7577 // floating-point values only :HELI4SC_3089 if $7879 == 22 // integer values jf @HELI4SC_3155 0086: $7881 = $7575 // floating-point values only 0086: $7882 = $7576 // floating-point values only 0086: $7883 = $7577 // floating-point values only 0086: $7884 = $7578 // floating-point values only 0086: $7885 = $7579 // floating-point values only 0086: $7886 = $7580 // floating-point values only :HELI4SC_3155 if $7879 == 23 // integer values jf @HELI4SC_3221 0086: $7881 = $7578 // floating-point values only 0086: $7882 = $7579 // floating-point values only 0086: $7883 = $7580 // floating-point values only 0086: $7884 = $7581 // floating-point values only 0086: $7885 = $7582 // floating-point values only 0086: $7886 = $7583 // floating-point values only :HELI4SC_3221 if $7879 == 24 // integer values jf @HELI4SC_3287 0086: $7881 = $7581 // floating-point values only 0086: $7882 = $7582 // floating-point values only 0086: $7883 = $7583 // floating-point values only 0086: $7884 = $7584 // floating-point values only 0086: $7885 = $7585 // floating-point values only 0086: $7886 = $7586 // floating-point values only :HELI4SC_3287 if $7879 == 25 // integer values jf @HELI4SC_3353 0086: $7881 = $7584 // floating-point values only 0086: $7882 = $7585 // floating-point values only 0086: $7883 = $7586 // floating-point values only 0086: $7884 = $7587 // floating-point values only 0086: $7885 = $7588 // floating-point values only 0086: $7886 = $7589 // floating-point values only :HELI4SC_3353 if $7879 == 26 // integer values jf @HELI4SC_3419 0086: $7881 = $7587 // floating-point values only 0086: $7882 = $7588 // floating-point values only 0086: $7883 = $7589 // floating-point values only 0086: $7884 = $7590 // floating-point values only 0086: $7885 = $7591 // floating-point values only 0086: $7886 = $7592 // floating-point values only :HELI4SC_3419 if $7879 == 27 // integer values jf @HELI4SC_3485 0086: $7881 = $7590 // floating-point values only 0086: $7882 = $7591 // floating-point values only 0086: $7883 = $7592 // floating-point values only 0086: $7884 = $7593 // floating-point values only 0086: $7885 = $7594 // floating-point values only 0086: $7886 = $7595 // floating-point values only :HELI4SC_3485 if $7879 == 28 // integer values jf @HELI4SC_3551 0086: $7881 = $7593 // floating-point values only 0086: $7882 = $7594 // floating-point values only 0086: $7883 = $7595 // floating-point values only 0086: $7884 = $7593 // floating-point values only 0086: $7885 = $7594 // floating-point values only 0086: $7886 = $7595 // floating-point values only :HELI4SC_3551 return //-------------Mission 88--------------- // Originally: Trial by Dirt :BMX_1 gosub @BMX_1_36 if wasted_or_busted jf @BMX_1_27 gosub @BMX_1_4462 :BMX_1_27 gosub @BMX_1_4573 end_thread :BMX_1_36 if $363 == 0 // integer values jf @BMX_1_56 increment_mission_attempts :BMX_1_56 thread 'BMX_1' $ONMISSION = 1 // integer values 054C: use_GXT_table 'BMX_1' wait 0 $1745 = 0 // integer values $1746 = 1 // integer values $1614 = 0 // integer values $1747 = 0 // integer values $346 = 0 // integer values $7887 = 0 // integer values $1613 = 0 // integer values $1757 = 0 // integer values $1765 = 0 // integer values $1766 = 0 // integer values $1767 = 0 // integer values $1670 = -456.0 // floating-point values $1671 = 1417.9 // floating-point values $1672 = 14.24 // floating-point values $1673 = -467.8 // floating-point values $1674 = 1398.7 // floating-point values $1675 = 8.15 // floating-point values $1676 = -488.4 // floating-point values $1677 = 1425.9 // floating-point values $1678 = 14.5 // floating-point values $1679 = -516.8 // floating-point values $1680 = 1409.1 // floating-point values $1681 = 12.6 // floating-point values $1682 = -529.6 // floating-point values $1683 = 1430.0 // floating-point values $1684 = 9.6 // floating-point values $1685 = -556.4 // floating-point values $1686 = 1422.7 // floating-point values $1687 = 10.0 // floating-point values $1688 = -533.55 // floating-point values $1689 = 1455.6 // floating-point values $1690 = 10.3 // floating-point values $1691 = -560.0 // floating-point values $1692 = 1460.0 // floating-point values $1693 = 10.3 // floating-point values $1694 = -528.5 // floating-point values $1695 = 1476.9 // floating-point values $1696 = 10.5 // floating-point values $1697 = -535.0 // floating-point values $1698 = 1500.0 // floating-point values $1699 = 9.8 // floating-point values $1700 = -502.4 // floating-point values $1701 = 1474.6 // floating-point values $1702 = 11.3 // floating-point values $1703 = -500.6 // floating-point values $1704 = 1507.1 // floating-point values $1705 = 9.8 // floating-point values $1706 = -472.2 // floating-point values $1707 = 1490.5 // floating-point values $1708 = 11.0 // floating-point values $1709 = -499.3 // floating-point values $1710 = 1447.5 // floating-point values $1711 = 15.5 // floating-point values $1712 = -450.2 // floating-point values $1713 = 1481.4 // floating-point values $1714 = 9.8 // floating-point values $1715 = -440.6 // floating-point values $1716 = 1455.42 // floating-point values $1717 = 9.8 // floating-point values $1718 = -429.0 // floating-point values $1719 = 1491.8 // floating-point values $1720 = 10.1 // floating-point values $1721 = -418.0 // floating-point values $1722 = 1432.1 // floating-point values $1723 = 10.0 // floating-point values $1724 = -445.0 // floating-point values $1725 = 1439.5 // floating-point values $1726 = 10.4 // floating-point values $1727 = -453.5 // floating-point values $1728 = 1434.6 // floating-point values $1729 = 10.0 // floating-point values 01BD: $1749 = current_time_in_ms 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 if $1755 > 0 // integer values jf @BMX_1_947 Model.Load(#BARREL4) :BMX_1_805 if not Model.Available(#BARREL4) jf @BMX_1_831 wait 0 jump @BMX_1_805 :BMX_1_831 $7888 = Object.Create(#BARREL4, -413.0, 1434.4, -100.0) Object.CollisionDetection($7888) = True $7889 = Object.Create(#BARREL4, -405.36, 1447.12, -100.0) Object.CollisionDetection($7889) = True $7890 = Object.Create(#BARREL4, -400.0, 1455.5, -100.0) Object.CollisionDetection($7890) = True $7891 = Object.Create(#BARREL4, -402.73, 1465.0, -100.0) Object.CollisionDetection($7891) = True :BMX_1_947 if $1755 > 2 // integer values jf @BMX_1_1247 Model.Load(#HNA) Model.Load(#HNB) Model.Load(#MACHETE) :BMX_1_978 if or not Model.Available(#HNA) not Model.Available(#HNB) not Model.Available(#MACHETE) jf @BMX_1_1013 wait 0 jump @BMX_1_978 :BMX_1_1013 $1762 = Car.Create(#SANCHEZ, -478.7, 1524.0, 10.4) 0229: set_car $1762 color_to 0 0 Car.Angle($1762) = 190.0 0129: $1759 = create_actor 4 #HNA in_car $1762 driverseat 01B2: give_actor $1759 weapon 9 ammo 0 // Load the weapon model before using this Car.SetDriverBehaviour($1762, KillThePlayer) 04E0: car $1762 abandon_path_radius 255 $1763 = Car.Create(#SANCHEZ, -476.7, 1522.0, 10.4) 0229: set_car $1763 color_to 0 0 Car.Angle($1763) = 190.0 0129: $1760 = create_actor 4 #HNA in_car $1763 driverseat 01B2: give_actor $1760 weapon 9 ammo 0 // Load the weapon model before using this Car.SetDriverBehaviour($1763, KillThePlayer) 04E0: car $1763 abandon_path_radius 255 $1764 = Car.Create(#SANCHEZ, -480.7, 1525.0, 10.4) 0229: set_car $1764 color_to 0 0 Car.Angle($1764) = 190.0 0129: $1761 = create_actor 4 #HNA in_car $1764 driverseat 01B2: give_actor $1761 weapon 9 ammo 0 // Load the weapon model before using this Car.SetDriverBehaviour($1764, KillThePlayer) 04E0: car $1764 abandon_path_radius 255 :BMX_1_1247 if 2 > $1745 // integer values jf @BMX_1_4302 wait 0 01BD: $1748 = current_time_in_ms 0084: $1747 = $1748 // integer values and handles 0060: $1747 -= $1749 // integer values if $1613 == 0 // integer values jf @BMX_1_1330 03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME' // RACE TIME: $1613 = 1 // integer values :BMX_1_1330 if $1757 == 0 // integer values jf @BMX_1_1370 00BC: text_highpriority 'BMX_HOW' 5000 ms 1 // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go! $1757 = 1 // integer values :BMX_1_1370 if and $1757 == 1 // integer values $1747 > 5000 // integer values jf @BMX_1_1418 00BC: text_highpriority 'BMXREW1' 5000 ms 1 // ~g~Each time you beat your previous record for the two laps $1757 = 2 // integer values :BMX_1_1418 if and $1757 == 2 // integer values $1747 > 10000 // integer values jf @BMX_1_1466 00BC: text_highpriority 'BMXREW2' 5000 ms 1 // ~g~a larger ~y~REWARD ~g~will be awarded! $1757 = 3 // integer values :BMX_1_1466 if $1746 == 1 // integer values jf @BMX_1_1593 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 3.0 3.0 3.0 jf @BMX_1_1593 Marker.Disable($1622) 018C: play_sound 1 at $1670 $1671 $1672 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 $1746 += 1 // integer values :BMX_1_1593 if $1746 == 2 // integer values jf @BMX_1_1720 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 3.0 3.0 3.0 jf @BMX_1_1720 Marker.Disable($1623) 018C: play_sound 1 at $1673 $1674 $1675 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 $1746 += 1 // integer values :BMX_1_1720 if $1746 == 3 // integer values jf @BMX_1_1847 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 3.0 3.0 3.0 jf @BMX_1_1847 Marker.Disable($1624) 018C: play_sound 1 at $1676 $1677 $1678 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 $1746 += 1 // integer values :BMX_1_1847 if $1746 == 4 // integer values jf @BMX_1_1974 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 3.0 3.0 3.0 jf @BMX_1_1974 Marker.Disable($1625) 018C: play_sound 1 at $1679 $1680 $1681 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 $1746 += 1 // integer values :BMX_1_1974 if $1746 == 5 // integer values jf @BMX_1_2101 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 3.0 3.0 3.0 jf @BMX_1_2101 Marker.Disable($1626) 018C: play_sound 1 at $1703 $1704 $1705 018A: $1627 = create_checkpoint_at $1685 $1686 $1687 $1746 += 1 // integer values :BMX_1_2101 if $1746 == 6 // integer values jf @BMX_1_2228 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 3.0 3.0 3.0 jf @BMX_1_2228 Marker.Disable($1627) 018C: play_sound 1 at $1685 $1686 $1687 018A: $1628 = create_checkpoint_at $1688 $1689 $1690 $1746 += 1 // integer values :BMX_1_2228 if $1746 == 7 // integer values jf @BMX_1_2355 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 3.0 3.0 3.0 jf @BMX_1_2355 Marker.Disable($1628) 018C: play_sound 1 at $1688 $1689 $1690 018A: $1629 = create_checkpoint_at $1691 $1692 $1693 $1746 += 1 // integer values :BMX_1_2355 if $1746 == 8 // integer values jf @BMX_1_2482 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 3.0 3.0 3.0 jf @BMX_1_2482 Marker.Disable($1629) 018C: play_sound 1 at $1691 $1692 $1693 018A: $1630 = create_checkpoint_at $1694 $1695 $1696 $1746 += 1 // integer values :BMX_1_2482 if $1746 == 9 // integer values jf @BMX_1_2668 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 3.0 3.0 3.0 jf @BMX_1_2668 Marker.Disable($1630) 018C: play_sound 1 at $1694 $1695 $1696 018A: $1631 = create_checkpoint_at $1697 $1698 $1699 $1746 += 1 // integer values if and $1757 == 3 // integer values $1747 > 12000 // integer values $1755 > 1 // integer values jf @BMX_1_2668 01B5: force_weather 2 00BC: text_highpriority 'BMXRAIN' 4000 ms 1 // ~g~Looks like rain... $1757 = 4 // integer values :BMX_1_2668 if $1746 == 10 // integer values jf @BMX_1_2795 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 3.0 3.0 3.0 jf @BMX_1_2795 Marker.Disable($1631) 018C: play_sound 1 at $1697 $1698 $1699 018A: $1632 = create_checkpoint_at $1700 $1701 $1702 $1746 += 1 // integer values :BMX_1_2795 if $1746 == 11 // integer values jf @BMX_1_2922 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 3.0 3.0 3.0 jf @BMX_1_2922 Marker.Disable($1632) 018C: play_sound 1 at $1700 $1701 $1702 018A: $1633 = create_checkpoint_at $1703 $1704 $1705 $1746 += 1 // integer values :BMX_1_2922 if $1746 == 12 // integer values jf @BMX_1_3049 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 3.0 3.0 3.0 jf @BMX_1_3049 Marker.Disable($1633) 018C: play_sound 1 at $1703 $1704 $1705 018A: $1634 = create_checkpoint_at $1706 $1707 $1708 $1746 += 1 // integer values :BMX_1_3049 if $1746 == 13 // integer values jf @BMX_1_3176 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 3.0 3.0 3.0 jf @BMX_1_3176 Marker.Disable($1634) 018C: play_sound 1 at $1706 $1707 $1708 018A: $1635 = create_checkpoint_at $1709 $1710 $1711 $1746 += 1 // integer values :BMX_1_3176 if $1746 == 14 // integer values jf @BMX_1_3303 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 3.0 3.0 3.0 jf @BMX_1_3303 Marker.Disable($1635) 018C: play_sound 1 at $1709 $1710 $1711 018A: $1636 = create_checkpoint_at $1712 $1713 $1714 $1746 += 1 // integer values :BMX_1_3303 if $1746 == 15 // integer values jf @BMX_1_3430 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 3.0 3.0 3.0 jf @BMX_1_3430 Marker.Disable($1636) 018C: play_sound 1 at $1712 $1713 $1714 018A: $1637 = create_checkpoint_at $1715 $1716 $1717 $1746 += 1 // integer values :BMX_1_3430 if $1746 == 16 // integer values jf @BMX_1_3557 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 3.0 3.0 3.0 jf @BMX_1_3557 Marker.Disable($1637) 018C: play_sound 1 at $1715 $1716 $1717 018A: $1638 = create_checkpoint_at $1718 $1719 $1720 $1746 += 1 // integer values :BMX_1_3557 if $1746 == 17 // integer values jf @BMX_1_3684 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 3.0 3.0 3.0 jf @BMX_1_3684 Marker.Disable($1638) 018C: play_sound 1 at $1718 $1719 $1720 018A: $1639 = create_checkpoint_at $1721 $1722 $1723 $1746 += 1 // integer values :BMX_1_3684 if $1746 == 18 // integer values jf @BMX_1_3811 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 3.0 3.0 3.0 jf @BMX_1_3811 Marker.Disable($1639) 018C: play_sound 1 at $1721 $1722 $1723 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 $1746 += 1 // integer values :BMX_1_3811 if $1746 == 19 // integer values jf @BMX_1_3963 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 3.0 3.0 3.0 jf @BMX_1_3963 Marker.Disable($1640) 018C: play_sound 1 at $1724 $1725 $1726 $1746 = 1 // integer values $1745 += 1 // integer values if 3 > $1745 // integer values jf @BMX_1_3963 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 :BMX_1_3963 0084: $1768 = $1759 // integer values and handles 0084: $1769 = $1762 // integer values and handles 0084: $1770 = $1765 // integer values and handles gosub @BMX_1_4842 if $1770 == 1 // integer values jf @BMX_1_4019 $1765 = 1 // integer values :BMX_1_4019 0084: $1768 = $1760 // integer values and handles 0084: $1769 = $1763 // integer values and handles 0084: $1770 = $1766 // integer values and handles gosub @BMX_1_4842 if $1770 == 1 // integer values jf @BMX_1_4075 $1766 = 1 // integer values :BMX_1_4075 0084: $1768 = $1761 // integer values and handles 0084: $1769 = $1764 // integer values and handles 0084: $1770 = $1767 // integer values and handles gosub @BMX_1_4842 if $1770 == 1 // integer values jf @BMX_1_4131 $1767 = 1 // integer values :BMX_1_4131 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @BMX_1_4295 01BD: $1751 = current_time_in_ms :BMX_1_4155 if not 0 > $1752 // integer values jf @BMX_1_4288 wait 0 01BD: $1748 = current_time_in_ms 0084: $1750 = $1748 // integer values and handles 0060: $1750 -= $1751 // integer values $1752 = 15000 // integer values 0060: $1752 -= $1750 // integer values 0084: $1753 = $1752 // integer values and handles $1753 /= 1000 // integer values 01E5: text_1number_highpriority 'GETBIK2' $1753 flag 2000 time 1 // ~r~You have ~w~~1~ seconds ~g~to get on a Dirt Bike! if 00DE: player $PLAYER_CHAR driving_vehicle_type #SANCHEZ jf @BMX_1_4281 $1752 = 1 // integer values jump @BMX_1_4295 :BMX_1_4281 jump @BMX_1_4155 :BMX_1_4288 jump @BMX_1_4462 :BMX_1_4295 jump @BMX_1_1247 :BMX_1_4302 if $1745 == 2 // integer values jf @BMX_1_4462 $1747 /= 1000 // integer values if $363 == 0 // integer values jf @BMX_1_4382 0084: $1754 = $1747 // integer values and handles $7887 = 1 // integer values $1755 = 1 // integer values gosub @BMX_1_4773 jump @BMX_1_4430 :BMX_1_4382 if 001C: $1754 > $1747 // integer values jf @BMX_1_4430 0084: $1754 = $1747 // integer values and handles $7887 = 1 // integer values $1755 += 1 // integer values gosub @BMX_1_4773 :BMX_1_4430 if $7887 == 1 // integer values jf @BMX_1_4462 042E: downdate_integer_stat 17 to $1754 jump @BMX_1_4494 :BMX_1_4462 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'BMXFAIL' 5000 ms 1 // ~r~You failed to set a new record! return :BMX_1_4494 0084: $1756 = $1755 // integer values and handles $1756 *= 100 // integer values 01E3: text_1number_styled 'M_PASS' number $1756 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += $1756 if $363 == 0 // integer values jf @BMX_1_4571 $363 = 1 // integer values 030C: progress_made += 1 0595: mission_complete :BMX_1_4571 return :BMX_1_4573 $1752 = 1 // integer values Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Marker.Disable($1622) Marker.Disable($1623) Marker.Disable($1624) Marker.Disable($1625) Marker.Disable($1626) Marker.Disable($1627) Marker.Disable($1628) Marker.Disable($1629) Marker.Disable($1630) Marker.Disable($1631) Marker.Disable($1632) Marker.Disable($1633) Marker.Disable($1634) Marker.Disable($1635) Marker.Disable($1636) Marker.Disable($1637) Marker.Disable($1638) Marker.Disable($1639) Marker.Disable($1640) Model.Destroy(#BARREL4) Model.Destroy(#MACHETE) Model.Destroy(#HNA) Model.Destroy(#HNB) Actor.RemoveReferences($1759) Car.RemoveReferences($1762) Actor.RemoveReferences($1760) Car.RemoveReferences($1763) Actor.RemoveReferences($1761) Car.RemoveReferences($1764) Object.Destroy($7888) Object.Destroy($7889) Object.Destroy($7890) Object.Destroy($7891) 01B7: release_weather 014F: stop_timer $1747 $ONMISSION = 0 // integer values mission_cleanup return :BMX_1_4773 $1758 = 0 // integer values :BMX_1_4780 if $1747 > 59 // integer values jf @BMX_1_4819 $1747 -= 60 // integer values $1758 += 1 // integer values jump @BMX_1_4780 :BMX_1_4819 02FD: text_2numbers_lowpriority 'NEW_REC' $1758 $1747 5000 flag 1 // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds. return :BMX_1_4842 if and not Actor.Dead($1768) $1770 == 0 // integer values jf @BMX_1_4942 if not Car.Wrecked($1769) jf @BMX_1_4927 if or not Actor.InCar($1768, $1769) 80E0: not player $PLAYER_CHAR driving jf @BMX_1_4920 01CC: actor $1768 kill_player $PLAYER_CHAR $1770 = 1 // integer values :BMX_1_4920 jump @BMX_1_4942 :BMX_1_4927 01CC: actor $1768 kill_player $PLAYER_CHAR $1770 = 1 // integer values :BMX_1_4942 return //-------------Mission 89--------------- // Originally: Test Track :BMX_2 gosub @BMX_2_36 if wasted_or_busted jf @BMX_2_27 gosub @BMX_2_4201 :BMX_2_27 gosub @BMX_2_4312 end_thread :BMX_2_36 if $364 == 0 // integer values jf @BMX_2_56 increment_mission_attempts :BMX_2_56 thread 'BMX_2' $ONMISSION = 1 // integer values wait 0 $1745 = 0 // integer values $1746 = 19 // integer values $1614 = 0 // integer values $1747 = 0 // integer values $346 = 0 // integer values $7887 = 0 // integer values $1613 = 0 // integer values $1772 = 0 // integer values $1670 = -456.0 // floating-point values $1671 = 1417.9 // floating-point values $1672 = 14.24 // floating-point values $1673 = -467.8 // floating-point values $1674 = 1398.7 // floating-point values $1675 = 8.15 // floating-point values $1676 = -488.4 // floating-point values $1677 = 1425.9 // floating-point values $1678 = 14.5 // floating-point values $1679 = -516.8 // floating-point values $1680 = 1409.1 // floating-point values $1681 = 12.6 // floating-point values $1682 = -529.6 // floating-point values $1683 = 1430.0 // floating-point values $1684 = 9.6 // floating-point values $1685 = -556.4 // floating-point values $1686 = 1422.7 // floating-point values $1687 = 10.0 // floating-point values $1688 = -533.55 // floating-point values $1689 = 1455.6 // floating-point values $1690 = 10.3 // floating-point values $1691 = -560.0 // floating-point values $1692 = 1460.0 // floating-point values $1693 = 10.3 // floating-point values $1694 = -528.5 // floating-point values $1695 = 1476.9 // floating-point values $1696 = 10.5 // floating-point values $1697 = -535.0 // floating-point values $1698 = 1500.0 // floating-point values $1699 = 9.8 // floating-point values $1700 = -502.4 // floating-point values $1701 = 1474.6 // floating-point values $1702 = 11.3 // floating-point values $1703 = -500.6 // floating-point values $1704 = 1507.1 // floating-point values $1705 = 9.8 // floating-point values $1706 = -472.2 // floating-point values $1707 = 1490.5 // floating-point values $1708 = 11.0 // floating-point values $1709 = -499.3 // floating-point values $1710 = 1447.5 // floating-point values $1711 = 15.5 // floating-point values $1712 = -450.2 // floating-point values $1713 = 1481.4 // floating-point values $1714 = 9.8 // floating-point values $1715 = -440.6 // floating-point values $1716 = 1455.42 // floating-point values $1717 = 9.8 // floating-point values $1718 = -429.0 // floating-point values $1719 = 1491.8 // floating-point values $1720 = 10.1 // floating-point values $1721 = -418.0 // floating-point values $1722 = 1432.1 // floating-point values $1723 = 10.0 // floating-point values $1724 = -445.0 // floating-point values $1725 = 1439.5 // floating-point values $1726 = 10.4 // floating-point values jump @BMX_2_976 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 018A: $1639 = create_checkpoint_at $1724 $1725 $1726 018A: $1638 = create_checkpoint_at $1724 $1725 $1726 018A: $1637 = create_checkpoint_at $1724 $1725 $1726 018A: $1636 = create_checkpoint_at $1724 $1725 $1726 018A: $1635 = create_checkpoint_at $1724 $1725 $1726 018A: $1634 = create_checkpoint_at $1724 $1725 $1726 018A: $1633 = create_checkpoint_at $1724 $1725 $1726 018A: $1632 = create_checkpoint_at $1724 $1725 $1726 018A: $1631 = create_checkpoint_at $1724 $1725 $1726 018A: $1630 = create_checkpoint_at $1724 $1725 $1726 018A: $1629 = create_checkpoint_at $1724 $1725 $1726 018A: $1628 = create_checkpoint_at $1724 $1725 $1726 018A: $1627 = create_checkpoint_at $1724 $1725 $1726 018A: $1626 = create_checkpoint_at $1724 $1725 $1726 018A: $1625 = create_checkpoint_at $1724 $1725 $1726 018A: $1624 = create_checkpoint_at $1724 $1725 $1726 018A: $1623 = create_checkpoint_at $1724 $1725 $1726 018A: $1622 = create_checkpoint_at $1724 $1725 $1726 :BMX_2_976 01BD: $1749 = current_time_in_ms 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 if $1773 > 0 // integer values jf @BMX_2_1159 Model.Load(#BARREL4) :BMX_2_1017 if not Model.Available(#BARREL4) jf @BMX_2_1043 wait 0 jump @BMX_2_1017 :BMX_2_1043 $7888 = Object.Create(#BARREL4, -413.0, 1434.4, -100.0) Object.CollisionDetection($7888) = True $7889 = Object.Create(#BARREL4, -405.36, 1447.12, -100.0) Object.CollisionDetection($7889) = True $7890 = Object.Create(#BARREL4, -400.0, 1455.5, -100.0) Object.CollisionDetection($7890) = True $7891 = Object.Create(#BARREL4, -402.73, 1465.0, -100.0) Object.CollisionDetection($7891) = True :BMX_2_1159 if $1773 > 2 // integer values jf @BMX_2_1298 Model.Load(#RANCHER) Model.Load(#GDB) Model.Load(#NITESTICK) :BMX_2_1191 if or not Model.Available(#RANCHER) not Model.Available(#GDB) not Model.Available(#NITESTICK) jf @BMX_2_1227 wait 0 jump @BMX_2_1191 :BMX_2_1227 $1777 = Car.Create(#RANCHER, -478.7, 1524.0, 10.4) 0229: set_car $1777 color_to 0 0 Car.Angle($1777) = 190.0 0129: $1776 = create_actor 4 #GDB in_car $1777 driverseat 01B2: give_actor $1776 weapon 4 ammo 0 // Load the weapon model before using this 01CC: actor $1776 kill_player $PLAYER_CHAR :BMX_2_1298 if 2 > $1745 // integer values jf @BMX_2_4041 wait 0 if $1613 == 0 // integer values jf @BMX_2_1360 03C3: set_timer_with_text_to $1747 type 0 text 'R_TIME' // RACE TIME: $1613 = 1 // integer values :BMX_2_1360 if $1772 == 0 // integer values jf @BMX_2_1400 00BC: text_highpriority 'BMX_HOW' 4000 ms 1 // ~g~Do two laps of the dirt track, ~y~passing through ~g~the ~y~CHECKPOINTS ~g~as you go! $1772 = 1 // integer values :BMX_2_1400 if and $1772 == 1 // integer values $1747 > 4000 // integer values jf @BMX_2_1448 00BC: text_highpriority 'BMXREW1' 4000 ms 1 // ~g~Each time you beat your previous record for the two laps $1772 = 2 // integer values :BMX_2_1448 if and $1772 == 2 // integer values $1747 > 8000 // integer values jf @BMX_2_1496 00BC: text_highpriority 'BMXREW2' 4000 ms 1 // ~g~a larger ~y~REWARD ~g~will be awarded! $1772 = 3 // integer values :BMX_2_1496 if $1746 == 1 // integer values jf @BMX_2_1648 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 3.0 3.0 3.0 jf @BMX_2_1648 Marker.Disable($1622) 018C: play_sound 1 at $1670 $1671 $1672 $1746 = 19 // integer values $1745 += 1 // integer values if 3 > $1745 // integer values jf @BMX_2_1648 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 :BMX_2_1648 if $1746 == 2 // integer values jf @BMX_2_1775 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 3.0 3.0 3.0 jf @BMX_2_1775 Marker.Disable($1623) 018C: play_sound 1 at $1673 $1674 $1675 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 $1746 -= 1 // integer values :BMX_2_1775 if $1746 == 3 // integer values jf @BMX_2_1902 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 3.0 3.0 3.0 jf @BMX_2_1902 Marker.Disable($1624) 018C: play_sound 1 at $1676 $1677 $1678 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 $1746 -= 1 // integer values :BMX_2_1902 if $1746 == 4 // integer values jf @BMX_2_2029 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 3.0 3.0 3.0 jf @BMX_2_2029 Marker.Disable($1625) 018C: play_sound 1 at $1679 $1680 $1681 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 $1746 -= 1 // integer values :BMX_2_2029 if $1746 == 5 // integer values jf @BMX_2_2156 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 3.0 3.0 3.0 jf @BMX_2_2156 Marker.Disable($1626) 018C: play_sound 1 at $1682 $1683 $1684 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 $1746 -= 1 // integer values :BMX_2_2156 if $1746 == 6 // integer values jf @BMX_2_2283 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 3.0 3.0 3.0 jf @BMX_2_2283 Marker.Disable($1627) 018C: play_sound 1 at $1685 $1686 $1687 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 $1746 -= 1 // integer values :BMX_2_2283 if $1746 == 7 // integer values jf @BMX_2_2410 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 3.0 3.0 3.0 jf @BMX_2_2410 Marker.Disable($1628) 018C: play_sound 1 at $1688 $1689 $1690 018A: $1627 = create_checkpoint_at $1685 $1686 $1687 $1746 -= 1 // integer values :BMX_2_2410 if $1746 == 8 // integer values jf @BMX_2_2537 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 3.0 3.0 3.0 jf @BMX_2_2537 Marker.Disable($1629) 018C: play_sound 1 at $1691 $1692 $1693 018A: $1628 = create_checkpoint_at $1688 $1689 $1690 $1746 -= 1 // integer values :BMX_2_2537 if $1746 == 9 // integer values jf @BMX_2_2723 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 3.0 3.0 3.0 jf @BMX_2_2723 Marker.Disable($1630) 018C: play_sound 1 at $1694 $1695 $1696 018A: $1629 = create_checkpoint_at $1691 $1692 $1693 $1746 -= 1 // integer values if and $1772 == 3 // integer values $1747 > 12000 // integer values $1773 > 3 // integer values jf @BMX_2_2723 01B5: force_weather 2 00BC: text_highpriority 'BMXRAIN' 4000 ms 1 // ~g~Looks like rain... $1772 = 4 // integer values :BMX_2_2723 if $1746 == 10 // integer values jf @BMX_2_2850 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 3.0 3.0 3.0 jf @BMX_2_2850 Marker.Disable($1631) 018C: play_sound 1 at $1697 $1698 $1699 018A: $1630 = create_checkpoint_at $1694 $1695 $1696 $1746 -= 1 // integer values :BMX_2_2850 if $1746 == 11 // integer values jf @BMX_2_2977 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 3.0 3.0 3.0 jf @BMX_2_2977 Marker.Disable($1632) 018C: play_sound 1 at $1700 $1701 $1702 018A: $1631 = create_checkpoint_at $1697 $1698 $1699 $1746 -= 1 // integer values :BMX_2_2977 if $1746 == 12 // integer values jf @BMX_2_3104 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 3.0 3.0 3.0 jf @BMX_2_3104 Marker.Disable($1633) 018C: play_sound 1 at $1703 $1704 $1705 018A: $1632 = create_checkpoint_at $1700 $1701 $1702 $1746 -= 1 // integer values :BMX_2_3104 if $1746 == 13 // integer values jf @BMX_2_3231 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 3.0 3.0 3.0 jf @BMX_2_3231 Marker.Disable($1634) 018C: play_sound 1 at $1706 $1707 $1708 018A: $1633 = create_checkpoint_at $1703 $1704 $1705 $1746 -= 1 // integer values :BMX_2_3231 if $1746 == 14 // integer values jf @BMX_2_3358 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 3.0 3.0 3.0 jf @BMX_2_3358 Marker.Disable($1635) 018C: play_sound 1 at $1709 $1710 $1711 018A: $1634 = create_checkpoint_at $1706 $1707 $1708 $1746 -= 1 // integer values :BMX_2_3358 if $1746 == 15 // integer values jf @BMX_2_3485 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 3.0 3.0 3.0 jf @BMX_2_3485 Marker.Disable($1636) 018C: play_sound 1 at $1712 $1713 $1714 018A: $1635 = create_checkpoint_at $1709 $1710 $1711 $1746 -= 1 // integer values :BMX_2_3485 if $1746 == 16 // integer values jf @BMX_2_3612 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 3.0 3.0 3.0 jf @BMX_2_3612 Marker.Disable($1637) 018C: play_sound 1 at $1715 $1716 $1717 018A: $1636 = create_checkpoint_at $1712 $1713 $1714 $1746 -= 1 // integer values :BMX_2_3612 if $1746 == 17 // integer values jf @BMX_2_3739 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 3.0 3.0 3.0 jf @BMX_2_3739 Marker.Disable($1638) 018C: play_sound 1 at $1718 $1719 $1720 018A: $1637 = create_checkpoint_at $1715 $1716 $1717 $1746 -= 1 // integer values :BMX_2_3739 if $1746 == 18 // integer values jf @BMX_2_3866 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 3.0 3.0 3.0 jf @BMX_2_3866 Marker.Disable($1639) 018C: play_sound 1 at $1721 $1722 $1723 018A: $1638 = create_checkpoint_at $1718 $1719 $1720 $1746 -= 1 // integer values :BMX_2_3866 if $1746 == 19 // integer values jf @BMX_2_3993 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 3.0 3.0 3.0 jf @BMX_2_3993 Marker.Disable($1640) 018C: play_sound 1 at $1724 $1725 $1726 018A: $1639 = create_checkpoint_at $1721 $1722 $1723 $1746 -= 1 // integer values :BMX_2_3993 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #LANDSTAL jf @BMX_2_4034 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! jump @BMX_2_4201 :BMX_2_4034 jump @BMX_2_1298 :BMX_2_4041 if $1745 == 2 // integer values jf @BMX_2_4201 $1747 /= 1000 // integer values if $364 == 0 // integer values jf @BMX_2_4121 0084: $1771 = $1747 // integer values and handles $7887 = 1 // integer values $1773 = 1 // integer values gosub @BMX_2_4486 jump @BMX_2_4169 :BMX_2_4121 if 001C: $1771 > $1747 // integer values jf @BMX_2_4169 0084: $1771 = $1747 // integer values and handles $7887 = 1 // integer values $1773 += 1 // integer values gosub @BMX_2_4486 :BMX_2_4169 if $7887 == 1 // integer values jf @BMX_2_4201 042E: downdate_integer_stat 18 to $1771 jump @BMX_2_4233 :BMX_2_4201 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! 00BC: text_highpriority 'BMXFAIL' 5000 ms 1 // ~r~You failed to set a new record! return :BMX_2_4233 0084: $1774 = $1773 // integer values and handles $1774 *= 100 // integer values 01E3: text_1number_styled 'M_PASS' number $1774 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += $1774 if $364 == 0 // integer values jf @BMX_2_4310 0595: mission_complete $364 = 1 // integer values 030C: progress_made += 1 :BMX_2_4310 return :BMX_2_4312 Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Marker.Disable($1622) Marker.Disable($1623) Marker.Disable($1624) Marker.Disable($1625) Marker.Disable($1626) Marker.Disable($1627) Marker.Disable($1628) Marker.Disable($1629) Marker.Disable($1630) Marker.Disable($1631) Marker.Disable($1632) Marker.Disable($1633) Marker.Disable($1634) Marker.Disable($1635) Marker.Disable($1636) Marker.Disable($1637) Marker.Disable($1638) Marker.Disable($1639) Marker.Disable($1640) Model.Destroy(#BARREL4) Model.Destroy(#RANCHER) Model.Destroy(#NITESTICK) Model.Destroy(#GDB) Actor.RemoveReferences($1776) Car.RemoveReferences($1777) Object.Destroy($7888) Object.Destroy($7889) Object.Destroy($7890) Object.Destroy($7891) 01B7: release_weather 014F: stop_timer $1747 $ONMISSION = 0 // integer values mission_cleanup return :BMX_2_4486 $1775 = 0 // integer values :BMX_2_4493 if $1747 > 59 // integer values jf @BMX_2_4532 $1747 -= 60 // integer values $1775 += 1 // integer values jump @BMX_2_4493 :BMX_2_4532 02FD: text_2numbers_lowpriority 'NEW_REC' $1775 $1747 5000 flag 1 // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds. return //-------------Mission 90--------------- // Originally: PCJ Playground :T4X4_1 gosub @T4X4_1_36 if wasted_or_busted jf @T4X4_1_27 gosub @T4X4_1_6323 :T4X4_1_27 gosub @T4X4_1_6528 end_thread :T4X4_1_36 if $339 == 0 // integer values jf @T4X4_1_56 increment_mission_attempts :T4X4_1_56 thread 'T4X4_1' $ONMISSION = 1 // integer values $355 = 1 // integer values 054C: use_GXT_table 'MIAMI_1' 00BA: text_styled 'T4X4_1' 5000 ms 2 // 'PCJ Playground' wait 0 $1607 = 0 // integer values $1614 = 120000 // integer values $357 = 0 // integer values $1613 = 0 // integer values $342 = 1 // integer values $1610 = 0 // integer values $359 = 0 // integer values $1609 = 120 // integer values $1612 = 100 // integer values $1611 = 0 // integer values $1616 = 0 // integer values $1617 = 0 // integer values $1646 = 0 // integer values $1647 = 0 // integer values $1648 = 0 // integer values $1649 = 0 // integer values $1650 = 0 // integer values $1651 = 0 // integer values $1652 = 0 // integer values $1653 = 0 // integer values $1654 = 0 // integer values $1655 = 0 // integer values $1656 = 0 // integer values $1657 = 0 // integer values $1658 = 0 // integer values $1659 = 0 // integer values $1660 = 0 // integer values $1661 = 0 // integer values $1662 = 0 // integer values $1663 = 0 // integer values $1664 = 0 // integer values $1665 = 0 // integer values $1666 = 0 // integer values $1667 = 0 // integer values $1668 = 0 // integer values $1669 = 0 // integer values $1742 = 450.0 // floating-point values $1743 = -389.0 // floating-point values $1744 = 26.5 // floating-point values $1670 = 460.0 // floating-point values $1671 = -400.4 // floating-point values $1672 = 18.0 // floating-point values $1673 = 460.0 // floating-point values $1674 = -441.5 // floating-point values $1675 = 17.5 // floating-point values $1676 = 453.0 // floating-point values $1677 = -517.83 // floating-point values $1678 = 21.0 // floating-point values $1679 = 429.5 // floating-point values $1680 = -580.6 // floating-point values $1681 = 11.0 // floating-point values $1682 = 392.0 // floating-point values $1683 = -661.3 // floating-point values $1684 = 11.5 // floating-point values $1685 = 366.5 // floating-point values $1686 = -719.2 // floating-point values $1687 = 23.3 // floating-point values $1688 = 349.5 // floating-point values $1689 = -762.2 // floating-point values $1690 = 24.0 // floating-point values $1691 = 342.26 // floating-point values $1692 = -802.3 // floating-point values $1693 = 11.5 // floating-point values $1694 = 316.0 // floating-point values $1695 = -858.0 // floating-point values $1696 = 11.5 // floating-point values $1697 = 285.0 // floating-point values $1698 = -890.0 // floating-point values $1699 = 11.5 // floating-point values $1700 = 256.7 // floating-point values $1701 = -955.0 // floating-point values $1702 = 17.0 // floating-point values $1703 = 242.5 // floating-point values $1704 = -1111.8 // floating-point values $1705 = 11.5 // floating-point values $1706 = 228.6 // floating-point values $1707 = -1147.9 // floating-point values $1708 = 11.5 // floating-point values $1709 = 193.5 // floating-point values $1710 = -1303.3 // floating-point values $1711 = 11.2 // floating-point values $1712 = 201.44 // floating-point values $1713 = -1318.7 // floating-point values $1714 = 11.2 // floating-point values $1715 = 188.6 // floating-point values $1716 = -1357.5 // floating-point values $1717 = 11.2 // floating-point values $1718 = 167.2 // floating-point values $1719 = -1369.2 // floating-point values $1720 = 11.2 // floating-point values $1721 = 129.6 // floating-point values $1722 = -1337.8 // floating-point values $1723 = 9.5 // floating-point values $1724 = 104.45 // floating-point values $1725 = -1319.7 // floating-point values $1726 = 5.5 // floating-point values $1727 = 78.7 // floating-point values $1728 = -1300.0 // floating-point values $1729 = 13.5 // floating-point values $1730 = 70.1 // floating-point values $1731 = -1220.4 // floating-point values $1732 = 11.0 // floating-point values $1733 = 12.5 // floating-point values $1734 = -1192.0 // floating-point values $1735 = 11.4 // floating-point values $1736 = 4.96 // floating-point values $1737 = -1253.5 // floating-point values $1738 = 21.6 // floating-point values $1739 = 19.8 // floating-point values $1740 = -1308.9 // floating-point values $1741 = 17.3 // floating-point values $1606 = Player.WantedLevel($PLAYER_CHAR) Player.ClearWantedLevel($PLAYER_CHAR) 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 00DA: $1605 = player $PLAYER_CHAR car if not Car.Wrecked($1605) jf @T4X4_1_1165 020A: set_car $1605 door_status_to 1 :T4X4_1_1165 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 018A: $1627 = create_checkpoint_at $1685 $1686 $1687 018A: $1628 = create_checkpoint_at $1688 $1689 $1690 018A: $1629 = create_checkpoint_at $1691 $1692 $1693 018A: $1630 = create_checkpoint_at $1694 $1695 $1696 018A: $1631 = create_checkpoint_at $1697 $1698 $1699 018A: $1632 = create_checkpoint_at $1700 $1701 $1702 018A: $1633 = create_checkpoint_at $1703 $1704 $1705 018A: $1634 = create_checkpoint_at $1706 $1707 $1708 018A: $1635 = create_checkpoint_at $1709 $1710 $1711 018A: $1636 = create_checkpoint_at $1712 $1713 $1714 018A: $1637 = create_checkpoint_at $1715 $1716 $1717 018A: $1638 = create_checkpoint_at $1718 $1719 $1720 018A: $1639 = create_checkpoint_at $1721 $1722 $1723 018A: $1640 = create_checkpoint_at $1724 $1725 $1726 018A: $1641 = create_checkpoint_at $1727 $1728 $1729 018A: $1642 = create_checkpoint_at $1730 $1731 $1732 018A: $1643 = create_checkpoint_at $1733 $1734 $1735 018A: $1644 = create_checkpoint_at $1736 $1737 $1738 018A: $1645 = create_checkpoint_at $1739 $1740 $1741 Model.Load(#YANKEE) :T4X4_1_1517 if not Model.Available(#YANKEE) jf @T4X4_1_1544 wait 0 jump @T4X4_1_1517 :T4X4_1_1544 if 24 > $1607 // integer values jf @T4X4_1_6298 wait 0 if $1613 == 1 // integer values jf @T4X4_1_1624 if 1 > $1614 // integer values jf @T4X4_1_1624 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! jump @T4X4_1_6323 :T4X4_1_1624 if and $1607 == 1 // integer values $1613 == 0 // integer values jf @T4X4_1_1663 014E: start_timer_at $1614 count_in_direction 1 $1613 = 1 // integer values :T4X4_1_1663 if or 00DE: player $PLAYER_CHAR driving_vehicle_type #PCJ600 4 > $357 // integer values jf @T4X4_1_5001 if $1646 == 0 // integer values jf @T4X4_1_1827 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 2.5 2.5 3.5 jf @T4X4_1_1827 Marker.Disable($1622) $1607 += 1 // integer values 018C: play_sound 1 at $1670 $1671 $1672 $1646 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_1827 if $1647 == 0 // integer values jf @T4X4_1_1965 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 2.5 2.5 3.5 jf @T4X4_1_1965 Marker.Disable($1623) $1607 += 1 // integer values 018C: play_sound 1 at $1673 $1674 $1675 $1647 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_1965 if $1648 == 0 // integer values jf @T4X4_1_2103 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 2.5 2.5 3.5 jf @T4X4_1_2103 Marker.Disable($1624) $1607 += 1 // integer values 018C: play_sound 1 at $1676 $1677 $1678 $1648 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_2103 if $1649 == 0 // integer values jf @T4X4_1_2241 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 2.5 2.5 3.5 jf @T4X4_1_2241 Marker.Disable($1625) $1607 += 1 // integer values 018C: play_sound 1 at $1679 $1680 $1681 $1649 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_2241 if $1650 == 0 // integer values jf @T4X4_1_2379 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 2.5 2.5 3.5 jf @T4X4_1_2379 Marker.Disable($1626) $1607 += 1 // integer values 018C: play_sound 1 at $1682 $1683 $1684 $1650 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_2379 if $1651 == 0 // integer values jf @T4X4_1_2517 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1685 $1686 $1687 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1685 $1686 $1687 radius 2.5 2.5 3.5 jf @T4X4_1_2517 Marker.Disable($1627) $1607 += 1 // integer values 018C: play_sound 1 at $1685 $1686 $1687 $1651 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_2517 if $1652 == 0 // integer values jf @T4X4_1_2655 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1688 $1689 $1690 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1688 $1689 $1690 radius 2.5 2.5 3.5 jf @T4X4_1_2655 Marker.Disable($1628) $1607 += 1 // integer values 018C: play_sound 1 at $1688 $1689 $1690 $1652 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_2655 if $1653 == 0 // integer values jf @T4X4_1_2793 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1691 $1692 $1693 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1691 $1692 $1693 radius 2.5 2.5 3.5 jf @T4X4_1_2793 Marker.Disable($1629) $1607 += 1 // integer values 018C: play_sound 1 at $1691 $1692 $1693 $1653 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_2793 if $1654 == 0 // integer values jf @T4X4_1_2931 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1694 $1695 $1696 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1694 $1695 $1696 radius 2.5 2.5 3.5 jf @T4X4_1_2931 Marker.Disable($1630) $1607 += 1 // integer values 018C: play_sound 1 at $1694 $1695 $1696 $1654 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_2931 if $1655 == 0 // integer values jf @T4X4_1_3069 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1697 $1698 $1699 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1697 $1698 $1699 radius 2.5 2.5 3.5 jf @T4X4_1_3069 Marker.Disable($1631) $1607 += 1 // integer values 018C: play_sound 1 at $1697 $1698 $1699 $1655 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_3069 if $1656 == 0 // integer values jf @T4X4_1_3207 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1700 $1701 $1702 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1700 $1701 $1702 radius 2.5 2.5 3.5 jf @T4X4_1_3207 Marker.Disable($1632) $1607 += 1 // integer values 018C: play_sound 1 at $1700 $1701 $1702 $1656 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_3207 if $1657 == 0 // integer values jf @T4X4_1_3345 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1703 $1704 $1705 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1703 $1704 $1705 radius 2.5 2.5 3.5 jf @T4X4_1_3345 Marker.Disable($1633) $1607 += 1 // integer values 018C: play_sound 1 at $1703 $1704 $1705 $1657 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_3345 if $1658 == 0 // integer values jf @T4X4_1_3483 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1706 $1707 $1708 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1706 $1707 $1708 radius 2.5 2.5 3.5 jf @T4X4_1_3483 Marker.Disable($1634) $1607 += 1 // integer values 018C: play_sound 1 at $1706 $1707 $1708 $1658 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_3483 if $1659 == 0 // integer values jf @T4X4_1_3621 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1709 $1710 $1711 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1709 $1710 $1711 radius 2.5 2.5 3.5 jf @T4X4_1_3621 Marker.Disable($1635) $1607 += 1 // integer values 018C: play_sound 1 at $1709 $1710 $1711 $1659 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_3621 if $1660 == 0 // integer values jf @T4X4_1_3759 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1712 $1713 $1714 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1712 $1713 $1714 radius 2.5 2.5 3.5 jf @T4X4_1_3759 Marker.Disable($1636) $1607 += 1 // integer values 018C: play_sound 1 at $1712 $1713 $1714 $1660 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_3759 if $1661 == 0 // integer values jf @T4X4_1_3897 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1715 $1716 $1717 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1715 $1716 $1717 radius 2.5 2.5 3.5 jf @T4X4_1_3897 Marker.Disable($1637) $1607 += 1 // integer values 018C: play_sound 1 at $1715 $1716 $1717 $1661 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_3897 if $1662 == 0 // integer values jf @T4X4_1_4035 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1718 $1719 $1720 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1718 $1719 $1720 radius 2.5 2.5 3.5 jf @T4X4_1_4035 Marker.Disable($1638) $1607 += 1 // integer values 018C: play_sound 1 at $1718 $1719 $1720 $1662 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_4035 if $1663 == 0 // integer values jf @T4X4_1_4173 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1721 $1722 $1723 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1721 $1722 $1723 radius 2.5 2.5 3.5 jf @T4X4_1_4173 Marker.Disable($1639) $1607 += 1 // integer values 018C: play_sound 1 at $1721 $1722 $1723 $1663 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_4173 if $1664 == 0 // integer values jf @T4X4_1_4311 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1724 $1725 $1726 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1724 $1725 $1726 radius 2.5 2.5 3.5 jf @T4X4_1_4311 Marker.Disable($1640) $1607 += 1 // integer values 018C: play_sound 1 at $1724 $1725 $1726 $1664 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_4311 if $1665 == 0 // integer values jf @T4X4_1_4449 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1727 $1728 $1729 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1727 $1728 $1729 radius 2.5 2.5 3.5 jf @T4X4_1_4449 Marker.Disable($1641) $1607 += 1 // integer values 018C: play_sound 1 at $1727 $1728 $1729 $1665 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_4449 if $1666 == 0 // integer values jf @T4X4_1_4587 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1730 $1731 $1732 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1730 $1731 $1732 radius 2.5 2.5 3.5 jf @T4X4_1_4587 Marker.Disable($1642) $1607 += 1 // integer values 018C: play_sound 1 at $1730 $1731 $1732 $1666 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_4587 if $1667 == 0 // integer values jf @T4X4_1_4725 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1733 $1734 $1735 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1733 $1734 $1735 radius 2.5 2.5 3.5 jf @T4X4_1_4725 Marker.Disable($1643) $1607 += 1 // integer values 018C: play_sound 1 at $1733 $1734 $1735 $1667 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_4725 if $1668 == 0 // integer values jf @T4X4_1_4863 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1736 $1737 $1738 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1736 $1737 $1738 radius 2.5 2.5 3.5 jf @T4X4_1_4863 Marker.Disable($1644) $1607 += 1 // integer values 018C: play_sound 1 at $1736 $1737 $1738 $1668 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_4863 if $1669 == 0 // integer values jf @T4X4_1_5001 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1739 $1740 $1741 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1739 $1740 $1741 radius 2.5 2.5 3.5 jf @T4X4_1_5001 Marker.Disable($1645) $1607 += 1 // integer values 018C: play_sound 1 at $1739 $1740 $1741 $1669 = 1 // integer values 01E5: text_1number_highpriority 'T4X4_1C' $1607 flag 3000 time 1 // ~1~ of 24! :T4X4_1_5001 if $347 == 1 // integer values jf @T4X4_1_5083 if and $1610 == 0 // integer values 4 > $357 // integer values jf @T4X4_1_5083 if 00E1: player 0 pressed_button 16 jf @T4X4_1_5083 $359 = 9501 // integer values $357 = 3 // integer values $1610 = 1 // integer values :T4X4_1_5083 if $357 == 0 // integer values jf @T4X4_1_5261 01BD: $358 = current_time_in_ms Camera.SetPosition($1742, $1743, $1744, 0.0, 0.0, 0.0) 043C: set_game_sounds_disable_on_fade 0 0169: set_fade_color 0 0 0 fade 0 1000 :T4X4_1_5151 if fading jf @T4X4_1_5175 wait 0 jump @T4X4_1_5151 :T4X4_1_5175 Camera.SetAtPos($1742, $1743, $1744) Camera.PointAt(459.5, -382.2, 14.0, 2) fade 1 1000 :T4X4_1_5212 if fading jf @T4X4_1_5236 wait 0 jump @T4X4_1_5212 :T4X4_1_5236 01E5: text_1number_highpriority 'T4X4_1A' $1609 flag 5000 time 1 // ~g~You have ~1~ seconds to collect ~y~24~g~ checkpoints. ~g~You may collect them in ~y~ANY ORDER. $357 = 1 // integer values :T4X4_1_5261 if $1610 == 0 // integer values jf @T4X4_1_5300 01BD: $360 = current_time_in_ms 0084: $359 = $360 // integer values and handles 0060: $359 -= $358 // integer values :T4X4_1_5300 if and $359 > 4000 // integer values $357 == 1 // integer values jf @T4X4_1_5346 Camera.PointAt($1670, $1671, $1672, 1) $357 = 2 // integer values :T4X4_1_5346 if and $359 > 7000 // integer values $357 == 2 // integer values jf @T4X4_1_5407 Camera.PointAt($1676, $1677, $1678, 1) 00BC: text_highpriority 'T4X4_1B' 5000 ms 1 // ~y~PASS THROUGH~g~ the first checkpoint to start the ~r~TIMER. $357 = 3 // integer values :T4X4_1_5407 if and $359 > 9500 // integer values $357 == 3 // integer values jf @T4X4_1_5599 fade 0 1000 :T4X4_1_5440 if fading jf @T4X4_1_5464 wait 0 jump @T4X4_1_5440 :T4X4_1_5464 00BE: text_clear_all 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 Camera.SetAtPos($95, $96, $97) Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True if not Car.Wrecked($1605) jf @T4X4_1_5527 020A: set_car $1605 door_status_to 1 :T4X4_1_5527 Player.WantedLevel($PLAYER_CHAR) = $1606 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 0169: set_fade_color 0 0 0 fade 1 1000 :T4X4_1_5557 if fading jf @T4X4_1_5581 wait 0 jump @T4X4_1_5557 :T4X4_1_5581 043C: set_game_sounds_disable_on_fade 1 $357 = 4 // integer values $347 = 1 // integer values :T4X4_1_5599 if $1616 == 0 // integer values jf @T4X4_1_5761 if 00E3: player $PLAYER_CHAR 0 274.0 -905.0 radius 10.0 10.0 jf @T4X4_1_5761 0395: clear_area 1 at 278.0 -961.0 range 10.0 3.0 $1618 = Car.Create(#YANKEE, 278.0, -961.0, 10.0) 0129: $1620 = create_actor 4 #MALE01 in_car $1618 driverseat Car.Angle($1618) = 70.0 04BA: set_car $1618 speed_instantly 15.0 Car.DriveTo($1618, 121.5, -912.88, 10.0) $1616 = 1 // integer values :T4X4_1_5761 if $1616 == 1 // integer values jf @T4X4_1_5845 if not Car.Wrecked($1618) jf @T4X4_1_5845 if 01AD: car $1618 sphere 0 near_point 121.5 -912.88 radius 4.0 4.0 jf @T4X4_1_5845 Car.SetToPsychoDriver($1618) $1616 = 2 // integer values :T4X4_1_5845 if $1617 == 0 // integer values jf @T4X4_1_5973 if 00E3: player $PLAYER_CHAR 0 239.0 -1081.0 radius 10.0 10.0 jf @T4X4_1_5973 $1619 = Car.Create(#YANKEE, 210.1, -1136.5, 10.3) 0129: $1621 = create_actor 4 #MALE01 in_car $1619 driverseat Car.Angle($1619) = 260.0 04BA: set_car $1619 speed_instantly 10.0 0477: set_car $1619 action 8 time 20000 $1617 = 1 // integer values :T4X4_1_5973 if $1617 == 1 // integer values jf @T4X4_1_6057 if not Car.Wrecked($1619) jf @T4X4_1_6057 if 01AD: car $1619 sphere 0 near_point 252.4 -1142.4 radius 4.0 4.0 jf @T4X4_1_6057 Car.SetToPsychoDriver($1619) $1617 = 2 // integer values :T4X4_1_6057 if $357 > 3 // integer values jf @T4X4_1_6291 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #PCJ600 jf @T4X4_1_6291 :T4X4_1_6094 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #PCJ600 jf @T4X4_1_6291 wait 0 if $1613 == 1 // integer values jf @T4X4_1_6223 0084: $1608 = $1614 // integer values and handles $1608 /= 1000 // integer values if $1608 > 0 // integer values jf @T4X4_1_6194 01E5: text_1number_highpriority 'GETBIK1' $1608 flag 2000 time 1 // You have ~1~ seconds to get on a PCJ 600! jump @T4X4_1_6216 :T4X4_1_6194 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! jump @T4X4_1_6323 :T4X4_1_6216 jump @T4X4_1_6238 :T4X4_1_6223 00BC: text_highpriority 'GETBIK3' 1000 ms 1 // ~r~You need a PCJ 600 to attempt this mission! :T4X4_1_6238 if and 00E0: player $PLAYER_CHAR driving 80DE: not player $PLAYER_CHAR driving_vehicle_type #PCJ600 jf @T4X4_1_6284 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! jump @T4X4_1_6323 :T4X4_1_6284 jump @T4X4_1_6094 :T4X4_1_6291 jump @T4X4_1_1544 :T4X4_1_6298 if $1607 == 24 // integer values jf @T4X4_1_6323 jump @T4X4_1_6340 :T4X4_1_6323 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! return :T4X4_1_6340 $1614 *= -1 // integer values $1614 += 120000 // integer values $1614 /= 1000 // integer values if $339 == 0 // integer values jf @T4X4_1_6398 0084: $345 = $1614 // integer values and handles gosub @T4X4_1_6713 :T4X4_1_6398 if $339 == 1 // integer values jf @T4X4_1_6464 if 001C: $345 > $1614 // integer values jf @T4X4_1_6457 0084: $345 = $1614 // integer values and handles gosub @T4X4_1_6713 jump @T4X4_1_6464 :T4X4_1_6457 $1612 = 100 // integer values :T4X4_1_6464 01E3: text_1number_styled 'M_PASS' number $1612 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) Player.Money($PLAYER_CHAR) += $1612 if $339 == 0 // integer values jf @T4X4_1_6526 0595: mission_complete $339 = 1 // integer values 030C: progress_made += 1 :T4X4_1_6526 return :T4X4_1_6528 Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 Marker.Disable($1622) Marker.Disable($1623) Marker.Disable($1624) Marker.Disable($1625) Marker.Disable($1626) Marker.Disable($1627) Marker.Disable($1628) Marker.Disable($1629) Marker.Disable($1630) Marker.Disable($1631) Marker.Disable($1632) Marker.Disable($1633) Marker.Disable($1634) Marker.Disable($1635) Marker.Disable($1636) Marker.Disable($1637) Marker.Disable($1638) Marker.Disable($1639) Marker.Disable($1640) Marker.Disable($1641) Marker.Disable($1642) Marker.Disable($1643) Marker.Disable($1644) Marker.Disable($1645) Actor.RemoveReferences($1620) Actor.RemoveReferences($1621) Model.Destroy(#YANKEE) 014F: stop_timer $1614 $ONMISSION = 0 // integer values $354 = 0 // integer values $355 = 0 // integer values mission_cleanup return :T4X4_1_6713 042E: downdate_integer_stat 16 to $345 0084: $7892 = $345 // integer values and handles $1611 = 0 // integer values :T4X4_1_6735 if $7892 > 59 // integer values jf @T4X4_1_6774 $7892 -= 60 // integer values $1611 += 1 // integer values jump @T4X4_1_6735 :T4X4_1_6774 02FD: text_2numbers_lowpriority 'NEW_REC' $1611 $7892 5000 flag 1 // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds. $1612 = 1000 // integer values return //-------------Mission 91--------------- // Originally: Cone Crazy :CARPRK1 gosub @CARPRK1_16 gosub @CARPRK1_3290 end_thread :CARPRK1_16 if $351 == 0 // integer values jf @CARPRK1_36 increment_mission_attempts :CARPRK1_36 thread 'CARPRK1' $ONMISSION = 1 // integer values 054C: use_GXT_table 'CARPAR1' 00BA: text_styled 'MM_1' 5000 ms 2 // 'CONE CRAZY' wait 0 $1607 = 0 // integer values $1614 = 0 // integer values $357 = 0 // integer values $1613 = 0 // integer values $1610 = 0 // integer values $359 = 0 // integer values $7893 = 0 // integer values if $351 == 0 // integer values jf @CARPRK1_172 $1615 = 12000 // integer values $7927 = 12 // integer values $7928 = 200 // integer values :CARPRK1_172 $1616 = 0 // integer values $1617 = 0 // integer values $1646 = 0 // integer values $1647 = 0 // integer values $1648 = 0 // integer values $1649 = 0 // integer values $1650 = 0 // integer values $1651 = 0 // integer values $1652 = 0 // integer values $1653 = 0 // integer values $1654 = 0 // integer values $1655 = 0 // integer values $1656 = 0 // integer values $1657 = 0 // integer values $1658 = 0 // integer values $1659 = 0 // integer values $1660 = 0 // integer values $1661 = 0 // integer values $1662 = 0 // integer values $1663 = 0 // integer values $1664 = 0 // integer values $1665 = 0 // integer values $1666 = 0 // integer values $1667 = 0 // integer values $1668 = 0 // integer values $1669 = 0 // integer values $346 = 0 // integer values $1742 = 106.0 // floating-point values $1743 = -1242.0 // floating-point values $1744 = 35.5 // floating-point values $7964 = 0.0 // floating-point values $7965 = 128.0 // floating-point values $7966 = -1180.75 // floating-point values $7961 = 8.0 // floating-point values $7932 = -100.0 // floating-point values $7930 = 108.8 // floating-point values $7931 = -1232.9 // floating-point values $7933 = 120.25 // floating-point values $7934 = -1230.6 // floating-point values $7935 = 111.2 // floating-point values $7936 = -1219.7 // floating-point values $7937 = 138.6 // floating-point values $7938 = -1211.8 // floating-point values $7939 = 138.6 // floating-point values $7940 = -1207.2 // floating-point values $7941 = 141.6 // floating-point values $7942 = -1207.2 // floating-point values $7943 = 141.6 // floating-point values $7944 = -1211.8 // floating-point values $7945 = 144.6 // floating-point values $7946 = -1207.2 // floating-point values $7947 = 147.6 // floating-point values $7948 = -1207.2 // floating-point values $7949 = 113.25 // floating-point values $7950 = -1146.5 // floating-point values $7951 = 113.25 // floating-point values $7952 = -1149.5 // floating-point values $7953 = 113.25 // floating-point values $7954 = -1155.5 // floating-point values $7955 = 109.25 // floating-point values $7956 = -1155.5 // floating-point values $7957 = 121.25 // floating-point values $7958 = -1155.5 // floating-point values $7959 = 117.25 // floating-point values $7960 = -1155.5 // floating-point values $1670 = 108.8 // floating-point values $1671 = -1228.8 // floating-point values $1672 = 33.7 // floating-point values $1673 = 112.6 // floating-point values $1674 = -1232.9 // floating-point values $1675 = 33.7 // floating-point values $1676 = 140.3 // floating-point values $1677 = -1209.5 // floating-point values $1678 = 31.5 // floating-point values $1679 = 108.8 // floating-point values $1680 = -1147.5 // floating-point values $1681 = 31.5 // floating-point values $1682 = 131.5 // floating-point values $1683 = -1182.9 // floating-point values $1684 = 31.5 // floating-point values Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 $1606 = Player.WantedLevel($PLAYER_CHAR) Player.ClearWantedLevel($PLAYER_CHAR) 00DA: $1605 = player $PLAYER_CHAR car if not Car.Wrecked($1605) jf @CARPRK1_946 020A: set_car $1605 door_status_to 1 :CARPRK1_946 03D5: remove_text 'M_PASS' // MISSION PASSED! $~1~ 03D5: remove_text 'M_FAIL' // MISSION FAILED! Model.Load(#TRAFFICCONE) :CARPRK1_971 if not Model.Available(#TRAFFICCONE) jf @CARPRK1_998 wait 0 jump @CARPRK1_971 :CARPRK1_998 018A: $1622 = create_checkpoint_at $1670 $1671 $1672 018A: $1623 = create_checkpoint_at $1673 $1674 $1675 018A: $1624 = create_checkpoint_at $1676 $1677 $1678 018A: $1625 = create_checkpoint_at $1679 $1680 $1681 018A: $1626 = create_checkpoint_at $1682 $1683 $1684 :CARPRK1_1068 if 5 > $1607 // integer values jf @CARPRK1_3047 wait 0 if $1613 == 1 // integer values jf @CARPRK1_1148 if 1 > $1614 // integer values jf @CARPRK1_1148 00BC: text_highpriority 'TAXI2' 3000 ms 1 // ~r~You're out of time! jump @CARPRK1_3072 :CARPRK1_1148 if and $1607 == 1 // integer values $1613 == 0 // integer values jf @CARPRK1_1194 014E: start_timer_at $1614 count_in_direction 1 16@ = 0 // integer values $1613 = 1 // integer values :CARPRK1_1194 if $1646 == 0 // integer values jf @CARPRK1_1322 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1670 $1671 $1672 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1670 $1671 $1672 radius 2.5 2.5 3.5 jf @CARPRK1_1322 Marker.Disable($1622) $1607 += 1 // integer values 018C: play_sound 1 at $1670 $1671 $1672 0058: $1614 += $1615 // integer values $1646 = 1 // integer values :CARPRK1_1322 if $1647 == 0 // integer values jf @CARPRK1_1450 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1673 $1674 $1675 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1673 $1674 $1675 radius 2.5 2.5 3.5 jf @CARPRK1_1450 Marker.Disable($1623) $1607 += 1 // integer values 018C: play_sound 1 at $1673 $1674 $1675 0058: $1614 += $1615 // integer values $1647 = 1 // integer values :CARPRK1_1450 if $1648 == 0 // integer values jf @CARPRK1_1578 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1676 $1677 $1678 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1676 $1677 $1678 radius 2.5 2.5 3.5 jf @CARPRK1_1578 Marker.Disable($1624) $1607 += 1 // integer values 018C: play_sound 1 at $1676 $1677 $1678 0058: $1614 += $1615 // integer values $1648 = 1 // integer values :CARPRK1_1578 if $1649 == 0 // integer values jf @CARPRK1_1706 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1679 $1680 $1681 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1679 $1680 $1681 radius 2.5 2.5 3.5 jf @CARPRK1_1706 Marker.Disable($1625) $1607 += 1 // integer values 018C: play_sound 1 at $1679 $1680 $1681 0058: $1614 += $1615 // integer values $1649 = 1 // integer values :CARPRK1_1706 if $1650 == 0 // integer values jf @CARPRK1_1834 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 200 200 at $1682 $1683 $1684 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car $1682 $1683 $1684 radius 2.5 2.5 3.5 jf @CARPRK1_1834 Marker.Disable($1626) $1607 += 1 // integer values 018C: play_sound 1 at $1682 $1683 $1684 0058: $1614 += $1615 // integer values $1650 = 1 // integer values :CARPRK1_1834 if $350 == 1 // integer values jf @CARPRK1_1923 if and $1610 == 0 // integer values $357 > 0 // integer values 4 > $357 // integer values jf @CARPRK1_1923 if 00E1: player 0 pressed_button 16 jf @CARPRK1_1923 $359 = 9501 // integer values $357 = 3 // integer values $1610 = 1 // integer values :CARPRK1_1923 if $357 == 0 // integer values jf @CARPRK1_2587 01BD: $358 = current_time_in_ms Camera.SetPosition($1742, $1743, $1744, 0.0, 0.0, 0.0) 043C: set_game_sounds_disable_on_fade 0 fade 0 1000 :CARPRK1_1983 if fading jf @CARPRK1_2007 wait 0 jump @CARPRK1_1983 :CARPRK1_2007 $7895 = Object.Create(#TRAFFICCONE, $7930, $7931, $7932) Object.CollisionDetection($7895) = True Object.ToggleInMovingList($7895) = True $7896 = Object.Create(#TRAFFICCONE, $7933, $7934, $7932) Object.CollisionDetection($7896) = True Object.ToggleInMovingList($7896) = True $7897 = Object.Create(#TRAFFICCONE, $7935, $7936, $7932) Object.CollisionDetection($7897) = True Object.ToggleInMovingList($7897) = True $7898 = Object.Create(#TRAFFICCONE, $7937, $7938, $7932) Object.CollisionDetection($7898) = True Object.ToggleInMovingList($7898) = True $7899 = Object.Create(#TRAFFICCONE, $7939, $7940, $7932) Object.CollisionDetection($7899) = True Object.ToggleInMovingList($7899) = True $7900 = Object.Create(#TRAFFICCONE, $7941, $7942, $7932) Object.CollisionDetection($7900) = True Object.ToggleInMovingList($7900) = True $7901 = Object.Create(#TRAFFICCONE, $7943, $7944, $7932) Object.CollisionDetection($7901) = True Object.ToggleInMovingList($7901) = True $7902 = Object.Create(#TRAFFICCONE, $7945, $7946, $7932) Object.CollisionDetection($7902) = True Object.ToggleInMovingList($7902) = True $7903 = Object.Create(#TRAFFICCONE, $7947, $7948, $7932) Object.CollisionDetection($7903) = True Object.ToggleInMovingList($7903) = True $7904 = Object.Create(#TRAFFICCONE, $7949, $7950, $7932) Object.CollisionDetection($7904) = True Object.ToggleInMovingList($7904) = True $7905 = Object.Create(#TRAFFICCONE, $7951, $7952, $7932) Object.CollisionDetection($7905) = True Object.ToggleInMovingList($7905) = True $7906 = Object.Create(#TRAFFICCONE, $7953, $7954, $7932) Object.CollisionDetection($7906) = True Object.ToggleInMovingList($7906) = True $7907 = Object.Create(#TRAFFICCONE, $7955, $7956, $7932) Object.CollisionDetection($7907) = True Object.ToggleInMovingList($7907) = True $7908 = Object.Create(#TRAFFICCONE, $7957, $7958, $7932) Object.CollisionDetection($7908) = True Object.ToggleInMovingList($7908) = True $7909 = Object.Create(#TRAFFICCONE, $7959, $7960, $7932) Object.CollisionDetection($7909) = True Object.ToggleInMovingList($7909) = True gosub @CARPRK1_3356 $7926 = Object.Create(#TRAFFICCONE, $7965, $7966, $7932) Object.CollisionDetection($7926) = True Object.ToggleInMovingList($7926) = True Camera.SetAtPos($1742, $1743, $1744) Camera.PointAt($1673, $1674, $1675, 2) fade 1 1000 :CARPRK1_2541 if fading jf @CARPRK1_2565 wait 0 jump @CARPRK1_2541 :CARPRK1_2565 00BC: text_highpriority 'MM_1_A' 5000 ms 1 // ~g~Collect ~y~5 checkpoints~r~ WITHOUT ~g~smashing any ~r~CONES! ~g~You may collect checkpoints in ~y~ANY ORDER. $357 = 1 // integer values :CARPRK1_2587 if $1610 == 0 // integer values jf @CARPRK1_2626 01BD: $360 = current_time_in_ms 0084: $359 = $360 // integer values and handles 0060: $359 -= $358 // integer values :CARPRK1_2626 if and $359 > 4000 // integer values $357 == 1 // integer values jf @CARPRK1_2704 Camera.SetPosition(156.3, -1220.1, 34.0, 0.0, 0.0, 0.0) Camera.PointAt($1676, $1677, $1678, 2) $357 = 2 // integer values :CARPRK1_2704 if and $359 > 7000 // integer values $357 == 2 // integer values jf @CARPRK1_2800 Camera.SetPosition(106.5, -1139.0, 38.13, 0.0, 0.0, 0.0) Camera.PointAt($1679, $1680, $1681, 2) 01E5: text_1number_highpriority 'MM_1_C' $7927 flag 5000 time 1 // ~y~PASS THROUGH~g~ a checkpoint to start the timer. ~g~Each checkpoint will credit you with ~y~~1~ SECONDS~g~. $357 = 3 // integer values :CARPRK1_2800 if and $359 > 9500 // integer values $357 == 3 // integer values jf @CARPRK1_2952 fade 0 1000 :CARPRK1_2833 if fading jf @CARPRK1_2857 wait 0 jump @CARPRK1_2833 :CARPRK1_2857 00BE: text_clear_all Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True if not Car.Wrecked($1605) jf @CARPRK1_2895 020A: set_car $1605 door_status_to 1 :CARPRK1_2895 Player.WantedLevel($PLAYER_CHAR) = $1606 fade 1 1000 :CARPRK1_2910 if fading jf @CARPRK1_2934 wait 0 jump @CARPRK1_2910 :CARPRK1_2934 043C: set_game_sounds_disable_on_fade 1 $357 = 4 // integer values $350 = 1 // integer values :CARPRK1_2952 if 80DE: not player $PLAYER_CHAR driving_vehicle_type #STALLION jf @CARPRK1_2993 00BC: text_highpriority 'T4X4_F' 3000 ms 1 // ~r~You bailed! Too tough for you?! jump @CARPRK1_3072 :CARPRK1_2993 gosub @CARPRK1_4276 if $7893 == 1 // integer values jf @CARPRK1_3040 00BC: text_highpriority 'CONE_1' 5000 ms 1 // ~r~You smashed a cone!! jump @CARPRK1_3072 :CARPRK1_3040 jump @CARPRK1_1068 :CARPRK1_3047 if $1607 == 5 // integer values jf @CARPRK1_3072 jump @CARPRK1_3089 :CARPRK1_3072 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! return :CARPRK1_3089 if $351 == 0 // integer values jf @CARPRK1_3137 008A: $352 = 16@ // integer values and handles $352 /= 1000 // integer values 042E: downdate_integer_stat 19 to $352 gosub @CARPRK1_4798 :CARPRK1_3137 if $351 == 1 // integer values jf @CARPRK1_3252 008A: $346 = 16@ // integer values and handles $346 /= 1000 // integer values if 001C: $352 > $346 // integer values jf @CARPRK1_3226 0084: $352 = $346 // integer values and handles 042E: downdate_integer_stat 19 to $352 $7928 *= 2 // integer values gosub @CARPRK1_4798 jump @CARPRK1_3252 :CARPRK1_3226 01E3: text_1number_styled 'M_PASS' number 200 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 200 :CARPRK1_3252 Player.ClearWantedLevel($PLAYER_CHAR) if $351 == 0 // integer values jf @CARPRK1_3288 0595: mission_complete $351 = 1 // integer values 030C: progress_made += 1 :CARPRK1_3288 return :CARPRK1_3290 Camera.Restore_WithJumpCut 02A3: enable_widescreen 0 Player.CanMove($PLAYER_CHAR) = True Marker.Disable($1622) Marker.Disable($1623) Marker.Disable($1624) Marker.Disable($1625) Marker.Disable($1626) gosub @CARPRK1_4636 Model.Destroy(#TRAFFICCONE) 014F: stop_timer $1614 $ONMISSION = 0 // integer values mission_cleanup return :CARPRK1_3356 02F6: $7962 = sine $7964 // float 0069: $7962 *= $7961 // floating-point values 0059: $7962 += $7965 // floating-point values 02F7: $7963 = cosine $7964 0069: $7963 *= $7961 // floating-point values 0059: $7963 += $7966 // floating-point values if $7964 == 0.0 // floating-point values jf @CARPRK1_3456 $7910 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7910) = True Object.ToggleInMovingList($7910) = True :CARPRK1_3456 if $7964 == 18.0 // floating-point values jf @CARPRK1_3508 $7911 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7911) = True Object.ToggleInMovingList($7911) = True :CARPRK1_3508 if $7964 == 36.0 // floating-point values jf @CARPRK1_3560 $7912 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7912) = True Object.ToggleInMovingList($7912) = True :CARPRK1_3560 if $7964 == 54.0 // floating-point values jf @CARPRK1_3612 $7913 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7913) = True Object.ToggleInMovingList($7913) = True :CARPRK1_3612 if $7964 == 72.0 // floating-point values jf @CARPRK1_3664 $7914 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7914) = True Object.ToggleInMovingList($7914) = True :CARPRK1_3664 if $7964 == 90.0 // floating-point values jf @CARPRK1_3716 $7915 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7915) = True Object.ToggleInMovingList($7915) = True :CARPRK1_3716 if $7964 == 108.0 // floating-point values jf @CARPRK1_3768 $7916 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7916) = True Object.ToggleInMovingList($7916) = True :CARPRK1_3768 if $7964 == 126.0 // floating-point values jf @CARPRK1_3820 $7917 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7917) = True Object.ToggleInMovingList($7917) = True :CARPRK1_3820 if $7964 == 144.0 // floating-point values jf @CARPRK1_3872 $7918 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7918) = True Object.ToggleInMovingList($7918) = True :CARPRK1_3872 if $7964 == 162.0 // floating-point values jf @CARPRK1_3924 $7919 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7919) = True Object.ToggleInMovingList($7919) = True :CARPRK1_3924 if $7964 == 180.0 // floating-point values jf @CARPRK1_3976 $7920 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7920) = True Object.ToggleInMovingList($7920) = True :CARPRK1_3976 if $7964 == 198.0 // floating-point values jf @CARPRK1_4028 $7921 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7921) = True Object.ToggleInMovingList($7921) = True :CARPRK1_4028 if $7964 == 216.0 // floating-point values jf @CARPRK1_4080 $7922 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7922) = True Object.ToggleInMovingList($7922) = True :CARPRK1_4080 if $7964 == 234.0 // floating-point values jf @CARPRK1_4132 $7923 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7923) = True Object.ToggleInMovingList($7923) = True :CARPRK1_4132 if $7964 == 252.0 // floating-point values jf @CARPRK1_4184 $7924 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7924) = True Object.ToggleInMovingList($7924) = True :CARPRK1_4184 if $7964 == 270.0 // floating-point values jf @CARPRK1_4236 $7925 = Object.Create(#TRAFFICCONE, $7962, $7963, $7932) Object.CollisionDetection($7925) = True Object.ToggleInMovingList($7925) = True :CARPRK1_4236 $7964 += 18.0 // floating-point values if 288.0 > $7964 // floating-point values jf @CARPRK1_4274 jump @CARPRK1_3356 :CARPRK1_4274 return :CARPRK1_4276 if or 0366: object $7895 damaged 0366: object $7896 damaged 0366: object $7897 damaged jf @CARPRK1_4309 $7893 = 1 // integer values :CARPRK1_4309 if or 0366: object $7898 damaged 0366: object $7899 damaged 0366: object $7900 damaged jf @CARPRK1_4342 $7893 = 1 // integer values :CARPRK1_4342 if or 0366: object $7901 damaged 0366: object $7902 damaged 0366: object $7903 damaged jf @CARPRK1_4375 $7893 = 1 // integer values :CARPRK1_4375 if or 0366: object $7904 damaged 0366: object $7905 damaged 0366: object $7906 damaged jf @CARPRK1_4408 $7893 = 1 // integer values :CARPRK1_4408 if or 0366: object $7907 damaged 0366: object $7908 damaged 0366: object $7909 damaged jf @CARPRK1_4441 $7893 = 1 // integer values :CARPRK1_4441 if or 0366: object $7910 damaged 0366: object $7911 damaged 0366: object $7912 damaged jf @CARPRK1_4474 $7893 = 1 // integer values :CARPRK1_4474 if or 0366: object $7913 damaged 0366: object $7914 damaged 0366: object $7915 damaged jf @CARPRK1_4507 $7893 = 1 // integer values :CARPRK1_4507 if or 0366: object $7916 damaged 0366: object $7917 damaged 0366: object $7918 damaged jf @CARPRK1_4540 $7893 = 1 // integer values :CARPRK1_4540 if or 0366: object $7919 damaged 0366: object $7920 damaged 0366: object $7921 damaged jf @CARPRK1_4573 $7893 = 1 // integer values :CARPRK1_4573 if or 0366: object $7922 damaged 0366: object $7923 damaged 0366: object $7924 damaged jf @CARPRK1_4606 $7893 = 1 // integer values :CARPRK1_4606 if or 0366: object $7925 damaged 0366: object $7926 damaged jf @CARPRK1_4634 $7893 = 1 // integer values :CARPRK1_4634 return :CARPRK1_4636 Object.Destroy($7895) Object.Destroy($7896) Object.Destroy($7897) Object.Destroy($7898) Object.Destroy($7899) Object.Destroy($7900) Object.Destroy($7901) Object.Destroy($7902) Object.Destroy($7903) Object.Destroy($7904) Object.Destroy($7905) Object.Destroy($7906) Object.Destroy($7907) Object.Destroy($7908) Object.Destroy($7909) Object.Destroy($7910) Object.Destroy($7911) Object.Destroy($7912) Object.Destroy($7913) Object.Destroy($7914) Object.Destroy($7915) Object.Destroy($7916) Object.Destroy($7917) Object.Destroy($7918) Object.Destroy($7919) Object.Destroy($7920) Object.Destroy($7921) Object.Destroy($7922) Object.Destroy($7923) Object.Destroy($7924) Object.Destroy($7925) Object.Destroy($7926) return :CARPRK1_4798 $7929 = 0 // integer values 0084: $7894 = $352 // integer values and handles :CARPRK1_4813 if $7894 > 59 // integer values jf @CARPRK1_4852 $7894 -= 60 // integer values $7929 += 1 // integer values jump @CARPRK1_4813 :CARPRK1_4852 02FD: text_2numbers_lowpriority 'NEW_REC' $7929 $7894 5000 flag 1 // ~g~New Record Set!! ~w~~1~ minutes ~g~and ~w~~1~ seconds. $1615 -= 1000 // integer values if 6000 > $1615 // integer values jf @CARPRK1_4908 $1615 = 6000 // integer values :CARPRK1_4908 $7927 -= 1 // integer values if 6 > $7927 // integer values jf @CARPRK1_4940 $7927 = 6 // integer values :CARPRK1_4940 01E3: text_1number_styled 'M_PASS' number $7928 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += $7928 return //-------------Mission 92--------------- // Originally: PIZZA BOY :PIZZA thread 'PIZZA' gosub @PIZZA_46 if wasted_or_busted jf @PIZZA_37 gosub @PIZZA_2580 :PIZZA_37 gosub @PIZZA_2696 end_thread :PIZZA_46 03D5: remove_text 'M_FAIL' // MISSION FAILED! $ONMISSION = 1 // integer values wait 0 if $389 == 0 // integer values jf @PIZZA_87 increment_mission_attempts :PIZZA_87 054C: use_GXT_table 'PIZZA' $7996 = 1 // integer values $7997 = 0 // integer values $7998 = 0 // integer values $7999 = 0 // integer values $8000 = 0 // integer values $8001 = 0 // integer values $8002 = 0 // integer values $8003 = 0 // integer values $8004 = 0 // integer values $8005 = 0 // integer values $8006 = 0 // integer values $8007 = 0 // integer values $8008 = 0 // integer values $8009 = 0 // integer values $8010 = 6 // integer values $8011 = 0 // integer values $8012 = 0 // integer values $8013 = 0 // integer values $8014 = 301000 // integer values $8015 = 0 // integer values $8016 = 0 // integer values $8017 = 0 // integer values $8018 = 0 // integer values $8019 = 0 // integer values $8020 = 0 // integer values $123 = 0 // integer values $8021 = 0 // integer values $8023 = 0 // integer values $8024 = 0 // integer values $8025 = 0.0 // floating-point values $8026 = 0.0 // floating-point values $8027 = 0.0 // floating-point values $8028 = 0.0 // floating-point values $8029 = 0.0 // floating-point values $8030 = 0.0 // floating-point values $8031 = 0.0 // floating-point values $8032 = 0.0 // floating-point values $8033 = 0.0 // floating-point values $8034 = 0.0 // floating-point values $8035 = 0.0 // floating-point values $8036 = 0.0 // floating-point values $8037 = 0.0 // floating-point values $8038 = 0.0 // floating-point values $8039 = 0.0 // floating-point values $8041 = 0.0 // floating-point values $8042 = 0.0 // floating-point values $8043 = 0.0 // floating-point values $8044 = 0.0 // floating-point values $8045 = 0.0 // floating-point values $8046 = 0.0 // floating-point values $95 = 0.0 // floating-point values $96 = 0.0 // floating-point values $97 = 0.0 // floating-point values $8022 = 0 // integer values if $ONMISSION == 0 // integer values jf @PIZZA_804 0376: $7968 = create_random_actor $8027 $8028 $8029 $7984 = Marker.CreateAboveActor($7968) 0376: $7969 = create_random_actor $8027 $8028 $8029 $7985 = Marker.CreateAboveActor($7969) 0376: $7970 = create_random_actor $8027 $8028 $8029 $7986 = Marker.CreateAboveActor($7970) 0376: $7971 = create_random_actor $8027 $8028 $8029 $7987 = Marker.CreateAboveActor($7971) 0376: $7972 = create_random_actor $8027 $8028 $8029 $7988 = Marker.CreateAboveActor($7972) 0376: $7973 = create_random_actor $8027 $8028 $8029 $7989 = Marker.CreateAboveActor($7973) 0376: $7974 = create_random_actor $8027 $8028 $8029 $7990 = Marker.CreateAboveActor($7974) 0376: $7975 = create_random_actor $8027 $8028 $8029 $7991 = Marker.CreateAboveActor($7975) 0376: $7976 = create_random_actor $8027 $8028 $8029 $7992 = Marker.CreateAboveActor($7976) 0376: $7977 = create_random_actor $8027 $8028 $8029 $7993 = Marker.CreateAboveActor($7977) 018A: $7994 = create_checkpoint_at $8038 $8039 -100.0 :PIZZA_804 Model.Load(#PIZZABOX) :PIZZA_809 if not Model.Available(#PIZZABOX) jf @PIZZA_836 wait 0 jump @PIZZA_809 :PIZZA_836 014C: set_parked_car_generator $1835 cars_to_generate_to 0 014C: set_parked_car_generator $1833 cars_to_generate_to 0 014C: set_parked_car_generator $1831 cars_to_generate_to 0 0501: set_player $PLAYER_CHAR drive_by_mode_enabled 0 if 00E0: player $PLAYER_CHAR driving jf @PIZZA_895 00DA: $7967 = player $PLAYER_CHAR car jump @PIZZA_917 :PIZZA_895 00BC: text_highpriority 'PIZ1_32' 5000 ms 1 // ~r~Pizza's too hot to handle? jump @PIZZA_2580 :PIZZA_917 if $ONMISSION == 0 // integer values jf @PIZZA_943 $7995 = Marker.CreateAboveCar($7967) :PIZZA_943 014E: start_timer_at $8014 count_in_direction 1 03C4: set_status_text_to $8010 0 'PIZ1_12' // Pizzas left: if 0121: player $PLAYER_CHAR in_zone 'DTOWN' // Downtown jf @PIZZA_996 $8013 = 1 // integer values :PIZZA_996 if 0121: player $PLAYER_CHAR in_zone 'HAITI' // Little Haiti jf @PIZZA_1027 $8013 = 2 // integer values :PIZZA_1027 if 0121: player $PLAYER_CHAR in_zone 'BEACH3' // Vice Point jf @PIZZA_1058 $8013 = 3 // integer values :PIZZA_1058 00BB: text_lowpriority 'PIZ1_01' 7000 ms 1 // ~g~Go deliver these pizzas, you must throw the pizza to the customers. Do a drive-by to throw the pizzas. 00BB: text_lowpriority 'PIZ1_05' 7000 ms 1 // ~g~You have five minutes to deliver the orders before the customers phone another pizza shop. 16@ = 0 // integer values :PIZZA_1095 wait 0 if $7996 == 1 // integer values jf @PIZZA_1211 if $8021 == 0 // integer values jf @PIZZA_1211 if 16@ > 13999 // integer values jf @PIZZA_1211 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @PIZZA_1194 03E5: text_box 'PIZ1_06' // Press the~h~ ~k~~TOGGLE_SUBMISSIONS~~w~ when on the bike to cancel the mission. jump @PIZZA_1204 :PIZZA_1194 03E5: text_box 'PIZ1_0' :PIZZA_1204 $8021 = 1 // integer values :PIZZA_1211 if not Car.Wrecked($7967) jf @PIZZA_1355 if 00DC: player $PLAYER_CHAR driving $7967 jf @PIZZA_1355 if 00FA: player $PLAYER_CHAR stopped 0 $8038 $8039 $8040 radius 3.0 3.0 3.0 jf @PIZZA_1355 if 16@ > 14000 // integer values jf @PIZZA_1355 if $8010 > 0 // integer values jf @PIZZA_1355 00BE: text_clear_all $8010 = 6 // integer values gosub @PIZZA_11012 $123 = 0 // integer values 16@ = 0 // integer values :PIZZA_1355 if $8014 == 0 // integer values jf @PIZZA_1395 00BC: text_highpriority 'PIZ1_08' 5000 ms 1 // ~r~You are out of time. You're fired. jump @PIZZA_2580 :PIZZA_1395 if 001C: $7996 > $7997 // integer values jf @PIZZA_1605 wait 0 gosub @PIZZA_2839 gosub @PIZZA_4855 $7997 += 1 // integer values if $8017 == 1 // integer values jf @PIZZA_1472 00BC: text_highpriority 'PIZ1_07' 5000 ms 1 // ~r~You killed the customer! You're fired. :PIZZA_1472 if $8017 == 2 // integer values jf @PIZZA_1505 00BC: text_highpriority 'PIZ1_09' 5000 ms 1 // ~r~You destroyed our bike! You're fired. :PIZZA_1505 if $8017 == 3 // integer values jf @PIZZA_1538 00BC: text_highpriority 'PIZ1_32' 5000 ms 1 // ~r~Pizza's too hot to handle? :PIZZA_1538 if or $8017 == 1 // integer values $8017 == 2 // integer values $8017 == 3 // integer values jf @PIZZA_1577 jump @PIZZA_2580 :PIZZA_1577 gosub @PIZZA_13675 gosub @PIZZA_14359 gosub @PIZZA_13263 jump @PIZZA_1395 :PIZZA_1605 if $8017 == 1 // integer values jf @PIZZA_1638 00BC: text_highpriority 'PIZ1_07' 5000 ms 1 // ~r~You killed the customer! You're fired. :PIZZA_1638 if $8017 == 2 // integer values jf @PIZZA_1671 00BC: text_highpriority 'PIZ1_09' 5000 ms 1 // ~r~You destroyed our bike! You're fired. :PIZZA_1671 if $8017 == 3 // integer values jf @PIZZA_1704 00BC: text_highpriority 'PIZ1_32' 5000 ms 1 // ~r~Pizza's too hot to handle? :PIZZA_1704 if or $8017 == 1 // integer values $8017 == 2 // integer values $8017 == 3 // integer values jf @PIZZA_1743 jump @PIZZA_2580 :PIZZA_1743 gosub @PIZZA_13675 gosub @PIZZA_14359 gosub @PIZZA_13263 if $8009 == 0 // integer values jf @PIZZA_2364 if 003A: $8008 == $7996 // integer values and handles jf @PIZZA_1869 if $8019 == 0 // integer values jf @PIZZA_1862 00BC: text_highpriority 'PIZ1_33' 7000 ms 1 // ~g~Return to the restaurant for more orders. Marker.Disable($7994) 018A: $7994 = create_checkpoint_at $8038 $8039 -100.0 $8009 = 1 // integer values :PIZZA_1862 jump @PIZZA_2357 :PIZZA_1869 if $8010 > 0 // integer values jf @PIZZA_1901 gosub @PIZZA_6095 jump @PIZZA_2357 :PIZZA_1901 gosub @PIZZA_6095 if $123 == 0 // integer values jf @PIZZA_1948 00BC: text_highpriority 'PIZ1_02' 5000 ms 1 // ~g~You have thrown all your pizzas, go back and get some more. $123 = 1 // integer values :PIZZA_1948 Marker.Disable($7984) Marker.Disable($7985) Marker.Disable($7986) Marker.Disable($7987) Marker.Disable($7988) Marker.Disable($7989) Marker.Disable($7990) Marker.Disable($7991) Marker.Disable($7992) Marker.Disable($7993) Marker.Disable($7994) if $8019 == 0 // integer values jf @PIZZA_2357 Marker.Disable($7994) 018A: $7994 = create_checkpoint_at $8038 $8039 -100.0 if 00FA: player $PLAYER_CHAR stopped 1 $8038 $8039 $8040 radius 5.0 5.0 5.0 jf @PIZZA_2357 if not Actor.Dead($7968) jf @PIZZA_2108 $7984 = Marker.CreateAboveActor($7968) :PIZZA_2108 if not Actor.Dead($7969) jf @PIZZA_2132 $7985 = Marker.CreateAboveActor($7969) :PIZZA_2132 if not Actor.Dead($7970) jf @PIZZA_2156 $7986 = Marker.CreateAboveActor($7970) :PIZZA_2156 if not Actor.Dead($7971) jf @PIZZA_2180 $7987 = Marker.CreateAboveActor($7971) :PIZZA_2180 if not Actor.Dead($7972) jf @PIZZA_2204 $7988 = Marker.CreateAboveActor($7972) :PIZZA_2204 if not Actor.Dead($7973) jf @PIZZA_2228 $7989 = Marker.CreateAboveActor($7973) :PIZZA_2228 if not Actor.Dead($7974) jf @PIZZA_2252 $7990 = Marker.CreateAboveActor($7974) :PIZZA_2252 if not Actor.Dead($7975) jf @PIZZA_2276 $7991 = Marker.CreateAboveActor($7975) :PIZZA_2276 if not Actor.Dead($7976) jf @PIZZA_2300 $7992 = Marker.CreateAboveActor($7976) :PIZZA_2300 if not Actor.Dead($7977) jf @PIZZA_2324 $7993 = Marker.CreateAboveActor($7977) :PIZZA_2324 Marker.Disable($7994) $8024 = 0 // integer values $8010 = 6 // integer values gosub @PIZZA_11012 $123 = 0 // integer values :PIZZA_2357 jump @PIZZA_2573 :PIZZA_2364 if 00FA: player $PLAYER_CHAR stopped 1 $8038 $8039 $8040 radius 5.0 5.0 5.0 jf @PIZZA_2548 if $7996 == 10 // integer values jf @PIZZA_2470 if $389 == 0 // integer values jf @PIZZA_2456 jump @PIZZA_2597 jump @PIZZA_2463 :PIZZA_2456 $7996 = 9 // integer values :PIZZA_2463 jump @PIZZA_2541 :PIZZA_2470 Marker.Disable($7994) $8014 = 301000 // integer values $8024 = 0 // integer values $8010 = 6 // integer values gosub @PIZZA_11012 $123 = 0 // integer values $7997 = 0 // integer values $7996 += 1 // integer values $8008 = 0 // integer values $8009 = 0 // integer values :PIZZA_2541 jump @PIZZA_2573 :PIZZA_2548 if $8010 > 0 // integer values jf @PIZZA_2573 gosub @PIZZA_6095 :PIZZA_2573 jump @PIZZA_1095 :PIZZA_2580 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! return :PIZZA_2597 00BE: text_clear_all Player.ClearWantedLevel($PLAYER_CHAR) 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 // MISSION PASSED! $~1~ 0394: play_music 1 Player.Money($PLAYER_CHAR) += 5000 if $389 == 0 // integer values jf @PIZZA_2694 014C: set_parked_car_generator $1834 cars_to_generate_to 101 0595: mission_complete 00BC: text_highpriority 'PIZ_WON' 5000 ms 1 // Pizza Mission Complete. Your max Health increased to 150. 030C: progress_made += 1 055E: set_player $PLAYER_CHAR max_health += 50 $389 = 1 // integer values :PIZZA_2694 return :PIZZA_2696 $ONMISSION = 0 // integer values Player.CanMove($PLAYER_CHAR) = True Model.Destroy(#FAGGIO) Model.Destroy(#PIZZABOX) 014C: set_parked_car_generator $1835 cars_to_generate_to 101 014C: set_parked_car_generator $1833 cars_to_generate_to 101 014C: set_parked_car_generator $1831 cars_to_generate_to 101 0534: increment_pizzas_delivered_by $8022 Marker.Disable($7984) Marker.Disable($7985) Marker.Disable($7986) Marker.Disable($7987) Marker.Disable($7988) Marker.Disable($7989) Marker.Disable($7990) Marker.Disable($7991) Marker.Disable($7992) Marker.Disable($7993) Marker.Disable($7994) Marker.Disable($7995) 0501: set_player $PLAYER_CHAR drive_by_mode_enabled 1 0151: remove_status_text $8010 014F: stop_timer $8014 $390 = 1 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return :PIZZA_2839 wait 0 0054: store_player $PLAYER_CHAR position_to $95 $96 $97 if $8013 == 1 // integer values jf @PIZZA_2935 0208: $8025 = random_float -1050.4 -160.9 0208: $8026 = random_float -160.0 1600.7 $8038 = -908.0 // floating-point values $8039 = 809.3 // floating-point values $8040 = 10.5 // floating-point values :PIZZA_2935 if $8013 == 2 // integer values jf @PIZZA_3013 0208: $8025 = random_float -1200.4 -800.9 0208: $8026 = random_float -660.0 300.7 $8038 = -1028.9 // floating-point values $8039 = 82.7 // floating-point values $8040 = 10.7 // floating-point values :PIZZA_3013 if $8013 == 3 // integer values jf @PIZZA_3091 0208: $8025 = random_float -100.9 1000.4 0208: $8026 = random_float -300.7 800.5 $8038 = 411.6 // floating-point values $8039 = 97.8 // floating-point values $8040 = 10.4 // floating-point values :PIZZA_3091 02C0: set $8027 $8028 $8029 to_ped_path_coords_closest_to $8025 $8026 $97 if or 8.0 > $8029 // floating-point values $8029 > 12.0 // floating-point values jf @PIZZA_3149 jump @PIZZA_2839 :PIZZA_3149 if and $8027 > 333.358 // floating-point values 435.544 > $8027 // floating-point values $8028 > -557.261 // floating-point values -433.179 > $8028 // floating-point values jf @PIZZA_3207 jump @PIZZA_2839 :PIZZA_3207 if and $8027 > -64.434 // floating-point values 81.544 > $8027 // floating-point values $8028 > -995.198 // floating-point values -896.662 > $8028 // floating-point values jf @PIZZA_3265 jump @PIZZA_2839 :PIZZA_3265 if and $8027 > 446.491 // floating-point values 599.769 > $8027 // floating-point values $8028 > -92.564 // floating-point values 53.415 > $8028 // floating-point values jf @PIZZA_3323 jump @PIZZA_2839 :PIZZA_3323 if and $8027 > -82.682 // floating-point values 234.821 > $8027 // floating-point values $8028 > -272.607 // floating-point values 406.194 > $8028 // floating-point values jf @PIZZA_3381 jump @PIZZA_2839 :PIZZA_3381 if and $8027 > -290.702 // floating-point values 282.265 > $8027 // floating-point values $8028 > 398.714 // floating-point values 661.476 > $8028 // floating-point values jf @PIZZA_3439 jump @PIZZA_2839 :PIZZA_3439 if and $8027 > -728.193 // floating-point values -67.639 > $8027 // floating-point values $8028 > -20.866 // floating-point values 99.566 > $8028 // floating-point values jf @PIZZA_3497 jump @PIZZA_2839 :PIZZA_3497 if and $8027 > -516.97 // floating-point values -188.518 > $8027 // floating-point values $8028 > -667.97 // floating-point values -507.393 > $8028 // floating-point values jf @PIZZA_3555 jump @PIZZA_2839 :PIZZA_3555 if and $8027 > -710.393 // floating-point values -579.012 > $8027 // floating-point values $8028 > -1416.112 // floating-point values -1211.742 > $8028 // floating-point values jf @PIZZA_3613 jump @PIZZA_2839 :PIZZA_3613 if and $8027 > 333.358 // floating-point values 493.934 > $8027 // floating-point values $8028 > 991.328 // floating-point values 1261.389 > $8028 // floating-point values jf @PIZZA_3671 jump @PIZZA_2839 :PIZZA_3671 if and $8027 > -790.682 // floating-point values -626.456 > $8027 // floating-point values $8028 > 1196.908 // floating-point values 1306.392 > $8028 // floating-point values jf @PIZZA_3729 jump @PIZZA_2839 :PIZZA_3729 if and $8027 > -1173.877 // floating-point values -1027.898 > $8027 // floating-point values $8028 > 237.098 // floating-point values 415.922 > $8028 // floating-point values jf @PIZZA_3787 jump @PIZZA_2839 :PIZZA_3787 if and $8027 > -1389.195 // floating-point values -1199.422 > $8027 // floating-point values $8028 > -47.561 // floating-point values 229.799 > $8028 // floating-point values jf @PIZZA_3845 jump @PIZZA_2839 :PIZZA_3845 if and $8027 > -1571.667 // floating-point values -1290.658 > $8027 // floating-point values $8028 > -1007.371 // floating-point values -784.753 > $8028 // floating-point values jf @PIZZA_3903 jump @PIZZA_2839 :PIZZA_3903 0086: $8031 = $95 // floating-point values only 0061: $8031 -= $8027 // floating-point values 0086: $8032 = $96 // floating-point values only 0061: $8032 -= $8028 // floating-point values 0069: $8031 *= $8031 // floating-point values 0069: $8032 *= $8032 // floating-point values 0086: $8030 = $8031 // floating-point values only 0059: $8030 += $8032 // floating-point values 01FB: $8033 = square_root $8030 if 120.0 > $8033 // floating-point values jf @PIZZA_4003 jump @PIZZA_2839 :PIZZA_4003 0086: $8034 = $8038 // floating-point values only 0061: $8034 -= $8027 // floating-point values 0086: $8035 = $8039 // floating-point values only 0061: $8035 -= $8028 // floating-point values 0069: $8034 *= $8034 // floating-point values 0069: $8035 *= $8035 // floating-point values 0086: $8030 = $8034 // floating-point values only 0059: $8030 += $8035 // floating-point values 01FB: $8036 = square_root $8030 if 100.0 > $8036 // floating-point values jf @PIZZA_4103 jump @PIZZA_2839 :PIZZA_4103 if $7998 == 1 // integer values jf @PIZZA_4178 if not Actor.Dead($7968) jf @PIZZA_4178 if 00EC: actor $7968 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4178 jump @PIZZA_2839 :PIZZA_4178 if $7999 == 1 // integer values jf @PIZZA_4253 if not Actor.Dead($7969) jf @PIZZA_4253 if 00EC: actor $7969 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4253 jump @PIZZA_2839 :PIZZA_4253 if $8000 == 1 // integer values jf @PIZZA_4328 if not Actor.Dead($7970) jf @PIZZA_4328 if 00EC: actor $7970 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4328 jump @PIZZA_2839 :PIZZA_4328 if $8001 == 1 // integer values jf @PIZZA_4403 if not Actor.Dead($7971) jf @PIZZA_4403 if 00EC: actor $7971 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4403 jump @PIZZA_2839 :PIZZA_4403 if $8002 == 1 // integer values jf @PIZZA_4478 if not Actor.Dead($7972) jf @PIZZA_4478 if 00EC: actor $7972 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4478 jump @PIZZA_2839 :PIZZA_4478 if $8003 == 1 // integer values jf @PIZZA_4553 if not Actor.Dead($7973) jf @PIZZA_4553 if 00EC: actor $7973 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4553 jump @PIZZA_2839 :PIZZA_4553 if $8004 == 1 // integer values jf @PIZZA_4628 if not Actor.Dead($7974) jf @PIZZA_4628 if 00EC: actor $7974 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4628 jump @PIZZA_2839 :PIZZA_4628 if $8005 == 1 // integer values jf @PIZZA_4703 if not Actor.Dead($7975) jf @PIZZA_4703 if 00EC: actor $7975 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4703 jump @PIZZA_2839 :PIZZA_4703 if $8006 == 1 // integer values jf @PIZZA_4778 if not Actor.Dead($7976) jf @PIZZA_4778 if 00EC: actor $7976 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4778 jump @PIZZA_2839 :PIZZA_4778 if $8007 == 1 // integer values jf @PIZZA_4853 if not Actor.Dead($7977) jf @PIZZA_4853 if 00EC: actor $7977 0 $8027 $8028 radius 25.0 25.0 jf @PIZZA_4853 jump @PIZZA_2839 :PIZZA_4853 return :PIZZA_4855 if and $7996 > 0 // integer values $7998 == 0 // integer values jf @PIZZA_4944 0376: $7968 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7968) = $8037 01ED: clear_actor $7968 threat_search 0192: set_actor $7968 objective_to_stand_still $7984 = Marker.CreateAboveActor($7968) $7998 = 1 // integer values return :PIZZA_4944 if and $7996 > 1 // integer values $7999 == 0 // integer values jf @PIZZA_5033 0376: $7969 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7969) = $8037 01ED: clear_actor $7969 threat_search 0192: set_actor $7969 objective_to_stand_still $7985 = Marker.CreateAboveActor($7969) $7999 = 1 // integer values return :PIZZA_5033 if and $7996 > 2 // integer values $8000 == 0 // integer values jf @PIZZA_5122 0376: $7970 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7970) = $8037 01ED: clear_actor $7970 threat_search 0192: set_actor $7970 objective_to_stand_still $7986 = Marker.CreateAboveActor($7970) $8000 = 1 // integer values return :PIZZA_5122 if and $7996 > 3 // integer values $8001 == 0 // integer values jf @PIZZA_5211 0376: $7971 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7971) = $8037 01ED: clear_actor $7971 threat_search 0192: set_actor $7971 objective_to_stand_still $7987 = Marker.CreateAboveActor($7971) $8001 = 1 // integer values return :PIZZA_5211 if and $7996 > 4 // integer values $8002 == 0 // integer values jf @PIZZA_5300 0376: $7972 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7972) = $8037 01ED: clear_actor $7972 threat_search 0192: set_actor $7972 objective_to_stand_still $7988 = Marker.CreateAboveActor($7972) $8002 = 1 // integer values return :PIZZA_5300 if and $7996 > 5 // integer values $8003 == 0 // integer values jf @PIZZA_5389 0376: $7973 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7973) = $8037 01ED: clear_actor $7973 threat_search 0192: set_actor $7973 objective_to_stand_still $7989 = Marker.CreateAboveActor($7973) $8003 = 1 // integer values return :PIZZA_5389 if and $7996 > 6 // integer values $8004 == 0 // integer values jf @PIZZA_5478 0376: $7974 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7974) = $8037 01ED: clear_actor $7974 threat_search 0192: set_actor $7974 objective_to_stand_still $7990 = Marker.CreateAboveActor($7974) $8004 = 1 // integer values return :PIZZA_5478 if and $7996 > 7 // integer values $8005 == 0 // integer values jf @PIZZA_5567 0376: $7975 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7975) = $8037 01ED: clear_actor $7975 threat_search 0192: set_actor $7975 objective_to_stand_still $7991 = Marker.CreateAboveActor($7975) $8005 = 1 // integer values return :PIZZA_5567 if and $7996 > 8 // integer values $8006 == 0 // integer values jf @PIZZA_5656 0376: $7976 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7976) = $8037 01ED: clear_actor $7976 threat_search 0192: set_actor $7976 objective_to_stand_still $7992 = Marker.CreateAboveActor($7976) $8006 = 1 // integer values return :PIZZA_5656 if and $7996 > 9 // integer values $8007 == 0 // integer values jf @PIZZA_5745 0376: $7977 = create_random_actor $8027 $8028 $8029 0208: $8037 = random_float 0.0 359.9 Actor.Angle($7977) = $8037 01ED: clear_actor $7977 threat_search 0192: set_actor $7977 objective_to_stand_still $7993 = Marker.CreateAboveActor($7977) $8007 = 1 // integer values return :PIZZA_5745 return :PIZZA_5747 if $8011 == 0 // integer values jf @PIZZA_5919 $8012 = Object.Init(#PIZZABOX, 0.0, 0.0, 100.0) 035C: place_object $8012 relative_to_car $7967 offset 0.7 0.0 0.7 Object.CollisionDetection($8012) = True Object.ToggleInMovingList($8012) = True 0170: $8041 = player $PLAYER_CHAR z_angle $8042 -= 90.0 // floating-point values $8043 -= 90.0 // floating-point values 02F7: $8042 = cosine $8041 02F6: $8043 = sine $8041 // float $8042 *= 12.0 // floating-point values $8043 *= 12.0 // floating-point values 038C: object $8012 scatter $8042 $8043 5.0 $8010 -= 1 // integer values $8011 = 1 // integer values :PIZZA_5919 return :PIZZA_5921 if $8011 == 0 // integer values jf @PIZZA_6093 $8012 = Object.Init(#PIZZABOX, 0.0, 0.0, 100.0) 035C: place_object $8012 relative_to_car $7967 offset -0.7 0.0 0.7 Object.CollisionDetection($8012) = True Object.ToggleInMovingList($8012) = True 0170: $8041 = player $PLAYER_CHAR z_angle $8042 -= 90.0 // floating-point values $8043 -= 90.0 // floating-point values 02F7: $8042 = cosine $8041 02F6: $8043 = sine $8041 // float $8042 *= -12.0 // floating-point values $8043 *= -12.0 // floating-point values 038C: object $8012 scatter $8042 $8043 5.0 $8010 -= 1 // integer values $8011 = 1 // integer values :PIZZA_6093 return :PIZZA_6095 if not Car.Wrecked($7967) jf @PIZZA_7169 if 00DC: player $PLAYER_CHAR driving $7967 jf @PIZZA_7169 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @PIZZA_6406 if 00E1: player 0 pressed_button 7 jf @PIZZA_6399 if 00E1: player 0 pressed_button 17 jf @PIZZA_6392 if $8010 == 6 // integer values jf @PIZZA_6220 gosub @PIZZA_5747 0084: $7978 = $8012 // integer values and handles :PIZZA_6220 if $8010 == 5 // integer values jf @PIZZA_6253 gosub @PIZZA_5747 0084: $7979 = $8012 // integer values and handles :PIZZA_6253 if $8010 == 4 // integer values jf @PIZZA_6286 gosub @PIZZA_5747 0084: $7980 = $8012 // integer values and handles :PIZZA_6286 if $8010 == 3 // integer values jf @PIZZA_6319 gosub @PIZZA_5747 0084: $7981 = $8012 // integer values and handles :PIZZA_6319 if $8010 == 2 // integer values jf @PIZZA_6352 gosub @PIZZA_5747 0084: $7982 = $8012 // integer values and handles :PIZZA_6352 if $8010 == 1 // integer values jf @PIZZA_6385 gosub @PIZZA_5747 0084: $7983 = $8012 // integer values and handles :PIZZA_6385 jump @PIZZA_6399 :PIZZA_6392 $8011 = 0 // integer values :PIZZA_6399 jump @PIZZA_6652 :PIZZA_6406 if 00E1: player 0 pressed_button 7 jf @PIZZA_6652 if 00E1: player 0 pressed_button 6 jf @PIZZA_6645 if $8010 == 6 // integer values jf @PIZZA_6473 gosub @PIZZA_5747 0084: $7978 = $8012 // integer values and handles :PIZZA_6473 if $8010 == 5 // integer values jf @PIZZA_6506 gosub @PIZZA_5747 0084: $7979 = $8012 // integer values and handles :PIZZA_6506 if $8010 == 4 // integer values jf @PIZZA_6539 gosub @PIZZA_5747 0084: $7980 = $8012 // integer values and handles :PIZZA_6539 if $8010 == 3 // integer values jf @PIZZA_6572 gosub @PIZZA_5747 0084: $7981 = $8012 // integer values and handles :PIZZA_6572 if $8010 == 2 // integer values jf @PIZZA_6605 gosub @PIZZA_5747 0084: $7982 = $8012 // integer values and handles :PIZZA_6605 if $8010 == 1 // integer values jf @PIZZA_6638 gosub @PIZZA_5747 0084: $7983 = $8012 // integer values and handles :PIZZA_6638 jump @PIZZA_6652 :PIZZA_6645 $8011 = 0 // integer values :PIZZA_6652 if not $18 == 3 // integer values jf @PIZZA_6923 if 00E1: player 0 pressed_button 5 jf @PIZZA_6916 if 00E1: player 0 pressed_button 17 jf @PIZZA_6909 if $8010 == 6 // integer values jf @PIZZA_6737 gosub @PIZZA_5921 0084: $7978 = $8012 // integer values and handles :PIZZA_6737 if $8010 == 5 // integer values jf @PIZZA_6770 gosub @PIZZA_5921 0084: $7979 = $8012 // integer values and handles :PIZZA_6770 if $8010 == 4 // integer values jf @PIZZA_6803 gosub @PIZZA_5921 0084: $7980 = $8012 // integer values and handles :PIZZA_6803 if $8010 == 3 // integer values jf @PIZZA_6836 gosub @PIZZA_5921 0084: $7981 = $8012 // integer values and handles :PIZZA_6836 if $8010 == 2 // integer values jf @PIZZA_6869 gosub @PIZZA_5921 0084: $7982 = $8012 // integer values and handles :PIZZA_6869 if $8010 == 1 // integer values jf @PIZZA_6902 gosub @PIZZA_5921 0084: $7983 = $8012 // integer values and handles :PIZZA_6902 jump @PIZZA_6916 :PIZZA_6909 $8011 = 0 // integer values :PIZZA_6916 jump @PIZZA_7169 :PIZZA_6923 if 00E1: player 0 pressed_button 5 jf @PIZZA_7169 if 00E1: player 0 pressed_button 6 jf @PIZZA_7162 if $8010 == 6 // integer values jf @PIZZA_6990 gosub @PIZZA_5921 0084: $7978 = $8012 // integer values and handles :PIZZA_6990 if $8010 == 5 // integer values jf @PIZZA_7023 gosub @PIZZA_5921 0084: $7979 = $8012 // integer values and handles :PIZZA_7023 if $8010 == 4 // integer values jf @PIZZA_7056 gosub @PIZZA_5921 0084: $7980 = $8012 // integer values and handles :PIZZA_7056 if $8010 == 3 // integer values jf @PIZZA_7089 gosub @PIZZA_5921 0084: $7981 = $8012 // integer values and handles :PIZZA_7089 if $8010 == 2 // integer values jf @PIZZA_7122 gosub @PIZZA_5921 0084: $7982 = $8012 // integer values and handles :PIZZA_7122 if $8010 == 1 // integer values jf @PIZZA_7155 gosub @PIZZA_5921 0084: $7983 = $8012 // integer values and handles :PIZZA_7155 jump @PIZZA_7169 :PIZZA_7162 $8011 = 0 // integer values :PIZZA_7169 if $7998 == 1 // integer values jf @PIZZA_7381 if not Actor.Dead($7968) jf @PIZZA_7374 0084: $8016 = $7968 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_7367 if not Actor.Dead($7968) jf @PIZZA_7269 0372: set_actor $7968 anim 14 wait_state_time 500 ms jump @PIZZA_7276 :PIZZA_7269 $8017 = 1 // integer values :PIZZA_7276 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7968) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7984) $7998 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_7367 jump @PIZZA_7381 :PIZZA_7374 $8017 = 1 // integer values :PIZZA_7381 if $7999 == 1 // integer values jf @PIZZA_7593 if not Actor.Dead($7969) jf @PIZZA_7586 0084: $8016 = $7969 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_7579 if not Actor.Dead($7969) jf @PIZZA_7481 0372: set_actor $7969 anim 14 wait_state_time 500 ms jump @PIZZA_7488 :PIZZA_7481 $8017 = 1 // integer values :PIZZA_7488 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7969) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7985) $7999 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_7579 jump @PIZZA_7593 :PIZZA_7586 $8017 = 1 // integer values :PIZZA_7593 if $8000 == 1 // integer values jf @PIZZA_7805 if not Actor.Dead($7970) jf @PIZZA_7798 0084: $8016 = $7970 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_7791 if not Actor.Dead($7970) jf @PIZZA_7693 0372: set_actor $7970 anim 14 wait_state_time 500 ms jump @PIZZA_7700 :PIZZA_7693 $8017 = 1 // integer values :PIZZA_7700 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7970) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7986) $8000 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_7791 jump @PIZZA_7805 :PIZZA_7798 $8017 = 1 // integer values :PIZZA_7805 if $8001 == 1 // integer values jf @PIZZA_8017 if not Actor.Dead($7971) jf @PIZZA_8010 0084: $8016 = $7971 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_8003 if not Actor.Dead($7971) jf @PIZZA_7905 0372: set_actor $7971 anim 14 wait_state_time 500 ms jump @PIZZA_7912 :PIZZA_7905 $8017 = 1 // integer values :PIZZA_7912 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7971) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7987) $8001 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_8003 jump @PIZZA_8017 :PIZZA_8010 $8017 = 1 // integer values :PIZZA_8017 if $8002 == 1 // integer values jf @PIZZA_8229 if not Actor.Dead($7972) jf @PIZZA_8222 0084: $8016 = $7972 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_8215 if not Actor.Dead($7972) jf @PIZZA_8117 0372: set_actor $7972 anim 14 wait_state_time 500 ms jump @PIZZA_8124 :PIZZA_8117 $8017 = 1 // integer values :PIZZA_8124 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7972) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7988) $8002 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_8215 jump @PIZZA_8229 :PIZZA_8222 $8017 = 1 // integer values :PIZZA_8229 if $8003 == 1 // integer values jf @PIZZA_8441 if not Actor.Dead($7973) jf @PIZZA_8434 0084: $8016 = $7973 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_8427 if not Actor.Dead($7973) jf @PIZZA_8329 0372: set_actor $7973 anim 14 wait_state_time 500 ms jump @PIZZA_8336 :PIZZA_8329 $8017 = 1 // integer values :PIZZA_8336 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7973) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7989) $8003 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_8427 jump @PIZZA_8441 :PIZZA_8434 $8017 = 1 // integer values :PIZZA_8441 if $8004 == 1 // integer values jf @PIZZA_8653 if not Actor.Dead($7974) jf @PIZZA_8646 0084: $8016 = $7974 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_8639 if not Actor.Dead($7974) jf @PIZZA_8541 0372: set_actor $7974 anim 14 wait_state_time 500 ms jump @PIZZA_8548 :PIZZA_8541 $8017 = 1 // integer values :PIZZA_8548 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7974) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7990) $8004 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_8639 jump @PIZZA_8653 :PIZZA_8646 $8017 = 1 // integer values :PIZZA_8653 if $8005 == 1 // integer values jf @PIZZA_8865 if not Actor.Dead($7975) jf @PIZZA_8858 0084: $8016 = $7975 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_8851 if not Actor.Dead($7975) jf @PIZZA_8753 0372: set_actor $7975 anim 14 wait_state_time 500 ms jump @PIZZA_8760 :PIZZA_8753 $8017 = 1 // integer values :PIZZA_8760 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7975) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7991) $8005 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_8851 jump @PIZZA_8865 :PIZZA_8858 $8017 = 1 // integer values :PIZZA_8865 if $8006 == 1 // integer values jf @PIZZA_9077 if not Actor.Dead($7976) jf @PIZZA_9070 0084: $8016 = $7976 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_9063 if not Actor.Dead($7976) jf @PIZZA_8965 0372: set_actor $7976 anim 14 wait_state_time 500 ms jump @PIZZA_8972 :PIZZA_8965 $8017 = 1 // integer values :PIZZA_8972 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7976) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7992) $8006 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_9063 jump @PIZZA_9077 :PIZZA_9070 $8017 = 1 // integer values :PIZZA_9077 if $8007 == 1 // integer values jf @PIZZA_9289 if not Actor.Dead($7977) jf @PIZZA_9282 0084: $8016 = $7977 // integer values and handles gosub @PIZZA_9298 if $8015 == 1 // integer values jf @PIZZA_9275 if not Actor.Dead($7977) jf @PIZZA_9177 0372: set_actor $7977 anim 14 wait_state_time 500 ms jump @PIZZA_9184 :PIZZA_9177 $8017 = 1 // integer values :PIZZA_9184 wait 500 gosub @PIZZA_10872 Actor.RemoveReferences($7977) 018C: play_sound 1 at 0.0 0.0 0.0 00BC: text_highpriority 'PIZ1_34' 5000 ms 1 // ~g~Pizza delivered, here's your cash. Player.Money($PLAYER_CHAR) += 10 Marker.Disable($7993) $8007 = 0 // integer values $8008 += 1 // integer values $8022 += 1 // integer values $8015 = 0 // integer values :PIZZA_9275 jump @PIZZA_9289 :PIZZA_9282 $8017 = 1 // integer values :PIZZA_9289 gosub @PIZZA_13675 return :PIZZA_9298 if 03CA: object $7978 exists jf @PIZZA_9560 if not Actor.Dead($8016) jf @PIZZA_9553 if 0472: actor $8016 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 jf @PIZZA_9546 $8018 = 1 // integer values wait 20 17@ = 0 // integer values :PIZZA_9379 wait 0 if 17@ > 3000 // integer values jf @PIZZA_9409 jump @PIZZA_9539 :PIZZA_9409 if not Actor.Dead($8016) jf @PIZZA_9511 if 03CA: object $7978 exists jf @PIZZA_9504 Object.StorePos($7978, $8044, $8045, $8046) 0239: actor $8016 run_to $8044 $8045 if 0472: actor $8016 within_object_on_foot $7978 rectangle 2.0 2.0 sphere 0 jf @PIZZA_9504 jump @PIZZA_9539 :PIZZA_9504 jump @PIZZA_9518 :PIZZA_9511 $8017 = 1 // integer values :PIZZA_9518 gosub @PIZZA_13675 gosub @PIZZA_14359 jump @PIZZA_9379 :PIZZA_9539 $8015 = 1 // integer values :PIZZA_9546 jump @PIZZA_9560 :PIZZA_9553 $8017 = 1 // integer values :PIZZA_9560 if 03CA: object $7979 exists jf @PIZZA_9822 if not Actor.Dead($8016) jf @PIZZA_9815 if 0472: actor $8016 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 jf @PIZZA_9808 $8018 = 2 // integer values wait 20 17@ = 0 // integer values :PIZZA_9641 wait 0 if 17@ > 3000 // integer values jf @PIZZA_9671 jump @PIZZA_9801 :PIZZA_9671 if not Actor.Dead($8016) jf @PIZZA_9773 if 03CA: object $7979 exists jf @PIZZA_9766 Object.StorePos($7979, $8044, $8045, $8046) 0239: actor $8016 run_to $8044 $8045 if 0472: actor $8016 within_object_on_foot $7979 rectangle 2.0 2.0 sphere 0 jf @PIZZA_9766 jump @PIZZA_9801 :PIZZA_9766 jump @PIZZA_9780 :PIZZA_9773 $8017 = 1 // integer values :PIZZA_9780 gosub @PIZZA_13675 gosub @PIZZA_14359 jump @PIZZA_9641 :PIZZA_9801 $8015 = 1 // integer values :PIZZA_9808 jump @PIZZA_9822 :PIZZA_9815 $8017 = 1 // integer values :PIZZA_9822 if 03CA: object $7980 exists jf @PIZZA_10084 if not Actor.Dead($8016) jf @PIZZA_10077 if 0472: actor $8016 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 jf @PIZZA_10070 $8018 = 3 // integer values wait 20 17@ = 0 // integer values :PIZZA_9903 wait 0 if 17@ > 3000 // integer values jf @PIZZA_9933 jump @PIZZA_10063 :PIZZA_9933 if not Actor.Dead($8016) jf @PIZZA_10035 if 03CA: object $7980 exists jf @PIZZA_10028 Object.StorePos($7980, $8044, $8045, $8046) 0239: actor $8016 run_to $8044 $8045 if 0472: actor $8016 within_object_on_foot $7980 rectangle 2.0 2.0 sphere 0 jf @PIZZA_10028 jump @PIZZA_10063 :PIZZA_10028 jump @PIZZA_10042 :PIZZA_10035 $8017 = 1 // integer values :PIZZA_10042 gosub @PIZZA_13675 gosub @PIZZA_14359 jump @PIZZA_9903 :PIZZA_10063 $8015 = 1 // integer values :PIZZA_10070 jump @PIZZA_10084 :PIZZA_10077 $8017 = 1 // integer values :PIZZA_10084 if 03CA: object $7981 exists jf @PIZZA_10346 if not Actor.Dead($8016) jf @PIZZA_10339 if 0472: actor $8016 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 jf @PIZZA_10332 $8018 = 4 // integer values wait 20 17@ = 0 // integer values :PIZZA_10165 wait 0 if 17@ > 3000 // integer values jf @PIZZA_10195 jump @PIZZA_10325 :PIZZA_10195 if not Actor.Dead($8016) jf @PIZZA_10297 if 03CA: object $7981 exists jf @PIZZA_10290 Object.StorePos($7981, $8044, $8045, $8046) 0239: actor $8016 run_to $8044 $8045 if 0472: actor $8016 within_object_on_foot $7981 rectangle 2.0 2.0 sphere 0 jf @PIZZA_10290 jump @PIZZA_10325 :PIZZA_10290 jump @PIZZA_10304 :PIZZA_10297 $8017 = 1 // integer values :PIZZA_10304 gosub @PIZZA_13675 gosub @PIZZA_14359 jump @PIZZA_10165 :PIZZA_10325 $8015 = 1 // integer values :PIZZA_10332 jump @PIZZA_10346 :PIZZA_10339 $8017 = 1 // integer values :PIZZA_10346 if 03CA: object $7982 exists jf @PIZZA_10608 if not Actor.Dead($8016) jf @PIZZA_10601 if 0472: actor $8016 within_object_on_foot $7982 rectangle 2.0 2.0 sphere 0 jf @PIZZA_10594 $8018 = 5 // integer values wait 20 17@ = 0 // integer values :PIZZA_10427 wait 0 if 17@ > 3000 // integer values jf @PIZZA_10457 jump @PIZZA_10587 :PIZZA_10457 if not Actor.Dead($8016) jf @PIZZA_10559 if 03CA: object $7982 exists jf @PIZZA_10552 Object.StorePos($7982, $8044, $8045, $8046) 0239: actor $8016 run_to $8044 $8045 if 0472: actor $8016 within_object_on_foot $7982 rectangle 2.0 2.0 sphere 0 jf @PIZZA_10552 jump @PIZZA_10587 :PIZZA_10552 jump @PIZZA_10566 :PIZZA_10559 $8017 = 1 // integer values :PIZZA_10566 gosub @PIZZA_13675 gosub @PIZZA_14359 jump @PIZZA_10427 :PIZZA_10587 $8015 = 1 // integer values :PIZZA_10594 jump @PIZZA_10608 :PIZZA_10601 $8017 = 1 // integer values :PIZZA_10608 if 03CA: object $7983 exists jf @PIZZA_10870 if not Actor.Dead($8016) jf @PIZZA_10863 if 0472: actor $8016 within_object_on_foot $7983 rectangle 2.0 2.0 sphere 0 jf @PIZZA_10856 $8018 = 6 // integer values wait 20 17@ = 0 // integer values :PIZZA_10689 wait 0 if 17@ > 3000 // integer values jf @PIZZA_10719 jump @PIZZA_10849 :PIZZA_10719 if not Actor.Dead($8016) jf @PIZZA_10821 if 03CA: object $7983 exists jf @PIZZA_10814 Object.StorePos($7983, $8044, $8045, $8046) 0239: actor $8016 run_to $8044 $8045 if 0472: actor $8016 within_object_on_foot $7983 rectangle 2.0 2.0 sphere 0 jf @PIZZA_10814 jump @PIZZA_10849 :PIZZA_10814 jump @PIZZA_10828 :PIZZA_10821 $8017 = 1 // integer values :PIZZA_10828 gosub @PIZZA_13675 gosub @PIZZA_14359 jump @PIZZA_10689 :PIZZA_10849 $8015 = 1 // integer values :PIZZA_10856 jump @PIZZA_10870 :PIZZA_10863 $8017 = 1 // integer values :PIZZA_10870 return :PIZZA_10872 if $8018 == 1 // integer values jf @PIZZA_10895 Object.Destroy($7978) :PIZZA_10895 if $8018 == 2 // integer values jf @PIZZA_10918 Object.Destroy($7979) :PIZZA_10918 if $8018 == 3 // integer values jf @PIZZA_10941 Object.Destroy($7980) :PIZZA_10941 if $8018 == 4 // integer values jf @PIZZA_10964 Object.Destroy($7981) :PIZZA_10964 if $8018 == 5 // integer values jf @PIZZA_10987 Object.Destroy($7982) :PIZZA_10987 if $8018 == 6 // integer values jf @PIZZA_11010 Object.Destroy($7983) :PIZZA_11010 return :PIZZA_11012 Object.RemoveReferences($7978) Object.RemoveReferences($7979) Object.RemoveReferences($7980) Object.RemoveReferences($7981) Object.RemoveReferences($7982) Object.RemoveReferences($7983) 0209: $8023 = random_int_in_ranges 1 20 if $8024 == 0 // integer values jf @PIZZA_13261 if $8023 == 1 // integer values jf @PIZZA_11184 03CF: load_wav 'PISS_01' as 1 :PIZZA_11099 if 83D0: not wav 1 loaded jf @PIZZA_11125 wait 0 jump @PIZZA_11099 :PIZZA_11125 00BC: text_highpriority 'PIZ1_13' 4000 ms 1 // Get these delivered nice and hot. 03D1: play_wav 1 :PIZZA_11144 if 83D2: not wav 1 ended jf @PIZZA_11170 wait 0 jump @PIZZA_11144 :PIZZA_11170 040D: unload_wav 1 03D5: remove_text 'PIZ1_13' // Get these delivered nice and hot. :PIZZA_11184 if $8023 == 2 // integer values jf @PIZZA_11299 03CF: load_wav 'PISS_02' as 1 :PIZZA_11214 if 83D0: not wav 1 loaded jf @PIZZA_11240 wait 0 jump @PIZZA_11214 :PIZZA_11240 00BC: text_highpriority 'PIZ1_14' 4000 ms 1 // Pal, pizza's for you. 03D1: play_wav 1 :PIZZA_11259 if 83D2: not wav 1 ended jf @PIZZA_11285 wait 0 jump @PIZZA_11259 :PIZZA_11285 040D: unload_wav 1 03D5: remove_text 'PIZ1_14' // Pal, pizza's for you. :PIZZA_11299 if $8023 == 3 // integer values jf @PIZZA_11414 03CF: load_wav 'PISS_03' as 1 :PIZZA_11329 if 83D0: not wav 1 loaded jf @PIZZA_11355 wait 0 jump @PIZZA_11329 :PIZZA_11355 00BC: text_highpriority 'PIZ1_15' 4000 ms 1 // Hey, come on Mister, deliver these quick. 03D1: play_wav 1 :PIZZA_11374 if 83D2: not wav 1 ended jf @PIZZA_11400 wait 0 jump @PIZZA_11374 :PIZZA_11400 040D: unload_wav 1 03D5: remove_text 'PIZ1_15' // Hey, come on Mister, deliver these quick. :PIZZA_11414 if $8023 == 4 // integer values jf @PIZZA_11529 03CF: load_wav 'PISS_04' as 1 :PIZZA_11444 if 83D0: not wav 1 loaded jf @PIZZA_11470 wait 0 jump @PIZZA_11444 :PIZZA_11470 00BC: text_highpriority 'PIZ1_16' 4000 ms 1 // What are you waiting around for Mister? You got pizza to deliver. 03D1: play_wav 1 :PIZZA_11489 if 83D2: not wav 1 ended jf @PIZZA_11515 wait 0 jump @PIZZA_11489 :PIZZA_11515 040D: unload_wav 1 03D5: remove_text 'PIZ1_16' // What are you waiting around for Mister? You got pizza to deliver. :PIZZA_11529 if $8023 == 5 // integer values jf @PIZZA_11644 03CF: load_wav 'PISS_05' as 1 :PIZZA_11559 if 83D0: not wav 1 loaded jf @PIZZA_11585 wait 0 jump @PIZZA_11559 :PIZZA_11585 00BC: text_highpriority 'PIZ1_17' 4000 ms 1 // I know you didn't want to be a pizza boy, well I don't give a damn. 03D1: play_wav 1 :PIZZA_11604 if 83D2: not wav 1 ended jf @PIZZA_11630 wait 0 jump @PIZZA_11604 :PIZZA_11630 040D: unload_wav 1 03D5: remove_text 'PIZ1_17' // I know you didn't want to be a pizza boy, well I don't give a damn. :PIZZA_11644 if $8023 == 6 // integer values jf @PIZZA_11759 03CF: load_wav 'PISS_06' as 1 :PIZZA_11674 if 83D0: not wav 1 loaded jf @PIZZA_11700 wait 0 jump @PIZZA_11674 :PIZZA_11700 00BC: text_highpriority 'PIZ1_18' 4000 ms 1 // Deliver these. 03D1: play_wav 1 :PIZZA_11719 if 83D2: not wav 1 ended jf @PIZZA_11745 wait 0 jump @PIZZA_11719 :PIZZA_11745 040D: unload_wav 1 03D5: remove_text 'PIZ1_18' // Deliver these. :PIZZA_11759 if $8023 == 7 // integer values jf @PIZZA_11874 03CF: load_wav 'PISS_07' as 1 :PIZZA_11789 if 83D0: not wav 1 loaded jf @PIZZA_11815 wait 0 jump @PIZZA_11789 :PIZZA_11815 00BC: text_highpriority 'PIZ1_19' 4000 ms 1 // These need delivering. 03D1: play_wav 1 :PIZZA_11834 if 83D2: not wav 1 ended jf @PIZZA_11860 wait 0 jump @PIZZA_11834 :PIZZA_11860 040D: unload_wav 1 03D5: remove_text 'PIZ1_19' // These need delivering. :PIZZA_11874 if $8023 == 8 // integer values jf @PIZZA_11989 03CF: load_wav 'PISS_08' as 1 :PIZZA_11904 if 83D0: not wav 1 loaded jf @PIZZA_11930 wait 0 jump @PIZZA_11904 :PIZZA_11930 00BC: text_highpriority 'PIZ1_20' 4000 ms 1 // Come on Mister, deliver these things or you're sacked. 03D1: play_wav 1 :PIZZA_11949 if 83D2: not wav 1 ended jf @PIZZA_11975 wait 0 jump @PIZZA_11949 :PIZZA_11975 040D: unload_wav 1 03D5: remove_text 'PIZ1_20' // Come on Mister, deliver these things or you're sacked. :PIZZA_11989 if $8023 == 9 // integer values jf @PIZZA_12104 03CF: load_wav 'PISS_09' as 1 :PIZZA_12019 if 83D0: not wav 1 loaded jf @PIZZA_12045 wait 0 jump @PIZZA_12019 :PIZZA_12045 00BC: text_highpriority 'PIZ1_21' 4000 ms 1 // We got people waiting pal. 03D1: play_wav 1 :PIZZA_12064 if 83D2: not wav 1 ended jf @PIZZA_12090 wait 0 jump @PIZZA_12064 :PIZZA_12090 040D: unload_wav 1 03D5: remove_text 'PIZ1_21' // We got people waiting pal. :PIZZA_12104 if $8023 == 10 // integer values jf @PIZZA_12219 03CF: load_wav 'PISS_10' as 1 :PIZZA_12134 if 83D0: not wav 1 loaded jf @PIZZA_12160 wait 0 jump @PIZZA_12134 :PIZZA_12160 00BC: text_highpriority 'PIZ1_22' 4000 ms 1 // What are you waiting around for? These need delivering! 03D1: play_wav 1 :PIZZA_12179 if 83D2: not wav 1 ended jf @PIZZA_12205 wait 0 jump @PIZZA_12179 :PIZZA_12205 040D: unload_wav 1 03D5: remove_text 'PIZ1_22' // What are you waiting around for? These need delivering! :PIZZA_12219 if $8023 == 11 // integer values jf @PIZZA_12334 03CF: load_wav 'PISS_11' as 1 :PIZZA_12249 if 83D0: not wav 1 loaded jf @PIZZA_12275 wait 0 jump @PIZZA_12249 :PIZZA_12275 00BC: text_highpriority 'PIZ1_23' 4000 ms 1 // Deliver the damn food Mister. 03D1: play_wav 1 :PIZZA_12294 if 83D2: not wav 1 ended jf @PIZZA_12320 wait 0 jump @PIZZA_12294 :PIZZA_12320 040D: unload_wav 1 03D5: remove_text 'PIZ1_23' // Deliver the damn food Mister. :PIZZA_12334 if $8023 == 12 // integer values jf @PIZZA_12449 03CF: load_wav 'PISS_12' as 1 :PIZZA_12364 if 83D0: not wav 1 loaded jf @PIZZA_12390 wait 0 jump @PIZZA_12364 :PIZZA_12390 00BC: text_highpriority 'PIZ1_24' 4000 ms 1 // These need delivering pal. 03D1: play_wav 1 :PIZZA_12409 if 83D2: not wav 1 ended jf @PIZZA_12435 wait 0 jump @PIZZA_12409 :PIZZA_12435 040D: unload_wav 1 03D5: remove_text 'PIZ1_24' // These need delivering pal. :PIZZA_12449 if $8023 == 13 // integer values jf @PIZZA_12564 03CF: load_wav 'PISS_13' as 1 :PIZZA_12479 if 83D0: not wav 1 loaded jf @PIZZA_12505 wait 0 jump @PIZZA_12479 :PIZZA_12505 00BC: text_highpriority 'PIZ1_25' 4000 ms 1 // Man, can you take these? 03D1: play_wav 1 :PIZZA_12524 if 83D2: not wav 1 ended jf @PIZZA_12550 wait 0 jump @PIZZA_12524 :PIZZA_12550 040D: unload_wav 1 03D5: remove_text 'PIZ1_25' // Man, can you take these? :PIZZA_12564 if $8023 == 14 // integer values jf @PIZZA_12679 03CF: load_wav 'PISS_14' as 1 :PIZZA_12594 if 83D0: not wav 1 loaded jf @PIZZA_12620 wait 0 jump @PIZZA_12594 :PIZZA_12620 00BC: text_highpriority 'PIZ1_26' 4000 ms 1 // Mister, deliver these pronto, avamos amigo. 03D1: play_wav 1 :PIZZA_12639 if 83D2: not wav 1 ended jf @PIZZA_12665 wait 0 jump @PIZZA_12639 :PIZZA_12665 040D: unload_wav 1 03D5: remove_text 'PIZ1_26' // Mister, deliver these pronto, avamos amigo. :PIZZA_12679 if $8023 == 15 // integer values jf @PIZZA_12794 03CF: load_wav 'PISS_15' as 1 :PIZZA_12709 if 83D0: not wav 1 loaded jf @PIZZA_12735 wait 0 jump @PIZZA_12709 :PIZZA_12735 00BC: text_highpriority 'PIZ1_27' 4000 ms 1 // Come on, we're in a rush, deliver these. 03D1: play_wav 1 :PIZZA_12754 if 83D2: not wav 1 ended jf @PIZZA_12780 wait 0 jump @PIZZA_12754 :PIZZA_12780 040D: unload_wav 1 03D5: remove_text 'PIZ1_27' // Come on, we're in a rush, deliver these. :PIZZA_12794 if $8023 == 16 // integer values jf @PIZZA_12909 03CF: load_wav 'PISS_16' as 1 :PIZZA_12824 if 83D0: not wav 1 loaded jf @PIZZA_12850 wait 0 jump @PIZZA_12824 :PIZZA_12850 00BC: text_highpriority 'PIZ1_28' 4000 ms 1 // You again? well deliver these quick pal. 03D1: play_wav 1 :PIZZA_12869 if 83D2: not wav 1 ended jf @PIZZA_12895 wait 0 jump @PIZZA_12869 :PIZZA_12895 040D: unload_wav 1 03D5: remove_text 'PIZ1_28' // You again? well deliver these quick pal. :PIZZA_12909 if $8023 == 17 // integer values jf @PIZZA_13024 03CF: load_wav 'PISS_17' as 1 :PIZZA_12939 if 83D0: not wav 1 loaded jf @PIZZA_12965 wait 0 jump @PIZZA_12939 :PIZZA_12965 00BC: text_highpriority 'PIZ1_29' 4000 ms 1 // No wasting time this time pal. 03D1: play_wav 1 :PIZZA_12984 if 83D2: not wav 1 ended jf @PIZZA_13010 wait 0 jump @PIZZA_12984 :PIZZA_13010 040D: unload_wav 1 03D5: remove_text 'PIZ1_29' // No wasting time this time pal. :PIZZA_13024 if $8023 == 18 // integer values jf @PIZZA_13139 03CF: load_wav 'PISS_18' as 1 :PIZZA_13054 if 83D0: not wav 1 loaded jf @PIZZA_13080 wait 0 jump @PIZZA_13054 :PIZZA_13080 00BC: text_highpriority 'PIZ1_30' 4000 ms 1 // Come on you lazy bastard, deliver this crap on time. 03D1: play_wav 1 :PIZZA_13099 if 83D2: not wav 1 ended jf @PIZZA_13125 wait 0 jump @PIZZA_13099 :PIZZA_13125 040D: unload_wav 1 03D5: remove_text 'PIZ1_30' // Come on you lazy bastard, deliver this crap on time. :PIZZA_13139 if $8023 == 19 // integer values jf @PIZZA_13254 03CF: load_wav 'PISS_19' as 1 :PIZZA_13169 if 83D0: not wav 1 loaded jf @PIZZA_13195 wait 0 jump @PIZZA_13169 :PIZZA_13195 00BC: text_highpriority 'PIZ1_31' 4000 ms 1 // You'll never get a promotion unless you move faster this time. 03D1: play_wav 1 :PIZZA_13214 if 83D2: not wav 1 ended jf @PIZZA_13240 wait 0 jump @PIZZA_13214 :PIZZA_13240 040D: unload_wav 1 03D5: remove_text 'PIZ1_31' // You'll never get a promotion unless you move faster this time. :PIZZA_13254 $8024 = 1 // integer values :PIZZA_13261 return :PIZZA_13263 if $7998 == 1 // integer values jf @PIZZA_13304 if Actor.Dead($7968) jf @PIZZA_13304 $8017 = 1 // integer values :PIZZA_13304 if $7999 == 1 // integer values jf @PIZZA_13345 if Actor.Dead($7969) jf @PIZZA_13345 $8017 = 1 // integer values :PIZZA_13345 if $8000 == 1 // integer values jf @PIZZA_13386 if Actor.Dead($7970) jf @PIZZA_13386 $8017 = 1 // integer values :PIZZA_13386 if $8001 == 1 // integer values jf @PIZZA_13427 if Actor.Dead($7971) jf @PIZZA_13427 $8017 = 1 // integer values :PIZZA_13427 if $8002 == 1 // integer values jf @PIZZA_13468 if Actor.Dead($7972) jf @PIZZA_13468 $8017 = 1 // integer values :PIZZA_13468 if $8003 == 1 // integer values jf @PIZZA_13509 if Actor.Dead($7973) jf @PIZZA_13509 $8017 = 1 // integer values :PIZZA_13509 if $8004 == 1 // integer values jf @PIZZA_13550 if Actor.Dead($7974) jf @PIZZA_13550 $8017 = 1 // integer values :PIZZA_13550 if $8005 == 1 // integer values jf @PIZZA_13591 if Actor.Dead($7975) jf @PIZZA_13591 $8017 = 1 // integer values :PIZZA_13591 if $8006 == 1 // integer values jf @PIZZA_13632 if Actor.Dead($7976) jf @PIZZA_13632 $8017 = 1 // integer values :PIZZA_13632 if $8007 == 1 // integer values jf @PIZZA_13673 if Actor.Dead($7977) jf @PIZZA_13673 $8017 = 1 // integer values :PIZZA_13673 return :PIZZA_13675 if not Car.Wrecked($7967) jf @PIZZA_14350 if and 01F4: car $7967 flipped 01C1: car $7967 stopped jf @PIZZA_13719 $8020 = 1 // integer values :PIZZA_13719 if and 80DC: not player $PLAYER_CHAR driving $7967 $8019 == 0 // integer values $8020 == 0 // integer values jf @PIZZA_13837 00BC: text_highpriority 'PIZ1_11' 5000 ms 1 // Hey! Get back on the bike! $7995 = Marker.CreateAboveCar($7967) Marker.Disable($7984) Marker.Disable($7985) Marker.Disable($7986) Marker.Disable($7987) Marker.Disable($7988) Marker.Disable($7989) Marker.Disable($7990) Marker.Disable($7991) Marker.Disable($7992) Marker.Disable($7993) Marker.Disable($7994) $8019 = 1 // integer values :PIZZA_13837 if and 00DC: player $PLAYER_CHAR driving $7967 $8019 == 1 // integer values jf @PIZZA_14343 Marker.Disable($7995) if $8009 == 0 // integer values jf @PIZZA_14313 if $7998 == 1 // integer values jf @PIZZA_13928 if not Actor.Dead($7968) jf @PIZZA_13928 $7984 = Marker.CreateAboveActor($7968) :PIZZA_13928 if $7999 == 1 // integer values jf @PIZZA_13970 if not Actor.Dead($7969) jf @PIZZA_13970 $7985 = Marker.CreateAboveActor($7969) :PIZZA_13970 if $8000 == 1 // integer values jf @PIZZA_14012 if not Actor.Dead($7970) jf @PIZZA_14012 $7986 = Marker.CreateAboveActor($7970) :PIZZA_14012 if $8001 == 1 // integer values jf @PIZZA_14054 if not Actor.Dead($7971) jf @PIZZA_14054 $7987 = Marker.CreateAboveActor($7971) :PIZZA_14054 if $8002 == 1 // integer values jf @PIZZA_14096 if not Actor.Dead($7972) jf @PIZZA_14096 $7988 = Marker.CreateAboveActor($7972) :PIZZA_14096 if $8003 == 1 // integer values jf @PIZZA_14138 if not Actor.Dead($7973) jf @PIZZA_14138 $7989 = Marker.CreateAboveActor($7973) :PIZZA_14138 if $8004 == 1 // integer values jf @PIZZA_14180 if not Actor.Dead($7974) jf @PIZZA_14180 $7990 = Marker.CreateAboveActor($7974) :PIZZA_14180 if $8005 == 1 // integer values jf @PIZZA_14222 if not Actor.Dead($7975) jf @PIZZA_14222 $7991 = Marker.CreateAboveActor($7975) :PIZZA_14222 if $8006 == 1 // integer values jf @PIZZA_14264 if not Actor.Dead($7976) jf @PIZZA_14264 $7992 = Marker.CreateAboveActor($7976) :PIZZA_14264 if $8007 == 1 // integer values jf @PIZZA_14306 if not Actor.Dead($7977) jf @PIZZA_14306 $7993 = Marker.CreateAboveActor($7977) :PIZZA_14306 jump @PIZZA_14334 :PIZZA_14313 Marker.Disable($7994) 018A: $7994 = create_checkpoint_at $8038 $8039 -100.0 :PIZZA_14334 00BE: text_clear_all $8019 = 0 // integer values :PIZZA_14343 jump @PIZZA_14357 :PIZZA_14350 $8017 = 2 // integer values :PIZZA_14357 return :PIZZA_14359 if $8019 == 0 // integer values jf @PIZZA_14459 0293: $18 = get_controller_mode if not $18 == 3 // integer values jf @PIZZA_14433 if 00E1: player 0 pressed_button 19 jf @PIZZA_14426 00BE: text_clear_all $8017 = 3 // integer values :PIZZA_14426 jump @PIZZA_14459 :PIZZA_14433 if 00E1: player 0 pressed_button 14 jf @PIZZA_14459 00BE: text_clear_all $8017 = 3 // integer values :PIZZA_14459 return //-------------Mission 93--------------- // Originally: RC Raider Pickup :RCHELI thread 'RCHELI' gosub @RCHELI_46 if wasted_or_busted jf @RCHELI_37 gosub @RCHELI_6036 :RCHELI_37 gosub @RCHELI_6262 end_thread :RCHELI_46 if $8158 == 0 // integer values jf @RCHELI_66 increment_mission_attempts :RCHELI_66 $ONMISSION = 1 // integer values $1084 = 1 // integer values wait 0 054C: use_GXT_table 'RCHELI1' Model.Load(#RCRAIDER) :RCHELI_99 if not Model.Available(#RCRAIDER) jf @RCHELI_126 wait 0 jump @RCHELI_99 :RCHELI_126 $8051 = 0 // integer values $8054 = 20 // integer values $8053 = 0 // integer values $8055 = 0 // integer values $8056 = 0 // integer values $8057 = 0 // integer values $8058 = 0 // integer values $8059 = 0 // integer values $8060 = 0 // integer values $8061 = 0 // integer values $8062 = 0 // integer values $8063 = 0 // integer values $8064 = 0 // integer values $8065 = 0 // integer values $8066 = 0 // integer values $8067 = 0 // integer values $8068 = 0 // integer values $8069 = 0 // integer values $8070 = 0 // integer values $8071 = 0 // integer values $8072 = 0 // integer values $8073 = 0 // integer values $8074 = 0 // integer values $8075 = -1290.792 // floating-point values $8076 = -1253.498 // floating-point values $8077 = 21.376 // floating-point values $8078 = -1369.82 // floating-point values $8079 = -1256.41 // floating-point values $8080 = 18.17883 // floating-point values $8081 = -1482.534 // floating-point values $8082 = -1254.653 // floating-point values $8083 = 14.86 // floating-point values $8084 = -1573.508 // floating-point values $8085 = -1239.667 // floating-point values $8086 = 21.762 // floating-point values $8087 = -1785.86 // floating-point values $8088 = -1343.75 // floating-point values $8089 = 15.97 // floating-point values $8090 = -1793.35 // floating-point values $8091 = -1248.55 // floating-point values $8092 = 22.08 // floating-point values $8093 = -1689.206 // floating-point values $8094 = -1103.073 // floating-point values $8095 = 14.03599 // floating-point values $8096 = -1774.523 // floating-point values $8097 = -1060.862 // floating-point values $8098 = 14.96548 // floating-point values $8099 = -1793.91 // floating-point values $8100 = -908.69 // floating-point values $8101 = 14.86 // floating-point values $8102 = -1788.039 // floating-point values $8103 = -884.2224 // floating-point values $8104 = 42.33138 // floating-point values $8105 = -1646.72 // floating-point values $8106 = -929.44 // floating-point values $8107 = 13.94 // floating-point values $8108 = -1563.474 // floating-point values $8109 = -814.6355 // floating-point values $8110 = 16.21071 // floating-point values $8111 = -1514.844 // floating-point values $8112 = -951.425 // floating-point values $8113 = 15.168 // floating-point values $8114 = -1488.26 // floating-point values $8115 = -892.6786 // floating-point values $8116 = 26.17459 // floating-point values $8117 = -1355.305 // floating-point values $8118 = -951.825 // floating-point values $8119 = 15.168 // floating-point values $8120 = -1352.431 // floating-point values $8121 = -751.111 // floating-point values $8122 = 25.78808 // floating-point values $8123 = -1240.26 // floating-point values $8124 = -841.24 // floating-point values $8125 = 22.3 // floating-point values $8126 = -1253.92 // floating-point values $8127 = -1056.68 // floating-point values $8128 = 13.94 // floating-point values $8129 = -1270.146 // floating-point values $8130 = -1151.49 // floating-point values $8131 = 22.3 // floating-point values $8132 = -1270.47 // floating-point values $8133 = -1272.444 // floating-point values $8134 = 14.866 // floating-point values 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 Player.ClearWantedLevel($PLAYER_CHAR) 00DA: $8049 = player $PLAYER_CHAR car 0395: clear_area 1 at -1237.285 -1232.121 range 14.77 10.0 $8052 = Player.WantedLevel($PLAYER_CHAR) wait 0 if not Car.Wrecked($8049) jf @RCHELI_1076 if 0442: player $PLAYER_CHAR in_car $8049 jf @RCHELI_1076 020A: set_car $8049 door_status_to 2 02A3: enable_widescreen 1 046E: put_player $PLAYER_CHAR in_RC_mode_at -1237.285 -1232.121 14.77 angle 337.839 RC_model #RCRAIDER $8050 = Player.RC_car($PLAYER_CHAR) Camera.SetPosition(-1237.81, -1227.21, 19.33038, 0.0, 0.0, 0.0) Camera.PointAt(-1237.587, -1227.994, 18.74902, 2) :RCHELI_1076 fade 1 1500 :RCHELI_1083 if fading jf @RCHELI_1107 wait 0 jump @RCHELI_1083 :RCHELI_1107 if $8053 == 0 // integer values jf @RCHELI_1720 16@ = 0 // integer values :RCHELI_1132 if 5000 > 16@ // integer values jf @RCHELI_1253 wait 0 00BC: text_highpriority 'RCH1_6' 5000 ms 2 // ~g~Use the RC Helicopter to collect checkpoints scattered throughout the airport. 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8078 $8079 $8080 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8096 $8097 $8098 if 00E1: player 0 pressed_button 16 jf @RCHELI_1246 jump @RCHELI_1645 :RCHELI_1246 jump @RCHELI_1132 :RCHELI_1253 Camera.SetAtPos(-1357.869, -1258.004, 21.487) Camera.SetPosition(-1357.869, -1258.004, 21.487, -0.948, 0.121, -0.2947) Camera.PointAt(-1358.82, -1257.88, 21.192, 2) 16@ = 0 // integer values :RCHELI_1328 if 5000 > 16@ // integer values jf @RCHELI_1449 wait 0 00BC: text_highpriority 'RCH1_7' 5000 ms 2 // ~g~There are 20 checkpoints in total. 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8078 $8079 $8080 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8096 $8097 $8098 if 00E1: player 0 pressed_button 16 jf @RCHELI_1442 jump @RCHELI_1645 :RCHELI_1442 jump @RCHELI_1328 :RCHELI_1449 Camera.SetAtPos(-1786.243, -1073.31, 15.304) Camera.PointAt(-1785.705, -1072.465, 15.27, 2) Camera.SetPosition(-1786.243, -1073.31, 15.304, 0.0, 0.0, 0.0) 16@ = 0 // integer values :RCHELI_1524 if 5000 > 16@ // integer values jf @RCHELI_1645 wait 0 00BC: text_highpriority 'RCH1_8' 500 ms 2 // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Helicopter. 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8078 $8079 $8080 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8096 $8097 $8098 if 00E1: player 0 pressed_button 16 jf @RCHELI_1638 jump @RCHELI_1645 :RCHELI_1638 jump @RCHELI_1524 :RCHELI_1645 if not Car.Wrecked($8050) jf @RCHELI_1670 Camera.OnVehicle($8050, 18, 2) :RCHELI_1670 03EB: clear_small_messages_only 03C3: set_timer_with_text_to $8051 type 0 text 'RCH1_5' // Time: 03C4: set_status_text_to $8054 0 'RCH1_4' // Checkpoints: Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 $8053 = 1 // integer values :RCHELI_1720 if $8054 > 0 // integer values jf @RCHELI_6036 wait 0 if 2 > $8055 // integer values jf @RCHELI_1921 if $8055 == 0 // integer values jf @RCHELI_1799 018A: $8135 = create_checkpoint_at $8075 $8076 $8077 $8055 = 1 // integer values :RCHELI_1799 if not Car.Wrecked($8050) jf @RCHELI_1921 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8075 $8076 $8077 if 01AF: car $8050 0 $8075 $8076 $8077 radius 2.0 2.0 2.0 jf @RCHELI_1921 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8135) $8054 -= 1 // integer values $8055 = 2 // integer values :RCHELI_1921 if $8055 == 2 // integer values jf @RCHELI_2118 if 2 > $8056 // integer values jf @RCHELI_2118 if $8056 == 0 // integer values jf @RCHELI_1996 018A: $8136 = create_checkpoint_at $8078 $8079 $8080 $8056 = 1 // integer values :RCHELI_1996 if not Car.Wrecked($8050) jf @RCHELI_2118 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8078 $8079 $8080 if 01AF: car $8050 0 $8078 $8079 $8080 radius 2.0 2.0 2.0 jf @RCHELI_2118 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8136) $8054 -= 1 // integer values $8056 = 2 // integer values :RCHELI_2118 if $8056 == 2 // integer values jf @RCHELI_2315 if 2 > $8057 // integer values jf @RCHELI_2315 if $8057 == 0 // integer values jf @RCHELI_2193 018A: $8137 = create_checkpoint_at $8081 $8082 $8083 $8057 = 1 // integer values :RCHELI_2193 if not Car.Wrecked($8050) jf @RCHELI_2315 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8081 $8082 $8083 if 01AF: car $8050 0 $8081 $8082 $8083 radius 2.0 2.0 2.0 jf @RCHELI_2315 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8137) $8054 -= 1 // integer values $8057 = 2 // integer values :RCHELI_2315 if $8057 == 2 // integer values jf @RCHELI_2512 if 2 > $8058 // integer values jf @RCHELI_2512 if $8058 == 0 // integer values jf @RCHELI_2390 018A: $8138 = create_checkpoint_at $8084 $8085 $8086 $8058 = 1 // integer values :RCHELI_2390 if not Car.Wrecked($8050) jf @RCHELI_2512 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8084 $8085 $8086 if 01AF: car $8050 0 $8084 $8085 $8086 radius 2.0 2.0 2.0 jf @RCHELI_2512 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8138) $8054 -= 1 // integer values $8058 = 2 // integer values :RCHELI_2512 if $8058 == 2 // integer values jf @RCHELI_2709 if 2 > $8059 // integer values jf @RCHELI_2709 if $8059 == 0 // integer values jf @RCHELI_2587 018A: $8139 = create_checkpoint_at $8087 $8088 $8089 $8059 = 1 // integer values :RCHELI_2587 if not Car.Wrecked($8050) jf @RCHELI_2709 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8087 $8088 $8089 if 01AF: car $8050 0 $8087 $8088 $8089 radius 2.0 2.0 2.0 jf @RCHELI_2709 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8139) $8054 -= 1 // integer values $8059 = 2 // integer values :RCHELI_2709 if $8059 == 2 // integer values jf @RCHELI_2906 if 2 > $8060 // integer values jf @RCHELI_2906 if $8060 == 0 // integer values jf @RCHELI_2784 018A: $8140 = create_checkpoint_at $8090 $8091 $8092 $8060 = 1 // integer values :RCHELI_2784 if not Car.Wrecked($8050) jf @RCHELI_2906 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8090 $8091 $8092 if 01AF: car $8050 0 $8090 $8091 $8092 radius 2.0 2.0 2.0 jf @RCHELI_2906 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8140) $8054 -= 1 // integer values $8060 = 2 // integer values :RCHELI_2906 if $8060 == 2 // integer values jf @RCHELI_3103 if 2 > $8061 // integer values jf @RCHELI_3103 if $8061 == 0 // integer values jf @RCHELI_2981 018A: $8141 = create_checkpoint_at $8093 $8094 $8095 $8061 = 1 // integer values :RCHELI_2981 if not Car.Wrecked($8050) jf @RCHELI_3103 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8093 $8094 $8095 if 01AF: car $8050 0 $8093 $8094 $8095 radius 2.0 2.0 2.0 jf @RCHELI_3103 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8141) $8054 -= 1 // integer values $8061 = 2 // integer values :RCHELI_3103 if $8061 == 2 // integer values jf @RCHELI_3300 if 2 > $8062 // integer values jf @RCHELI_3300 if $8062 == 0 // integer values jf @RCHELI_3178 018A: $8142 = create_checkpoint_at $8096 $8097 $8098 $8062 = 1 // integer values :RCHELI_3178 if not Car.Wrecked($8050) jf @RCHELI_3300 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8096 $8097 $8098 if 01AF: car $8050 0 $8096 $8097 $8098 radius 2.0 2.0 2.0 jf @RCHELI_3300 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8142) $8054 -= 1 // integer values $8062 = 2 // integer values :RCHELI_3300 if $8062 == 2 // integer values jf @RCHELI_3497 if 2 > $8063 // integer values jf @RCHELI_3497 if $8063 == 0 // integer values jf @RCHELI_3375 018A: $8143 = create_checkpoint_at $8099 $8100 $8101 $8063 = 1 // integer values :RCHELI_3375 if not Car.Wrecked($8050) jf @RCHELI_3497 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8099 $8100 $8101 if 01AF: car $8050 0 $8099 $8100 $8101 radius 2.0 2.0 2.0 jf @RCHELI_3497 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8143) $8054 -= 1 // integer values $8063 = 2 // integer values :RCHELI_3497 if $8063 == 2 // integer values jf @RCHELI_3694 if 2 > $8064 // integer values jf @RCHELI_3694 if $8064 == 0 // integer values jf @RCHELI_3572 018A: $8144 = create_checkpoint_at $8102 $8103 $8104 $8064 = 1 // integer values :RCHELI_3572 if not Car.Wrecked($8050) jf @RCHELI_3694 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8102 $8103 $8104 if 01AF: car $8050 0 $8102 $8103 $8104 radius 2.0 2.0 2.0 jf @RCHELI_3694 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8144) $8054 -= 1 // integer values $8064 = 2 // integer values :RCHELI_3694 if $8064 == 2 // integer values jf @RCHELI_3891 if 2 > $8065 // integer values jf @RCHELI_3891 if $8065 == 0 // integer values jf @RCHELI_3769 018A: $8145 = create_checkpoint_at $8105 $8106 $8107 $8065 = 1 // integer values :RCHELI_3769 if not Car.Wrecked($8050) jf @RCHELI_3891 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8105 $8106 $8107 if 01AF: car $8050 0 $8105 $8106 $8107 radius 2.0 2.0 2.0 jf @RCHELI_3891 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8145) $8054 -= 1 // integer values $8065 = 2 // integer values :RCHELI_3891 if $8065 == 2 // integer values jf @RCHELI_4088 if 2 > $8066 // integer values jf @RCHELI_4088 if $8066 == 0 // integer values jf @RCHELI_3966 018A: $8146 = create_checkpoint_at $8108 $8109 $8110 $8066 = 1 // integer values :RCHELI_3966 if not Car.Wrecked($8050) jf @RCHELI_4088 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8108 $8109 $8110 if 01AF: car $8050 0 $8108 $8109 $8110 radius 2.0 2.0 2.0 jf @RCHELI_4088 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8146) $8054 -= 1 // integer values $8066 = 2 // integer values :RCHELI_4088 if $8066 == 2 // integer values jf @RCHELI_4285 if 2 > $8067 // integer values jf @RCHELI_4285 if $8067 == 0 // integer values jf @RCHELI_4163 018A: $8147 = create_checkpoint_at $8111 $8112 $8113 $8067 = 1 // integer values :RCHELI_4163 if not Car.Wrecked($8050) jf @RCHELI_4285 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8111 $8112 $8113 if 01AF: car $8050 0 $8111 $8112 $8113 radius 2.0 2.0 2.0 jf @RCHELI_4285 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8147) $8054 -= 1 // integer values $8067 = 2 // integer values :RCHELI_4285 if $8067 == 2 // integer values jf @RCHELI_4482 if 2 > $8068 // integer values jf @RCHELI_4482 if $8068 == 0 // integer values jf @RCHELI_4360 018A: $8148 = create_checkpoint_at $8114 $8115 $8116 $8068 = 1 // integer values :RCHELI_4360 if not Car.Wrecked($8050) jf @RCHELI_4482 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8114 $8115 $8116 if 01AF: car $8050 0 $8114 $8115 $8116 radius 2.0 2.0 2.0 jf @RCHELI_4482 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8148) $8054 -= 1 // integer values $8068 = 2 // integer values :RCHELI_4482 if $8068 == 2 // integer values jf @RCHELI_4679 if 2 > $8069 // integer values jf @RCHELI_4679 if $8069 == 0 // integer values jf @RCHELI_4557 018A: $8149 = create_checkpoint_at $8117 $8118 $8119 $8069 = 1 // integer values :RCHELI_4557 if not Car.Wrecked($8050) jf @RCHELI_4679 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8117 $8118 $8119 if 01AF: car $8050 0 $8117 $8118 $8119 radius 2.0 2.0 2.0 jf @RCHELI_4679 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8149) $8054 -= 1 // integer values $8069 = 2 // integer values :RCHELI_4679 if $8069 == 2 // integer values jf @RCHELI_4876 if 2 > $8070 // integer values jf @RCHELI_4876 if $8070 == 0 // integer values jf @RCHELI_4754 018A: $8150 = create_checkpoint_at $8120 $8121 $8122 $8070 = 1 // integer values :RCHELI_4754 if not Car.Wrecked($8050) jf @RCHELI_4876 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8120 $8121 $8122 if 01AF: car $8050 0 $8120 $8121 $8122 radius 2.0 2.0 2.0 jf @RCHELI_4876 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8150) $8054 -= 1 // integer values $8070 = 2 // integer values :RCHELI_4876 if $8070 == 2 // integer values jf @RCHELI_5073 if 2 > $8071 // integer values jf @RCHELI_5073 if $8071 == 0 // integer values jf @RCHELI_4951 018A: $8151 = create_checkpoint_at $8123 $8124 $8125 $8071 = 1 // integer values :RCHELI_4951 if not Car.Wrecked($8050) jf @RCHELI_5073 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8123 $8124 $8125 if 01AF: car $8050 0 $8123 $8124 $8125 radius 2.0 2.0 2.0 jf @RCHELI_5073 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8151) $8054 -= 1 // integer values $8071 = 2 // integer values :RCHELI_5073 if $8071 == 2 // integer values jf @RCHELI_5270 if 2 > $8072 // integer values jf @RCHELI_5270 if $8072 == 0 // integer values jf @RCHELI_5148 018A: $8152 = create_checkpoint_at $8126 $8127 $8128 $8072 = 1 // integer values :RCHELI_5148 if not Car.Wrecked($8050) jf @RCHELI_5270 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8126 $8127 $8128 if 01AF: car $8050 0 $8126 $8127 $8128 radius 2.0 2.0 2.0 jf @RCHELI_5270 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8152) $8054 -= 1 // integer values $8072 = 2 // integer values :RCHELI_5270 if $8072 == 2 // integer values jf @RCHELI_5467 if 2 > $8073 // integer values jf @RCHELI_5467 if $8073 == 0 // integer values jf @RCHELI_5345 018A: $8153 = create_checkpoint_at $8129 $8130 $8131 $8073 = 1 // integer values :RCHELI_5345 if not Car.Wrecked($8050) jf @RCHELI_5467 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8129 $8130 $8131 if 01AF: car $8050 0 $8129 $8130 $8131 radius 2.0 2.0 2.0 jf @RCHELI_5467 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8153) $8054 -= 1 // integer values $8073 = 2 // integer values :RCHELI_5467 if $8073 == 2 // integer values jf @RCHELI_5664 if 2 > $8074 // integer values jf @RCHELI_5664 if $8074 == 0 // integer values jf @RCHELI_5542 018A: $8154 = create_checkpoint_at $8132 $8133 $8134 $8074 = 1 // integer values :RCHELI_5542 if not Car.Wrecked($8050) jf @RCHELI_5664 024F: create_corona_with_radius 1.0 type 5 lensflares 0 with_color 0 100 100 at $8132 $8133 $8134 if 01AF: car $8050 0 $8132 $8133 $8134 radius 2.0 2.0 2.0 jf @RCHELI_5664 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8154) $8054 -= 1 // integer values $8074 = 2 // integer values :RCHELI_5664 if $8054 == 0 // integer values jf @RCHELI_5730 if not Car.Wrecked($8049) jf @RCHELI_5730 if $8051 > 0 // integer values jf @RCHELI_5730 020A: set_car $8049 door_status_to 1 jump @RCHELI_6061 :RCHELI_5730 if not Car.Wrecked($8050) jf @RCHELI_5837 if 80B0: not car $8050 0 -1881.576 -1612.496 -979.9678 -582.2634 jf @RCHELI_5837 if 00B0: car $8050 0 -2104.88 -1655.804 -866.489 -430.5 jf @RCHELI_5837 00BC: text_highpriority 'RCH1_12' 3000 ms 1 // ~g~The RC helicopter is getting too far out of range! :RCHELI_5837 if not Car.Wrecked($8050) jf @RCHELI_5915 if 80B0: not car $8050 0 -2104.88 -1655.804 -866.489 -430.5 jf @RCHELI_5915 0409: blow_up_rc_buggy 00BC: text_highpriority 'RCH1_13' 5000 ms 1 // ~r~The RC helicopter went out of range! jump @RCHELI_6036 :RCHELI_5915 if Car.Wrecked($8049) jf @RCHELI_5955 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! 04DB: exit_rc_mode jump @RCHELI_6036 :RCHELI_5955 if $8053 == 1 // integer values jf @RCHELI_6029 if Car.Wrecked($8050) jf @RCHELI_6029 if not $8054 == 0 // integer values jf @RCHELI_6029 00BC: text_highpriority 'WRECKED' 3000 ms 1 // ~r~The vehicle is wrecked! jump @RCHELI_6036 :RCHELI_6029 jump @RCHELI_1720 :RCHELI_6036 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! Player.WantedLevel($PLAYER_CHAR) = $8052 return :RCHELI_6061 $398 = 1 // integer values 0084: $8155 = $8051 // integer values and handles $8155 /= 1000 // integer values 042E: downdate_integer_stat 5 to $8155 0084: $8156 = $8155 // integer values and handles $8156 /= 60 // integer values 0084: $8157 = $8156 // integer values and handles $8157 *= 60 // integer values 0060: $8155 -= $8157 // integer values if $8155 >= 10 // integer values jf @RCHELI_6175 02FD: text_2numbers_lowpriority 'RCH1_9' $8156 $8155 7000 flag 1 // ~b~TOTAL TIME: ~1~:~1~ jump @RCHELI_6196 :RCHELI_6175 02FD: text_2numbers_lowpriority 'RCH1_10' $8156 $8155 7000 flag 1 // ~b~TOTAL TIME: ~1~:0~1~ :RCHELI_6196 if $8158 == 0 // integer values jf @RCHELI_6227 030C: progress_made += 1 0595: mission_complete $8158 = 1 // integer values :RCHELI_6227 01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 Player.Money($PLAYER_CHAR) += 100 return :RCHELI_6262 $ONMISSION = 0 // integer values $1084 = 0 // integer values 014F: stop_timer $8051 0151: remove_status_text $8054 04DB: exit_rc_mode if not Car.Wrecked($8049) jf @RCHELI_6311 020A: set_car $8049 door_status_to 1 :RCHELI_6311 Model.Destroy(#RCRAIDER) Model.Destroy(#INFERNUS) Marker.Disable($8135) Marker.Disable($8136) Marker.Disable($8137) Marker.Disable($8138) Marker.Disable($8139) Marker.Disable($8140) Marker.Disable($8141) Marker.Disable($8142) Marker.Disable($8143) Marker.Disable($8144) Marker.Disable($8145) Marker.Disable($8146) Marker.Disable($8147) Marker.Disable($8148) Marker.Disable($8149) Marker.Disable($8150) Marker.Disable($8151) Marker.Disable($8152) Marker.Disable($8153) Marker.Disable($8154) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 $397 = 1 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 94--------------- // Originally: RC Bandit Race :RCRACE1 thread 'RCRACE1' gosub @RCRACE1_46 if wasted_or_busted jf @RCRACE1_37 gosub @RCRACE1_4896 :RCRACE1_37 gosub @RCRACE1_5107 end_thread :RCRACE1_46 $ONMISSION = 1 // integer values $1084 = 1 // integer values if $8243 == 0 // integer values jf @RCRACE1_80 increment_mission_attempts :RCRACE1_80 wait 0 054C: use_GXT_table 'RCRACE1' $8238 = 50 // integer values $8244 = 720.21 // floating-point values $8245 = 723.979 // floating-point values $8246 = 11.095 // floating-point values $8247 = 772.386 // floating-point values $8248 = 737.37 // floating-point values $8249 = 15.651 // floating-point values $8250 = 801.8997 // floating-point values $8251 = 755.155 // floating-point values $8252 = 14.029 // floating-point values $8253 = 818.443 // floating-point values $8254 = 723.4467 // floating-point values $8255 = 13.89174 // floating-point values $8256 = 789.7374 // floating-point values $8257 = 689.6965 // floating-point values $8258 = 13.68476 // floating-point values $8259 = 840.7286 // floating-point values $8260 = 673.7933 // floating-point values $8261 = 12.00719 // floating-point values $8262 = 881.6089 // floating-point values $8263 = 694.4305 // floating-point values $8264 = 11.47722 // floating-point values $8265 = 869.6669 // floating-point values $8266 = 734.155 // floating-point values $8267 = 18.03658 // floating-point values $8268 = 857.4133 // floating-point values $8269 = 775.2335 // floating-point values $8270 = 11.75751 // floating-point values $8271 = 879.8929 // floating-point values $8272 = 804.4685 // floating-point values $8273 = 12.73355 // floating-point values $8274 = 888.0801 // floating-point values $8275 = 838.5257 // floating-point values $8276 = 13.69488 // floating-point values $8277 = 874.35 // floating-point values $8278 = 866.9433 // floating-point values $8279 = 13.12859 // floating-point values $8280 = 815.8032 // floating-point values $8281 = 881.502 // floating-point values $8282 = 11.89595 // floating-point values $8283 = 808.4997 // floating-point values $8284 = 851.3824 // floating-point values $8285 = 9.721323 // floating-point values $8286 = 824.7369 // floating-point values $8287 = 827.1093 // floating-point values $8288 = 8.638121 // floating-point values $8289 = 795.3524 // floating-point values $8290 = 821.6034 // floating-point values $8291 = 10.47627 // floating-point values $8292 = 766.2229 // floating-point values $8293 = 835.0671 // floating-point values $8294 = 12.00815 // floating-point values $8295 = 750.0553 // floating-point values $8296 = 882.0937 // floating-point values $8297 = 13.63987 // floating-point values $8298 = 726.0835 // floating-point values $8299 = 840.0163 // floating-point values $8300 = 14.14287 // floating-point values $8301 = 756.2438 // floating-point values $8302 = 792.2355 // floating-point values $8303 = 17.65154 // floating-point values $8304 = 727.5995 // floating-point values $8305 = 775.9979 // floating-point values $8306 = 11.35199 // floating-point values $8307 = 700.1736 // floating-point values $8308 = 800.7557 // floating-point values $8309 = 12.54427 // floating-point values $8310 = 673.1154 // floating-point values $8311 = 831.9152 // floating-point values $8312 = 14.80559 // floating-point values $8313 = 672.1528 // floating-point values $8314 = 798.6282 // floating-point values $8315 = 12.67831 // floating-point values $8316 = 692.795 // floating-point values $8317 = 761.6599 // floating-point values $8318 = 10.67259 // floating-point values $8319 = 741.0423 // floating-point values $8320 = 716.2507 // floating-point values $8321 = 11.22578 // floating-point values $8322 = 772.386 // floating-point values $8323 = 737.37 // floating-point values $8324 = 15.651 // floating-point values $8325 = 801.8997 // floating-point values $8326 = 755.155 // floating-point values $8327 = 14.029 // floating-point values $8328 = 818.443 // floating-point values $8329 = 723.4467 // floating-point values $8330 = 13.89174 // floating-point values $8331 = 789.7374 // floating-point values $8332 = 689.6965 // floating-point values $8333 = 13.68476 // floating-point values $8334 = 840.7286 // floating-point values $8335 = 673.7933 // floating-point values $8336 = 12.00719 // floating-point values $8337 = 881.6089 // floating-point values $8338 = 694.4305 // floating-point values $8339 = 11.47722 // floating-point values $8340 = 869.6669 // floating-point values $8341 = 734.155 // floating-point values $8342 = 18.03658 // floating-point values $8343 = 857.4133 // floating-point values $8344 = 775.2335 // floating-point values $8345 = 11.75751 // floating-point values $8346 = 879.8929 // floating-point values $8347 = 804.4685 // floating-point values $8348 = 12.73355 // floating-point values $8349 = 888.0801 // floating-point values $8350 = 838.5257 // floating-point values $8351 = 13.69488 // floating-point values $8352 = 874.35 // floating-point values $8353 = 866.9433 // floating-point values $8354 = 13.12859 // floating-point values $8355 = 815.8032 // floating-point values $8356 = 881.502 // floating-point values $8357 = 11.89595 // floating-point values $8358 = 808.4997 // floating-point values $8359 = 851.3824 // floating-point values $8360 = 9.721323 // floating-point values $8361 = 824.7369 // floating-point values $8362 = 827.1093 // floating-point values $8363 = 8.638121 // floating-point values $8364 = 795.3524 // floating-point values $8365 = 821.6034 // floating-point values $8366 = 10.47627 // floating-point values $8367 = 766.2229 // floating-point values $8368 = 835.0671 // floating-point values $8369 = 12.00815 // floating-point values $8370 = 750.0553 // floating-point values $8371 = 882.0937 // floating-point values $8372 = 13.63987 // floating-point values $8373 = 726.0835 // floating-point values $8374 = 840.0163 // floating-point values $8375 = 14.14287 // floating-point values $8376 = 756.2438 // floating-point values $8377 = 792.2355 // floating-point values $8378 = 17.65154 // floating-point values $8379 = 727.5995 // floating-point values $8380 = 775.9979 // floating-point values $8381 = 11.35199 // floating-point values $8382 = 700.1736 // floating-point values $8383 = 800.7557 // floating-point values $8384 = 12.54427 // floating-point values $8385 = 673.1154 // floating-point values $8386 = 831.9152 // floating-point values $8387 = 14.80559 // floating-point values $8388 = 672.1528 // floating-point values $8389 = 798.6282 // floating-point values $8390 = 12.67831 // floating-point values $8391 = 692.795 // floating-point values $8392 = 761.6599 // floating-point values $8393 = 10.67259 // floating-point values $8394 = 741.0423 // floating-point values $8395 = 716.2507 // floating-point values $8396 = 11.22578 // floating-point values $8177 = 740.8333 // floating-point values $8178 = 721.5853 // floating-point values $8179 = 11.0126 // floating-point values $8180 = 740.5471 // floating-point values $8181 = 718.5853 // floating-point values $8182 = 11.0884 // floating-point values $8183 = 740.2183 // floating-point values $8184 = 715.5853 // floating-point values $8185 = 11.1233 // floating-point values $8162 = 262.9725 // floating-point values $8229 = 0 // integer values $8225 = 0 // integer values $8226 = 0 // integer values $8227 = 0 // integer values $8228 = 0 // integer values $8166 = 3.5 // floating-point values $8167 = 3.5 // floating-point values $8168 = 3.5 // floating-point values $8397 = 0 // integer values $8398 = 0 // integer values $8399 = 0 // integer values $8400 = 2 // integer values $8401 = 1 // integer values $8402 = 0 // integer values Model.Load(#RCBANDIT) :RCRACE1_1843 if not Model.Available(#RCBANDIT) jf @RCRACE1_1870 wait 0 jump @RCRACE1_1843 :RCRACE1_1870 $8242 = Player.WantedLevel($PLAYER_CHAR) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 Player.ClearWantedLevel($PLAYER_CHAR) 00DA: $8215 = player $PLAYER_CHAR car $8242 = Player.WantedLevel($PLAYER_CHAR) 0395: clear_area 1 at 757.152 811.371 range 500.0 500.0 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 010C: change_player_into_rc_buggy $PLAYER_CHAR at 739.924 712.5853 11.1484 262.9725 $8221 = Player.RC_car($PLAYER_CHAR) 04D6: enable_rc_car_detonation 0 0229: set_car $8221 color_to 4 1 $8216 = Car.Create(#RCBANDIT, $8177, $8178, $8179) 0229: set_car $8216 color_to 3 1 03AB: set_car $8216 strong 1 03ED: set_car $8216 not_damaged_when_upside_down 1 Car.Angle($8216) = $8162 Car.SetToNormalDriver($8216) 00AE: set_vehicle $8216 traffic_behavior_to 2 Car.SetMaxSpeed($8216, 26.0) Car.ImmuneToNonPlayer($8216) = True 04E0: car $8216 abandon_path_radius 1 $8217 = Car.Create(#RCBANDIT, $8180, $8181, $8182) 0229: set_car $8217 color_to 2 1 03AB: set_car $8217 strong 1 03ED: set_car $8217 not_damaged_when_upside_down 1 Car.Angle($8217) = $8162 Car.SetToNormalDriver($8217) 00AE: set_vehicle $8217 traffic_behavior_to 2 Car.SetMaxSpeed($8217, 20.0) Car.ImmuneToNonPlayer($8217) = True 04E0: car $8217 abandon_path_radius 1 $8218 = Car.Create(#RCBANDIT, $8183, $8184, $8185) 0229: set_car $8218 color_to 6 1 03AB: set_car $8218 strong 1 03ED: set_car $8218 not_damaged_when_upside_down 1 Car.Angle($8218) = $8162 Car.SetToNormalDriver($8218) 00AE: set_vehicle $8218 traffic_behavior_to 2 Car.SetMaxSpeed($8218, 23.0) Car.ImmuneToNonPlayer($8218) = True 04E0: car $8218 abandon_path_radius 1 Camera.SetPosition(742.2905, 724.4449, 12.35194, 0.0, 0.0, 0.0) Camera.PointAt(742.1665, 723.5028, 12.04059, 2) 00C0: set_current_time 10 0 set_weather 4 fade 1 2000 :RCRACE1_2307 if fading jf @RCRACE1_2331 wait 0 jump @RCRACE1_2307 :RCRACE1_2331 16@ = 0 // integer values :RCRACE1_2338 if 5000 > 16@ // integer values jf @RCRACE1_2407 wait 0 00BC: text_highpriority 'RCR1_1' 5000 ms 2 // ~g~Compete in a checkpoint race with 3 other RC Cars. if 00E1: player 0 pressed_button 16 jf @RCRACE1_2400 jump @RCRACE1_2661 :RCRACE1_2400 jump @RCRACE1_2338 :RCRACE1_2407 Camera.SetPosition(893.1815, 624.3833, 41.4995, 0.0, 0.0, 0.0) Camera.PointAt(892.6742, 625.2084, 41.25115, 2) 16@ = 0 // integer values :RCRACE1_2465 if 5000 > 16@ // integer values jf @RCRACE1_2534 wait 0 00BC: text_highpriority 'RCR1_2' 5000 ms 2 // ~g~Be the first to complete two laps of the track to win! if 00E1: player 0 pressed_button 16 jf @RCRACE1_2527 jump @RCRACE1_2661 :RCRACE1_2527 jump @RCRACE1_2465 :RCRACE1_2534 Camera.SetPosition(743.5344, 710.3741, 12.71469, 0.0, 0.0, 0.0) Camera.PointAt(743.0029, 711.2059, 12.55033, 2) 16@ = 0 // integer values :RCRACE1_2592 if 5000 > 16@ // integer values jf @RCRACE1_2661 wait 0 00BC: text_highpriority 'RCR1_3' 5000 ms 2 // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC car. if 00E1: player 0 pressed_button 16 jf @RCRACE1_2654 jump @RCRACE1_2661 :RCRACE1_2654 jump @RCRACE1_2592 :RCRACE1_2661 if not Car.Wrecked($8221) jf @RCRACE1_2697 03EB: clear_small_messages_only Camera.OnVehicle($8221, 3, 2) 02A3: enable_widescreen 0 wait 500 :RCRACE1_2697 0084: $8239 = $8238 // integer values and handles $8239 -= 1 // integer values Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 00BA: text_styled 'RACE2' 1100 ms 4 // ~g~3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE3' 1100 ms 4 // ~g~2 018C: play_sound 8 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE4' 1100 ms 4 // ~g~1 018C: play_sound 9 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE5' 800 ms 4 // ~g~GO! 018C: play_sound 10 at 0.0 0.0 0.0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03C4: set_status_text_to $8400 0 'RCR1_4' // laps left: if Car.Wrecked($8216) jf @RCRACE1_2933 jump @RCRACE1_4896 :RCRACE1_2933 if Car.Wrecked($8217) jf @RCRACE1_2956 jump @RCRACE1_4896 :RCRACE1_2956 if Car.Wrecked($8218) jf @RCRACE1_2979 jump @RCRACE1_4896 :RCRACE1_2979 gosub @RCRACE1_5192 0086: $8189 = $8204 // floating-point values only 0086: $8190 = $8205 // floating-point values only 0086: $8191 = $8206 // floating-point values only 0086: $8192 = $8207 // floating-point values only 0086: $8193 = $8208 // floating-point values only 0086: $8194 = $8209 // floating-point values only 0086: $8195 = $8204 // floating-point values only 0086: $8196 = $8205 // floating-point values only 0086: $8197 = $8206 // floating-point values only 0086: $8198 = $8204 // floating-point values only 0086: $8199 = $8205 // floating-point values only 0086: $8200 = $8206 // floating-point values only 0086: $8201 = $8204 // floating-point values only 0086: $8202 = $8205 // floating-point values only 0086: $8203 = $8206 // floating-point values only 018A: $8210 = create_checkpoint_at $8189 $8190 $8191 0167: $8211 = create_marker_at $8192 $8193 $8194 color 5 flag 2 0166: set_marker $8211 brightness_to 1 Car.DriveTo($8216, $8195, $8196, $8197) Car.DriveTo($8217, $8198, $8199, $8200) Car.DriveTo($8218, $8201, $8202, $8203) $8231 = 0 // integer values 03C3: set_timer_with_text_to $8231 type 0 text 'RCH1_5' // Time: if Car.Wrecked($8221) jf @RCRACE1_3232 jump @RCRACE1_4896 :RCRACE1_3232 if 001C: $8238 > $8225 // integer values jf @RCRACE1_4889 wait 0 0395: clear_area 1 at -447.8 1442.95 range 10.0 120.0 $8230 = 0 // integer values if not Car.Wrecked($8221) jf @RCRACE1_3526 if 01AD: car $8221 sphere 0 near_point $8189 $8190 radius 4.2 4.2 jf @RCRACE1_3526 $8225 += 1 // integer values 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8210) Marker.Disable($8211) 0084: $8229 = $8225 // integer values and handles gosub @RCRACE1_5192 0086: $8189 = $8204 // floating-point values only 0086: $8190 = $8205 // floating-point values only 0086: $8191 = $8206 // floating-point values only 0086: $8192 = $8207 // floating-point values only 0086: $8193 = $8208 // floating-point values only 0086: $8194 = $8209 // floating-point values only if 003A: $8225 == $8238 // integer values and handles jf @RCRACE1_3461 jump @RCRACE1_4913 :RCRACE1_3461 018A: $8210 = create_checkpoint_at $8189 $8190 $8191 if 803A: not $8225 == $8239 // integer values and handles jf @RCRACE1_3526 0167: $8211 = create_marker_at $8192 $8193 $8194 color 5 flag 2 0166: set_marker $8211 brightness_to 1 0168: set_blip $8211 size 2 :RCRACE1_3526 if not Car.Wrecked($8216) jf @RCRACE1_3818 0084: $8220 = $8216 // integer values and handles 0084: $8229 = $8226 // integer values and handles 0086: $8186 = $8177 // floating-point values only 0086: $8187 = $8178 // floating-point values only 0086: $8188 = $8179 // floating-point values only 0084: $8236 = $8232 // integer values and handles gosub @RCRACE1_8494 0086: $8177 = $8186 // floating-point values only 0086: $8178 = $8187 // floating-point values only 0086: $8179 = $8188 // floating-point values only 0084: $8232 = $8236 // integer values and handles if not Car.Wrecked($8216) jf @RCRACE1_3818 if 01AD: car $8216 sphere 0 near_point $8195 $8196 radius $8166 $8166 jf @RCRACE1_3818 $8226 += 1 // integer values 0084: $8229 = $8226 // integer values and handles gosub @RCRACE1_5192 0086: $8195 = $8204 // floating-point values only 0086: $8196 = $8205 // floating-point values only 0086: $8197 = $8206 // floating-point values only if 003A: $8226 == $8238 // integer values and handles jf @RCRACE1_3762 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCRACE1_4896 :RCRACE1_3762 if $8166 == 7.0 // floating-point values jf @RCRACE1_3804 Car.DriveTo($8216, $8195, $8196, $8197) jump @RCRACE1_3818 :RCRACE1_3804 02C2: car $8216 drive_to_point $8195 $8196 $8197 :RCRACE1_3818 if not Car.Wrecked($8217) jf @RCRACE1_4110 0084: $8220 = $8217 // integer values and handles 0084: $8229 = $8227 // integer values and handles 0086: $8186 = $8180 // floating-point values only 0086: $8187 = $8181 // floating-point values only 0086: $8188 = $8182 // floating-point values only 0084: $8236 = $8233 // integer values and handles gosub @RCRACE1_8494 0086: $8180 = $8186 // floating-point values only 0086: $8181 = $8187 // floating-point values only 0086: $8182 = $8188 // floating-point values only 0084: $8233 = $8236 // integer values and handles if not Car.Wrecked($8217) jf @RCRACE1_4110 if 01AD: car $8217 sphere 0 near_point $8198 $8199 radius $8167 $8167 jf @RCRACE1_4110 $8227 += 1 // integer values 0084: $8229 = $8227 // integer values and handles gosub @RCRACE1_5192 0086: $8198 = $8204 // floating-point values only 0086: $8199 = $8205 // floating-point values only 0086: $8200 = $8206 // floating-point values only if 003A: $8227 == $8238 // integer values and handles jf @RCRACE1_4054 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCRACE1_4896 :RCRACE1_4054 if $8167 == 7.0 // floating-point values jf @RCRACE1_4096 Car.DriveTo($8217, $8198, $8199, $8200) jump @RCRACE1_4110 :RCRACE1_4096 02C2: car $8217 drive_to_point $8198 $8199 $8200 :RCRACE1_4110 if not Car.Wrecked($8218) jf @RCRACE1_4402 0084: $8220 = $8218 // integer values and handles 0084: $8229 = $8228 // integer values and handles 0086: $8186 = $8183 // floating-point values only 0086: $8187 = $8184 // floating-point values only 0086: $8188 = $8185 // floating-point values only 0084: $8236 = $8234 // integer values and handles gosub @RCRACE1_8494 0086: $8183 = $8186 // floating-point values only 0086: $8184 = $8187 // floating-point values only 0086: $8185 = $8188 // floating-point values only 0084: $8234 = $8236 // integer values and handles if not Car.Wrecked($8218) jf @RCRACE1_4402 if 01AD: car $8218 sphere 0 near_point $8201 $8202 radius $8168 $8168 jf @RCRACE1_4402 $8228 += 1 // integer values 0084: $8229 = $8228 // integer values and handles gosub @RCRACE1_5192 0086: $8201 = $8204 // floating-point values only 0086: $8202 = $8205 // floating-point values only 0086: $8203 = $8206 // floating-point values only if 003A: $8228 == $8238 // integer values and handles jf @RCRACE1_4346 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCRACE1_4896 :RCRACE1_4346 if $8168 == 7.0 // floating-point values jf @RCRACE1_4388 Car.DriveTo($8218, $8201, $8202, $8203) jump @RCRACE1_4402 :RCRACE1_4388 02C2: car $8218 drive_to_point $8201 $8202 $8203 :RCRACE1_4402 if $8230 == 0 // integer values jf @RCRACE1_4434 00BC: text_highpriority 'FIRST' 100 ms 1 // ~b~1st :RCRACE1_4434 if $8230 == 1 // integer values jf @RCRACE1_4466 00BC: text_highpriority 'SECOND' 100 ms 1 // ~b~2nd :RCRACE1_4466 if $8230 == 2 // integer values jf @RCRACE1_4498 00BC: text_highpriority 'THIRD' 100 ms 1 // ~b~3rd :RCRACE1_4498 if $8230 == 3 // integer values jf @RCRACE1_4530 00BC: text_highpriority 'FOURTH' 100 ms 1 // ~b~4th :RCRACE1_4530 if 003A: $8225 == $8239 // integer values and handles jf @RCRACE1_4582 04D5: create_corona_at $8189 $8190 $8191 radius 3.8 type 6 flare 0 RGB 100 5 5 jump @RCRACE1_4611 :RCRACE1_4582 04D5: create_corona_at $8189 $8190 $8191 radius 3.8 type 6 flare 0 RGB 255 137 205 :RCRACE1_4611 if Car.Wrecked($8221) jf @RCRACE1_4634 jump @RCRACE1_4896 :RCRACE1_4634 if $8225 > 24 // integer values jf @RCRACE1_4697 if $8402 == 0 // integer values jf @RCRACE1_4697 0151: remove_status_text $8400 03C4: set_status_text_to $8401 0 'RCR1_4' // laps left: $8402 = 1 // integer values :RCRACE1_4697 if not Car.Wrecked($8221) jf @RCRACE1_4804 if 80B0: not car $8221 0 595.94 930.07 950.085 606.168 jf @RCRACE1_4804 if 00B0: car $8221 0 473.016 1102.161 939.0 217.567 jf @RCRACE1_4804 00BC: text_highpriority 'RCR1_6' 3000 ms 1 // ~g~Your RC Car is going out of range! :RCRACE1_4804 if not Car.Wrecked($8221) jf @RCRACE1_4882 if 80B0: not car $8221 0 473.016 1102.161 939.0 217.567 jf @RCRACE1_4882 0409: blow_up_rc_buggy 00BC: text_highpriority 'RCR1_7' 5000 ms 1 // ~r~Your RC Car went out of range! jump @RCRACE1_4896 :RCRACE1_4882 jump @RCRACE1_3232 :RCRACE1_4889 jump @RCRACE1_4913 :RCRACE1_4896 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! return :RCRACE1_4913 0084: $8397 = $8231 // integer values and handles $8397 /= 1000 // integer values 042E: downdate_integer_stat 4 to $8397 0084: $8399 = $8397 // integer values and handles $8399 /= 60 // integer values 0084: $8398 = $8399 // integer values and handles $8398 *= 60 // integer values 0060: $8397 -= $8398 // integer values if $8397 >= 10 // integer values jf @RCRACE1_5020 02FD: text_2numbers_lowpriority 'RCH1_9' $8399 $8397 7000 flag 1 // ~b~TOTAL TIME: ~1~:~1~ jump @RCRACE1_5041 :RCRACE1_5020 02FD: text_2numbers_lowpriority 'RCH1_10' $8399 $8397 7000 flag 1 // ~b~TOTAL TIME: ~1~:0~1~ :RCRACE1_5041 if $8243 == 0 // integer values jf @RCRACE1_5072 030C: progress_made += 1 0595: mission_complete $8243 = 1 // integer values :RCRACE1_5072 Player.Money($PLAYER_CHAR) += 100 01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 return :RCRACE1_5107 04DB: exit_rc_mode Marker.Disable($8210) Marker.Disable($8211) Model.Destroy(#RCBANDIT) Car.Destroy($8216) Car.Destroy($8217) Car.Destroy($8218) 014F: stop_timer $8231 $ONMISSION = 0 // integer values $1084 = 0 // integer values $399 = 1 // integer values 04D6: enable_rc_car_detonation 1 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 0151: remove_status_text $8400 0151: remove_status_text $8401 01B7: release_weather mission_cleanup return :RCRACE1_5192 if $8229 == 0 // integer values jf @RCRACE1_5258 0086: $8204 = $8247 // floating-point values only 0086: $8205 = $8248 // floating-point values only 0086: $8206 = $8249 // floating-point values only 0086: $8207 = $8250 // floating-point values only 0086: $8208 = $8251 // floating-point values only 0086: $8209 = $8252 // floating-point values only :RCRACE1_5258 if $8229 == 1 // integer values jf @RCRACE1_5324 0086: $8204 = $8250 // floating-point values only 0086: $8205 = $8251 // floating-point values only 0086: $8206 = $8252 // floating-point values only 0086: $8207 = $8253 // floating-point values only 0086: $8208 = $8254 // floating-point values only 0086: $8209 = $8255 // floating-point values only :RCRACE1_5324 if $8229 == 2 // integer values jf @RCRACE1_5390 0086: $8204 = $8253 // floating-point values only 0086: $8205 = $8254 // floating-point values only 0086: $8206 = $8255 // floating-point values only 0086: $8207 = $8256 // floating-point values only 0086: $8208 = $8257 // floating-point values only 0086: $8209 = $8258 // floating-point values only :RCRACE1_5390 if $8229 == 3 // integer values jf @RCRACE1_5456 0086: $8204 = $8256 // floating-point values only 0086: $8205 = $8257 // floating-point values only 0086: $8206 = $8258 // floating-point values only 0086: $8207 = $8259 // floating-point values only 0086: $8208 = $8260 // floating-point values only 0086: $8209 = $8261 // floating-point values only :RCRACE1_5456 if $8229 == 4 // integer values jf @RCRACE1_5522 0086: $8204 = $8259 // floating-point values only 0086: $8205 = $8260 // floating-point values only 0086: $8206 = $8261 // floating-point values only 0086: $8207 = $8262 // floating-point values only 0086: $8208 = $8263 // floating-point values only 0086: $8209 = $8264 // floating-point values only :RCRACE1_5522 if $8229 == 5 // integer values jf @RCRACE1_5588 0086: $8204 = $8262 // floating-point values only 0086: $8205 = $8263 // floating-point values only 0086: $8206 = $8264 // floating-point values only 0086: $8207 = $8265 // floating-point values only 0086: $8208 = $8266 // floating-point values only 0086: $8209 = $8267 // floating-point values only :RCRACE1_5588 if $8229 == 6 // integer values jf @RCRACE1_5654 0086: $8204 = $8265 // floating-point values only 0086: $8205 = $8266 // floating-point values only 0086: $8206 = $8267 // floating-point values only 0086: $8207 = $8268 // floating-point values only 0086: $8208 = $8269 // floating-point values only 0086: $8209 = $8270 // floating-point values only :RCRACE1_5654 if $8229 == 7 // integer values jf @RCRACE1_5720 0086: $8204 = $8268 // floating-point values only 0086: $8205 = $8269 // floating-point values only 0086: $8206 = $8270 // floating-point values only 0086: $8207 = $8271 // floating-point values only 0086: $8208 = $8272 // floating-point values only 0086: $8209 = $8273 // floating-point values only :RCRACE1_5720 if $8229 == 8 // integer values jf @RCRACE1_5786 0086: $8204 = $8271 // floating-point values only 0086: $8205 = $8272 // floating-point values only 0086: $8206 = $8273 // floating-point values only 0086: $8207 = $8274 // floating-point values only 0086: $8208 = $8275 // floating-point values only 0086: $8209 = $8276 // floating-point values only :RCRACE1_5786 if $8229 == 9 // integer values jf @RCRACE1_5852 0086: $8204 = $8274 // floating-point values only 0086: $8205 = $8275 // floating-point values only 0086: $8206 = $8276 // floating-point values only 0086: $8207 = $8277 // floating-point values only 0086: $8208 = $8278 // floating-point values only 0086: $8209 = $8279 // floating-point values only :RCRACE1_5852 if $8229 == 10 // integer values jf @RCRACE1_5918 0086: $8204 = $8277 // floating-point values only 0086: $8205 = $8278 // floating-point values only 0086: $8206 = $8279 // floating-point values only 0086: $8207 = $8280 // floating-point values only 0086: $8208 = $8281 // floating-point values only 0086: $8209 = $8282 // floating-point values only :RCRACE1_5918 if $8229 == 11 // integer values jf @RCRACE1_5984 0086: $8204 = $8280 // floating-point values only 0086: $8205 = $8281 // floating-point values only 0086: $8206 = $8282 // floating-point values only 0086: $8207 = $8283 // floating-point values only 0086: $8208 = $8284 // floating-point values only 0086: $8209 = $8285 // floating-point values only :RCRACE1_5984 if $8229 == 12 // integer values jf @RCRACE1_6050 0086: $8204 = $8283 // floating-point values only 0086: $8205 = $8284 // floating-point values only 0086: $8206 = $8285 // floating-point values only 0086: $8207 = $8286 // floating-point values only 0086: $8208 = $8287 // floating-point values only 0086: $8209 = $8288 // floating-point values only :RCRACE1_6050 if $8229 == 13 // integer values jf @RCRACE1_6116 0086: $8204 = $8286 // floating-point values only 0086: $8205 = $8287 // floating-point values only 0086: $8206 = $8288 // floating-point values only 0086: $8207 = $8289 // floating-point values only 0086: $8208 = $8290 // floating-point values only 0086: $8209 = $8291 // floating-point values only :RCRACE1_6116 if $8229 == 14 // integer values jf @RCRACE1_6182 0086: $8204 = $8289 // floating-point values only 0086: $8205 = $8290 // floating-point values only 0086: $8206 = $8291 // floating-point values only 0086: $8207 = $8292 // floating-point values only 0086: $8208 = $8293 // floating-point values only 0086: $8209 = $8294 // floating-point values only :RCRACE1_6182 if $8229 == 15 // integer values jf @RCRACE1_6248 0086: $8204 = $8292 // floating-point values only 0086: $8205 = $8293 // floating-point values only 0086: $8206 = $8294 // floating-point values only 0086: $8207 = $8295 // floating-point values only 0086: $8208 = $8296 // floating-point values only 0086: $8209 = $8297 // floating-point values only :RCRACE1_6248 if $8229 == 16 // integer values jf @RCRACE1_6314 0086: $8204 = $8295 // floating-point values only 0086: $8205 = $8296 // floating-point values only 0086: $8206 = $8297 // floating-point values only 0086: $8207 = $8298 // floating-point values only 0086: $8208 = $8299 // floating-point values only 0086: $8209 = $8300 // floating-point values only :RCRACE1_6314 if $8229 == 17 // integer values jf @RCRACE1_6380 0086: $8204 = $8298 // floating-point values only 0086: $8205 = $8299 // floating-point values only 0086: $8206 = $8300 // floating-point values only 0086: $8207 = $8301 // floating-point values only 0086: $8208 = $8302 // floating-point values only 0086: $8209 = $8303 // floating-point values only :RCRACE1_6380 if $8229 == 18 // integer values jf @RCRACE1_6446 0086: $8204 = $8301 // floating-point values only 0086: $8205 = $8302 // floating-point values only 0086: $8206 = $8303 // floating-point values only 0086: $8207 = $8304 // floating-point values only 0086: $8208 = $8305 // floating-point values only 0086: $8209 = $8306 // floating-point values only :RCRACE1_6446 if $8229 == 19 // integer values jf @RCRACE1_6512 0086: $8204 = $8304 // floating-point values only 0086: $8205 = $8305 // floating-point values only 0086: $8206 = $8306 // floating-point values only 0086: $8207 = $8307 // floating-point values only 0086: $8208 = $8308 // floating-point values only 0086: $8209 = $8309 // floating-point values only :RCRACE1_6512 if $8229 == 20 // integer values jf @RCRACE1_6578 0086: $8204 = $8307 // floating-point values only 0086: $8205 = $8308 // floating-point values only 0086: $8206 = $8309 // floating-point values only 0086: $8207 = $8310 // floating-point values only 0086: $8208 = $8311 // floating-point values only 0086: $8209 = $8312 // floating-point values only :RCRACE1_6578 if $8229 == 21 // integer values jf @RCRACE1_6644 0086: $8204 = $8310 // floating-point values only 0086: $8205 = $8311 // floating-point values only 0086: $8206 = $8312 // floating-point values only 0086: $8207 = $8313 // floating-point values only 0086: $8208 = $8314 // floating-point values only 0086: $8209 = $8315 // floating-point values only :RCRACE1_6644 if $8229 == 22 // integer values jf @RCRACE1_6710 0086: $8204 = $8313 // floating-point values only 0086: $8205 = $8314 // floating-point values only 0086: $8206 = $8315 // floating-point values only 0086: $8207 = $8316 // floating-point values only 0086: $8208 = $8317 // floating-point values only 0086: $8209 = $8318 // floating-point values only :RCRACE1_6710 if $8229 == 23 // integer values jf @RCRACE1_6776 0086: $8204 = $8316 // floating-point values only 0086: $8205 = $8317 // floating-point values only 0086: $8206 = $8318 // floating-point values only 0086: $8207 = $8319 // floating-point values only 0086: $8208 = $8320 // floating-point values only 0086: $8209 = $8321 // floating-point values only :RCRACE1_6776 if $8229 == 24 // integer values jf @RCRACE1_6842 0086: $8204 = $8319 // floating-point values only 0086: $8205 = $8320 // floating-point values only 0086: $8206 = $8321 // floating-point values only 0086: $8207 = $8322 // floating-point values only 0086: $8208 = $8323 // floating-point values only 0086: $8209 = $8324 // floating-point values only :RCRACE1_6842 if $8229 == 25 // integer values jf @RCRACE1_6908 0086: $8204 = $8322 // floating-point values only 0086: $8205 = $8323 // floating-point values only 0086: $8206 = $8324 // floating-point values only 0086: $8207 = $8325 // floating-point values only 0086: $8208 = $8326 // floating-point values only 0086: $8209 = $8327 // floating-point values only :RCRACE1_6908 if $8229 == 26 // integer values jf @RCRACE1_6974 0086: $8204 = $8325 // floating-point values only 0086: $8205 = $8326 // floating-point values only 0086: $8206 = $8327 // floating-point values only 0086: $8207 = $8328 // floating-point values only 0086: $8208 = $8329 // floating-point values only 0086: $8209 = $8330 // floating-point values only :RCRACE1_6974 if $8229 == 27 // integer values jf @RCRACE1_7040 0086: $8204 = $8328 // floating-point values only 0086: $8205 = $8329 // floating-point values only 0086: $8206 = $8330 // floating-point values only 0086: $8207 = $8331 // floating-point values only 0086: $8208 = $8332 // floating-point values only 0086: $8209 = $8333 // floating-point values only :RCRACE1_7040 if $8229 == 28 // integer values jf @RCRACE1_7106 0086: $8204 = $8331 // floating-point values only 0086: $8205 = $8332 // floating-point values only 0086: $8206 = $8333 // floating-point values only 0086: $8207 = $8334 // floating-point values only 0086: $8208 = $8335 // floating-point values only 0086: $8209 = $8336 // floating-point values only :RCRACE1_7106 if $8229 == 29 // integer values jf @RCRACE1_7172 0086: $8204 = $8334 // floating-point values only 0086: $8205 = $8335 // floating-point values only 0086: $8206 = $8336 // floating-point values only 0086: $8207 = $8337 // floating-point values only 0086: $8208 = $8338 // floating-point values only 0086: $8209 = $8339 // floating-point values only :RCRACE1_7172 if $8229 == 30 // integer values jf @RCRACE1_7238 0086: $8204 = $8337 // floating-point values only 0086: $8205 = $8338 // floating-point values only 0086: $8206 = $8339 // floating-point values only 0086: $8207 = $8340 // floating-point values only 0086: $8208 = $8341 // floating-point values only 0086: $8209 = $8342 // floating-point values only :RCRACE1_7238 if $8229 == 31 // integer values jf @RCRACE1_7304 0086: $8204 = $8340 // floating-point values only 0086: $8205 = $8341 // floating-point values only 0086: $8206 = $8342 // floating-point values only 0086: $8207 = $8343 // floating-point values only 0086: $8208 = $8344 // floating-point values only 0086: $8209 = $8345 // floating-point values only :RCRACE1_7304 if $8229 == 32 // integer values jf @RCRACE1_7370 0086: $8204 = $8343 // floating-point values only 0086: $8205 = $8344 // floating-point values only 0086: $8206 = $8345 // floating-point values only 0086: $8207 = $8346 // floating-point values only 0086: $8208 = $8347 // floating-point values only 0086: $8209 = $8348 // floating-point values only :RCRACE1_7370 if $8229 == 33 // integer values jf @RCRACE1_7436 0086: $8204 = $8346 // floating-point values only 0086: $8205 = $8347 // floating-point values only 0086: $8206 = $8348 // floating-point values only 0086: $8207 = $8349 // floating-point values only 0086: $8208 = $8350 // floating-point values only 0086: $8209 = $8351 // floating-point values only :RCRACE1_7436 if $8229 == 34 // integer values jf @RCRACE1_7502 0086: $8204 = $8349 // floating-point values only 0086: $8205 = $8350 // floating-point values only 0086: $8206 = $8351 // floating-point values only 0086: $8207 = $8352 // floating-point values only 0086: $8208 = $8353 // floating-point values only 0086: $8209 = $8354 // floating-point values only :RCRACE1_7502 if $8229 == 35 // integer values jf @RCRACE1_7568 0086: $8204 = $8352 // floating-point values only 0086: $8205 = $8353 // floating-point values only 0086: $8206 = $8354 // floating-point values only 0086: $8207 = $8355 // floating-point values only 0086: $8208 = $8356 // floating-point values only 0086: $8209 = $8357 // floating-point values only :RCRACE1_7568 if $8229 == 36 // integer values jf @RCRACE1_7634 0086: $8204 = $8355 // floating-point values only 0086: $8205 = $8356 // floating-point values only 0086: $8206 = $8357 // floating-point values only 0086: $8207 = $8358 // floating-point values only 0086: $8208 = $8359 // floating-point values only 0086: $8209 = $8360 // floating-point values only :RCRACE1_7634 if $8229 == 37 // integer values jf @RCRACE1_7700 0086: $8204 = $8358 // floating-point values only 0086: $8205 = $8359 // floating-point values only 0086: $8206 = $8360 // floating-point values only 0086: $8207 = $8361 // floating-point values only 0086: $8208 = $8362 // floating-point values only 0086: $8209 = $8363 // floating-point values only :RCRACE1_7700 if $8229 == 38 // integer values jf @RCRACE1_7766 0086: $8204 = $8361 // floating-point values only 0086: $8205 = $8362 // floating-point values only 0086: $8206 = $8363 // floating-point values only 0086: $8207 = $8364 // floating-point values only 0086: $8208 = $8365 // floating-point values only 0086: $8209 = $8366 // floating-point values only :RCRACE1_7766 if $8229 == 39 // integer values jf @RCRACE1_7832 0086: $8204 = $8364 // floating-point values only 0086: $8205 = $8365 // floating-point values only 0086: $8206 = $8366 // floating-point values only 0086: $8207 = $8367 // floating-point values only 0086: $8208 = $8368 // floating-point values only 0086: $8209 = $8369 // floating-point values only :RCRACE1_7832 if $8229 == 40 // integer values jf @RCRACE1_7898 0086: $8204 = $8367 // floating-point values only 0086: $8205 = $8368 // floating-point values only 0086: $8206 = $8369 // floating-point values only 0086: $8207 = $8370 // floating-point values only 0086: $8208 = $8371 // floating-point values only 0086: $8209 = $8372 // floating-point values only :RCRACE1_7898 if $8229 == 41 // integer values jf @RCRACE1_7964 0086: $8204 = $8370 // floating-point values only 0086: $8205 = $8371 // floating-point values only 0086: $8206 = $8372 // floating-point values only 0086: $8207 = $8373 // floating-point values only 0086: $8208 = $8374 // floating-point values only 0086: $8209 = $8375 // floating-point values only :RCRACE1_7964 if $8229 == 42 // integer values jf @RCRACE1_8030 0086: $8204 = $8373 // floating-point values only 0086: $8205 = $8374 // floating-point values only 0086: $8206 = $8375 // floating-point values only 0086: $8207 = $8376 // floating-point values only 0086: $8208 = $8377 // floating-point values only 0086: $8209 = $8378 // floating-point values only :RCRACE1_8030 if $8229 == 43 // integer values jf @RCRACE1_8096 0086: $8204 = $8376 // floating-point values only 0086: $8205 = $8377 // floating-point values only 0086: $8206 = $8378 // floating-point values only 0086: $8207 = $8379 // floating-point values only 0086: $8208 = $8380 // floating-point values only 0086: $8209 = $8381 // floating-point values only :RCRACE1_8096 if $8229 == 44 // integer values jf @RCRACE1_8162 0086: $8204 = $8379 // floating-point values only 0086: $8205 = $8380 // floating-point values only 0086: $8206 = $8381 // floating-point values only 0086: $8207 = $8382 // floating-point values only 0086: $8208 = $8383 // floating-point values only 0086: $8209 = $8384 // floating-point values only :RCRACE1_8162 if $8229 == 45 // integer values jf @RCRACE1_8228 0086: $8204 = $8382 // floating-point values only 0086: $8205 = $8383 // floating-point values only 0086: $8206 = $8384 // floating-point values only 0086: $8207 = $8385 // floating-point values only 0086: $8208 = $8386 // floating-point values only 0086: $8209 = $8387 // floating-point values only :RCRACE1_8228 if $8229 == 46 // integer values jf @RCRACE1_8294 0086: $8204 = $8385 // floating-point values only 0086: $8205 = $8386 // floating-point values only 0086: $8206 = $8387 // floating-point values only 0086: $8207 = $8388 // floating-point values only 0086: $8208 = $8389 // floating-point values only 0086: $8209 = $8390 // floating-point values only :RCRACE1_8294 if $8229 == 47 // integer values jf @RCRACE1_8360 0086: $8204 = $8388 // floating-point values only 0086: $8205 = $8389 // floating-point values only 0086: $8206 = $8390 // floating-point values only 0086: $8207 = $8391 // floating-point values only 0086: $8208 = $8392 // floating-point values only 0086: $8209 = $8393 // floating-point values only :RCRACE1_8360 if $8229 == 48 // integer values jf @RCRACE1_8426 0086: $8204 = $8391 // floating-point values only 0086: $8205 = $8392 // floating-point values only 0086: $8206 = $8393 // floating-point values only 0086: $8207 = $8394 // floating-point values only 0086: $8208 = $8395 // floating-point values only 0086: $8209 = $8396 // floating-point values only :RCRACE1_8426 if $8229 == 49 // integer values jf @RCRACE1_8492 0086: $8204 = $8394 // floating-point values only 0086: $8205 = $8395 // floating-point values only 0086: $8206 = $8396 // floating-point values only 0086: $8207 = $8394 // floating-point values only 0086: $8208 = $8395 // floating-point values only 0086: $8209 = $8396 // floating-point values only :RCRACE1_8492 return :RCRACE1_8494 $8219 = Car.Health($8220) if 500 > $8219 // integer values jf @RCRACE1_8529 Car.Health($8220) = 1000 :RCRACE1_8529 if not Car.Wrecked($8221) jf @RCRACE1_8795 if 003A: $8225 == $8229 // integer values and handles jf @RCRACE1_8769 Car.StorePos($8220, $8159, $8160, $8161) 0086: $8163 = $8159 // floating-point values only 0061: $8163 -= $8189 // floating-point values 0086: $8164 = $8160 // floating-point values only 0061: $8164 -= $8190 // floating-point values 0069: $8163 *= $8163 // floating-point values 0069: $8164 *= $8164 // floating-point values 0086: $8165 = $8163 // floating-point values only 0059: $8165 += $8164 // floating-point values 01FB: $8169 = square_root $8165 Car.StorePos($8221, $8159, $8160, $8161) 0086: $8163 = $8159 // floating-point values only 0061: $8163 -= $8189 // floating-point values 0086: $8164 = $8160 // floating-point values only 0061: $8164 -= $8190 // floating-point values 0069: $8163 *= $8163 // floating-point values 0069: $8164 *= $8164 // floating-point values 0086: $8165 = $8163 // floating-point values only 0059: $8165 += $8164 // floating-point values 01FB: $8170 = square_root $8165 if 0024: $8170 > $8169 // floating-point values only jf @RCRACE1_8762 $8230 += 1 // integer values :RCRACE1_8762 jump @RCRACE1_8795 :RCRACE1_8769 if 001C: $8229 > $8225 // integer values jf @RCRACE1_8795 $8230 += 1 // integer values :RCRACE1_8795 return //-------------Mission 95--------------- // Originally: RC Baron Race :RCPLNE1 thread 'RCPLNE1' gosub @RCPLNE1_46 if wasted_or_busted jf @RCPLNE1_37 gosub @RCPLNE1_6348 :RCPLNE1_37 gosub @RCPLNE1_6567 end_thread :RCPLNE1_46 $ONMISSION = 1 // integer values $1084 = 1 // integer values if $8487 == 0 // integer values jf @RCPLNE1_80 increment_mission_attempts :RCPLNE1_80 wait 0 054C: use_GXT_table 'RCPLNE1' Model.Load(#RCBARON) :RCPLNE1_99 if not Model.Available(#RCBARON) jf @RCPLNE1_126 wait 0 jump @RCPLNE1_99 :RCPLNE1_126 $8483 = 28 // integer values $8488 = 313.0 // floating-point values $8489 = 1238.332 // floating-point values $8490 = 27.546 // floating-point values $8491 = 317.926 // floating-point values $8492 = 1219.877 // floating-point values $8493 = 26.554 // floating-point values $8494 = 321.35 // floating-point values $8495 = 1102.111 // floating-point values $8496 = 31.448 // floating-point values $8497 = 317.778 // floating-point values $8498 = 949.34 // floating-point values $8499 = 29.25 // floating-point values $8500 = 289.354 // floating-point values $8501 = 789.471 // floating-point values $8502 = 27.426 // floating-point values $8503 = 201.599 // floating-point values $8504 = 689.725 // floating-point values $8505 = 27.896 // floating-point values $8506 = 378.602 // floating-point values $8507 = 564.227 // floating-point values $8508 = 20.846 // floating-point values $8509 = 346.553 // floating-point values $8510 = 445.865 // floating-point values $8511 = 19.168 // floating-point values $8512 = 331.891 // floating-point values $8513 = 344.459 // floating-point values $8514 = 18.385 // floating-point values $8515 = 337.064 // floating-point values $8516 = 243.41 // floating-point values $8517 = 24.428 // floating-point values $8518 = 407.542 // floating-point values $8519 = 102.447 // floating-point values $8520 = 24.134 // floating-point values $8521 = 332.597 // floating-point values $8522 = -12.219 // floating-point values $8523 = 25.134 // floating-point values $8524 = 284.866 // floating-point values $8525 = -144.529 // floating-point values $8526 = 22.046 // floating-point values $8527 = 225.013 // floating-point values $8528 = -271.518 // floating-point values $8529 = 19.929 // floating-point values $8530 = 194.309 // floating-point values $8531 = -365.009 // floating-point values $8532 = 19.146 // floating-point values $8533 = 179.89 // floating-point values $8534 = -500.032 // floating-point values $8535 = 17.304 // floating-point values $8536 = 171.669 // floating-point values $8537 = -638.857 // floating-point values $8538 = 17.328 // floating-point values $8539 = 149.798 // floating-point values $8540 = -738.283 // floating-point values $8541 = 16.001 // floating-point values $8542 = 95.276 // floating-point values $8543 = -838.345 // floating-point values $8544 = 15.527 // floating-point values $8545 = -22.699 // floating-point values $8546 = -869.548 // floating-point values $8547 = 16.142 // floating-point values $8548 = -107.153 // floating-point values $8549 = -895.34 // floating-point values $8550 = 18.43 // floating-point values $8551 = -190.477 // floating-point values $8552 = -944.935 // floating-point values $8553 = 20.094 // floating-point values $8554 = -186.305 // floating-point values $8555 = -1075.039 // floating-point values $8556 = 32.099 // floating-point values $8557 = -193.016 // floating-point values $8558 = -1232.925 // floating-point values $8559 = 16.655 // floating-point values $8560 = -164.456 // floating-point values $8561 = -1402.917 // floating-point values $8562 = 16.294 // floating-point values $8563 = -115.326 // floating-point values $8564 = -1512.663 // floating-point values $8565 = 15.455 // floating-point values $8566 = -11.818 // floating-point values $8567 = -1576.647 // floating-point values $8568 = 15.96 // floating-point values $8569 = 110.56 // floating-point values $8570 = -1588.121 // floating-point values $8571 = 16.516 // floating-point values $8572 = 174.464 // floating-point values $8573 = -1527.732 // floating-point values $8574 = 20.699 // floating-point values $8575 = 259.539 // floating-point values $8576 = -1234.819 // floating-point values $8577 = 32.351 // floating-point values $8421 = 316.0 // floating-point values $8422 = 1238.332 // floating-point values $8423 = 26.554 // floating-point values $8424 = 319.0 // floating-point values $8425 = 1238.332 // floating-point values $8426 = 26.554 // floating-point values $8427 = 322.0 // floating-point values $8428 = 1238.332 // floating-point values $8429 = 26.554 // floating-point values $8406 = 182.29 // floating-point values $8474 = 0 // integer values $8470 = 0 // integer values $8471 = 0 // integer values $8472 = 0 // integer values $8473 = 0 // integer values $8410 = 4.0 // floating-point values $8411 = 4.0 // floating-point values $8412 = 4.0 // floating-point values 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 1 00DA: $8460 = player $PLAYER_CHAR car if not Car.Wrecked($8460) jf @RCPLNE1_1236 020A: set_car $8460 door_status_to 2 :RCPLNE1_1236 $8578 = Player.WantedLevel($PLAYER_CHAR) Player.ClearWantedLevel($PLAYER_CHAR) 0395: clear_area 1 at $8488 $8489 range $8490 80.0 02A3: enable_widescreen 1 $8461 = Car.Create(#RCBARON, $8421, $8422, $8423) 03AB: set_car $8461 strong 1 03ED: set_car $8461 not_damaged_when_upside_down 1 Car.Angle($8461) = $8406 Car.ImmuneToNonPlayer($8461) = True $8462 = Car.Create(#RCBARON, $8424, $8425, $8426) 03AB: set_car $8462 strong 1 03ED: set_car $8462 not_damaged_when_upside_down 1 Car.Angle($8462) = $8406 Car.ImmuneToNonPlayer($8462) = True $8463 = Car.Create(#RCBARON, $8427, $8428, $8429) 03AB: set_car $8463 strong 1 03ED: set_car $8463 not_damaged_when_upside_down 1 Car.Angle($8463) = $8406 Car.ImmuneToNonPlayer($8463) = True 046E: put_player $PLAYER_CHAR in_RC_mode_at $8488 $8489 $8490 angle 182.29 RC_model #RCBARON $8466 = Player.RC_car($PLAYER_CHAR) 04D6: enable_rc_car_detonation 0 Camera.SetPosition(323.6173, 1239.22, 26.80053, 0.0, 0.0, 0.0) Camera.PointAt(322.7087, 1238.807, 26.85948, 2) fade 1 3000 :RCPLNE1_1501 if fading jf @RCPLNE1_1525 wait 0 jump @RCPLNE1_1501 :RCPLNE1_1525 16@ = 0 // integer values :RCPLNE1_1532 if 5000 > 16@ // integer values jf @RCPLNE1_1601 wait 0 00BC: text_highpriority 'RCPL1_4' 5000 ms 2 // ~g~Compete in a CHECKPOINT RACE with 3 other RC Plane's if 00E1: player 0 pressed_button 16 jf @RCPLNE1_1594 jump @RCPLNE1_1907 :RCPLNE1_1594 jump @RCPLNE1_1532 :RCPLNE1_1601 16@ = 0 // integer values Camera.SetAtPos(289.354, 789.471, 27.426) Camera.SetPosition(307.078, 842.687, 33.651, 0.0, 0.0, 0.0) Camera.PointAt(289.354, 789.471, 27.426, 2) :RCPLNE1_1676 if 5000 > 16@ // integer values jf @RCPLNE1_1780 wait 0 00BC: text_highpriority 'RCPL1_5' 5000 ms 2 // ~g~Fly through the checkpoints scattered throughout Vice City. 04D5: create_corona_at 289.354 789.471 27.426 radius 7.0 type 6 flare 0 RGB 255 137 205 if 00E1: player 0 pressed_button 16 jf @RCPLNE1_1773 jump @RCPLNE1_1907 :RCPLNE1_1773 jump @RCPLNE1_1676 :RCPLNE1_1780 16@ = 0 // integer values :RCPLNE1_1787 if 5000 > 16@ // integer values jf @RCPLNE1_1907 wait 0 Camera.SetPosition(311.3789, 1236.672, 26.99365, 0.0, 0.0, 0.0) Camera.PointAt(312.2311, 1237.193, 26.93967, 2) 00BC: text_highpriority 'RCPL1_6' 5000 ms 2 // ~g~If you wish to quit this mission press the ~h~~k~~PED_FIREWEAPON~ ~g~button to detonate your RC Plane. if 00E1: player 0 pressed_button 16 jf @RCPLNE1_1900 jump @RCPLNE1_1907 :RCPLNE1_1900 jump @RCPLNE1_1787 :RCPLNE1_1907 if not Car.Wrecked($8466) jf @RCPLNE1_1951 03EB: clear_small_messages_only Camera.OnVehicle($8466, 18, 2) wait 0 032A: set_behind_camera_mode_to 0 wait 300 02A3: enable_widescreen 0 :RCPLNE1_1951 0084: $8484 = $8483 // integer values and handles $8484 -= 1 // integer values Player.CanMove($PLAYER_CHAR) = False 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 1 03F4: set_all_vehicles_apply_damage_rules 0 00BA: text_styled 'RACE2' 1100 ms 4 // ~g~3 018C: play_sound 7 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE3' 1100 ms 4 // ~g~2 018C: play_sound 8 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE4' 1100 ms 4 // ~g~1 018C: play_sound 9 at 0.0 0.0 0.0 wait 1000 00BA: text_styled 'RACE5' 800 ms 4 // ~g~GO! 018C: play_sound 10 at 0.0 0.0 0.0 Player.CanMove($PLAYER_CHAR) = True 03BF: set_player $PLAYER_CHAR ignored_by_everyone_to 0 03F4: set_all_vehicles_apply_damage_rules 1 0293: $18 = get_controller_mode if $18 == 3 // integer values jf @RCPLNE1_2193 03E5: text_box 'PLANE_4' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. jump @RCPLNE1_2203 :RCPLNE1_2193 03E5: text_box 'PLANE_H' // Use the ~h~~k~~VEHICLE_ACCELERATE~~w~ button to accelerate, Left and right to turn. :RCPLNE1_2203 if Car.Wrecked($8461) jf @RCPLNE1_2226 jump @RCPLNE1_6348 :RCPLNE1_2226 if Car.Wrecked($8462) jf @RCPLNE1_2249 jump @RCPLNE1_6348 :RCPLNE1_2249 if Car.Wrecked($8463) jf @RCPLNE1_2272 jump @RCPLNE1_6348 :RCPLNE1_2272 if not Car.Wrecked($8461) jf @RCPLNE1_2300 Marker.TieToCar($8457, $8461, 0, 1) :RCPLNE1_2300 if not Car.Wrecked($8462) jf @RCPLNE1_2328 Marker.TieToCar($8458, $8462, 0, 1) :RCPLNE1_2328 if not Car.Wrecked($8463) jf @RCPLNE1_2356 Marker.TieToCar($8459, $8463, 0, 1) :RCPLNE1_2356 gosub @RCPLNE1_4129 0086: $8433 = $8448 // floating-point values only 0086: $8434 = $8449 // floating-point values only 0086: $8435 = $8450 // floating-point values only 0086: $8436 = $8451 // floating-point values only 0086: $8437 = $8452 // floating-point values only 0086: $8438 = $8453 // floating-point values only 0086: $8439 = $8448 // floating-point values only 0086: $8440 = $8449 // floating-point values only 0086: $8441 = $8450 // floating-point values only 0086: $8442 = $8448 // floating-point values only 0086: $8443 = $8449 // floating-point values only 0086: $8444 = $8450 // floating-point values only 0086: $8445 = $8448 // floating-point values only 0086: $8446 = $8449 // floating-point values only 0086: $8447 = $8450 // floating-point values only 018A: $8455 = create_checkpoint_at $8433 $8434 $8435 0167: $8456 = create_marker_at $8436 $8437 $8438 color 5 flag 2 0168: set_blip $8456 size 2 0166: set_marker $8456 brightness_to 1 04D2: set_plane $8461 fly_autopilot_around_point $8439 $8440 $8441 30 04D2: set_plane $8462 fly_autopilot_around_point $8442 $8443 $8444 25 04D2: set_plane $8463 fly_autopilot_around_point $8445 $8446 $8447 35 $8476 = 0 // integer values 03C3: set_timer_with_text_to $8476 type 0 text 'RCH1_5' // Time: if Car.Wrecked($8466) jf @RCPLNE1_2622 jump @RCPLNE1_6348 :RCPLNE1_2622 if 001C: $8483 > $8470 // integer values jf @RCPLNE1_4122 wait 0 0395: clear_area 0 at -447.8 1442.95 range 10.0 120.0 $8475 = 0 // integer values if not Car.Wrecked($8466) jf @RCPLNE1_2924 if 01AF: car $8466 0 $8433 $8434 $8435 radius 7.5 7.5 7.5 jf @RCPLNE1_2924 $8470 += 1 // integer values Marker.Disable($8455) 018C: play_sound 1 at 0.0 0.0 0.0 Marker.Disable($8456) 0084: $8474 = $8470 // integer values and handles gosub @RCPLNE1_4129 0086: $8433 = $8448 // floating-point values only 0086: $8434 = $8449 // floating-point values only 0086: $8435 = $8450 // floating-point values only 0086: $8436 = $8451 // floating-point values only 0086: $8437 = $8452 // floating-point values only 0086: $8438 = $8453 // floating-point values only if 003A: $8470 == $8483 // integer values and handles jf @RCPLNE1_2859 jump @RCPLNE1_6373 :RCPLNE1_2859 018A: $8455 = create_checkpoint_at $8433 $8434 $8435 if 803A: not $8470 == $8484 // integer values and handles jf @RCPLNE1_2924 0167: $8456 = create_marker_at $8436 $8437 $8438 color 5 flag 2 0166: set_marker $8456 brightness_to 1 0168: set_blip $8456 size 2 :RCPLNE1_2924 if not Car.Wrecked($8461) jf @RCPLNE1_3182 0084: $8465 = $8461 // integer values and handles 0084: $8474 = $8471 // integer values and handles 0086: $8430 = $8421 // floating-point values only 0086: $8431 = $8422 // floating-point values only 0086: $8432 = $8423 // floating-point values only 0084: $8481 = $8477 // integer values and handles gosub @RCPLNE1_6045 0086: $8421 = $8430 // floating-point values only 0086: $8422 = $8431 // floating-point values only 0086: $8423 = $8432 // floating-point values only 0084: $8477 = $8481 // integer values and handles if not Car.Wrecked($8461) jf @RCPLNE1_3182 if 01AF: car $8461 0 $8439 $8440 $8441 radius $8410 $8410 $8410 jf @RCPLNE1_3182 $8471 += 1 // integer values 0084: $8474 = $8471 // integer values and handles gosub @RCPLNE1_4129 0086: $8439 = $8448 // floating-point values only 0086: $8440 = $8449 // floating-point values only 0086: $8441 = $8450 // floating-point values only if 003A: $8471 == $8483 // integer values and handles jf @RCPLNE1_3166 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCPLNE1_6348 :RCPLNE1_3166 04D2: set_plane $8461 fly_autopilot_around_point $8439 $8440 $8441 36 :RCPLNE1_3182 if not Car.Wrecked($8462) jf @RCPLNE1_3440 0084: $8465 = $8462 // integer values and handles 0084: $8474 = $8472 // integer values and handles 0086: $8430 = $8424 // floating-point values only 0086: $8431 = $8425 // floating-point values only 0086: $8432 = $8426 // floating-point values only 0084: $8481 = $8478 // integer values and handles gosub @RCPLNE1_6045 0086: $8424 = $8430 // floating-point values only 0086: $8425 = $8431 // floating-point values only 0086: $8426 = $8432 // floating-point values only 0084: $8478 = $8481 // integer values and handles if not Car.Wrecked($8462) jf @RCPLNE1_3440 if 01AF: car $8462 0 $8442 $8443 $8444 radius $8411 $8411 $8411 jf @RCPLNE1_3440 $8472 += 1 // integer values 0084: $8474 = $8472 // integer values and handles gosub @RCPLNE1_4129 0086: $8442 = $8448 // floating-point values only 0086: $8443 = $8449 // floating-point values only 0086: $8444 = $8450 // floating-point values only if 003A: $8472 == $8483 // integer values and handles jf @RCPLNE1_3424 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCPLNE1_6348 :RCPLNE1_3424 04D2: set_plane $8462 fly_autopilot_around_point $8442 $8443 $8444 27 :RCPLNE1_3440 if not Car.Wrecked($8463) jf @RCPLNE1_3698 0084: $8465 = $8463 // integer values and handles 0084: $8474 = $8473 // integer values and handles 0086: $8430 = $8427 // floating-point values only 0086: $8431 = $8428 // floating-point values only 0086: $8432 = $8429 // floating-point values only 0084: $8481 = $8479 // integer values and handles gosub @RCPLNE1_6045 0086: $8427 = $8430 // floating-point values only 0086: $8428 = $8431 // floating-point values only 0086: $8429 = $8432 // floating-point values only 0084: $8479 = $8481 // integer values and handles if not Car.Wrecked($8463) jf @RCPLNE1_3698 if 01AF: car $8463 0 $8445 $8446 $8447 radius $8412 $8412 $8412 jf @RCPLNE1_3698 $8473 += 1 // integer values 0084: $8474 = $8473 // integer values and handles gosub @RCPLNE1_4129 0086: $8445 = $8448 // floating-point values only 0086: $8446 = $8449 // floating-point values only 0086: $8447 = $8450 // floating-point values only if 003A: $8473 == $8483 // integer values and handles jf @RCPLNE1_3682 00BC: text_highpriority 'RACEFA' 5000 ms 1 // ~r~You failed to win the race! jump @RCPLNE1_6348 :RCPLNE1_3682 04D2: set_plane $8463 fly_autopilot_around_point $8445 $8446 $8447 42 :RCPLNE1_3698 if $8475 == 0 // integer values jf @RCPLNE1_3730 00BC: text_highpriority 'FIRST' 100 ms 1 // ~b~1st :RCPLNE1_3730 if $8475 == 1 // integer values jf @RCPLNE1_3762 00BC: text_highpriority 'SECOND' 100 ms 1 // ~b~2nd :RCPLNE1_3762 if $8475 == 2 // integer values jf @RCPLNE1_3794 00BC: text_highpriority 'THIRD' 100 ms 1 // ~b~3rd :RCPLNE1_3794 if $8475 == 3 // integer values jf @RCPLNE1_3826 00BC: text_highpriority 'FOURTH' 100 ms 1 // ~b~4th :RCPLNE1_3826 if 003A: $8470 == $8484 // integer values and handles jf @RCPLNE1_3878 04D5: create_corona_at $8433 $8434 $8435 radius 7.0 type 6 flare 0 RGB 100 0 100 jump @RCPLNE1_3907 :RCPLNE1_3878 04D5: create_corona_at $8433 $8434 $8435 radius 7.0 type 6 flare 0 RGB 255 137 205 :RCPLNE1_3907 if Car.Wrecked($8466) jf @RCPLNE1_3930 jump @RCPLNE1_6348 :RCPLNE1_3930 if not Car.Wrecked($8466) jf @RCPLNE1_4037 if 80B0: not car $8466 0 833.0 1340.0 -225.0 -1666.0 jf @RCPLNE1_4037 if 00B0: car $8466 0 940.212 1340.225 -253.15 -1700.0 jf @RCPLNE1_4037 00BC: text_highpriority 'RCPL1_8' 3000 ms 1 // ~g~Your RC Plane is going out of range! :RCPLNE1_4037 if not Car.Wrecked($8466) jf @RCPLNE1_4115 if 80B0: not car $8466 0 940.212 1340.225 -253.15 -1700.0 jf @RCPLNE1_4115 0409: blow_up_rc_buggy 00BC: text_highpriority 'RCPL1_9' 5000 ms 1 // ~r~Your RC Plane went out of range! jump @RCPLNE1_6348 :RCPLNE1_4115 jump @RCPLNE1_2622 :RCPLNE1_4122 jump @RCPLNE1_6373 :RCPLNE1_4129 if $8474 == 0 // integer values jf @RCPLNE1_4195 0086: $8448 = $8491 // floating-point values only 0086: $8449 = $8492 // floating-point values only 0086: $8450 = $8493 // floating-point values only 0086: $8451 = $8494 // floating-point values only 0086: $8452 = $8495 // floating-point values only 0086: $8453 = $8496 // floating-point values only :RCPLNE1_4195 if $8474 == 1 // integer values jf @RCPLNE1_4261 0086: $8448 = $8494 // floating-point values only 0086: $8449 = $8495 // floating-point values only 0086: $8450 = $8496 // floating-point values only 0086: $8451 = $8497 // floating-point values only 0086: $8452 = $8498 // floating-point values only 0086: $8453 = $8499 // floating-point values only :RCPLNE1_4261 if $8474 == 2 // integer values jf @RCPLNE1_4327 0086: $8448 = $8497 // floating-point values only 0086: $8449 = $8498 // floating-point values only 0086: $8450 = $8499 // floating-point values only 0086: $8451 = $8500 // floating-point values only 0086: $8452 = $8501 // floating-point values only 0086: $8453 = $8502 // floating-point values only :RCPLNE1_4327 if $8474 == 3 // integer values jf @RCPLNE1_4393 0086: $8448 = $8500 // floating-point values only 0086: $8449 = $8501 // floating-point values only 0086: $8450 = $8502 // floating-point values only 0086: $8451 = $8503 // floating-point values only 0086: $8452 = $8504 // floating-point values only 0086: $8453 = $8505 // floating-point values only :RCPLNE1_4393 if $8474 == 4 // integer values jf @RCPLNE1_4459 0086: $8448 = $8503 // floating-point values only 0086: $8449 = $8504 // floating-point values only 0086: $8450 = $8505 // floating-point values only 0086: $8451 = $8506 // floating-point values only 0086: $8452 = $8507 // floating-point values only 0086: $8453 = $8508 // floating-point values only :RCPLNE1_4459 if $8474 == 5 // integer values jf @RCPLNE1_4525 0086: $8448 = $8506 // floating-point values only 0086: $8449 = $8507 // floating-point values only 0086: $8450 = $8508 // floating-point values only 0086: $8451 = $8509 // floating-point values only 0086: $8452 = $8510 // floating-point values only 0086: $8453 = $8511 // floating-point values only :RCPLNE1_4525 if $8474 == 6 // integer values jf @RCPLNE1_4591 0086: $8448 = $8509 // floating-point values only 0086: $8449 = $8510 // floating-point values only 0086: $8450 = $8511 // floating-point values only 0086: $8451 = $8512 // floating-point values only 0086: $8452 = $8513 // floating-point values only 0086: $8453 = $8514 // floating-point values only :RCPLNE1_4591 if $8474 == 7 // integer values jf @RCPLNE1_4657 0086: $8448 = $8512 // floating-point values only 0086: $8449 = $8513 // floating-point values only 0086: $8450 = $8514 // floating-point values only 0086: $8451 = $8515 // floating-point values only 0086: $8452 = $8516 // floating-point values only 0086: $8453 = $8517 // floating-point values only :RCPLNE1_4657 if $8474 == 8 // integer values jf @RCPLNE1_4723 0086: $8448 = $8515 // floating-point values only 0086: $8449 = $8516 // floating-point values only 0086: $8450 = $8517 // floating-point values only 0086: $8451 = $8518 // floating-point values only 0086: $8452 = $8519 // floating-point values only 0086: $8453 = $8520 // floating-point values only :RCPLNE1_4723 if $8474 == 9 // integer values jf @RCPLNE1_4789 0086: $8448 = $8518 // floating-point values only 0086: $8449 = $8519 // floating-point values only 0086: $8450 = $8520 // floating-point values only 0086: $8451 = $8521 // floating-point values only 0086: $8452 = $8522 // floating-point values only 0086: $8453 = $8523 // floating-point values only :RCPLNE1_4789 if $8474 == 10 // integer values jf @RCPLNE1_4855 0086: $8448 = $8521 // floating-point values only 0086: $8449 = $8522 // floating-point values only 0086: $8450 = $8523 // floating-point values only 0086: $8451 = $8524 // floating-point values only 0086: $8452 = $8525 // floating-point values only 0086: $8453 = $8526 // floating-point values only :RCPLNE1_4855 if $8474 == 11 // integer values jf @RCPLNE1_4921 0086: $8448 = $8524 // floating-point values only 0086: $8449 = $8525 // floating-point values only 0086: $8450 = $8526 // floating-point values only 0086: $8451 = $8527 // floating-point values only 0086: $8452 = $8528 // floating-point values only 0086: $8453 = $8529 // floating-point values only :RCPLNE1_4921 if $8474 == 12 // integer values jf @RCPLNE1_4987 0086: $8448 = $8527 // floating-point values only 0086: $8449 = $8528 // floating-point values only 0086: $8450 = $8529 // floating-point values only 0086: $8451 = $8530 // floating-point values only 0086: $8452 = $8531 // floating-point values only 0086: $8453 = $8532 // floating-point values only :RCPLNE1_4987 if $8474 == 13 // integer values jf @RCPLNE1_5053 0086: $8448 = $8530 // floating-point values only 0086: $8449 = $8531 // floating-point values only 0086: $8450 = $8532 // floating-point values only 0086: $8451 = $8533 // floating-point values only 0086: $8452 = $8534 // floating-point values only 0086: $8453 = $8535 // floating-point values only :RCPLNE1_5053 if $8474 == 14 // integer values jf @RCPLNE1_5119 0086: $8448 = $8533 // floating-point values only 0086: $8449 = $8534 // floating-point values only 0086: $8450 = $8535 // floating-point values only 0086: $8451 = $8536 // floating-point values only 0086: $8452 = $8537 // floating-point values only 0086: $8453 = $8538 // floating-point values only :RCPLNE1_5119 if $8474 == 15 // integer values jf @RCPLNE1_5185 0086: $8448 = $8536 // floating-point values only 0086: $8449 = $8537 // floating-point values only 0086: $8450 = $8538 // floating-point values only 0086: $8451 = $8539 // floating-point values only 0086: $8452 = $8540 // floating-point values only 0086: $8453 = $8541 // floating-point values only :RCPLNE1_5185 if $8474 == 16 // integer values jf @RCPLNE1_5251 0086: $8448 = $8539 // floating-point values only 0086: $8449 = $8540 // floating-point values only 0086: $8450 = $8541 // floating-point values only 0086: $8451 = $8542 // floating-point values only 0086: $8452 = $8543 // floating-point values only 0086: $8453 = $8544 // floating-point values only :RCPLNE1_5251 if $8474 == 17 // integer values jf @RCPLNE1_5317 0086: $8448 = $8542 // floating-point values only 0086: $8449 = $8543 // floating-point values only 0086: $8450 = $8544 // floating-point values only 0086: $8451 = $8545 // floating-point values only 0086: $8452 = $8546 // floating-point values only 0086: $8453 = $8547 // floating-point values only :RCPLNE1_5317 if $8474 == 18 // integer values jf @RCPLNE1_5383 0086: $8448 = $8545 // floating-point values only 0086: $8449 = $8546 // floating-point values only 0086: $8450 = $8547 // floating-point values only 0086: $8451 = $8548 // floating-point values only 0086: $8452 = $8549 // floating-point values only 0086: $8453 = $8550 // floating-point values only :RCPLNE1_5383 if $8474 == 19 // integer values jf @RCPLNE1_5449 0086: $8448 = $8548 // floating-point values only 0086: $8449 = $8549 // floating-point values only 0086: $8450 = $8550 // floating-point values only 0086: $8451 = $8551 // floating-point values only 0086: $8452 = $8552 // floating-point values only 0086: $8453 = $8553 // floating-point values only :RCPLNE1_5449 if $8474 == 20 // integer values jf @RCPLNE1_5515 0086: $8448 = $8551 // floating-point values only 0086: $8449 = $8552 // floating-point values only 0086: $8450 = $8553 // floating-point values only 0086: $8451 = $8554 // floating-point values only 0086: $8452 = $8555 // floating-point values only 0086: $8453 = $8556 // floating-point values only :RCPLNE1_5515 if $8474 == 21 // integer values jf @RCPLNE1_5581 0086: $8448 = $8554 // floating-point values only 0086: $8449 = $8555 // floating-point values only 0086: $8450 = $8556 // floating-point values only 0086: $8451 = $8557 // floating-point values only 0086: $8452 = $8558 // floating-point values only 0086: $8453 = $8559 // floating-point values only :RCPLNE1_5581 if $8474 == 22 // integer values jf @RCPLNE1_5647 0086: $8448 = $8557 // floating-point values only 0086: $8449 = $8558 // floating-point values only 0086: $8450 = $8559 // floating-point values only 0086: $8451 = $8560 // floating-point values only 0086: $8452 = $8561 // floating-point values only 0086: $8453 = $8562 // floating-point values only :RCPLNE1_5647 if $8474 == 23 // integer values jf @RCPLNE1_5713 0086: $8448 = $8560 // floating-point values only 0086: $8449 = $8561 // floating-point values only 0086: $8450 = $8562 // floating-point values only 0086: $8451 = $8563 // floating-point values only 0086: $8452 = $8564 // floating-point values only 0086: $8453 = $8565 // floating-point values only :RCPLNE1_5713 if $8474 == 24 // integer values jf @RCPLNE1_5779 0086: $8448 = $8563 // floating-point values only 0086: $8449 = $8564 // floating-point values only 0086: $8450 = $8565 // floating-point values only 0086: $8451 = $8566 // floating-point values only 0086: $8452 = $8567 // floating-point values only 0086: $8453 = $8568 // floating-point values only :RCPLNE1_5779 if $8474 == 25 // integer values jf @RCPLNE1_5845 0086: $8448 = $8566 // floating-point values only 0086: $8449 = $8567 // floating-point values only 0086: $8450 = $8568 // floating-point values only 0086: $8451 = $8569 // floating-point values only 0086: $8452 = $8570 // floating-point values only 0086: $8453 = $8571 // floating-point values only :RCPLNE1_5845 if $8474 == 26 // integer values jf @RCPLNE1_5911 0086: $8448 = $8569 // floating-point values only 0086: $8449 = $8570 // floating-point values only 0086: $8450 = $8571 // floating-point values only 0086: $8451 = $8572 // floating-point values only 0086: $8452 = $8573 // floating-point values only 0086: $8453 = $8574 // floating-point values only :RCPLNE1_5911 if $8474 == 27 // integer values jf @RCPLNE1_5977 0086: $8448 = $8572 // floating-point values only 0086: $8449 = $8573 // floating-point values only 0086: $8450 = $8574 // floating-point values only 0086: $8451 = $8575 // floating-point values only 0086: $8452 = $8576 // floating-point values only 0086: $8453 = $8577 // floating-point values only :RCPLNE1_5977 if $8474 == 28 // integer values jf @RCPLNE1_6043 0086: $8448 = $8575 // floating-point values only 0086: $8449 = $8576 // floating-point values only 0086: $8450 = $8577 // floating-point values only 0086: $8451 = $8575 // floating-point values only 0086: $8452 = $8576 // floating-point values only 0086: $8453 = $8577 // floating-point values only :RCPLNE1_6043 return :RCPLNE1_6045 $8464 = Car.Health($8465) if 500 > $8464 // integer values jf @RCPLNE1_6080 Car.Health($8465) = 1000 :RCPLNE1_6080 if not Car.Wrecked($8466) jf @RCPLNE1_6346 if 003A: $8470 == $8474 // integer values and handles jf @RCPLNE1_6320 Car.StorePos($8465, $8403, $8404, $8405) 0086: $8407 = $8403 // floating-point values only 0061: $8407 -= $8433 // floating-point values 0086: $8408 = $8404 // floating-point values only 0061: $8408 -= $8434 // floating-point values 0069: $8407 *= $8407 // floating-point values 0069: $8408 *= $8408 // floating-point values 0086: $8409 = $8407 // floating-point values only 0059: $8409 += $8408 // floating-point values 01FB: $8413 = square_root $8409 Car.StorePos($8466, $8403, $8404, $8405) 0086: $8407 = $8403 // floating-point values only 0061: $8407 -= $8433 // floating-point values 0086: $8408 = $8404 // floating-point values only 0061: $8408 -= $8434 // floating-point values 0069: $8407 *= $8407 // floating-point values 0069: $8408 *= $8408 // floating-point values 0086: $8409 = $8407 // floating-point values only 0059: $8409 += $8408 // floating-point values 01FB: $8414 = square_root $8409 if 0024: $8414 > $8413 // floating-point values only jf @RCPLNE1_6313 $8475 += 1 // integer values :RCPLNE1_6313 jump @RCPLNE1_6346 :RCPLNE1_6320 if 001C: $8474 > $8470 // integer values jf @RCPLNE1_6346 $8475 += 1 // integer values :RCPLNE1_6346 return :RCPLNE1_6348 00BA: text_styled 'M_FAIL' 5000 ms 1 // MISSION FAILED! Player.WantedLevel($PLAYER_CHAR) = $8578 return :RCPLNE1_6373 0084: $8579 = $8476 // integer values and handles $8579 /= 1000 // integer values 042E: downdate_integer_stat 3 to $8579 0084: $8581 = $8579 // integer values and handles $8581 /= 60 // integer values 0084: $8580 = $8581 // integer values and handles $8580 *= 60 // integer values 0060: $8579 -= $8580 // integer values if $8579 >= 10 // integer values jf @RCPLNE1_6480 02FD: text_2numbers_lowpriority 'RCH1_9' $8581 $8579 7000 flag 1 // ~b~TOTAL TIME: ~1~:~1~ jump @RCPLNE1_6501 :RCPLNE1_6480 02FD: text_2numbers_lowpriority 'RCH1_10' $8581 $8579 7000 flag 1 // ~b~TOTAL TIME: ~1~:0~1~ :RCPLNE1_6501 if $8487 == 0 // integer values jf @RCPLNE1_6532 030C: progress_made += 1 0595: mission_complete $8487 = 1 // integer values :RCPLNE1_6532 Player.Money($PLAYER_CHAR) += 100 01E3: text_1number_styled 'M_PASS' number 100 time 5000 style 1 // MISSION PASSED! $~1~ Player.ClearWantedLevel($PLAYER_CHAR) 0394: play_music 1 return :RCPLNE1_6567 $ONMISSION = 0 // integer values $1084 = 0 // integer values 014F: stop_timer $8476 Marker.Disable($8455) Marker.Disable($8456) Marker.Disable($8457) Marker.Disable($8458) Marker.Disable($8459) 04DB: exit_rc_mode if not Car.Wrecked($8460) jf @RCPLNE1_6636 020A: set_car $8460 door_status_to 1 :RCPLNE1_6636 Car.RemoveReferences($8460) Model.Destroy(#RCBARON) Car.RemoveReferences($8461) Car.RemoveReferences($8462) Car.RemoveReferences($8463) Car.Destroy($8461) Car.Destroy($8462) Car.Destroy($8463) 01F7: set_player $PLAYER_CHAR ignored_by_cops_state_to 0 $400 = 1 // integer values 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms mission_cleanup return //-------------Mission 96--------------- // Originally: Checkpoint Charlie :COKERUN gosub @COKERUN_36 if wasted_or_busted jf @COKERUN_27 gosub @COKERUN_6981 :COKERUN_27 gosub @COKERUN_7327 end_thread :COKERUN_36 $ONMISSION = 1 // integer values thread 'COKERUN' wait 0 0@ = 0 // integer values 6@ = 0 // integer values Model.Load(#MARQUIS) if $607 == 0 // integer values jf @COKERUN_96 increment_mission_attempts :COKERUN_96 if not Model.Available(#MARQUIS) jf @COKERUN_123 wait 0 jump @COKERUN_96 :COKERUN_123 018A: 2@ = create_checkpoint_at -540.1 -1526.9 8.0 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 if 6@ == 0 // integer values jf @COKERUN_227 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -540.1, -1526.9, 8.0) 6@ = 1 // integer values :COKERUN_227 Camera.SetAtPos(-569.272, -1503.455, 9.428) Camera.SetPosition(-570.041, -1502.827, 9.547, 0.0, 0.0, 0.0) Camera.PointAt(-569.272, -1503.455, 9.428, 2) fade 1 1500 $8582 = 151000 // integer values 00D9: 7@ = actor $PLAYER_ACTOR car // add to mission cleanup if not Car.Wrecked(7@) jf @COKERUN_346 Car.Angle(7@) = 250.0 :COKERUN_346 if $8584 == 0 // integer values jf @COKERUN_368 set_weather 0 :COKERUN_368 if $8584 == 1 // integer values jf @COKERUN_398 $8582 -= 5000 // integer values set_weather 4 :COKERUN_398 if $8584 == 2 // integer values jf @COKERUN_428 $8582 -= 10000 // integer values set_weather 1 :COKERUN_428 if $8584 == 3 // integer values jf @COKERUN_458 $8582 -= 15000 // integer values set_weather 3 :COKERUN_458 if $8584 == 4 // integer values jf @COKERUN_488 $8582 -= 20000 // integer values set_weather 2 :COKERUN_488 if $8584 > 4 // integer values jf @COKERUN_514 $8582 -= 30000 // integer values :COKERUN_514 0084: $8585 = $8582 // integer values and handles 3@ = Object.Create(#WATERJUMPX2, -273.3, -1463.1, 5.5) Object.CollisionDetection(3@) = True 4@ = Object.Create(#WATERJUMPX2, -275.4, -1372.8, 5.5) Object.CollisionDetection(4@) = True 5@ = Object.Create(#WATERJUMPX2, -305.6, -1225.3, 5.5) Object.CollisionDetection(5@) = True 16@ = 0 // integer values 00BC: text_highpriority 'BOAT_P' 6000 ms 1 // ~g~collect the packages before the time runs out. :COKERUN_634 if not 16@ > 500 // integer values jf @COKERUN_698 wait 0 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 jump @COKERUN_634 :COKERUN_698 if not 16@ > 5500 // integer values jf @COKERUN_786 wait 0 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 if 00E1: player 0 pressed_button 16 jf @COKERUN_779 jump @COKERUN_786 :COKERUN_779 jump @COKERUN_698 :COKERUN_786 Player.CanMove($PLAYER_CHAR) = True Camera.Restore_WithJumpCut 014E: start_timer_at $8582 count_in_direction 1 :COKERUN_802 if not 0@ > 25 // integer values jf @COKERUN_6395 wait 0 if $8582 == 0 // integer values jf @COKERUN_864 00BC: text_highpriority 'TAXI2' 5000 ms 1 // ~r~You're out of time! jump @COKERUN_6981 :COKERUN_864 if 0@ == 0 // integer values jf @COKERUN_1027 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -540.1 -1526.9 8.0 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -540.1 -1526.9 8.0 radius 5.0 5.0 3.0 jf @COKERUN_1027 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -540.1 -1526.9 8.0 018A: 2@ = create_checkpoint_at -458.2 -1575.2 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_1027 if 0@ == 1 // integer values jf @COKERUN_1240 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -458.2 -1575.2 8.0 if 6@ == 0 // integer values jf @COKERUN_1129 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -458.2, -1575.2, 8.0) 6@ = 1 // integer values :COKERUN_1129 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -458.2 -1575.2 8.0 radius 5.0 5.0 3.0 jf @COKERUN_1240 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -458.2 -1575.2 8.0 018A: 2@ = create_checkpoint_at -361.2 -1599.6 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_1240 if 0@ == 2 // integer values jf @COKERUN_1453 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -361.2 -1599.6 8.0 if 6@ == 0 // integer values jf @COKERUN_1342 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -361.2, -1599.6, 8.0) 6@ = 1 // integer values :COKERUN_1342 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -361.2 -1599.6 8.0 radius 5.0 5.0 3.0 jf @COKERUN_1453 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -361.2 -1599.6 8.0 018A: 2@ = create_checkpoint_at -333.0 -1678.1 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_1453 if 0@ == 3 // integer values jf @COKERUN_1666 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -333.0 -1678.1 8.0 if 6@ == 0 // integer values jf @COKERUN_1555 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -333.0, -1678.1, 8.0) 6@ = 1 // integer values :COKERUN_1555 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -333.0 -1678.1 8.0 radius 5.0 5.0 3.0 jf @COKERUN_1666 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -333.0 -1678.1 8.0 018A: 2@ = create_checkpoint_at -401.3 -1730.7 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_1666 if 0@ == 4 // integer values jf @COKERUN_1879 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -401.3 -1730.7 8.0 if 6@ == 0 // integer values jf @COKERUN_1768 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -401.3, -1730.7, 8.0) 6@ = 1 // integer values :COKERUN_1768 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -401.3 -1730.7 8.0 radius 5.0 5.0 3.0 jf @COKERUN_1879 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -401.3 -1730.7 8.0 018A: 2@ = create_checkpoint_at -312.3 -1715.6 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_1879 if 0@ == 5 // integer values jf @COKERUN_2092 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -312.3 -1715.6 8.0 if 6@ == 0 // integer values jf @COKERUN_1981 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -312.3, -1715.6, 8.0) 6@ = 1 // integer values :COKERUN_1981 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -312.3 -1715.6 8.0 radius 5.0 5.0 3.0 jf @COKERUN_2092 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -312.3 -1715.6 8.0 018A: 2@ = create_checkpoint_at -273.3 -1556.2 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_2092 if 0@ == 6 // integer values jf @COKERUN_2305 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -273.3 -1556.2 8.0 if 6@ == 0 // integer values jf @COKERUN_2194 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -273.3, -1556.2, 8.0) 6@ = 1 // integer values :COKERUN_2194 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -273.3 -1556.2 8.0 radius 5.0 5.0 3.0 jf @COKERUN_2305 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -273.3 -1556.2 8.0 018A: 2@ = create_checkpoint_at -272.4 -1449.7 13.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_2305 if 0@ == 7 // integer values jf @COKERUN_2518 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -272.4 -1449.7 13.0 if 6@ == 0 // integer values jf @COKERUN_2407 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -272.4, -1449.7, 13.0) 6@ = 1 // integer values :COKERUN_2407 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -272.4 -1449.7 13.0 radius 5.0 5.0 3.0 jf @COKERUN_2518 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -272.4 -1449.7 13.0 018A: 2@ = create_checkpoint_at -272.7 -1360.2 13.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_2518 if 0@ == 8 // integer values jf @COKERUN_2731 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -275.4 -1360.2 13.0 if 6@ == 0 // integer values jf @COKERUN_2620 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -275.4, -1360.2, 13.0) 6@ = 1 // integer values :COKERUN_2620 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -275.4 -1360.2 13.0 radius 5.0 5.0 3.0 jf @COKERUN_2731 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -275.4 -1360.2 13.0 018A: 2@ = create_checkpoint_at -305.6 -1214.4 13.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_2731 if 0@ == 9 // integer values jf @COKERUN_2944 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -305.6 -1214.4 13.0 if 6@ == 0 // integer values jf @COKERUN_2833 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -305.6, -1214.4, 13.0) 6@ = 1 // integer values :COKERUN_2833 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -305.6 -1214.4 13.0 radius 5.0 5.0 3.0 jf @COKERUN_2944 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -305.6 -1214.4 13.0 018A: 2@ = create_checkpoint_at -298.6 -1074.4 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_2944 if 0@ == 10 // integer values jf @COKERUN_3157 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -298.6 -1074.4 8.0 if 6@ == 0 // integer values jf @COKERUN_3046 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -298.6, -1074.4, 8.0) 6@ = 1 // integer values :COKERUN_3046 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -298.6 -1074.4 8.0 radius 5.0 5.0 3.0 jf @COKERUN_3157 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -298.6 -1074.4 8.0 018A: 2@ = create_checkpoint_at -252.0 -939.9 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_3157 if 0@ == 11 // integer values jf @COKERUN_3370 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -252.0 -939.9 8.0 if 6@ == 0 // integer values jf @COKERUN_3259 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -252.0, -939.9, 8.0) 6@ = 1 // integer values :COKERUN_3259 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -252.0 -939.9 8.0 radius 5.0 5.0 3.0 jf @COKERUN_3370 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -252.0 -939.9 8.0 018A: 2@ = create_checkpoint_at -85.0 -766.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_3370 if 0@ == 12 // integer values jf @COKERUN_3583 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -85.0 -766.0 8.0 if 6@ == 0 // integer values jf @COKERUN_3472 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -85.0, -766.0, 8.0) 6@ = 1 // integer values :COKERUN_3472 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -85.0 -766.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_3583 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -85.0 -766.0 8.0 018A: 2@ = create_checkpoint_at 158.0 -634.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_3583 if 0@ == 13 // integer values jf @COKERUN_3796 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 158.0 -634.0 8.0 if 6@ == 0 // integer values jf @COKERUN_3685 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 158.0, -634.0, 8.0) 6@ = 1 // integer values :COKERUN_3685 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 158.0 -634.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_3796 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 158.0 -634.0 8.0 018A: 2@ = create_checkpoint_at 279.0 -475.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_3796 if 0@ == 14 // integer values jf @COKERUN_4009 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 279.0 -475.0 8.0 if 6@ == 0 // integer values jf @COKERUN_3898 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 279.0, -475.0, 8.0) 6@ = 1 // integer values :COKERUN_3898 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 279.0 -475.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_4009 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 279.0 -475.0 8.0 018A: 2@ = create_checkpoint_at 410.0 -269.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_4009 if 0@ == 15 // integer values jf @COKERUN_4222 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 410.0 -269.0 8.0 if 6@ == 0 // integer values jf @COKERUN_4111 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 410.0, -269.0, 8.0) 6@ = 1 // integer values :COKERUN_4111 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 410.0 -269.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_4222 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 410.0 -269.0 8.0 018A: 2@ = create_checkpoint_at 392.0 20.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_4222 if 0@ == 16 // integer values jf @COKERUN_4435 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 392.0 20.0 8.0 if 6@ == 0 // integer values jf @COKERUN_4324 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 392.0, 20.0, 8.0) 6@ = 1 // integer values :COKERUN_4324 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 392.0 20.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_4435 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 392.0 20.0 8.0 018A: 2@ = create_checkpoint_at 249.0 100.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_4435 if 0@ == 17 // integer values jf @COKERUN_4648 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 249.0 100.0 8.0 if 6@ == 0 // integer values jf @COKERUN_4537 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 249.0, 100.0, 8.0) 6@ = 1 // integer values :COKERUN_4537 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 249.0 100.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_4648 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 249.0 100.0 8.0 018A: 2@ = create_checkpoint_at 194.0 -170.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_4648 if 0@ == 18 // integer values jf @COKERUN_4861 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 194.0 -170.0 8.0 if 6@ == 0 // integer values jf @COKERUN_4750 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 194.0, -170.0, 8.0) 6@ = 1 // integer values :COKERUN_4750 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 194.0 -170.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_4861 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 194.0 -170.0 8.0 018A: 2@ = create_checkpoint_at 49.0 -150.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_4861 if 0@ == 19 // integer values jf @COKERUN_5074 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 49.0 -150.0 8.0 if 6@ == 0 // integer values jf @COKERUN_4963 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 49.0, -150.0, 8.0) 6@ = 1 // integer values :COKERUN_4963 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 49.0 -150.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_5074 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 49.0 -150.0 8.0 018A: 2@ = create_checkpoint_at -64.0 -156.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_5074 if 0@ == 20 // integer values jf @COKERUN_5287 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -64.0 -156.0 8.0 if 6@ == 0 // integer values jf @COKERUN_5176 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -64.0, -156.0, 8.0) 6@ = 1 // integer values :COKERUN_5176 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -64.0 -156.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_5287 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -64.0 -156.0 8.0 018A: 2@ = create_checkpoint_at -93.0 67.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_5287 if 0@ == 21 // integer values jf @COKERUN_5500 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -93.0 67.0 8.0 if 6@ == 0 // integer values jf @COKERUN_5389 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -93.0, 67.0, 8.0) 6@ = 1 // integer values :COKERUN_5389 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -93.0 67.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_5500 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -93.0 67.0 8.0 018A: 2@ = create_checkpoint_at -70.0 294.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_5500 if 0@ == 22 // integer values jf @COKERUN_5713 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at -70.0 294.0 8.0 if 6@ == 0 // integer values jf @COKERUN_5602 8@ = Pickup.Create(#CRAIGPACKAGE, 3, -70.0, 294.0, 8.0) 6@ = 1 // integer values :COKERUN_5602 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car -70.0 294.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_5713 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at -70.0 294.0 8.0 018A: 2@ = create_checkpoint_at 25.0 394.0 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_5713 if 0@ == 23 // integer values jf @COKERUN_5959 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 25.0 394.0 8.0 if 6@ == 0 // integer values jf @COKERUN_5815 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 25.0, 394.0, 8.0) 6@ = 1 // integer values :COKERUN_5815 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 25.0 394.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_5959 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 25.0 394.0 8.0 018A: 2@ = create_checkpoint_at 196.0 403.0 8.0 0@ += 1 // integer values 1@ = Car.Create(#MARQUIS, 324.0, 604.0, 6.0) Car.Angle(1@) = 60.0 6@ = 0 // integer values :COKERUN_5959 if 0@ == 24 // integer values jf @COKERUN_6172 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 0 200 200 at 196.0 403.0 8.0 if 6@ == 0 // integer values jf @COKERUN_6061 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 196.0, 403.0, 8.0) 6@ = 1 // integer values :COKERUN_6061 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 196.0 403.0 8.0 radius 5.0 5.0 3.0 jf @COKERUN_6172 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 196.0 403.0 8.0 018A: 2@ = create_checkpoint_at 304.4 540.6 8.0 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_6172 if 0@ == 25 // integer values jf @COKERUN_6388 024F: create_corona_with_radius 4.0 type 5 lensflares 0 with_color 255 0 0 at 304.4 540.6 8.0 if 6@ == 0 // integer values jf @COKERUN_6273 8@ = Pickup.Create(#CRAIGPACKAGE, 3, 304.4, 540.6, 8.0) 6@ = 1 // integer values :COKERUN_6273 if 00F7: player $PLAYER_CHAR sphere 0 near_point_in_car 304.4 540.6 8.0 radius 5.0 5.0 3.0 jf @COKERUN_6388 Marker.Disable(2@) Pickup.Destroy(8@) 018C: play_sound 1 at 304.4 540.6 8.0 if not Car.Wrecked(1@) jf @COKERUN_6374 2@ = Marker.CreateAboveCar(1@) :COKERUN_6374 0@ += 1 // integer values 6@ = 0 // integer values :COKERUN_6388 jump @COKERUN_802 :COKERUN_6395 014F: stop_timer $8582 if $8584 == 0 // integer values jf @COKERUN_6974 Player.CanMove($PLAYER_CHAR) = False 02A3: enable_widescreen 1 04A6: $606 = create_asset_money_pickup_at $579 $580 $581 money $605 $605 0169: set_fade_color 0 0 0 fade 0 1000 :COKERUN_6464 if fading jf @COKERUN_6488 wait 0 jump @COKERUN_6464 :COKERUN_6488 03AF: set_streaming 0 Model.Load(#B_HSE_PIER) Model.Load(#B_HSE_EXT) Model.Load(#DOCKS28) Model.Load(#DOCKSPROPS12) Model.Load(#DOCKS85) Model.Load(#DK_DOCKROADS04) Model.Load(#B_HSE_PIERFENCE) Model.Load(#B_HSE_INTERIOR) Model.Load(#DK_REEF) Model.Load(#BOAT_KB2) 038B: load_requested_models :COKERUN_6544 if or not Model.Available(#B_HSE_PIER) not Model.Available(#B_HSE_EXT) not Model.Available(#DOCKS28) not Model.Available(#DOCKSPROPS12) not Model.Available(#DOCKS85) not Model.Available(#DK_DOCKROADS04) jf @COKERUN_6596 wait 0 jump @COKERUN_6544 :COKERUN_6596 if or not Model.Available(#B_HSE_PIERFENCE) not Model.Available(#B_HSE_INTERIOR) not Model.Available(#DK_REEF) not Model.Available(#BOAT_KB2) jf @COKERUN_6638 wait 0 jump @COKERUN_6596 :COKERUN_6638 03AF: set_streaming 1 Camera.SetPosition(-631.643, -1495.598, 26.104, 0.0, 0.0, 0.0) Camera.PointAt(-632.27, -1495.064, 25.537, 2) wait 500 0169: set_fade_color 0 0 0 fade 1 1000 :COKERUN_6713 if fading jf @COKERUN_6737 wait 0 jump @COKERUN_6713 :COKERUN_6737 0394: play_music 1 00BA: text_styled 'BOAT_A2' 5000 ms 6 // BOATYARD ASSET COMPLETED wait 5000 Camera.SetPosition(-636.797, -1497.307, 17.588, 0.0, 0.0, 0.0) Camera.PointAt(-637.279, -1496.606, 17.062, 2) 01E5: text_1number_highpriority 'BOAT_AS' $605 flag 6000 time 1 // ~g~The Boatyard will now generate revenue up to a maximum of $~1~. Make sure you collect it regularly. wait 6000 0169: set_fade_color 0 0 0 fade 0 500 :COKERUN_6850 if fading jf @COKERUN_6874 wait 0 jump @COKERUN_6850 :COKERUN_6874 Model.Destroy(#B_HSE_PIER) Model.Destroy(#B_HSE_EXT) Model.Destroy(#DOCKS28) Model.Destroy(#DOCKSPROPS12) Model.Destroy(#DOCKS85) Model.Destroy(#DK_DOCKROADS04) Model.Destroy(#B_HSE_PIERFENCE) Model.Destroy(#BOAT_KB2) Model.Destroy(#DK_REEF) Model.Destroy(#B_HSE_INTERIOR) Camera.SetAtPos(324.0, 604.0, 7.0) wait 500 0169: set_fade_color 0 0 0 fade 1 500 Player.CanMove($PLAYER_CHAR) = True 02A3: enable_widescreen 0 Camera.Restore_WithJumpCut :COKERUN_6974 jump @COKERUN_6998 :COKERUN_6981 00BA: text_styled 'M_FAIL' 2000 ms 1 // MISSION FAILED! return :COKERUN_6998 Player.ClearWantedLevel($PLAYER_CHAR) if $8584 == 0 // integer values jf @COKERUN_7067 01E3: text_1number_styled 'M_PASS' number 5000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 5000 $1175 += 1 // integer values 030C: progress_made += 1 0595: mission_complete $607 = 1 // integer values :COKERUN_7067 if $8584 == 1 // integer values jf @COKERUN_7111 01E3: text_1number_styled 'M_PASS' number 6000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 6000 :COKERUN_7111 if $8584 == 2 // integer values jf @COKERUN_7155 01E3: text_1number_styled 'M_PASS' number 7000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 7000 :COKERUN_7155 if $8584 == 3 // integer values jf @COKERUN_7199 01E3: text_1number_styled 'M_PASS' number 8000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 8000 :COKERUN_7199 if $8584 == 4 // integer values jf @COKERUN_7243 01E3: text_1number_styled 'M_PASS' number 9000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 9000 :COKERUN_7243 if $8584 > 4 // integer values jf @COKERUN_7287 01E3: text_1number_styled 'M_PASS' number 15000 time 5000 style 1 // MISSION PASSED! $~1~ Player.Money($PLAYER_CHAR) += 15000 :COKERUN_7287 0060: $8585 -= $8582 // integer values 0084: $8583 = $8585 // integer values and handles $8583 /= 1000 // integer values 042E: downdate_integer_stat 22 to $8583 $8584 += 1 // integer values return :COKERUN_7327 01B7: release_weather Marker.Disable(2@) Object.Destroy(3@) Object.Destroy(4@) Object.Destroy(5@) Pickup.Destroy(8@) Model.Destroy(#MARQUIS) Model.Destroy(#B_HSE_PIER) Model.Destroy(#B_HSE_EXT) Model.Destroy(#DOCKS28) Model.Destroy(#DOCKSPROPS12) Model.Destroy(#DOCKS85) Model.Destroy(#DK_DOCKROADS04) Model.Destroy(#B_HSE_PIERFENCE) Model.Destroy(#BOAT_KB2) Model.Destroy(#DK_REEF) Model.Destroy(#B_HSE_INTERIOR) Car.RemoveReferences(1@) 014F: stop_timer $8582 $ONMISSION = 0 // integer values mission_cleanup return